diff options
Diffstat (limited to 'doc')
72 files changed, 13855 insertions, 5091 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index ae7b0afaa7..4b6f6eec67 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -63,6 +63,9 @@ <member name="albedo_tex_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false"> Forces a conversion of the [member albedo_texture] from sRGB space to linear space. </member> + <member name="albedo_tex_msdf" type="bool" setter="set_flag" getter="get_flag" default="false"> + Enables multichannel signed distance field rendering shader. Use [member msdf_pixel_range] and [member msdf_outline_size] to configure MSDF paramenters. + </member> <member name="albedo_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture to multiply by [member albedo_color]. Used for basic texturing of objects. </member> @@ -243,6 +246,12 @@ <member name="metallic_texture_channel" type="int" setter="set_metallic_texture_channel" getter="get_metallic_texture_channel" enum="BaseMaterial3D.TextureChannel" default="0"> Specifies the channel of the [member metallic_texture] in which the metallic information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. </member> + <member name="msdf_outline_size" type="float" setter="set_msdf_outline_size" getter="get_msdf_outline_size" default="0.0"> + The width of the shape outine. + </member> + <member name="msdf_pixel_range" type="float" setter="set_msdf_pixel_range" getter="get_msdf_pixel_range" default="4.0"> + The width of the range around the shape between the minimum and maximum representable signed distance. + </member> <member name="no_depth_test" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], depth testing is disabled and the object will be drawn in render order. </member> @@ -647,7 +656,10 @@ </constant> <constant name="FLAG_PARTICLE_TRAILS_MODE" value="19" enum="Flags"> </constant> - <constant name="FLAG_MAX" value="20" enum="Flags"> + <constant name="FLAG_ALBEDO_TEXTURE_MSDF" value="20" enum="Flags"> + Enables multichannel signed distance field rendering shader. + </constant> + <constant name="FLAG_MAX" value="21" enum="Flags"> Represents the size of the [enum Flags] enum. </constant> <constant name="DIFFUSE_BURLEY" value="0" enum="DiffuseMode"> diff --git a/doc/classes/Button.xml b/doc/classes/Button.xml index af9724af08..d85d02fbfb 100644 --- a/doc/classes/Button.xml +++ b/doc/classes/Button.xml @@ -78,7 +78,7 @@ </member> <member name="icon" type="Texture2D" setter="set_button_icon" getter="get_button_icon"> Button's icon, if text is present the icon will be placed before the text. - To edit margin and spacing of the icon, use [theme_item hseparation] theme property and [code]content_margin_*[/code] properties of the used [StyleBox]es. + To edit margin and spacing of the icon, use [theme_item h_separation] theme property and [code]content_margin_*[/code] properties of the used [StyleBox]es. </member> <member name="icon_alignment" type="int" setter="set_icon_alignment" getter="get_icon_alignment" enum="HorizontalAlignment" default="0"> Specifies if the icon should be aligned to the left, right, or center of a button. Uses the same [enum @GlobalScope.HorizontalAlignment] constants as the text alignment. If centered, text will draw on top of the icon. @@ -133,7 +133,7 @@ <theme_item name="icon_pressed_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> Icon modulate [Color] used when the [Button] is being pressed. </theme_item> - <theme_item name="hseparation" data_type="constant" type="int" default="2"> + <theme_item name="h_separation" data_type="constant" type="int" default="2"> The horizontal space between [Button]'s icon and text. </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> diff --git a/doc/classes/CheckBox.xml b/doc/classes/CheckBox.xml index 462ab81587..6483faf763 100644 --- a/doc/classes/CheckBox.xml +++ b/doc/classes/CheckBox.xml @@ -35,10 +35,10 @@ <theme_item name="font_pressed_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> The [CheckBox] text's font color when it's pressed. </theme_item> - <theme_item name="check_vadjust" data_type="constant" type="int" default="0"> + <theme_item name="check_v_adjust" data_type="constant" type="int" default="0"> The vertical offset used when rendering the check icons (in pixels). </theme_item> - <theme_item name="hseparation" data_type="constant" type="int" default="4"> + <theme_item name="h_separation" data_type="constant" type="int" default="4"> The separation between the check icon and the text (in pixels). </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> diff --git a/doc/classes/CheckButton.xml b/doc/classes/CheckButton.xml index c6ebfaf4b0..51b0411f4e 100644 --- a/doc/classes/CheckButton.xml +++ b/doc/classes/CheckButton.xml @@ -35,10 +35,10 @@ <theme_item name="font_pressed_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> The [CheckButton] text's font color when it's pressed. </theme_item> - <theme_item name="check_vadjust" data_type="constant" type="int" default="0"> + <theme_item name="check_v_adjust" data_type="constant" type="int" default="0"> The vertical offset used when rendering the toggle icons (in pixels). </theme_item> - <theme_item name="hseparation" data_type="constant" type="int" default="4"> + <theme_item name="h_separation" data_type="constant" type="int" default="4"> The separation between the toggle icon and the text (in pixels). </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> diff --git a/doc/classes/ColorPickerButton.xml b/doc/classes/ColorPickerButton.xml index f5e752578e..53d35c1a3d 100644 --- a/doc/classes/ColorPickerButton.xml +++ b/doc/classes/ColorPickerButton.xml @@ -74,7 +74,7 @@ <theme_item name="font_pressed_color" data_type="color" type="Color" default="Color(0.8, 0.8, 0.8, 1)"> Text [Color] used when the [ColorPickerButton] is being pressed. </theme_item> - <theme_item name="hseparation" data_type="constant" type="int" default="2"> + <theme_item name="h_separation" data_type="constant" type="int" default="2"> The horizontal space between [ColorPickerButton]'s icon and text. </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 78150af9dd..d084bd4db9 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -665,7 +665,8 @@ <method name="is_drag_successful" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if drag operation is successful. + Returns [code]true[/code] if a drag operation is successful. Alternative to [method Viewport.gui_is_drag_successful]. + Best used with [constant Node.NOTIFICATION_DRAG_END]. </description> </method> <method name="is_layout_rtl" qualifiers="const"> @@ -1358,27 +1359,5 @@ <constant name="TEXT_DIRECTION_RTL" value="2" enum="TextDirection"> Right-to-left text writing direction. </constant> - <constant name="STRUCTURED_TEXT_DEFAULT" value="0" enum="StructuredTextParser"> - Use default behavior. Same as [code]STRUCTURED_TEXT_NONE[/code] unless specified otherwise in the control description. - </constant> - <constant name="STRUCTURED_TEXT_URI" value="1" enum="StructuredTextParser"> - BiDi override for URI. - </constant> - <constant name="STRUCTURED_TEXT_FILE" value="2" enum="StructuredTextParser"> - BiDi override for file path. - </constant> - <constant name="STRUCTURED_TEXT_EMAIL" value="3" enum="StructuredTextParser"> - BiDi override for email. - </constant> - <constant name="STRUCTURED_TEXT_LIST" value="4" enum="StructuredTextParser"> - BiDi override for lists. - Structured text options: list separator [code]String[/code]. - </constant> - <constant name="STRUCTURED_TEXT_NONE" value="5" enum="StructuredTextParser"> - Use default Unicode BiDi algorithm. - </constant> - <constant name="STRUCTURED_TEXT_CUSTOM" value="6" enum="StructuredTextParser"> - User defined structured text BiDi override function. - </constant> </constants> </class> diff --git a/doc/classes/FontData.xml b/doc/classes/FontData.xml index 313e3e31fc..a423d7a4e4 100644 --- a/doc/classes/FontData.xml +++ b/doc/classes/FontData.xml @@ -582,6 +582,9 @@ <member name="force_autohinter" type="bool" setter="set_force_autohinter" getter="is_force_autohinter" default="false"> If set to [code]true[/code], auto-hinting is supported and preferred over font built-in hinting. Used by dynamic fonts only. </member> + <member name="generate_mipmaps" type="bool" setter="set_generate_mipmaps" getter="get_generate_mipmaps" default="false"> + If set to [code]true[/code], generate mipmaps for the font textures. + </member> <member name="hinting" type="int" setter="set_hinting" getter="get_hinting" enum="TextServer.Hinting" default="1"> Font hinting mode. Used by dynamic fonts only. </member> diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml index 19f2915087..e699a40ea0 100644 --- a/doc/classes/GraphEdit.xml +++ b/doc/classes/GraphEdit.xml @@ -342,7 +342,7 @@ </description> </signal> <signal name="scroll_offset_changed"> - <argument index="0" name="ofs" type="Vector2" /> + <argument index="0" name="offset" type="Vector2" /> <description> Emitted when the scroll offset is changed by the user. It will not be emitted when changed in code. </description> diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml index 1e9169146e..173da63a15 100644 --- a/doc/classes/GraphNode.xml +++ b/doc/classes/GraphNode.xml @@ -331,7 +331,7 @@ <theme_item name="comment" data_type="style" type="StyleBox"> The [StyleBox] used when [member comment] is enabled. </theme_item> - <theme_item name="commentfocus" data_type="style" type="StyleBox"> + <theme_item name="comment_focus" data_type="style" type="StyleBox"> The [StyleBox] used when [member comment] is enabled and the [GraphNode] is focused. </theme_item> <theme_item name="frame" data_type="style" type="StyleBox"> @@ -340,7 +340,7 @@ <theme_item name="position" data_type="style" type="StyleBox"> The background used when [member overlay] is set to [constant OVERLAY_POSITION]. </theme_item> - <theme_item name="selectedframe" data_type="style" type="StyleBox"> + <theme_item name="selected_frame" data_type="style" type="StyleBox"> The background used when the [GraphNode] is selected. </theme_item> </theme_items> diff --git a/doc/classes/GridContainer.xml b/doc/classes/GridContainer.xml index 59777ffb79..bb27c35785 100644 --- a/doc/classes/GridContainer.xml +++ b/doc/classes/GridContainer.xml @@ -17,10 +17,10 @@ </member> </members> <theme_items> - <theme_item name="hseparation" data_type="constant" type="int" default="4"> + <theme_item name="h_separation" data_type="constant" type="int" default="4"> The horizontal separation of children nodes. </theme_item> - <theme_item name="vseparation" data_type="constant" type="int" default="4"> + <theme_item name="v_separation" data_type="constant" type="int" default="4"> The vertical separation of children nodes. </theme_item> </theme_items> diff --git a/doc/classes/HFlowContainer.xml b/doc/classes/HFlowContainer.xml index 3cee25e3ab..a8594a1c76 100644 --- a/doc/classes/HFlowContainer.xml +++ b/doc/classes/HFlowContainer.xml @@ -9,10 +9,10 @@ <tutorials> </tutorials> <theme_items> - <theme_item name="hseparation" data_type="constant" type="int" default="4"> + <theme_item name="h_separation" data_type="constant" type="int" default="4"> The horizontal separation of children nodes. </theme_item> - <theme_item name="vseparation" data_type="constant" type="int" default="4"> + <theme_item name="v_separation" data_type="constant" type="int" default="4"> The vertical separation of children nodes. </theme_item> </theme_items> diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml index 06bd64577b..edfd8daec1 100644 --- a/doc/classes/ItemList.xml +++ b/doc/classes/ItemList.xml @@ -476,7 +476,7 @@ <theme_item name="guide_color" data_type="color" type="Color" default="Color(0, 0, 0, 0.1)"> [Color] of the guideline. The guideline is a line drawn between each row of items. </theme_item> - <theme_item name="hseparation" data_type="constant" type="int" default="4"> + <theme_item name="h_separation" data_type="constant" type="int" default="4"> The horizontal spacing between items. </theme_item> <theme_item name="icon_margin" data_type="constant" type="int" default="4"> @@ -488,7 +488,7 @@ <theme_item name="outline_size" data_type="constant" type="int" default="0"> The size of the item text outline. </theme_item> - <theme_item name="vseparation" data_type="constant" type="int" default="2"> + <theme_item name="v_separation" data_type="constant" type="int" default="2"> The vertical spacing between items. </theme_item> <theme_item name="font" data_type="font" type="Font"> diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml index b1046dea6b..d5744bbc42 100644 --- a/doc/classes/Label.xml +++ b/doc/classes/Label.xml @@ -85,7 +85,7 @@ [b]Note:[/b] Setting this property updates [member visible_characters] based on current [method get_total_character_count]. </member> <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" default="4" /> - <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="Control.StructuredTextParser" default="0"> + <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0"> Set BiDi algorithm override for the structured text. </member> <member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[]"> diff --git a/doc/classes/Label3D.xml b/doc/classes/Label3D.xml new file mode 100644 index 0000000000..c95b691bf3 --- /dev/null +++ b/doc/classes/Label3D.xml @@ -0,0 +1,173 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="Label3D" inherits="GeometryInstance3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> + <brief_description> + Displays plain text in a 3D world. + </brief_description> + <description> + Label3D displays plain text in a 3D world. It gives you control over the horizontal and vertical alignment. + </description> + <tutorials> + </tutorials> + <methods> + <method name="clear_opentype_features"> + <return type="void" /> + <description> + Removes all OpenType features. + </description> + </method> + <method name="generate_triangle_mesh" qualifiers="const"> + <return type="TriangleMesh" /> + <description> + Returns a [TriangleMesh] with the label's vertices following its current configuration (such as its [member pixel_size]). + </description> + </method> + <method name="get_draw_flag" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="flag" type="int" enum="Label3D.DrawFlags" /> + <description> + Returns the value of the specified flag. + </description> + </method> + <method name="get_opentype_feature" qualifiers="const"> + <return type="int" /> + <argument index="0" name="tag" type="String" /> + <description> + Returns OpenType feature [code]tag[/code]. + </description> + </method> + <method name="set_draw_flag"> + <return type="void" /> + <argument index="0" name="flag" type="int" enum="Label3D.DrawFlags" /> + <argument index="1" name="enabled" type="bool" /> + <description> + If [code]true[/code], the specified flag will be enabled. See [enum Label3D.DrawFlags] for a list of flags. + </description> + </method> + <method name="set_opentype_feature"> + <return type="void" /> + <argument index="0" name="tag" type="String" /> + <argument index="1" name="value" type="int" /> + <description> + Returns OpenType feature [code]tag[/code]. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url]. + </description> + </method> + </methods> + <members> + <member name="alpha_cut" type="int" setter="set_alpha_cut_mode" getter="get_alpha_cut_mode" enum="Label3D.AlphaCutMode" default="0"> + The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for possible values. + </member> + <member name="alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold" default="0.5"> + Threshold at which the alpha scissor will discard values. + </member> + <member name="autowrap_mode" type="int" setter="set_autowrap_mode" getter="get_autowrap_mode" enum="Label3D.AutowrapMode" default="0"> + If set to something other than [constant AUTOWRAP_OFF], the text gets wrapped inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text. To see how each mode behaves, see [enum AutowrapMode]. + </member> + <member name="billboard" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0"> + The billboard mode to use for the label. See [enum BaseMaterial3D.BillboardMode] for possible values. + </member> + <member name="double_sided" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="true"> + If [code]true[/code], text can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind. + </member> + <member name="fixed_size" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false"> + If [code]true[/code], the label is rendered at the same size regardless of distance. + </member> + <member name="font" type="Font" setter="set_font" getter="get_font"> + [Font] used for the [Label3D]'s text. + </member> + <member name="font_size" type="int" setter="set_font_size" getter="get_font_size" default="16"> + Font size of the [Label3D]'s text. + </member> + <member name="horizontal_alignment" type="int" setter="set_horizontal_alignment" getter="get_horizontal_alignment" enum="HorizontalAlignment" default="1"> + Controls the text's horizontal alignment. Supports left, center, right. Set it to one of the [enum HorizontalAlignment] constants. + </member> + <member name="language" type="String" setter="set_language" getter="get_language" default=""""> + Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead. + </member> + <member name="line_spacing" type="float" setter="set_line_spacing" getter="get_line_spacing" default="0.0"> + Vertical space between lines in multiline [Label3D]. + </member> + <member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)"> + Text [Color] of the [Label3D]. + </member> + <member name="no_depth_test" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false"> + If [code]true[/code], depth testing is disabled and the object will be drawn in render order. + </member> + <member name="outline_modulate" type="Color" setter="set_outline_modulate" getter="get_outline_modulate" default="Color(0, 0, 0, 1)"> + The tint of [Font]'s outline. + </member> + <member name="outline_size" type="int" setter="set_outline_size" getter="get_outline_size" default="0"> + Text outline size. + </member> + <member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01"> + The size of one pixel's width on the label to scale it in 3D. + </member> + <member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false"> + If [code]true[/code], the [Light3D] in the [Environment] has effects on the label. + </member> + <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0"> + Set BiDi algorithm override for the structured text. + </member> + <member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[]"> + Set additional options for BiDi override. + </member> + <member name="text" type="String" setter="set_text" getter="get_text" default=""""> + The text to display on screen. + </member> + <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="TextServer.Direction" default="0"> + Base text writing direction. + </member> + <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3"> + Filter flags for the texture. See [enum BaseMaterial3D.TextureFilter] for options. + </member> + <member name="uppercase" type="bool" setter="set_uppercase" getter="is_uppercase" default="false"> + If [code]true[/code], all the text displays as UPPERCASE. + </member> + <member name="vertical_alignment" type="int" setter="set_vertical_alignment" getter="get_vertical_alignment" enum="VerticalAlignment" default="1"> + Controls the text's vertical alignment. Supports top, center, bottom. Set it to one of the [enum VerticalAlignment] constants. + </member> + <member name="width" type="float" setter="set_width" getter="get_width" default="500.0"> + Text width (in pixels), used for autowrap and fill alignment. + </member> + </members> + <constants> + <constant name="AUTOWRAP_OFF" value="0" enum="AutowrapMode"> + Autowrap is disabled. + </constant> + <constant name="AUTOWRAP_ARBITRARY" value="1" enum="AutowrapMode"> + Wraps the text inside the node's bounding rectangle by allowing to break lines at arbitrary positions, which is useful when very limited space is available. + </constant> + <constant name="AUTOWRAP_WORD" value="2" enum="AutowrapMode"> + Wraps the text inside the node's bounding rectangle by soft-breaking between words. + </constant> + <constant name="AUTOWRAP_WORD_SMART" value="3" enum="AutowrapMode"> + Behaves similarly to [constant AUTOWRAP_WORD], but force-breaks a word if that single word does not fit in one line. + </constant> + <constant name="FLAG_SHADED" value="0" enum="DrawFlags"> + If set, lights in the environment affect the label. + </constant> + <constant name="FLAG_DOUBLE_SIDED" value="1" enum="DrawFlags"> + If set, text can be seen from the back as well. If not, the texture is invisible when looking at it from behind. + </constant> + <constant name="FLAG_DISABLE_DEPTH_TEST" value="2" enum="DrawFlags"> + Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it. + </constant> + <constant name="FLAG_FIXED_SIZE" value="3" enum="DrawFlags"> + Label is scaled by depth so that it always appears the same size on screen. + </constant> + <constant name="FLAG_MAX" value="4" enum="DrawFlags"> + Represents the size of the [enum DrawFlags] enum. + </constant> + <constant name="ALPHA_CUT_DISABLED" value="0" enum="AlphaCutMode"> + This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping. + </constant> + <constant name="ALPHA_CUT_DISCARD" value="1" enum="AlphaCutMode"> + This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/i]. + [b]Note:[/b] This mode might have issues with anti-aliased fonts and outlines, try adjusting [member alpha_scissor_threshold] or using MSDF font. + [b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline. + </constant> + <constant name="ALPHA_CUT_OPAQUE_PREPASS" value="2" enum="AlphaCutMode"> + This mode draws fully opaque pixels in the depth prepass. This is slower than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows displaying translucent areas and smooth edges while using proper sorting. + [b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline. + </constant> + </constants> +</class> diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml index 136147b4b0..55e012ee0c 100644 --- a/doc/classes/LineEdit.xml +++ b/doc/classes/LineEdit.xml @@ -251,7 +251,7 @@ <member name="shortcut_keys_enabled" type="bool" setter="set_shortcut_keys_enabled" getter="is_shortcut_keys_enabled" default="true"> If [code]false[/code], using shortcuts will be disabled. </member> - <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="Control.StructuredTextParser" default="0"> + <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0"> Set BiDi algorithm override for the structured text. </member> <member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[]"> diff --git a/doc/classes/LinkButton.xml b/doc/classes/LinkButton.xml index 3b03d86644..ba80504caf 100644 --- a/doc/classes/LinkButton.xml +++ b/doc/classes/LinkButton.xml @@ -36,7 +36,7 @@ <member name="language" type="String" setter="set_language" getter="get_language" default=""""> Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead. </member> - <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="Control.StructuredTextParser" default="0"> + <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0"> Set BiDi algorithm override for the structured text. </member> <member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[]"> diff --git a/doc/classes/MenuButton.xml b/doc/classes/MenuButton.xml index c32f7318c0..bec567b3ef 100644 --- a/doc/classes/MenuButton.xml +++ b/doc/classes/MenuButton.xml @@ -64,7 +64,7 @@ <theme_item name="font_pressed_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> Text [Color] used when the [MenuButton] is being pressed. </theme_item> - <theme_item name="hseparation" data_type="constant" type="int" default="3"> + <theme_item name="h_separation" data_type="constant" type="int" default="3"> The horizontal space between [MenuButton]'s icon and text. </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 7079036879..75f16e0c1c 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -492,6 +492,12 @@ Returns [code]true[/code] if the node is processing unhandled key input (see [method set_process_unhandled_key_input]). </description> </method> + <method name="is_unique_name_in_owner" qualifiers="const"> + <return type="bool" /> + <description> + Returns whether the node is an unique name for all the other nodes owned by its [member owner]. + </description> + </method> <method name="move_child"> <return type="void" /> <argument index="0" name="child_node" type="Node" /> @@ -719,6 +725,13 @@ Sets whether this is an instance load placeholder. See [InstancePlaceholder]. </description> </method> + <method name="set_unique_name_in_owner"> + <return type="void" /> + <argument index="0" name="enable" type="bool" /> + <description> + Sets this node's name as the unique name in its [member owner]. This allows the node to be accessed as [code]%Name[/code] instead of the full path, from any node within that scene. + </description> + </method> <method name="update_configuration_warnings"> <return type="void" /> <description> @@ -830,10 +843,13 @@ Notification received when the node is instantiated. </constant> <constant name="NOTIFICATION_DRAG_BEGIN" value="21"> - Notification received when a drag begins. + Notification received when a drag operation begins. All nodes receive this notification, not only the dragged one. + Can be triggered either by dragging a [Control] that provides drag data (see [method Control._get_drag_data]) or using [method Control.force_drag]. + Use [method Viewport.gui_get_drag_data] to get the dragged data. </constant> <constant name="NOTIFICATION_DRAG_END" value="22"> - Notification received when a drag ends. + Notification received when a drag operation ends. + Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded. </constant> <constant name="NOTIFICATION_PATH_RENAMED" value="23"> Notification received when the node's name or one of its parents' name is changed. This notification is [i]not[/i] received when the node is removed from the scene tree to be added to another parent later on. diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml index b7145ab923..a7b1f0ea33 100644 --- a/doc/classes/OptionButton.xml +++ b/doc/classes/OptionButton.xml @@ -238,7 +238,7 @@ <theme_item name="arrow_margin" data_type="constant" type="int" default="4"> The horizontal space between the arrow icon and the right edge of the button. </theme_item> - <theme_item name="hseparation" data_type="constant" type="int" default="2"> + <theme_item name="h_separation" data_type="constant" type="int" default="2"> The horizontal space between [OptionButton]'s icon and text. </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml index f8f16acb06..bf80aa94a5 100644 --- a/doc/classes/PopupMenu.xml +++ b/doc/classes/PopupMenu.xml @@ -571,7 +571,7 @@ <theme_item name="font_separator_outline_color" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> The tint of text outline of the labeled separator. </theme_item> - <theme_item name="hseparation" data_type="constant" type="int" default="4"> + <theme_item name="h_separation" data_type="constant" type="int" default="4"> The horizontal space between the item's elements. </theme_item> <theme_item name="item_end_padding" data_type="constant" type="int" default="2"> @@ -584,7 +584,7 @@ <theme_item name="separator_outline_size" data_type="constant" type="int" default="0"> The size of the labeled separator text outline. </theme_item> - <theme_item name="vseparation" data_type="constant" type="int" default="4"> + <theme_item name="v_separation" data_type="constant" type="int" default="4"> The vertical space between each menu item. </theme_item> <theme_item name="font" data_type="font" type="Font"> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index 02b67a4a5b..62a692d4a7 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -342,7 +342,7 @@ <argument index="0" name="alignment" type="int" enum="HorizontalAlignment" /> <argument index="1" name="base_direction" type="int" enum="Control.TextDirection" default="0" /> <argument index="2" name="language" type="String" default="""" /> - <argument index="3" name="st_parser" type="int" enum="Control.StructuredTextParser" default="0" /> + <argument index="3" name="st_parser" type="int" enum="TextServer.StructuredTextParser" default="0" /> <description> Adds a [code][p][/code] tag to the tag stack. </description> @@ -488,7 +488,7 @@ <member name="shortcut_keys_enabled" type="bool" setter="set_shortcut_keys_enabled" getter="is_shortcut_keys_enabled" default="true"> If [code]true[/code], shortcut keys for context menu items are enabled, even if the context menu is disabled. </member> - <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="Control.StructuredTextParser" default="0"> + <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0"> Set BiDi algorithm override for the structured text. </member> <member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[]"> @@ -667,10 +667,10 @@ <theme_item name="shadow_outline_size" data_type="constant" type="int" default="1"> The size of the shadow outline. </theme_item> - <theme_item name="table_hseparation" data_type="constant" type="int" default="3"> + <theme_item name="table_h_separation" data_type="constant" type="int" default="3"> The horizontal separation of elements in a table. </theme_item> - <theme_item name="table_vseparation" data_type="constant" type="int" default="3"> + <theme_item name="table_v_separation" data_type="constant" type="int" default="3"> The vertical separation of elements in a table. </theme_item> <theme_item name="bold_font" data_type="font" type="Font"> diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml index 405fff0ce8..9733fa3a26 100644 --- a/doc/classes/SpriteBase3D.xml +++ b/doc/classes/SpriteBase3D.xml @@ -53,6 +53,9 @@ <member name="double_sided" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="true"> If [code]true[/code], texture can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind. </member> + <member name="fixed_size" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false"> + If [code]true[/code], the label is rendered at the same size regardless of distance. + </member> <member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false"> If [code]true[/code], texture is flipped horizontally. </member> @@ -63,6 +66,9 @@ A color value used to [i]multiply[/i] the texture's colors. Can be used for mood-coloring or to simulate the color of light. [b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in [member modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. </member> + <member name="no_depth_test" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false"> + If [code]true[/code], depth testing is disabled and the object will be drawn in render order. + </member> <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)"> The texture's drawing offset. </member> @@ -72,6 +78,9 @@ <member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false"> If [code]true[/code], the [Light3D] in the [Environment] has effects on the sprite. </member> + <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="BaseMaterial3D.TextureFilter" default="3"> + Filter flags for the texture. See [enum BaseMaterial3D.TextureFilter] for options. + </member> <member name="transparent" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="true"> If [code]true[/code], the texture's transparency and the opacity are used to make those parts of the sprite invisible. </member> @@ -86,7 +95,13 @@ <constant name="FLAG_DOUBLE_SIDED" value="2" enum="DrawFlags"> If set, texture can be seen from the back as well. If not, the texture is invisible when looking at it from behind. </constant> - <constant name="FLAG_MAX" value="3" enum="DrawFlags"> + <constant name="FLAG_DISABLE_DEPTH_TEST" value="3" enum="DrawFlags"> + Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it. + </constant> + <constant name="FLAG_FIXED_SIZE" value="4" enum="DrawFlags"> + Label is scaled by depth so that it always appears the same size on screen. + </constant> + <constant name="FLAG_MAX" value="5" enum="DrawFlags"> Represents the size of the [enum DrawFlags] enum. </constant> <constant name="ALPHA_CUT_DISABLED" value="0" enum="AlphaCutMode"> diff --git a/doc/classes/TabBar.xml b/doc/classes/TabBar.xml index aca5e2d7f3..a8ed0d4286 100644 --- a/doc/classes/TabBar.xml +++ b/doc/classes/TabBar.xml @@ -338,7 +338,7 @@ <theme_item name="font_unselected_color" data_type="color" type="Color" default="Color(0.7, 0.7, 0.7, 1)"> Font color of the other, unselected tabs. </theme_item> - <theme_item name="hseparation" data_type="constant" type="int" default="4"> + <theme_item name="h_separation" data_type="constant" type="int" default="4"> The horizontal separation between the elements inside tabs. </theme_item> <theme_item name="outline_size" data_type="constant" type="int" default="0"> diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index a4edaa79c7..58fdd2d058 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -1017,7 +1017,7 @@ <member name="shortcut_keys_enabled" type="bool" setter="set_shortcut_keys_enabled" getter="is_shortcut_keys_enabled" default="true"> If [code]true[/code], shortcut keys for context menu items are enabled, even if the context menu is disabled. </member> - <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="Control.StructuredTextParser" default="0"> + <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="TextServer.StructuredTextParser" default="0"> Set BiDi algorithm override for the structured text. </member> <member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[]"> diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml index 9ef800d7e1..dba4bd24a5 100644 --- a/doc/classes/TextServer.xml +++ b/doc/classes/TextServer.xml @@ -80,6 +80,7 @@ <description> Draws single glyph into a canvas item at the position, using [code]font_rid[/code] at the size [code]size[/code]. [b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned by [method shaped_text_get_glyphs] or [method font_get_glyph_index]. + [b]Note:[/b] If there are pending glyphs to render, calling this function might trigger the texture cache update. </description> </method> <method name="font_draw_glyph_outline" qualifiers="const"> @@ -94,6 +95,7 @@ <description> Draws single glyph outline of size [code]outline_size[/code] into a canvas item at the position, using [code]font_rid[/code] at the size [code]size[/code]. [b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned by [method shaped_text_get_glyphs] or [method font_get_glyph_index]. + [b]Note:[/b] If there are pending glyphs to render, calling this function might trigger the texture cache update. </description> </method> <method name="font_get_ascent" qualifiers="const"> @@ -126,6 +128,13 @@ Returns bitmap font fixed size. </description> </method> + <method name="font_get_generate_mipmaps" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="font_rid" type="RID" /> + <description> + Returns [code]true[/code] if font texture mipmap generation is enabled. + </description> + </method> <method name="font_get_global_oversampling" qualifiers="const"> <return type="float" /> <description> @@ -199,6 +208,26 @@ Returns index of the cache texture containing the glyph. </description> </method> + <method name="font_get_glyph_texture_rid" qualifiers="const"> + <return type="RID" /> + <argument index="0" name="font_rid" type="RID" /> + <argument index="1" name="size" type="Vector2i" /> + <argument index="2" name="glyph" type="int" /> + <description> + Returns resource id of the cache texture containing the glyph. + [b]Note:[/b] If there are pending glyphs to render, calling this function might trigger the texture cache update. + </description> + </method> + <method name="font_get_glyph_texture_size" qualifiers="const"> + <return type="Vector2" /> + <argument index="0" name="font_rid" type="RID" /> + <argument index="1" name="size" type="Vector2i" /> + <argument index="2" name="glyph" type="int" /> + <description> + Returns size of the cache texture containing the glyph. + [b]Note:[/b] If there are pending glyphs to render, calling this function might trigger the texture cache update. + </description> + </method> <method name="font_get_glyph_uv_rect" qualifiers="const"> <return type="Rect2" /> <argument index="0" name="font_rid" type="RID" /> @@ -580,6 +609,14 @@ If set to [code]true[/code] auto-hinting is preferred over font built-in hinting. </description> </method> + <method name="font_set_generate_mipmaps"> + <return type="void" /> + <argument index="0" name="font_rid" type="RID" /> + <argument index="1" name="generate_mipmaps" type="bool" /> + <description> + If set to [code]true[/code] font texture mipmap generation is enabled. + </description> + </method> <method name="font_set_global_oversampling"> <return type="void" /> <argument index="0" name="oversampling" type="float" /> @@ -927,6 +964,15 @@ Converts a number from the numeral systems used in [code]language[/code] to Western Arabic (0..9). </description> </method> + <method name="parse_structured_text" qualifiers="const"> + <return type="Array" /> + <argument index="0" name="parser_type" type="int" enum="TextServer.StructuredTextParser" /> + <argument index="1" name="args" type="Array" /> + <argument index="2" name="text" type="String" /> + <description> + Default implementation of the BiDi algorithm override function. See [enum StructuredTextParser] for more info. + </description> + </method> <method name="percent_sign" qualifiers="const"> <return type="String" /> <argument index="0" name="language" type="String" default="""" /> @@ -1630,5 +1676,27 @@ <constant name="FONT_FIXED_WIDTH" value="4" enum="FontStyle"> Font have fixed-width characters. </constant> + <constant name="STRUCTURED_TEXT_DEFAULT" value="0" enum="StructuredTextParser"> + Use default behavior. Same as [code]STRUCTURED_TEXT_NONE[/code] unless specified otherwise in the control description. + </constant> + <constant name="STRUCTURED_TEXT_URI" value="1" enum="StructuredTextParser"> + BiDi override for URI. + </constant> + <constant name="STRUCTURED_TEXT_FILE" value="2" enum="StructuredTextParser"> + BiDi override for file path. + </constant> + <constant name="STRUCTURED_TEXT_EMAIL" value="3" enum="StructuredTextParser"> + BiDi override for email. + </constant> + <constant name="STRUCTURED_TEXT_LIST" value="4" enum="StructuredTextParser"> + BiDi override for lists. + Structured text options: list separator [code]String[/code]. + </constant> + <constant name="STRUCTURED_TEXT_NONE" value="5" enum="StructuredTextParser"> + Use default Unicode BiDi algorithm. + </constant> + <constant name="STRUCTURED_TEXT_CUSTOM" value="6" enum="StructuredTextParser"> + User defined structured text BiDi override function. + </constant> </constants> </class> diff --git a/doc/classes/TextServerExtension.xml b/doc/classes/TextServerExtension.xml index e7c5edd266..ef522d08a7 100644 --- a/doc/classes/TextServerExtension.xml +++ b/doc/classes/TextServerExtension.xml @@ -121,6 +121,13 @@ Returns bitmap font fixed size. </description> </method> + <method name="font_get_generate_mipmaps" qualifiers="virtual const"> + <return type="bool" /> + <argument index="0" name="font_rid" type="RID" /> + <description> + Returns [code]true[/code] if font texture mipmap generation is enabled. + </description> + </method> <method name="font_get_global_oversampling" qualifiers="virtual const"> <return type="float" /> <description> @@ -193,6 +200,24 @@ Returns index of the cache texture containing the glyph. </description> </method> + <method name="font_get_glyph_texture_rid" qualifiers="virtual const"> + <return type="RID" /> + <argument index="0" name="font_rid" type="RID" /> + <argument index="1" name="size" type="Vector2i" /> + <argument index="2" name="glyph" type="int" /> + <description> + Returns resource id of the cache texture containing the glyph. + </description> + </method> + <method name="font_get_glyph_texture_size" qualifiers="virtual const"> + <return type="Vector2" /> + <argument index="0" name="font_rid" type="RID" /> + <argument index="1" name="size" type="Vector2i" /> + <argument index="2" name="glyph" type="int" /> + <description> + Returns size of the cache texture containing the glyph. + </description> + </method> <method name="font_get_glyph_uv_rect" qualifiers="virtual const"> <return type="Rect2" /> <argument index="0" name="font_rid" type="RID" /> @@ -581,6 +606,14 @@ If set to [code]true[/code] auto-hinting is preferred over font built-in hinting. </description> </method> + <method name="font_set_generate_mipmaps" qualifiers="virtual"> + <return type="void" /> + <argument index="0" name="font_rid" type="RID" /> + <argument index="1" name="generate_mipmaps" type="bool" /> + <description> + If set to [code]true[/code] font texture mipmap generation is enabled. + </description> + </method> <method name="font_set_global_oversampling" qualifiers="virtual"> <return type="void" /> <argument index="0" name="oversampling" type="float" /> @@ -927,6 +960,14 @@ Converts a number from the numeral systems used in [code]language[/code] to Western Arabic (0..9). </description> </method> + <method name="parse_structured_text" qualifiers="virtual const"> + <return type="Array" /> + <argument index="0" name="parser_type" type="int" enum="TextServer.StructuredTextParser" /> + <argument index="1" name="args" type="Array" /> + <argument index="2" name="text" type="String" /> + <description> + </description> + </method> <method name="percent_sign" qualifiers="virtual const"> <return type="String" /> <argument index="0" name="language" type="String" /> diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml index 5abec4b437..1d4a5b922d 100644 --- a/doc/classes/Tree.xml +++ b/doc/classes/Tree.xml @@ -522,7 +522,7 @@ <theme_item name="draw_relationship_lines" data_type="constant" type="int" default="0"> Draws the relationship lines if not zero, this acts as a boolean. Relationship lines are drawn at the start of child items to show hierarchy. </theme_item> - <theme_item name="hseparation" data_type="constant" type="int" default="4"> + <theme_item name="h_separation" data_type="constant" type="int" default="4"> The horizontal space between item cells. This is also used as the margin at the start of an item when folding is disabled. </theme_item> <theme_item name="item_margin" data_type="constant" type="int" default="16"> @@ -546,7 +546,7 @@ <theme_item name="scroll_speed" data_type="constant" type="int" default="12"> The speed of border scrolling. </theme_item> - <theme_item name="vseparation" data_type="constant" type="int" default="4"> + <theme_item name="v_separation" data_type="constant" type="int" default="4"> The vertical padding inside each item, i.e. the distance between the item's content and top/bottom border. </theme_item> <theme_item name="font" data_type="font" type="Font"> diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml index 396be2d9f8..d2e29bf3b1 100644 --- a/doc/classes/TreeItem.xml +++ b/doc/classes/TreeItem.xml @@ -284,7 +284,7 @@ </description> </method> <method name="get_structured_text_bidi_override" qualifiers="const"> - <return type="int" enum="Control.StructuredTextParser" /> + <return type="int" enum="TextServer.StructuredTextParser" /> <argument index="0" name="column" type="int" /> <description> </description> @@ -620,7 +620,7 @@ <method name="set_structured_text_bidi_override"> <return type="void" /> <argument index="0" name="column" type="int" /> - <argument index="1" name="parser" type="int" enum="Control.StructuredTextParser" /> + <argument index="1" name="parser" type="int" enum="TextServer.StructuredTextParser" /> <description> </description> </method> diff --git a/doc/classes/VFlowContainer.xml b/doc/classes/VFlowContainer.xml index d047f4142e..f427276117 100644 --- a/doc/classes/VFlowContainer.xml +++ b/doc/classes/VFlowContainer.xml @@ -9,10 +9,10 @@ <tutorials> </tutorials> <theme_items> - <theme_item name="hseparation" data_type="constant" type="int" default="4"> + <theme_item name="h_separation" data_type="constant" type="int" default="4"> The horizontal separation of children nodes. </theme_item> - <theme_item name="vseparation" data_type="constant" type="int" default="4"> + <theme_item name="v_separation" data_type="constant" type="int" default="4"> The vertical separation of children nodes. </theme_item> </theme_items> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 1653b66003..18204943fd 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -4,7 +4,7 @@ Vector used for 3D math using floating point coordinates. </brief_description> <description> - 3-element structure that can be used to represent positions in 3D space or any other pair of numeric values. + 3-element structure that can be used to represent positions in 3D space or any other triplet of numeric values. It uses floating-point coordinates. See [Vector3i] for its integer counterpart. [b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code]. </description> diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index 4c7f3badc5..ebb518792f 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -4,7 +4,7 @@ Vector used for 3D math using integer coordinates. </brief_description> <description> - 3-element structure that can be used to represent positions in 3D space or any other pair of numeric values. + 3-element structure that can be used to represent positions in 3D space or any other triplet of numeric values. It uses integer coordinates and is therefore preferable to [Vector3] when exact precision is required. [b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code]. </description> @@ -161,7 +161,7 @@ <description> Gets the remainder of each component of the [Vector3i] with the the given [int]. This operation uses truncated division, which is often not desired as it does not work well with negative numbers. Consider using [method @GlobalScope.posmod] instead if you want to handle negative numbers. [codeblock] - print(Vector2i(10, -20, 30) % 7) # Prints "(3, -6, 2)" + print(Vector3i(10, -20, 30) % 7) # Prints "(3, -6, 2)" [/codeblock] </description> </operator> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 6f4720491d..ce466b2d0f 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -122,6 +122,7 @@ <return type="bool" /> <description> Returns [code]true[/code] if the viewport is currently performing a drag operation. + Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node.NOTIFICATION_DRAG_END] when you prefer polling the value. </description> </method> <method name="gui_release_focus"> diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml index 87a65db192..5ce870a899 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -467,9 +467,9 @@ <theme_item name="title_outline_modulate" data_type="color" type="Color" default="Color(1, 1, 1, 1)"> The color of the title outline. </theme_item> - <theme_item name="close_h_ofs" data_type="constant" type="int" default="18"> + <theme_item name="close_h_offset" data_type="constant" type="int" default="18"> </theme_item> - <theme_item name="close_v_ofs" data_type="constant" type="int" default="24"> + <theme_item name="close_v_offset" data_type="constant" type="int" default="24"> </theme_item> <theme_item name="resize_margin" data_type="constant" type="int" default="4"> </theme_item> diff --git a/doc/translations/ar.po b/doc/translations/ar.po index c611cb845c..e6aba3a951 100644 --- a/doc/translations/ar.po +++ b/doc/translations/ar.po @@ -3559,7 +3559,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7078,8 +7078,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11809,8 +11810,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12611,8 +12612,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13701,7 +13705,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20587,18 +20594,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21773,6 +21796,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25673,6 +25704,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25722,6 +25797,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32641,7 +32759,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32660,6 +32778,19 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -38102,7 +38233,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40318,6 +40452,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -46042,7 +46184,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46689,7 +46831,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47959,16 +48101,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50004,6 +50154,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "يُرجع قيمة ظل الزاوية للمَعلم." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52295,14 +52450,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53748,7 +53912,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54552,7 +54730,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55872,7 +56053,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56143,9 +56323,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57620,10 +57800,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57632,10 +57808,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58660,6 +58832,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58920,6 +59100,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71646,6 +71833,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71741,6 +71933,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71966,6 +72161,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/ca.po b/doc/translations/ca.po index 97b36c3f91..94543dd2b3 100644 --- a/doc/translations/ca.po +++ b/doc/translations/ca.po @@ -3582,7 +3582,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7099,8 +7099,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11827,8 +11828,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12626,8 +12627,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13716,7 +13720,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20591,18 +20598,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21777,6 +21800,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25674,6 +25705,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25723,6 +25798,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32636,7 +32754,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32655,6 +32773,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -38071,7 +38201,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40279,6 +40412,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45982,7 +46123,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46629,7 +46770,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47899,16 +48040,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49943,6 +50092,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52234,14 +52387,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53687,7 +53849,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54491,7 +54667,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55809,7 +55988,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56080,9 +56258,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57553,10 +57731,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57565,10 +57739,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58589,6 +58759,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58848,6 +59026,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71541,6 +71726,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71636,6 +71826,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71861,6 +72054,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot index 3aa9292ac3..dc9d16da28 100644 --- a/doc/translations/classes.pot +++ b/doc/translations/classes.pot @@ -3462,7 +3462,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6979,8 +6979,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11707,8 +11708,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12506,8 +12507,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13596,7 +13600,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20471,18 +20478,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21657,6 +21680,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25551,6 +25582,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25600,6 +25675,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32513,7 +32631,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32532,6 +32650,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37948,7 +38078,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40156,6 +40289,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45859,7 +46000,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46506,7 +46647,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47776,16 +47917,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49820,6 +49969,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52111,14 +52264,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53564,7 +53726,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54368,7 +54544,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55686,7 +55865,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55957,9 +56135,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57430,10 +57608,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57442,10 +57616,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58466,6 +58636,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58725,6 +58903,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71418,6 +71603,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71513,6 +71703,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71738,6 +71931,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/cs.po b/doc/translations/cs.po index 9999a29a0b..efd9b002f9 100644 --- a/doc/translations/cs.po +++ b/doc/translations/cs.po @@ -3966,7 +3966,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7487,8 +7487,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -12226,8 +12227,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -13031,8 +13032,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14123,7 +14127,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -21038,18 +21045,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -22225,6 +22248,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -26130,6 +26161,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -26179,6 +26254,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -33104,7 +33222,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -33123,6 +33241,19 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -38571,7 +38702,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40797,6 +40931,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -46524,7 +46666,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47171,7 +47313,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -48441,16 +48583,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50493,6 +50643,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "Vrátí sinus parametru." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52785,14 +52940,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -54239,7 +54403,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -55043,7 +55221,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -56370,7 +56551,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56641,9 +56821,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -58120,10 +58300,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -58132,10 +58308,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -59169,6 +59341,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -59447,6 +59627,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -72190,6 +72377,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -72285,6 +72477,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -72510,6 +72705,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/de.po b/doc/translations/de.po index 585bbabec6..bc8315eb89 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -4525,7 +4525,8 @@ msgid "The property is a translatable string." msgstr "Die Eigenschaft ist eine übersetzbare Zeichenkette." #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +#, fuzzy +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "Wird verwendet, um Eigenschaften im Editor zu gruppieren." #: doc/classes/@GlobalScope.xml @@ -9015,8 +9016,9 @@ msgstr "Gibt [code]true[/code] zurück falls das Array leer ist." #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -13774,8 +13776,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -14583,8 +14585,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -15724,7 +15729,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -22737,18 +22745,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -23930,6 +23954,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -27857,6 +27889,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -27906,6 +27982,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -34884,7 +35003,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -34903,6 +35022,19 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "Gibt [code]true[/code] zurück falls das Array leer ist." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -40385,7 +40517,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -42628,6 +42763,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -48458,7 +48601,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49105,7 +49248,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50375,16 +50518,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -52464,6 +52615,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "Gibt den aktuell wiedergegebenen Animationszustand zurück." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -54764,14 +54920,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -56235,7 +56400,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -57054,7 +57233,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -58401,7 +58583,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -58672,9 +58853,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -60168,10 +60349,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -60180,10 +60357,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -61224,6 +61397,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -61518,6 +61699,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -74511,6 +74699,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -74606,6 +74799,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -74831,6 +75027,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/el.po b/doc/translations/el.po index 3e3686d93d..98bb60e4a3 100644 --- a/doc/translations/el.po +++ b/doc/translations/el.po @@ -3476,7 +3476,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6995,8 +6995,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11726,8 +11727,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12529,8 +12530,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13619,7 +13623,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20505,18 +20512,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21691,6 +21714,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25591,6 +25622,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25640,6 +25715,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32559,7 +32677,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32578,6 +32696,19 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -38014,7 +38145,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40230,6 +40364,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45941,7 +46083,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46588,7 +46730,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47858,16 +48000,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49903,6 +50053,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52194,14 +52349,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53647,7 +53811,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54451,7 +54629,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55771,7 +55952,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56042,9 +56222,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57519,10 +57699,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57531,10 +57707,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58559,6 +58731,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58819,6 +58999,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71544,6 +71731,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71639,6 +71831,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71864,6 +72059,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/es.po b/doc/translations/es.po index cdf58c19fa..4279e2136f 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -12,7 +12,7 @@ # No te interesa <soxahop585@inmail3.com>, 2020. # Jonatan <arandajonatan94@tuta.io>, 2020. # peter9811 <petercuevas.6@gmail.com>, 2020. -# Ventura Pérez García <vetu@protonmail.com>, 2020. +# Ventura Pérez García <vetu@protonmail.com>, 2020, 2022. # Joakker <joaquinandresleon108@gmail.com>, 2020, 2021. # ACM <albertocm@tuta.io>, 2020. # Pierre Stempin <pierre.stempin@gmail.com>, 2020. @@ -33,12 +33,13 @@ # Cristhian Pineda Castro <kurgancpc@hotmail.com>, 2022. # Francesco Santoro <fgsantoror20@gmail.com>, 2022. # Jake-insane <jake0insane@gmail.com>, 2022. +# Luis Alberto Flores Baca <betofloresbaca@gmail.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-03-26 23:26+0000\n" -"Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n" +"PO-Revision-Date: 2022-04-25 15:12+0000\n" +"Last-Translator: Ventura Pérez García <vetu@protonmail.com>\n" "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/es/>\n" "Language: es\n" @@ -46,7 +47,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.12-dev\n" +"X-Generator: Weblate 4.12.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -324,7 +325,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the arc tangent of [code]s[/code] in radians. Use it to get the " "angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == " @@ -338,14 +338,13 @@ msgstr "" "Devuelve el arco tangente de [code]s[/code] en radianes. Úsalo para obtener " "el ángulo a partir de la tangente de un ángulo en trigonometría: " "[code]atan(tan(angle)) == angle[/code].\n" -"El método no puede saber en qué cuadrante el ángulo se encuentra. Vea " +"El método no puede saber en qué cuadrante se encuentra el ángulo . Vea " "[method atan2] si tienes tanto [code]y[/code] como [code]x[/code]\n" "[codeblock]\n" "a = atan(0.5) # a is 0.463648\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle " "of tangent [code]y/x[/code]. To compute the value, the method takes into " @@ -380,7 +379,6 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml -#, fuzzy msgid "" "Converts a 2D point expressed in the cartesian coordinate system (X and Y " "axis) to the polar coordinate system (a distance from the origin and an " @@ -400,12 +398,13 @@ msgid "" "[/codeblock]\n" "See also [method floor], [method round], [method stepify], and [int]." msgstr "" -"Redondea [code]s[/code] por encima, devolviendo el valor entero más pequeño " -"que no es menor que [code]s[/code].\n" +"Redondea [code]s[/code] hacia arriba (hacia infinito positivo), devolviendo " +"el valor entero más pequeño que no es menor que [code]s[/code].\n" "[codeblock]\n" -"a = ceil(1.45) # a es 2\n" -"a = ceil(1.001) # a es 2\n" -"[/codeblock]" +"a = ceil(1.45) # a es 2.0\n" +"a = ceil(1.001) # a es 2.0\n" +"[/codeblock]\n" +"Ver también [method floor], [method round], [method stepify] e [int]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -4590,7 +4589,8 @@ msgid "The property is a translatable string." msgstr "La propiedad es una string traducible." #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +#, fuzzy +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "Se utiliza para agrupar las propiedades en el editor." #: doc/classes/@GlobalScope.xml @@ -5266,40 +5266,40 @@ msgid "" " assert(decrypted == data.to_utf8())\n" "[/codeblock]" msgstr "" -"Esta clase proporciona acceso a la encriptación/desencriptación AES de los " -"datos en bruto. Tanto el modo AES-ECB como el AES-CBC están soportados.\n" +"Esta clase proporciona acceso a la cifrado/descifrado AES de los datos en " +"bruto. Tanto el modo AES-ECB como el AES-CBC están soportados.\n" "[codeblock]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" -" var clave = \"Mi clave secreta!!!\" # La clave debe ser de 16 o 32 " -"bytes. (1 byte = 1 char) normalmdlkd\n" -" var datos = \"Mi clave secreta\" # El tamaño de datos debe ser multiplo " +" var clave = \"Mi clave secreta\" # La clave debe ser de 16 o 32 bytes. " +"(1 byte = 1 char) normalmdlkd\n" +" var datos = \"Mi texto secreto\" # El tamaño de datos debe ser multiplo " "de 16, ponga algún relleno para completar de ser necesario.\n" -" # Encriptar ECB\n" +" # Cifraro en modo ECB\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, clave.to_utf8())\n" -" var encriptado = aes.update(datos.to_utf8())\n" +" var textocifrado = aes.update(datos.to_utf8())\n" " aes.finish()\n" -" # Desencriptar ECB\n" +" # Descifrar en modo ECB\n" " aes.start(AESContext.MODE_ECB_DECRYPT, clave.to_utf8())\n" -" var desencriptado = aes.update(encriptado)\n" +" var textoplano = aes.update(textocifrado)\n" " aes.finish()\n" " # Comprobar ECB\n" -" assert(desencriptado == datos.to_utf8())\n" +" assert(textoplano == datos.to_utf8())\n" "\n" " var iv = \"Mi secreto iv!!!\" # IV debe ser de tamaño 16 bytes.\n" -" # Encriptar CBC\n" +" # Cifrado en modo CBC\n" " aes.start(AESContext.MODE_CBC_ENCRYPT, clave.to_utf8(), iv.to_utf8())\n" -" encriptado = aes.update(datos.to_utf8())\n" +" textocifrado = aes.update(datos.to_utf8())\n" " aes.finish()\n" -" # Desencriptar CBC\n" +" # Descifrar en modo CBC\n" " aes.start(AESContext.MODE_CBC_DECRYPT, clave.to_utf8(), iv.to_utf8())\n" -" desencriptado = aes.update(encriptado)\n" +" textoplano = aes.update(textocifrado)\n" " aes.finish()\n" " # Comprobar CBC\n" -" assert(desencriptado == datos.to_utf8())\n" +" assert(textoplano == datos.to_utf8())\n" "[/codeblock]" #: doc/classes/AESContext.xml @@ -5335,7 +5335,6 @@ msgstr "" "[constant MODE_CBC_DECRYPT]." #: doc/classes/AESContext.xml -#, fuzzy msgid "" "Run the desired operation for this AES context. Will return a " "[PoolByteArray] containing the result of encrypting (or decrypting) the " @@ -5344,11 +5343,11 @@ msgid "" "some padding if needed." msgstr "" "Ejecute la operación deseada para este contexto de AES. Devolverá un " -"[PackedByteArray] que contiene el resultado de encriptar (o desencriptar) el " -"[code]src[/code] dado. Consulte [start method] para conocer el modo de " +"[PoolByteArray] que contiene el resultado de cifrar (o descifrar) el " +"[code]src[/code] dado. Consulte [method start] para conocer el modo de " "operación.\n" -"Nota: El tamaño de [code]src[/code] debe ser un múltiplo de 16. Aplique algo " -"de relleno si fuera necesario." +"[b]Nota:[/b] El tamaño de [code]src[/code] debe ser un múltiplo de 16. " +"Aplique algo de relleno si fuera necesario." #: doc/classes/AESContext.xml msgid "AES electronic codebook encryption mode." @@ -9140,14 +9139,22 @@ msgid "Returns [code]true[/code] if the array is empty." msgstr "Devuelve [code]true[/code] si el array es vacio." #: doc/classes/Array.xml +#, fuzzy msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " "all elements placed after the removed element have to be reindexed." msgstr "" +"Inserta un nuevo elemento en la posisción dada en el array. La posición debe " +"ser valida, o al final de el array([code]pos == size()[/code].\n" +"[b]Note:[/b] este metodo actua en el lugar y no devuelve ningún valor.\n" +"[b]Note:[/b] en arrays largos, este metodo va a ser mas lento si el elemento " +"incertado esta cerca al inicio del array (índice 0). Esto es por que todos " +"los elementos despues del elemento incertado tienen que ser reindisados." #: doc/classes/Array.xml msgid "" @@ -15362,10 +15369,11 @@ msgstr "" "la cámara escala su tamaño percibido." #: doc/classes/Camera.xml +#, fuzzy msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" "El tamaño de la cámara se mide como la mitad de la anchura o la altura. Sólo " "aplicable en modo ortogonal. Dado que [member keep_aspect] se bloquea en el " @@ -16458,11 +16466,12 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" -"Si [code]enable[/code] es [code]true[/code], el nodo no heredará su " -"transformación de los objetos del canvas padre." #: doc/classes/CanvasItem.xml #, fuzzy @@ -17888,12 +17897,16 @@ msgid "Base node for 2D collision objects." msgstr "Nodo base para objetos de colisión 2D." #: doc/classes/CollisionObject2D.xml +#, fuzzy msgid "" "CollisionObject2D is the base class for 2D physics objects. It can hold any " "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" "CollisionObject2D es la clase base de los objetos de física 2D. Puede " "contener cualquier número de colisiones 2D [Shape2D]. Cada forma debe ser " @@ -20049,8 +20062,8 @@ msgid "" "Queue resort of the contained children. This is called automatically anyway, " "but can be called upon request." msgstr "" -"El recurso de la cola de los hijos contenidos. Esto se llama automáticamente " -"de todos modos, pero puede ser llamado a petición." +"Encolar la reorganización de los hijos contenidos. Este método es llamado " +"automáticamente, pero también puede ser llamado manualmente." #: doc/classes/Container.xml msgid "Emitted when sorting the children is needed." @@ -27132,29 +27145,37 @@ msgstr "" "método." #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +#, fuzzy +msgid "A control used to edit properties of an object." msgstr "" "Una pestaña que se utiliza para editar las propiedades del nodo seleccionado." #: doc/classes/EditorInspector.xml -#, fuzzy msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." -msgstr "" -"El inspector de la edición se encuentra por defecto en la parte derecha del " -"editor. Se utiliza para editar las propiedades del nodo seleccionado. Por " -"ejemplo, puedes seleccionar un nodo como el Sprite2D y luego editar su " -"transformación a través de la herramienta de inspección. El inspector del " -"editor es una herramienta esencial en el flujo de trabajo del desarrollo del " -"juego.\n" -"[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En lugar de " -"eso, accede al singleton usando el [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." +msgstr "" #: doc/classes/EditorInspector.xml msgid "" @@ -28709,6 +28730,14 @@ msgstr "" "- Formatio Binario en FBX 2017\n" "[/codeblock]" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "Post-procesa las escenas después de la importación." @@ -30893,7 +30922,7 @@ msgstr "" "El modo de mapeo de tonos a utilizar. El \"tonemapping\" es el proceso que " "\"convierte\" los valores HDR para que sean adecuados para su representación " "en una pantalla LDR. (Godot todavía no soporta la renderización en pantallas " -"HDR.)" +"HDR)." #: doc/classes/Environment.xml msgid "" @@ -33961,6 +33990,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "Representa el tamaño del enum [enum Subdiv]." +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -34010,6 +34083,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -43260,7 +43376,7 @@ msgstr "" "[code]from_column[/code] a [code]to_column[/code]. Ambos parámetros deben " "estar dentro de la longitud del texto." -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "Borra la selección actual." @@ -43279,6 +43395,19 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "Devuelve la columna de inicio de la selección." + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "Devuelve la columna de final de selección." + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "Devuelve [code]true[/code] si el temporizador se detiene." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -48132,7 +48261,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Nodes and Scenes" -msgstr "" +msgstr "Nodos y escenas" #: doc/classes/Node.xml msgid "All Demos" @@ -50650,9 +50779,16 @@ msgstr "" "recuperar la instancia del objeto con [method @GDScript.instance_from_id]." #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +#, fuzzy +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" -"Devuelve la entrada de metadatos del objeto para el [code]name[/code] dado." +"Devuelve el índice del artículo en la [code]position[/code] dada.\n" +"Cuando no hay ningún elemento en ese punto, se devolverá -1 si [code]exact[/" +"code] es [code]true[/code], y de lo contrario se devolverá el índice de " +"elemento más cercano." #: doc/classes/Object.xml #, fuzzy @@ -53542,6 +53678,14 @@ msgstr "" "principal.\n" "[b]Nota:[/b] Sólo disponible en las construcciones del editor." +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "Abstracción y clase base para protocolos basados en paquetes." @@ -61189,7 +61333,7 @@ msgstr "" #, fuzzy msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "Permite que la ventana sea redimensionada por defecto." #: doc/classes/ProjectSettings.xml @@ -61982,7 +62126,8 @@ msgid "Optional name for the 3D render layer 13." msgstr "Nombre opcional para la capa 13 del renderizado 3D." #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +#, fuzzy +msgid "Optional name for the 3D render layer 14." msgstr "Nombre opcional para la capa 14 del renderizado 3D" #: doc/classes/ProjectSettings.xml @@ -63503,20 +63648,25 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" -"Si [code]true[/code], fuerza el sombreado de vértices para todos los " -"renderizados. Esto puede aumentar mucho el rendimiento, pero también reduce " -"la calidad enormemente. Se puede utilizar para optimizar el rendimiento en " -"dispositivos móviles de gama baja." #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" "Sobreescritura del extremo inferior para [member rendering/quality/shading/" "force_vertex_shading] en los dispositivos móviles, debido a problemas de " @@ -66273,6 +66423,13 @@ msgstr "" "pila de etiquetas. Considera el texto envuelto como una línea." #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" +"Devuelve el número total de caracteres de las etiquetas de texto. No incluye " +"los BBCodes." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -69215,22 +69372,25 @@ msgstr "" "evitar los bloqueos. Para una versión binaria, véase [Mutex]." #: doc/classes/Semaphore.xml -#, fuzzy msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" -"Trata de bloquear este [Mutex], pero no bloquea. Devuelve [constant OK] en " -"el éxito, [constant ERR_BUSY] en caso contrario." #: doc/classes/Semaphore.xml -#, fuzzy msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" -"Trata de bloquear este [Mutex], pero no bloquea. Devuelve [constant OK] en " -"el éxito, [constant ERR_BUSY] en caso contrario." #: doc/classes/Separator.xml msgid "Base class for separators." @@ -71078,7 +71238,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -72102,7 +72276,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" "SpinBox es un campo de texto de entrada numérica. Permite introducir números " "enteros y reales.\n" @@ -73781,7 +73958,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -74116,9 +74292,9 @@ msgstr "Devuelve el hash SHA-256 de la string como una string." #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -76056,10 +76232,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "Devuelve la columna de inicio de la selección." - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "Devuelve la línea de inicio de la selección." @@ -76068,10 +76240,6 @@ msgid "Returns the text inside the selection." msgstr "Devuelve el texto dentro de la selección." #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "Devuelve la columna de final de selección." - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "Devuelve la línea final de selección." @@ -77364,6 +77532,14 @@ msgstr "" "archivo [code].theme[/code], vea la documentación para más información." #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "Borra todos los valores del tema." @@ -77727,6 +77903,13 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml #, fuzzy msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " @@ -94376,6 +94559,11 @@ msgstr "" "[code]get_peer(id).get_available_packet_count[/code])." #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "Detiene el servidor y limpia su estado." @@ -94495,6 +94683,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -94720,6 +94911,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/fa.po b/doc/translations/fa.po index c4eebb3371..c61a77b1dc 100644 --- a/doc/translations/fa.po +++ b/doc/translations/fa.po @@ -14,12 +14,13 @@ # ItzMiad44909858f5774b6d <maidggg@gmail.com>, 2020. # ahmad maftoon <ahmadmaftoon.1387@gmail.com>, 2021. # Seyed Fazel Alavi <fazel8195@gmail.com>, 2022. +# Giga hertz <gigahertzyt@gmail.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-01-09 14:57+0000\n" -"Last-Translator: Seyed Fazel Alavi <fazel8195@gmail.com>\n" +"PO-Revision-Date: 2022-04-03 08:11+0000\n" +"Last-Translator: Giga hertz <gigahertzyt@gmail.com>\n" "Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/fa/>\n" "Language: fa\n" @@ -27,7 +28,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.10.1\n" +"X-Generator: Weblate 4.12-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -70,9 +71,8 @@ msgid "Method Descriptions" msgstr "توضیحات تابع" #: doc/tools/make_rst.py -#, fuzzy msgid "Theme Property Descriptions" -msgstr "توضیحات خصیصه" +msgstr "توضیحات ویژگی تم" #: doc/tools/make_rst.py msgid "Inherits:" @@ -88,15 +88,15 @@ msgstr "" #: doc/tools/make_rst.py msgid "Default" -msgstr "" +msgstr "پیشفرض" #: doc/tools/make_rst.py msgid "Setter" -msgstr "" +msgstr "تنظیم کننده" #: doc/tools/make_rst.py msgid "value" -msgstr "" +msgstr "مقدار" #: doc/tools/make_rst.py msgid "Getter" @@ -3901,7 +3901,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7418,8 +7418,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -12146,8 +12147,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12945,8 +12946,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14035,7 +14039,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20910,18 +20917,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -22096,6 +22119,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25993,6 +26024,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -26042,6 +26117,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32955,7 +33073,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32974,6 +33092,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -38396,7 +38526,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40604,6 +40737,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -46319,7 +46460,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46966,7 +47107,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -48236,16 +48377,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50284,6 +50433,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52575,14 +52728,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -54028,7 +54190,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54832,7 +55008,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -56150,7 +56329,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56421,9 +56599,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57894,10 +58072,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57906,10 +58080,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58930,6 +59100,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -59189,6 +59367,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71882,6 +72067,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71977,6 +72167,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -72202,6 +72395,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/fi.po b/doc/translations/fi.po index ca7fad636f..71a130a11d 100644 --- a/doc/translations/fi.po +++ b/doc/translations/fi.po @@ -8,12 +8,13 @@ # Nekromanser <ari.taitto@protonmail.com>, 2021. # Leevi Laine <leeviervoemil@gmail.com>, 2021. # Tuomas Lähteenmäki <lahtis@gmail.com>, 2022. +# Siina Mashek <siina@criminallycute.fi>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-03-17 13:59+0000\n" -"Last-Translator: Tuomas Lähteenmäki <lahtis@gmail.com>\n" +"PO-Revision-Date: 2022-04-09 12:13+0000\n" +"Last-Translator: Siina Mashek <siina@criminallycute.fi>\n" "Language-Team: Finnish <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/fi/>\n" "Language: fi\n" @@ -185,7 +186,7 @@ msgid "" "[/codeblock]\n" "Supported color names are the same as the constants defined in [Color]." msgstr "" -"Palauttaa standardoidun värin [code]nimen [/code] siten, että [code]alpha[/" +"Palauttaa standardoidun värin [code]nimen [/code] siten, että [code]alpha[/" "code] vaihtelee välillä 0 -1.\n" "[codeblock]\n" "punainen = ColorN(\"punainen\", 1)\n" @@ -3543,7 +3544,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7068,8 +7069,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11800,8 +11802,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12604,8 +12606,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13695,7 +13700,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20581,18 +20589,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21767,6 +21791,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25667,6 +25699,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25716,6 +25792,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32643,7 +32762,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32662,6 +32781,19 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "Palauttaa parametrin kosinin." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -38099,7 +38231,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40315,6 +40450,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -46026,7 +46169,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46673,7 +46816,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47943,16 +48086,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49988,6 +50139,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "Palauttaa parametrin sinin." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52279,14 +52435,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53733,7 +53898,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54537,7 +54716,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55858,7 +56040,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56129,9 +56310,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57607,10 +57788,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57619,10 +57796,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58647,6 +58820,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58909,6 +59090,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71640,6 +71828,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71735,6 +71928,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71960,6 +72156,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/fil.po b/doc/translations/fil.po index 6df4b2d811..1aeae588a9 100644 --- a/doc/translations/fil.po +++ b/doc/translations/fil.po @@ -3469,7 +3469,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6986,8 +6986,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11714,8 +11715,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12513,8 +12514,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13603,7 +13607,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20478,18 +20485,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21664,6 +21687,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25561,6 +25592,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25610,6 +25685,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32523,7 +32641,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32542,6 +32660,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37958,7 +38088,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40166,6 +40299,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45869,7 +46010,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46516,7 +46657,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47786,16 +47927,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49830,6 +49979,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52121,14 +52274,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53574,7 +53736,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54378,7 +54554,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55696,7 +55875,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55967,9 +56145,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57440,10 +57618,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57452,10 +57626,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58476,6 +58646,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58735,6 +58913,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71428,6 +71613,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71523,6 +71713,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71748,6 +71941,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/fr.po b/doc/translations/fr.po index a638ed182b..99290efdf2 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -61,8 +61,8 @@ msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2022-03-28 23:20+0000\n" -"Last-Translator: Maxim Lopez <maxim.lopez.02@gmail.com>\n" +"PO-Revision-Date: 2022-04-25 15:12+0000\n" +"Last-Translator: Maxime Leroy <lisacintosh@gmail.com>\n" "Language-Team: French <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/fr/>\n" "Language: fr\n" @@ -70,7 +70,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.12-dev\n" +"X-Generator: Weblate 4.12.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -133,18 +133,16 @@ msgid "Default" msgstr "Défaut" #: doc/tools/make_rst.py -#, fuzzy msgid "Setter" -msgstr "Régleur" +msgstr "Setter" #: doc/tools/make_rst.py msgid "value" msgstr "valeur" #: doc/tools/make_rst.py -#, fuzzy msgid "Getter" -msgstr "Récupérateur" +msgstr "Getter" #: doc/tools/make_rst.py msgid "" @@ -3946,9 +3944,8 @@ msgid "Generic gamepad axis 9." msgstr "Axe 9 de la manette générique." #: doc/classes/@GlobalScope.xml -#, fuzzy msgid "Represents the maximum number of joystick axes supported." -msgstr "Nombre maximal de passes de tirage prises en charge." +msgstr "Représente le nombre maximum d'axes que le joystick supporte." #: doc/classes/@GlobalScope.xml msgid "Gamepad left analog trigger." @@ -4184,11 +4181,11 @@ msgstr "Fichier : Erreur d'impossibilité d'ouverture." #: doc/classes/@GlobalScope.xml msgid "File: Can't write error." -msgstr "Fichier: Erreur d'écriture." +msgstr "Fichier : Erreur d'écriture." #: doc/classes/@GlobalScope.xml msgid "File: Can't read error." -msgstr "Fichier: Erreur de lecture." +msgstr "Fichier : Erreur de lecture." #: doc/classes/@GlobalScope.xml msgid "File: Unrecognized error." @@ -4563,7 +4560,8 @@ msgid "The property is a translatable string." msgstr "La propriété est une chaîne de caractères traduisible." #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +#, fuzzy +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "Utilisé pour rassembler des propriétés ensemble dans l'éditeur." #: doc/classes/@GlobalScope.xml @@ -4871,16 +4869,13 @@ msgstr "" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml -#, fuzzy msgid "Vector math" -msgstr "" -"Vecteur utilisé pour les mathématiques 2D utilisant des coordonnées " -"d'entiers." +msgstr "Mathématiques des vecteurs" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml msgid "Advanced vector math" -msgstr "" +msgstr "Mathématiques avancées des vecteurs" #: doc/classes/AABB.xml msgid "Constructs an [AABB] from a position and size." @@ -6339,9 +6334,8 @@ msgstr "" "affiche l'édition de filtre sur ce nœud." #: doc/classes/AnimationNode.xml -#, fuzzy msgid "Returns whether the given path is filtered." -msgstr "Retourne [code]true[/code] si un chemin donné est filtré." +msgstr "Retourne quand un chemin donné est filtré." #: doc/classes/AnimationNode.xml msgid "" @@ -6914,7 +6908,6 @@ msgid "The input node is [code]null[/code]." msgstr "Le nœud d'entrée est [code]null[/code]." #: doc/classes/AnimationNodeBlendTree.xml -#, fuzzy msgid "The specified input port is out of range." msgstr "Le port d’entrée spécifié est hors de portée." @@ -7014,10 +7007,12 @@ msgstr "Retourne le nœud final du graphe." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the draw offset of the graph. Used for display in the editor." msgstr "" +"Retourne le décalage de l'affichage du graphe. Utilisé pour l'affichage dans " +"l'éditeur." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the animation node with the given name." -msgstr "" +msgstr "Retourne le nœud d'animation avec le nom donné." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given animation node's name." @@ -7045,7 +7040,7 @@ msgstr "Retourne le nœud de fin de la transition donnée." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns [code]true[/code] if the graph contains the given node." -msgstr "" +msgstr "Retourne [code]true[/code] si le graphe contient le nœud spécifié." #: doc/classes/AnimationNodeStateMachine.xml msgid "" @@ -7054,11 +7049,11 @@ msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given node from the graph." -msgstr "" +msgstr "Supprime le nœud donné du graphe." #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the transition between the two specified nodes." -msgstr "" +msgstr "Supprime la transition entre les deux nœuds spécifiés." #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given transition by index." @@ -7070,15 +7065,17 @@ msgstr "Renomme le nœud donné." #: doc/classes/AnimationNodeStateMachine.xml msgid "Replaces the node and keeps its transitions unchanged." -msgstr "" +msgstr "Remplace le nœud et garde sa transition non changée." #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the given node as the graph end point." -msgstr "" +msgstr "Définit le nœud spécifié comme fin du graph." #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the draw offset of the graph. Used for display in the editor." msgstr "" +"Définit le décalage de l'affichage du graphe. Utilisé pour l'affichage dans " +"l'éditeur." #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the node's coordinates. Used for display in the editor." @@ -7086,12 +7083,11 @@ msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the given node as the graph start point." -msgstr "" +msgstr "Définit le nœud spécifié comme départ du graph." #: doc/classes/AnimationNodeStateMachinePlayback.xml -#, fuzzy msgid "Playback control for [AnimationNodeStateMachine]." -msgstr "Contrôle de lecture pour [AnimationNodeStateMachine]." +msgstr "Contrôle de la lecture des [AnimationNodeStateMachine]." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" @@ -7110,9 +7106,8 @@ msgid "Returns the currently playing animation state." msgstr "Retourne l'actuel état d'animation joué." #: doc/classes/AnimationNodeStateMachinePlayback.xml -#, fuzzy msgid "Returns the playback position within the current animation state." -msgstr "Retourne la position globale de la souris." +msgstr "Retourne la position de lecture pour l'état actuel de l'animation." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" @@ -7123,7 +7118,7 @@ msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns [code]true[/code] if an animation is playing." -msgstr "" +msgstr "Retourne [code]true[/code] si une animation est en lecture." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Starts playing the given animation." @@ -7205,6 +7200,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "A time-scaling animation node to be used with [AnimationTree]." msgstr "" +"Un nœud d'animation qui étire le temps à utiliser avec un [AnimationTree]." #: doc/classes/AnimationNodeTimeScale.xml msgid "" @@ -7215,6 +7211,8 @@ msgstr "" #: doc/classes/AnimationNodeTimeSeek.xml msgid "A time-seeking animation node to be used with [AnimationTree]." msgstr "" +"Un nœud d'animation de déplacement du temps à utiliser avec un " +"[AnimationTree]." #: doc/classes/AnimationNodeTimeSeek.xml msgid "" @@ -7239,7 +7237,7 @@ msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "A generic animation transition node for [AnimationTree]." -msgstr "" +msgstr "Une nœud d'animation de transition générique pour [AnimationTree]." #: doc/classes/AnimationNodeTransition.xml msgid "" @@ -7250,7 +7248,7 @@ msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "The number of available input ports for this node." -msgstr "" +msgstr "Le nombre de ports d'entrée disponibles pour ce nœud." #: doc/classes/AnimationNodeTransition.xml msgid "" @@ -7327,13 +7325,15 @@ msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Returns the list of stored animation names." -msgstr "" +msgstr "Retourne la liste des noms des animations stockées." #: doc/classes/AnimationPlayer.xml msgid "" "Gets the blend time (in seconds) between two animations, referenced by their " "names." msgstr "" +"Retourne le temps de transition (en secondes) entre deux animations, " +"spécifiées par leur nom." #: doc/classes/AnimationPlayer.xml msgid "" @@ -7347,6 +7347,8 @@ msgstr "" msgid "" "Returns a list of the animation names that are currently queued to play." msgstr "" +"Retourne la liste des noms d'animation qui sont actuellement dans la file de " +"lecture." #: doc/classes/AnimationPlayer.xml msgid "" @@ -7400,6 +7402,8 @@ msgid "" "Renames an existing animation with key [code]name[/code] to [code]newname[/" "code]." msgstr "" +"Renomme une animation existante avec la clé [code]name[/code] en " +"[code]newname[/code]." #: doc/classes/AnimationPlayer.xml msgid "" @@ -7414,6 +7418,8 @@ msgid "" "Specifies a blend time (in seconds) between two animations, referenced by " "their names." msgstr "" +"Définit le temps de transition (en secondes) entre deux animations, " +"spécifiées par leur nom." #: doc/classes/AnimationPlayer.xml msgid "" @@ -7451,11 +7457,11 @@ msgstr "" #: doc/classes/AnimationPlayer.xml msgid "The length (in seconds) of the currently being played animation." -msgstr "" +msgstr "La durée (en secondes) de l'animation actuellement jouée." #: doc/classes/AnimationPlayer.xml msgid "The position (in seconds) of the currently playing animation." -msgstr "" +msgstr "La position (en secondes) de l'animation actuellement jouée." #: doc/classes/AnimationPlayer.xml msgid "The call mode to use for Call Method tracks." @@ -7550,6 +7556,8 @@ msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Make method calls immediately when reached in the animation." msgstr "" +"Appelle la méthode aussitôt qu'elle est précisée lors de la lecture de " +"l'animation." #: doc/classes/AnimationTree.xml msgid "" @@ -7569,13 +7577,13 @@ msgid "" msgstr "" #: doc/classes/AnimationTree.xml -#, fuzzy msgid "Using AnimationTree" -msgstr "Réinitialise cet [AnimationTreePlayer]." +msgstr "Utiliser les AnimationTree" #: doc/classes/AnimationTree.xml msgid "Manually advance the animations by the specified time (in seconds)." msgstr "" +"Avance manuellement les animations par le temps spécifié (en secondes)." #: doc/classes/AnimationTree.xml msgid "" @@ -7587,7 +7595,7 @@ msgstr "" #: doc/classes/AnimationTree.xml msgid "If [code]true[/code], the [AnimationTree] will be processing." -msgstr "" +msgstr "Si [code]true[/code], le [AnimationTree] sera actif." #: doc/classes/AnimationTree.xml msgid "The path to the [AnimationPlayer] used for animating." @@ -7624,6 +7632,7 @@ msgstr "" #: doc/classes/AnimationTree.xml msgid "The root animation node of this [AnimationTree]. See [AnimationNode]." msgstr "" +"Le nœud d'animation racine de cet [AnimationTree]. Voir [AnimationNode]." #: doc/classes/AnimationTree.xml msgid "" @@ -7640,6 +7649,8 @@ msgstr "" #: doc/classes/AnimationTree.xml msgid "The animations will only progress manually (see [method advance])." msgstr "" +"Les animations devront être mises à jour manuellement (voir [method " +"advance])." #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7684,11 +7695,12 @@ msgid "" msgstr "" #: doc/classes/AnimationTreePlayer.xml -#, fuzzy msgid "" "Returns the absolute playback timestamp of the animation node with name " "[code]id[/code]." -msgstr "Retourne le nom du nœud à [code]idx[/code]." +msgstr "" +"Retourne la position temporaire absolue du nœud d'animation avec le nom " +"[code]id[/code]." #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7782,7 +7794,7 @@ msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Returns a [PoolStringArray] containing the name of all nodes." -msgstr "" +msgstr "Retourne un [PoolStringArray] contenant le nom de tous les nœuds." #: doc/classes/AnimationTreePlayer.xml #, fuzzy @@ -7797,7 +7809,7 @@ msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Check if a node exists (by name)." -msgstr "" +msgstr "Vérifie si un nœud existe (par son nom)." #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -8012,10 +8024,11 @@ msgstr "" "par [code]to_idx[/code]." #: doc/classes/AnimationTreePlayer.xml -#, fuzzy msgid "" "If [code]true[/code], the [AnimationTreePlayer] is able to play animations." -msgstr "Si [code]true[/code], le [member animation] joue présentement." +msgstr "" +"Si [code]true[/code], le [AnimationTreePlayer] est capable de jouer des " +"animations." #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -8033,7 +8046,7 @@ msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "The thread in which to update animations." -msgstr "" +msgstr "Le fil d'exécution qui met à jour les animations." #: doc/classes/AnimationTreePlayer.xml msgid "Output node." @@ -8044,7 +8057,6 @@ msgid "Animation node." msgstr "Nœud d'animation." #: doc/classes/AnimationTreePlayer.xml -#, fuzzy msgid "OneShot node." msgstr "Nœud à lancement unique (OneShot)." @@ -8053,27 +8065,22 @@ msgid "Mix node." msgstr "Nœud de mixage." #: doc/classes/AnimationTreePlayer.xml -#, fuzzy msgid "Blend2 node." msgstr "Nœud de mélange à 2 entrées (Blend2)." #: doc/classes/AnimationTreePlayer.xml -#, fuzzy msgid "Blend3 node." msgstr "Nœud de mélange à 3 entrées (Blend3)." #: doc/classes/AnimationTreePlayer.xml -#, fuzzy msgid "Blend4 node." msgstr "Nœud de mélange à 4 entrées (Blend4)." #: doc/classes/AnimationTreePlayer.xml -#, fuzzy msgid "TimeScale node." msgstr "Nœud d'étirement du temps (TimeScale)." #: doc/classes/AnimationTreePlayer.xml -#, fuzzy msgid "TimeSeek node." msgstr "Nœud de positionnement temporel (TimeSeek)." @@ -8146,7 +8153,7 @@ msgstr "" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "The name of the area's audio bus." -msgstr "" +msgstr "Le nom du bus audio de l'aire." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" @@ -8199,6 +8206,8 @@ msgstr "" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "The area's priority. Higher priority areas are processed first." msgstr "" +"La priorité de l'aire. Les aires de plus hautes priorités seront gérées en " +"premier." #: doc/classes/Area.xml msgid "" @@ -8331,7 +8340,7 @@ msgstr "" #: doc/classes/Area2D.xml msgid "Using Area2D" -msgstr "" +msgstr "Utiliser les Area2D" #: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml #: doc/classes/RectangleShape2D.xml @@ -8507,9 +8516,8 @@ msgid "" msgstr "" #: doc/classes/Array.xml -#, fuzzy msgid "A generic array datatype." -msgstr "Type de données de tableau générique." +msgstr "Le type de données d'un tableau générique." #: doc/classes/Array.xml msgid "" @@ -8579,6 +8587,8 @@ msgstr "Construit an tableau à partir d'un [PoolByteArray]." msgid "" "Appends an element at the end of the array (alias of [method push_back])." msgstr "" +"Ajoute un élément à la fin du tableau (c'est un raccourci vers [method " +"push_back])." #: doc/classes/Array.xml msgid "" @@ -8676,12 +8686,13 @@ msgstr "" #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns [code]true[/code] if the array is empty." -msgstr "" +msgstr "Retourne [code]true[/code] si le tableau est vide." #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -8756,7 +8767,7 @@ msgstr "" #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Reverses the order of the elements in the array." -msgstr "" +msgstr "Inverse l'ordre des éléments du tableau." #: doc/classes/Array.xml msgid "" @@ -8853,7 +8864,7 @@ msgstr "" #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." -msgstr "" +msgstr "Retourne le nombre d'éléments dans le tableau." #: doc/classes/Array.xml msgid "" @@ -9010,7 +9021,7 @@ msgstr "" #: doc/classes/ArrayMesh.xml msgid "Gets the name assigned to this surface." -msgstr "" +msgstr "Retourne le nom assigné à cette surface." #: doc/classes/ArrayMesh.xml msgid "" @@ -9026,7 +9037,7 @@ msgstr "" #: doc/classes/ArrayMesh.xml msgid "Sets a name for a given surface." -msgstr "" +msgstr "Définit le nom donné à cette surface." #: doc/classes/ArrayMesh.xml msgid "" @@ -9052,16 +9063,17 @@ msgstr "" #: doc/classes/ArrayMesh.xml msgid "Amount of weights/bone indices per vertex (always 4)." -msgstr "" +msgstr "La quantité d'indices de poids/os par sommet (toujours 4)." #: doc/classes/ArrayMesh.xml msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions." msgstr "" +"Un [PoolVector3Array], [PoolVector2Array], ou [Array] avec la position des " +"sommets." #: doc/classes/ArrayMesh.xml -#, fuzzy msgid "[PoolVector3Array] of vertex normals." -msgstr "[PackedVector3Array] des normales de sommet." +msgstr "Le [PoolVector3Array] des normales des sommets." #: doc/classes/ArrayMesh.xml msgid "" @@ -9071,14 +9083,12 @@ msgid "" msgstr "" #: doc/classes/ArrayMesh.xml -#, fuzzy msgid "[PoolColorArray] of vertex colors." -msgstr "[PackedColorArray] des couleurs de sommet." +msgstr "Le [PoolColorArray] des couleurs des sommets." #: doc/classes/ArrayMesh.xml -#, fuzzy msgid "[PoolVector2Array] for UV coordinates." -msgstr "[PackedVector2Array] pour les coordonnées UV." +msgstr "Le [PoolVector2Array] pour les coordonnées UV." #: doc/classes/ArrayMesh.xml msgid "[PoolVector2Array] for second UV coordinates." @@ -9641,15 +9651,17 @@ msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns [code]true[/code] if this device tracks orientation." -msgstr "" +msgstr "Retourne [code]true[/code] si l'appareil détecte l'orientation." #: doc/classes/ARVRPositionalTracker.xml msgid "Returns [code]true[/code] if this device tracks position." -msgstr "" +msgstr "Retourne [code]true[/code] si l'appareil détecte la position." #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the transform combining this device's orientation and position." msgstr "" +"Retourne la transformation combinant l'orientation et la position de " +"l'appareil." #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the tracker's type." @@ -9687,7 +9699,7 @@ msgstr "" #: doc/classes/ARVRServer.xml msgid "Registers an [ARVRInterface] object." -msgstr "" +msgstr "Enregistre un objet [ARVRInterface]." #: doc/classes/ARVRServer.xml msgid "" @@ -9797,13 +9809,12 @@ msgid "Removes this interface." msgstr "Supprime cette interface." #: doc/classes/ARVRServer.xml -#, fuzzy msgid "Removes this positional tracker." -msgstr "Renvoie le traqueur de position à l'identification donnée." +msgstr "Supprime ce traqueur de position." #: doc/classes/ARVRServer.xml msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]." -msgstr "" +msgstr "La [ARVRInterface] actuellement connectée à ce [ARVRServer]." #: doc/classes/ARVRServer.xml msgid "" @@ -9892,8 +9903,9 @@ msgstr "" "position du joueur." #: doc/classes/AspectRatioContainer.xml +#, fuzzy msgid "Container that preserves its child controls' aspect ratio." -msgstr "" +msgstr "Un conteneur qui préserve le ratio d'aspect des contrôles enfants." #: doc/classes/AspectRatioContainer.xml msgid "" @@ -9921,7 +9933,7 @@ msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "The stretch mode used to align child controls." -msgstr "" +msgstr "Le mode d'étirement utilisé pour aligner les contrôles enfants." #: doc/classes/AspectRatioContainer.xml msgid "" @@ -10293,7 +10305,7 @@ msgstr "" #: doc/classes/AStar2D.xml msgid "Deletes the segment between the given points." -msgstr "" +msgstr "Supprime le segment entre les points donnés." #: doc/classes/AStar2D.xml msgid "" @@ -10454,7 +10466,7 @@ msgstr "" #: doc/classes/AudioEffectBandLimitFilter.xml msgid "Adds a band limit filter to the audio bus." -msgstr "" +msgstr "Ajouter un filtre limiteur de bande au bus audio." #: doc/classes/AudioEffectBandLimitFilter.xml msgid "" @@ -10464,7 +10476,7 @@ msgstr "" #: doc/classes/AudioEffectBandPassFilter.xml msgid "Adds a band pass filter to the audio bus." -msgstr "" +msgstr "Ajouter un passe-bande au bus audio." #: doc/classes/AudioEffectBandPassFilter.xml msgid "" @@ -10474,7 +10486,7 @@ msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "Captures audio from an audio bus in real-time." -msgstr "" +msgstr "Capture l'audio depuis un bus audio en temps réel." #: doc/classes/AudioEffectCapture.xml msgid "" @@ -10495,9 +10507,8 @@ msgstr "" "être lues dans la mémoire en anneau interne." #: doc/classes/AudioEffectCapture.xml -#, fuzzy msgid "Clears the internal ring buffer." -msgstr "Efface la bibliothèque." +msgstr "Efface la mémoire tampon interne en anneaux." #: doc/classes/AudioEffectCapture.xml msgid "" @@ -10551,7 +10562,6 @@ msgid "The effect's raw signal." msgstr "Le signal brut de l’effet." #: doc/classes/AudioEffectChorus.xml -#, fuzzy msgid "The voice's cutoff frequency." msgstr "La fréquence limite de la voix." @@ -10736,11 +10746,11 @@ msgstr "" #: doc/classes/AudioEffectHighShelfFilter.xml #: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml msgid "Audio buses" -msgstr "" +msgstr "Bus audio" #: doc/classes/AudioEffectDistortion.xml msgid "Distortion power. Value can range from 0 to 1." -msgstr "" +msgstr "L'intensité de la distorsion. Cette valeur est comprise entre 0 et 1." #: doc/classes/AudioEffectDistortion.xml msgid "" @@ -10894,20 +10904,19 @@ msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Adds a filter to the audio bus." -msgstr "" +msgstr "Ajoute un filtre au bus audio." #: doc/classes/AudioEffectFilter.xml msgid "Allows frequencies other than the [member cutoff_hz] to pass." -msgstr "" +msgstr "Autorise les fréquences autres que [membre cutoff_hz] à passer." #: doc/classes/AudioEffectFilter.xml msgid "Threshold frequency for the filter, in Hz." msgstr "" #: doc/classes/AudioEffectFilter.xml -#, fuzzy msgid "Gain amount of the frequencies after the filter." -msgstr "Valeur du gain de fréquences après le filtre." +msgstr "La valeur du gain de fréquences après le filtre." #: doc/classes/AudioEffectFilter.xml #, fuzzy @@ -10917,17 +10926,21 @@ msgstr "" #: doc/classes/AudioEffectHighPassFilter.xml msgid "Adds a high-pass filter to the Audio Bus." -msgstr "" +msgstr "Ajouter un filtre passe-haut au bus audio." #: doc/classes/AudioEffectHighPassFilter.xml msgid "" "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and " "allows higher frequencies to pass." msgstr "" +"Supprime les fréquences inférieures à [member AudioEffectFilter.cutoff_hz] " +"et laisse passer les fréquences supérieures." #: doc/classes/AudioEffectHighShelfFilter.xml msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." msgstr "" +"Réduit toutes les fréquences au-dessus de [member AudioEffectFilter." +"cutoff_hz]." #: doc/classes/AudioEffectLimiter.xml msgid "Adds a soft-clip limiter audio effect to an Audio bus." @@ -10963,17 +10976,21 @@ msgstr "" #: doc/classes/AudioEffectLowPassFilter.xml msgid "Adds a low-pass filter to the Audio bus." -msgstr "" +msgstr "Ajouter un filtre passe-bas au bus audio." #: doc/classes/AudioEffectLowPassFilter.xml msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." msgstr "" +"Supprime les fréquences supérieures à [member AudioEffectFilter.cutoff_hz] " +"et laisse passer les fréquences inférieures." #: doc/classes/AudioEffectLowShelfFilter.xml msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]." msgstr "" +"Réduit tous les fréquences en-dessous de [member AudioEffectFilter." +"cutoff_hz]." #: doc/classes/AudioEffectNotchFilter.xml msgid "Adds a notch filter to the Audio bus." @@ -10997,6 +11014,8 @@ msgstr "" #: doc/classes/AudioEffectPanner.xml msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)." msgstr "" +"La balance gauche/droite. La valeur peut aller de -1 (uniquement à gauche) à " +"1 (uniquement à droite)." #: doc/classes/AudioEffectPhaser.xml msgid "" @@ -11127,7 +11146,7 @@ msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "Represents the size of the [enum FFT_Size] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum FFT_Size]." #: doc/classes/AudioEffectRecord.xml msgid "Audio effect used for recording the sound from an audio bus." @@ -11153,7 +11172,7 @@ msgstr "Retourne l’échantillon enregistré." #: doc/classes/AudioEffectRecord.xml msgid "Returns whether the recording is active or not." -msgstr "" +msgstr "Retourne si l'enregistrement est actif ou non." #: doc/classes/AudioEffectRecord.xml msgid "" @@ -11248,7 +11267,7 @@ msgstr "Démo de spectre audio" #: doc/classes/AudioStreamGenerator.xml #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Godot 3.2 will get new audio features" -msgstr "" +msgstr "Godot 3.2 aura ces nouvelles fonctionnalités audio" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" @@ -11316,6 +11335,8 @@ msgid "" "Returns the [AudioEffect] at position [code]effect_idx[/code] in bus " "[code]bus_idx[/code]." msgstr "" +"Retourne l'effet [AudioEffect] à la position [code]effect_idx[/code] dans le " +"bus [code]bus_idx[/code]." #: doc/classes/AudioServer.xml msgid "Returns the number of effects on the bus at [code]bus_idx[/code]." @@ -11375,11 +11396,11 @@ msgstr "Retourne la configuration du haut-parleur." #: doc/classes/AudioServer.xml msgid "Returns the relative time since the last mix occurred." -msgstr "" +msgstr "Retourne le temps écoulé depuis le dernier mixage." #: doc/classes/AudioServer.xml msgid "Returns the relative time until the next mix occurs." -msgstr "" +msgstr "Retourne la durée avant le prochain mixage." #: doc/classes/AudioServer.xml msgid "" @@ -11396,6 +11417,7 @@ msgstr "" #: doc/classes/AudioServer.xml msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted." msgstr "" +"Si [code]true[/code], le bus à la position [code]bus_idx[/code] est muet." #: doc/classes/AudioServer.xml msgid "" @@ -11412,6 +11434,7 @@ msgstr "" msgid "" "Moves the bus from index [code]index[/code] to index [code]to_index[/code]." msgstr "" +"Déplacer le bus de la position [code]index[/code] à [code]to_index[/code]." #: doc/classes/AudioServer.xml msgid "Removes the bus at index [code]index[/code]." @@ -11437,6 +11460,8 @@ msgid "" "Connects the output of the bus at [code]bus_idx[/code] to the bus named " "[code]send[/code]." msgstr "" +"Connecte la sortie du bus à la position [code]bus_idx[/code] au bus nommé " +"[code]send[/code]." #: doc/classes/AudioServer.xml msgid "" @@ -11446,7 +11471,7 @@ msgstr "" #: doc/classes/AudioServer.xml msgid "Swaps the position of two effects in bus [code]bus_idx[/code]." -msgstr "" +msgstr "Échange la position de deux effets dans le bus [code]bus_idx[/code]." #: doc/classes/AudioServer.xml msgid "" @@ -11494,15 +11519,15 @@ msgstr "Deux enceintes ou moins sont détectées." #: doc/classes/AudioServer.xml msgid "A 3.1 channel surround setup was detected." -msgstr "" +msgstr "Une configuration surround 3.1 a été détecté." #: doc/classes/AudioServer.xml msgid "A 5.1 channel surround setup was detected." -msgstr "" +msgstr "Une configuration surround 5.1 a été détecté." #: doc/classes/AudioServer.xml msgid "A 7.1 channel surround setup was detected." -msgstr "" +msgstr "Une configuration surround 7.1 a été détecté." #: doc/classes/AudioStream.xml msgid "Base class for audio streams." @@ -11516,20 +11541,18 @@ msgid "" msgstr "" #: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml -#, fuzzy msgid "Audio streams" -msgstr "Démo de spectre audio" +msgstr "Flux audio" #: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml #: doc/classes/AudioStreamGeneratorPlayback.xml #: doc/classes/AudioStreamPlayback.xml doc/classes/AudioStreamPlayer.xml -#, fuzzy msgid "Audio Generator Demo" -msgstr "Démo de spectre audio" +msgstr "Démo du générateur audio" #: doc/classes/AudioStream.xml msgid "Returns the length of the audio stream in seconds." -msgstr "" +msgstr "Retourne la durée en secondes du flux audio." #: doc/classes/AudioStreamGenerator.xml msgid "Audio stream that generates sounds procedurally." @@ -11668,17 +11691,19 @@ msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "Returns the position in the [AudioStream] in seconds." -msgstr "" +msgstr "Retourne la position dans le [AudioStream] en secondes." #: doc/classes/AudioStreamPlayer.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer]." msgstr "" +"Retourne l'objet [AudioStreamPlayback] associé à ce [AudioStreamPlayer]." #: doc/classes/AudioStreamPlayer.xml msgid "Plays the audio from the given [code]from_position[/code], in seconds." msgstr "" +"Joue l'audio depuis la position [code]from_position[/code], en secondes." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml @@ -11745,7 +11770,7 @@ msgstr "L'audio ne sera joué que sur le premier canal." #: doc/classes/AudioStreamPlayer.xml msgid "The audio will be played on all surround channels." -msgstr "" +msgstr "L'audio sera joué sur tous les canaux surround." #: doc/classes/AudioStreamPlayer.xml msgid "" @@ -11801,7 +11826,7 @@ msgstr "Atténue l'audio avec la distance avec cette valeur comme exposant." #: doc/classes/AudioStreamPlayer2D.xml msgid "Maximum distance from which audio is still hearable." -msgstr "Distance maximale à laquelle cette piste audio peut être entendue" +msgstr "Distance maximale à laquelle cette piste audio peut être entendue." #: doc/classes/AudioStreamPlayer2D.xml msgid "Base volume without dampening." @@ -11873,9 +11898,8 @@ msgid "" msgstr "Si [code]true[/code], la lecture commence au chargement de la scène." #: doc/classes/AudioStreamPlayer3D.xml -#, fuzzy msgid "The bus on which this audio is playing." -msgstr "Bus sur lequel cet audio joue." +msgstr "Le bus sur lequel cet audio est joué." #: doc/classes/AudioStreamPlayer3D.xml msgid "" @@ -11888,7 +11912,7 @@ msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "The angle in which the audio reaches cameras undampened." -msgstr "L'angle auquel la piste audio atteint les caméras sans atténuation" +msgstr "L'angle auquel la piste audio atteint les caméras sans atténuation." #: doc/classes/AudioStreamPlayer3D.xml msgid "" @@ -12012,7 +12036,7 @@ msgstr "L'intensité de la variation aléatoire de la hauteur." #: doc/classes/AudioStreamSample.xml msgid "Stores audio data loaded from WAV files." -msgstr "" +msgstr "Enregistre les données audio depuis les fichiers WAV." #: doc/classes/AudioStreamSample.xml msgid "" @@ -12042,6 +12066,8 @@ msgstr "" #: doc/classes/AudioStreamSample.xml msgid "Audio format. See [enum Format] constants for values." msgstr "" +"Le format audio. Voir les constantes [enum Format] pour les valeurs " +"possibles." #: doc/classes/AudioStreamSample.xml msgid "" @@ -12309,9 +12335,8 @@ msgid "" msgstr "" #: doc/classes/BakedLightmap.xml -#, fuzzy msgid "The calculated light data." -msgstr "La hauteur de la capsule." +msgstr "Les données calculées de la lumière." #: doc/classes/BakedLightmap.xml msgid "" @@ -12393,9 +12418,8 @@ msgstr "" "[0,1][/code]." #: doc/classes/BakedLightmap.xml -#, fuzzy msgid "Returns if user cancels baking." -msgstr "Retourne le bouton d'annulation." +msgstr "Retourne si l'utilisateur a annulé le baking." #: doc/classes/BakedLightmap.xml msgid "" @@ -12441,7 +12465,7 @@ msgstr "" #: doc/classes/BaseButton.xml msgid "Base class for different kinds of buttons." -msgstr "" +msgstr "La classe de base pour différents types de bouton." #: doc/classes/BaseButton.xml msgid "" @@ -12559,11 +12583,11 @@ msgstr "" #: doc/classes/BaseButton.xml msgid "Emitted when the button starts being held down." -msgstr "" +msgstr "Émis quand le bouton commence à être appuyé." #: doc/classes/BaseButton.xml msgid "Emitted when the button stops being held down." -msgstr "" +msgstr "Émis quand le bouton cesse d'être appuyé." #: doc/classes/BaseButton.xml msgid "" @@ -12601,11 +12625,11 @@ msgstr "L'état des boutons est : désactivé." #: doc/classes/BaseButton.xml msgid "The state of buttons are both hovered and pressed." -msgstr "" +msgstr "L'état des boutons est à la fois survolé et appuyé." #: doc/classes/BaseButton.xml msgid "Require just a press to consider the button clicked." -msgstr "" +msgstr "Il suffit d'appuyer sur le bouton pour le considérer comme cliqué." #: doc/classes/BaseButton.xml msgid "" @@ -12633,17 +12657,17 @@ msgstr "" #: doc/classes/Basis.xml doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "Matrices and transforms" -msgstr "" +msgstr "Les matrices et les transformations" #: doc/classes/Basis.xml doc/classes/Quat.xml doc/classes/Transform.xml -#, fuzzy msgid "Using 3D transforms" -msgstr "Utilise ça lors des transformations 3D." +msgstr "Utiliser les transformations 3D" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml #: doc/classes/Transform2D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml +#, fuzzy msgid "Matrix Transform Demo" -msgstr "" +msgstr "Démo de transformation matricielle" #: doc/classes/Basis.xml doc/classes/CylinderShape.xml #: doc/classes/Dictionary.xml doc/classes/DynamicFont.xml @@ -12655,12 +12679,12 @@ msgstr "" #: doc/classes/TextureRect.xml doc/classes/Thread.xml #: doc/classes/VBoxContainer.xml msgid "3D Voxel Demo" -msgstr "" +msgstr "Démo voxel 3D" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml #: doc/classes/Transform2D.xml msgid "2.5D Demo" -msgstr "" +msgstr "Démo 2.5D" #: doc/classes/Basis.xml #, fuzzy @@ -12782,11 +12806,11 @@ msgstr "" #: doc/classes/Basis.xml msgid "Returns the transposed version of the matrix." -msgstr "" +msgstr "Retourne la matrice transposée." #: doc/classes/Basis.xml msgid "Returns a vector transformed (multiplied) by the matrix." -msgstr "" +msgstr "Retourne le vecteur transformé (multiplié) par la matrice." #: doc/classes/Basis.xml msgid "" @@ -12882,7 +12906,7 @@ msgstr "Retourne les dimensions de bitmap." #: doc/classes/BitMap.xml msgid "" "Returns the amount of bitmap elements that are set to [code]true[/code]." -msgstr "" +msgstr "Retourne le nombre d'éléments bitmap qui sont à [code]true[/code]." #: doc/classes/BitMap.xml msgid "" @@ -12905,6 +12929,7 @@ msgstr "" #: doc/classes/BitMap.xml msgid "Sets a rectangular portion of the bitmap to the specified value." msgstr "" +"Définit une valeur spécifique pour une portion rectangulaire du bitmap." #: doc/classes/BitmapFont.xml msgid "" @@ -12967,17 +12992,14 @@ msgid "Returns the number of textures in the BitmapFont atlas." msgstr "Renvoie le nombre de textures dans l’atlas BitmapFont." #: doc/classes/BitmapFont.xml -#, fuzzy msgid "Ascent (number of pixels above the baseline)." -msgstr "Ascension (nombre de pixels au-dessus de la ligne de base)." +msgstr "L'ascension (le nombre de pixels au-dessus de la ligne de base)." #: doc/classes/BitmapFont.xml -#, fuzzy msgid "If [code]true[/code], distance field hint is enabled." msgstr "Si [code]true[/code], l'indice de champ de distance est activé." #: doc/classes/BitmapFont.xml -#, fuzzy msgid "The fallback font." msgstr "La police de caractères de repli." @@ -13004,7 +13026,7 @@ msgstr "" #: doc/classes/Bone2D.xml msgid "Stores the node's current transforms in [member rest]." -msgstr "" +msgstr "Enregistre la transformation actuelle du nœud dans [member rest]." #: doc/classes/Bone2D.xml msgid "" @@ -13030,7 +13052,7 @@ msgstr "" #: doc/classes/BoneAttachment.xml msgid "A node that will attach to a bone." -msgstr "" +msgstr "Un nœud qui s'attache à un os." #: doc/classes/BoneAttachment.xml msgid "" @@ -13155,7 +13177,7 @@ msgstr "Aligne les enfants avec le centre du conteneur." #: doc/classes/BoxContainer.xml msgid "Aligns children with the end of the container." -msgstr "" +msgstr "Aligne les nœuds enfants à la fin du conteneur." #: doc/classes/BoxShape.xml msgid "Box shape resource." @@ -13263,7 +13285,7 @@ msgstr "" #: doc/classes/Button.xml doc/classes/LinkButton.xml msgid "The button's text that will be displayed inside the button's area." -msgstr "" +msgstr "Le texte du bouton qui sera affiché à l'intérieur de l'aire du bouton." #: doc/classes/Button.xml msgid "Align the text to the left." @@ -13283,7 +13305,7 @@ msgstr "La [Color] du texte par défaut du [Button]." #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is disabled." -msgstr "" +msgstr "La [Color] du texte utilisée quand le [Button] est désactivé." #: doc/classes/Button.xml msgid "" @@ -13310,7 +13332,7 @@ msgstr "[Font] du texte du [Button]." #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is disabled." -msgstr "" +msgstr "La [StyleBox] utilisée quand le [Button] est désactivé." #: doc/classes/Button.xml msgid "" @@ -13321,7 +13343,7 @@ msgstr "" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being hovered." -msgstr "" +msgstr "Le [StyleBox] utilisé quand le [Button] est survolé." #: doc/classes/Button.xml msgid "Default [StyleBox] for the [Button]." @@ -13329,7 +13351,7 @@ msgstr "[StyleBox] par défaut pour le [Button]." #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being pressed." -msgstr "" +msgstr "Le [StyleBox] utilisé quand le [Button] est appuyé." #: doc/classes/ButtonGroup.xml msgid "Group of Buttons." @@ -13578,8 +13600,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -13669,12 +13691,12 @@ msgstr "" #: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "2D Isometric Demo" -msgstr "" +msgstr "Démo 2D isométrique" #: doc/classes/Camera2D.xml doc/classes/Environment.xml #: doc/classes/WorldEnvironment.xml msgid "2D HDR Demo" -msgstr "" +msgstr "Démo 2D HDR" #: doc/classes/Camera2D.xml msgid "Aligns the camera to the tracked node." @@ -13748,6 +13770,8 @@ msgstr "" #: doc/classes/Camera2D.xml msgid "The Camera2D's anchor point. See [enum AnchorMode] constants." msgstr "" +"Le point d'ancrage de la Camera2D. Voir [enum AnchorMode] pour les " +"constantes." #: doc/classes/Camera2D.xml msgid "" @@ -13820,18 +13844,24 @@ msgid "" "Bottom scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" +"La limite basse de déplacement en pixels. La caméra s'arrête quand elle " +"atteint cette valeur." #: doc/classes/Camera2D.xml msgid "" "Left scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" +"La limite gauche de déplacement en pixels. La caméra s'arrête quand elle " +"atteint cette valeur." #: doc/classes/Camera2D.xml msgid "" "Right scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" +"La limite droite de déplacement en pixels. La caméra s'arrête quand elle " +"atteint cette valeur." #: doc/classes/Camera2D.xml msgid "" @@ -13847,11 +13877,15 @@ msgstr "" msgid "" "Top scroll limit in pixels. The camera stops moving when reaching this value." msgstr "" +"La limite haute de déplacement en pixels. La caméra s'arrête quand elle " +"atteint cette valeur." #: doc/classes/Camera2D.xml msgid "" "The camera's offset, useful for looking around or camera shake animations." msgstr "" +"Le décalage de la caméra, utilise pour regarder autour ou pour la faire " +"trembler." #: doc/classes/Camera2D.xml msgid "" @@ -13870,6 +13904,7 @@ msgstr "" #: doc/classes/Camera2D.xml msgid "The camera's process callback. See [enum Camera2DProcessMode]." msgstr "" +"La méthode de mise à jour de la camera. Voir [enum Camera2DProcessMode]." #: doc/classes/Camera2D.xml #, fuzzy @@ -13913,9 +13948,8 @@ msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "La caméra se met à jour avec le rappel [code]_physics_process[/code]." #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml -#, fuzzy msgid "The camera updates with the [code]_process[/code] callback." -msgstr "La caméra se met à jour avec le [code]_process[/code] de rappel." +msgstr "La caméra se met à jour durant l'appel de [code]_process[/code]." #: doc/classes/CameraFeed.xml msgid "" @@ -13945,9 +13979,8 @@ msgid "Returns the camera's name." msgstr "Renvoie le nom de l'élément." #: doc/classes/CameraFeed.xml -#, fuzzy msgid "Returns the position of camera on the device." -msgstr "Renvoie le traqueur de position à l'identification donnée." +msgstr "Retourne la position de la caméra sur cet appareil." #: doc/classes/CameraFeed.xml msgid "If [code]true[/code], the feed is active." @@ -14068,6 +14101,7 @@ msgstr "" #: doc/classes/CameraTexture.xml msgid "The ID of the [CameraFeed] for which we want to display the image." msgstr "" +"L'identifiant du [CameraFeed] pour lequel la caméra doit être affichée." #: doc/classes/CameraTexture.xml msgid "" @@ -14371,9 +14405,8 @@ msgid "Returns the transform matrix of this item." msgstr "Retourne la matrice de transformation de cet élément." #: doc/classes/CanvasItem.xml -#, fuzzy msgid "Returns the viewport's boundaries as a [Rect2]." -msgstr "Retourne le [Rect2] de la fenêtre d'affichage." +msgstr "Retourne le [Rect2] délimitant la fenêtre d'affichage." #: doc/classes/CanvasItem.xml msgid "Returns this item's transform in relation to the viewport." @@ -14427,8 +14460,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14462,14 +14498,15 @@ msgstr "" msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "" +"Les claques de rendu où le [CanvasItem] est affecté par les nœuds [Light2D]." #: doc/classes/CanvasItem.xml msgid "The material applied to textures on this [CanvasItem]." -msgstr "" +msgstr "Le matériau appliqué aux textures de ce [CanvasItem]." #: doc/classes/CanvasItem.xml msgid "The color applied to textures on this [CanvasItem]." -msgstr "" +msgstr "La couleur appliquée aux textures de ce [CanvasItem]." #: doc/classes/CanvasItem.xml msgid "" @@ -14479,7 +14516,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "If [code]true[/code], the object draws behind its parent." -msgstr "" +msgstr "Si [code]true[/code], l'objet est affiché derrière son parent." #: doc/classes/CanvasItem.xml msgid "If [code]true[/code], the object draws on top of its parent." @@ -14664,9 +14701,8 @@ msgid "" msgstr "" #: doc/classes/CanvasLayer.xml -#, fuzzy msgid "Canvas layers" -msgstr "Couche de dessin de toile." +msgstr "Claques du canevas" #: doc/classes/CanvasLayer.xml msgid "Returns the RID of the canvas used by this layer." @@ -14932,7 +14968,7 @@ msgstr "" #: doc/classes/CheckBox.xml msgid "Binary choice user interface widget. See also [CheckButton]." -msgstr "" +msgstr "Contrôle d'interface pour un choix binaire. Voir aussi [CheckButton]." #: doc/classes/CheckBox.xml msgid "" @@ -14976,14 +15012,15 @@ msgstr "" #: doc/classes/CheckBox.xml msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "" +"Le décalage vertical utilisé pour le rendu des icônes des coches (en pixels)." #: doc/classes/CheckBox.xml msgid "The separation between the check icon and the text (in pixels)." -msgstr "" +msgstr "L'espace entre l'icône de la coche et le texte (en pixels)." #: doc/classes/CheckBox.xml msgid "The [Font] to use for the [CheckBox] text." -msgstr "" +msgstr "La [Font] à utiliser pour le texte du [CheckBox]." #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is checked." @@ -15069,6 +15106,7 @@ msgstr "La couleur de la police du texte [CheckButton]." #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's disabled." msgstr "" +"La couleur de la police du texte du [CheckButton] quand il est désactivé." #: doc/classes/CheckButton.xml msgid "" @@ -15080,6 +15118,7 @@ msgstr "" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's hovered." msgstr "" +"La couleur de la police du texte du [CheckButton] quand il est survolé." #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's hovered and pressed." @@ -15087,7 +15126,7 @@ msgstr "" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's pressed." -msgstr "" +msgstr "La couleur de la police du texte du [CheckButton] quand il est appuyé." #: doc/classes/CheckButton.xml msgid "The vertical offset used when rendering the toggle icons (in pixels)." @@ -15099,7 +15138,7 @@ msgstr "" #: doc/classes/CheckButton.xml msgid "The [Font] to use for the [CheckButton] text." -msgstr "" +msgstr "La [Font] à utilisé pour le texte du [CheckButton]." #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is unchecked." @@ -15108,6 +15147,7 @@ msgstr "" #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is unchecked and disabled." msgstr "" +"L'icône à afficher quand le [CheckButton] est à la fois décoché et désactivé." #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is checked." @@ -15278,6 +15318,8 @@ msgid "" "Returns whether [code]class[/code] or its ancestry has a signal called " "[code]signal[/code] or not." msgstr "" +"Retourne quand [code]class[/code] ou ses parents ont un signal nommé " +"[code]signal[/code] ou non." #: doc/classes/ClassDB.xml msgid "" @@ -15288,7 +15330,7 @@ msgstr "" #: doc/classes/ClassDB.xml msgid "Returns the names of all the classes available." -msgstr "" +msgstr "Retourne le nom de toutes les classes disponibles." #: doc/classes/ClassDB.xml msgid "" @@ -15306,7 +15348,7 @@ msgstr "Crée une instance de [code]class[/code]." #: doc/classes/ClassDB.xml msgid "Returns whether this [code]class[/code] is enabled or not." -msgstr "" +msgstr "Retourne quand cette [code]class[/code] est active ou pas." #: doc/classes/ClassDB.xml msgid "" @@ -15315,9 +15357,8 @@ msgid "" msgstr "" #: doc/classes/ClippedCamera.xml -#, fuzzy msgid "A [Camera] that includes collision." -msgstr "Une [Camera3D] qui inclut la collision." +msgstr "Une [Camera] qui inclut la collision." #: doc/classes/ClippedCamera.xml msgid "" @@ -15330,12 +15371,16 @@ msgid "" "Adds a collision exception so the camera does not collide with the specified " "node." msgstr "" +"Ajoute une exception de collision pour que la caméra n'entre pas en " +"collision avec le nœud spécifié." #: doc/classes/ClippedCamera.xml msgid "" "Adds a collision exception so the camera does not collide with the specified " "[RID]." msgstr "" +"Ajoute une exception de collision pour que la caméra n'entre pas en " +"collision avec le [RID] spécifié." #: doc/classes/ClippedCamera.xml msgid "Removes all collision exceptions." @@ -15344,6 +15389,7 @@ msgstr "Supprime toutes les exceptions de collision." #: doc/classes/ClippedCamera.xml msgid "Returns the distance the camera has been offset due to a collision." msgstr "" +"Retourne la distance de la caméra qui a été décalée à cause de la collision." #: doc/classes/ClippedCamera.xml msgid "" @@ -15353,11 +15399,11 @@ msgstr "" #: doc/classes/ClippedCamera.xml msgid "Removes a collision exception with the specified node." -msgstr "" +msgstr "Retire une exception de collision avec le nœud spécifié." #: doc/classes/ClippedCamera.xml msgid "Removes a collision exception with the specified [RID]." -msgstr "" +msgstr "Retire une exception de collision avec le [RID] spécifié." #: doc/classes/ClippedCamera.xml msgid "" @@ -15392,7 +15438,7 @@ msgstr "" #: doc/classes/ClippedCamera.xml msgid "The camera's process callback. See [enum ProcessMode]." -msgstr "" +msgstr "La méthode de mise à jour de la camera. Voir [enum ProcessMode]." #: doc/classes/CollisionObject.xml msgid "Base node for collision objects." @@ -15474,7 +15520,7 @@ msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Returns the [code]owner_id[/code] of the given shape." -msgstr "" +msgstr "Retourne le [code]owner_id[/code] de la forme spécifiée." #: doc/classes/CollisionObject.xml #, fuzzy @@ -15511,7 +15557,7 @@ msgstr "Retourne le [Transform] du propriétaire de la forme." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Removes a shape from the given shape owner." -msgstr "" +msgstr "Retire la forme du propriétaire de forme donné." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "If [code]true[/code], disables the given shape owner." @@ -15566,7 +15612,7 @@ msgstr "" #: doc/classes/CollisionObject.xml msgid "Emitted when the mouse pointer enters any of this object's shapes." -msgstr "" +msgstr "Émis quand le curseur entre dans n'importe quelle forme de l'objet." #: doc/classes/CollisionObject.xml msgid "Emitted when the mouse pointer exits all this object's shapes." @@ -15582,7 +15628,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -15598,6 +15647,8 @@ msgid "" "Returns the [code]one_way_collision_margin[/code] of the shape owner " "identified by given [code]owner_id[/code]." msgstr "" +"Retourne la [code]one_way_collision_margin[/code] du propriétaire de la " +"forme identifié par le [code]owner_id[/code] spécifié." #: doc/classes/CollisionObject2D.xml msgid "" @@ -15704,7 +15755,7 @@ msgstr "" #: doc/classes/CollisionPolygon.xml msgid "If [code]true[/code], no collision will be produced." -msgstr "" +msgstr "Si [code]true[/code], aucune collision ne sera produite." #: doc/classes/CollisionPolygon.xml msgid "" @@ -15788,9 +15839,8 @@ msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml #: doc/classes/PhysicsDirectBodyState.xml #: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml -#, fuzzy msgid "Physics introduction" -msgstr "Interpolation cubique." +msgstr "Introduction à la physique" #: doc/classes/CollisionShape.xml #, fuzzy @@ -15892,7 +15942,7 @@ msgstr "" #: doc/classes/Color.xml doc/classes/ColorPicker.xml msgid "Tween Demo" -msgstr "" +msgstr "Démo des Tween" #: doc/classes/Color.xml doc/classes/ColorPickerButton.xml msgid "GUI Drag And Drop Demo" @@ -16399,12 +16449,10 @@ msgid "Dark sea green color." msgstr "Couleur vert mer foncé." #: doc/classes/Color.xml -#, fuzzy msgid "Dark slate blue color." msgstr "Couleur bleu ardoise foncé." #: doc/classes/Color.xml -#, fuzzy msgid "Dark slate gray color." msgstr "Couleur gris ardoise foncé." @@ -16560,7 +16608,6 @@ msgid "Light sky blue color." msgstr "Couleur bleu ciel clair." #: doc/classes/Color.xml -#, fuzzy msgid "Light slate gray color." msgstr "Couleur gris ardoise clair." @@ -16595,7 +16642,7 @@ msgstr "Couleur marron." #: doc/classes/Color.xml #, fuzzy msgid "Medium aquamarine color." -msgstr "Couleur aigue-marine moyenne." +msgstr "Couleur bleu-marin moyenne." #: doc/classes/Color.xml msgid "Medium blue color." @@ -16614,7 +16661,6 @@ msgid "Medium sea green color." msgstr "Couleur vert mer moyen." #: doc/classes/Color.xml -#, fuzzy msgid "Medium slate blue color." msgstr "Couleur bleu ardoise moyen." @@ -17211,7 +17257,7 @@ msgstr "" #: doc/classes/ConeTwistJoint.xml doc/classes/Generic6DOFJoint.xml #: doc/classes/HingeJoint.xml doc/classes/Light.xml doc/classes/SliderJoint.xml msgid "Represents the size of the [enum Param] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum Param]." #: doc/classes/ConfigFile.xml msgid "Helper class to handle INI-style files." @@ -17491,9 +17537,8 @@ msgid "GUI tutorial index" msgstr "" #: doc/classes/Control.xml -#, fuzzy msgid "Control node gallery" -msgstr "Touche contrôle." +msgstr "Galerie des nœuds de contrôle" #: doc/classes/Control.xml msgid "All GUI Demos" @@ -18034,9 +18079,8 @@ msgstr "" "existe, [code]false[/code] autrement." #: doc/classes/Control.xml -#, fuzzy msgid "Returns [code]true[/code] if drag operation is successful." -msgstr "Retourne [code]true[/code] si la sélection est active." +msgstr "Retourne [code]true[/code] si l'opération de déposer-glisser a réussi." #: doc/classes/Control.xml msgid "" @@ -18252,6 +18296,8 @@ msgid "" "Moves the mouse cursor to [code]to_position[/code], relative to [member " "rect_position] of this [Control]." msgstr "" +"Déplace le curseur de la souris à [code]to_position[/code], relatif à " +"[member rect_position] de ce [Control]." #: doc/classes/Control.xml msgid "" @@ -18622,6 +18668,8 @@ msgstr "" msgid "" "The node can only grab focus on mouse clicks. Use with [member focus_mode]." msgstr "" +"Le nœud ne reçoit le focus que pour les clics de la souris. À utiliser avec " +"[membre focus_mode]." #: doc/classes/Control.xml msgid "" @@ -18689,7 +18737,7 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's pointing hand mouse cursor when the user hovers the node." -msgstr "" +msgstr "Afficher le curseur de la main qui pointe quand il passe sur ce nœud." #: doc/classes/Control.xml msgid "Show the system's cross mouse cursor when the user hovers the node." @@ -19072,6 +19120,7 @@ msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Returns the base value of the parameter specified by [enum Parameter]." msgstr "" +"Retourne la valeur de base pour le paramètre spécifie par [enum Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Returns the [Curve] of the parameter specified by [enum Parameter]." @@ -19081,11 +19130,14 @@ msgstr "" msgid "" "Returns the randomness factor of the parameter specified by [enum Parameter]." msgstr "" +"Retourne le facteur d'aléatoire pour le paramètre spécifie par [enum " +"Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Returns the enabled state of the given flag (see [enum Flags] for options)." msgstr "" +"Retourne l'état activé du drapeau donné (voir [enum Flags] pour les options)." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Restarts the particle emitter." @@ -19094,6 +19146,7 @@ msgstr "Redémarre l'émetteur de particules." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Sets the base value of the parameter specified by [enum Parameter]." msgstr "" +"Définit la valeur de base pour le paramètre spécifié par [enum Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Sets the [Curve] of the parameter specified by [enum Parameter]." @@ -19103,10 +19156,13 @@ msgstr "" msgid "" "Sets the randomness factor of the parameter specified by [enum Parameter]." msgstr "" +"Définit le facteur d'aléatoire pour le paramètre spécifie par [enum " +"Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Enables or disables the given flag (see [enum Flags] for options)." msgstr "" +"Active ou désactive le drapeau donné (voir [enum Flags] pour les options)." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml @@ -19226,6 +19282,8 @@ msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" +"La taille de rectangle si [member emission_shape] est [constant " +"EMISSION_SHAPE_BOX]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" @@ -19238,6 +19296,8 @@ msgid "" "Sets the direction the particles will be emitted in when using [constant " "EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" +"Définit la direction des particules qui seront émises quand [constant " +"EMISSION_SHAPE_DIRECTED_POINTS] est utilisé." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" @@ -19274,12 +19334,16 @@ msgid "" "Particles will be emitted inside this region. See [enum EmissionShape] for " "possible values." msgstr "" +"Les particules seront émises à l'intérieur de cette région. Voir [enum " +"EmissionShape] pour les valeurs possible." #: doc/classes/CPUParticles.xml msgid "" "The sphere's radius if [enum EmissionShape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" +"Le rayon de la sphere si [enum EmissionShape] est [constant " +"EMISSION_SHAPE_SPHERE]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml @@ -19312,10 +19376,14 @@ msgstr "Aligner l’axe Y de la particule avec la direction de sa vélocité." #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "If [code]true[/code], particles will not move on the z axis." msgstr "" +"Si [code]true[/code], les particules ne se déplaceront pas le long de l'axe " +"Z." #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "If [code]true[/code], particles rotate around Y axis by [member angle]." msgstr "" +"Si [code]true[/code], les particules pivoteront autour de l'axe Y par " +"[membre angle]." #: doc/classes/CPUParticles.xml msgid "" @@ -19338,7 +19406,7 @@ msgstr "Gravité appliquée à chaque particule." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Initial hue variation applied to each particle." -msgstr "" +msgstr "La variation de teinte appliquée à chaque particule." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's hue will vary along this [Curve]." @@ -19346,9 +19414,8 @@ msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml -#, fuzzy msgid "Hue variation randomness ratio." -msgstr "Rapport de randomité de variation de teinte." +msgstr "Facteur de l'aléatoire de la variation de la teinte." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -19502,15 +19569,17 @@ msgstr "Facteur d'aléatoire de l'accélération tangentielle." #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "Particles are drawn in the order emitted." msgstr "" +"Les particules sont affichées dans l'ordre dans lequel elles ont été émises." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "Particles are drawn in order of remaining lifetime." msgstr "" +"Les particules sont affichées dans l'ordre de la durée de vie restante." #: doc/classes/CPUParticles.xml doc/classes/Particles.xml msgid "Particles are drawn in order of depth." -msgstr "" +msgstr "Les particules sont affichées suivant leur profondeur à l'écran." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" @@ -19547,78 +19616,96 @@ msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set tangential acceleration properties." msgstr "" +"Utiliser avec [method set_param], [method set_param_randomness], et [method " +"set_param_curve] pour définir les propriétés de l'accélération tangentielle." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set damping properties." msgstr "" +"À utiliser avec [method set_param], [method set_param_randomness], et " +"[method set_param_curve] pour définir les propriétés d'amortissement." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set angle properties." msgstr "" +"Utiliser avec [method set_param], [method set_param_randomness], et [method " +"set_param_curve] pour définir les propriétés de l'angle." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set scale properties." msgstr "" +"Utiliser avec [method set_param], [method set_param_randomness], et [method " +"set_param_curve] pour définir les propriétés de mise à l'échelle." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set hue variation properties." msgstr "" +"Utiliser avec [method set_param], [method set_param_randomness], et [method " +"set_param_curve] pour définir les propriétés de la variation de teinte." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set animation speed properties." msgstr "" +"Utiliser avec [method set_param], [method set_param_randomness], et [method " +"set_param_curve] pour définir les propriétés de vitesse de l'animation." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set animation offset properties." msgstr "" +"Utiliser avec [method set_param], [method set_param_randomness], et [method " +"set_param_curve] pour définir les propriétés du décalage de l'animation." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Represents the size of the [enum Parameter] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Use with [method set_particle_flag] to set [member flag_align_y]." msgstr "" +"Utiliser avec [method set_particle_flag] pour définir [member flag_align_y]." #: doc/classes/CPUParticles.xml msgid "Use with [method set_particle_flag] to set [member flag_rotate_y]." msgstr "" +"Utiliser avec [method set_particle_flag] pour définir [member flag_rotate_y]." #: doc/classes/CPUParticles.xml msgid "Use with [method set_particle_flag] to set [member flag_disable_z]." msgstr "" +"Utiliser avec [method set_particle_flag] pour définir [member " +"flag_disable_z]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/GeometryInstance.xml doc/classes/ParticlesMaterial.xml #: doc/classes/SpatialMaterial.xml msgid "Represents the size of the [enum Flags] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum Flags]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "All particles will be emitted from a single point." -msgstr "" +msgstr "Toutes les particules seront émises depuis un seul point." #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "Particles will be emitted in the volume of a sphere." -msgstr "" +msgstr "Toutes les particules seront émises depuis l'intérieur d'une sphère." #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "Particles will be emitted in the volume of a box." -msgstr "" +msgstr "Toutes les particules seront émises depuis l'intérieur d'une boite." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" @@ -19637,12 +19724,12 @@ msgstr "" #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "Particles will be emitted in a ring or cylinder." -msgstr "" +msgstr "Toutes les particules seront émises depuis un anneau ou un cylindre." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Represents the size of the [enum EmissionShape] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum EmissionShape]." #: doc/classes/CPUParticles2D.xml msgid "CPU-based 2D particle emitter." @@ -19716,14 +19803,20 @@ msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees." msgstr "" +"La direction initiale de chaque particules sera comprise entre " +"[code]+spread[/code] et [code]-spread[/code] degrés." #: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml msgid "Particle texture. If [code]null[/code], particles will be squares." msgstr "" +"La texture des particules. Si [code]null[/code], les particules seront " +"carrées." #: doc/classes/CPUParticles2D.xml msgid "Present for consistency with 3D particle nodes, not used in 2D." msgstr "" +"Présent pour des raisons de cohérence avec les nœuds de particules 3D, mais " +"non utilisé en 2D." #: doc/classes/CPUParticles2D.xml msgid "" @@ -19733,7 +19826,7 @@ msgstr "" #: doc/classes/CPUParticles2D.xml msgid "Particles will be emitted in the area of a rectangle." -msgstr "" +msgstr "Toutes les particules seront émises depuis l'aire d'un rectangle." #: doc/classes/Crypto.xml msgid "Access to advanced cryptographic functionalities." @@ -19935,23 +20028,23 @@ msgstr "" #: modules/csg/doc_classes/CSGBox.xml msgid "Depth of the box measured from the center of the box." -msgstr "" +msgstr "La profondeur de la boite mesurée depuis son centre." #: modules/csg/doc_classes/CSGBox.xml msgid "Height of the box measured from the center of the box." -msgstr "" +msgstr "La hauteur de la boite mesuré depuis son centre." #: modules/csg/doc_classes/CSGBox.xml msgid "The material used to render the box." -msgstr "" +msgstr "Le matériau utilisé pour rendre la boite." #: modules/csg/doc_classes/CSGBox.xml msgid "Width of the box measured from the center of the box." -msgstr "" +msgstr "La longueur de la boite mesuré depuis son centre." #: modules/csg/doc_classes/CSGCombiner.xml msgid "A CSG node that allows you to combine other CSG modifiers." -msgstr "" +msgstr "Un nœud CSG qui permet de combiner plusieurs modificateurs CSG." #: modules/csg/doc_classes/CSGCombiner.xml msgid "" @@ -20261,7 +20354,7 @@ msgstr "" #: modules/csg/doc_classes/CSGShape.xml doc/classes/RayCast2D.xml #: doc/classes/SoftBody.xml msgid "Returns an individual bit on the collision mask." -msgstr "" +msgstr "Retourne un seul bit du masque de collision." #: modules/csg/doc_classes/CSGShape.xml msgid "" @@ -20454,13 +20547,12 @@ msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #: modules/gdnative/doc_classes/PluginScript.xml -#, fuzzy msgid "Returns a new instance of the script." -msgstr "Retourne une nouvelle instance du scénario." +msgstr "Retourne une nouvelle instance du script." #: doc/classes/CubeMap.xml msgid "A CubeMap is a 6-sided 3D texture." -msgstr "" +msgstr "Un CubeMap est une texture à 6 faces en 3D." #: doc/classes/CubeMap.xml msgid "" @@ -20523,37 +20615,32 @@ msgid "" msgstr "" #: doc/classes/CubeMap.xml -#, fuzzy msgid "Identifier for the left face of the [CubeMap]." -msgstr "Inverser les faces du maillage." +msgstr "L'identifiant de la face de gauche du [CubeMap]." #: doc/classes/CubeMap.xml -#, fuzzy msgid "Identifier for the right face of the [CubeMap]." -msgstr "Inverser les faces du maillage." +msgstr "L'identifiant de la face de droite du [CubeMap]." #: doc/classes/CubeMap.xml msgid "Identifier for the bottom face of the [CubeMap]." -msgstr "" +msgstr "L'identifiant de la face du bas du [CubeMap]." #: doc/classes/CubeMap.xml -#, fuzzy msgid "Identifier for the top face of the [CubeMap]." -msgstr "Inverser les faces du maillage." +msgstr "L'identifiant de la face du haut du [CubeMap]." #: doc/classes/CubeMap.xml -#, fuzzy msgid "Identifier for the front face of the [CubeMap]." -msgstr "Inverser les faces du maillage." +msgstr "L'identifiant de la face de devant du [CubeMap]." #: doc/classes/CubeMap.xml -#, fuzzy msgid "Identifier for the back face of the [CubeMap]." -msgstr "Inverser les faces du maillage." +msgstr "L'identifiant de la face de derrière du [CubeMap]." #: doc/classes/CubeMap.xml msgid "Generate mipmaps, to enable smooth zooming out of the texture." -msgstr "" +msgstr "Génère des mipmaps, pour lisser le zoom arrière de la texture." #: doc/classes/CubeMap.xml msgid "Repeat (instead of clamp to edge)." @@ -20816,15 +20903,15 @@ msgstr "" #: doc/classes/Curve.xml msgid "The number of points to include in the baked (i.e. cached) curve data." -msgstr "" +msgstr "Le nombre de points à inclure dans les données de cache de la courbe." #: doc/classes/Curve.xml msgid "The maximum value the curve can reach." -msgstr "" +msgstr "La valeur maximale que la courbe peut atteindre." #: doc/classes/Curve.xml msgid "The minimum value the curve can reach." -msgstr "" +msgstr "La valeur minimale que la courbe peut atteindre." #: doc/classes/Curve.xml msgid "Emitted when [member max_value] or [member min_value] is changed." @@ -20846,7 +20933,7 @@ msgstr "" #: doc/classes/Curve2D.xml msgid "Describes a Bézier curve in 2D space." -msgstr "" +msgstr "Décrit une courbe de Bézier dans l'espace 2D." #: doc/classes/Curve2D.xml msgid "" @@ -20875,9 +20962,8 @@ msgid "" msgstr "" #: doc/classes/Curve2D.xml -#, fuzzy msgid "Returns the cache of points as a [PoolVector2Array]." -msgstr "Retourne le cache de points sous forme de [PackedVector3Array]." +msgstr "Retourne le cache de points sous forme de [PoolVector2Array]." #: doc/classes/Curve2D.xml msgid "" @@ -21023,14 +21109,12 @@ msgid "" msgstr "" #: doc/classes/Curve3D.xml -#, fuzzy msgid "Returns the cache of points as a [PoolVector3Array]." -msgstr "Retourne le cache de points sous forme de [PackedVector3Array]." +msgstr "Retourne le cache de points sous forme de [PoolVector3Array]." #: doc/classes/Curve3D.xml -#, fuzzy msgid "Returns the cache of tilts as a [PoolRealArray]." -msgstr "Retourne le cache d’inclinaisons en tant que [PackedFloat32Array]." +msgstr "Retourne le cache d’inclinaisons en tant que [PoolRealArray]." #: doc/classes/Curve3D.xml msgid "" @@ -21251,7 +21335,7 @@ msgstr "" #: doc/classes/Dictionary.xml msgid "Dictionary type." -msgstr "Type de dictionnaire." +msgstr "Le type dictionnaire." #: doc/classes/Dictionary.xml msgid "" @@ -21362,11 +21446,11 @@ msgstr "" #: doc/classes/Dictionary.xml msgid "GDScript basics: Dictionary" -msgstr "" +msgstr "Les bases de GDScript : Les dictionnaires" #: doc/classes/Dictionary.xml msgid "Clear the dictionary, removing all key/value pairs." -msgstr "" +msgstr "Efface le dictionnaire, retirant toutes les clés et valeurs." #: doc/classes/Dictionary.xml msgid "" @@ -21374,10 +21458,15 @@ msgid "" "parameter causes inner dictionaries and arrays to be copied recursively, but " "does not apply to objects." msgstr "" +"Créé une copié du dictionnaire et la retourne. Le paramètre [code]deep[/" +"code] permet de faire une copie en profondeur (de manière récursives) des " +"valeurs si ce sont des dictionnaires ou des tableaux, où leurs éléments et " +"sous-éléments sont aussi copiés si ce sont des dictionnaires ou des " +"tableaux, mais ne s'applique pas au objets." #: doc/classes/Dictionary.xml msgid "Returns [code]true[/code] if the dictionary is empty." -msgstr "" +msgstr "Retourne [code]true[/code] si le dictionnaire est vide." #: doc/classes/Dictionary.xml msgid "" @@ -21410,13 +21499,12 @@ msgid "" msgstr "" #: doc/classes/Dictionary.xml -#, fuzzy msgid "" "Returns [code]true[/code] if the dictionary has all the keys in the given " "array." msgstr "" -"Retourne [code]true[/code] (vrai) si la chaîne de caractères finit par la " -"chaîne de caractères donnée." +"Retourne [code]true[/code] si le dictionnaire contient toutes les clés " +"contenues dans le tableau donné." #: doc/classes/Dictionary.xml msgid "" @@ -21442,9 +21530,8 @@ msgid "Returns the list of keys in the [Dictionary]." msgstr "Retourne la liste des clés dans le [Dictionary]." #: doc/classes/Dictionary.xml -#, fuzzy msgid "Returns the number of keys in the dictionary." -msgstr "Renvoie le nombre de textures dans l’atlas BitmapFont." +msgstr "Retourne le nombre de clés dans le dictionnaire." #: doc/classes/Dictionary.xml msgid "Returns the list of values in the [Dictionary]." @@ -21640,6 +21727,8 @@ msgid "" "Returns the absolute path to the currently opened directory (e.g. " "[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])." msgstr "" +"Retourne le chemin absolu vers le dossier actuellement ouvert (ex.: " +"[code]res://folder[/code] ou [code]C:\\tmp\\folder[/code])." #: doc/classes/Directory.xml msgid "" @@ -21748,7 +21837,7 @@ msgstr "" #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." -msgstr "" +msgstr "Une classe d'aide pour implémenter un serveur DTLS." #: doc/classes/DTLSServer.xml msgid "" @@ -21836,6 +21925,7 @@ msgstr "" #: doc/classes/DynamicFont.xml msgid "DynamicFont renders vector font files at runtime." msgstr "" +"Les DynamicFont font un rendu de fichier de police vectorielles au lancement." #: doc/classes/DynamicFont.xml msgid "" @@ -21878,7 +21968,7 @@ msgstr "" #: doc/classes/DynamicFont.xml msgid "Returns the fallback font at index [code]idx[/code]." -msgstr "" +msgstr "Retourne la police de repli à la position [code]idx[/code]." #: doc/classes/DynamicFont.xml msgid "Returns the number of fallback fonts." @@ -21891,11 +21981,11 @@ msgstr "" #: doc/classes/DynamicFont.xml msgid "Removes the fallback font at index [code]idx[/code]." -msgstr "" +msgstr "Retire la police de repli à la position [code]idx[/code]." #: doc/classes/DynamicFont.xml msgid "Sets the fallback font at index [code]idx[/code]." -msgstr "" +msgstr "Définit la police de repli pour la position [code]idx[/code]." #: doc/classes/DynamicFont.xml msgid "" @@ -21905,7 +21995,7 @@ msgstr "" #: doc/classes/DynamicFont.xml msgid "Extra spacing at the bottom in pixels." -msgstr "" +msgstr "L'espacement supplémentaire en bas en pixels." #: doc/classes/DynamicFont.xml msgid "" @@ -21923,7 +22013,7 @@ msgstr "" #: doc/classes/DynamicFont.xml msgid "Extra spacing at the top in pixels." -msgstr "" +msgstr "L'espacement supplémentaire en haut en pixels." #: doc/classes/DynamicFont.xml msgid "The font data." @@ -21981,6 +22071,7 @@ msgstr "L'espacement pour le caractère d'espace." #: doc/classes/DynamicFontData.xml msgid "Used with [DynamicFont] to describe the location of a font file." msgstr "" +"Utiliser par [DynamicFont] pour spécifier l'emplacement du fichier de police." #: doc/classes/DynamicFontData.xml msgid "" @@ -21993,10 +22084,13 @@ msgid "" "If [code]true[/code], the font is rendered with anti-aliasing. This property " "applies both to the main font and its outline (if it has one)." msgstr "" +"Si [code]true[/code], la police est rendue avec l'anticrénelage. Cette " +"propriété s'applique à la fois à la police en elle-même et à son contour (si " +"elle en a un)." #: doc/classes/DynamicFontData.xml msgid "The path to the vector font file." -msgstr "" +msgstr "Le chemin vers le fichier de police vectorielle." #: doc/classes/DynamicFontData.xml msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." @@ -22024,7 +22118,7 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "A script that is executed when exporting the project." -msgstr "" +msgstr "Un script qui est exécuté à l'export du projet." #: doc/classes/EditorExportPlugin.xml msgid "" @@ -22279,7 +22373,7 @@ msgstr "" #: doc/classes/EditorFeatureProfile.xml doc/classes/SpatialMaterial.xml msgid "Represents the size of the [enum Feature] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum Feature]." #: doc/classes/EditorFileDialog.xml msgid "A modified version of [FileDialog] used by the editor." @@ -22375,6 +22469,8 @@ msgid "" "The [EditorFileDialog] can select multiple files. Accepting the window will " "open all files." msgstr "" +"Le [EditorFileDialog] permet de sélectionner plusieurs fichiers. Valider le " +"dialogue ouvrira toutes ces fichiers." #: doc/classes/EditorFileDialog.xml msgid "" @@ -22653,7 +22749,7 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "Gets the unique name of the importer." -msgstr "" +msgstr "Retourne le nom unique de l'importateur." #: doc/classes/EditorImportPlugin.xml msgid "" @@ -22701,6 +22797,8 @@ msgid "" "Gets the Godot resource type associated with this loader. e.g. " "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" +"Récupérer le type de ressource de Godot associé avec ce chargeur, ex.: " +"[code]\"Mesh\"[/code] ou [code]\"Animation\"[/code]." #: doc/classes/EditorImportPlugin.xml msgid "" @@ -22725,18 +22823,36 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +#, fuzzy +msgid "A control used to edit properties of an object." msgstr "" +"Contrôle personnalisé pour modifier les propriétés à ajouter à l’inspecteur." #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -22811,7 +22927,7 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "Inspector plugins" -msgstr "" +msgstr "Les greffons de l'inspecteur" #: doc/classes/EditorInspectorPlugin.xml msgid "Adds a custom control, which is not necessarily a property editor." @@ -22831,19 +22947,19 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "Returns [code]true[/code] if this object can be handled by this plugin." -msgstr "" +msgstr "Retourne [code]true[/code] si cet objet peut être géré par ce greffon." #: doc/classes/EditorInspectorPlugin.xml msgid "Called to allow adding controls at the beginning of the list." -msgstr "" +msgstr "Appelé pour autoriser l'ajout de contrôle au début de la liste." #: doc/classes/EditorInspectorPlugin.xml msgid "Called to allow adding controls at the beginning of the category." -msgstr "" +msgstr "Appelé pour autoriser l'ajout de contrôle au début de la catégorie." #: doc/classes/EditorInspectorPlugin.xml msgid "Called to allow adding controls at the end of the list." -msgstr "" +msgstr "Appelé pour autoriser l'ajout de contrôle en fin de liste." #: doc/classes/EditorInspectorPlugin.xml msgid "" @@ -23009,7 +23125,7 @@ msgstr "" #: doc/classes/EditorInterface.xml msgid "Opens the scene at the given path." -msgstr "" +msgstr "Ouvre la scène à l'emplacement spécifié." #: doc/classes/EditorInterface.xml msgid "Plays the currently active scene." @@ -23017,7 +23133,7 @@ msgstr "Joue la scène actuellement active." #: doc/classes/EditorInterface.xml msgid "Plays the scene specified by its filepath." -msgstr "" +msgstr "Joue la scène spécifiée par son chemin de fichier." #: doc/classes/EditorInterface.xml msgid "Plays the main scene." @@ -23025,13 +23141,15 @@ msgstr "Joue la scène principale." #: doc/classes/EditorInterface.xml msgid "Reloads the scene at the given path." -msgstr "" +msgstr "Recharge la scène à l'emplacement spécifié." #: doc/classes/EditorInterface.xml msgid "" "Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/" "code] (see [@GlobalScope] constants)." msgstr "" +"Enregistre la scène. Retourne soit [code]OK[/code] ou [code]ERR_CANT_CREATE[/" +"code] (voir les constantes [@GlobalScope])." #: doc/classes/EditorInterface.xml msgid "Saves the scene as a file at [code]path[/code]." @@ -23042,6 +23160,8 @@ msgid "" "Selects the file, with the path provided by [code]file[/code], in the " "FileSystem dock." msgstr "" +"Sélectionne le fichier, avec le chemin spécifié dans [code]file[/code], dans " +"la barre d'outils « FileSystem »." #: doc/classes/EditorInterface.xml msgid "" @@ -23675,6 +23795,8 @@ msgstr "" msgid "" "Do not emit this manually, use the [method emit_changed] method instead." msgstr "" +"Ne l'émettez pas manuellement, utilisez plutôt la méthode [method " +"emit_changed]." #: doc/classes/EditorProperty.xml msgid "Emitted when a property was checked. Used internally." @@ -23894,6 +24016,8 @@ msgid "" "Returns [code]true[/code] if your generator supports the resource of type " "[code]type[/code]." msgstr "" +"Retourne [code]true[/code] si votre générateur supporte les ressources du " +"type [code]type[/code]." #: doc/classes/EditorSceneImporter.xml msgid "Imports scenes from third-parties' 3D files." @@ -23939,6 +24063,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "Post-traite les scènes après l'importation." @@ -23979,6 +24111,8 @@ msgstr "" #: doc/classes/EditorScenePostImport.xml msgid "Returns the resource folder the imported scene file is located in." msgstr "" +"Retourne le dossier de ressources où le fichier de la scène importée est " +"placé." #: doc/classes/EditorScenePostImport.xml msgid "" @@ -23988,7 +24122,7 @@ msgstr "" #: doc/classes/EditorScript.xml msgid "Base script that can be used to add extension functions to the editor." -msgstr "" +msgstr "Script de base qui permet d'étendre les fonctionnalités de l'éditeur." #: doc/classes/EditorScript.xml msgid "" @@ -24014,6 +24148,8 @@ msgstr "" #: doc/classes/EditorScript.xml msgid "This method is executed by the Editor when [b]File > Run[/b] is used." msgstr "" +"Cette méthode est exécutée par l'éditeur quand [b]Ficher > Exécuter[/b] est " +"utilisé." #: doc/classes/EditorScript.xml msgid "" @@ -24209,7 +24345,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "Sets the list of favorite files and directories for this project." -msgstr "" +msgstr "Définit la liste des fichiers et dossiers favoris pour ce projet." #: doc/classes/EditorSettings.xml msgid "" @@ -24244,7 +24380,7 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "Emitted after any editor setting has changed." -msgstr "" +msgstr "Émis après qu'une préférence de l'éditeur a changé." #: doc/classes/EditorSettings.xml msgid "" @@ -24623,9 +24759,8 @@ msgid "" msgstr "Retourne une représentation [String] de l'évènement." #: doc/classes/EditorVCSInterface.xml -#, fuzzy msgid "Returns the name of the underlying VCS provider." -msgstr "Retourne le nom du nœud à [code]idx[/code]." +msgstr "Retourne le nom du fournisseur VCS utilisé." #: doc/classes/EditorVCSInterface.xml msgid "" @@ -24637,6 +24772,8 @@ msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "Pulls changes from the remote. This can give rise to merge conflicts." msgstr "" +"Tire les modifications depuis le dépôt distant. Cela peut provoquer des " +"conflits de fusion." #: doc/classes/EditorVCSInterface.xml msgid "" @@ -24651,9 +24788,8 @@ msgid "Remove a branch from the local VCS." msgstr "Supprime un nœud de la sélection." #: doc/classes/EditorVCSInterface.xml -#, fuzzy msgid "Remove a remote from the local VCS." -msgstr "Supprime un nœud de la sélection." +msgstr "Supprimer un dépôt distant du VCS local." #: doc/classes/EditorVCSInterface.xml msgid "" @@ -24737,9 +24873,8 @@ msgid "" msgstr "" #: doc/classes/EditorVCSInterface.xml -#, fuzzy msgid "Pops up an error message in the edior." -msgstr "Utilisé pour rassembler des propriétés ensemble dans l'éditeur." +msgstr "Affiche un message d'erreur dans l'éditeur." #: doc/classes/EditorVCSInterface.xml msgid "A new file has been added." @@ -24747,19 +24882,19 @@ msgstr "Un nouveau fichier a été ajouté." #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been modified." -msgstr "" +msgstr "Un fichier précédemment ajouté a été modifié." #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been renamed." -msgstr "" +msgstr "Un fichier précédemment ajouté a été renommé." #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been deleted." -msgstr "" +msgstr "Un fichier précédemment ajouté a été supprimé." #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been typechanged." -msgstr "" +msgstr "Un fichier précédemment ajouté a changé de type." #: doc/classes/EditorVCSInterface.xml msgid "A file is left unmerged." @@ -25065,7 +25200,7 @@ msgstr "" #: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml #, fuzzy msgid "Environment and post-processing" -msgstr "$DOCS_URL/tutorials/3d/environment_and_post_processing.html" +msgstr "Les environnements et les effets post-rendu" #: doc/classes/Environment.xml msgid "Light transport in game engines" @@ -25081,6 +25216,8 @@ msgid "" "Returns [code]true[/code] if the glow level [code]idx[/code] is specified, " "[code]false[/code] otherwise." msgstr "" +"Retourne [code]true[/code] si le niveau de lueur à l'index [code]idx[/code] " +"est définit, ou [code]false[/code] sinon." #: doc/classes/Environment.xml msgid "" @@ -25174,7 +25311,7 @@ msgstr "" #: doc/classes/Environment.xml msgid "The ID of the camera feed to show in the background." -msgstr "" +msgstr "L'identifiant du flux de la caméra à afficher en arrière-plan." #: doc/classes/Environment.xml msgid "" @@ -25202,11 +25339,11 @@ msgstr "La ressource du [Sky] définit pour l’arrière-plan." #: doc/classes/Environment.xml msgid "The [Sky] resource's custom field of view." -msgstr "" +msgstr "Le champ de vision personnalisé de cette ressource [Sky]." #: doc/classes/Environment.xml msgid "The [Sky] resource's rotation expressed as a [Basis]." -msgstr "" +msgstr "La rotation du [Sky] exprimée par un [Basis]." #: doc/classes/Environment.xml #, fuzzy @@ -25256,9 +25393,8 @@ msgstr "" "La distance de la caméra à laquelle l'effet de flou proche affecte le rendu." #: doc/classes/Environment.xml -#, fuzzy msgid "If [code]true[/code], enables the depth-of-field near blur effect." -msgstr "Si [code]true[/code], active le drapeau spécifié." +msgstr "Si [code]true[/code], active l'effet de flou de champ proche." #: doc/classes/Environment.xml msgid "" @@ -25609,6 +25745,8 @@ msgid "" "Clears the background using the clear color defined in [member " "ProjectSettings.rendering/environment/default_clear_color]." msgstr "" +"Efface l'arrière-plan en utilisant la couleur d'effacement définie par " +"[member ProjectSettings.rendering/environment/default_clear_color]." #: doc/classes/Environment.xml msgid "Clears the background using a custom clear color." @@ -25616,7 +25754,7 @@ msgstr "" #: doc/classes/Environment.xml msgid "Displays a user-defined sky in the background." -msgstr "" +msgstr "Affiche un ciel personnalisé en arrière-plan." #: doc/classes/Environment.xml msgid "" @@ -25632,11 +25770,11 @@ msgstr "Affiche un [CanvasLayer] en arrière-plan." #: doc/classes/Environment.xml msgid "Displays a camera feed in the background." -msgstr "" +msgstr "Afficher le flux de la caméra en arrière-plan." #: doc/classes/Environment.xml msgid "Represents the size of the [enum BGMode] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum BGMode]." #: doc/classes/Environment.xml msgid "" @@ -25784,7 +25922,7 @@ msgstr "" #: doc/classes/Expression.xml msgid "Returns [code]true[/code] if [method execute] has failed." -msgstr "" +msgstr "Retourne [code]true[/code] si [method execute] a échoué." #: doc/classes/Expression.xml msgid "" @@ -25807,9 +25945,8 @@ msgid "" msgstr "" #: doc/classes/ExternalTexture.xml -#, fuzzy msgid "Returns the external texture name." -msgstr "Retourne la texture de la tuile." +msgstr "Retourne le nom de la texture externe." #: doc/classes/ExternalTexture.xml msgid "External texture size." @@ -25856,7 +25993,7 @@ msgstr "" #: doc/classes/File.xml msgid "File system" -msgstr "" +msgstr "Le système de fichiers" #: doc/classes/File.xml msgid "" @@ -25972,7 +26109,7 @@ msgstr "" #: doc/classes/File.xml msgid "Returns the size of the file in bytes." -msgstr "" +msgstr "Retourne la taille du fichier en octets." #: doc/classes/File.xml msgid "" @@ -26003,6 +26140,7 @@ msgstr "" #: doc/classes/File.xml msgid "Returns the path as a [String] for the current open file." msgstr "" +"Retourne le chemin en tant que [String] du fichier actuellement ouvert." #: doc/classes/File.xml msgid "Returns the absolute path as a [String] for the current open file." @@ -26038,6 +26176,7 @@ msgstr "" #: doc/classes/File.xml msgid "Opens the file for writing or reading, depending on the flags." msgstr "" +"Ouvre un fichier pour écriture ou lecture, suivant le drapeau spécifié." #: doc/classes/File.xml msgid "" @@ -26300,7 +26439,7 @@ msgstr "" #: doc/classes/FileDialog.xml msgid "Clear currently selected items in the dialog." -msgstr "" +msgstr "Efface l'élément actuellement sélectionné dans le dialogue." #: doc/classes/FileDialog.xml msgid "" @@ -26334,11 +26473,11 @@ msgstr "" #: doc/classes/FileDialog.xml msgid "The current working directory of the file dialog." -msgstr "" +msgstr "L'actuel dossier dans le dialogue de choix de fichier." #: doc/classes/FileDialog.xml msgid "The currently selected file of the file dialog." -msgstr "" +msgstr "L'actuel fichier sélectionné dans le dialogue de choix de fichier." #: doc/classes/FileDialog.xml msgid "The currently selected file path of the file dialog." @@ -26368,11 +26507,11 @@ msgstr "" #: doc/classes/FileDialog.xml msgid "If [code]true[/code], the dialog will show hidden files." -msgstr "" +msgstr "Si [code]true[/code], le dialogue affichera les fichiers masqués." #: doc/classes/FileDialog.xml msgid "Emitted when the user selects a directory." -msgstr "" +msgstr "Émis quand l'utilisateur sélectionne un dossier." #: doc/classes/FileDialog.xml msgid "" @@ -26382,7 +26521,7 @@ msgstr "" #: doc/classes/FileDialog.xml msgid "Emitted when the user selects multiple files." -msgstr "" +msgstr "Émis quand l'utilisateur sélectionne plusieurs fichiers." #: doc/classes/FileDialog.xml msgid "The dialog allows selecting one, and only one file." @@ -26397,14 +26536,15 @@ msgid "" "The dialog only allows selecting a directory, disallowing the selection of " "any file." msgstr "" +"Le dialogue ne permet de sélectionner que des dossiers, et aucun fichier." #: doc/classes/FileDialog.xml msgid "The dialog allows selecting one file or directory." -msgstr "" +msgstr "Le dialogue permet de sélectionner un fichier ou dossier." #: doc/classes/FileDialog.xml msgid "The dialog will warn when a file exists." -msgstr "" +msgstr "Le dialogue avertira si un fichier existe déjà." #: doc/classes/FileDialog.xml msgid "" @@ -26434,7 +26574,7 @@ msgstr "" #: doc/classes/FileDialog.xml msgid "The color modulation applied to the folder icon." -msgstr "" +msgstr "La couleur de modulation appliquée à l'icône de dossier." #: doc/classes/FileDialog.xml msgid "Custom icon for files." @@ -26446,7 +26586,7 @@ msgstr "Icône personnalisée pour les dossiers." #: doc/classes/FileDialog.xml msgid "Custom icon for the parent folder arrow." -msgstr "" +msgstr "L'icône personnalisée pour la flèche du dossier parent." #: doc/classes/FileDialog.xml msgid "Custom icon for the reload button." @@ -26454,7 +26594,7 @@ msgstr "Icône personnalisée pour le bouton de rechargement." #: doc/classes/FileDialog.xml msgid "Custom icon for the toggle hidden button." -msgstr "" +msgstr "L'icône personnalisé pour le bouton d'affichage." #: doc/classes/float.xml msgid "Float built-in type." @@ -26491,12 +26631,15 @@ msgid "" "Cast a [bool] value to a floating-point value, [code]float(true)[/code] will " "be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0." msgstr "" +"Transforme un [bool] en flottant, donc [code]float(true)[/code] sera égal à " +"1.0 et [code]float(false)[/code] à 0.0." #: doc/classes/float.xml msgid "" "Cast an [int] value to a floating-point value, [code]float(1)[/code] will be " "equal to 1.0." msgstr "" +"Transforme un [int] en flottant, [code]float(1)[/code] sera égal à 1.0." #: doc/classes/float.xml msgid "" @@ -26526,7 +26669,7 @@ msgstr "" #: doc/classes/FlowContainer.xml #, fuzzy msgid "Returns the current line count." -msgstr "Retourne la position de défilement actuelle." +msgstr "Retourne le numéro de la ligne actuelle." #: doc/classes/Font.xml msgid "Internationalized font and text drawing support." @@ -26603,7 +26746,7 @@ msgstr "" #: doc/classes/Font.xml msgid "Returns [code]true[/code] if the font has an outline." -msgstr "" +msgstr "Retourne [code]true[/code] si la police a une bordure." #: doc/classes/Font.xml msgid "" @@ -26613,7 +26756,7 @@ msgstr "" #: doc/classes/FuncRef.xml msgid "Reference to a function in an object." -msgstr "" +msgstr "Référence une fonction située dans un objet." #: doc/classes/FuncRef.xml msgid "" @@ -26725,7 +26868,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml msgid "A script implemented in the GDScript programming language." -msgstr "" +msgstr "Un script implémenté dans le langage de programmation GDScript." #: modules/gdscript/doc_classes/GDScript.xml msgid "" @@ -26738,7 +26881,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml msgid "Returns byte code for the script source code." -msgstr "" +msgstr "Retourne code en octets du code source du script." #: modules/gdscript/doc_classes/GDScript.xml msgid "" @@ -27131,7 +27274,7 @@ msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The velocity the linear motor will try to reach." -msgstr "" +msgstr "Le vitesse linéaire que le moteur essayera d'atteindre." #: doc/classes/Generic6DOFJoint.xml msgid "" @@ -27204,11 +27347,11 @@ msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/HingeJoint.xml msgid "Represents the size of the [enum Flag] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum Flag]." #: doc/classes/Geometry.xml msgid "Helper node to calculate generic geometry operations." -msgstr "" +msgstr "Un nœud d'aide pour faire des opérations géométriques génériques." #: doc/classes/Geometry.xml msgid "" @@ -27378,6 +27521,8 @@ msgid "" "Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in " "clockwise order, otherwise returns [code]false[/code]." msgstr "" +"Retourne [code]true[/code] si les sommets du [code]polygon[/code] sont dans " +"le sens horaire, et retourne [code]false[/code] pour le sens anti-horaire." #: doc/classes/Geometry.xml msgid "" @@ -27453,6 +27598,8 @@ msgid "" "Returns if [code]point[/code] is inside the triangle specified by [code]a[/" "code], [code]b[/code] and [code]c[/code]." msgstr "" +"Retourne si [code]point[/code] est à l'intérieur du triangle défini par les " +"points [code]a[/code], [code]b[/code] et [code]c[/code]." #: doc/classes/Geometry.xml msgid "" @@ -27593,15 +27740,15 @@ msgstr "" #: doc/classes/Geometry.xml msgid "Endpoints are squared off with no extension." -msgstr "" +msgstr "Les bouts sont carrés sans être allongés." #: doc/classes/Geometry.xml msgid "Endpoints are squared off and extended by [code]delta[/code] units." -msgstr "" +msgstr "Les bouts seront carrés et allongés de [code]delta[/code] unités." #: doc/classes/Geometry.xml msgid "Endpoints are rounded off and extended by [code]delta[/code] units." -msgstr "" +msgstr "Les bouts seront arrondis et allongés de [code]delta[/code] unités." #: doc/classes/GeometryInstance.xml msgid "Base node for geometry-based visual instances." @@ -27617,6 +27764,7 @@ msgstr "" msgid "" "Returns the [enum GeometryInstance.Flags] that have been set for this object." msgstr "" +"Retourne le [enum GeometryInstance.Flags] qui a été définit pour cet objet." #: doc/classes/GeometryInstance.xml msgid "" @@ -27926,6 +28074,50 @@ msgstr "" #: doc/classes/GIProbe.xml msgid "Represents the size of the [enum Subdiv] enum." +msgstr "Représente la taille de l'énumération [enum Subdiv]." + +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml @@ -27977,6 +28169,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -28070,15 +28305,17 @@ msgstr "" #: doc/classes/Gradient.xml msgid "Returns the color of the ramp color at index [code]point[/code]." -msgstr "" +msgstr "Retourne la couleur du dégradé à la position [code]point[/code]." #: doc/classes/Gradient.xml msgid "Returns the offset of the ramp color at index [code]point[/code]." msgstr "" +"Définit la position de la couleur du dégradé à la position [code]point[/" +"code]." #: doc/classes/Gradient.xml msgid "Returns the number of colors in the ramp." -msgstr "" +msgstr "Retourne le nombre de couleurs du dégradé." #: doc/classes/Gradient.xml msgid "Returns the interpolated color specified by [code]offset[/code]." @@ -28091,11 +28328,13 @@ msgstr "Retourne la position du point à l'index [code]point[/code]." #: doc/classes/Gradient.xml msgid "Sets the color of the ramp color at index [code]point[/code]." -msgstr "" +msgstr "Définit la couleur du dégradé à la position [code]point[/code]." #: doc/classes/Gradient.xml msgid "Sets the offset for the ramp color at index [code]point[/code]." msgstr "" +"Définit la position de la couleur du dégradé à la position [code]point[/" +"code]." #: doc/classes/Gradient.xml msgid "Gradient's colors returned as a [PoolColorArray]." @@ -28154,15 +28393,18 @@ msgstr "" msgid "" "The initial offset used to fill the texture specified in UV coordinates." msgstr "" +"Le décalage initial utilisé pour remplir la texture spécifiée dans les " +"coordonnées UV." #: doc/classes/GradientTexture2D.xml msgid "The final offset used to fill the texture specified in UV coordinates." msgstr "" +"Le décalage final utilisé pour remplir la texture spécifiée dans les " +"coordonnées UV." #: doc/classes/GradientTexture2D.xml -#, fuzzy msgid "The [Gradient] used to fill the texture." -msgstr "Texture remplie de gradients." +msgstr "Le [Gradient] utilisé pour remplir la texture." #: doc/classes/GradientTexture2D.xml msgid "" @@ -28328,6 +28570,7 @@ msgstr "" #: doc/classes/GraphEdit.xml msgid "Sets the specified [code]node[/code] as the one selected." msgstr "" +"Définit le nœud [code]node[/code] spécifié comme étant celui sélectionné." #: doc/classes/GraphEdit.xml msgid "If [code]true[/code], the minimap is visible." @@ -28411,9 +28654,8 @@ msgid "" msgstr "" #: doc/classes/GraphEdit.xml -#, fuzzy msgid "Emitted when the user presses [code]Ctrl + C[/code]." -msgstr "Émis lorsque le curseur change." +msgstr "Émis quand l'utilisateur presse [code]Ctrl + C[/code]." #: doc/classes/GraphEdit.xml msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit." @@ -28526,11 +28768,11 @@ msgstr "" #: doc/classes/GraphNode.xml msgid "Disables all input and output slots of the GraphNode." -msgstr "" +msgstr "Désactive toutes les entrées et sorties du GraphNode." #: doc/classes/GraphNode.xml msgid "Disables input and output slot whose index is [code]idx[/code]." -msgstr "" +msgstr "Désactive tous les entrées et sorties à l'index [code]idx[/code]." #: doc/classes/GraphNode.xml msgid "Returns the [Color] of the input connection [code]idx[/code]." @@ -28751,11 +28993,11 @@ msgstr "" #: doc/classes/GraphNode.xml msgid "The color modulation applied to the close button icon." -msgstr "" +msgstr "La couleur de modulation appliquée à l'icône du bouton fermer." #: doc/classes/GraphNode.xml msgid "The color modulation applied to the resizer icon." -msgstr "" +msgstr "La couleur de modulation appliquée à l'icône de redimensionnement." #: doc/classes/GraphNode.xml msgid "Color of the title text." @@ -28803,13 +29045,15 @@ msgstr "" #: doc/classes/GraphNode.xml msgid "The [StyleBox] used when [member comment] is enabled." -msgstr "" +msgstr "La [StyleBox] utilisée quand [member comment] est activé." #: doc/classes/GraphNode.xml msgid "" "The [StyleBox] used when [member comment] is enabled and the [GraphNode] is " "focused." msgstr "" +"La [StyleBox] utilisée quand [member comment] est activé et que le " +"[GraphNode] a le focus." #: doc/classes/GraphNode.xml msgid "The default background for [GraphNode]." @@ -28823,7 +29067,7 @@ msgstr "" #: doc/classes/GraphNode.xml msgid "The background used when the [GraphNode] is selected." -msgstr "" +msgstr "L'arrière-plan utilisé quand le [GraphNode] est sélectionné." #: doc/classes/GridContainer.xml msgid "" @@ -28885,7 +29129,7 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Using gridmaps" -msgstr "" +msgstr "Utiliser les gridmaps" #: modules/gridmap/doc_classes/GridMap.xml msgid "Clear all cells." @@ -29103,7 +29347,7 @@ msgstr "" #: doc/classes/HashingContext.xml msgid "Closes the current context, and return the computed hash." -msgstr "" +msgstr "Finalise l'actuel contexte, et retourne le hachage calculé." #: doc/classes/HashingContext.xml msgid "" @@ -29114,6 +29358,7 @@ msgstr "" #: doc/classes/HashingContext.xml msgid "Updates the computation with the given [code]chunk[/code] of data." msgstr "" +"Met à jour le calcul avec la partie de données [code]chunk[/code] renseignée." #: doc/classes/HashingContext.xml msgid "Hashing algorithm: MD5." @@ -29137,7 +29382,7 @@ msgstr "Conteneur de boîte horizontale. Voir [BoxContainer]." #: doc/classes/HBoxContainer.xml msgid "The horizontal space between the [HBoxContainer]'s elements." -msgstr "" +msgstr "L'espace horizontal entre les éléments du [HBoxContainer]." #: doc/classes/HeightMapShape.xml #, fuzzy @@ -29190,12 +29435,12 @@ msgstr "" #: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml msgid "Returns the value of the specified flag." -msgstr "" +msgstr "Retourne la valeur de l'option donnée." #: doc/classes/HingeJoint.xml doc/classes/ParticlesMaterial.xml #: doc/classes/PinJoint.xml msgid "Returns the value of the specified parameter." -msgstr "" +msgstr "Retourne la valeur du paramètre donné." #: doc/classes/HingeJoint.xml msgid "If [code]true[/code], enables the specified flag." @@ -29222,16 +29467,20 @@ msgid "" "The minimum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" +"La rotation minimale. Uniquement actif quand[member angular_limit/enable] " +"est [code]true[/code]." #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "The lower this value, the more the rotation gets slowed down." -msgstr "" +msgstr "Plus cette valeur sera basse, plus la rotation sera ralentie." #: doc/classes/HingeJoint.xml msgid "" "The maximum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" +"La rotation maximale. Uniquement actif quand [member angular_limit/enable] " +"est [code]true[/code]." #: doc/classes/HingeJoint.xml msgid "When activated, a motor turns the hinge." @@ -29341,7 +29590,7 @@ msgstr "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the mouse cursor hovers over the decrement button." -msgstr "" +msgstr "Affiché quand la souris survole le bouton de réduction." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the decrement button is being pressed." @@ -29359,8 +29608,7 @@ msgstr "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the mouse cursor hovers over the increment button." -msgstr "" -"S'affiche lorsque le curseur de la souris survole le bouton d'incrémentation." +msgstr "Affiché quand la souris survole le bouton d'augmentation." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the increment button is being pressed." @@ -29465,19 +29713,21 @@ msgid "" "when it isn't under the cursor. If 0 ([code]false[/code]), it's always " "visible." msgstr "" +"Une valeur booléenne. Si 1 ([code]true[/code]), le glisseur sera " +"automatiquement masqué quand il n'est pas sous le curseur. Si 0 " +"([code]false[/code]), il sera toujours visible." #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml msgid "The space between sides of the container." -msgstr "" +msgstr "L'espace entre les côtés des conteneurs." #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml msgid "The icon used for the grabber drawn in the middle area." msgstr "" #: doc/classes/HTTPClient.xml -#, fuzzy msgid "Low-level hyper-text transfer protocol client." -msgstr "Client de protocole de transfert hypertexte." +msgstr "Client de protocole de transfert hypertexte de bas niveau." #: doc/classes/HTTPClient.xml msgid "" @@ -29517,6 +29767,8 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "Closes the current connection, allowing reuse of this [HTTPClient]." msgstr "" +"Ferme l'actuelle connexion, permettant de la réutiliser pour cet " +"[HTTPClient]." #: doc/classes/HTTPClient.xml msgid "" @@ -29539,9 +29791,8 @@ msgid "" msgstr "" #: doc/classes/HTTPClient.xml -#, fuzzy msgid "Returns the response's HTTP status code." -msgstr "Renvoie le code d’état HTTP de la réponse." +msgstr "Retourne le code d’état de la réponse HTTP." #: doc/classes/HTTPClient.xml msgid "Returns the response headers." @@ -29567,6 +29818,8 @@ msgid "" "Returns a [enum Status] constant. Need to call [method poll] in order to get " "status updates." msgstr "" +"Retourne la constance de [enum Status]. Vous devez appeler [method poll] " +"pour mettre à jour ce status." #: doc/classes/HTTPClient.xml msgid "If [code]true[/code], this [HTTPClient] has a response available." @@ -29575,6 +29828,8 @@ msgstr "Si [code]true[/code], ce [HTTPClient] a une réponse disponible." #: doc/classes/HTTPClient.xml msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked." msgstr "" +"Si [code]true[/code], cet [HTTPClient] reçoit une réponse en différentes " +"parties." #: doc/classes/HTTPClient.xml msgid "" @@ -29669,13 +29924,15 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "The connection to use for this client." -msgstr "" +msgstr "La connexion à utiliser pour ce client." #: doc/classes/HTTPClient.xml msgid "" "The size of the buffer used and maximum bytes to read per iteration. See " "[method read_response_body_chunk]." msgstr "" +"La taille de la mémoire tampon utilisée et le nombre maximal d'octets à lire " +"à chaque itération. Voir [method read_response_body_chunk]." #: doc/classes/HTTPClient.xml msgid "" @@ -29921,12 +30178,16 @@ msgstr "" msgid "" "HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]" msgstr "" +"Code de status HTTP [code]305 Use Proxy[/code]. [i]Obsolète. Ne pas utiliser." +"[/i]" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/" "i]" msgstr "" +"Code de status HTTP [code]306 Switch Proxy[/code]. [i]Obsolète. Ne pas " +"utiliser.[/i]" #: doc/classes/HTTPClient.xml msgid "" @@ -30228,7 +30489,7 @@ msgstr "" #: doc/classes/HTTPRequest.xml msgid "A node with the ability to send HTTP(S) requests." -msgstr "" +msgstr "Un nœud qui permet d'envoyer des requêtes HTTP(S)." #: doc/classes/HTTPRequest.xml msgid "" @@ -30418,6 +30679,7 @@ msgstr "La demande n'a pas (encore) de réponse." #: doc/classes/HTTPRequest.xml msgid "Request exceeded its maximum size limit, see [member body_size_limit]." msgstr "" +"La requête a dépassé la taille maximale, voir [member body_size_limit]." #: doc/classes/HTTPRequest.xml msgid "Request failed (currently unused)." @@ -30425,15 +30687,17 @@ msgstr "Échec de la demande (actuellement inutilisé)." #: doc/classes/HTTPRequest.xml msgid "HTTPRequest couldn't open the download file." -msgstr "[HTTPRequest] n'a pu ouvrir le fichier téléchargé." +msgstr "La HTTPRequest n'a pu ouvrir le fichier téléchargé." #: doc/classes/HTTPRequest.xml msgid "HTTPRequest couldn't write to the download file." -msgstr "" +msgstr "La HTTPRequest n'a pu écrire dans un fichier de téléchargement." #: doc/classes/HTTPRequest.xml msgid "Request reached its maximum redirect limit, see [member max_redirects]." msgstr "" +"La requête a atteint le nombre de redirections autorisée, voir [member " +"max_redirects]." #: doc/classes/Image.xml #, fuzzy @@ -30455,7 +30719,7 @@ msgstr "" #: doc/classes/Image.xml doc/classes/ImageTexture.xml msgid "Importing images" -msgstr "" +msgstr "Importer des images" #: doc/classes/Image.xml msgid "" @@ -30601,7 +30865,7 @@ msgstr "Retourne une copie des données brutes de l’image." #: doc/classes/Image.xml msgid "Returns the image's format. See [enum Format] constants." -msgstr "" +msgstr "Retourne le format de l'image. Voir [enum Format] pour les constantes." #: doc/classes/Image.xml msgid "Returns the image's height." @@ -30634,10 +30898,12 @@ msgid "" "Returns a new image that is a copy of the image's area specified with " "[code]rect[/code]." msgstr "" +"Retourne une nouvelle image qui est le copie de la zone définie par " +"[code]rect[/code] de l'image." #: doc/classes/Image.xml msgid "Returns the image's size (width and height)." -msgstr "" +msgstr "Retourne la taille de l'image (la largeur et la hauteur)." #: doc/classes/Image.xml msgid "" @@ -30651,15 +30917,15 @@ msgstr "Retourne la largeur de l'image." #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image has generated mipmaps." -msgstr "" +msgstr "Retourne [code]true[/code] si l'image à des mipmaps de générés." #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image is compressed." -msgstr "" +msgstr "Retourne [code]true[/code] si l'image est compressée." #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image has no data." -msgstr "" +msgstr "Retourne [code]true[/code] si l'image n'a aucun donnée." #: doc/classes/Image.xml msgid "" @@ -30755,6 +31021,7 @@ msgstr "" #: doc/classes/Image.xml msgid "Saves the image as a PNG file to [code]path[/code]." msgstr "" +"Enregistre l'image dans un fichier PNG à l'emplacement [code]path[/code]." #: doc/classes/Image.xml msgid "" @@ -30786,7 +31053,7 @@ msgstr "" #: doc/classes/Image.xml msgid "Shrinks the image by a factor of 2." -msgstr "" +msgstr "Réduit la taille de l'image par 2." #: doc/classes/Image.xml msgid "Converts the raw data from the sRGB colorspace to a linear scale." @@ -30805,21 +31072,24 @@ msgstr "Convertit le format de l’image. Voir les constantes [enum Format]." #: doc/classes/Image.xml msgid "The maximal width allowed for [Image] resources." -msgstr "" +msgstr "La largeur maximale autorisée pour les [Image]." #: doc/classes/Image.xml msgid "The maximal height allowed for [Image] resources." -msgstr "" +msgstr "La hauteur maximale autorisée pour les [Image]." #: doc/classes/Image.xml msgid "Texture format with a single 8-bit depth representing luminance." msgstr "" +"Un format de texture 8-bit représentant la luminance (niveaux de gris)." #: doc/classes/Image.xml msgid "" "OpenGL texture format with two values, luminance and alpha each stored with " "8 bits." msgstr "" +"Le format de texture OpenGL où il y a deux composants, la luminance et " +"l'opacité, chacun de 8 bits." #: doc/classes/Image.xml msgid "" @@ -30834,6 +31104,8 @@ msgid "" "OpenGL texture format [code]RG[/code] with two components and a bitdepth of " "8 for each." msgstr "" +"Le format de texture OpenGL [code]RG[/code] où il y a deux composants, " +"chacun de 8 bits." #: doc/classes/Image.xml msgid "" @@ -30856,6 +31128,8 @@ msgid "" "OpenGL texture format [code]RGBA[/code] with four components, each with a " "bitdepth of 4." msgstr "" +"Le format de texture OpenGL [code]RGBA[/code] où il y a quatre composants, " +"chacun de 4 bits." #: doc/classes/Image.xml msgid "" @@ -30868,48 +31142,64 @@ msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-" "bit floating-point value." msgstr "" +"Le format de texture OpenGL [code]GL_RGBA32F[/code] où il n'y a qu'un seul " +"composant, un flottant de 32 bits." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 32-bit floating-point values." msgstr "" +"Le format de texture OpenGL [code]GL_RG32F[/code] où il y a deux composants, " +"chacun un flottant de 32 bits." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 32-bit floating-point values." msgstr "" +"Le format de texture OpenGL [code]GL_RGB32F[/code] où il y a trois " +"composants, chacun un flottant de 32 bits." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " "components, each a 32-bit floating-point values." msgstr "" +"Le format de texture OpenGL [code]GL_RGBA32F[/code] où il y a quatre " +"composants, chacun un flottant de 32 bits." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-" "bit \"half-precision\" floating-point value." msgstr "" +"Le format de texture OpenGL [code]GL_R32F[/code] où il n'y a qu'un seul " +"composant, un flottant de demi-précision de 16 bits." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 16-bit \"half-precision\" floating-point value." msgstr "" +"Le format de texture OpenGL [code]GL_RG32F[/code] où il y a deux composants, " +"chacun un flottant de demi-précision de 16 bits." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 16-bit \"half-precision\" floating-point value." msgstr "" +"Le format de texture OpenGL [code]GL_RGB32F[/code] où il y a trois " +"composants, chacun un flottant de demi-précision de 16 bits." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " "components, each a 16-bit \"half-precision\" floating-point value." msgstr "" +"Le format de texture OpenGL [code]GL_RGA32F[/code] où il y a quatre " +"composants, chacun un flottant de demi-précision de 16 bits." #: doc/classes/Image.xml msgid "" @@ -31001,8 +31291,8 @@ msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an " "alpha component." msgstr "" -"Même chose que [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], mais " -"avec une composante alpha." +"C'est la même chose que [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/" +"url], mais avec une composante alpha." #: doc/classes/Image.xml msgid "" @@ -31015,6 +31305,8 @@ msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an " "alpha component." msgstr "" +"C'est la même chose que [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/" +"url], mais avec une composante alpha." #: doc/classes/Image.xml msgid "" @@ -31089,13 +31381,15 @@ msgstr "" #: doc/classes/Image.xml msgid "Represents the size of the [enum Format] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum Format]." #: doc/classes/Image.xml msgid "" "Performs nearest-neighbor interpolation. If the image is resized, it will be " "pixelated." msgstr "" +"Fait une interpolation du voisin le plus proche. Si l'image est " +"redimensionnée, elle sera pixelisée." #: doc/classes/Image.xml msgid "" @@ -31134,11 +31428,11 @@ msgstr "" #: doc/classes/Image.xml msgid "Image does not have alpha." -msgstr "L’image n’a pas d’alpha." +msgstr "L’image n’a pas d'opacité." #: doc/classes/Image.xml msgid "Image stores alpha in a single bit." -msgstr "" +msgstr "L'image stocke l'opacité sur un seul bit." #: doc/classes/Image.xml msgid "Image uses alpha." @@ -31146,43 +31440,47 @@ msgstr "L'image utilise l'opacité." #: doc/classes/Image.xml msgid "Use S3TC compression." -msgstr "Utilisez la compression ST3TC." +msgstr "Utilise la compression ST3TC." #: doc/classes/Image.xml msgid "Use PVRTC2 compression." -msgstr "Utilisez la compression PVRTC2." +msgstr "Utilise la compression PVRTC2." #: doc/classes/Image.xml msgid "Use PVRTC4 compression." -msgstr "Utilisez la compression PVRTC4." +msgstr "Utilise la compression PVRTC4." #: doc/classes/Image.xml msgid "Use ETC compression." -msgstr "Utilisez la compression ETC." +msgstr "Utilise la compression ETC." #: doc/classes/Image.xml msgid "Use ETC2 compression." -msgstr "Utilisez la compression ETC2." +msgstr "Utilise la compression ETC2." #: doc/classes/Image.xml msgid "" "Source texture (before compression) is a regular texture. Default for all " "textures." msgstr "" +"La texture d'origine (avant la compression) est une texture classique. C'est " +"le choix par défaut de toutes les textures." #: doc/classes/Image.xml msgid "Source texture (before compression) is in sRGB space." -msgstr "" +msgstr "La texture d'origine (avant la compression) est dans l'espace sRGB." #: doc/classes/Image.xml msgid "" "Source texture (before compression) is a normal texture (e.g. it can be " "compressed into two channels)." msgstr "" +"La texture d'origine (avant la compression) est une texture pour les " +"normales (elle peut être compressée en n'utilisant que deux canaux)." #: doc/classes/Image.xml msgid "Source texture (before compression) is a [TextureLayered]." -msgstr "" +msgstr "La texture d'origine (avant la compression) est une [TextureLayered]." #: doc/classes/ImageTexture.xml msgid "A [Texture] based on an [Image]." @@ -31324,11 +31622,15 @@ msgstr "" msgid "" "Simple helper to draw an UV sphere with given latitude, longitude and radius." msgstr "" +"Une aide simple pour afficher des sphères UV avec le nombre de latitudes, de " +"longitudes et le rayon spécifiés." #: doc/classes/ImmediateGeometry.xml msgid "" "Adds a vertex in local coordinate space with the currently set color/uv/etc." msgstr "" +"Ajoute une sommet dans les coordonnées locale avec la couleur/uv/etc. déjà " +"définit." #: doc/classes/ImmediateGeometry.xml msgid "" @@ -31344,7 +31646,7 @@ msgstr "Efface tout ce qui a été dessiné en utilisant le début / la fin." #: doc/classes/ImmediateGeometry.xml msgid "Ends a drawing context and displays the results." -msgstr "" +msgstr "Termine le contexte de dessin et affiche le résultat." #: doc/classes/ImmediateGeometry.xml msgid "The current drawing color." @@ -31468,6 +31770,7 @@ msgstr "" #: doc/classes/Input.xml msgid "Returns the currently assigned cursor shape (see [enum CursorShape])." msgstr "" +"Retourne la forme du curseur actuellement assignée (voir [enum CursorShape])." #: doc/classes/Input.xml msgid "" @@ -31497,7 +31800,7 @@ msgstr "Retourne l'état actuel de ce canal, voir [enum ChannelState]." #: doc/classes/Input.xml msgid "Returns the index of the provided axis name." -msgstr "" +msgstr "Retourne l'index du nom d'axe renseigné." #: doc/classes/Input.xml msgid "" @@ -31507,7 +31810,7 @@ msgstr "" #: doc/classes/Input.xml msgid "Returns the index of the provided button name." -msgstr "" +msgstr "Retourne l'index du nom de bouton renseigné." #: doc/classes/Input.xml msgid "" @@ -31527,7 +31830,7 @@ msgstr "" #: doc/classes/Input.xml msgid "Returns the duration of the current vibration effect in seconds." -msgstr "" +msgstr "Retourne la durée de l'effet de vibration actuel en secondes." #: doc/classes/Input.xml msgid "" @@ -31561,6 +31864,7 @@ msgstr "" #: doc/classes/Input.xml msgid "Returns the mouse mode. See the constants for more information." msgstr "" +"Retourne le mode de la souris. Voir les constantes pour plus d'informations." #: doc/classes/Input.xml msgid "" @@ -31761,6 +32065,7 @@ msgstr "" #: doc/classes/Input.xml msgid "Sets the mouse mode. See the constants for more information." msgstr "" +"Définit le mode de la souris. Voir les constantes pour plus d'informations." #: doc/classes/Input.xml msgid "" @@ -31811,15 +32116,15 @@ msgstr "" #: doc/classes/Input.xml msgid "Emitted when a joypad device has been connected or disconnected." -msgstr "" +msgstr "Émis quand un contrôleur a été connecté ou déconnecté." #: doc/classes/Input.xml msgid "Makes the mouse cursor visible if it is hidden." -msgstr "" +msgstr "Rend le curseur visible de la souris s'il caché." #: doc/classes/Input.xml msgid "Makes the mouse cursor hidden if it is visible." -msgstr "" +msgstr "Masque le curseur de la souris s'il visible." #: doc/classes/Input.xml msgid "" @@ -32054,6 +32359,8 @@ msgid "" "Returns [code]true[/code] if this input event is an echo event (only for " "events of type [InputEventKey])." msgstr "" +"Retourne [code]true[/code] si cet événement d'entrée est un écho (uniquement " +"pour les événements de type [InputEventKey])." #: doc/classes/InputEvent.xml msgid "" @@ -32111,7 +32418,7 @@ msgstr "Type d’évènement d’entrée pour les actions." #: doc/classes/InputEventAction.xml msgid "The action's name. Actions are accessed via this [String]." -msgstr "" +msgstr "Le nom de l'action. Les actions sont accessibles par cette [String]." #: doc/classes/InputEventAction.xml msgid "" @@ -32196,6 +32503,8 @@ msgid "" "Stores key presses on the keyboard. Supports key presses, key releases and " "[member echo] events." msgstr "" +"Enregistre la touche du clavier appuyée. Supporte les événements de touches " +"appuyées, relâchées et [membre echo]." #: doc/classes/InputEventKey.xml msgid "" @@ -32419,6 +32728,8 @@ msgid "" "If [code]true[/code], the mouse button's state is pressed. If [code]false[/" "code], the mouse button's state is released." msgstr "" +"Si [code]true[/code], le bouton de la souris est appuyé. Si [code]false[/" +"code], le bouton de la souris est relâché." #: doc/classes/InputEventMouseMotion.xml msgid "Input event type for mouse motion events." @@ -32478,6 +32789,8 @@ msgstr "" #: doc/classes/InputEventScreenDrag.xml msgid "Contains screen drag information. See [method Node._input]." msgstr "" +"Contient les informations de déposé-glissé à l'écran. Voir [method Node." +"_input]." #: doc/classes/InputEventScreenDrag.xml msgid "The drag event index in the case of a multi-drag event." @@ -32515,6 +32828,8 @@ msgstr "" msgid "" "The touch index in the case of a multi-touch event. One index = one finger." msgstr "" +"L'index du touché dans le cas d'un événement de multi-touch. Un index = un " +"doigt (un point de contact)." #: doc/classes/InputEventScreenTouch.xml msgid "The touch position." @@ -32535,35 +32850,33 @@ msgid "" "Contains keys events information with modifiers support like [code]Shift[/" "code] or [code]Alt[/code]. See [method Node._input]." msgstr "" +"Contient les informations des événements des touches avec les touches " +"modificatrices comme [code]Shift[/code] (Majuscule) ou [code]Alt[/code] " +"(Alternative). Voir [method Node._input]." #: doc/classes/InputEventWithModifiers.xml -#, fuzzy msgid "State of the [code]Alt[/code] modifier." -msgstr "État du modificateur [kbd]Alt[/kbd]." +msgstr "L'état du modificateur [code]Alt[/code]." #: doc/classes/InputEventWithModifiers.xml -#, fuzzy msgid "State of the [code]Command[/code] modifier." -msgstr "État du modificateur [kbd]Cmd[/kbd]." +msgstr "L'état du modificateur [code]Command[/code]." #: doc/classes/InputEventWithModifiers.xml -#, fuzzy msgid "State of the [code]Ctrl[/code] modifier." -msgstr "État du modificateur [kbd]Ctrl[/kbd]." +msgstr "L'état du modificateur [code]Ctrl[/code] (Contrôle)." #: doc/classes/InputEventWithModifiers.xml -#, fuzzy msgid "State of the [code]Meta[/code] modifier." -msgstr "État du modificateur [kbd]Meta[/kbd]." +msgstr "L'état du modificateur [code]Meta[/code]." #: doc/classes/InputEventWithModifiers.xml -#, fuzzy msgid "State of the [code]Shift[/code] modifier." -msgstr "État du modificateur [kbd]Shift[/kbd]." +msgstr "L'état du modificateur [code]Shift[/code] (Majuscule)." #: doc/classes/InputMap.xml msgid "Singleton that manages [InputEventAction]." -msgstr "Singleton qui gère [InputEventAction]." +msgstr "L'instance unique qui gère les [InputEventAction]." #: doc/classes/InputMap.xml msgid "" @@ -32627,11 +32940,11 @@ msgstr "" #: doc/classes/InputMap.xml msgid "Returns an array of [InputEvent]s associated with a given action." -msgstr "" +msgstr "Retourne une tableau des [InputEvent] associés à cette action." #: doc/classes/InputMap.xml msgid "Returns an array of all actions in the [InputMap]." -msgstr "" +msgstr "Retourne la liste de toutes les actions dans le [InputMap]." #: doc/classes/InputMap.xml msgid "" @@ -32900,6 +33213,8 @@ msgstr "" msgid "" "Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded." msgstr "" +"La constante pour un identifiant invalide. Retourné si [constant " +"RESOLVER_MAX_QUERIES] est dépassé." #: doc/classes/IP.xml msgid "Address type: None." @@ -32971,7 +33286,7 @@ msgstr "" #: doc/classes/ItemList.xml msgid "Returns the number of items currently in the list." -msgstr "" +msgstr "Retourne le nombre d'éléments actuellement dans la liste." #: doc/classes/ItemList.xml msgid "" @@ -32987,11 +33302,13 @@ msgstr "" #: doc/classes/ItemList.xml msgid "Returns the icon associated with the specified index." -msgstr "" +msgstr "Retourne l'icône associée avec l'index donné." #: doc/classes/ItemList.xml msgid "Returns a [Color] modulating item's icon at the specified index." msgstr "" +"Retourne la [Color] de modulation pour l'icône de l'élément à la position " +"donnée." #: doc/classes/ItemList.xml msgid "" @@ -33004,17 +33321,16 @@ msgid "Returns the metadata value of the specified index." msgstr "Renvoie la valeur de métadonnées de l’index spécifié." #: doc/classes/ItemList.xml -#, fuzzy msgid "Returns the text associated with the specified index." -msgstr "Renvoie le texte associé à l’index spécifié." +msgstr "Retourne le texte associé à l’index spécifié." #: doc/classes/ItemList.xml msgid "Returns the tooltip hint associated with the specified index." -msgstr "" +msgstr "Retourne l'infobulle d'aide associée à l'index donné." #: doc/classes/ItemList.xml msgid "Returns an array with the indexes of the selected items." -msgstr "" +msgstr "Retourne un tableau des positions pour les éléments sélectionnés." #: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" @@ -33044,17 +33360,23 @@ msgstr "" msgid "" "Returns [code]true[/code] if the item at the specified index is selectable." msgstr "" +"Retourne [code]true[/code] si l'élément à la position donnée est " +"sélectionnable." #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the tooltip is enabled for specified item index." msgstr "" +"Retourne [code]true[/code] si une infobulle est active pour la position " +"donnée." #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the item at the specified index is currently " "selected." msgstr "" +"Retourne [code]true[/code] si l'élément à la position donnée est " +"actuellement sélectionné." #: doc/classes/ItemList.xml msgid "Moves item from index [code]from_idx[/code] to [code]to_idx[/code]." @@ -33064,6 +33386,7 @@ msgstr "" #: doc/classes/ItemList.xml msgid "Removes the item specified by [code]idx[/code] index from the list." msgstr "" +"Retire l'élément spécifié par la position [code]idx[/code] de la liste." #: doc/classes/ItemList.xml msgid "" @@ -33078,12 +33401,16 @@ msgid "" "Sets the background color of the item specified by [code]idx[/code] index to " "the specified [Color]." msgstr "" +"Définit la couleur d'arrière-plan de l'élément à la position [code]idx[/" +"code] par la [Color] donnée." #: doc/classes/ItemList.xml msgid "" "Sets the foreground color of the item specified by [code]idx[/code] index to " "the specified [Color]." msgstr "" +"Définit la couleur d'avant-plan de l'élément à la position [code]idx[/" +"code] par la [Color] donnée." #: doc/classes/ItemList.xml msgid "" @@ -33093,15 +33420,16 @@ msgid "" msgstr "" #: doc/classes/ItemList.xml -#, fuzzy msgid "" "Sets (or replaces) the icon's [Texture] associated with the specified index." -msgstr "Définit le texte de l’élément associé à l’index spécifié." +msgstr "" +"Définit (on remplace) la [Texture] de l'icône associée à la position donnée." #: doc/classes/ItemList.xml msgid "" "Sets a modulating [Color] of the item associated with the specified index." msgstr "" +"Définit la [Color] de modulation de l'élément associé à la position donnée." #: doc/classes/ItemList.xml msgid "" @@ -33136,17 +33464,16 @@ msgstr "Définit l’indice d’info-bulle de l’élément associé à l’inde #: doc/classes/ItemList.xml msgid "Sets whether the tooltip hint is enabled for specified item index." -msgstr "" -"Définit si l’indice de l’info-bulle est activé pour l’index d’élément " -"spécifié." +msgstr "Définit si l’infobulle est active pour la position donnée." #: doc/classes/ItemList.xml msgid "Sorts items in the list by their text." -msgstr "" +msgstr "Tri les éléments de la liste par leur texte." #: doc/classes/ItemList.xml msgid "Ensures the item associated with the specified index is not selected." msgstr "" +"Assure que l'élément associé à la position donnée n'est pas sélectionné." #: doc/classes/ItemList.xml msgid "Ensures there are no items selected." @@ -33156,16 +33483,20 @@ msgstr "S'assure qu'aucun élément n'est sélectionné." msgid "" "If [code]true[/code], the currently selected item can be selected again." msgstr "" +"Si [code]true[/code], l'élément actuellement sélectionné peut être " +"sélectionné à nouveau." #: doc/classes/ItemList.xml msgid "If [code]true[/code], right mouse button click can select items." -msgstr "" +msgstr "Si [code]true[/code], un clic-droit peut sélectionner les éléments." #: doc/classes/ItemList.xml msgid "" "If [code]true[/code], the control will automatically resize the height to " "fit its content." msgstr "" +"Si [code]true[/code], le taille du contrôle sera automatiquement ajusté pour " +"s'adapter à la hauteur de son contenu." #: doc/classes/ItemList.xml msgid "" @@ -33226,6 +33557,8 @@ msgid "" "Allows single or multiple item selection. See the [enum SelectMode] " "constants." msgstr "" +"Autorise une sélection d'un ou plusieurs éléments. Voir les constantes [enum " +"SelectMode]." #: doc/classes/ItemList.xml msgid "" @@ -33269,11 +33602,11 @@ msgstr "" #: doc/classes/ItemList.xml msgid "Icon is drawn above the text." -msgstr "L'icône est affiché au-dessus du texte." +msgstr "L'icône est affichée au-dessus du texte." #: doc/classes/ItemList.xml msgid "Icon is drawn to the left of the text." -msgstr "" +msgstr "L'icône est affichée à gauche du texte." #: doc/classes/ItemList.xml msgid "Only allow selecting a single item." @@ -33282,6 +33615,7 @@ msgstr "Ne permet de sélectionner qu'un seul élément." #: doc/classes/ItemList.xml msgid "Allows selecting multiple items by holding Ctrl or Shift." msgstr "" +"Autorise la sélection de plusieurs élément en maintenant Ctrl ou Maj appuyé." #: doc/classes/ItemList.xml doc/classes/Tree.xml msgid "Default text [Color] of the item." @@ -33289,13 +33623,15 @@ msgstr "La [Color] par défaut du texte de l'élément." #: doc/classes/ItemList.xml doc/classes/Tree.xml msgid "Text [Color] used when the item is selected." -msgstr "" +msgstr "La [Color] du texte utilisée quand l'élément est sélectionné." #: doc/classes/ItemList.xml msgid "" "[Color] of the guideline. The guideline is a line drawn between each row of " "items." msgstr "" +"La [Color] de la ligne de guide. Cette ligne est affichée entre chaque ligne " +"d'élément." #: doc/classes/ItemList.xml msgid "The horizontal spacing between items." @@ -33307,7 +33643,7 @@ msgstr "L'espacement entre l'icône de l'élément et le texte." #: doc/classes/ItemList.xml msgid "The vertical spacing between each line of text." -msgstr "" +msgstr "L'espacement vertical entre chaque ligne de texte." #: doc/classes/ItemList.xml msgid "The vertical spacing between items." @@ -33325,27 +33661,34 @@ msgstr "" #: doc/classes/ItemList.xml msgid "[StyleBox] used when the [ItemList] is being focused." -msgstr "" +msgstr "La [StyleBox] utilisée quand le [ItemList] n'a pas le focus." #: doc/classes/ItemList.xml msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused." msgstr "" +"La [StyleBox] utilisée pour le curseur, quand le [ItemList] est en focus." #: doc/classes/ItemList.xml msgid "" "[StyleBox] used for the cursor, when the [ItemList] is not being focused." msgstr "" +"La [StyleBox] utilisée pour le curseur, quand le [ItemList] n'est pas en " +"focus." #: doc/classes/ItemList.xml msgid "" "[StyleBox] for the selected items, used when the [ItemList] is not being " "focused." msgstr "" +"La [StyleBox] utilisée pour les éléments sélectionnés, quand le [ItemList] " +"n'est pas en focus." #: doc/classes/ItemList.xml msgid "" "[StyleBox] for the selected items, used when the [ItemList] is being focused." msgstr "" +"La [StyleBox] utilisée pour les éléments sélectionnés, quand le [ItemList] " +"est en focus." #: doc/classes/JavaScript.xml msgid "" @@ -33484,6 +33827,8 @@ msgid "" "Singleton that connects the engine with Android plugins to interface with " "native Android code." msgstr "" +"L'instance unique qui connecte le moteur de jeu avec les greffons Android " +"pour s'interfacer sur du code natif Android." #: doc/classes/JNISingleton.xml msgid "" @@ -33497,7 +33842,7 @@ msgstr "" #: doc/classes/JNISingleton.xml msgid "Creating Android plugins" -msgstr "" +msgstr "Créer des greffons Android" #: doc/classes/Joint.xml msgid "Base class for all 3D joints." @@ -33794,7 +34139,7 @@ msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "Kinematic character (2D)" -msgstr "" +msgstr "Caractère cinématique (2D)" #: doc/classes/KinematicBody.xml #, fuzzy @@ -33996,18 +34341,24 @@ msgid "" "Lock the body's X axis movement. Deprecated alias for [member " "axis_lock_motion_x]." msgstr "" +"Verrouille l'axe X de mouvement du corps. C'est un raccourcis obsolète vers " +"[member axis_lock_motion_x]." #: doc/classes/KinematicBody.xml msgid "" "Lock the body's Y axis movement. Deprecated alias for [member " "axis_lock_motion_y]." msgstr "" +"Verrouille l'axe Y de mouvement du corps. C'est un raccourcis obsolète vers " +"[member axis_lock_motion_Y]." #: doc/classes/KinematicBody.xml msgid "" "Lock the body's Z axis movement. Deprecated alias for [member " "axis_lock_motion_z]." msgstr "" +"Verrouille l'axe Z de mouvement du corps. C'est un raccourcis obsolète vers " +"[member axis_lock_motion_z]." #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" @@ -34055,9 +34406,8 @@ msgid "" msgstr "" #: doc/classes/KinematicBody2D.xml -#, fuzzy msgid "Using KinematicBody2D" -msgstr "Nœud 2D du corps cinématique." +msgstr "Utiliser KinematicBody2D" #: doc/classes/KinematicBody2D.xml msgid "" @@ -34161,9 +34511,8 @@ msgid "" msgstr "" #: doc/classes/KinematicCollision.xml -#, fuzzy msgid "Collision data for [KinematicBody] collisions." -msgstr "Constante pour les corps cinématiques." +msgstr "Les données lors des collisions des [KinematicBody]." #: doc/classes/KinematicCollision.xml msgid "" @@ -34190,15 +34539,16 @@ msgstr "Le corps en collision." msgid "" "The colliding body's unique instance ID. See [method Object.get_instance_id]." msgstr "" +"L'identifiant unique d'instance du corps entrant en collision. Voir [method " +"Object.get_instance_id]." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body's metadata. See [Object]." msgstr "" #: doc/classes/KinematicCollision.xml -#, fuzzy msgid "The colliding body's [RID] used by the [PhysicsServer]." -msgstr "La forme du corps en collision." +msgstr "Le [RID] du corps entrant en collision utilisé par le [PhysicsServer]." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body's shape." @@ -34219,6 +34569,8 @@ msgstr "La forme de collision de l’objet en mouvement." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body's shape's normal at the point of collision." msgstr "" +"La normale de la forme du corps qui entre en collision à l'endroit de la " +"collision." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The point of collision, in global coordinates." @@ -34230,7 +34582,7 @@ msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The distance the moving object traveled before collision." -msgstr "" +msgstr "La distance que l'objet qui se déplace a bougé avant la collision." #: doc/classes/KinematicCollision2D.xml msgid "Collision data for [KinematicBody2D] collisions." @@ -34252,10 +34604,13 @@ msgid "" "The collision angle according to [code]up_direction[/code], which is " "[code]Vector2.UP[/code] by default. This value is always positive." msgstr "" +"L'angle de collision suivant [code]up_direction[/code], qui est " +"[code]Vector2.UP[/code] par défaut. Cette valeur est toujours positive." #: doc/classes/KinematicCollision2D.xml msgid "The colliding body's [RID] used by the [Physics2DServer]." msgstr "" +"Le [RID] du corps qui entre en collision utilisé par [Physics2DServer]." #: doc/classes/KinematicCollision2D.xml msgid "The colliding shape's index. See [CollisionObject2D]." @@ -34285,7 +34640,7 @@ msgstr "" #: doc/classes/Label.xml msgid "Returns the amount of lines of text the Label has." -msgstr "" +msgstr "Retourne le nombre de lignes de texte qu'a le Label." #: doc/classes/Label.xml msgid "Returns the font size in pixels." @@ -34330,7 +34685,7 @@ msgstr "" #: doc/classes/Label.xml msgid "Limits the lines of text the node shows on screen." -msgstr "" +msgstr "Limite le nombre de lignes de texte que le nœud affiche à l'écran." #: doc/classes/Label.xml msgid "" @@ -34345,7 +34700,7 @@ msgstr "Le texte à afficher à l'écran." #: doc/classes/Label.xml msgid "If [code]true[/code], all the text displays as UPPERCASE." -msgstr "" +msgstr "Si [code]true[/code], tous les textes seront en MAJUSCULE." #: doc/classes/Label.xml msgid "" @@ -34356,6 +34711,8 @@ msgstr "" #: doc/classes/Label.xml msgid "Restricts the number of characters to display. Set to -1 to disable." msgstr "" +"Limite le nombre de caractères affichés. Mettez la valeur à -1 pour " +"désactiver." #: doc/classes/Label.xml msgid "Align rows to the left (default)." @@ -34371,19 +34728,19 @@ msgstr "Aligne les lignes à droite." #: doc/classes/Label.xml msgid "Expand row whitespaces to fit the width." -msgstr "" +msgstr "Ajoute des espaces à la ligne pour remplir en largeur." #: doc/classes/Label.xml msgid "Align the whole text to the top." -msgstr "Alignez l’ensemble du texte en haut." +msgstr "Aligne l’ensemble du texte en haut." #: doc/classes/Label.xml msgid "Align the whole text to the center." -msgstr "Alignez l'ensemble du texte au centre." +msgstr "Aligne l'ensemble du texte au centre." #: doc/classes/Label.xml msgid "Align the whole text to the bottom." -msgstr "Alignez l’ensemble du texte vers le bas." +msgstr "Aligne l’ensemble du texte vers le bas." #: doc/classes/Label.xml msgid "Align the whole text by spreading the rows." @@ -34400,10 +34757,12 @@ msgstr "La [Color] de l'ombre du texte." #: doc/classes/Label.xml msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]." msgstr "" +"La teinte de la bordure de la [Font]. Voir [member DynamicFont." +"outline_color]." #: doc/classes/Label.xml msgid "Vertical space between lines in multiline [Label]." -msgstr "Espace vertical entre les lignes en multiligne [Label]." +msgstr "L'espace vertical entre les lignes en multiligne [Label]." #: doc/classes/Label.xml msgid "" @@ -34432,6 +34791,8 @@ msgid "" "[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with " "offsets." msgstr "" +"[i]Obsolète[/i]. Une [Texture] capable de stocker plusieurs textures plus " +"petites avec des positions." #: doc/classes/LargeTexture.xml msgid "" @@ -34446,6 +34807,8 @@ msgid "" "Adds [code]texture[/code] to this [LargeTexture], starting on offset " "[code]ofs[/code]." msgstr "" +"Ajoute [code]texture[/code] à cette [LargeTexture], démarrant à la position " +"[code]ofs[/code]." #: doc/classes/LargeTexture.xml msgid "Clears the [LargeTexture]." @@ -34453,11 +34816,11 @@ msgstr "Efface la [LargeTexture]." #: doc/classes/LargeTexture.xml msgid "Returns the number of pieces currently in this [LargeTexture]." -msgstr "" +msgstr "Retourne le nombre de pièces actuellement dans cette [LargeTexture]." #: doc/classes/LargeTexture.xml msgid "Returns the offset of the piece with the index [code]idx[/code]." -msgstr "" +msgstr "Retourne le décalage de la pièce à l'index [code]idx[/code]." #: doc/classes/LargeTexture.xml #, fuzzy @@ -34469,6 +34832,8 @@ msgid "" "Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/" "code]." msgstr "" +"Définit le décalage de la pièce à l'index [code]idx[/code] avec [code]ofs[/" +"code]." #: doc/classes/LargeTexture.xml #, fuzzy @@ -34496,17 +34861,15 @@ msgstr "" #: doc/classes/Light.xml doc/classes/SpotLight.xml msgid "3D lights and shadows" -msgstr "" +msgstr "Les lumières et ombres 3D" #: doc/classes/Light.xml -#, fuzzy msgid "Returns the value of the specified [enum Light.Param] parameter." -msgstr "Renvoie la valeur de métadonnées de l’index spécifié." +msgstr "Retourne la valeur du paramètre [enum Light.Param] spécifié." #: doc/classes/Light.xml -#, fuzzy msgid "Sets the value of the specified [enum Light.Param] parameter." -msgstr "Renvoie la valeur de métadonnées de l’index spécifié." +msgstr "Définit la valeur du paramètre [enum Light.Param] spécifié." #: doc/classes/Light.xml msgid "" @@ -34526,7 +34889,7 @@ msgstr "" #: doc/classes/Light.xml msgid "The light will affect objects in the selected layers." -msgstr "" +msgstr "La lumière affectera les objets dans les claques sélectionnés." #: doc/classes/Light.xml msgid "" @@ -34572,7 +34935,7 @@ msgstr "" #: doc/classes/Light.xml msgid "The color of shadows cast by this light." -msgstr "" +msgstr "La couleur de l'ombre projeté par cette lumière." #: doc/classes/Light.xml msgid "" @@ -34585,7 +34948,7 @@ msgstr "" #: doc/classes/Light.xml msgid "If [code]true[/code], the light will cast shadows." -msgstr "" +msgstr "Si [code]true[/code], la lumière produira des ombres." #: doc/classes/Light.xml msgid "" @@ -34597,100 +34960,95 @@ msgstr "" #: doc/classes/Light.xml msgid "Constant for accessing [member light_energy]." -msgstr "Constante pour accéder à [member light_energy]." +msgstr "La constante pour accéder à [member light_energy]." #: doc/classes/Light.xml msgid "Constant for accessing [member light_indirect_energy]." -msgstr "Constante pour accéder à [member light_indirect_energy]." +msgstr "La constante pour accéder à [member light_indirect_energy]." #: doc/classes/Light.xml msgid "Constant for accessing [member light_size]." -msgstr "Constante pour accéder à [member light_size]." +msgstr "La constante pour accéder à [member light_size]." #: doc/classes/Light.xml msgid "Constant for accessing [member light_specular]." -msgstr "Constante pour accéder à [member light_specular]." +msgstr "La constante pour accéder à [member light_specular]." #: doc/classes/Light.xml -#, fuzzy msgid "" "Constant for accessing [member OmniLight.omni_range] or [member SpotLight." "spot_range]." -msgstr "Constante pour accéder à [member light_indirect_energy]." +msgstr "" +"La constante pour accéder à [member OmniLight.omni_range] ou [member " +"SpotLight.spot_range]." #: doc/classes/Light.xml -#, fuzzy msgid "" "Constant for accessing [member OmniLight.omni_attenuation] or [member " "SpotLight.spot_attenuation]." -msgstr "Constante pour accéder à [member light_indirect_energy]." +msgstr "" +"La constante pour accéder à [member OmniLight.omni_attenuation] ou [member " +"SpotLight.spot_attenuation]." #: doc/classes/Light.xml -#, fuzzy msgid "Constant for accessing [member SpotLight.spot_angle]." -msgstr "Constante pour accéder à [member light_energy]." +msgstr "La constante pour accéder à [member SpotLight.spot_angle]." #: doc/classes/Light.xml -#, fuzzy msgid "Constant for accessing [member SpotLight.spot_angle_attenuation]." -msgstr "Constante pour accéder à [member light_energy]." +msgstr "La constante pour accéder à [member SpotLight.spot_angle_attenuation]." #: doc/classes/Light.xml -#, fuzzy msgid "Constant for accessing [member shadow_contact]." -msgstr "Constante pour l'accès à [member shadow_normal_bias]." +msgstr "La constante pour accéder à [member shadow_contact]." #: doc/classes/Light.xml -#, fuzzy msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_max_distance]." msgstr "" -"Constante pour accéder à [member DirectionalLight3D." -"directional_shadow_fade_start]." +"La constante pour accéder à [member DirectionalLight." +"directional_shadow_max_distance]." #: doc/classes/Light.xml -#, fuzzy msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_1]." msgstr "" -"Constante pour accéder à [member DirectionalLight3D." -"directional_shadow_fade_start]." +"La constante pour accéder à [member DirectionalLight." +"directional_shadow_split_1]." #: doc/classes/Light.xml -#, fuzzy msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_2]." msgstr "" -"Constante pour accéder à [member DirectionalLight3D." -"directional_shadow_fade_start]." +"La constante pour accéder à [member DirectionalLight." +"directional_shadow_split_2]." #: doc/classes/Light.xml -#, fuzzy msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_3]." msgstr "" -"Constante pour accéder à [member DirectionalLight3D." -"directional_shadow_fade_start]." +"La constante pour accéder à [member DirectionalLight." +"directional_shadow_split_3]." #: doc/classes/Light.xml msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_normal_bias]." msgstr "" -"Constante pour accéder à [member DirectionalLight." +"La constante pour accéder à [member DirectionalLight." "directional_shadow_normal_bias]." #: doc/classes/Light.xml msgid "Constant for accessing [member shadow_bias]." -msgstr "Constante pour accéder à [member shadow_bias]." +msgstr "La constante pour accéder à [member shadow_bias]." #: doc/classes/Light.xml msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_bias_split_scale]." msgstr "" -"Constante pour accéder à [member DirectionalLight." +"La constante pour accéder à [member DirectionalLight." "directional_shadow_bias_split_scale]." #: doc/classes/Light.xml @@ -34763,20 +35121,26 @@ msgstr "" #: doc/classes/Light2D.xml msgid "Maximum layer value of objects that are affected by the Light2D." msgstr "" +"La niveau de calque maximum pour qu'un objet soit éclairé par la Light2D." #: doc/classes/Light2D.xml msgid "Minimum layer value of objects that are affected by the Light2D." msgstr "" +"La niveau de calque minimum pour qu'un objet soit éclairé par la Light2D." #: doc/classes/Light2D.xml msgid "" "Maximum [code]z[/code] value of objects that are affected by the Light2D." msgstr "" +"La valeur [code]z[/code] maximale pour que les objets soient affectés pour " +"les Light2D." #: doc/classes/Light2D.xml msgid "" "Minimum [code]z[/code] value of objects that are affected by the Light2D." msgstr "" +"La valeur [code]z[/code] minimale pour que les objets soient affectés pour " +"les Light2D." #: doc/classes/Light2D.xml #, fuzzy @@ -34785,15 +35149,17 @@ msgstr "Taille du tampon d'ombre." #: doc/classes/Light2D.xml msgid "[Color] of shadows cast by the Light2D." -msgstr "" +msgstr "La [Color] de l'ombre affichée par la Light2D." #: doc/classes/Light2D.xml msgid "If [code]true[/code], the Light2D will cast shadows." -msgstr "" +msgstr "Si [code]true[/code], la Light2D affichera les ombres." #: doc/classes/Light2D.xml msgid "Shadow filter type. See [enum ShadowFilter] for possible values." msgstr "" +"Le type de filtre pour les ombres. Voir [enum ShadowFilter] pour les valeurs " +"possibles." #: doc/classes/Light2D.xml msgid "Smoothing value for shadows." @@ -34978,7 +35344,7 @@ msgstr "" #: doc/classes/Line2D.xml msgid "The style for the points between the start and the end." -msgstr "" +msgstr "Le style des points entre le début et la fin." #: doc/classes/Line2D.xml msgid "" @@ -35116,6 +35482,8 @@ msgid "" "Deletes one character at the cursor's current position (equivalent to " "pressing the [code]Delete[/code] key)." msgstr "" +"Supprime un caractère à la position actuelle du curseur (revient à appuyer " +"sur la touche suppression [code]Delete[/code])." #: doc/classes/LineEdit.xml msgid "" @@ -35124,7 +35492,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "Efface la sélection actuelle." @@ -35143,9 +35511,23 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "Retourne la colonne de début de sélection." + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "Retourne la colonne de fin de sélection." + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "Retourne [code]true[/code] si le minuteur est arrêté." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" +"Exécute l'action donnée comme définit par l'énumération [enum MenuItems]." #: doc/classes/LineEdit.xml msgid "" @@ -35166,7 +35548,7 @@ msgstr "Sélectionne l’ensemble [String]." #: doc/classes/LineEdit.xml msgid "Text alignment as defined in the [enum Align] enum." -msgstr "" +msgstr "L'alignement du texte tel que défini dans l'énumération [enum Align]." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], the caret (visual cursor) blinks." @@ -35174,7 +35556,7 @@ msgstr "Si [code]true[/code], le curseur de texte clignote." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Duration (in seconds) of a caret's blinking cycle." -msgstr "" +msgstr "La durée (en secondes) de l'animation de clignotement du curseur." #: doc/classes/LineEdit.xml msgid "" @@ -35190,7 +35572,7 @@ msgstr "" #: doc/classes/LineEdit.xml msgid "If [code]true[/code], the context menu will appear when right-clicked." -msgstr "" +msgstr "Si [code]true[/code], le menu contextuel apparaitra au clic-droit." #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml #: doc/classes/TextEdit.xml @@ -35249,6 +35631,8 @@ msgid "" "Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/" "code]." msgstr "" +"L'opacité du [member placeholder_text]. Entre [code]0[/code] et [code]1[/" +"code]." #: doc/classes/LineEdit.xml msgid "" @@ -35321,7 +35705,7 @@ msgstr "" #: doc/classes/LineEdit.xml msgid "Centers the text in the middle of the [LineEdit]." -msgstr "" +msgstr "Centre le texte au milieu de la [LineEdit]." #: doc/classes/LineEdit.xml msgid "Aligns the text on the right-hand side of the [LineEdit]." @@ -35365,7 +35749,7 @@ msgstr "Inverser la dernière action d'annulation." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Represents the size of the [enum MenuItems] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum MenuItems]." #: doc/classes/LineEdit.xml msgid "Color used as default tint for the clear button." @@ -35408,7 +35792,7 @@ msgstr "Police utilisée pour le texte." #: doc/classes/LineEdit.xml msgid "Texture for the clear button. See [member clear_button_enabled]." -msgstr "" +msgstr "La texture pour le bouton effacer. Voir [member clear_button_enabled]." #: doc/classes/LineEdit.xml msgid "Background used when [LineEdit] has GUI focus." @@ -35563,9 +35947,8 @@ msgid "" msgstr "" #: doc/classes/Listener2D.xml -#, fuzzy msgid "Returns [code]true[/code] if this [Listener2D] is currently active." -msgstr "Retourne [code]true[/code] si une animation joue présentement." +msgstr "Retourne [code]true[/code] si le [Listener2D] est actuellement actif." #: doc/classes/Listener2D.xml msgid "" @@ -35903,11 +36286,9 @@ msgid "" msgstr "" #: doc/classes/Marshalls.xml -#, fuzzy msgid "Returns a Base64-encoded string of a given [PoolByteArray]." msgstr "" -"Construit une nouvelle chaîne de caractères à partir du [PackedByteArray] " -"donné." +"Retourne la chaine de caractères encodée en Base64 du [PoolByteArray] donné." #: doc/classes/Marshalls.xml msgid "" @@ -36006,7 +36387,7 @@ msgstr "La [Color] par défaut du texte du [MenuButton]." #: doc/classes/MenuButton.xml msgid "Text [Color] used when the [MenuButton] is disabled." -msgstr "" +msgstr "La [Color] du texte utilisée quand le [MenuButton] est désactivé." #: doc/classes/MenuButton.xml msgid "" @@ -36025,7 +36406,7 @@ msgstr "La [Color] du texte utilisée quand le [MenuButton] est appuyé." #: doc/classes/MenuButton.xml msgid "The horizontal space between [MenuButton]'s icon and text." -msgstr "" +msgstr "L'espace horizontal entre l'icône et le texte du [MenuButton]." #: doc/classes/MenuButton.xml msgid "[Font] of the [MenuButton]'s text." @@ -36182,6 +36563,8 @@ msgid "" "Mesh array contains vertices. All meshes require a vertex array so this " "should always be present." msgstr "" +"Un maillage de points contient des sommets. Tous les maillages nécessitent " +"un tableau des sommets donc ce tableau doit être présent." #: doc/classes/Mesh.xml #, fuzzy @@ -36274,7 +36657,7 @@ msgstr "L'option pour marquer un tableau d'indices compressé." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark that the array contains 2D vertices." -msgstr "" +msgstr "Un marqueur pour spécifier que ce tableau contient des sommets 2D." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit." @@ -36297,48 +36680,53 @@ msgid "" "ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant " "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly." msgstr "" +"Utilisé pour marquer rapidement l'usage de [constant ARRAY_COMPRESS_VERTEX], " +"[constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], " +"[constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant " +"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], et [constant " +"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION]." #: doc/classes/Mesh.xml msgid "Array of vertices." -msgstr "Tableau de sommets." +msgstr "Le tableau des sommets." #: doc/classes/Mesh.xml msgid "Array of normals." -msgstr "Tableau de normales." +msgstr "Le tableau des normales." #: doc/classes/Mesh.xml msgid "Array of tangents as an array of floats, 4 floats per tangent." msgstr "" -"Tableau de tangentes sous la forme d'un tableau de nombres flottants, 4 de " -"ces nombres par tangente." +"Le tableau des tangentes sous la forme de nombres flottants, soit 4 " +"flottants par tangente." #: doc/classes/Mesh.xml msgid "Array of colors." -msgstr "Tableau de couleurs." +msgstr "Le tableau des couleurs." #: doc/classes/Mesh.xml msgid "Array of UV coordinates." -msgstr "Tableau de coordonnées UV." +msgstr "Le tableau des coordonnées UV." #: doc/classes/Mesh.xml msgid "Array of second set of UV coordinates." -msgstr "" +msgstr "Le tableau de coordonnées UV secondaires." #: doc/classes/Mesh.xml msgid "Array of bone data." -msgstr "Tableau de données sur les os." +msgstr "Le tableau des données sur les os." #: doc/classes/Mesh.xml msgid "Array of weights." -msgstr "Tableau de poids." +msgstr "Le tableau des poids." #: doc/classes/Mesh.xml msgid "Array of indices." -msgstr "Tableau d'indices." +msgstr "Le tableau des indices." #: doc/classes/MeshDataTool.xml msgid "Helper tool to access and edit [Mesh] data." -msgstr "" +msgstr "Un outil d'aide pour accéder et modifier les données des [Mesh]." #: doc/classes/MeshDataTool.xml msgid "" @@ -36380,10 +36768,9 @@ msgid "Clears all data currently in MeshDataTool." msgstr "Efface toutes les données actuellement dans le MeshDataTool." #: doc/classes/MeshDataTool.xml -#, fuzzy msgid "Adds a new surface to specified [Mesh] with edited data." msgstr "" -"Ajoute une nouvelle surface au [Mesh] spécifié avec des données modifiées." +"Ajoute une nouvelle surface au [Mesh] spécifié avec les données modifiées." #: doc/classes/MeshDataTool.xml msgid "" @@ -36392,17 +36779,16 @@ msgid "" msgstr "" #: doc/classes/MeshDataTool.xml -#, fuzzy msgid "Returns the number of edges in this [Mesh]." -msgstr "Renvoie le nombre d'arêtes dans ce [Mesh]." +msgstr "Retourne le nombre d'arêtes dans ce [Mesh]." #: doc/classes/MeshDataTool.xml msgid "Returns array of faces that touch given edge." -msgstr "" +msgstr "Retourne le tableau des faces qui touchent l'arête donnée." #: doc/classes/MeshDataTool.xml msgid "Returns meta information assigned to given edge." -msgstr "" +msgstr "Retourne les méta-données assignées à l'arête donnée." #: doc/classes/MeshDataTool.xml msgid "" @@ -36413,7 +36799,7 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the number of faces in this [Mesh]." -msgstr "" +msgstr "Retourne le nombre de faces dans ce [Mesh]." #: doc/classes/MeshDataTool.xml msgid "" @@ -36423,11 +36809,11 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the metadata associated with the given face." -msgstr "" +msgstr "Retourne les méta-données associées à la face donnée." #: doc/classes/MeshDataTool.xml msgid "Calculates and returns the face normal of the given face." -msgstr "" +msgstr "Calcule et retourne la normale de la face donnée." #: doc/classes/MeshDataTool.xml msgid "" @@ -36448,7 +36834,7 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the material assigned to the [Mesh]." -msgstr "" +msgstr "Retourne la matériau assigné au [Mesh]." #: doc/classes/MeshDataTool.xml msgid "Returns the vertex at given index." @@ -36456,95 +36842,95 @@ msgstr "Retourne le sommet à l’index donné." #: doc/classes/MeshDataTool.xml msgid "Returns the bones of the given vertex." -msgstr "" +msgstr "Retourne les os du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns the color of the given vertex." -msgstr "" +msgstr "Retourne la couleur du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns the total number of vertices in [Mesh]." -msgstr "" +msgstr "Retourne le nombre total de sommet dans le [Mesh]." #: doc/classes/MeshDataTool.xml msgid "Returns an array of edges that share the given vertex." -msgstr "" +msgstr "Retourne une liste des bords incluant le sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns an array of faces that share the given vertex." -msgstr "" +msgstr "Retourne le tableau des faces qui partagent le sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns the metadata associated with the given vertex." -msgstr "" +msgstr "Retourne les méta-données associées au sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns the normal of the given vertex." -msgstr "" +msgstr "Retourne la normale du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns the tangent of the given vertex." -msgstr "" +msgstr "Retourne la tangente du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns the UV of the given vertex." -msgstr "" +msgstr "Retourne l'UV du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns the UV2 of the given vertex." -msgstr "" +msgstr "Retourne l'UV2 du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns bone weights of the given vertex." -msgstr "" +msgstr "Retourne le poids des os du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the metadata of the given edge." -msgstr "" +msgstr "Définit les méta-données pour le sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the metadata of the given face." -msgstr "" +msgstr "Définit les méta-données pour la face donnée." #: doc/classes/MeshDataTool.xml msgid "Sets the material to be used by newly-constructed [Mesh]." -msgstr "" +msgstr "Définit le matériau à utiliser pour le nouveau [Mesh] construit." #: doc/classes/MeshDataTool.xml msgid "Sets the position of the given vertex." -msgstr "" +msgstr "Définit la position du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the bones of the given vertex." -msgstr "" +msgstr "Définit les os du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the color of the given vertex." -msgstr "" +msgstr "Définit la couleur du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the metadata associated with the given vertex." -msgstr "" +msgstr "Définit les méta-données associées du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the normal of the given vertex." -msgstr "" +msgstr "Définit la normale du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the tangent of the given vertex." -msgstr "" +msgstr "Définit la tangente du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the UV of the given vertex." -msgstr "" +msgstr "Définit l'UV du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the UV2 of the given vertex." -msgstr "" +msgstr "Définit l'UV2 du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the bone weights of the given vertex." -msgstr "" +msgstr "Définit les poids des os du sommet donné." #: doc/classes/MeshInstance.xml msgid "Node that instances meshes into a scenario." @@ -36652,9 +37038,8 @@ msgid "The [Mesh] resource for the instance." msgstr "La ressource du [Mesh] pour cette instance." #: doc/classes/MeshInstance.xml -#, fuzzy msgid "[NodePath] to the [Skeleton] associated with the instance." -msgstr "Retourne le chemin d’accès au nœud associé à l’os spécifié." +msgstr "Le [NodePath] vers le [Skeleton] associé à cette instance." #: doc/classes/MeshInstance.xml msgid "Sets the skin to be used by this instance." @@ -36672,7 +37057,7 @@ msgstr "" #: doc/classes/MeshInstance2D.xml msgid "Node used for displaying a [Mesh] in 2D." -msgstr "" +msgstr "Un nœud utilisé pour afficher des [Mesh] en 2D." #: doc/classes/MeshInstance2D.xml msgid "" @@ -36683,7 +37068,7 @@ msgstr "" #: doc/classes/MeshInstance2D.xml msgid "The [Mesh] that will be drawn by the [MeshInstance2D]." -msgstr "" +msgstr "Le [Mesh] qui sera affiché par le [MeshInstance2D]." #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml msgid "" @@ -36702,7 +37087,7 @@ msgstr "" #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml msgid "Emitted when the [member texture] is changed." -msgstr "" +msgstr "Émis quand la [member texture] a changé." #: doc/classes/MeshLibrary.xml msgid "Library of meshes." @@ -36727,11 +37112,11 @@ msgstr "" #: doc/classes/MeshLibrary.xml msgid "Returns the first item with the given name." -msgstr "" +msgstr "Retourne le premier élément avec le nom donné." #: doc/classes/MeshLibrary.xml msgid "Returns the list of item IDs in use." -msgstr "" +msgstr "Retourne la liste des identifiants d'élément à utiliser." #: doc/classes/MeshLibrary.xml msgid "Returns the item's mesh." @@ -36771,7 +37156,7 @@ msgstr "" #: doc/classes/MeshLibrary.xml msgid "Gets an unused ID for a new item." -msgstr "" +msgstr "Récupère un identifiant inutilisé pour un nouvel élément." #: doc/classes/MeshLibrary.xml msgid "Removes the item." @@ -36866,7 +37251,7 @@ msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "The width of the display in centimeters." -msgstr "" +msgstr "La largeur de l'écran en centimètres." #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "" @@ -36885,6 +37270,9 @@ msgid "" "The k1 lens factor is one of the two constants that define the strength of " "the lens used and directly influences the lens distortion effect." msgstr "" +"Le facteur de lentille k1 est l'une des deux constantes qui définisse " +"l'intensité de la lentille utilisée et influence directement l'effet de " +"déformation des lentilles." #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "The k2 lens factor, see k1." @@ -36929,6 +37317,8 @@ msgstr "Retourne la couleur de l'instance spécifiée." #: doc/classes/MultiMesh.xml msgid "Returns the custom data that has been set for a specific instance." msgstr "" +"Retourne les données personnalisées qui ont été définies pour cette instance " +"spécifique." #: doc/classes/MultiMesh.xml msgid "Returns the [Transform] of a specific instance." @@ -37465,7 +37855,7 @@ msgstr "" #: doc/classes/Navigation.xml msgid "The cell height to use for fields." -msgstr "" +msgstr "La hauteur de la cellule utilisée pour les champs." #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml msgid "The XZ plane cell size to use for fields." @@ -37496,7 +37886,7 @@ msgstr "" #: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml #: doc/classes/NavigationPolygon.xml msgid "2D Navigation Demo" -msgstr "" +msgstr "Démo de navigation 2D" #: doc/classes/Navigation2D.xml msgid "" @@ -37682,7 +38072,7 @@ msgstr "Retourne la matrice de transformation globale de cet élément." #: doc/classes/NavigationAgent.xml msgid "3D agent used in navigation for collision avoidance." -msgstr "" +msgstr "Un agent 3D utilisé dans les navigations pour esquiver les collisions." #: doc/classes/NavigationAgent.xml msgid "" @@ -38108,9 +38498,8 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml -#, fuzzy msgid "Represents the size of the [enum SamplePartitionType] enum." -msgstr "Représente la taille de l'énumération [enum Variant.Type]." +msgstr "Représente la taille de l'énumération [enum SamplePartitionType]." #: doc/classes/NavigationMesh.xml msgid "" @@ -38135,9 +38524,8 @@ msgstr "" "PARSED_GEOMETRY_STATIC_COLLIDERS]." #: doc/classes/NavigationMesh.xml -#, fuzzy msgid "Represents the size of the [enum ParsedGeometryType] enum." -msgstr "Représente la taille de l’enum [enum ArrayType]." +msgstr "Représente la taille de l’enum [enum ParsedGeometryType]." #: doc/classes/NavigationMesh.xml msgid "" @@ -38157,9 +38545,8 @@ msgid "" msgstr "" #: doc/classes/NavigationMesh.xml -#, fuzzy msgid "Represents the size of the [enum SourceGeometryMode] enum." -msgstr "Représente la taille de l'énumération [enum Method]." +msgstr "Représente la taille de l'énumération [enum SourceGeometryMode]." #: doc/classes/NavigationMeshGenerator.xml msgid "This class is responsible for creating and clearing navigation meshes." @@ -38534,12 +38921,12 @@ msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Returns the IP address of the given peer." -msgstr "" +msgstr "Retourne l'adresse IP du pair donné." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Returns the remote port of the given peer." -msgstr "" +msgstr "Retourne le port distant du pair spécifié." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" @@ -38704,9 +39091,8 @@ msgid "" msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml -#, fuzzy msgid "High-level multiplayer" -msgstr "API multijoueur de haut niveau." +msgstr "API multijoueur de haut niveau" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "WebRTC Signaling Demo" @@ -38746,6 +39132,8 @@ msgid "" "If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new " "connections." msgstr "" +"Si [code]true[/code], ce [NetworkedMultiplayerPeer] refuse les nouvelles " +"connexions." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" @@ -38763,15 +39151,15 @@ msgstr "Émis quand une tentative de connexion réussie." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted by the server when a client connects." -msgstr "" +msgstr "Émis par le serveur quand un client se connecte." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted by the server when a client disconnects." -msgstr "" +msgstr "Émis par le serveur quand un client se déconnecte." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted by clients when the server disconnects." -msgstr "" +msgstr "Émis par les clients quand le serveur se déconnecte." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" @@ -38818,7 +39206,7 @@ msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Packets are sent to the server alone." -msgstr "" +msgstr "Les paquets sont envoyés uniquement au serveur." #: doc/classes/NinePatchRect.xml msgid "" @@ -39005,7 +39393,7 @@ msgstr "Nœuds et scènes" #: doc/classes/Node.xml msgid "All Demos" -msgstr "" +msgstr "Toutes les démos" #: doc/classes/Node.xml msgid "" @@ -39307,7 +39695,7 @@ msgstr "Retourne le nombre de nœuds enfant." #: doc/classes/Node.xml msgid "Returns an array of references to node's children." -msgstr "" +msgstr "Retourne la liste des références des enfants du nœud." #: doc/classes/Node.xml msgid "" @@ -39445,7 +39833,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Returns the [SceneTree] that contains this node." -msgstr "" +msgstr "Retourne le [SceneTree] qui contient ce nœud." #: doc/classes/Node.xml msgid "Returns the node's [Viewport]." @@ -39987,7 +40375,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node enters a [SceneTree]." -msgstr "" +msgstr "La notification reçue quand un nœud entre dans le [SceneTree]." #: doc/classes/Node.xml msgid "Notification received when the node is about to exit a [SceneTree]." @@ -40003,11 +40391,11 @@ msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node is paused." -msgstr "" +msgstr "La notification reçue quand ce nœud est en pause." #: doc/classes/Node.xml msgid "Notification received when the node is unpaused." -msgstr "" +msgstr "La notification reçue quand le nœud n'est plus en pause." #: doc/classes/Node.xml msgid "" @@ -40035,7 +40423,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node is instanced." -msgstr "" +msgstr "La notification reçue quand ce nœud est instancié." #: doc/classes/Node.xml msgid "Notification received when a drag begins." @@ -40047,7 +40435,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node's [NodePath] changed." -msgstr "" +msgstr "La notification reçue quand le [NodePath] de ce nœud a changé." #: doc/classes/Node.xml msgid "" @@ -40082,7 +40470,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Stops processing when the [SceneTree] is paused." -msgstr "" +msgstr "Arrête la mise à jour quand le [SceneTree] est en pause." #: doc/classes/Node.xml msgid "Continue to process regardless of the [SceneTree] pause state." @@ -40123,11 +40511,12 @@ msgstr "" #: doc/classes/Node2D.xml doc/classes/Vector2.xml msgid "All 2D Demos" -msgstr "" +msgstr "Toutes les démos 2D" #: doc/classes/Node2D.xml msgid "Multiplies the current scale by the [code]ratio[/code] vector." msgstr "" +"Multiplie la mise à l'échelle actuelle par le vecteur [code]ratio[/code]." #: doc/classes/Node2D.xml msgid "" @@ -40138,7 +40527,7 @@ msgstr "" #: doc/classes/Node2D.xml msgid "Returns the [Transform2D] relative to this node's parent." -msgstr "" +msgstr "Retourne la [Transform2D] relative au parent de ce nœud." #: doc/classes/Node2D.xml msgid "Adds the [code]offset[/code] vector to the node's global position." @@ -40219,15 +40608,17 @@ msgstr "" #: doc/classes/Node2D.xml msgid "Rotation in radians, relative to the node's parent." -msgstr "" +msgstr "La rotation en radians, relative au parent de ce nœud." #: doc/classes/Node2D.xml msgid "Rotation in degrees, relative to the node's parent." -msgstr "" +msgstr "La rotation en degrés, relative au parent de ce nœud." #: doc/classes/Node2D.xml msgid "The node's scale. Unscaled value: [code](1, 1)[/code]." msgstr "" +"La mise à l'échelle du nœud. La valeur sans mise à l'échelle est [code](1, 1)" +"[/code]." #: doc/classes/Node2D.xml msgid "Local [Transform2D]." @@ -40398,7 +40789,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if the node path is empty." -msgstr "" +msgstr "Retourne [code]true[/code] si le chemin du nœud est vide." #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "[OpenSimplexNoise] filled texture." @@ -40505,7 +40896,7 @@ msgstr "" #: doc/classes/Object.xml doc/classes/Reference.xml doc/classes/Resource.xml msgid "When and how to avoid using nodes for everything" -msgstr "" +msgstr "Quand et comment éviter d'utiliser des nœuds pour tout" #: doc/classes/Object.xml msgid "Advanced exports using _get_property_list()" @@ -40734,7 +41125,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40768,23 +41162,26 @@ msgstr "" #: doc/classes/Object.xml msgid "Returns the list of signals as an [Array] of dictionaries." -msgstr "" +msgstr "Retourne la liste des signaux dans un [Array] de dictionnaires." #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if a metadata entry is found with the given " "[code]name[/code]." msgstr "" +"Retourne [code]true[/code] si une entrée de méta-donnée existe avec le nom " +"[code]name[/code] donné." #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the object contains the given [code]method[/" "code]." msgstr "" +"Retourne [code]true[/code] si l'objet contient la [code]method[/code] donnée." #: doc/classes/Object.xml msgid "Returns [code]true[/code] if the given [code]signal[/code] exists." -msgstr "" +msgstr "Retourne [code]true[/code] si le [code]signal[/code] donné existe." #: doc/classes/Object.xml msgid "" @@ -40795,7 +41192,7 @@ msgstr "" #: doc/classes/Object.xml msgid "Returns [code]true[/code] if signal emission blocking is enabled." -msgstr "" +msgstr "Retourne [code]true[/code] si l'émission de signal est bloquée." #: doc/classes/Object.xml msgid "" @@ -40820,6 +41217,8 @@ msgid "" "Returns [code]true[/code] if the [method Node.queue_free] method was called " "for the object." msgstr "" +"Retourne [code]true[/code] si la méthode [method Node.queue_free] a été " +"appelée pour cet objet." #: doc/classes/Object.xml msgid "" @@ -40861,7 +41260,7 @@ msgstr "" #: doc/classes/Object.xml msgid "If set to [code]true[/code], signal emission is blocked." -msgstr "" +msgstr "Si définit à [code]true[/code], l'émission de signal est bloquée." #: doc/classes/Object.xml msgid "" @@ -41073,12 +41472,12 @@ msgstr "" #: doc/classes/OccluderShapePolygon.xml #, fuzzy msgid "Sets an individual hole point position." -msgstr "Définit un bit individuel sur le [member collision_mask]." +msgstr "Définit la position d'un trou simple." #: doc/classes/OccluderShapePolygon.xml #, fuzzy msgid "Sets an individual polygon point position." -msgstr "Définit un bit individuel sur le [member collision_mask]." +msgstr "Définit la position d'un polygone simple." #: doc/classes/OccluderShapePolygon.xml #, fuzzy @@ -41179,11 +41578,11 @@ msgstr "" #: doc/classes/OmniLight.xml msgid "Use more detail vertically when computing the shadow." -msgstr "" +msgstr "Utilise plus de détails verticalement lors du calcul des ombres." #: doc/classes/OmniLight.xml msgid "Use more detail horizontally when computing the shadow." -msgstr "" +msgstr "Utilise plus de détails horizontalement lors du calcul des ombres." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Noise generator based on Open Simplex." @@ -41511,9 +41910,10 @@ msgid "" msgstr "" #: doc/classes/OS.xml -#, fuzzy msgid "Returns [code]true[/code] if the host OS allows drawing." -msgstr "Retourne [code]true[/code] si l'[AABB] contient un point." +msgstr "" +"Retourne [code]true[/code] si le système d'exploitation hôte permet le " +"dessin." #: doc/classes/OS.xml msgid "" @@ -41658,9 +42058,8 @@ msgid "Returns the scancode of the given string (e.g. \"Escape\")." msgstr "Renvoie le reste de deux vecteurs." #: doc/classes/OS.xml -#, fuzzy msgid "Returns the total number of available audio drivers." -msgstr "Renvoie le nombre de lignes visibles." +msgstr "Retourne le nombre total de périphériques audio." #: doc/classes/OS.xml #, fuzzy @@ -42576,7 +42975,7 @@ msgstr "" #: doc/classes/OS.xml msgid "The current screen index (starting from 0)." -msgstr "" +msgstr "L'index de l'écran actuel (commence à 0)." #: doc/classes/OS.xml msgid "" @@ -42638,7 +43037,7 @@ msgstr "L'orientation de l'écran actuel." #: doc/classes/OS.xml msgid "The current tablet driver in use." -msgstr "" +msgstr "L'actuel pilote de tablette utilisé." #: doc/classes/OS.xml #, fuzzy @@ -42908,9 +43307,8 @@ msgid "Ringtones directory path." msgstr "Chemin d'accès au répertoire des sonneries." #: doc/classes/OS.xml -#, fuzzy msgid "Unknown powerstate." -msgstr "Nœud inconnu." +msgstr "État de l'alimentation inconnu." #: doc/classes/OS.xml msgid "Unplugged, running on battery." @@ -42922,7 +43320,7 @@ msgstr "Branché, aucune batterie installée." #: doc/classes/OS.xml msgid "Plugged in, battery charging." -msgstr "Branché, la batterie charge." +msgstr "Branché, la batterie se recharge." #: doc/classes/OS.xml msgid "Plugged in, battery fully charged." @@ -43040,6 +43438,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "Abstraction et classe de base pour les protocoles à base de paquets." @@ -43156,7 +43562,7 @@ msgstr "" #: doc/classes/PacketPeerDTLS.xml msgid "Disconnects this peer, terminating the DTLS session." -msgstr "" +msgstr "Déconnecte ce pair, finissant la session DTLS." #: doc/classes/PacketPeerDTLS.xml doc/classes/StreamPeerSSL.xml msgid "Returns the status of the connection. See [enum Status] for values." @@ -43170,7 +43576,7 @@ msgstr "" #: doc/classes/PacketPeerDTLS.xml msgid "A status representing a [PacketPeerDTLS] that is disconnected." -msgstr "" +msgstr "Un status représentant un [PacketPeerDTLS] qui est déconnecté." #: doc/classes/PacketPeerDTLS.xml msgid "" @@ -43330,7 +43736,7 @@ msgstr "" #: doc/classes/Panel.xml msgid "Provides an opaque background for [Control] children." -msgstr "" +msgstr "Fournis un arrière-plan opaque pour le [Control] enfant." #: doc/classes/Panel.xml msgid "" @@ -43497,7 +43903,7 @@ msgstr "" #: doc/classes/Particles.xml msgid "Controlling thousands of fish with Particles" -msgstr "Contrôler des milliers de poissons avec Particles" +msgstr "Contrôler des milliers de poissons en utilisant les Particles" #: doc/classes/Particles.xml msgid "" @@ -43507,31 +43913,31 @@ msgstr "" #: doc/classes/Particles.xml msgid "Returns the [Mesh] that is drawn at index [code]pass[/code]." -msgstr "" +msgstr "Retourne le [Mesh] qui est affiché à l'index [code]pass[/code]." #: doc/classes/Particles.xml msgid "Restarts the particle emission, clearing existing particles." -msgstr "" +msgstr "Relance l'émission de particules, effaçant les particules existantes." #: doc/classes/Particles.xml msgid "Sets the [Mesh] that is drawn at index [code]pass[/code]." -msgstr "" +msgstr "Définit le [Mesh] qui à afficher pour l'index [code]pass[/code]." #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the first draw pass." -msgstr "" +msgstr "Le [Mesh] qui est affiché lors de la première passe." #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the second draw pass." -msgstr "" +msgstr "Le [Mesh] qui est affiché lors de la deuxième passe." #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the third draw pass." -msgstr "" +msgstr "Le [Mesh] qui est affiché lors de la troisième passe." #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the fourth draw pass." -msgstr "" +msgstr "Le [Mesh] qui est affiché lors de la quatrième passe." #: doc/classes/Particles.xml msgid "The number of draw passes when rendering particles." @@ -43547,6 +43953,7 @@ msgstr "" msgid "" "If [code]true[/code], only [code]amount[/code] particles will be emitted." msgstr "" +"Si [code]true[/code], seuls [code]amount[/code] particules seront émises." #: doc/classes/Particles.xml msgid "" @@ -43624,6 +44031,8 @@ msgstr "" #: doc/classes/Particles2D.xml msgid "Returns a rectangle containing the positions of all existing particles." msgstr "" +"Retourne un rectangle contenant la position de toutes les particules " +"existantes." #: doc/classes/Particles2D.xml msgid "Restarts all the existing particles." @@ -43660,35 +44069,35 @@ msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Returns [code]true[/code] if the specified flag is enabled." -msgstr "" +msgstr "Retourne [code]true[/code] si l'option spécifié est active." #: doc/classes/ParticlesMaterial.xml msgid "Returns the randomness ratio associated with the specified parameter." msgstr "Retourne le facteur d'aléatoire associé avec le paramètre spécifié." #: doc/classes/ParticlesMaterial.xml -#, fuzzy msgid "Returns the [Texture] used by the specified parameter." -msgstr "Renvoie le texte associé à l’index spécifié." +msgstr "Retourne la [Texture] utilisée par le paramètre donné." #: doc/classes/ParticlesMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. See [enum Flags] for " "options." msgstr "" +"Si [code]true[/code], active l'option donné. Voir [enum Flags] pour ces " +"options." #: doc/classes/ParticlesMaterial.xml msgid "Sets the specified [enum Parameter]." -msgstr "" +msgstr "Définit le [enum Parameter] donné." #: doc/classes/ParticlesMaterial.xml msgid "Sets the randomness ratio for the specified [enum Parameter]." msgstr "Définit le facteur d'aléatoire pour le [enum Parameter] spécifié." #: doc/classes/ParticlesMaterial.xml -#, fuzzy msgid "Sets the [Texture] for the specified [enum Parameter]." -msgstr "Définit la position du nœud spécifié." +msgstr "Définit la [Texture] pour le [enum Parameter] spécifié." #: doc/classes/ParticlesMaterial.xml msgid "" @@ -43813,7 +44222,7 @@ msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's hue will vary along this [CurveTexture]." -msgstr "" +msgstr "La teinte de chaque particule variera suivant cette [CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "" @@ -43831,20 +44240,27 @@ msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's orbital velocity will vary along this [CurveTexture]." msgstr "" +"La vélocité orbitale de chaque particule variera suivant cette " +"[CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's radial acceleration will vary along this [CurveTexture]." msgstr "" +"L'accélération radiale de chaque particule variera suivant cette " +"[CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "Each particle's scale will vary along this [CurveTexture]." msgstr "" +"La mise à l'échelle de chaque particule variera suivant cette [CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's tangential acceleration will vary along this [CurveTexture]." msgstr "" +"L'accélération tangentielle de chaque particule variera suivant cette " +"[CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "Trail particles' color will vary along this [GradientTexture]." @@ -43937,15 +44353,16 @@ msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Use with [method set_flag] to set [member flag_align_y]." -msgstr "" +msgstr "À utiliser avec [method set_flag] pour définir [member flag_align_y]." #: doc/classes/ParticlesMaterial.xml msgid "Use with [method set_flag] to set [member flag_rotate_y]." -msgstr "" +msgstr "À utiliser avec [method set_flag] pour définir [member flag_rotate_y]." #: doc/classes/ParticlesMaterial.xml msgid "Use with [method set_flag] to set [member flag_disable_z]." msgstr "" +"À utiliser avec [method set_flag] pour définir [member flag_disable_z]." #: doc/classes/ParticlesMaterial.xml msgid "" @@ -43985,7 +44402,7 @@ msgstr "Émis quand cette [member curve] change." #: doc/classes/Path2D.xml msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow." -msgstr "" +msgstr "Contient un chemin [Curve2D] que suivront les nœuds [PathFollow2D]." #: doc/classes/Path2D.xml msgid "" @@ -44076,9 +44493,8 @@ msgid "Allows the PathFollow to rotate in both the X, and Y axes." msgstr "Autorise le PathFollow à pivoter selon les axes X et Y." #: doc/classes/PathFollow.xml -#, fuzzy msgid "Allows the PathFollow to rotate in any axis." -msgstr "Interdit au PathFollow3D de tourner." +msgstr "Autorise le PathFollow à pivoter suivant n'importe quel axe." #: doc/classes/PathFollow.xml msgid "" @@ -44123,7 +44539,7 @@ msgstr "" #: doc/classes/PathFollow2D.xml msgid "The distance along the path in pixels." -msgstr "" +msgstr "La distance le long du chemin en pixels." #: doc/classes/PathFollow2D.xml msgid "" @@ -44210,7 +44626,7 @@ msgstr "Nombre d’images par seconde." #: doc/classes/Performance.xml msgid "Time it took to complete one frame, in seconds." -msgstr "" +msgstr "Le temps que cela prend de compléter une trame, en seconde." #: doc/classes/Performance.xml msgid "Time it took to complete one physics frame, in seconds." @@ -44227,12 +44643,17 @@ msgid "" msgstr "" #: doc/classes/Performance.xml +#, fuzzy msgid "Available static memory. Not available in release builds." msgstr "" +"La mémoire statique disponible. N'est pas utilisable dans les versions " +"finales." #: doc/classes/Performance.xml msgid "Available dynamic memory. Not available in release builds." msgstr "" +"La mémoire dynamique disponible. N'est pas utilisable dans les versions " +"finales." #: doc/classes/Performance.xml msgid "" @@ -44242,7 +44663,7 @@ msgstr "" #: doc/classes/Performance.xml msgid "Number of objects currently instanced (including nodes)." -msgstr "" +msgstr "Le nombre d'objets actuellement instanciés (nœuds inclus)." #: doc/classes/Performance.xml msgid "Number of resources currently used." @@ -44314,7 +44735,7 @@ msgstr "" #: doc/classes/Performance.xml msgid "Number of active [RigidBody2D] nodes in the game." -msgstr "" +msgstr "Le nombre de nœuds [RigidBody2D] actifs dans le jeu." #: doc/classes/Performance.xml msgid "Number of collision pairs in the 2D physics engine." @@ -44322,7 +44743,7 @@ msgstr "" #: doc/classes/Performance.xml msgid "Number of islands in the 2D physics engine." -msgstr "" +msgstr "Le nombre d'îles dans le moteur physique 2D." #: doc/classes/Performance.xml msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game." @@ -44334,7 +44755,7 @@ msgstr "" #: doc/classes/Performance.xml msgid "Number of islands in the 3D physics engine." -msgstr "" +msgstr "Le nombre d'îles dans le moteur physique 3D." #: doc/classes/Performance.xml msgid "Output latency of the [AudioServer]." @@ -44342,7 +44763,7 @@ msgstr "Latence de sortie de l'[AudioServer]." #: doc/classes/Performance.xml msgid "Represents the size of the [enum Monitor] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum Monitor]." #: doc/classes/PHashTranslation.xml msgid "Optimized translation." @@ -44383,7 +44804,7 @@ msgstr "" #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "Adds a constant directional force without affecting rotation." -msgstr "" +msgstr "Ajoute une force directionnelle constante sans affecter la rotation." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody2D.xml @@ -44461,12 +44882,12 @@ msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the local normal at the contact point." -msgstr "" +msgstr "Retourne la normale locale au point de contact." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the local position of the contact point." -msgstr "" +msgstr "Retourne la position locale au point de contact." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml @@ -44497,12 +44918,12 @@ msgstr "La vitesse de rotation du corps en [i]radians[/i] par seconde." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The inverse of the inertia of the body." -msgstr "" +msgstr "L'inverse de l'inertie du corps." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The inverse of the mass of the body." -msgstr "" +msgstr "L'inverse de la masse du corps." #: doc/classes/Physics2DDirectBodyState.xml msgid "The body's linear velocity in pixels per second." @@ -44819,7 +45240,7 @@ msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns a space to the area." -msgstr "" +msgstr "Assigne un espace pour l'aire." #: doc/classes/Physics2DServer.xml msgid "" @@ -44829,7 +45250,7 @@ msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the transform matrix for an area." -msgstr "" +msgstr "Définit la matrice de transformation pour l'aire." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Adds a body to the list of bodies exempt from collisions." @@ -44857,7 +45278,7 @@ msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Removes all shapes from a body." -msgstr "" +msgstr "Retire toutes les formes du corps." #: doc/classes/Physics2DServer.xml msgid "Creates a physics body." @@ -45004,6 +45425,7 @@ msgstr "" #: doc/classes/Physics2DServer.xml msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]." msgstr "" +"Désactive la forme du corps si [code]disable[/code] est [code]true[/code]." #: doc/classes/Physics2DServer.xml msgid "" @@ -45013,7 +45435,7 @@ msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the transform matrix for a body shape." -msgstr "" +msgstr "Définit la matrice de transformation pour la forme du corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns a space to the body (see [method space_create])." @@ -45095,7 +45517,7 @@ msgstr "" #: doc/classes/Physics2DServer.xml msgid "Activates or deactivates the 2D physics engine." -msgstr "" +msgstr "Active ou désactive le moteur physique 2D." #: doc/classes/Physics2DServer.xml msgid "" @@ -45112,7 +45534,7 @@ msgstr "Retourne les données de forme." #: doc/classes/Physics2DServer.xml msgid "Returns a shape's type (see [enum ShapeType])." -msgstr "" +msgstr "Retourne le type de forme (voir [enum ShapeType])." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" @@ -45139,7 +45561,7 @@ msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns whether the space is active." -msgstr "" +msgstr "Retourne quand cet espace est actif." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" @@ -45346,23 +45768,25 @@ msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's bounce factor." -msgstr "" +msgstr "La constante pour définir/obtenir le facteur de rebond." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's friction." -msgstr "" +msgstr "Constante pour définir/récupérer la friction du corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's mass." -msgstr "" +msgstr "La constante pour définir/obtenir la masse du corps." #: doc/classes/Physics2DServer.xml msgid "Constant to set/get a body's inertia." -msgstr "" +msgstr "La constante pour définir/obtenir l'inertie du corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's gravity multiplier." msgstr "" +"La constante pour définir/obtenir le facteur de multiplication de la gravité " +"du corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's linear dampening factor." @@ -45374,7 +45798,7 @@ msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Represents the size of the [enum BodyParameter] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum BodyParameter]." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current transform matrix of the body." @@ -45394,7 +45818,7 @@ msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get whether the body can sleep." -msgstr "" +msgstr "La constante pour définir/obtenir si le corps peut être au repos." #: doc/classes/Physics2DServer.xml #, fuzzy @@ -45465,7 +45889,7 @@ msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to get the number of possible collisions." -msgstr "" +msgstr "La constante pour obtenir le nombre possible de collisions." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" @@ -45519,9 +45943,8 @@ msgid "The collision margin for the shape." msgstr "La marge de collision de la forme." #: doc/classes/Physics2DShapeQueryParameters.xml -#, fuzzy msgid "The motion of the shape being queried for." -msgstr "Le mouvement de la forme qui a été demandé" +msgstr "Le mouvement de la forme qui a été demandée." #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml @@ -45597,7 +46020,7 @@ msgstr "" #: doc/classes/PhysicsDirectBodyState.xml msgid "Adds a constant rotational force without affecting position." -msgstr "" +msgstr "Ajoute une force de rotation constante sans affecter la position." #: doc/classes/PhysicsDirectBodyState.xml msgid "" @@ -45839,7 +46262,7 @@ msgstr "" #: doc/classes/PhysicsServer.xml msgid "Gives the body a push to rotate it." -msgstr "" +msgstr "Pousse le corps pour le faire pivoter." #: doc/classes/PhysicsServer.xml msgid "" @@ -45899,7 +46322,7 @@ msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets a body state (see [enum BodyState] constants)." -msgstr "" +msgstr "Définit l'état du corps (voir les constantes [enum BodyState])." #: doc/classes/PhysicsServer.xml msgid "" @@ -46032,7 +46455,7 @@ msgstr "" #: doc/classes/PhysicsServer.xml msgid "Activates or deactivates the 3D physics engine." -msgstr "" +msgstr "Active ou désactive le moteur physique 3D." #: doc/classes/PhysicsServer.xml msgid "" @@ -46507,7 +46930,7 @@ msgstr "" #: doc/classes/Plane.xml msgid "Returns a copy of the plane, normalized." -msgstr "" +msgstr "Retourne une copie du plan, normalisé." #: doc/classes/Plane.xml msgid "" @@ -46582,15 +47005,15 @@ msgstr "Taille du plan généré." #: doc/classes/PlaneMesh.xml msgid "Number of subdivision along the Z axis." -msgstr "" +msgstr "Le nombre de sous-divisions suivant l'axe Z." #: doc/classes/PlaneMesh.xml msgid "Number of subdivision along the X axis." -msgstr "" +msgstr "Le nombre de sous-divisions suivant l'axe X." #: doc/classes/PlaneShape.xml msgid "Infinite plane shape for 3D collisions." -msgstr "" +msgstr "Forme de plan infini pour les collision 3D." #: doc/classes/PlaneShape.xml msgid "" @@ -46601,10 +47024,8 @@ msgid "" msgstr "" #: doc/classes/PlaneShape.xml -#, fuzzy msgid "The [Plane] used by the [PlaneShape] for collision." -msgstr "" -"Les calques de physique que cette forme de CSG analyse pour les collisions." +msgstr "Le [Plane] utilisé par le [PlaneShape] pour les collisions." #: doc/classes/PointMesh.xml msgid "Mesh with a single Point primitive." @@ -46653,7 +47074,7 @@ msgstr "Retire tous les os pour ce [Polygon2D]." #: doc/classes/Polygon2D.xml msgid "Removes the specified bone from this [Polygon2D]." -msgstr "" +msgstr "Retire les os spécifiés de ce [Polygon2D]." #: doc/classes/Polygon2D.xml msgid "Returns the number of bones in this [Polygon2D]." @@ -46679,6 +47100,8 @@ msgstr "Définit le poids pour l'os spécifié." #: doc/classes/Polygon2D.xml msgid "If [code]true[/code], polygon edges will be anti-aliased." msgstr "" +"Si [code]true[/code], l'anticrénelage sera activé pour les bordures du " +"polygone." #: doc/classes/Polygon2D.xml msgid "" @@ -46847,7 +47270,7 @@ msgstr "" #: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml #: doc/classes/PoolVector3Array.xml msgid "Removes an element from the array by index." -msgstr "" +msgstr "Retire l' élément du tableau à l'index donné." #: doc/classes/PoolByteArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml @@ -47503,10 +47926,8 @@ msgid "" msgstr "" #: doc/classes/PopupMenu.xml -#, fuzzy msgid "Replaces the [Texture] icon of the specified [code]idx[/code]." -msgstr "" -"Active l'état de contrôle de l'élément de l'index spécifié [code]idx[/code]." +msgstr "Remplacer la [Texture] de l'icône à l'index [code]idx[/code] donnée." #: doc/classes/PopupMenu.xml msgid "Sets the [code]id[/code] of the item at index [code]idx[/code]." @@ -47560,7 +47981,6 @@ msgid "" msgstr "" #: doc/classes/PopupMenu.xml -#, fuzzy msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys." msgstr "" "Si [code]true[/code], permet de naviguer dans le [PopupMenu] avec des " @@ -47611,7 +48031,7 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "The default text [Color] for menu items' names." -msgstr "" +msgstr "La [Color] par défaut du texte pour les noms des éléments du menu." #: doc/classes/PopupMenu.xml msgid "" @@ -47621,9 +48041,8 @@ msgid "" msgstr "" #: doc/classes/PopupMenu.xml -#, fuzzy msgid "[Color] used for disabled menu items' text." -msgstr "[Color] utilisée pour le texte des éléments de menu désactivés." +msgstr "La [Color] utilisée pour le texte des éléments désactivés du menu." #: doc/classes/PopupMenu.xml msgid "[Color] used for the hovered text." @@ -47699,6 +48118,8 @@ msgstr "" #: doc/classes/PopupPanel.xml msgid "Class for displaying popups with a panel background." msgstr "" +"La classe pour afficher des fenêtres contextuelles avec un panneau en " +"arrière-plan." #: doc/classes/PopupPanel.xml msgid "" @@ -47709,7 +48130,7 @@ msgstr "" #: doc/classes/PopupPanel.xml msgid "The background panel style of this [PopupPanel]." -msgstr "" +msgstr "Le style du panneau d'arrière-plan de ce [PopupPanel]." #: doc/classes/Portal.xml msgid "Portal nodes are used to enable visibility between [Room]s." @@ -48899,7 +49320,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49040,6 +49461,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "Timer for detecting idle in [TextEdit] (in seconds)." msgstr "" +"Le minuteur pour la détection de l'inactivité dans le [TextEdit] (en " +"secondes)." #: doc/classes/ProjectSettings.xml msgid "Default delay for tooltips (in seconds)." @@ -49243,39 +49666,39 @@ msgstr "Le nom facultatif pour le claque 20 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 21." -msgstr "" +msgstr "Le nom optionnel pour le claque physique 2D numéro 21." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 22." -msgstr "" +msgstr "Le nom optionnel pour le claque physique 2D numéro 22." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 23." -msgstr "" +msgstr "Le nom optionnel pour le claque physique 2D numéro 23." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 24." -msgstr "" +msgstr "Le nom optionnel pour le claque physique 2D numéro 24." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 25." -msgstr "" +msgstr "Le nom optionnel pour le claque physique 2D numéro 25." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 26." -msgstr "" +msgstr "Le nom optionnel pour le claque physique 2D numéro 26." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 27." -msgstr "" +msgstr "Le nom optionnel pour le claque physique 2D numéro 27." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 28." -msgstr "" +msgstr "Le nom optionnel pour le claque physique 2D numéro 28." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 29." -msgstr "" +msgstr "Le nom optionnel pour le claque physique 2D numéro 29." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 3." @@ -49283,15 +49706,15 @@ msgstr "Le nom facultatif pour le claque 3 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 30." -msgstr "" +msgstr "Le nom optionnel pour le claque physique 2D numéro 30." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 31." -msgstr "" +msgstr "Le nom optionnel pour le claque physique 2D numéro 31." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 32." -msgstr "" +msgstr "Le nom optionnel pour le claque physique 2D numéro 32." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 4." @@ -49451,39 +49874,39 @@ msgstr "Le nom facultatif pour le claque 20 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 21." -msgstr "" +msgstr "Le nom facultatif pour le claque 21 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 22." -msgstr "" +msgstr "Le nom facultatif pour le claque 22 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 23." -msgstr "" +msgstr "Le nom facultatif pour le claque 23 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 24." -msgstr "" +msgstr "Le nom facultatif pour le claque 24 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 25." -msgstr "" +msgstr "Le nom facultatif pour le claque 25 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 26." -msgstr "" +msgstr "Le nom facultatif pour le claque 26 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 27." -msgstr "" +msgstr "Le nom facultatif pour le claque 27 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 28." -msgstr "" +msgstr "Le nom facultatif pour le claque 28 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 29." -msgstr "" +msgstr "Le nom facultatif pour le claque 29 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 3." @@ -49491,15 +49914,15 @@ msgstr "Le nom facultatif pour le claque 3 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 30." -msgstr "" +msgstr "Le nom facultatif pour le claque 30 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 31." -msgstr "" +msgstr "Le nom facultatif pour le claque 31 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 32." -msgstr "" +msgstr "Le nom facultatif pour le claque 32 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 4." @@ -49546,7 +49969,8 @@ msgid "Optional name for the 3D render layer 13." msgstr "Le nom facultatif pour le claque 13 de rendu 3D." #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +#, fuzzy +msgid "Optional name for the 3D render layer 14." msgstr "Le nom facultatif pour le claque 14 de rendu 3D" #: doc/classes/ProjectSettings.xml @@ -49620,9 +50044,8 @@ msgstr "" "depuis l'éditeur." #: doc/classes/ProjectSettings.xml -#, fuzzy msgid "If [code]true[/code], logs all output to files." -msgstr "Si [code]true[/code], enregistre toutes les sorties aux fichiers." +msgstr "Si [code]true[/code], enregistre toutes les sorties dans des fichiers." #: doc/classes/ProjectSettings.xml msgid "" @@ -49750,7 +50173,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "Page size used by remote filesystem (in bytes)." -msgstr "" +msgstr "La taille des pages pour les systèmes de fichier distants (en octets)." #: doc/classes/ProjectSettings.xml msgid "" @@ -50829,16 +51252,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -51077,9 +51508,8 @@ msgid "2D in 3D Demo" msgstr "" #: doc/classes/QuadMesh.xml -#, fuzzy msgid "Offset of the generated Quad. Useful for particles." -msgstr "Hauteur de la texture générée." +msgstr "Le décalage du Quad généré. Utile pour les particules." #: doc/classes/QuadMesh.xml msgid "Size on the X and Y axes." @@ -51282,9 +51712,8 @@ msgid "" msgstr "" #: doc/classes/RandomNumberGenerator.xml -#, fuzzy msgid "Random number generation" -msgstr "Réglez la graine pour le générateur de nombres aléatoires." +msgstr "Génération de nombres aléatoires" #: doc/classes/RandomNumberGenerator.xml msgid "" @@ -51433,7 +51862,7 @@ msgstr "" #: doc/classes/Range.xml msgid "The value mapped between 0 and 1." -msgstr "" +msgstr "La valeur définit entre 0 et 1." #: doc/classes/Range.xml msgid "" @@ -51474,7 +51903,7 @@ msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "Query the closest object intersecting a ray." -msgstr "" +msgstr "Demande l'objet le plus proche entrant en intersection avec le rayon." #: doc/classes/RayCast.xml msgid "" @@ -51508,7 +51937,7 @@ msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "Removes all collision exceptions for this ray." -msgstr "" +msgstr "Retire tous les exceptions de collision pour ce rayon." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" @@ -51660,10 +52089,13 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "If [code]true[/code], collision with [Area2D]s will be reported." msgstr "" +"Si [code]true[/code], les collisions avec les [Area2D] seront rapportées." #: doc/classes/RayCast2D.xml msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported." msgstr "" +"Si [code]true[/code], les collisions avec les [PhysicBody2D] seront " +"rapportées." #: doc/classes/RayCast2D.xml msgid "" @@ -51724,11 +52156,11 @@ msgstr "" #: doc/classes/Rect2.xml msgid "Constructs a [Rect2] by position and size." -msgstr "" +msgstr "Construit un [Rect2] avec sa position et sa taille." #: doc/classes/Rect2.xml msgid "Constructs a [Rect2] by x, y, width, and height." -msgstr "" +msgstr "Construit un [Rect2] avec x, y, largeur, et hauteur." #: doc/classes/Rect2.xml msgid "" @@ -51739,12 +52171,12 @@ msgstr "" #: doc/classes/Rect2.xml msgid "Returns the intersection of this [Rect2] and b." -msgstr "" +msgstr "Retourne l'intersection de ce [Rect2] et de b." #: doc/classes/Rect2.xml msgid "" "Returns [code]true[/code] if this [Rect2] completely encloses another one." -msgstr "" +msgstr "Retourne [code]true[/code] si ce [Rect2] entoure complètement l'autre." #: doc/classes/Rect2.xml msgid "" @@ -51904,7 +52336,7 @@ msgstr "" #: doc/classes/ReferenceRect.xml msgid "Sets the border [Color] of the [ReferenceRect]." -msgstr "" +msgstr "Définit la [Color] de la bordure de ce [ReferenceRect]." #: doc/classes/ReferenceRect.xml msgid "" @@ -52200,7 +52632,7 @@ msgstr "" #: modules/regex/doc_classes/RegExMatch.xml msgid "Contains the results of a [RegEx] search." -msgstr "" +msgstr "Contient le résultat d'une recherche avec une [RegEx]." #: modules/regex/doc_classes/RegExMatch.xml msgid "" @@ -52286,15 +52718,15 @@ msgstr "" #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's position is updated." -msgstr "" +msgstr "Si [code]true[/code], la position du nœud distant a changé." #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's rotation is updated." -msgstr "" +msgstr "Si [code]true[/code], la rotation du nœud distant a changé." #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's scale is updated." -msgstr "" +msgstr "Si [code]true[/code], la mise à l'échelle du nœud distant a changé." #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "" @@ -52351,7 +52783,7 @@ msgstr "" #: doc/classes/Resource.xml msgid "Resources" -msgstr "" +msgstr "Ressources" #: doc/classes/Resource.xml msgid "" @@ -52758,7 +53190,7 @@ msgstr "" #: doc/classes/ResourcePreloader.xml msgid "Returns the list of resources inside the preloader." -msgstr "" +msgstr "Retourne la liste des ressources actuellement dans le preloader." #: doc/classes/ResourcePreloader.xml msgid "" @@ -52843,7 +53275,7 @@ msgstr "" #: doc/classes/RichTextEffect.xml msgid "A custom effect for use with [RichTextLabel]." -msgstr "" +msgstr "Un effet personnalisé à utilisé pour ce [RichTextLabel]." #: doc/classes/RichTextEffect.xml msgid "" @@ -52916,6 +53348,7 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "Adds raw non-BBCode-parsed text to the tag stack." msgstr "" +"Ajoute du texte BBCode brut (non interprété) dans le pile des marqueurs." #: doc/classes/RichTextLabel.xml msgid "" @@ -52946,6 +53379,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "Retourne le numéro de la ligne actuelle." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52963,7 +53401,7 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "Adds a newline tag to the tag stack." -msgstr "" +msgstr "Ajouter un marqueur de retour à la ligne dans la pile des marqueurs." #: doc/classes/RichTextLabel.xml msgid "" @@ -52999,6 +53437,8 @@ msgstr "" msgid "" "Adds a [code][font][/code] tag with a bold italics font to the tag stack." msgstr "" +"Ajouter un marqueur [code][font][/code] avec une police italique gras dans " +"la pile des marqueurs." #: doc/classes/RichTextLabel.xml msgid "" @@ -53008,13 +53448,15 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "Adds a [code][color][/code] tag to the tag stack." -msgstr "" +msgstr "Ajouter un marqueur [code][color][/code] dans la pile des marqueurs." #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for " "its duration." msgstr "" +"Ajouter un marqueur [code][font][/code] dans la pile des marqueurs. Est " +"utilisé à la place de la police par défaut tant que le marqueur est ouvert." #: doc/classes/RichTextLabel.xml msgid "" @@ -53035,6 +53477,9 @@ msgid "" "[code][ol][/code] or [code][ul][/code], but supports more list types. Not " "fully implemented!" msgstr "" +"Ajoute un marqueur [code][list[/code] dans la pile des marqueurs. Similaire " +"à [code][ol][/code] ou [code][ul][/code], mais support plus de types de " +"liste. Pas entièrement implémenté !" #: doc/classes/RichTextLabel.xml msgid "" @@ -53045,27 +53490,27 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack." msgstr "" -"Ajouter un marqueur [code][font][/code] avec une police monospace dans la " +"Ajoute un marqueur [code][font][/code] avec une police monospace dans la " "pile des marqueurs." #: doc/classes/RichTextLabel.xml msgid "Adds a [code][font][/code] tag with a normal font to the tag stack." msgstr "" -"Ajouter un marqueur [code][font][/code] avec une police normale dans la pile " +"Ajoute un marqueur [code][font][/code] avec une police normale dans la pile " "des marqueurs." #: doc/classes/RichTextLabel.xml msgid "Adds a [code][s][/code] tag to the tag stack." -msgstr "Ajouter un marqueur [code][s][/code] dans la pile des marqueurs." +msgstr "Ajoute un marqueur [code][s][/code] dans la pile des marqueurs." #: doc/classes/RichTextLabel.xml msgid "Adds a [code][table=columns][/code] tag to the tag stack." msgstr "" -"Ajouter un marqueur [code][table=columns][/code] dans la pile des marqueurs." +"Ajoute un marqueur [code][table=columns][/code] dans la pile des marqueurs." #: doc/classes/RichTextLabel.xml msgid "Adds a [code][u][/code] tag to the tag stack." -msgstr "Ajouter un marqueur [code][u][/code] dans la pile des marqueurs." +msgstr "Ajoute un marqueur [code][u][/code] dans la pile des marqueurs." #: doc/classes/RichTextLabel.xml msgid "" @@ -53161,7 +53606,7 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "If [code]true[/code], the label allows text selection." -msgstr "" +msgstr "Si [code]true[/code], le label autorise la sélection du texte." #: doc/classes/RichTextLabel.xml msgid "" @@ -53194,14 +53639,12 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "Triggers when the mouse exits a meta tag." -msgstr "Se déclenche lorsque la souris sort d'une méta-tag." +msgstr "Se déclenche lorsque la souris sort d'une méta-marqueur." #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "Triggers when the mouse enters a meta tag." -msgstr "Se déclenche lorsque la souris entre dans une balise meta." +msgstr "Se déclenche lorsque la souris entre dans un méta-marqueur." #: doc/classes/RichTextLabel.xml msgid "Makes text left aligned." @@ -53221,11 +53664,11 @@ msgstr "Rempli le texte en largeur." #: doc/classes/RichTextLabel.xml msgid "Each list item has a number marker." -msgstr "" +msgstr "Chaque élément de la liste à un chiffre comme marqueur." #: doc/classes/RichTextLabel.xml msgid "Each list item has a letter marker." -msgstr "" +msgstr "Chaque élément de la liste à une lettre comme marqueur." #: doc/classes/RichTextLabel.xml msgid "Each list item has a filled circle marker." @@ -53261,19 +53704,17 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "The horizontal offset of the font's shadow." -msgstr "" +msgstr "Le décalage horizontal pour l'ombre de la police." #: doc/classes/RichTextLabel.xml msgid "The vertical offset of the font's shadow." -msgstr "" +msgstr "Le décalage vertical pour l'ombre de la police." #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "The horizontal separation of elements in a table." msgstr "La séparation horizontale des éléments dans un tableau." #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "The vertical separation of elements in a table." msgstr "La séparation verticale des éléments dans un tableau." @@ -53283,7 +53724,7 @@ msgstr "La police utilisée pour le texte en gras." #: doc/classes/RichTextLabel.xml msgid "The font used for bold italics text." -msgstr "" +msgstr "La police utilisée pour les textes italiques gras." #: doc/classes/RichTextLabel.xml msgid "The font used for italics text." @@ -53325,7 +53766,7 @@ msgstr "" #: doc/classes/RID.xml msgid "Returns the ID of the referenced resource." -msgstr "" +msgstr "Retourne l'identifiant de la ressource référencée." #: doc/classes/RigidBody.xml msgid "" @@ -53387,6 +53828,8 @@ msgid "" "Applies a directional impulse without affecting rotation.\n" "This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]." msgstr "" +"Appliquer un impulsion directionnelle sans affecter la rotation.\n" +"C'est équivalent à [code]apply_impulse(Vector3(0,0,0), impulse)[/code]." #: doc/classes/RigidBody.xml msgid "" @@ -53550,7 +53993,7 @@ msgstr "La masse du corps." #: doc/classes/RigidBody.xml msgid "The body mode. See [enum Mode] for possible values." -msgstr "" +msgstr "Le mode du corps. Voir [enum Mode] pour les valeurs possibles." #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml #: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml @@ -53704,7 +54147,7 @@ msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/Sprite.xml msgid "Instancing Demo" -msgstr "" +msgstr "Démo des instanciations" #: doc/classes/RigidBody2D.xml msgid "" @@ -53843,7 +54286,7 @@ msgstr "" #: doc/classes/RigidBody2D.xml msgid "The body's mode. See [enum Mode] for possible values." -msgstr "" +msgstr "Le mode du corps. Voir [enum Mode] pour les valeurs possibles." #: doc/classes/RigidBody2D.xml msgid "" @@ -54368,7 +54811,7 @@ msgstr "" #: doc/classes/SceneState.xml msgid "Returns the method connected to the signal at [code]idx[/code]." -msgstr "" +msgstr "Retourne la méthode connecté au signal à [code]idx[/code]." #: doc/classes/SceneState.xml msgid "Returns the name of the signal at [code]idx[/code]." @@ -54614,7 +55057,7 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "Returns [code]true[/code] if the given group exists." -msgstr "" +msgstr "Retourne [code]true[/code] si le groupe donné existe." #: doc/classes/SceneTree.xml #, fuzzy @@ -54726,7 +55169,7 @@ msgstr "La racine de la scène éditée." #: doc/classes/SceneTree.xml msgid "The default [MultiplayerAPI] instance for this [SceneTree]." -msgstr "" +msgstr "L'instance [MultiplayerAPI] par défaut pour ce [SceneTree]." #: doc/classes/SceneTree.xml msgid "" @@ -54884,11 +55327,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "Call a group with no flags (default)." -msgstr "" +msgstr "Appelle un groupe sans drapeau (la valeur par défaut)." #: doc/classes/SceneTree.xml msgid "Call a group in reverse scene order." -msgstr "" +msgstr "Appelle un groupe dans l'ordre inversé de la scène." #: doc/classes/SceneTree.xml msgid "Call a group immediately (calls are normally made on idle)." @@ -54900,7 +55343,7 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "No stretching." -msgstr "" +msgstr "Aucun étirement." #: doc/classes/SceneTree.xml msgid "Render stretching in higher resolution (interpolated)." @@ -54985,11 +55428,11 @@ msgstr "" #: doc/classes/Script.xml msgid "Returns [code]true[/code] if the script can be instanced." -msgstr "" +msgstr "Retourne [code]true[/code] si une instance du script peut être créée." #: doc/classes/Script.xml msgid "Returns the script directly inherited by this script." -msgstr "" +msgstr "Retourne le script directement hérité par ce script." #: doc/classes/Script.xml msgid "Returns the script's base type." @@ -54997,39 +55440,45 @@ msgstr "Retourne le type de base du script." #: doc/classes/Script.xml msgid "Returns the default value of the specified property." -msgstr "" +msgstr "Retourne la valeur par défaut de la propriété spécifiée." #: doc/classes/Script.xml msgid "Returns a dictionary containing constant names and their values." -msgstr "" +msgstr "Retourne un dictionnaire contenant le nom et valeur des constantes." #: doc/classes/Script.xml msgid "Returns the list of methods in this [Script]." -msgstr "" +msgstr "Retourne la liste des méthodes dans ce [Script]." #: doc/classes/Script.xml msgid "Returns the list of properties in this [Script]." -msgstr "" +msgstr "Retourne la liste des propriétés dans ce [Script]." #: doc/classes/Script.xml msgid "Returns the list of user signals defined in this [Script]." msgstr "" +"Retourne la liste des signaux définit par l'utilisateur dans ce [Script]." #: doc/classes/Script.xml msgid "" "Returns [code]true[/code] if the script, or a base class, defines a signal " "with the given name." msgstr "" +"Retourne [code]true[/code] si le script, ou sa classe parente, définit un " +"signal avec le nom donné." #: doc/classes/Script.xml msgid "Returns [code]true[/code] if the script contains non-empty source code." msgstr "" +"Retourne [code]true[/code] si le script contient un code source non vide." #: doc/classes/Script.xml msgid "" "Returns [code]true[/code] if [code]base_object[/code] is an instance of this " "script." msgstr "" +"Retourne [code]true[/code] si [code]base_object[/code] est une instance de " +"ce script." #: doc/classes/Script.xml msgid "" @@ -55071,7 +55520,7 @@ msgstr "" #: doc/classes/ScriptCreateDialog.xml msgid "Emitted when the user clicks the OK button." -msgstr "" +msgstr "Émis quand un utilisateur clique sur le bouton OK." #: doc/classes/ScriptEditor.xml msgid "Godot editor's script editor." @@ -55206,7 +55655,6 @@ msgid "The current horizontal scroll value." msgstr "La valeur de défilement horizontal actuelle." #: doc/classes/ScrollContainer.xml -#, fuzzy msgid "If [code]true[/code], enables horizontal scrolling." msgstr "Si [code]true[/code], permet le défilement horizontal." @@ -55260,22 +55708,25 @@ msgid "" msgstr "" #: doc/classes/Semaphore.xml -#, fuzzy msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" -"Essaie de verrouiller ce [Mutex], mais ne le bloque pas. Retourne [constant " -"OK] en cas de succès, [constant ERR_BUSY] dans le cas contraire." #: doc/classes/Semaphore.xml -#, fuzzy msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" -"Essaie de verrouiller ce [Mutex], mais ne le bloque pas. Retourne [constant " -"OK] en cas de succès, [constant ERR_BUSY] dans le cas contraire." #: doc/classes/Separator.xml msgid "Base class for separators." @@ -55347,11 +55798,11 @@ msgstr "" #: doc/classes/Shader.xml msgid "Mode used to draw all 3D objects." -msgstr "" +msgstr "Le mode utilise pour afficher tous les objets 3D." #: doc/classes/Shader.xml msgid "Mode used to draw all 2D objects." -msgstr "" +msgstr "Le mode utilise pour afficher tous les objets 2D." #: doc/classes/Shader.xml msgid "" @@ -55361,7 +55812,7 @@ msgstr "" #: doc/classes/ShaderMaterial.xml msgid "A material that uses a custom [Shader] program." -msgstr "" +msgstr "Un matériau que utilise un programme de [Shader] personnalisé." #: doc/classes/ShaderMaterial.xml msgid "" @@ -55400,11 +55851,11 @@ msgstr "" #: doc/classes/ShaderMaterial.xml msgid "The [Shader] program used to render this material." -msgstr "" +msgstr "Le programme [Shader] utilisé pour le rendu de ce matériau." #: doc/classes/Shape.xml msgid "Base class for all 3D shape resources." -msgstr "" +msgstr "La classe de base pour toutes les ressources de formes 3D." #: doc/classes/Shape.xml msgid "" @@ -55490,9 +55941,8 @@ msgid "The shape's custom solver bias." msgstr "Le biais du solveur personnalisé de la forme." #: doc/classes/ShortCut.xml -#, fuzzy msgid "A shortcut for binding input." -msgstr "Un raccourci pour la liaison d'entrée." +msgstr "Un raccourci lié à une entrée." #: doc/classes/ShortCut.xml msgid "" @@ -55503,17 +55953,19 @@ msgstr "" #: doc/classes/ShortCut.xml msgid "Returns the shortcut's [InputEvent] as a [String]." -msgstr "" +msgstr "Retourne le [InputEvent] de ce raccourci comme [String]." #: doc/classes/ShortCut.xml msgid "" "Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/" "code]." msgstr "" +"Retourne [code]true[/code] si le [InputEvent] du raccourci correspond à " +"[code]event[/code]." #: doc/classes/ShortCut.xml msgid "If [code]true[/code], this shortcut is valid." -msgstr "" +msgstr "Si [code]true[/code], ce raccourci est valide." #: doc/classes/ShortCut.xml msgid "" @@ -55524,7 +55976,7 @@ msgstr "" #: doc/classes/Skeleton.xml msgid "Skeleton for characters and animated objects." -msgstr "" +msgstr "Le squelette pour les caractères et les objets animés." #: doc/classes/Skeleton.xml msgid "" @@ -55543,22 +55995,24 @@ msgid "" "Adds a bone, with name [code]name[/code]. [method get_bone_count] will " "become the bone index." msgstr "" +"Ajoute un os, nommé [code]name[/code]. [method get_bone_count] deviendra " +"l'index de cet os." #: doc/classes/Skeleton.xml msgid "[i]Deprecated soon.[/i]" -msgstr "[i]Déprécié bientôt.[/i]" +msgstr "[i]Bientôt obsolète.[/i]" #: doc/classes/Skeleton.xml msgid "Clear all the bones in this skeleton." -msgstr "" +msgstr "Efface tous les os de ce squelette." #: doc/classes/Skeleton.xml msgid "Returns the bone index that matches [code]name[/code] as its name." -msgstr "" +msgstr "Retourne l'index de l'os qui se nomme [code]name[/code]." #: doc/classes/Skeleton.xml msgid "Returns the amount of bones in the skeleton." -msgstr "" +msgstr "Retourne le nombre d'os dans ce squelette." #: doc/classes/Skeleton.xml msgid "" @@ -55601,6 +56055,8 @@ msgstr "" #: doc/classes/Skeleton.xml msgid "Returns the rest transform for a bone [code]bone_idx[/code]." msgstr "" +"Retourne la transformation de repos pour l'os à l'index [code]bone_idx[/" +"code]." #: doc/classes/Skeleton.xml msgid "" @@ -55617,10 +56073,11 @@ msgstr "Définit le décalage à partir de [code]0.5[/code]." #: doc/classes/Skeleton.xml msgid "Sets the rest transform for bone [code]bone_idx[/code]." msgstr "" +"Définit la transformation de repos de l'os à l'index [code]bone_idx[/code]." #: doc/classes/Skeleton2D.xml msgid "Skeleton for 2D characters and animated objects." -msgstr "" +msgstr "Le squelette pour les caractères et les objets animés en 2D." #: doc/classes/Skeleton2D.xml msgid "" @@ -55645,7 +56102,7 @@ msgstr "" #: doc/classes/Skeleton2D.xml msgid "Returns the [RID] of a Skeleton2D instance." -msgstr "" +msgstr "Retourne le [RID] de l'instance du Skeleton2D." #: doc/classes/SkeletonIK.xml msgid "" @@ -55786,7 +56243,7 @@ msgstr "" #: doc/classes/Sky.xml msgid "The base class for [PanoramaSky] and [ProceduralSky]." -msgstr "" +msgstr "La classe de base pour les [PanoramaSky] et [ProceduralSky]." #: doc/classes/Sky.xml msgid "" @@ -55837,12 +56294,11 @@ msgstr "" #: doc/classes/Sky.xml msgid "Represents the size of the [enum RadianceSize] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum RadianceSize]." #: doc/classes/Slider.xml -#, fuzzy msgid "Base class for GUI sliders." -msgstr "Classe de base pour les curseurs GUI." +msgstr "Classe de base pour les curseurs d'interface." #: doc/classes/Slider.xml msgid "" @@ -55999,9 +56455,8 @@ msgstr "" "l’état de la clé est libéré." #: doc/classes/SoftBody.xml -#, fuzzy msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s." -msgstr "Si [code]true[/code], l'interpolation fait une boucle." +msgstr "Si [code]true[/code], le [SoftBody] répondra aux [RayCast]." #: doc/classes/SoftBody.xml msgid "" @@ -56035,11 +56490,11 @@ msgstr "" #: doc/classes/Spatial.xml msgid "Introduction to 3D" -msgstr "" +msgstr "Introduction à la 3D" #: doc/classes/Spatial.xml doc/classes/Vector3.xml msgid "All 3D Demos" -msgstr "" +msgstr "Toutes les démos 3D" #: doc/classes/Spatial.xml msgid "" @@ -56258,9 +56713,8 @@ msgid "" msgstr "" #: doc/classes/Spatial.xml -#, fuzzy msgid "World space (global) [Transform] of this node." -msgstr "Retourne la matrice de transformation globale de cet élément." +msgstr "La [Transform] globale de ce nœud." #: doc/classes/Spatial.xml msgid "" @@ -56291,7 +56745,7 @@ msgstr "" #: doc/classes/Spatial.xml msgid "Local translation of this node." -msgstr "" +msgstr "La translation locale de ce nœud." #: doc/classes/Spatial.xml msgid "" @@ -56368,6 +56822,8 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "" +"Retourne [code]true[/code] si la fonctionnalité [enum Feature] spécifiée est " +"active." #: doc/classes/SpatialMaterial.xml msgid "" @@ -56378,7 +56834,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Returns the [Texture] associated with the specified [enum TextureParam]." -msgstr "" +msgstr "Retourne la [Texture] associée avec le [enum TextureParam] spécifié." #: doc/classes/SpatialMaterial.xml msgid "" @@ -56646,7 +57102,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "The emitted light's color. See [member emission_enabled]." -msgstr "" +msgstr "La couleur de la lumière émise. Voir [member emission_enabled]." #: doc/classes/SpatialMaterial.xml msgid "" @@ -56658,11 +57114,12 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "The emitted light's strength. See [member emission_enabled]." -msgstr "" +msgstr "L'intensité de la lumière émise. Voir [member emission_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Use [code]UV2[/code] to read from the [member emission_texture]." msgstr "" +"Utiliser [code]UV2[/code] pour lire depuis la [member emission_texture]." #: doc/classes/SpatialMaterial.xml msgid "" @@ -56685,7 +57142,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the object receives no ambient light." -msgstr "" +msgstr "Si [code]trye[/code], l'objet ne reçoit aucune lumière ambiante." #: doc/classes/SpatialMaterial.xml msgid "" @@ -56721,9 +57178,8 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -#, fuzzy msgid "If [code]true[/code], the object is unaffected by lighting." -msgstr "Si [code]true[/code], le GraphNode est sélectionné." +msgstr "Si [code]true[/code], l'objet n'est pas affecté par les lumières." #: doc/classes/SpatialMaterial.xml msgid "" @@ -56743,7 +57199,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -56939,6 +57409,8 @@ msgid "" "Texture that controls the strength of the refraction per-pixel. Multiplied " "by [member refraction_scale]." msgstr "" +"La texture qui contrôle l'intensité de la réfraction par pixel. Elle est " +"multipliée par [member refraction_scale]." #: doc/classes/SpatialMaterial.xml msgid "" @@ -56986,6 +57458,8 @@ msgid "" "Texture used to control the roughness per-pixel. Multiplied by [member " "roughness]." msgstr "" +"La texture utilisée pour contrôler la rugosité par pixel. Multipliée par " +"[membre roughness]." #: doc/classes/SpatialMaterial.xml msgid "" @@ -57010,9 +57484,8 @@ msgid "" msgstr "" #: doc/classes/SpatialMaterial.xml -#, fuzzy msgid "If [code]true[/code], the transmission effect is enabled." -msgstr "Si [code]true[/code], le filtrage est activé." +msgstr "Si [code]true[/code], l'effet de transmission est actif." #: doc/classes/SpatialMaterial.xml msgid "" @@ -57096,6 +57569,8 @@ msgstr "" msgid "" "If [code]true[/code], the model's vertex colors are processed as sRGB mode." msgstr "" +"Si [code]true[/code], les couleurs de sommets du modèle seront gérées en " +"mode sRGB." #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the vertex color is used as albedo color." @@ -57250,6 +57725,8 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Default depth draw mode. Depth is drawn only for opaque objects." msgstr "" +"Le mode par défaut pour la profondeur. La profondeur n'est dessinée que pour " +"les objets opaques." #: doc/classes/SpatialMaterial.xml msgid "Depth draw is calculated for both opaque and transparent objects." @@ -57268,15 +57745,16 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Default cull mode. The back of the object is culled when not visible." msgstr "" +"Le mode de cull par défaut. Le cull définit quand l'arrière d'un objet n'est " +"pas visible." #: doc/classes/SpatialMaterial.xml msgid "The front of the object is culled when not visible." msgstr "" #: doc/classes/SpatialMaterial.xml -#, fuzzy msgid "No culling is performed." -msgstr "Aucun abattage n’est effectué." +msgstr "Aucun culling n’est effectué." #: doc/classes/SpatialMaterial.xml msgid "" @@ -57332,12 +57810,16 @@ msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV[/code]." msgstr "" +"Utiliser la projection triplanaire pour les textures qui normalement " +"utilisent [code]UV[/code]." #: doc/classes/SpatialMaterial.xml msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV2[/code]." msgstr "" +"Utiliser la projection triplanaire pour les textures qui normalement " +"utilisent [code]UV2[/code]." #: doc/classes/SpatialMaterial.xml msgid "" @@ -57400,6 +57882,8 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Uses a hard cut for lighting, with smoothing affected by roughness." msgstr "" +"Utilise une transition abrupte pour les lumières, la rugosité permet " +"d'ajuster cette transition." #: doc/classes/SpatialMaterial.xml msgid "Default specular blob." @@ -57424,7 +57908,7 @@ msgstr "Le mode d'affichage est désactivé." #: doc/classes/SpatialMaterial.xml msgid "The object's Z axis will always face the camera." -msgstr "" +msgstr "L'axe Z de l'objet fera toujours face à la caméra." #: doc/classes/SpatialMaterial.xml msgid "The object's X axis will always face the camera." @@ -57456,11 +57940,11 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Adds the emission color to the color from the emission texture." -msgstr "" +msgstr "Ajouter la couleur d'émission à la texture d'émission." #: doc/classes/SpatialMaterial.xml msgid "Multiplies the emission color by the color from the emission texture." -msgstr "" +msgstr "Multiplie la couleur d'émission par la texture d'émission." #: doc/classes/SpatialMaterial.xml msgid "Do not use distance fade." @@ -57524,15 +58008,15 @@ msgstr "" #: doc/classes/SphereMesh.xml msgid "Number of radial segments on the sphere." -msgstr "" +msgstr "Le nombre de latitudes de la sphère." #: doc/classes/SphereMesh.xml msgid "Radius of sphere." -msgstr "Rayon de la sphère." +msgstr "Le rayon de la sphère." #: doc/classes/SphereMesh.xml msgid "Number of segments along the height of the sphere." -msgstr "" +msgstr "Le nombre de longitudes de la sphère." #: doc/classes/SphereShape.xml msgid "Sphere shape for 3D collisions." @@ -57547,6 +58031,7 @@ msgstr "" #: doc/classes/SphereShape.xml msgid "The sphere's radius. The shape's diameter is double the radius." msgstr "" +"Le rayon de la sphère. Le diamètre de la sphère est le double du rayon." #: doc/classes/SpinBox.xml msgid "Numerical input text field." @@ -57568,12 +58053,15 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml msgid "Applies the current value of this [SpinBox]." -msgstr "" +msgstr "Appliquer la valeur actuelle à cette [SpinBox]." #: doc/classes/SpinBox.xml msgid "" @@ -57586,7 +58074,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "Sets the text alignment of the [SpinBox]." -msgstr "" +msgstr "Définit l'alignement du texte de cette [SpinBox]." #: doc/classes/SpinBox.xml msgid "" @@ -57658,7 +58146,7 @@ msgstr "Émis lorsque le dragueur est glissé par l'utilisateur." #: doc/classes/SplitContainer.xml msgid "The split dragger is visible when the cursor hovers it." -msgstr "" +msgstr "Le dragueur fractionné est visible quand le curseur le survole." #: doc/classes/SplitContainer.xml #, fuzzy @@ -57693,13 +58181,12 @@ msgid "The spotlight's angle in degrees." msgstr "L’angle du projecteur en degrés." #: doc/classes/SpotLight.xml -#, fuzzy msgid "The spotlight's angular attenuation curve." msgstr "La courbe d’atténuation angulaire du projecteur." #: doc/classes/SpotLight.xml msgid "The spotlight's light energy attenuation curve." -msgstr "" +msgstr "La courbe d’atténuation de l'énergie de la lumière du projecteur." #: doc/classes/SpotLight.xml msgid "" @@ -57871,11 +58358,11 @@ msgstr "Le nombre de lignes dans la feuille de sprites." #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "Emitted when the [member frame] changes." -msgstr "" +msgstr "Émis quand une [member frame] changes." #: doc/classes/Sprite.xml msgid "Emitted when the [member texture] changes." -msgstr "" +msgstr "Émis quand une [member texture] change." #: doc/classes/Sprite3D.xml msgid "2D sprite node in a 3D world." @@ -57915,7 +58402,7 @@ msgstr "Retourne le rectangle représentant ce sprite." #: doc/classes/SpriteBase3D.xml msgid "If [code]true[/code], the specified flag will be enabled." -msgstr "" +msgstr "Si [code]true[/code], le drapeau spécifié sera actif." #: doc/classes/SpriteBase3D.xml msgid "The direction in which the front of the texture faces." @@ -57989,12 +58476,11 @@ msgstr "" #: doc/classes/SpriteBase3D.xml msgid "Represents the size of the [enum DrawFlags] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum DrawFlags]." #: doc/classes/SpriteFrames.xml -#, fuzzy msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D." -msgstr "Bibliothèque de cadres Sprite pour AnimatedSprite2D." +msgstr "La bibliothèque de sprites pour AnimatedSprite et AnimatedSprite3D." #: doc/classes/SpriteFrames.xml msgid "" @@ -58008,19 +58494,19 @@ msgstr "" #: doc/classes/SpriteFrames.xml msgid "Adds a new animation to the library." -msgstr "" +msgstr "Ajoute une nouvelle animation à la bibliothèque." #: doc/classes/SpriteFrames.xml msgid "Adds a frame to the given animation." -msgstr "" +msgstr "Ajoute une trame à l'animation donnée." #: doc/classes/SpriteFrames.xml msgid "Removes all frames from the given animation." -msgstr "" +msgstr "Retire toutes les trames de l'animation donnée." #: doc/classes/SpriteFrames.xml msgid "Removes all animations. A \"default\" animation will be created." -msgstr "" +msgstr "Retire toutes les animations. Une animation \"défaut\" sera créée." #: doc/classes/SpriteFrames.xml #, fuzzy @@ -58039,7 +58525,7 @@ msgstr "" #: doc/classes/SpriteFrames.xml msgid "The animation's speed in frames per second." -msgstr "" +msgstr "Le vitesse de l'animation en trames par seconde." #: doc/classes/SpriteFrames.xml msgid "Returns the animation's selected frame." @@ -58047,11 +58533,11 @@ msgstr "Retourne l'image sélectionnée de l'animation." #: doc/classes/SpriteFrames.xml msgid "Returns the number of frames in the animation." -msgstr "" +msgstr "Retourne le nombre de trames de l'animation." #: doc/classes/SpriteFrames.xml msgid "If [code]true[/code], the named animation exists." -msgstr "" +msgstr "Si [code]true[/code], l'animation nommée existe." #: doc/classes/SpriteFrames.xml msgid "Removes the given animation." @@ -58063,19 +58549,21 @@ msgstr "Supprime l'image sélectionnée de l'animation." #: doc/classes/SpriteFrames.xml msgid "Changes the animation's name to [code]newname[/code]." -msgstr "" +msgstr "Change le nom de l'animation par [code]newname[/code]." #: doc/classes/SpriteFrames.xml msgid "If [code]true[/code], the animation will loop." -msgstr "" +msgstr "Si [code]true[/code], l'animation bouclera." #: doc/classes/SpriteFrames.xml msgid "Sets the texture of the given frame." -msgstr "" +msgstr "Définit la texture de la trame spécifiée." #: doc/classes/SpriteFrames.xml msgid "Compatibility property, always equals to an empty array." msgstr "" +"Une propriété pour maintenir la compatibilité, mais toujours égal à un " +"tableau vide." #: doc/classes/StaticBody.xml msgid "Static body for 3D physics." @@ -58157,23 +58645,23 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets a signed 16-bit value from the stream." -msgstr "" +msgstr "Obtenir une valeur 16 bits signée depuis le flux." #: doc/classes/StreamPeer.xml msgid "Gets a signed 32-bit value from the stream." -msgstr "" +msgstr "Obtenir une valeur 32 bits signée depuis le flux." #: doc/classes/StreamPeer.xml msgid "Gets a signed 64-bit value from the stream." -msgstr "" +msgstr "Obtenir une valeur 64 bits signée depuis le flux." #: doc/classes/StreamPeer.xml msgid "Gets a signed byte from the stream." -msgstr "" +msgstr "Récupérer un octet signé depuis le flux." #: doc/classes/StreamPeer.xml msgid "Returns the amount of bytes this [StreamPeer] has available." -msgstr "" +msgstr "Retourne le nombre d'octets que ce [StreamPeer] a de disponible." #: doc/classes/StreamPeer.xml msgid "" @@ -58186,11 +58674,11 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets a double-precision float from the stream." -msgstr "" +msgstr "Récupérer un flottant à double-précision depuis le flux." #: doc/classes/StreamPeer.xml msgid "Gets a single-precision float from the stream." -msgstr "" +msgstr "Récupérer un flottant à simple précision depuis le flux." #: doc/classes/StreamPeer.xml msgid "" @@ -58210,19 +58698,19 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets an unsigned 16-bit value from the stream." -msgstr "" +msgstr "Obtenir une valeur 16 bits non signée depuis le flux." #: doc/classes/StreamPeer.xml msgid "Gets an unsigned 32-bit value from the stream." -msgstr "" +msgstr "Obtenir une valeur 32 bits non signée depuis le flux." #: doc/classes/StreamPeer.xml msgid "Gets an unsigned 64-bit value from the stream." -msgstr "" +msgstr "Obtenir une valeur 64 bits non signée depuis le flux." #: doc/classes/StreamPeer.xml msgid "Gets an unsigned byte from the stream." -msgstr "" +msgstr "Récupérer un octet non signé depuis le flux." #: doc/classes/StreamPeer.xml msgid "" @@ -58255,7 +58743,7 @@ msgstr "Ajoute une valeur de 64 bits dans le flux." #: doc/classes/StreamPeer.xml msgid "Puts a signed byte into the stream." -msgstr "" +msgstr "Ajoute un octet signé dans le flux." #: doc/classes/StreamPeer.xml msgid "" @@ -58266,11 +58754,11 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "Puts a double-precision float into the stream." -msgstr "" +msgstr "Ajouter un flottant double précision dans le flux." #: doc/classes/StreamPeer.xml msgid "Puts a single-precision float into the stream." -msgstr "" +msgstr "Ajouter un flottant single précision dans le flux." #: doc/classes/StreamPeer.xml msgid "" @@ -58305,7 +58793,7 @@ msgstr "Ajoute une valeur de 64 bits non signée dans le flux." #: doc/classes/StreamPeer.xml msgid "Puts an unsigned byte into the stream." -msgstr "" +msgstr "Ajouter un octet non signé dans le flux." #: doc/classes/StreamPeer.xml msgid "" @@ -58347,7 +58835,7 @@ msgstr "" #: doc/classes/StreamPeerBuffer.xml msgid "Clears the [member data_array] and resets the cursor." -msgstr "" +msgstr "Efface le [member data_array] et rétablit le curseur." #: doc/classes/StreamPeerBuffer.xml msgid "" @@ -58359,9 +58847,8 @@ msgid "Returns the current cursor position." msgstr "Retourne la position actuelle du curseur." #: doc/classes/StreamPeerBuffer.xml -#, fuzzy msgid "Returns the size of [member data_array]." -msgstr "Renvoie le sinus du paramètre." +msgstr "Retourne la taille de [member data_array]." #: doc/classes/StreamPeerBuffer.xml msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor." @@ -58417,11 +58904,11 @@ msgstr "" #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] that is disconnected." -msgstr "" +msgstr "Le status représentant un [StreamPeerSSL] qui est déconnecté." #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] during handshaking." -msgstr "" +msgstr "Le status représentant un [StreamPeerSSL] durant la poignée de main." #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] that is connected to a host." @@ -58429,7 +58916,7 @@ msgstr "" #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] in error state." -msgstr "" +msgstr "Un status représentant un état d'erreur du [StreamPeerSSL]." #: doc/classes/StreamPeerSSL.xml msgid "" @@ -58456,15 +58943,15 @@ msgstr "" #: doc/classes/StreamPeerTCP.xml msgid "Returns the IP of this peer." -msgstr "" +msgstr "Retourne l'adresse IP de ce pair." #: doc/classes/StreamPeerTCP.xml msgid "Returns the port of this peer." -msgstr "" +msgstr "Retourne le port de ce pair." #: doc/classes/StreamPeerTCP.xml msgid "Returns the status of the connection, see [enum Status]." -msgstr "" +msgstr "Retourne le status de la connexion, voir [enum Status]." #: doc/classes/StreamPeerTCP.xml #, fuzzy @@ -58491,18 +58978,20 @@ msgid "" "The initial status of the [StreamPeerTCP]. This is also the status after " "disconnecting." msgstr "" +"Le status initial du [StreamPeerTCP]. C'est aussi le status après la " +"déconnexion." #: doc/classes/StreamPeerTCP.xml msgid "A status representing a [StreamPeerTCP] that is connecting to a host." -msgstr "" +msgstr "Un status représentant un [StreamPeerTCP] qui se connecte un à hôte." #: doc/classes/StreamPeerTCP.xml msgid "A status representing a [StreamPeerTCP] that is connected to a host." -msgstr "" +msgstr "Un status représentant un [StreamPeerTCP] qui est connecté un à hôte." #: doc/classes/StreamPeerTCP.xml msgid "A status representing a [StreamPeerTCP] in error state." -msgstr "" +msgstr "Un status représentant un état d'erreur du [StreamPeerTCP]." #: doc/classes/StreamTexture.xml msgid "A [code].stex[/code] texture." @@ -58510,19 +58999,19 @@ msgstr "Une texture [code].stex [/code]." #: doc/classes/StreamTexture.xml msgid "A texture that is loaded from a [code].stex[/code] file." -msgstr "" +msgstr "Une texture qui est chargée depuis un fichier [code].stex[/code]." #: doc/classes/StreamTexture.xml msgid "Loads the texture from the given path." -msgstr "" +msgstr "Charge la texture à l'emplacement spécifié." #: doc/classes/StreamTexture.xml msgid "The StreamTexture's file path to a [code].stex[/code] file." -msgstr "" +msgstr "Le chemin du fichier StreamTexture en [code].stex[/code]." #: doc/classes/String.xml msgid "Built-in string class." -msgstr "Classe de chaîne de caractères intégrée." +msgstr "Classe intégrée de chaîne de caractères." #: doc/classes/String.xml msgid "" @@ -58617,48 +59106,44 @@ msgid "Constructs a new String from the given [Array]." msgstr "Construit une nouvelle chaîne de caractères à partir du [Array] donné." #: doc/classes/String.xml -#, fuzzy msgid "Constructs a new String from the given [PoolByteArray]." msgstr "" -"Construit une nouvelle chaîne de caractères à partir du [PackedByteArray] " +"Construit une nouvelle chaîne de caractères à partir du [PoolByteArray] " "donné." #: doc/classes/String.xml -#, fuzzy msgid "Constructs a new String from the given [PoolIntArray]." -msgstr "Construit une nouvelle chaîne de caractères à partir du [Array] donné." +msgstr "" +"Construit une nouvelle chaîne de caractères à partir du [PoolIntArray] donné." #: doc/classes/String.xml -#, fuzzy msgid "Constructs a new String from the given [PoolRealArray]." -msgstr "Construit une nouvelle chaîne de caractères à partir du [Array] donné." +msgstr "" +"Construit une nouvelle chaîne de caractères à partir du [PoolRealArray] " +"donné." #: doc/classes/String.xml -#, fuzzy msgid "Constructs a new String from the given [PoolStringArray]." msgstr "" -"Construit une nouvelle chaîne de caractères à partir du [PackedStringArray] " +"Construit une nouvelle chaîne de caractères à partir du [PoolStringArray] " "donné." #: doc/classes/String.xml -#, fuzzy msgid "Constructs a new String from the given [PoolVector2Array]." msgstr "" -"Construit une nouvelle chaîne de caractères à partir du [PackedVector2Array] " +"Construit une nouvelle chaîne de caractères à partir du [PoolVector2Array] " "donné." #: doc/classes/String.xml -#, fuzzy msgid "Constructs a new String from the given [PoolVector3Array]." msgstr "" -"Construit une nouvelle chaîne de caractères à partir du [PackedVector3Array] " +"Construit une nouvelle chaîne de caractères à partir du [PoolVector3Array] " "donné." #: doc/classes/String.xml -#, fuzzy msgid "Constructs a new String from the given [PoolColorArray]." msgstr "" -"Construit une nouvelle chaîne de caractères à partir du [PackedColorArray] " +"Construit une nouvelle chaîne de caractères à partir du [PoolColorArray] " "donné." #: doc/classes/String.xml @@ -58675,15 +59160,19 @@ msgid "" "print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n" "[/codeblock]" msgstr "" +"Retourne un tableau contenant les « bigrams » (paires de lettres " +"consécutives) de cette chaîne de caractères.\n" +"[codeblock]\n" +"print(\"Bigrams\".bigrams()) # Affiche \"[Bi, ig, gr, ra, am, ms]\"\n" +"[/codeblock]" #: doc/classes/String.xml -#, fuzzy msgid "" "Returns a copy of the string with special characters escaped using the C " "language standard." msgstr "" -"Renvoie une copie de la chaîne de caractères avec des caractères spéciaux " -"échappés en utilisant le standard du langage C." +"Renvoie une copie de la chaîne de caractères avec les caractères spéciaux " +"échappés suivant le standard du langage C." #: doc/classes/String.xml msgid "" @@ -58827,6 +59316,8 @@ msgstr "" #: doc/classes/String.xml msgid "If the string is a valid file path, returns the base directory name." msgstr "" +"Si le chaine de caractères est un chemin valide, retourne le nom du dossier " +"à la base." #: doc/classes/String.xml msgid "" @@ -58943,6 +59434,8 @@ msgid "" "Returns a copy of the string with the substring [code]what[/code] inserted " "at the given position." msgstr "" +"Retourne une copie de la chaîne de caractères avec la sous-chaîne " +"[code]what[/code] inséré à la position spécifiée." #: doc/classes/String.xml msgid "" @@ -58967,6 +59460,8 @@ msgid "" "Returns [code]true[/code] if this string is a subsequence of the given " "string, without considering case." msgstr "" +"Retourne [code]true[/code] si une chaîne de caractères est une sous-séquence " +"de la chaîne donnée, en ignorant les différences de casse." #: doc/classes/String.xml msgid "" @@ -58983,7 +59478,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -59058,7 +59552,7 @@ msgstr "" #: doc/classes/String.xml msgid "Returns the string's amount of characters." -msgstr "" +msgstr "Retourne le nombre de caractères de cette chaine de caractères." #: doc/classes/String.xml msgid "" @@ -59141,23 +59635,29 @@ msgstr "" #: doc/classes/String.xml msgid "Returns the character code at position [code]at[/code]." -msgstr "" +msgstr "Retourne le code du caractère à la position [code]at[/code]." #: doc/classes/String.xml msgid "" "Formats a number to have an exact number of [code]digits[/code] after the " "decimal point." msgstr "" +"Formate un nombre pour avoir exactement le nombre [code]digits[/code] de " +"chiffres après la virgule." #: doc/classes/String.xml msgid "" "Formats a number to have an exact number of [code]digits[/code] before the " "decimal point." msgstr "" +"Formate un nombre pour avoir exactement le nombre [code]digits[/code] de " +"chiffres avant la virgule." #: doc/classes/String.xml msgid "Decode a percent-encoded string. See [method percent_encode]." msgstr "" +"Décode une chaine de caractères codée avec des pourcent. Voir [method " +"percent_encode]." #: doc/classes/String.xml msgid "" @@ -59177,34 +59677,48 @@ msgid "" "Returns original string repeated a number of times. The number of " "repetitions is given by the argument." msgstr "" +"Retourne la chaine d'origine répétée un certain nombre de fois. Ce nombre de " +"répétitions est donné en argument." #: doc/classes/String.xml +#, fuzzy msgid "" "Replaces occurrences of a case-sensitive substring with the given one inside " "the string." msgstr "" +"Remplacer les occurrences d'une sous-chaine sensible à la casse avec l'autre " +"donnée." #: doc/classes/String.xml +#, fuzzy msgid "" "Replaces occurrences of a case-insensitive substring with the given one " "inside the string." msgstr "" +"Remplacer les occurrences d'une sous-chaine insensible à la casse avec " +"l'autre donnée." #: doc/classes/String.xml msgid "" "Performs a case-sensitive search for a substring, but starts from the end of " "the string instead of the beginning." msgstr "" +"Lance la recherche d'une sous-chaine sensible à la casse, en commençant " +"depuis la fin de la chaine plutôt que le début." #: doc/classes/String.xml msgid "" "Performs a case-insensitive search for a substring, but starts from the end " "of the string instead of the beginning." msgstr "" +"Lance la recherche d'une sous-chaine insensible à la casse, en commençant " +"depuis la fin de la chaine plutôt que le début." #: doc/classes/String.xml msgid "Returns the right side of the string from a given position." msgstr "" +"Retourne toute la partie droite de la chaine de caractère après la position " +"donnée." #: doc/classes/String.xml msgid "" @@ -59238,25 +59752,33 @@ msgstr "" #: doc/classes/String.xml msgid "Returns the SHA-1 hash of the string as an array of bytes." msgstr "" +"Retourne le hachage SHA-1 de la chaine de caractères sous forme de tableau " +"d'octets." #: doc/classes/String.xml msgid "Returns the SHA-1 hash of the string as a string." msgstr "" +"Retourne le hachage SHA-1 de la chaine de caractères sous forme de chaine de " +"caractères." #: doc/classes/String.xml msgid "Returns the SHA-256 hash of the string as an array of bytes." msgstr "" +"Retourne le hachage SHA-256 de la chaine de caractères sous forme de tableau " +"d'octets." #: doc/classes/String.xml msgid "Returns the SHA-256 hash of the string as a string." msgstr "" +"Retourne le hachage SHA-256 de la chaine de caractères sous forme de chaine " +"de caractères." #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -59452,7 +59974,7 @@ msgstr "" #: doc/classes/StyleBox.xml msgid "Returns the size of this [StyleBox] without the margins." -msgstr "" +msgstr "Retourne la taille de cette [StyleBox] sans les marges." #: doc/classes/StyleBox.xml msgid "" @@ -59462,7 +59984,7 @@ msgstr "" #: doc/classes/StyleBox.xml msgid "Returns the default value of the specified [enum Margin]." -msgstr "" +msgstr "Retourne la valeur de défaut de la [enum Margin] spécifiée." #: doc/classes/StyleBox.xml msgid "" @@ -59536,11 +60058,11 @@ msgstr "" #: doc/classes/StyleBoxEmpty.xml msgid "Empty stylebox (does not display anything)." -msgstr "" +msgstr "Stylebox vide (n'affiche rien)." #: doc/classes/StyleBoxEmpty.xml msgid "Empty stylebox (really does not display anything)." -msgstr "" +msgstr "Stylebox vide (n'affiche vraiment rien)." #: doc/classes/StyleBoxFlat.xml msgid "" @@ -59660,7 +60182,7 @@ msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "The background color of the stylebox." -msgstr "" +msgstr "La couleur d'arrière-plan de la stylebox." #: doc/classes/StyleBoxFlat.xml msgid "If [code]true[/code], the border will fade into the background color." @@ -59668,23 +60190,23 @@ msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Sets the color of the border." -msgstr "" +msgstr "Définit la couleur de la bordure." #: doc/classes/StyleBoxFlat.xml msgid "Border width for the bottom border." -msgstr "" +msgstr "L'épaisseur de la bordure du bas." #: doc/classes/StyleBoxFlat.xml msgid "Border width for the left border." -msgstr "" +msgstr "L'épaisseur de la bordure de gauche." #: doc/classes/StyleBoxFlat.xml msgid "Border width for the right border." -msgstr "" +msgstr "L'épaisseur de la bordure de droite." #: doc/classes/StyleBoxFlat.xml msgid "Border width for the top border." -msgstr "" +msgstr "L'épaisseur de la bordure du haut." #: doc/classes/StyleBoxFlat.xml msgid "" @@ -59771,7 +60293,7 @@ msgstr "La taille de l'ombre en pixels." #: doc/classes/StyleBoxLine.xml msgid "[StyleBox] that displays a single line." -msgstr "" +msgstr "Une [StyleBox] qui n'affiche qu'une seule ligne." #: doc/classes/StyleBoxLine.xml msgid "" @@ -59936,7 +60458,7 @@ msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "Emitted when the stylebox's texture is changed." -msgstr "" +msgstr "Émis quand la texture du stylebox a changé." #: doc/classes/StyleBoxTexture.xml msgid "" @@ -60108,7 +60630,7 @@ msgstr "" #: doc/classes/SurfaceTool.xml msgid "Creates a vertex array from an existing [Mesh]." -msgstr "" +msgstr "Crée un tableau de sommets depuis un [Mesh] existant." #: doc/classes/SurfaceTool.xml msgid "" @@ -60146,7 +60668,7 @@ msgstr "" #: doc/classes/SurfaceTool.xml msgid "Sets [Material] to be used by the [Mesh] you are constructing." -msgstr "" +msgstr "Définit le [Material] à utiliser pour le [Mesh] qui vous construisez." #: doc/classes/TabContainer.xml msgid "Tabbed container." @@ -60165,7 +60687,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "Returns the child [Control] node located at the active tab index." -msgstr "" +msgstr "Retourne le nœud [Control] enfant dans l'onglet actif." #: doc/classes/TabContainer.xml msgid "" @@ -60178,7 +60700,7 @@ msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Returns the previously active tab index." -msgstr "" +msgstr "Retourne l'index de l'onglet précédemment actif." #: doc/classes/TabContainer.xml msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]." @@ -60447,7 +60969,7 @@ msgstr "" #: doc/classes/Tabs.xml msgid "Returns tab [Rect2] with local position and size." -msgstr "" +msgstr "Retourne l'onglet [Rect2] avec la position et la taille locales." #: doc/classes/Tabs.xml #, fuzzy @@ -60464,12 +60986,14 @@ msgstr "Déplace un onglet de [code]from[/code] à [code]to[/code]." #: doc/classes/Tabs.xml msgid "Removes the tab at index [code]tab_idx[/code]." -msgstr "" +msgstr "Retire l'onglet à la position [code]tab_idx[/code]." #: doc/classes/Tabs.xml msgid "" "If [code]true[/code], enables selecting a tab with the right mouse button." msgstr "" +"Si [code]true[/code], active la possibilité de sélectionner les onglets avec " +"le clic droit." #: doc/classes/Tabs.xml msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]." @@ -60516,7 +61040,7 @@ msgstr "" #: doc/classes/Tabs.xml msgid "Emitted when a tab is right-clicked." -msgstr "" +msgstr "Émis quand un onglet a été cliqué-droit." #: doc/classes/Tabs.xml msgid "Emitted when a tab is clicked, even if it is the current tab." @@ -60524,7 +61048,7 @@ msgstr "" #: doc/classes/Tabs.xml msgid "Emitted when a tab is closed." -msgstr "" +msgstr "Émis quant un onglet est fermé." #: doc/classes/Tabs.xml msgid "Emitted when a tab is hovered by the mouse." @@ -60718,9 +61242,8 @@ msgid "Returns an array containing the line number of each breakpoint." msgstr "Retourne la liste du numéro de ligne de chaque point d'arrêt." #: doc/classes/TextEdit.xml -#, fuzzy msgid "Returns the [Color] of the specified [code]keyword[/code]." -msgstr "Retourne la position du point à l'index [code]point[/code]." +msgstr "Retourne la [Color] du mot-clé [code]keyword[/code] donné." #: doc/classes/TextEdit.xml msgid "Returns the text of a specific line." @@ -60790,10 +61313,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "Retourne la colonne de début de sélection." - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "Retourne la ligne de début de sélection." @@ -60802,10 +61321,6 @@ msgid "Returns the text inside the selection." msgstr "Retourne le texte de la sélection." #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "Retourne la colonne de fin de sélection." - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "Retourne la ligne de fin de sélection." @@ -60857,11 +61372,11 @@ msgid "Returns whether the line at the specified index is hidden or not." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy msgid "" "Returns [code]true[/code] when the specified [code]line[/code] is bookmarked." msgstr "" -"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active." +"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est en " +"marque-page." #: doc/classes/TextEdit.xml #, fuzzy @@ -60949,7 +61464,7 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the text for a specific line." -msgstr "" +msgstr "Définit le texte pour la ligne spécifiée." #: doc/classes/TextEdit.xml msgid "" @@ -60957,6 +61472,10 @@ msgid "" "the bookmark if [code]bookmark[/code] is false.\n" "Bookmarks are shown in the [member breakpoint_gutter]." msgstr "" +"Ajoute un marque-page pour la ligne [code]line[/code] si [code]bookmark[/" +"code] est [code]true[/code]. Supprime le marque-page si [code]bookmark[/" +"code] est [code]false[/code].\n" +"Les marque-pages sont affichés dans [member breakpoint_gutter]." #: doc/classes/TextEdit.xml msgid "" @@ -60985,7 +61504,7 @@ msgstr "Effectuer une opération d'annulation." #: doc/classes/TextEdit.xml msgid "Unfolds the given line, if folded." -msgstr "" +msgstr "Développe la ligne spécifiée, si réduite." #: doc/classes/TextEdit.xml msgid "" @@ -60994,13 +61513,12 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy msgid "If [code]true[/code], the bookmark gutter is visible." -msgstr "Si [code]true[/code], les titres des colonnes sont visibles." +msgstr "Si [code]true[/code], le bandeau des marque-pages est visible." #: doc/classes/TextEdit.xml msgid "If [code]true[/code], the breakpoint gutter is visible." -msgstr "" +msgstr "Si [code]true[/code], le bandeau des points d'arrêt est visible." #: doc/classes/TextEdit.xml msgid "" @@ -61052,6 +61570,7 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "If [code]true[/code], the line containing the cursor is highlighted." msgstr "" +"Si [code]true[/code], la ligne contenant le curseur de texte est surlignée." #: doc/classes/TextEdit.xml msgid "" @@ -61061,7 +61580,7 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "The width, in pixels, of the minimap." -msgstr "" +msgstr "La largeur, en pixels, de la mini-carte." #: doc/classes/TextEdit.xml msgid "" @@ -61195,6 +61714,8 @@ msgid "" "Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to " "be enabled." msgstr "" +"Définit la [Color] du marque-page. Pour cela, [member syntax_highlighting] " +"doit être actif." #: doc/classes/TextEdit.xml msgid "" @@ -61220,7 +61741,7 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the [Color] of marked text." -msgstr "" +msgstr "Définit la [Color] du texte marqué." #: doc/classes/TextEdit.xml msgid "Sets the highlight [Color] of text selections." @@ -61252,6 +61773,7 @@ msgstr "Définit la [StyleBox] pour ce [TextEdit]." msgid "" "Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled." msgstr "" +"Définit le [StyleBox] de ce [TextEdit] quand [member readonly] est activé." #: doc/classes/Texture.xml msgid "Texture for 2D and 3D." @@ -61293,6 +61815,8 @@ msgid "" "Returns an [Image] that is a copy of data from this [Texture]. [Image]s can " "be accessed and manipulated directly." msgstr "" +"Retourne une [Image] qui est une copie des données de cette [Texture]. Les " +"[Image] peuvent être accédées et manipulées directement." #: doc/classes/Texture.xml msgid "Returns the texture height." @@ -61328,6 +61852,8 @@ msgid "" "Generates mipmaps, which are smaller versions of the same texture to use " "when zoomed out, keeping the aspect ratio." msgstr "" +"Génère les mipmaps, qui sont des versions plus petites de la même texture " +"utilisées lors de zoom arrière, gardant le même aspect." #: doc/classes/Texture.xml msgid "" @@ -61485,9 +62011,9 @@ msgstr "" "disabled]." #: doc/classes/TextureButton.xml -#, fuzzy msgid "Texture to display when the node has mouse or keyboard focus." -msgstr "Texture à afficher lorsque le nœud cible la souris ou le clavier." +msgstr "" +"Texture à afficher lorsque le nœud a le focus de la souris ou du clavier." #: doc/classes/TextureButton.xml msgid "Texture to display when the mouse hovers the node." @@ -61550,7 +62076,7 @@ msgstr "" #: doc/classes/TextureLayered.xml msgid "Base class for 3D texture types." -msgstr "" +msgstr "La classe de base pour toutes les textures 3D." #: doc/classes/TextureLayered.xml msgid "" @@ -61611,7 +62137,7 @@ msgstr "" #: doc/classes/TextureLayered.xml msgid "Specifies which [enum Flags] apply to this texture." -msgstr "" +msgstr "Définir quels [enum Flags] s'appliquent à cette texture." #: doc/classes/TextureLayered.xml msgid "" @@ -61622,6 +62148,7 @@ msgstr "" #: doc/classes/TextureLayered.xml msgid "Default flags for [Texture3D]. [constant FLAG_FILTER] is enabled." msgstr "" +"Les options par défaut des [Texture3D]. [constant FLAG_FILTER] est activé." #: doc/classes/TextureLayered.xml msgid "Texture will generate mipmaps on creation." @@ -61697,15 +62224,15 @@ msgstr "" #: doc/classes/TextureProgress.xml msgid "The width of the 9-patch's left column." -msgstr "" +msgstr "La largeur de la colonne gauche du 9-patch." #: doc/classes/TextureProgress.xml msgid "The width of the 9-patch's right column." -msgstr "" +msgstr "La largeur de la colonne droite du 9-patch." #: doc/classes/TextureProgress.xml msgid "The height of the 9-patch's top row." -msgstr "" +msgstr "La hauteur de la colonne du haut du 9-patch." #: doc/classes/TextureProgress.xml msgid "" @@ -61865,6 +62392,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "Efface toutes les valeurs de ce thème." @@ -62160,6 +62695,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -62389,7 +62931,7 @@ msgstr "" #: doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "Using Tilemaps" -msgstr "" +msgstr "Utiliser les tilemaps" #: doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "2D Hexagonal Demo" @@ -62682,7 +63224,7 @@ msgstr "Le [TileSet] assigné." #: doc/classes/TileMap.xml msgid "Emitted when a tilemap setting has changed." -msgstr "" +msgstr "Émis quand les préférences du catalogue de tuiles a changé." #: doc/classes/TileMap.xml msgid "Returned when a cell doesn't exist." @@ -62702,23 +63244,23 @@ msgstr "Mode d’orientation personnalisé." #: doc/classes/TileMap.xml msgid "Half offset on the X coordinate." -msgstr "Demi-décalage sur la coordonnée X." +msgstr "Le demi-décalage selon l'axe X." #: doc/classes/TileMap.xml msgid "Half offset on the Y coordinate." -msgstr "Demi-décalage sur la coordonnée Y." +msgstr "Le demi-décalage selon l'axe Y." #: doc/classes/TileMap.xml msgid "Half offset disabled." -msgstr "Demi-décalage désactivé." +msgstr "Le demi-décalage est désactivé." #: doc/classes/TileMap.xml msgid "Half offset on the X coordinate (negative)." -msgstr "" +msgstr "Le demi-décalage selon l'axe X (négatif)." #: doc/classes/TileMap.xml msgid "Half offset on the Y coordinate (negative)." -msgstr "" +msgstr "Le demi-décalage selon l'axe Y (négatif)." #: doc/classes/TileMap.xml msgid "Tile origin at its top-left corner." @@ -62880,11 +63422,11 @@ msgstr "Efface toutes les tuiles." #: doc/classes/TileSet.xml msgid "Creates a new tile with the given ID." -msgstr "" +msgstr "Crée une nouvelle tuile avec l'identifiant donné." #: doc/classes/TileSet.xml msgid "Returns the first tile matching the given name." -msgstr "" +msgstr "Retourne la première tuile qui correspond au nom donné." #: doc/classes/TileSet.xml msgid "" @@ -62895,6 +63437,8 @@ msgstr "" #: doc/classes/TileSet.xml msgid "Returns an array of all currently used tile IDs." msgstr "" +"Retourne la liste des identifiants de toutes les tuiles actuellement " +"utilisées." #: doc/classes/TileSet.xml msgid "Removes the given tile ID." @@ -62922,11 +63466,11 @@ msgstr "Retourne le nom de la tuile." #: doc/classes/TileSet.xml msgid "Returns the navigation polygon of the tile." -msgstr "" +msgstr "Retourne le polygone de navigation de la tuile." #: doc/classes/TileSet.xml msgid "Returns the offset of the tile's navigation polygon." -msgstr "" +msgstr "Retourne le décalage du polygone de navigation de la tuile." #: doc/classes/TileSet.xml msgid "Returns the tile's normal map texture." @@ -62946,7 +63490,7 @@ msgstr "" #: doc/classes/TileSet.xml msgid "Returns the number of shapes assigned to a tile." -msgstr "" +msgstr "Retourne le nombre de formes assignées à une tuile." #: doc/classes/TileSet.xml msgid "Returns the offset of a tile's shape." @@ -62981,11 +63525,11 @@ msgstr "Retourne la texture de la tuile." #: doc/classes/TileSet.xml msgid "Returns the texture offset of the tile." -msgstr "" +msgstr "Retourne le décalage de la texture de la tuile." #: doc/classes/TileSet.xml msgid "Returns the tile's [enum TileMode]." -msgstr "" +msgstr "Retourne le [enum TileMode] de la tuile." #: doc/classes/TileSet.xml msgid "Returns the tile's Z index (drawing layer)." @@ -63052,7 +63596,7 @@ msgstr "" #: doc/classes/TileSet.xml msgid "Sets a [Transform2D] on a tile's shape." -msgstr "" +msgstr "Définit la [Transform2D] de la forme de la tuile." #: doc/classes/TileSet.xml msgid "Sets an array of shapes for the tile, enabling collision." @@ -63068,7 +63612,7 @@ msgstr "Définit le décalage de texture de la tuile." #: doc/classes/TileSet.xml msgid "Sets the tile's [enum TileMode]." -msgstr "" +msgstr "Définit le [enum TileMode] de la tuile." #: doc/classes/TileSet.xml msgid "Sets the tile's drawing index." @@ -63128,7 +63672,7 @@ msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)." -msgstr "" +msgstr "Convertit l'horodatage Unix au format de date ISO 8601 (AAAA-MM-JJ)." #: doc/classes/Time.xml msgid "" @@ -63241,7 +63785,7 @@ msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)." -msgstr "" +msgstr "Convertit l'horodatage Unix au format d'heure ISO 8601 (HH:MM:SS)." #: doc/classes/Time.xml msgid "" @@ -63386,7 +63930,7 @@ msgstr "" #: doc/classes/Timer.xml msgid "Returns [code]true[/code] if the timer is stopped." -msgstr "" +msgstr "Retourne [code]true[/code] si le minuteur est arrêté." #: doc/classes/Timer.xml msgid "" @@ -63477,9 +64021,8 @@ msgid "Default text [Color] of the [ToolButton]." msgstr "Le [StyleBox] par défaut pour le [ToolButton]." #: doc/classes/ToolButton.xml -#, fuzzy msgid "Text [Color] used when the [ToolButton] is disabled." -msgstr "Icône à afficher lorsque le [CheckButton] est coché et désactivé." +msgstr "La [Color] du texte utilisée quand le [ToolButton] est désactivé." #: doc/classes/ToolButton.xml msgid "" @@ -63493,11 +64036,11 @@ msgstr "" #: doc/classes/ToolButton.xml msgid "Text [Color] used when the [ToolButton] is being hovered." -msgstr "La [Color] du texte utilisé quand un [ToolButton] est survolé." +msgstr "La [Color] du texte utilisée quand le [ToolButton] est survolé." #: doc/classes/ToolButton.xml msgid "Text [Color] used when the [ToolButton] is being pressed." -msgstr "La [Color] du texte utilisé quand un [ToolButton] est appuyé." +msgstr "La [Color] du texte utilisée quand le [ToolButton] est appuyé." #: doc/classes/ToolButton.xml msgid "The horizontal space between [ToolButton]'s icon and text." @@ -63508,11 +64051,8 @@ msgid "[Font] of the [ToolButton]'s text." msgstr "La [Font] du texte du [ToolButton]." #: doc/classes/ToolButton.xml -#, fuzzy msgid "[StyleBox] used when the [ToolButton] is disabled." -msgstr "" -"Le [StyleBox] qui s'affiche en arrière-plan lorsque l'on appuie sur le " -"[CheckButton]." +msgstr "La [StyleBox] utilisée quand le [ToolButton] est désactivé." #: doc/classes/ToolButton.xml msgid "" @@ -63523,15 +64063,15 @@ msgstr "" #: doc/classes/ToolButton.xml msgid "[StyleBox] used when the [ToolButton] is being hovered." -msgstr "Le [StyleBox] utilisé quand le [CheckButton] est survolé." +msgstr "La [StyleBox] utilisée quand le [CheckButton] est survolé." #: doc/classes/ToolButton.xml msgid "Default [StyleBox] for the [ToolButton]." -msgstr "Le [StyleBox] par défaut pour le [ToolButton]." +msgstr "La [StyleBox] par défaut pour le [ToolButton]." #: doc/classes/ToolButton.xml msgid "[StyleBox] used when the [ToolButton] is being pressed." -msgstr "Le [StyleBox] utilisé quand le [CheckButton] est appuyé." +msgstr "La [StyleBox] utilisée quand le [CheckButton] est appuyé." #: doc/classes/TouchScreenButton.xml msgid "Button for touch screen devices for gameplay use." @@ -63569,7 +64109,7 @@ msgstr "Le masque binaire du bouton." #: doc/classes/TouchScreenButton.xml msgid "The button's texture for the normal state." -msgstr "" +msgstr "La texture du bouton pour l'état normal." #: doc/classes/TouchScreenButton.xml msgid "" @@ -63581,7 +64121,7 @@ msgstr "" #: doc/classes/TouchScreenButton.xml msgid "The button's texture for the pressed state." -msgstr "" +msgstr "La texture du bouton pour l'état appuyé." #: doc/classes/TouchScreenButton.xml msgid "The button's shape." @@ -63595,7 +64135,7 @@ msgstr "" #: doc/classes/TouchScreenButton.xml msgid "If [code]true[/code], the button's shape is visible." -msgstr "" +msgstr "Si [code]true[/code], la forme du bouton est visible." #: doc/classes/TouchScreenButton.xml msgid "" @@ -63606,11 +64146,11 @@ msgstr "" #: doc/classes/TouchScreenButton.xml msgid "Emitted when the button is pressed (down)." -msgstr "" +msgstr "Émis quand le bouton est pressé." #: doc/classes/TouchScreenButton.xml msgid "Emitted when the button is released (up)." -msgstr "" +msgstr "Émis quand le bouton est relâché." #: doc/classes/TouchScreenButton.xml msgid "Always visible." @@ -63641,16 +64181,14 @@ msgid "" msgstr "" #: doc/classes/Transform.xml -#, fuzzy msgid "Constructs a Transform from a [Basis] and [Vector3]." msgstr "" -"Construit une nouvelle chaîne de caractères à partir du [Vector3] donné." +"Construit une Transform à partir de la [Basis] et du [Vector3] (la position) " +"donnés." #: doc/classes/Transform.xml -#, fuzzy msgid "Constructs a Transform from a [Transform2D]." -msgstr "" -"Construit une nouvelle chaîne de caractères à partir du [Transform2D] donné." +msgstr "Construit une Transform à partir de la [Transform2D] donnée." #: doc/classes/Transform.xml msgid "" @@ -63829,7 +64367,6 @@ msgid "Returns the transform's origin (translation)." msgstr "Retourne l’origine de la transformation (position)." #: doc/classes/Transform2D.xml -#, fuzzy msgid "Returns the transform's rotation (in radians)." msgstr "Retourne la rotation du transform (en radians)." @@ -63973,7 +64510,7 @@ msgstr "" #: doc/classes/TranslationServer.xml msgid "Removes the given translation from the server." -msgstr "" +msgstr "Retire la translation donnée du serveur." #: doc/classes/TranslationServer.xml msgid "" @@ -63990,7 +64527,7 @@ msgstr "Retourne la traduction du langage actuel pour le message (clé) donnée. #: doc/classes/Tree.xml msgid "Control to show a tree of items." -msgstr "" +msgstr "Un contrôle pour afficher l'arborescence d'éléments." #: doc/classes/Tree.xml msgid "" @@ -64019,7 +64556,7 @@ msgstr "" #: doc/classes/Tree.xml msgid "Clears the tree. This removes all items." -msgstr "" +msgstr "Efface l'arborescence. Cela retire tous les éléments." #: doc/classes/Tree.xml msgid "" @@ -64097,9 +64634,8 @@ msgid "" msgstr "" #: doc/classes/Tree.xml -#, fuzzy msgid "Returns the column for the currently edited item." -msgstr "Renvoyez le port IP de l’hôte actuellement connecté." +msgstr "Retourne la colonne de l'élément actuellement modifié." #: doc/classes/Tree.xml msgid "" @@ -64211,11 +64747,11 @@ msgstr "" #: doc/classes/Tree.xml msgid "If [code]true[/code], the folding arrow is hidden." -msgstr "" +msgstr "Si [code]true[/code], la flèche de réduction est masquée." #: doc/classes/Tree.xml msgid "If [code]true[/code], the tree's root is hidden." -msgstr "" +msgstr "Si [code]true[/code], la racine de l'arborescence est masquée." #: doc/classes/Tree.xml msgid "" @@ -64236,7 +64772,7 @@ msgstr "Émis lorsqu’une cellule est sélectionnée." #: doc/classes/Tree.xml msgid "Emitted when a column's title is pressed." -msgstr "" +msgstr "Émis quand le titre d'une colonne est appuyé." #: doc/classes/Tree.xml msgid "" @@ -64258,7 +64794,7 @@ msgstr "" #: doc/classes/Tree.xml msgid "Emitted when an item's label is double-clicked." -msgstr "" +msgstr "Émis quand la label d'un élément est double-cliqué." #: doc/classes/Tree.xml msgid "Emitted when an item is collapsed by a click on the folding arrow." @@ -64272,7 +64808,7 @@ msgstr "" #: doc/classes/Tree.xml msgid "Emitted when an item's icon is double-clicked." -msgstr "" +msgstr "Émis quand l'icône d'un élément est double-cliqué." #: doc/classes/Tree.xml msgid "Emitted when an item is edited." @@ -64280,11 +64816,12 @@ msgstr "Émis lors de la modification d’un élément." #: doc/classes/Tree.xml msgid "Emitted when an item is edited using the right mouse button." -msgstr "" +msgstr "Émis quand un élément est modifié avec le bouton droit de la souris." #: doc/classes/Tree.xml msgid "Emitted when an item is selected with the right mouse button." msgstr "" +"Émis quand un élément est sélectionné avec le bouton droit de la souris." #: doc/classes/Tree.xml msgid "Emitted when an item is selected." @@ -64295,6 +64832,8 @@ msgid "" "Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is " "[constant SELECT_MULTI]." msgstr "" +"Émis au lieu de [code]item_selected[/code] si [code]select_mode[/code] est " +"[constant SELECT_MULTI]." #: doc/classes/Tree.xml msgid "Emitted when a left mouse button click does not select any item." @@ -64359,6 +64898,8 @@ msgid "" "Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" +"La [Color] du texte pour le mode de cellule [constant TreeItem." +"CELL_MODE_CUSTOM] quand survolé." #: doc/classes/Tree.xml msgid "" @@ -64372,7 +64913,7 @@ msgstr "[Color] de la ligne directrice." #: doc/classes/Tree.xml msgid "[Color] of the relationship lines." -msgstr "" +msgstr "La [Color] des lignes de lien." #: doc/classes/Tree.xml msgid "Default text [Color] of the title button." @@ -64380,7 +64921,7 @@ msgstr "La [Color] par défaut du titre du bouton." #: doc/classes/Tree.xml msgid "The horizontal space between each button in a cell." -msgstr "" +msgstr "L'espacement horizontal entre chaque bouton dans la cellule." #: doc/classes/Tree.xml msgid "" @@ -64428,7 +64969,7 @@ msgstr "[Font] du texte du bouton de titre." #: doc/classes/Tree.xml msgid "The arrow icon used when a foldable item is not collapsed." -msgstr "" +msgstr "L'icône de la flèche utilisée quand un élément n'est pas réduit." #: doc/classes/Tree.xml msgid "The arrow icon used when a foldable item is collapsed." @@ -64451,12 +64992,16 @@ msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is unchecked." msgstr "" +"L'icône de la coche à afficher quand la cellule en mode [constant TreeItem." +"CELL_MODE_CHECK] n'est pas cochée." #: doc/classes/Tree.xml msgid "" "The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " "mode cell." msgstr "" +"L'icône de la flèche haut-bas à afficher quand la cellule en mode [constant " +"TreeItem.CELL_MODE_CHECK]." #: doc/classes/Tree.xml msgid "" @@ -64474,16 +65019,19 @@ msgstr "Le [StyleBox] utilisé quand un bouton dans l'arborescence est appuyé." #: doc/classes/Tree.xml msgid "[StyleBox] used for the cursor, when the [Tree] is being focused." -msgstr "" +msgstr "Le [StyleBox] utilisé pour le curseur, quand le [Tree] a le focus." #: doc/classes/Tree.xml msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused." msgstr "" +"Le [StyleBox] utilisé pour le curseur, quand le [Tree] n'a pas le focus." #: doc/classes/Tree.xml msgid "" "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." msgstr "" +"La [StyleBox] par défaut pour la cellule en mode [constant TreeItem." +"CELL_MODE_CUSTOM]." #: doc/classes/Tree.xml msgid "" @@ -64505,27 +65053,30 @@ msgstr "" msgid "" "[StyleBox] for the selected items, used when the [Tree] is not being focused." msgstr "" +"La [StyleBox] pour les éléments sélectionnés, quand le [Tree] n'est pas en " +"focus." #: doc/classes/Tree.xml msgid "" "[StyleBox] for the selected items, used when the [Tree] is being focused." msgstr "" +"La [StyleBox] pour les éléments sélectionnés, quand le [Tree] est en focus." #: doc/classes/Tree.xml msgid "[StyleBox] used when the title button is being hovered." -msgstr "" +msgstr "La [StyleBox] utilisée quand le titre du bouton est survolé." #: doc/classes/Tree.xml msgid "Default [StyleBox] for the title button." -msgstr "" +msgstr "La [StyleBox] par défaut pour le titre du bouton." #: doc/classes/Tree.xml msgid "[StyleBox] used when the title button is being pressed." -msgstr "" +msgstr "La [StyleBox] utilisée quand le titre du bouton est appuyé." #: doc/classes/TreeItem.xml msgid "Control for a single item inside a [Tree]." -msgstr "" +msgstr "Le contrôle pour un seul élément à l'intérieur du [Tree]." #: doc/classes/TreeItem.xml msgid "" @@ -64586,9 +65137,8 @@ msgstr "" "est préssé. Voir [enum JoyButtonList]." #: doc/classes/TreeItem.xml -#, fuzzy msgid "Returns the number of buttons in column [code]column[/code]." -msgstr "Sélectionne la colonne [code]column[/code]." +msgstr "Retourne le nombre de boutons dans la colonne [code]column[/code]." #: doc/classes/TreeItem.xml #, fuzzy @@ -64604,6 +65154,8 @@ msgid "" "Returns the tooltip string for the button at index [code]button_idx[/code] " "in column [code]column[/code]." msgstr "" +"Retourne le texte de l'infobulle pour le bouton à la position " +"[code]button_idx[/code] dans la colonne [code]column[/code]." #: doc/classes/TreeItem.xml #, fuzzy @@ -64688,7 +65240,7 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the value of a [constant CELL_MODE_RANGE] column." -msgstr "" +msgstr "Retourne la valeur d'une colonne [constant CELL_MODE_RANGE]." #: doc/classes/TreeItem.xml msgid "" @@ -64698,7 +65250,7 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "Gets the suffix string shown after the column value." -msgstr "" +msgstr "Retourne le suffixe affiché après la valeur de la colonne." #: doc/classes/TreeItem.xml msgid "Returns the given column's text." @@ -64717,6 +65269,8 @@ msgid "" "Returns [code]true[/code] if the button at index [code]button_idx[/code] for " "the given column is disabled." msgstr "" +"Retourne [code]true[/code] si le bouton à la position [code]button_idx[/" +"code] pour la colonne donnée est désactivé." #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if the given column is checked." @@ -64730,10 +65284,14 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is selectable." msgstr "" +"Retourne [code]true[/code] si la colonne [code]column[/code] peut être " +"sélectionnée." #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is selected." msgstr "" +"Retourne [code]true[/code] si la colonne [code]column[/code] est " +"sélectionnée." #: doc/classes/TreeItem.xml msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy." @@ -64767,6 +65325,8 @@ msgid "" "If [code]true[/code], disables the button at index [code]button_idx[/code] " "in column [code]column[/code]." msgstr "" +"Si [code]true[/code], désactive le bouton à la position [code]button_idx[/" +"code] dans la colonne [code]column[/code]." #: doc/classes/TreeItem.xml msgid "" @@ -64776,7 +65336,7 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "If [code]true[/code], the column [code]column[/code] is checked." -msgstr "" +msgstr "Si [code]true[/code], la colonne [code]column[/code] est cochée." #: doc/classes/TreeItem.xml msgid "" @@ -64804,6 +65364,8 @@ msgstr "Si [code]true[/code], la colonne [code]column[/code] est modifiable." msgid "" "If [code]true[/code], column [code]column[/code] is expanded to the right." msgstr "" +"Si [code]true[/code], la colonne [code]column[/code] s’élargit vers la " +"droite." #: doc/classes/TreeItem.xml msgid "Sets the given column's icon [Texture]." @@ -64811,11 +65373,12 @@ msgstr "Définit la [Texture] d'icône pour la colonne donnée." #: doc/classes/TreeItem.xml msgid "Sets the given column's icon's maximum width." -msgstr "" +msgstr "Définit la largeur maximale de l'icône de la colonne donnée." #: doc/classes/TreeItem.xml msgid "Modulates the given column's icon with [code]modulate[/code]." msgstr "" +"Module l'icône de la colonne donnée avec la couleur [code]modulate[/code]." #: doc/classes/TreeItem.xml msgid "Sets the given column's icon's texture region." @@ -64830,7 +65393,7 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "Sets the value of a [constant CELL_MODE_RANGE] column." -msgstr "" +msgstr "Définit la valeur d'une colonne [constant CELL_MODE_RANGE]." #: doc/classes/TreeItem.xml msgid "" @@ -64874,7 +65437,7 @@ msgstr "La hauteur minimale personnalisée." #: doc/classes/TreeItem.xml msgid "If [code]true[/code], folding is disabled for this TreeItem." -msgstr "" +msgstr "Si [code]true[/code], la réduction est désactivée pour ce TreeItem." #: doc/classes/TreeItem.xml msgid "Cell contains a string." @@ -65068,7 +65631,7 @@ msgstr "Continuer d'animer tous les tweens arrêtés." #: doc/classes/Tween.xml msgid "Sets the interpolation to the given [code]time[/code] in seconds." -msgstr "" +msgstr "Définit l'interpolation au moment [code]time[/code] en secondes." #: doc/classes/Tween.xml msgid "" @@ -65116,7 +65679,7 @@ msgstr "" #: doc/classes/Tween.xml msgid "Returns the current time of the tween." -msgstr "" +msgstr "Retourne le temps actuel du tween." #: doc/classes/Tween.xml msgid "The tween's animation process thread. See [enum TweenProcessMode]." @@ -65148,15 +65711,16 @@ msgstr "Émis quand un tween démarre." #: doc/classes/Tween.xml msgid "Emitted at each step of the animation." -msgstr "" +msgstr "Émis à chaque étape de l'animation." #: doc/classes/Tween.xml msgid "The tween updates with the [code]_physics_process[/code] callback." msgstr "" +"Le tween se met à jour lors de l'appel à [code]_physics_process[/code]." #: doc/classes/Tween.xml msgid "The tween updates with the [code]_process[/code] callback." -msgstr "" +msgstr "Le tween se met à jour lors de l'appel à [code]_process[/code]." #: doc/classes/Tween.xml msgid "The animation is interpolated linearly." @@ -65170,22 +65734,27 @@ msgstr "L'animation est interpolée à l'aide d'une fonction sinusoïdale." msgid "" "The animation is interpolated with a quintic (to the power of 5) function." msgstr "" +"L'animation est interpolée avec une fonction quintique (à la puissance 5)." #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quartic (to the power of 4) function." msgstr "" +"L'animation est interpolée avec une fonction quartique (à la puissance 4)." #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quadratic (to the power of 2) function." msgstr "" +"L'animation est interpolée avec une fonction quadratique (à la puissance 2)." #: doc/classes/Tween.xml msgid "" "The animation is interpolated with an exponential (to the power of x) " "function." msgstr "" +"L'animation est interpolée avec une fonction exponentielle (à la puissance " +"x)." #: doc/classes/Tween.xml msgid "" @@ -65196,14 +65765,15 @@ msgstr "" msgid "" "The animation is interpolated with a cubic (to the power of 3) function." msgstr "" +"L'animation est interpolée avec une fonction cubique (à la puissance 3)." #: doc/classes/Tween.xml msgid "The animation is interpolated with a function using square roots." -msgstr "" +msgstr "L'animation est interpolée avec la fonction de racine carrée." #: doc/classes/Tween.xml msgid "The animation is interpolated by bouncing at the end." -msgstr "" +msgstr "L'animation est interpolée en rebondissant à la fin." #: doc/classes/Tween.xml msgid "The animation is interpolated backing out at ends." @@ -65211,27 +65781,31 @@ msgstr "L’animation est interpolée en reculant aux extrémités." #: doc/classes/Tween.xml msgid "The interpolation starts slowly and speeds up towards the end." -msgstr "" +msgstr "L'interpolation démarre lentement puis s'accélère à la fin." #: doc/classes/Tween.xml msgid "The interpolation starts quickly and slows down towards the end." -msgstr "" +msgstr "L'interpolation démarre rapidement puis ralentit à la fin." #: doc/classes/Tween.xml msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is slowest at both ends." msgstr "" +"Une combinaison de [constant EASE_IN] et de [constant EASE_OUT]. " +"L'interpolation est plus lente au début et à la fin." #: doc/classes/Tween.xml msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is fastest at both ends." msgstr "" +"Une combinaison de [constant EASE_IN] et de [constant EASE_OUT]. " +"L'interpolation est plus rapide au début et à la fin." #: doc/classes/UDPServer.xml msgid "Helper class to implement a UDP server." -msgstr "" +msgstr "Une classe d'aide pour implémenter un serveur UDP." #: doc/classes/UDPServer.xml msgid "" @@ -65346,6 +65920,8 @@ msgstr "" #: doc/classes/UndoRedo.xml msgid "Helper to manage undo/redo operations in the editor or custom tools." msgstr "" +"Un aide pour gérer les opérations d'annulation/refaire dans l'éditeur ou les " +"outils personnalisés." #: doc/classes/UndoRedo.xml msgid "" @@ -65389,7 +65965,7 @@ msgstr "" #: doc/classes/UndoRedo.xml msgid "Register a property value change for \"do\"." -msgstr "" +msgstr "Enregistre un changement de valeur de propriété pour \"annuler\"." #: doc/classes/UndoRedo.xml msgid "" @@ -65404,7 +65980,7 @@ msgstr "" #: doc/classes/UndoRedo.xml msgid "Register a property value change for \"undo\"." -msgstr "" +msgstr "Enregistre un changement de valeur de propriété pour \"refaire\"." #: doc/classes/UndoRedo.xml msgid "" @@ -65438,7 +66014,7 @@ msgstr "" #: doc/classes/UndoRedo.xml msgid "Gets the name of the current action." -msgstr "" +msgstr "Récupère le nom de l'action actuelle." #: doc/classes/UndoRedo.xml msgid "" @@ -65464,11 +66040,14 @@ msgstr "Annule la dernière action." #: doc/classes/UndoRedo.xml msgid "Called when [method undo] or [method redo] was called." -msgstr "" +msgstr "Appelé quand [method undo] ou [method redo] sont appelés." #: doc/classes/UndoRedo.xml +#, fuzzy msgid "Makes \"do\"/\"undo\" operations stay in separate actions." msgstr "" +"Définit les opérations \"annuler\"/\"refaire\" utilisant des actions " +"séparées." #: doc/classes/UndoRedo.xml msgid "" @@ -65479,7 +66058,7 @@ msgstr "" #: doc/classes/UndoRedo.xml msgid "Makes subsequent actions with the same name be merged into one." -msgstr "" +msgstr "Fusionne les actions suivantes avec le même nom dans une seule." #: modules/upnp/doc_classes/UPNP.xml msgid "UPNP network functions." @@ -65594,10 +66173,11 @@ msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Returns the [UPNPDevice] at the given [code]index[/code]." msgstr "" +"Retourne l'appareil [UPNPDevice] à la position [code]index[/code] donnée." #: modules/upnp/doc_classes/UPNP.xml msgid "Returns the number of discovered [UPNPDevice]s." -msgstr "" +msgstr "Retourne le nombre de [UPNPDevice] découverts." #: modules/upnp/doc_classes/UPNP.xml msgid "" @@ -65615,6 +66195,7 @@ msgstr "" msgid "" "Removes the device at [code]index[/code] from the list of discovered devices." msgstr "" +"Retire l'appareil à [code]index[/code] de la liste des appareils découverts." #: modules/upnp/doc_classes/UPNP.xml msgid "" @@ -65625,6 +66206,8 @@ msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery." msgstr "" +"Si [code]true[/code], l'IPv6 est utilisée pour la découverte des " +"[UPNPDevice]." #: modules/upnp/doc_classes/UPNP.xml msgid "" @@ -65852,7 +66435,7 @@ msgstr "La réponse retournée ne contenait pas d’URL." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Not a valid IGD." -msgstr "" +msgstr "Ce n'est pas un IGD valide." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Disconnected." @@ -65872,7 +66455,7 @@ msgstr "Erreur d’allocation de mémoire." #: doc/classes/Variant.xml msgid "The most important data type in Godot." -msgstr "" +msgstr "Le plus important type de donnée dans Godot." #: doc/classes/Variant.xml msgid "" @@ -66090,7 +66673,7 @@ msgstr "" #: doc/classes/Vector2.xml msgid "Returns the distance between this vector and [code]to[/code]." -msgstr "" +msgstr "Retourne la distance entre ce vecteur et [code]to[/code]." #: doc/classes/Vector2.xml msgid "" @@ -66121,11 +66704,12 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" "Returns [code]true[/code] if the vector is normalized, [code]false[/code] " "otherwise." -msgstr "Retourne [code]true[/code] si le vecteur est normalisé, et faux sinon." +msgstr "" +"Retourne [code]true[/code] si le vecteur est normalisé, et [code]false[/" +"code] sinon." #: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy @@ -66195,6 +66779,8 @@ msgid "" "Returns the vector rotated by [code]phi[/code] radians. See also [method " "@GDScript.deg2rad]." msgstr "" +"Retourne le vecteur pivoté par [code]phi[/code] en radians. Voir aussi " +"[method @GDScript.deg2rad]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy @@ -66275,19 +66861,23 @@ msgstr "" #: doc/classes/Vector2.xml msgid "Left unit vector. Represents the direction of left." -msgstr "" +msgstr "Le vecteur unitaire gauche. Représente la direction vers la gauche." #: doc/classes/Vector2.xml msgid "Right unit vector. Represents the direction of right." -msgstr "" +msgstr "Le vecteur unitaire droit. Représente la direction vers la droite." #: doc/classes/Vector2.xml msgid "Up unit vector. Y is down in 2D, so this vector points -Y." msgstr "" +"Le vecteur unitaire vers le haut. Y représente le bas en 2D, donc ce vecteur " +"pointe vers -Y." #: doc/classes/Vector2.xml msgid "Down unit vector. Y is down in 2D, so this vector points +Y." msgstr "" +"Le vecteur unitaire vers le bas. Y représente le bas en 2D, donc ce vecteur " +"pointe vers +Y." #: doc/classes/Vector3.xml msgid "Vector used for 3D math." @@ -66307,13 +66897,12 @@ msgid "Returns a Vector3 with the given components." msgstr "Retourne un Vector3 avec les coordonnées spécifiées." #: doc/classes/Vector3.xml -#, fuzzy msgid "Returns the unsigned minimum angle to the given vector, in radians." -msgstr "Renvoie le reste de deux vecteurs." +msgstr "Retourne l'angle non signé minimum avec le vecteur donné, en radians." #: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." -msgstr "Calcule le produit vectoriel de ce vecteur et[code]b[/code]." +msgstr "Calcule le produit vectoriel de ce vecteur et de [code]b[/code]." #: doc/classes/Vector3.xml msgid "" @@ -66325,7 +66914,7 @@ msgstr "" #: doc/classes/Vector3.xml msgid "Returns the distance between this vector and [code]b[/code]." -msgstr "" +msgstr "Retourne la distance entre ce vecteur et [code]b[/code]." #: doc/classes/Vector3.xml msgid "" @@ -66347,6 +66936,8 @@ msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" +"Retourne l'inverse du vecteur. Ça correspond à [code]Vector3( 1.0 / v.x, " +"1.0 / v.y, 1.0 / v.z )[/code]." #: doc/classes/Vector3.xml msgid "" @@ -66552,6 +67143,7 @@ msgstr "" #: doc/classes/VehicleWheel.xml msgid "Returns [code]true[/code] if this wheel is in contact with a surface." msgstr "" +"Retourne [code]true[/code] si cette roue est en contact avec une surface." #: doc/classes/VehicleWheel.xml msgid "" @@ -66793,6 +67385,7 @@ msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "Returns the video file handled by this [VideoStreamGDNative]." msgstr "" +"Retourne le fichier vidéo pris en charge pour ce [VideoStreamGDNative]." #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "" @@ -66890,7 +67483,7 @@ msgstr "Démo pour la 3D dans la 2D" #: doc/classes/Viewport.xml msgid "Screen Capture Demo" -msgstr "" +msgstr "Démo de capture d'écran" #: doc/classes/Viewport.xml msgid "Dynamic Split Screen Demo" @@ -66964,6 +67557,7 @@ msgstr "Retourne le RID de la caméra depuis le [VisualServer]." #: doc/classes/Viewport.xml msgid "Returns the visible rectangle in global screen coordinates." msgstr "" +"Retourne le rectangle de visibilité à l'écran dans les coordonnées globales." #: doc/classes/Viewport.xml msgid "" @@ -66977,9 +67571,8 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen." msgstr "Retourne [code]true[/code] si la colonne donnée est cochée." #: doc/classes/Viewport.xml -#, fuzzy msgid "Returns [code]true[/code] if the drag operation is successful." -msgstr "Retourne [code]true[/code] si la sélection est active." +msgstr "Retourne [code]true[/code] si l'opération de déposer-glisser a réussi." #: doc/classes/Viewport.xml msgid "" @@ -66988,11 +67581,12 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -#, fuzzy msgid "" "Returns [code]true[/code] if the size override is enabled. See [method " "set_size_override]." -msgstr "Retourne [code]true[/code] si le vecteur est normalisé, et faux sinon." +msgstr "" +"Retourne [code]true[/code] si la taille a été surchargée. Voir [method " +"set_size_override]." #: doc/classes/Viewport.xml msgid "" @@ -67025,7 +67619,7 @@ msgstr "" #: doc/classes/Viewport.xml msgid "Forces update of the 2D and 3D worlds." -msgstr "" +msgstr "Force la mise à jour des mondes 2D et 3D." #: doc/classes/Viewport.xml msgid "" @@ -67091,9 +67685,10 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -#, fuzzy msgid "If [code]true[/code], the viewport will not receive input events." -msgstr "Si [code]true[/code], la texture sera centrée." +msgstr "" +"Si [code]true[/code], la fenêtre d'affichage ne recevra pas les événements " +"d'entrée." #: doc/classes/Viewport.xml msgid "" @@ -67134,13 +67729,12 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -#, fuzzy msgid "" "If [code]true[/code], the viewport will use [World] defined in [code]world[/" "code] property." msgstr "" -"Retourne [code]true[/code] si la chaîne de caractères est vide, ou " -"[code]false[/code] le cas échéant." +"Si [code]true[/code], la fenêtre d'affichage utilisera le [World] défini par " +"la propriété [code]world[/code]." #: doc/classes/Viewport.xml msgid "" @@ -67254,10 +67848,12 @@ msgstr "Une constante [Transform], qui peut être utilisée comme nœud d’entr #: doc/classes/Viewport.xml msgid "The custom [World2D] which can be used as 2D environment source." msgstr "" +"Le [World3D] personnalisé qui peut être utilisé comme source pour " +"l'environnement 2D." #: doc/classes/Viewport.xml msgid "Emitted when a Control node grabs keyboard focus." -msgstr "" +msgstr "Émis quand un nœud de Control obtient le focus du clavier." #: doc/classes/Viewport.xml msgid "" @@ -67280,9 +67876,8 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -#, fuzzy msgid "Always update the render target." -msgstr "Mettez toujours à jour la cible de rendu." +msgstr "Met toujours à jour la cible de rendu." #: doc/classes/Viewport.xml msgid "This quadrant will not be used." @@ -67321,6 +67916,7 @@ msgstr "" #: doc/classes/Viewport.xml msgid "Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum." msgstr "" +"Représente la taille de l'énumération [enum ShadowAtlasQuadrantSubdiv]." #: doc/classes/Viewport.xml msgid "Amount of objects in frame." @@ -67354,7 +67950,7 @@ msgstr "Quantité d’objets dans le cadre." #: doc/classes/Viewport.xml msgid "Represents the size of the [enum RenderInfo] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum RenderInfo]." #: doc/classes/Viewport.xml msgid "Objects are displayed normally." @@ -67391,12 +67987,16 @@ msgid "" "Use 8x Multisample Antialiasing. Likely unsupported on low-end and older " "hardware." msgstr "" +"Utilisez l'anticrénelage multi-échantillons 8x. Sans doute pas supporté sur " +"les anciens appareils ou ceux peu puissants." #: doc/classes/Viewport.xml msgid "" "Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end " "hardware." msgstr "" +"Utilisez l'anticrénelage multi-échantillons 8x. Sans doute pas supporté sur " +"les appareils peu et moyennement puissants." #: doc/classes/Viewport.xml msgid "" @@ -67428,7 +68028,7 @@ msgstr "" #: doc/classes/Viewport.xml msgid "Always clear the render target before drawing." -msgstr "" +msgstr "Toujours effacer la cible de rendu avant d'y dessiner." #: doc/classes/Viewport.xml msgid "Never clear the render target." @@ -67439,6 +68039,8 @@ msgid "" "Clear the render target next frame, then switch to [constant " "CLEAR_MODE_NEVER]." msgstr "" +"Nettoie la cible de rendu pour la trame suivante, puis passe en [constant " +"CLEAR_MODE_NEVER]." #: doc/classes/ViewportContainer.xml msgid "Control for holding [Viewport]s." @@ -67454,10 +68056,10 @@ msgid "" msgstr "" #: doc/classes/ViewportContainer.xml -#, fuzzy msgid "" "If [code]true[/code], the viewport will be scaled to the control's size." -msgstr "Si [code]true[/code], la frontière de la ligne sera anti-aliasée." +msgstr "" +"Si [code]true[/code], la fenêtre d'affichage utilisera la taille du contrôle." #: doc/classes/ViewportContainer.xml msgid "" @@ -67472,7 +68074,7 @@ msgstr "" #: doc/classes/ViewportTexture.xml msgid "Texture which displays the content of a [Viewport]." -msgstr "" +msgstr "La texture qui affiche le contenu du [Viewport]." #: doc/classes/ViewportTexture.xml msgid "" @@ -67491,6 +68093,7 @@ msgstr "" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "Enables certain nodes only when approximately visible." msgstr "" +"Active certains nœuds uniquement quand il est approximativement visible." #: doc/classes/VisibilityEnabler.xml msgid "" @@ -67759,7 +68362,7 @@ msgstr "" #: doc/classes/VisualInstance.xml msgid "Enables a particular layer in [member layers]." -msgstr "" +msgstr "Active un claque spécifique dans [member layers]." #: doc/classes/VisualInstance.xml msgid "" @@ -67784,7 +68387,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a custom signal with the specified name to the VisualScript." -msgstr "" +msgstr "Ajoute un signal personnalisé avec le nom spécifié au VisualScript." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a function with the specified name to the VisualScript." @@ -67807,19 +68410,19 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the count of a custom signal's arguments." -msgstr "" +msgstr "Récupère le nombre d'arguments du signal personnalisé." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the name of a custom signal's argument." -msgstr "" +msgstr "Récupère le nom de l'argument du signal personnalisé." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the type of a custom signal's argument." -msgstr "" +msgstr "Récupère le type de l'argument du signal personnalisé." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a specific custom signal's argument." -msgstr "" +msgstr "Supprime l'argument spécifié du signal personnalisé." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Rename a custom signal's argument." @@ -67827,7 +68430,7 @@ msgstr "Renommer l'argument d'un signal personnalisé." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the type of a custom signal's argument." -msgstr "" +msgstr "Change le type de l'argument du signal personnalisé." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Swap two of the arguments of a custom signal." @@ -67863,7 +68466,7 @@ msgstr "Retourne la position du nœud en pixels." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns the default (initial) value of a variable." -msgstr "" +msgstr "Retourne la valeur par défaut (initiale) de la variable." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a variable is exported." @@ -67901,7 +68504,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a custom signal with the given name." -msgstr "" +msgstr "Supprime un signal personnalisé avec le nom donné." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a specific function and its nodes from the script." @@ -67913,11 +68516,11 @@ msgstr "Supprimez un nœud spécifique." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a variable with the given name." -msgstr "" +msgstr "Retirer une variable avec le nom donné." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the name of a custom signal." -msgstr "" +msgstr "Change le nom d'un signal personnalisé." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the name of a function." @@ -67947,19 +68550,19 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Set the base type of the script." -msgstr "" +msgstr "Définit le type de base du script." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Position a node on the screen." -msgstr "" +msgstr "Positionne un nœud à l'écran." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the default (initial) value of a variable." -msgstr "" +msgstr "Modifie la valeur par défaut (initiale) d'un variable." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change whether a variable is exported." -msgstr "" +msgstr "Modifie quand une variable est exportée." #: modules/visual_script/doc_classes/VisualScript.xml msgid "" @@ -67986,7 +68589,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "The name of the constant to return." -msgstr "" +msgstr "Le nom de la constante à retourner." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "A Visual Script node used to call built-in functions." @@ -68005,27 +68608,27 @@ msgstr "La fonction à exécuter." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the sine of the input." -msgstr "" +msgstr "Retourne le sinus de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the cosine of the input." -msgstr "" +msgstr "Retourne le cosinus de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the tangent of the input." -msgstr "" +msgstr "Retourne la tangent de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the hyperbolic sine of the input." -msgstr "" +msgstr "Retourne le sinus hyperbolique de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the hyperbolic cosine of the input." -msgstr "" +msgstr "Retourne le cosinus hyperbolique de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the hyperbolic tangent of the input." -msgstr "" +msgstr "Retourne la tangent hyperbolique de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the arc sine of the input." @@ -68047,7 +68650,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the square root of the input." -msgstr "" +msgstr "Retourne la racine carrée de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" @@ -68071,11 +68674,11 @@ msgstr "Retourner la saisie arrondie au chiffre supérieur." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input rounded to the nearest integer." -msgstr "" +msgstr "Retourne l'entrée arrondie à l'entier le plus proche." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the absolute value of the input." -msgstr "" +msgstr "Retourne la valeur absolue de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" @@ -68085,7 +68688,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input raised to a given power." -msgstr "" +msgstr "Retourne l'entrée à la puissance donnée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" @@ -68223,7 +68826,7 @@ msgstr "Retourne la puissance de 2 la plus proche de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Create a [WeakRef] from the input." -msgstr "" +msgstr "Crée une référence faible [WeakRef] de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Create a [FuncRef] from the input." @@ -68388,7 +68991,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstant.xml msgid "Gets a contant's value." -msgstr "" +msgstr "Obtenir la valeur de la constante." #: modules/visual_script/doc_classes/VisualScriptConstant.xml msgid "" @@ -68438,11 +69041,12 @@ msgid "Return the count of input value ports." msgstr "Renvoie le nombre de ports de valeur d’entrée." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml -#, fuzzy msgid "" "Return the specified input port's hint. See the [enum @GlobalScope." "PropertyHint] hints." -msgstr "Renvoie le nom du port d'entrée spécifié." +msgstr "" +"Retourne l'indice du port d'entrée spécifié. Voir les indices dans [enum " +"@GlobalScope.PropertyHint]." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the specified input port's hint string." @@ -68677,9 +69281,8 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml -#, fuzzy msgid "The name of the function to be called." -msgstr "La fonction à exécuter." +msgstr "Le nom de la fonction à appeler." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml @@ -68715,7 +69318,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called on this [Object]." -msgstr "" +msgstr "La méthode sera appelée sur cet [Object]." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called on the given [Node] in the scene tree." @@ -68730,10 +69333,11 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called on a GDScript basic type (e.g. [Vector2])." msgstr "" +"Cette méthode sera appelée sur un type de base GDScript (ex. [Vector2])." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called on a singleton." -msgstr "" +msgstr "La méthode sera appelée sur une instance unique." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called locally." @@ -68758,9 +69362,8 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml -#, fuzzy msgid "A Visual Script node representing a function state." -msgstr "Un nœud Visual Script utilisé pour annoter le script." +msgstr "Un nœud Visual Script représentant l'état d'une fonction." #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml msgid "" @@ -68842,23 +69445,20 @@ msgid "[code]True[/code] if action is pressed." msgstr "Si [code]true[/code], l'action est pressée." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml -#, fuzzy msgid "[code]True[/code] if action is released (i.e. not pressed)." -msgstr "[code]true[/code] (vrai) si c'est l'interface principale." +msgstr "[code]True[/code] si l'action est relâchée (non appuyée)." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml -#, fuzzy msgid "[code]True[/code] on the frame the action was pressed." -msgstr "Si [code]true[/code], le GraphNode est sélectionné." +msgstr "[code]True[/code] lors de la trame où l'action était appuyée." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml -#, fuzzy msgid "[code]True[/code] on the frame the action was released." -msgstr "Si [code]true[/code], le GraphNode est sélectionné." +msgstr "[code]True[/code] lors de la trame où l'action était relâchée." #: modules/visual_script/doc_classes/VisualScriptIterator.xml msgid "Steps through items in a given input." -msgstr "" +msgstr "Fait défiler les éléments de l'entrée spécifiée." #: modules/visual_script/doc_classes/VisualScriptIterator.xml msgid "" @@ -69045,7 +69645,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "Change the default value of a given port." -msgstr "" +msgstr "Modifier la valeur par défaut du port spécifié." #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "Emitted when the available input/output ports are changed." @@ -69161,9 +69761,8 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml -#, fuzzy msgid "The property will be retrieved from this [Object]." -msgstr "Émis lorsqu'une interface est supprimée." +msgstr "La propriété sera récupérée depuis cet [Object]." #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #, fuzzy @@ -69181,6 +69780,8 @@ msgstr "" msgid "" "The property will be retrieved from a GDScript basic type (e.g. [Vector2])." msgstr "" +"Cette propriété sera récupérée depuis un type de base GDScript (ex. " +"[Vector2])." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy @@ -69220,9 +69821,8 @@ msgid "" msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml -#, fuzzy msgid "The property will be set on this [Object]." -msgstr "La propriété est coché dans l'inspecteur de l'éditeur." +msgstr "La propriété sera définie dans cet [Object]." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy @@ -69238,6 +69838,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "The property will be set on a GDScript basic type (e.g. [Vector2])." msgstr "" +"Cette propriété sera définie depuis un type de base GDScript (ex. [Vector2])." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "The property will be assigned regularly." @@ -69247,24 +69848,31 @@ msgstr "La propriété sera assignée régulièrement." msgid "" "The value will be added to the property. Equivalent of doing [code]+=[/code]." msgstr "" +"Cette valeur sera ajouté à la propriété. Ça revient à faire [code]+=[/code]." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The value will be subtracted from the property. Equivalent of doing [code]-" "=[/code]." msgstr "" +"Cette valeur sera retirée de la propriété. Ça revient à faire [code]-=[/" +"code]." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be multiplied by the value. Equivalent of doing [code]*=[/" "code]." msgstr "" +"Cette propriété sera multipliée par la valeur. Ça revient à faire [code]*=[/" +"code]." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be divided by the value. Equivalent of doing [code]/=[/" "code]." msgstr "" +"Cette propriété sera divisée par la valeur. Ça revient à faire [code]/=[/" +"code]." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" @@ -69304,7 +69912,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptReturn.xml msgid "Exits a function and returns an optional value." -msgstr "" +msgstr "Quitte une fonction et peut retourner une valeur optionnelle." #: modules/visual_script/doc_classes/VisualScriptReturn.xml msgid "" @@ -69320,6 +69928,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptReturn.xml msgid "If [code]true[/code], the [code]return[/code] input port is available." msgstr "" +"Si [code]true[/code], le port d'entrée du [code]return[/code] est disponible." #: modules/visual_script/doc_classes/VisualScriptReturn.xml msgid "The return value's data type." @@ -69340,12 +69949,11 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml msgid "The node's path in the scene tree." -msgstr "" +msgstr "Le chemin du nœud dans l'arborescence de la scène." #: modules/visual_script/doc_classes/VisualScriptSceneTree.xml -#, fuzzy msgid "A Visual Script node for accessing [SceneTree] methods." -msgstr "Un nœud Visual Script utilisé pour annoter le script." +msgstr "Un nœud de Visual Script pour accéder aux méthodes du [SceneTree]." #: modules/visual_script/doc_classes/VisualScriptSelect.xml msgid "Chooses between two input values." @@ -69368,7 +69976,7 @@ msgstr "Le type des variables d'entrée." #: modules/visual_script/doc_classes/VisualScriptSelf.xml msgid "Outputs a reference to the current instance." -msgstr "" +msgstr "Produit une référence de l'actuelle instance." #: modules/visual_script/doc_classes/VisualScriptSelf.xml msgid "" @@ -69400,9 +70008,8 @@ msgid "The number of steps in the sequence." msgstr "Nombre d’étapes de la séquence." #: modules/visual_script/doc_classes/VisualScriptSubCall.xml -#, fuzzy msgid "Calls a method called [code]_subcall[/code] in this object." -msgstr "Appelle [method bake] avec [code]create_visual_debug[/code] activé." +msgstr "Appelle la méthode nommée [code]_subcall[/code] sur cet objet." #: modules/visual_script/doc_classes/VisualScriptSubCall.xml msgid "" @@ -69525,7 +70132,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "The time to wait when [member mode] is set to [constant YIELD_WAIT]." -msgstr "" +msgstr "La durée à attendre quand [member mode] est à [constant YIELD_WAIT]." #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "Yields during an idle frame." @@ -69549,6 +70156,8 @@ msgid "" "[VisualScriptYieldSignal] will pause the function execution until the " "provided signal is emitted." msgstr "" +"[VisualScriptYieldSignal] mettra l'exécution de la fonction en pause jusqu'à " +"ce que le signal spécifié soit émis." #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "" @@ -69562,7 +70171,7 @@ msgstr "Le nom du signal à attendre." #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "A signal from this [Object] will be used." -msgstr "" +msgstr "Un signal depuis cet [Object] sera utilisé." #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "A signal from the given [Node] in the scene tree will be used." @@ -69736,7 +70345,7 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Adds a polygon to the [CanvasItem]'s draw commands." -msgstr "" +msgstr "Ajouter un polygone aux commandes de dessin du [CanvasItem]." #: doc/classes/VisualServer.xml msgid "" @@ -69746,11 +70355,11 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Adds a primitive to the [CanvasItem]'s draw commands." -msgstr "" +msgstr "Ajouter une primitive aux commandes de dessin du [CanvasItem]." #: doc/classes/VisualServer.xml msgid "Adds a rectangle to the [CanvasItem]'s draw commands." -msgstr "" +msgstr "Ajouter un rectangle aux commandes de dessin du [CanvasItem]." #: doc/classes/VisualServer.xml msgid "" @@ -69796,16 +70405,15 @@ msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets clipping for the [CanvasItem]." -msgstr "Définit la coupure du [CanvasItem]." +msgstr "Définit la coupure pour le [CanvasItem]." #: doc/classes/VisualServer.xml msgid "Sets the [CanvasItem] to copy a rect to the backbuffer." msgstr "" #: doc/classes/VisualServer.xml -#, fuzzy msgid "Defines a custom drawing rectangle for the [CanvasItem]." -msgstr "Définit l’index du [CanvasItem]." +msgstr "Définit un rectangle personnalisé à dessiner sur le [CanvasItem]." #: doc/classes/VisualServer.xml msgid "" @@ -69815,7 +70423,7 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Sets [CanvasItem] to be drawn behind its parent." -msgstr "" +msgstr "Définit le [CanvasItem] comme étant dessiné derrière son parent." #: doc/classes/VisualServer.xml msgid "Sets the index for the [CanvasItem]." @@ -69830,7 +70438,7 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a new material to the [CanvasItem]." -msgstr "" +msgstr "Définit un nouveau matériau pour le [CanvasItem]." #: doc/classes/VisualServer.xml msgid "Sets the color that modulates the [CanvasItem] and its children." @@ -69845,6 +70453,7 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the color that modulates the [CanvasItem] without children." msgstr "" +"Définit la couleur qui module le [CanvasItem] sans affecter ses enfants." #: doc/classes/VisualServer.xml msgid "Sets if [CanvasItem]'s children should be sorted by y-position." @@ -69856,7 +70465,7 @@ msgstr "Définit la [Transform2D] du [CanvasItem]." #: doc/classes/VisualServer.xml msgid "Sets if the [CanvasItem] uses its parent's material." -msgstr "" +msgstr "Définit si le [CanvasItem] utilise le même matériau que son parent." #: doc/classes/VisualServer.xml #, fuzzy @@ -69976,7 +70585,7 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the color of the canvas light's shadow." -msgstr "" +msgstr "Définit la couleur de l'ombre du canevas." #: doc/classes/VisualServer.xml msgid "Enables or disables the canvas light's shadow." @@ -70013,7 +70622,7 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the canvas light's [Transform2D]." -msgstr "" +msgstr "Définit la [Transform2D] de la lumière du canevas." #: doc/classes/VisualServer.xml msgid "" @@ -70084,6 +70693,8 @@ msgid "" "Draws a frame. [i]This method is deprecated[/i], please use [method " "force_draw] instead." msgstr "" +"Affiche une trame. [i]Cette méthode est obsolète[/i], veuillez plutôt " +"utiliser [method force_draw]." #: doc/classes/VisualServer.xml #, fuzzy @@ -70205,7 +70816,6 @@ msgid "" msgstr "" #: doc/classes/VisualServer.xml -#, fuzzy msgid "Removes buffers and clears testcubes." msgstr "Supprime les tampons et efface les testcubes." @@ -70224,7 +70834,7 @@ msgstr "Synchronise les fils." #: doc/classes/VisualServer.xml msgid "Tries to free an object in the VisualServer." -msgstr "" +msgstr "Essaye de supprimer un objet dans le VisualServer." #: doc/classes/VisualServer.xml msgid "Returns a certain information, see [enum RenderInfo] for options." @@ -70289,9 +70899,9 @@ msgid "" msgstr "" #: doc/classes/VisualServer.xml -#, fuzzy msgid "Returns the cell size set by [method gi_probe_set_cell_size]." -msgstr "Restaurer l’état enregistré par [method get_state]." +msgstr "" +"Retourne la taille de la cellule définit par [method gi_probe_set_cell_size]." #: doc/classes/VisualServer.xml #, fuzzy @@ -70437,6 +71047,8 @@ msgid "" "Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to " "[method ImmediateGeometry.begin]." msgstr "" +"Prépare la [ImmediateGeometry] en interne pour commencer son affichage. " +"Équivalent à [method ImmediateGeometry.begin]." #: doc/classes/VisualServer.xml msgid "" @@ -70661,17 +71273,20 @@ msgid "" "Sets the world space transform of the instance. Equivalent to [member " "Spatial.transform]." msgstr "" +"Définit la transformation globale de l'instance. Équivalent à [member " +"Spatial.transform]." #: doc/classes/VisualServer.xml -#, fuzzy msgid "Sets the lightmap to use with this instance." -msgstr "Règle le mode de ce shader." +msgstr "Définit la texture de lumière à utiliser pour cette instance." #: doc/classes/VisualServer.xml msgid "" "Sets whether an instance is drawn or not. Equivalent to [member Spatial." "visible]." msgstr "" +"Définit quand l'instance est affichée ou pas. Équivalent à [member Spatial." +"visible]." #: doc/classes/VisualServer.xml msgid "" @@ -70855,9 +71470,8 @@ msgid "Returns the cell transform for this lightmap capture's octree." msgstr "Retourne la matrice de transformation de la toile de cet objet." #: doc/classes/VisualServer.xml -#, fuzzy msgid "Returns [code]true[/code] if capture is in \"interior\" mode." -msgstr "Retourne [code]true[/code] lors de la lecture d'une animation." +msgstr "Retourne [code]true[/code] si la capture est en mode \"intérieur\"." #: doc/classes/VisualServer.xml msgid "" @@ -70921,7 +71535,7 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the value of a certain material's parameter." -msgstr "" +msgstr "Retourne la valeur du paramètre du matériau." #: doc/classes/VisualServer.xml msgid "" @@ -71302,6 +71916,8 @@ msgid "" "Sets the number of draw passes to use. Equivalent to [member Particles." "draw_passes]." msgstr "" +"Définit le nombre de passes de dessin à utiliser. Équivalent à [member " +"Particles.draw_passes]." #: doc/classes/VisualServer.xml msgid "" @@ -71319,6 +71935,8 @@ msgstr "" msgid "" "Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]." msgstr "" +"Définit le facteur d'explosion. Équivalent à [member Particles." +"explosiveness]." #: doc/classes/VisualServer.xml msgid "" @@ -71375,6 +71993,8 @@ msgid "" "Sets the speed scale of the particle system. Equivalent to [member Particles." "speed_scale]." msgstr "" +"Définit le facteur de vitesse des particules. Équivalent à [member Particles." +"speed_scale]." #: doc/classes/VisualServer.xml msgid "" @@ -71767,9 +72387,8 @@ msgid "Returns the texture's path." msgstr "Retourne le chemin de la texture." #: doc/classes/VisualServer.xml -#, fuzzy msgid "Returns the opengl id of the texture's image." -msgstr "Retourne la longueur du quaternion." +msgstr "Retourne l'identifiant OpenGL de l'image de cette texture." #: doc/classes/VisualServer.xml #, fuzzy @@ -71910,9 +72529,10 @@ msgid "" msgstr "" #: doc/classes/VisualServer.xml -#, fuzzy msgid "If [code]true[/code], a viewport's 3D rendering is disabled." -msgstr "Si [code]true[/code], le filtrage est activé." +msgstr "" +"Si [code]true[/code], le rendu 3D de cette fenêtre d'affichage est " +"désactivée." #: doc/classes/VisualServer.xml msgid "" @@ -72019,6 +72639,8 @@ msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [ARVRInterface]." msgstr "" +"Si [code]true[/code], la fenêtre d'affichage utilise la réalité augmentée ou " +"virtuelle. Voir [ARVRInterface]." #: doc/classes/VisualServer.xml msgid "" @@ -72042,9 +72664,10 @@ msgid "" msgstr "" #: doc/classes/VisualServer.xml -#, fuzzy msgid "If [code]true[/code], the viewport's rendering is flipped vertically." -msgstr "Si [code]vrai[/code], la texture est inversée verticalement." +msgstr "" +"Si [code]vrai[/code], le rendu de cette fenêtre d'affichage est inversée " +"verticalement." #: doc/classes/VisualServer.xml msgid "" @@ -72127,7 +72750,7 @@ msgstr "Définit le côté arrière d'un cubemap." #: doc/classes/VisualServer.xml msgid "Normal texture with 2 dimensions, width and height." -msgstr "" +msgstr "Une texture à 2 dimensions, largeur et hauteur." #: doc/classes/VisualServer.xml msgid "" @@ -72141,11 +72764,12 @@ msgstr "Un tableau de textures 2D." #: doc/classes/VisualServer.xml msgid "A 3-dimensional texture with width, height, and depth." -msgstr "" +msgstr "Une texture à 3 dimensions, largeur et hauteur, et profondeur." #: doc/classes/VisualServer.xml +#, fuzzy msgid "Repeats the texture (instead of clamp to edge)." -msgstr "" +msgstr "Répète la texture (plutôt que de s'arrêter aux bordures)." #: doc/classes/VisualServer.xml msgid "Repeats the texture with alternate sections mirrored." @@ -72158,23 +72782,20 @@ msgid "" msgstr "" #: doc/classes/VisualServer.xml -#, fuzzy msgid "Shader is a 3D shader." -msgstr "Shader est un shader 3D." +msgstr "Ce shader est utilisé en 3D." #: doc/classes/VisualServer.xml -#, fuzzy msgid "Shader is a 2D shader." -msgstr "Shader est un shader 2D." +msgstr "Ce shader est utilisé en 2D." #: doc/classes/VisualServer.xml -#, fuzzy msgid "Shader is a particle shader." -msgstr "Shader est un shader de particules." +msgstr "Ce shader est utilisé pour les particules." #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum ShaderMode] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum ShaderMode]." #: doc/classes/VisualServer.xml msgid "Array is a vertex array." @@ -72247,9 +72868,8 @@ msgid "Flag used to mark a weights array." msgstr "Drapeau utilisé pour marquer un tableau de poids." #: doc/classes/VisualServer.xml -#, fuzzy msgid "Flag used to mark an index array." -msgstr "Drapeau utilisé pour marquer un tableau d’index." +msgstr "Le drapeau utilisé pour marquer un tableau d’index." #: doc/classes/VisualServer.xml msgid "" @@ -72296,7 +72916,7 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum PrimitiveType] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum PrimitiveType]." #: doc/classes/VisualServer.xml msgid "Is a directional (sun) light." @@ -72383,7 +73003,7 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum LightParam] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum LightParam]." #: doc/classes/VisualServer.xml msgid "Use a dual paraboloid shadow map for omni lights." @@ -72434,7 +73054,7 @@ msgstr "Ne pas mettre à jour le viewport." #: doc/classes/VisualServer.xml msgid "Update the viewport once then set to disabled." -msgstr "" +msgstr "Met à jour le fenêtre d'affichage une fois puis arrête les mis à jour." #: doc/classes/VisualServer.xml msgid "Update the viewport whenever it is visible." @@ -72536,20 +73156,18 @@ msgid "Number of 2d items drawn this frame." msgstr "Nombre de changements de surface pendant cette image." #: doc/classes/VisualServer.xml -#, fuzzy msgid "Number of 2d draw calls during this frame." -msgstr "Nombre de changements de surface pendant cette image." +msgstr "Le nombre d'appels de dessin 2D pendant cette trame." #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum ViewportRenderInfo] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum ViewportRenderInfo]." #: doc/classes/VisualServer.xml msgid "Debug draw is disabled. Default setting." msgstr "L'affichage de débogage est désactivé. C'est la valeur par défaut." #: doc/classes/VisualServer.xml -#, fuzzy msgid "Debug draw sets objects to unshaded." msgstr "L'affichage de débogage est sans matériau." @@ -72620,7 +73238,7 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum InstanceType] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum InstanceType]." #: doc/classes/VisualServer.xml msgid "" @@ -72647,9 +73265,8 @@ msgid "Disable shadows from this instance." msgstr "Désactiver les ombres de cette instance." #: doc/classes/VisualServer.xml -#, fuzzy msgid "Cast shadows from this instance." -msgstr "Projette les ombres depuis cette instance." +msgstr "Cette instance affiche une ombre." #: doc/classes/VisualServer.xml msgid "" @@ -72734,36 +73351,35 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "The amount of objects in the frame." -msgstr "Le quantité d'objet dans le trame." +msgstr "Le nombre d'objet dans cette trame." #: doc/classes/VisualServer.xml msgid "The amount of vertices in the frame." -msgstr "Le quantité de sommets dans le trame." +msgstr "Le nombre de sommets dans cette trame." #: doc/classes/VisualServer.xml msgid "The amount of modified materials in the frame." -msgstr "Le quantité de matériaux modifiés dans le trame." +msgstr "Le nombre de matériaux modifiés dans cette trame." #: doc/classes/VisualServer.xml -#, fuzzy msgid "The amount of shader rebinds in the frame." -msgstr "Le quantité de shaders reconnectés dans le trame." +msgstr "Le nombre de shaders reconnectés dans cette trame." #: doc/classes/VisualServer.xml msgid "The amount of surface changes in the frame." -msgstr "Le quantité de changements de surface dans le trame." +msgstr "Le nombre de changements de surface dans la trame." #: doc/classes/VisualServer.xml msgid "The amount of draw calls in frame." -msgstr "Le quantité d'appels de dessin dans le trame." +msgstr "Le nombre d'appels de dessin durant la trame." #: doc/classes/VisualServer.xml msgid "The amount of 2d items in the frame." -msgstr "La quantité d'éléments 2D dans la trame." +msgstr "Le nombre d'éléments 2D dans cette trame." #: doc/classes/VisualServer.xml msgid "The amount of 2d draw calls in frame." -msgstr "La quantité d'appels de dessin 2D dans la trame." +msgstr "Le nombre d'appels de dessin 2D dans cette trame." #: doc/classes/VisualServer.xml msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." @@ -72871,7 +73487,7 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum EnvironmentBG] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum EnvironmentBG]." #: doc/classes/VisualServer.xml msgid "Use lowest blur quality. Fastest, but may look bad." @@ -72940,15 +73556,17 @@ msgstr "Désactive le flou pour le SSAO. Cela affiche plus de bruits." #: doc/classes/VisualServer.xml msgid "Perform a 1x1 blur on the SSAO output." -msgstr "" +msgstr "Utilise un flou de 1x1 pour le rendu du SSAO." #: doc/classes/VisualServer.xml msgid "Performs a 2x2 blur on the SSAO output." -msgstr "" +msgstr "Utilise un flou de 2x2 pour le rendu du SSAO." #: doc/classes/VisualServer.xml msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO." msgstr "" +"Utilise un flou de 3x3 pour le rendu du SSAO. C'est le plus résultat le plus " +"lisse." #: doc/classes/VisualServer.xml msgid "" @@ -72986,6 +73604,8 @@ msgid "" "Returns [code]true[/code] if the specified nodes and ports can be connected " "together." msgstr "" +"Retourne [code]true[/code] si les nœuds spécifiés et les ports peuvent être " +"connectés ensemble." #: doc/classes/VisualShader.xml msgid "Connects the specified nodes and ports." @@ -73072,7 +73692,7 @@ msgstr "" #: doc/classes/VisualShaderNode.xml msgid "Returns the default value of the input [code]port[/code]." -msgstr "" +msgstr "Retourne la valeur par défaut de l'entrée [code]port[/code]." #: doc/classes/VisualShaderNode.xml msgid "" @@ -73083,7 +73703,7 @@ msgstr "" #: doc/classes/VisualShaderNode.xml msgid "Sets the default value for the selected input [code]port[/code]." -msgstr "" +msgstr "Définit la valeur par défaut de l'entrée [code]port[/code]." #: doc/classes/VisualShaderNode.xml msgid "" @@ -73103,20 +73723,27 @@ msgstr "" msgid "" "Floating-point scalar. Translated to [code]float[/code] type in shader code." msgstr "" +"Un nombre flottant. Sera traduit en [code]float[/code] dans le code du " +"shader." #: doc/classes/VisualShaderNode.xml msgid "" "3D vector of floating-point values. Translated to [code]vec3[/code] type in " "shader code." msgstr "" +"Un vecteur 3D avec des composants flottants. Le type [code]vec3[/code] sera " +"utilisé dans le code du shader." #: doc/classes/VisualShaderNode.xml msgid "Boolean type. Translated to [code]bool[/code] type in shader code." msgstr "" +"Un booléen. Le type [code]bool[/code] sera utilisé dans le code du shader." #: doc/classes/VisualShaderNode.xml msgid "Transform type. Translated to [code]mat4[/code] type in shader code." msgstr "" +"Le type Transform. Le type [code]mat4[/code] sera utilisé dans le code du " +"shader." #: doc/classes/VisualShaderNode.xml msgid "" @@ -73126,7 +73753,7 @@ msgstr "" #: doc/classes/VisualShaderNode.xml msgid "Represents the size of the [enum PortType] enum." -msgstr "" +msgstr "Représente la taille de l'énumération [enum PortType]." #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "A boolean constant to be used within the visual shader graph." @@ -73137,6 +73764,8 @@ msgid "" "Has only one output port and no inputs.\n" "Translated to [code]bool[/code] in the shader language." msgstr "" +"N'a qu'une seule sortie et aucun entrée.\n" +"Sera traduit en [code]bool[/code] dans le code du shader." #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "A boolean constant which represents a state of this node." @@ -73148,7 +73777,7 @@ msgstr "" #: doc/classes/VisualShaderNodeBooleanUniform.xml msgid "Translated to [code]uniform bool[/code] in the shader language." -msgstr "" +msgstr "Sera traduit en [code]uniform bool[/code] dans le code du shader." #: doc/classes/VisualShaderNodeBooleanUniform.xml #: doc/classes/VisualShaderNodeColorUniform.xml @@ -73338,7 +73967,7 @@ msgstr "" #: doc/classes/VisualShaderNodeColorUniform.xml msgid "Translated to [code]uniform vec4[/code] in the shader language." -msgstr "" +msgstr "Sera traduit en [code]uniform vec4[/code] dans le code du shader." #: doc/classes/VisualShaderNodeCompare.xml msgid "A comparison function for common types within the visual shader graph." @@ -73359,7 +73988,7 @@ msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "A comparison function. See [enum Function] for options." -msgstr "" +msgstr "Un fonction de comparaison. Voir [enum Function] pour les options." #: doc/classes/VisualShaderNodeCompare.xml msgid "" @@ -73445,6 +74074,8 @@ msgid "" "Translated to [code]texture(cubemap, vec3)[/code] in the shader language. " "Returns a color vector and alpha channel as scalar." msgstr "" +"Sera traduit en [code]texture(cubemap, vec3)[/code] dans le code du shader. " +"Retourne une couleur dans un vecteur et le canal alpha comme scalaire." #: doc/classes/VisualShaderNodeCubeMap.xml msgid "" @@ -73482,7 +74113,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTexture.xml #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "No hints are added to the uniform declaration." -msgstr "" +msgstr "Aucun indice n'a été ajouté à la déclaration de l'uniform." #: doc/classes/VisualShaderNodeCubeMap.xml #: doc/classes/VisualShaderNodeTexture.xml @@ -73670,9 +74301,8 @@ msgstr "" "Calcule le déterminant d’un [Transform] dans le graphique du nuanceur visuel." #: doc/classes/VisualShaderNodeDeterminant.xml -#, fuzzy msgid "Translates to [code]determinant(x)[/code] in the shader language." -msgstr "Traduit vers [code]deteminant(x)[/code] dans le langage du shader." +msgstr "Sera traduit en [code]deteminant(x)[/code] dans le code du shader." #: doc/classes/VisualShaderNodeDotProduct.xml msgid "Calculates a dot product of two vectors within the visual shader graph." @@ -73682,7 +74312,7 @@ msgstr "" #: doc/classes/VisualShaderNodeDotProduct.xml msgid "Translates to [code]dot(a, b)[/code] in the shader language." -msgstr "" +msgstr "Sera traduit en [code]dot(a, b)[/code] dans le code du shader." #: doc/classes/VisualShaderNodeExpression.xml msgid "" @@ -73977,12 +74607,12 @@ msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Derivative in [code]x[/code] using local differencing." -msgstr "" +msgstr "Dérive selon [code]x[/code] par différenciation locale." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Derivative in [code]y[/code] using local differencing." -msgstr "" +msgstr "Dérive selon [code]y[/code] par différenciation locale." #: doc/classes/VisualShaderNodeScalarInterp.xml msgid "" @@ -73991,7 +74621,7 @@ msgstr "" #: doc/classes/VisualShaderNodeScalarInterp.xml msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language." -msgstr "" +msgstr "Sera traduit en [code]mix(a, b, weight)[/code] dans le code du shader." #: doc/classes/VisualShaderNodeScalarSmoothStep.xml msgid "Calculates a scalar SmoothStep function within the visual shader graph." @@ -74060,9 +74690,8 @@ msgid "" msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml -#, fuzzy msgid "Represents the size of the [enum Hint] enum." -msgstr "Représente la taille de l’enum [enum TabAlign]." +msgstr "Représente la taille de l'énumération [enum Hint]." #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." @@ -74283,9 +74912,8 @@ msgid "A [Transform] uniform for use within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformUniform.xml -#, fuzzy msgid "Translated to [code]uniform mat4[/code] in the shader language." -msgstr "Traduit en [code]uniform mat4[/code] dans la langue de shader." +msgstr "Sera traduit en [code]uniform mat4[/code] dans le code du shader." #: doc/classes/VisualShaderNodeTransformVecMult.xml #, fuzzy @@ -74309,10 +74937,12 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]." msgstr "" +"Multiplie la transformation [code]a[/code] par le vecteur [code]b[/code]." #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]." msgstr "" +"Multiplie le vecteur [code]b[/code] par la transformation [code]a[/code]." #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" @@ -74376,7 +75006,7 @@ msgstr "" #: doc/classes/VisualShaderNodeVec3Uniform.xml msgid "Translated to [code]uniform vec3[/code] in the shader language." -msgstr "" +msgstr "Sera traduit en [code]uniform vec3[/code] dans le code du shader." #: doc/classes/VisualShaderNodeVectorClamp.xml msgid "Clamps a vector value within the visual shader graph." @@ -74430,6 +75060,9 @@ msgid "" "vector [code]p1[/code].\n" "Translated to [code]distance(p0, p1)[/code] in the shader language." msgstr "" +"Calcule la distance entre le point représenté par le vecteur [code]p0[/code] " +"et le vecteur [code]p1[/code].\n" +"Sera traduit en [code]distance(p0, p1)[/code] dans le code du shader." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "A vector function to be used within the visual shader graph." @@ -74451,7 +75084,7 @@ msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]." -msgstr "" +msgstr "Limite la valeur entre [code]0.0[/code] et [code]1.0[/code]." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the opposite value of the parameter." @@ -74604,6 +75237,8 @@ msgid "" "Translates to [code]mix(a, b, weight)[/code] in the shader language, where " "[code]weight[/code] is a [Vector3] with weights for each component." msgstr "" +"Sera traduit en [code]mix(a, b, weight)[/code] dans le code du shader, où " +"[code]weight[/code] est un [Vector3] avec le poids de chacun des composants." #: doc/classes/VisualShaderNodeVectorLen.xml msgid "Returns the length of a [Vector3] within the visual shader graph." @@ -74611,7 +75246,7 @@ msgstr "" #: doc/classes/VisualShaderNodeVectorLen.xml msgid "Translated to [code]length(p0)[/code] in the shader language." -msgstr "" +msgstr "Sera traduit en [code]length(p0)[/code] dans le code du shader." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "A vector operator to be used within the visual shader graph." @@ -74632,10 +75267,8 @@ msgid "Adds two vectors." msgstr "Ajoute deux vecteurs." #: doc/classes/VisualShaderNodeVectorOp.xml -#, fuzzy msgid "Subtracts a vector from a vector." -msgstr "" -"Construit une nouvelle chaîne de caractères à partir du [Vector2] donné." +msgstr "Soustrait un vecteur d'un autre vecteur." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Multiplies two vectors." @@ -74737,6 +75370,9 @@ msgid "" "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] " "and [code]1.0[/code] otherwise." msgstr "" +"Sera traduit en [code]step(edge, x)[/code] dans le code du shader.\n" +"Retourne [code]0.0[/code] si [code]x[/code] est inférieur à [code]edge[/" +"code], et [code]1.0[/code] sinon." #: doc/classes/VisualShaderNodeVectorSmoothStep.xml msgid "Calculates a vector SmoothStep function within the visual shader graph." @@ -75473,7 +76109,7 @@ msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "Returns [code]true[/code] if this peer is currently connected." -msgstr "" +msgstr "Retourne [code]true[/code] si ce pair est actuellement connecté." #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" @@ -75551,10 +76187,15 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml -msgid "Stops the server and clear its state." +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "Stops the server and clear its state." +msgstr "Arrête le serveur et efface son état." + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "When not set to [code]*[/code] will restrict incoming connections to the " "specified IP address. Setting [code]bind_ip[/code] to [code]127.0.0.1[/code] " @@ -75646,6 +76287,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -75871,6 +76515,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " @@ -76005,9 +76656,8 @@ msgid "The color of the title text." msgstr "La couleur du titre." #: doc/classes/WindowDialog.xml -#, fuzzy msgid "The horizontal offset of the close button." -msgstr "Le décalage horizontal de l'ombre du texte." +msgstr "Le décalage horizontal du bouton fermer." #: doc/classes/WindowDialog.xml msgid "" diff --git a/doc/translations/gl.po b/doc/translations/gl.po index e7142860b2..8320f0535e 100644 --- a/doc/translations/gl.po +++ b/doc/translations/gl.po @@ -3470,7 +3470,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6987,8 +6987,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11715,8 +11716,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12514,8 +12515,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13604,7 +13608,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20479,18 +20486,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21665,6 +21688,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25559,6 +25590,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25608,6 +25683,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32521,7 +32639,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32540,6 +32658,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37956,7 +38086,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40164,6 +40297,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45867,7 +46008,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46514,7 +46655,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47784,16 +47925,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49828,6 +49977,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52119,14 +52272,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53572,7 +53734,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54376,7 +54552,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55694,7 +55873,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55965,9 +56143,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57438,10 +57616,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57450,10 +57624,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58474,6 +58644,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58733,6 +58911,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71426,6 +71611,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71521,6 +71711,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71746,6 +71939,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/hi.po b/doc/translations/hi.po index 4815357b4d..f8003a91b0 100644 --- a/doc/translations/hi.po +++ b/doc/translations/hi.po @@ -3469,7 +3469,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6986,8 +6986,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11714,8 +11715,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12513,8 +12514,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13603,7 +13607,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20478,18 +20485,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21664,6 +21687,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25558,6 +25589,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25607,6 +25682,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32520,7 +32638,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32539,6 +32657,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37955,7 +38085,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40163,6 +40296,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45866,7 +46007,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46513,7 +46654,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47783,16 +47924,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49827,6 +49976,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52118,14 +52271,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53571,7 +53733,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54375,7 +54551,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55693,7 +55872,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55964,9 +56142,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57437,10 +57615,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57449,10 +57623,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58473,6 +58643,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58732,6 +58910,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71425,6 +71610,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71520,6 +71710,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71745,6 +71938,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/hu.po b/doc/translations/hu.po index 66955be52e..1470c3727c 100644 --- a/doc/translations/hu.po +++ b/doc/translations/hu.po @@ -3487,7 +3487,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7004,8 +7004,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11732,8 +11733,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12531,8 +12532,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13621,7 +13625,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20496,18 +20503,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21682,6 +21705,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25576,6 +25607,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25625,6 +25700,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32538,7 +32656,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32557,6 +32675,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37973,7 +38103,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40181,6 +40314,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45884,7 +46025,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46531,7 +46672,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47801,16 +47942,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49845,6 +49994,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52136,14 +52289,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53589,7 +53751,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54393,7 +54569,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55711,7 +55890,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55982,9 +56160,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57455,10 +57633,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57467,10 +57641,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58491,6 +58661,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58750,6 +58928,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71443,6 +71628,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71538,6 +71728,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71763,6 +71956,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/id.po b/doc/translations/id.po index 8be5906ebd..f01667bef1 100644 --- a/doc/translations/id.po +++ b/doc/translations/id.po @@ -13,12 +13,13 @@ # Azizkhasyi 11 <azizkhasyi11@gmail.com>, 2021. # zephyroths <ridho.hikaru@gmail.com>, 2022. # ProgrammerIndonesia 44 <elo.jhy@gmail.com>, 2022. +# Reza Almanda <rezaalmanda27@gmail.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-03-25 01:54+0000\n" -"Last-Translator: Stephen Gunawan Susilo <gunawanstephen@yahoo.com>\n" +"PO-Revision-Date: 2022-04-08 07:11+0000\n" +"Last-Translator: Reza Almanda <rezaalmanda27@gmail.com>\n" "Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/id/>\n" "Language: id\n" @@ -77,13 +78,12 @@ msgid "Inherits:" msgstr "Mewarisi:" #: doc/tools/make_rst.py -#, fuzzy msgid "Inherited By:" -msgstr "Diwariskan oleh:" +msgstr "Diturunkan oleh:" #: doc/tools/make_rst.py msgid "(overrides %s)" -msgstr "" +msgstr "(menimpa %s)" #: doc/tools/make_rst.py msgid "Default" @@ -3880,7 +3880,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7398,8 +7398,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -12126,8 +12127,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12926,8 +12927,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14016,7 +14020,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20891,18 +20898,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -22077,6 +22100,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25977,6 +26008,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -26026,6 +26101,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32940,7 +33058,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32959,6 +33077,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -38389,7 +38519,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40600,6 +40733,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -46319,7 +46460,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46966,7 +47107,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -48236,16 +48377,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50280,6 +50429,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52571,14 +52725,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -54024,7 +54187,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54828,7 +55005,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -56148,7 +56328,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56419,9 +56598,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57894,10 +58073,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57906,10 +58081,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58932,6 +59103,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -59191,6 +59370,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71891,6 +72077,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71986,6 +72177,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -72211,6 +72405,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/is.po b/doc/translations/is.po index a0c23c688b..e6a56827fe 100644 --- a/doc/translations/is.po +++ b/doc/translations/is.po @@ -3469,7 +3469,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6986,8 +6986,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11714,8 +11715,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12513,8 +12514,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13603,7 +13607,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20478,18 +20485,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21664,6 +21687,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25558,6 +25589,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25607,6 +25682,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32520,7 +32638,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32539,6 +32657,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37955,7 +38085,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40163,6 +40296,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45866,7 +46007,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46513,7 +46654,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47783,16 +47924,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49827,6 +49976,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52118,14 +52271,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53571,7 +53733,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54375,7 +54551,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55693,7 +55872,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55964,9 +56142,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57437,10 +57615,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57449,10 +57623,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58473,6 +58643,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58732,6 +58910,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71425,6 +71610,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71520,6 +71710,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71745,6 +71938,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/it.po b/doc/translations/it.po index 1239b8515c..94d2f52b5e 100644 --- a/doc/translations/it.po +++ b/doc/translations/it.po @@ -3,7 +3,7 @@ # Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). # This file is distributed under the same license as the Godot source code. # -# Micila Micillotto <micillotto@gmail.com>, 2020, 2021. +# Micila Micillotto <micillotto@gmail.com>, 2020, 2021, 2022. # Bob <spiroski.boban@gmail.com>, 2020. # Riccardo Ferro <Riccardo3Ferro@gmail.com>, 2020. # Lorenzo Asolan <brixiumx@gmail.com>, 2020. @@ -29,8 +29,8 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-03-26 23:26+0000\n" -"Last-Translator: Alessandro Casalino <alessandro.casalino93@gmail.com>\n" +"PO-Revision-Date: 2022-04-25 15:12+0000\n" +"Last-Translator: Micila Micillotto <micillotto@gmail.com>\n" "Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/it/>\n" "Language: it\n" @@ -38,7 +38,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.12-dev\n" +"X-Generator: Weblate 4.12.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -112,7 +112,7 @@ msgstr "valore" #: doc/tools/make_rst.py #, fuzzy msgid "Getter" -msgstr "Acquisitore" +msgstr "Acchiappatore" #: doc/tools/make_rst.py msgid "" @@ -154,6 +154,8 @@ msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "" +"Questo metodo descrive un operatore valido da usare con questo tipo come " +"operando di sinistra." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." @@ -210,6 +212,7 @@ msgstr "" "I nomi dei colori supportati sono uguali alle costanti definite in [Color]." #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Returns the absolute value of parameter [code]s[/code] (i.e. positive " "value).\n" @@ -218,7 +221,7 @@ msgid "" "[/codeblock]" msgstr "" "Ritorna il valore assoluto del parametro [code]s[/code] (ovvero un numero " -"positivo, sia intero che decimale).\n" +"positivo).\n" "[codeblock]\n" "a = abs(-1) # a è 1\n" "[/codeblock]" @@ -289,11 +292,16 @@ msgid "" "[/codeblock]" msgstr "" "Controlla che [code]condition[/code] sia [code]true[/code]. Se " -"[code]condition[/code] è [code]false[/code], un errore è generato ed il " -"programma viene fermato fin quando decidi di avviarlo di nuovo. Viene " -"eseguito soltanto nelle build di debug, o quando il gioco viene eseguito " -"nell'editor. È usato per il debug, oppure per essere sicuri che una " -"condizione ritorni [code]true[/code] durante lo sviluppo.\n" +"[code]condition[/code] è [code]false[/code], un errore è generato. Mentre si " +"sta eseguendo dall'editor, il progetto corrente verrà interrotto finché non " +"lo riprenderai. Questo può essere usato come una forma più forte di [method " +"push_error] per riportare gli errori allo sviluppatore del progetto o agli " +"utilizzatori di add-on.\n" +"[b]Note:[/b] Per ragioni di performance, il codice dentro [method assert] " +"viene eseguito sono nelle versione di debug o mentre si sta eseguendo il " +"progetto dall'editor. Non includere codice che ha effetti collaterali mentre " +"[method assert] viene chiamato. Altrimenti il progetto si comporterà " +"diversamente quando viene esportato nella modalità di rilascio.\n" "Il parametro [code]message[/code] opzionale, se passato, è mostrato insieme " "al messaggio generico \"Assertion failed\". Puoi usarlo per dare dettagli " "addizionali sul perché l'asserzione sia fallita.\n" @@ -507,7 +515,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Compares two values by checking their actual contents, recursing into any " "`Array` or `Dictionary` up to its deepest level.\n" @@ -530,9 +537,9 @@ msgstr "" "Paragona due valori controllando il loro contenuto attuale, ricorrendo in " "ogni `Array` o `Dictionary` fino al suo livello più profondo.\n" "Questo è simile a [code]==[/code] su molti aspetti:\n" -"- Per [code]null[/code] , code]int[/code], [code]float[/code], [code]String[/" -"code], [code]Object[/code] and [code]RID[/code] sia [code]deep_equal[/code] " -"e [code]==[/code] funzionano allo stesso modo.\n" +"- Per [code]null[/code] , [code]int[/code], [code]float[/code], " +"[code]String[/code], [code]Object[/code] and [code]RID[/code] sia " +"[code]deep_equal[/code] e [code]==[/code] funzionano allo stesso modo.\n" "- Per [code]Dictionary[/code], [code]==[/code] sono considerati uguali solo " "e solo se entrambe le variabili puntano allo stesso [code]Dictionary[/code], " "senza alcuna ricorsione o consapevolezza di qualunque contenuto.\n" @@ -833,6 +840,7 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Returns an interpolation or extrapolation factor considering the range " "specified in [code]from[/code] and [code]to[/code], and the interpolated " @@ -853,6 +861,22 @@ msgid "" "[/codeblock]\n" "See also [method lerp] which performs the reverse of this operation." msgstr "" +"Ritorna un'interpolazione o un fattore estrapolato considerando il raggio " +"specificato nel [code]from[/code] e [code]to[/code], e i valori interpolati " +"specificati in [code]weight[/code]. Il valore di ritorno sarà in mezzo tra " +"[code]0.0[/code] e [code]1.0[/code] se [code]weight[/code] si trova tra " +"[code]from[/code] e [code]to[/code] (inclusi).\n" +"[codeblock]\n" +"# Il rapporto di interpolazione nella chiamata di `lerp()` è minore di " +"0.75.\n" +"var middle = lerp(20, 30, 0.75)\n" +"# `middle` ora vale 27.5.\n" +"# Ora fingiamo di aver dimenticato il rapporto originale e lo vogliamo " +"riottenere.\n" +"var ratio = inverse_lerp(20, 30, 27.5)\n" +"# `ratio` ora vale 0.75.\n" +"[/codeblock]\n" +"Vedi anche [method lerp] che esegue l'inverso di questa operazione." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -4437,7 +4461,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7975,8 +7999,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -12717,8 +12742,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -13524,8 +13549,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14617,7 +14645,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -21590,18 +21621,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -22781,6 +22828,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -26690,6 +26745,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -26739,6 +26838,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -33684,7 +33826,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -33703,6 +33845,19 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37490,7 +37645,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Nodes and Scenes" -msgstr "Nodi e scene" +msgstr "Nodi e Scene" #: doc/classes/Node.xml msgid "All Demos" @@ -39164,7 +39319,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -41399,6 +41557,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -47127,7 +47293,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47774,7 +47940,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49044,16 +49210,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -51096,6 +51270,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -53389,14 +53568,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -54845,7 +55033,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -55652,7 +55854,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -56976,7 +57181,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -57247,9 +57451,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -58728,10 +58932,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -58740,10 +58940,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -59780,6 +59976,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -60058,6 +60262,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -72844,6 +73055,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -72939,6 +73155,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -73164,6 +73383,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " @@ -73472,16 +73698,21 @@ msgid "" "Gets the name of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" +"Prende il nome dell'attributo specificato dall'indice nell'argomento " +"[code]idx[/code]." #: doc/classes/XMLParser.xml msgid "" "Gets the value of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" +"Prende il nome dell'attributo specificato dall'indice nell'argomento " +"[code]idx[/code]." #: doc/classes/XMLParser.xml +#, fuzzy msgid "Gets the current line in the parsed file (currently not implemented)." -msgstr "" +msgstr "Prende la linea corrente nel file analizzato (non ancora implementato)" #: doc/classes/XMLParser.xml msgid "" @@ -73530,28 +73761,36 @@ msgid "Check whether the current element has a certain attribute." msgstr "Verifica che l'elemento attuale abbia un certo attributo." #: doc/classes/XMLParser.xml +#, fuzzy msgid "" "Check whether the current element is empty (this only works for completely " "empty tags, e.g. [code]<element \\>[/code])." msgstr "" +"Controlla se l'elemento corrente è vuoto (questo funziona solo per tags " +"completamente vuoi, es. [code]<element \\>[/code])." #: doc/classes/XMLParser.xml msgid "Opens an XML file for parsing. This returns an error code." msgstr "Apre un file XML per effettuarne il parsing. Può restituire un errore." #: doc/classes/XMLParser.xml +#, fuzzy msgid "Opens an XML raw buffer for parsing. This returns an error code." msgstr "" +"Apre un buffer greggio di XML per analizzarlo. Questo ritorna un codice di " +"errore." #: doc/classes/XMLParser.xml msgid "Reads the next node of the file. This returns an error code." -msgstr "" +msgstr "Legge il nodo seguente del file. Questo ritorna un codice di errore." #: doc/classes/XMLParser.xml msgid "" "Moves the buffer cursor to a certain offset (since the beginning) and read " "the next node there. This returns an error code." msgstr "" +"Muove il cursore del buffer di un certo margine (partendo dall'inizio) e lì " +"legge il nodo seguente. Questo ritorna un codice errore." #: doc/classes/XMLParser.xml #, fuzzy diff --git a/doc/translations/ja.po b/doc/translations/ja.po index d6e4730c4c..f48940359e 100644 --- a/doc/translations/ja.po +++ b/doc/translations/ja.po @@ -4483,7 +4483,8 @@ msgid "The property is a translatable string." msgstr "プロパティは翻訳可能な文字列です。" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +#, fuzzy +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "エディタ内でプロパティをグループ化するために使用します。" #: doc/classes/@GlobalScope.xml @@ -9078,8 +9079,9 @@ msgstr "配列が空の場合は[code]true[/code]を返します。" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -14695,8 +14697,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -15510,8 +15512,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -16651,7 +16656,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -23634,18 +23642,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -24830,6 +24854,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -28764,6 +28796,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -28813,6 +28889,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -35818,7 +35937,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -35837,6 +35956,19 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "配列が空の場合は[code]true[/code]を返します。" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -41324,7 +41456,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -43572,6 +43707,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -49343,7 +49486,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49990,7 +50133,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -51260,16 +51403,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -53334,6 +53485,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "現在再生中のアニメーションステートを返します。" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -55633,14 +55789,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -57188,7 +57353,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -58173,7 +58352,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -59521,7 +59703,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -59792,9 +59973,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -61285,10 +61466,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -61297,10 +61474,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -62343,6 +62516,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -62632,6 +62813,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -75495,6 +75683,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -75590,6 +75783,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -75815,6 +76011,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/ko.po b/doc/translations/ko.po index b65860867d..f3091e3a36 100644 --- a/doc/translations/ko.po +++ b/doc/translations/ko.po @@ -3596,7 +3596,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7116,8 +7116,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11847,8 +11848,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12650,8 +12651,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13740,7 +13744,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20716,18 +20723,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21902,6 +21925,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25803,6 +25834,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25852,6 +25927,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32778,7 +32896,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32797,6 +32915,19 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "매개변수의 코사인 값을 반환합니다." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -38365,7 +38496,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40581,6 +40715,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -46304,7 +46446,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46951,7 +47093,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -48221,16 +48363,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50266,6 +50416,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "매개변수의 탄젠트 값을 반환합니다." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52557,14 +52712,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -54010,7 +54174,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54814,7 +54992,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -56134,7 +56315,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56405,9 +56585,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57882,10 +58062,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57894,10 +58070,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58922,6 +59094,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -59182,6 +59362,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71919,6 +72106,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -72014,6 +72206,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -72239,6 +72434,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/lv.po b/doc/translations/lv.po index 6270b90115..8071e5caef 100644 --- a/doc/translations/lv.po +++ b/doc/translations/lv.po @@ -3484,7 +3484,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7001,8 +7001,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11729,8 +11730,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12528,8 +12529,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13618,7 +13622,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20493,18 +20500,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21679,6 +21702,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25576,6 +25607,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25625,6 +25700,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32538,7 +32656,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32557,6 +32675,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37973,7 +38103,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40181,6 +40314,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45884,7 +46025,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46531,7 +46672,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47801,16 +47942,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49845,6 +49994,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52136,14 +52289,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53589,7 +53751,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54393,7 +54569,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55711,7 +55890,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55982,9 +56160,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57455,10 +57633,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57467,10 +57641,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58491,6 +58661,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58750,6 +58928,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71443,6 +71628,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71538,6 +71728,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71763,6 +71956,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/mr.po b/doc/translations/mr.po index 34def67ab1..e6c0630d9f 100644 --- a/doc/translations/mr.po +++ b/doc/translations/mr.po @@ -3467,7 +3467,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6984,8 +6984,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11712,8 +11713,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12511,8 +12512,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13601,7 +13605,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20476,18 +20483,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21662,6 +21685,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25556,6 +25587,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25605,6 +25680,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32518,7 +32636,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32537,6 +32655,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37953,7 +38083,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40161,6 +40294,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45864,7 +46005,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46511,7 +46652,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47781,16 +47922,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49825,6 +49974,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52116,14 +52269,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53569,7 +53731,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54373,7 +54549,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55691,7 +55870,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55962,9 +56140,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57435,10 +57613,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57447,10 +57621,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58471,6 +58641,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58730,6 +58908,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71423,6 +71608,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71518,6 +71708,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71743,6 +71936,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/nb.po b/doc/translations/nb.po index 6951cf4b7d..10c78e4fcc 100644 --- a/doc/translations/nb.po +++ b/doc/translations/nb.po @@ -3479,7 +3479,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6996,8 +6996,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11724,8 +11725,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12523,8 +12524,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13613,7 +13617,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20488,18 +20495,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21674,6 +21697,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25568,6 +25599,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25617,6 +25692,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32530,7 +32648,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32549,6 +32667,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37965,7 +38095,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40173,6 +40306,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45876,7 +46017,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46523,7 +46664,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47793,16 +47934,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49837,6 +49986,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52128,14 +52281,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53581,7 +53743,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54385,7 +54561,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55703,7 +55882,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55974,9 +56152,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57447,10 +57625,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57459,10 +57633,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58483,6 +58653,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58742,6 +58920,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71435,6 +71620,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71530,6 +71720,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71755,6 +71948,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/ne.po b/doc/translations/ne.po index 3f5895e44a..201925ae35 100644 --- a/doc/translations/ne.po +++ b/doc/translations/ne.po @@ -3467,7 +3467,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6984,8 +6984,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11712,8 +11713,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12511,8 +12512,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13601,7 +13605,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20476,18 +20483,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21662,6 +21685,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25556,6 +25587,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25605,6 +25680,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32518,7 +32636,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32537,6 +32655,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37953,7 +38083,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40161,6 +40294,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45864,7 +46005,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46511,7 +46652,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47781,16 +47922,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49825,6 +49974,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52116,14 +52269,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53569,7 +53731,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54373,7 +54549,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55691,7 +55870,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55962,9 +56140,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57435,10 +57613,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57447,10 +57621,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58471,6 +58641,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58730,6 +58908,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71423,6 +71608,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71518,6 +71708,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71743,6 +71936,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/nl.po b/doc/translations/nl.po index 6066f9dcfd..d207e3fb09 100644 --- a/doc/translations/nl.po +++ b/doc/translations/nl.po @@ -3536,7 +3536,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7053,8 +7053,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11781,8 +11782,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12580,8 +12581,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13670,7 +13674,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20545,18 +20552,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21731,6 +21754,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25628,6 +25659,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25677,6 +25752,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32590,7 +32708,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32609,6 +32727,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -38025,7 +38155,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40233,6 +40366,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45936,7 +46077,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46583,7 +46724,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47853,16 +47994,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49898,6 +50047,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52189,14 +52342,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53642,7 +53804,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54446,7 +54622,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55764,7 +55943,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56035,9 +56213,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57508,10 +57686,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57520,10 +57694,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58544,6 +58714,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58803,6 +58981,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71496,6 +71681,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71591,6 +71781,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71816,6 +72009,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/pl.po b/doc/translations/pl.po index 637579dfe4..f061c11aff 100644 --- a/doc/translations/pl.po +++ b/doc/translations/pl.po @@ -3945,7 +3945,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7472,8 +7472,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -12204,8 +12205,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -13014,8 +13015,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14105,7 +14109,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -21000,18 +21007,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -22189,6 +22212,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -26092,6 +26123,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -26141,6 +26216,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -33082,7 +33200,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -33101,6 +33219,21 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" +"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " +"wyłączone." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -38563,7 +38696,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40797,6 +40933,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -46524,7 +46668,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47171,7 +47315,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -48441,16 +48585,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50494,6 +50646,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "Zwraca obecną długość spring arm." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52788,14 +52945,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -54242,7 +54408,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -55049,7 +55229,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -56369,7 +56552,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56640,9 +56822,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -58118,10 +58300,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -58130,10 +58308,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -59163,6 +59337,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -59428,6 +59610,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -72174,6 +72363,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -72269,6 +72463,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -72494,6 +72691,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/pt.po b/doc/translations/pt.po index 3c820efa23..80deea8cce 100644 --- a/doc/translations/pt.po +++ b/doc/translations/pt.po @@ -6,12 +6,13 @@ # Reubens Sanders <reubensst@protonmail.com>, 2021. # ssantos <ssantos@web.de>, 2022. # Felipe SiFa <felipe@logus.digital>, 2022. +# Renu <ifpilucas@gmail.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-01-07 12:18+0000\n" -"Last-Translator: Felipe SiFa <felipe@logus.digital>\n" +"PO-Revision-Date: 2022-04-25 15:12+0000\n" +"Last-Translator: Renu <ifpilucas@gmail.com>\n" "Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/pt/>\n" "Language: pt\n" @@ -19,11 +20,11 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.10.1\n" +"X-Generator: Weblate 4.12.1-dev\n" #: doc/tools/make_rst.py msgid "Description" -msgstr "Descrição" +msgstr "“Descrição" #: doc/tools/make_rst.py msgid "Tutorials" @@ -112,13 +113,15 @@ msgstr "" #: doc/tools/make_rst.py msgid "This method is used to construct a type." -msgstr "" +msgstr "Este método é usado para construir um tipo." #: doc/tools/make_rst.py msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "" +"Este método não precisa de uma instância para ser chamando, de maneira que " +"pode ser chamado diretamente usando o nome da classe." #: doc/tools/make_rst.py msgid "" @@ -3931,7 +3934,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "File: Missing dependencies error." -msgstr "" +msgstr "Ficheiro: Erro faltam dependências." #: doc/classes/@GlobalScope.xml msgid "File: End of file (EOF) error." @@ -3987,7 +3990,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "Invalid parameter error." -msgstr "" +msgstr "Erro, parâmetro inválido." #: doc/classes/@GlobalScope.xml msgid "Already exists error." @@ -3995,15 +3998,15 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "Does not exist error." -msgstr "" +msgstr "Não há erro." #: doc/classes/@GlobalScope.xml msgid "Database: Read error." -msgstr "" +msgstr "Banco de dados: Erro de leitura." #: doc/classes/@GlobalScope.xml msgid "Database: Write error." -msgstr "" +msgstr "Banco de dados: Erro de escrita." #: doc/classes/@GlobalScope.xml msgid "Compilation failed error." @@ -4031,7 +4034,7 @@ msgstr "Erro de declaração inválida." #: doc/classes/@GlobalScope.xml msgid "Duplicate symbol error." -msgstr "" +msgstr "Erro de símbolo duplicado." #: doc/classes/@GlobalScope.xml msgid "Parse error." @@ -4043,7 +4046,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "Skip error." -msgstr "" +msgstr "Pular erro." #: doc/classes/@GlobalScope.xml msgid "Help error." @@ -4061,7 +4064,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "No hint for the edited property." -msgstr "" +msgstr "Não há sugestão para a propriedade editada." #: doc/classes/@GlobalScope.xml msgid "" @@ -4113,7 +4116,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "Deprecated hint, unused." -msgstr "" +msgstr "Dica defasada, não utilizada." #: doc/classes/@GlobalScope.xml msgid "" @@ -4232,8 +4235,9 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." -msgstr "" +#, fuzzy +msgid "Used to group properties together in the editor. See [EditorInspector]." +msgstr "A propriedade pode ser checada no inspetor do editor." #: doc/classes/@GlobalScope.xml msgid "Used to categorize properties together in the editor." @@ -7768,8 +7772,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -12501,8 +12506,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -13303,8 +13308,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14416,7 +14424,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -21315,18 +21326,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -22503,6 +22530,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -26405,6 +26440,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -26454,6 +26533,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -33372,7 +33494,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -33391,6 +33513,19 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "Retorna [code]true[/code] se o script pode ser instanciado." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -38831,7 +38966,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -41044,6 +41182,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -46748,7 +46894,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47395,7 +47541,8 @@ msgid "Optional name for the 3D render layer 13." msgstr "Nome opcional para a camada 13 da renderização 3D." #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +#, fuzzy +msgid "Optional name for the 3D render layer 14." msgstr "Nome opcional para a camada 14 da renderização 3D" #: doc/classes/ProjectSettings.xml @@ -48665,16 +48812,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50709,6 +50864,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "Retorna o comprimento atual do braço da mola." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -53002,14 +53162,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -54461,7 +54630,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -55279,7 +55462,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -56599,7 +56785,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56870,9 +57055,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -58345,10 +58530,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -58357,10 +58538,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -59383,6 +59560,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "Limpa todos os valores no tema." @@ -59647,6 +59832,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -72357,6 +72549,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -72452,6 +72649,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -72677,6 +72877,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po index ef73551d07..df7d7969d1 100644 --- a/doc/translations/pt_BR.po +++ b/doc/translations/pt_BR.po @@ -37,12 +37,14 @@ # Kawan Weege <therealdragonofwar@gmail.com>, 2022. # Schnippss <rian.uzum1901@gmail.com>, 2022. # Gonçalo Pascoal <goncalojpascoal@gmail.com>, 2022. +# Douglas S. Elias <douglassantoselias@gmail.com>, 2022. +# Fabio Moura de Oliveira <ccmaismais@yahoo.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-01-15 22:14+0000\n" -"Last-Translator: jak3z <jose_renato06@outlook.com>\n" +"PO-Revision-Date: 2022-04-20 18:20+0000\n" +"Last-Translator: Fabio Moura de Oliveira <ccmaismais@yahoo.com>\n" "Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/pt_BR/>\n" "Language: pt_BR\n" @@ -50,7 +52,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.10.1\n" +"X-Generator: Weblate 4.12-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -114,7 +116,7 @@ msgstr "Padrão" #: doc/tools/make_rst.py msgid "Setter" -msgstr "" +msgstr "setter" #: doc/tools/make_rst.py msgid "value" @@ -122,7 +124,7 @@ msgstr "Valor" #: doc/tools/make_rst.py msgid "Getter" -msgstr "" +msgstr "Getter" #: doc/tools/make_rst.py msgid "" @@ -162,6 +164,8 @@ msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "" +"Este método descreve um operador válido pra utilizar com este tipo como " +"operando do lado esquerdo." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." @@ -4479,7 +4483,8 @@ msgid "The property is a translatable string." msgstr "A propriedade é uma string traduzível." #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +#, fuzzy +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "Usado para agrupar propriedade no editor." #: doc/classes/@GlobalScope.xml @@ -8038,8 +8043,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -12775,8 +12781,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -13583,8 +13589,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14697,7 +14706,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -21634,18 +21646,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -22823,6 +22851,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -26735,6 +26771,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -26784,6 +26864,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -33738,7 +33861,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -33757,6 +33880,19 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "Retorna [code]true[/code] se o script pode ser instanciado." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37548,7 +37684,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Nodes and Scenes" -msgstr "" +msgstr "Nós e cenas" #: doc/classes/Node.xml msgid "All Demos" @@ -39218,7 +39354,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -41449,6 +41588,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -47183,7 +47330,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47830,7 +47977,8 @@ msgid "Optional name for the 3D render layer 13." msgstr "Nome opcional para a camada 13 da renderização 3D." #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +#, fuzzy +msgid "Optional name for the 3D render layer 14." msgstr "Nome opcional para a camada 14 da renderização 3D" #: doc/classes/ProjectSettings.xml @@ -49100,16 +49248,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -51152,6 +51308,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "Retorna o comprimento atual do braço da mola." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -53446,16 +53607,24 @@ msgid "" msgstr "" #: doc/classes/Semaphore.xml -#, fuzzy msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." -msgstr "Abaixa o [Semaphore], permitindo a entrada de mais um thread." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -54909,7 +55078,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -55730,7 +55913,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -57050,7 +57236,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -57321,9 +57506,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -58802,10 +58987,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -58814,10 +58995,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -59854,6 +60031,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "Limpa todos os valores no tema." @@ -60121,6 +60306,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -72879,6 +73071,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -72974,6 +73171,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -73199,6 +73399,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/ro.po b/doc/translations/ro.po index fe5de66cec..8ed6c32878 100644 --- a/doc/translations/ro.po +++ b/doc/translations/ro.po @@ -3487,7 +3487,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7004,8 +7004,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11732,8 +11733,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12531,8 +12532,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13621,7 +13625,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20496,18 +20503,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21682,6 +21705,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25579,6 +25610,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25628,6 +25703,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32541,7 +32659,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32560,6 +32678,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37976,7 +38106,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40184,6 +40317,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45887,7 +46028,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46534,7 +46675,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47804,16 +47945,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49848,6 +49997,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52139,14 +52292,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53592,7 +53754,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54396,7 +54572,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55714,7 +55893,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55985,9 +56163,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57458,10 +57636,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57470,10 +57644,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58494,6 +58664,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58753,6 +58931,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71446,6 +71631,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71541,6 +71731,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71766,6 +71959,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/ru.po b/doc/translations/ru.po index 3205ad2cd3..f5ef5d7395 100644 --- a/doc/translations/ru.po +++ b/doc/translations/ru.po @@ -41,12 +41,15 @@ # Иван Гай <yfrde615@gmail.com>, 2022. # Bebihindra <denisk.chebotarev@mail.ru>, 2022. # Alex_Faction <creeponedead@gmail.com>, 2022. +# Turok Chukchin <chukchinturok@gmail.com>, 2022. +# Rish Alternative <ii4526668@gmail.com>, 2022. +# Andrey <stre10k@mail.ru>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-03-13 22:11+0000\n" -"Last-Translator: Alex_Faction <creeponedead@gmail.com>\n" +"PO-Revision-Date: 2022-04-25 15:12+0000\n" +"Last-Translator: Andrey <stre10k@mail.ru>\n" "Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/ru/>\n" "Language: ru\n" @@ -55,7 +58,7 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 4.12-dev\n" +"X-Generator: Weblate 4.12.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -507,7 +510,6 @@ msgid "Deprecated alias for [method step_decimals]." msgstr "Устаревший псевдоним для [method step_decimals]." #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in " "Godot 4.0, please use [method move_toward] instead.\n" @@ -517,11 +519,12 @@ msgid "" "a = dectime(60, 10, 0.1)) # a is 59.0\n" "[/codeblock]" msgstr "" -"Возвращает [code]value[/code], уменьшенное на [code]step[/code] * " +"[b]Примечание:[/b] [code]dectime[/code] был устаревшим и будет удален в " +"Godot 4.0, пожалуйста, используйте [метод move_toward] вместо него.\n" +"Возвращает результат [code]value[/code], уменьшенный на [code]step[/code] * " "[code]amount[/code].\n" "[codeblock]\n" -"# a = 59\n" -"a = dectime(60, 10, 0.1))\n" +"a = dectime(60, 10, 0.1)) # a равно 59.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -643,7 +646,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Rounds [code]s[/code] downward (towards negative infinity), returning the " "largest whole number that is not more than [code]s[/code].\n" @@ -658,16 +660,16 @@ msgid "" "directly." msgstr "" "Округляет [code]s[/code] вниз (в сторону отрицательной бесконечности), " -"возвращая наибольшее целое число, которое меньше или равно [code]s[/code].\n" +"возвращая наибольшее целое число, которое не больше [code]s[/code].\n" "[codeblock]\n" -"# a равно 2.0\n" -"a = floor(2.99)\n" -"# a равно -3.0\n" -"a = floor(-2.99)\n" -"[/codeblock]\n" -"[b]Примечание:[/b] Этот метод возвращает число с плавающей точкой (float). " -"Если вам нужно целое число (int), вы можете использовать [code]int(s)[/code] " -"напрямую." +"a = floor(2.45) # a равно 2.0\n" +"a = floor(2.99) # a равно 2.0\n" +"a = floor(-2.99) # a равно -3.0\n" +"[/codeblock].\n" +"См. также [method ceil], [method round], [method stepify] и [int].\n" +"[b]Примечание:[/b] Этот метод возвращает float. Если вам нужно целое число и " +"[code]s[/code] является неотрицательным числом, вы можете использовать " +"[code]int(s)[/code] напрямую." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -686,7 +688,6 @@ msgstr "" "Для получения целочисленного остатка используйте оператор %." #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the floating-point modulus of [code]a/b[/code] that wraps equally in " "positive and negative.\n" @@ -706,27 +707,22 @@ msgid "" " 1.5 0.0 0.0\n" "[/codeblock]" msgstr "" -"Возвращает вещественный остаток от деления [code]a/b[/code], который " -"зациклен одинаково для положительных и отрицательных чисел.\n" +"Возвращает модуль с плавающей точкой числа [code]a/b[/code], которое " +"одинаково обертывается в положительную и отрицательную части.\n" "[codeblock]\n" -"var i = -6\n" -"while i < 5:\n" -" prints(i, fposmod(i, 3))\n" -" i += 1\n" -"[/codeblock]\n" -"Выводит:\n" +"for i in 7:\n" +" var x = 0.5 * i - 1.5\n" +" print(\"%4.1f %4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n" +"[/codeblock].\n" +"Производит:\n" "[codeblock]\n" -"-6 0\n" -"-5 1\n" -"-4 2\n" -"-3 0\n" -"-2 1\n" -"-1 2\n" -"0 0\n" -"1 1\n" -"2 2\n" -"3 0\n" -"4 1\n" +"-1.5 -0.0 0.0\n" +"-1.0 -1.0 0.5\n" +"-0.5 -0.5 1.0\n" +" 0.0 0.0 0.0\n" +" 0.5 0.5 0.5\n" +" 1.0 1.0 1.0\n" +" 1.5 0.0 0.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -3748,6 +3744,11 @@ msgid "" "- Linux: Up to 80 buttons.\n" "- Windows and macOS: Up to 128 buttons." msgstr "" +"Максимальное количество кнопок поддерживаемое движком для игрового " +"контроллера. Фактический лимит может быть ниже на определенных платформах:\n" +"- Android: до 36 кнопок.\n" +"- Linux: до 80 кнопок.\n" +"- Windows и macOS: до 128 кнопок." #: doc/classes/@GlobalScope.xml msgid "DualShock circle button." @@ -4170,7 +4171,6 @@ msgid "Unconfigured error." msgstr "Ошибка \"Не настроено\"." #: doc/classes/@GlobalScope.xml -#, fuzzy msgid "Unauthorized error." msgstr "Ошибка \"Не авторизовано\"." @@ -4587,7 +4587,8 @@ msgid "The property is a translatable string." msgstr "Свойство является переводимой строкой." #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +#, fuzzy +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "Используется для группировки свойств в редакторе." #: doc/classes/@GlobalScope.xml @@ -8534,8 +8535,9 @@ msgstr "Возвращает [code]true[/code] если массив пусто #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -13357,8 +13359,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -14169,8 +14171,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -15274,7 +15279,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -22271,18 +22279,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -23464,6 +23488,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -27382,6 +27414,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -27431,6 +27507,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -34393,7 +34512,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -34412,6 +34531,19 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "Возвращает [code]true[/code] если массив пустой." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37604,21 +37736,26 @@ msgid "Returns the map cell height." msgstr "Возвращает значение задержки данного кадра." #: doc/classes/NavigationServer.xml -#, fuzzy msgid "" "Returns the normal for the point returned by [method map_get_closest_point]." -msgstr "Возвращает обратный квадратный корень из аргумента." +msgstr "" +"Возвращает нормаль для точки, возвращенной [методом map_get_closest_point]." #: doc/classes/NavigationServer.xml msgid "" "Returns the closest point between the navigation surface and the segment." msgstr "" +"Возвращает ближайшую точку между навигационной поверхностью и сегментом." #: doc/classes/NavigationServer.xml +#, fuzzy msgid "" "Returns the edge connection margin of the map. This distance is the minimum " "vertex distance needed to connect two edges from different regions." msgstr "" +"Возвращает расстояние соединения граней карты. Это расстояние - минимальное " +"расстояние между вершинами, необходимое для соединения двух ребер из разных " +"регионов." #: doc/classes/NavigationServer.xml #, fuzzy @@ -37632,31 +37769,42 @@ msgstr "" #: doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map up direction." -msgstr "Возвращает синус параметра." +msgstr "Устанавливает направление движения карты вверх." #: doc/classes/NavigationServer.xml +#, fuzzy msgid "" "Process the collision avoidance agents.\n" "The result of this process is needed by the physics server, so this must be " "called in the main thread.\n" "[b]Note:[/b] This function is not thread safe." msgstr "" +"Обработка агентов предотвращения столкновений.\n" +"Результат этого процесса необходим физическому серверу, поэтому эта функция " +"должна вызываться в главном потоке.\n" +"[b]Примечание:[/b] Эта функция не является потокобезопасной." #: doc/classes/NavigationServer.xml +#, fuzzy msgid "Bakes the navigation mesh." -msgstr "" +msgstr "Выпекает навигационную сетку." #: doc/classes/NavigationServer.xml +#, fuzzy msgid "Control activation of this server." -msgstr "" +msgstr "Управление активацией данного сервера." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml +#, fuzzy msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." "html]ENet[/url] library." msgstr "" +"Реализация PacketPeer с использованием библиотеки [url=http://enet.bespin." +"org/index.html]ENet[/url]." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml +#, fuzzy msgid "" "A PacketPeer implementation that should be passed to [member SceneTree." "network_peer] after being initialized as either a client or server. Events " @@ -37668,16 +37816,32 @@ msgid "" "the server port in UDP. You can use the [UPNP] class to try to forward the " "server port automatically when starting the server." msgstr "" +"Реализация PacketPeer, которая должна быть передана в [member SceneTree." +"network_peer] после инициализации в качестве клиента или сервера. Затем " +"события могут обрабатываться путем подключения к сигналам [SceneTree].\n" +"Цель ENet - обеспечить относительно тонкий, простой и надежный сетевой " +"коммуникационный уровень поверх UDP (User Datagram Protocol).\n" +"[b]Примечание:[/b] ENet использует только UDP, а не TCP. При переадресации " +"порта сервера, чтобы сделать ваш сервер доступным в публичном Интернете, вам " +"нужно переадресовать только порт сервера в UDP. Вы можете использовать класс " +"[UPNP], чтобы попытаться перенаправить порт сервера автоматически при " +"запуске сервера." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml +#, fuzzy msgid "" "Closes the connection. Ignored if no connection is currently established. If " "this is a server it tries to notify all clients before forcibly " "disconnecting them. If this is a client it simply closes the connection to " "the server." msgstr "" +"Закрывает соединение. Игнорируется, если в данный момент соединение не " +"установлено. Если это сервер, он пытается уведомить всех клиентов, прежде " +"чем принудительно отключить их. Если это клиент, он просто закрывает " +"соединение с сервером." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml +#, fuzzy msgid "" "Create client that connects to a server at [code]address[/code] using " "specified [code]port[/code]. The given address needs to be either a fully " @@ -37698,8 +37862,29 @@ msgid "" "code] is specified, the client will also listen to the given port; this is " "useful for some NAT traversal techniques." msgstr "" +"Создайте клиент, который подключается к серверу по адресу [code]address[/" +"code], используя указанный [code]port[/code]. Указанный адрес должен быть " +"либо полным доменным именем (например, [code]\"www.example.com\"[/code]), " +"либо IP-адресом в формате IPv4 или IPv6 (например, [code]\"192.168.1.1\"[/" +"code]). [code]port[/code] - это порт, который прослушивает сервер. Параметры " +"[code]in_bandwidth[/code] и [code]out_bandwidth[/code] могут быть " +"использованы для ограничения входящей и исходящей полосы пропускания до " +"заданного количества байт в секунду. Значение по умолчанию 0 означает " +"неограниченную пропускную способность. Обратите внимание, что ENet будет " +"стратегически отбрасывать пакеты на определенных сторонах соединения между " +"пирами, чтобы гарантировать, что пропускная способность пиров не будет " +"превышена. Параметры пропускной способности также определяют размер окна " +"соединения, которое ограничивает количество надежных пакетов, которые могут " +"находиться в пути в любой момент времени. Возвращает [константу OK], если " +"клиент был создан, [константу ERR_ALREADY_IN_USE], если данный экземпляр " +"NetworkedMultiplayerENet уже имеет открытое соединение (в этом случае " +"необходимо сначала вызвать [метод close_connection]) или [константу " +"ERR_CANT_CREATE], если клиент не может быть создан. Если указано " +"[code]client_port[/code], клиент также будет слушать указанный порт; это " +"полезно для некоторых методов обхода NAT." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml +#, fuzzy msgid "" "Create server that listens to connections via [code]port[/code]. The port " "needs to be an available, unused port between 0 and 65535. Note that ports " @@ -37716,29 +37901,55 @@ msgid "" "case you need to call [method close_connection] first) or [constant " "ERR_CANT_CREATE] if the server could not be created." msgstr "" +"Создайте сервер, который прослушивает соединения через [code]порт[/code]. " +"Порт должен быть доступным, неиспользуемым портом в диапазоне от 0 до 65535. " +"Обратите внимание, что порты ниже 1024 являются привилегированными и могут " +"требовать повышенных прав в зависимости от платформы. Чтобы изменить " +"интерфейс, на котором прослушивается сервер, используйте [method " +"set_bind_ip]. IP по умолчанию - это подстановочный знак [code]\"*\"[/code], " +"который прослушивает все доступные интерфейсы. [code]max_clients[/code] - " +"максимальное количество клиентов, разрешенных одновременно, можно " +"использовать любое число до 4095, хотя достижимое количество одновременных " +"клиентов может быть гораздо меньше и зависит от приложения. Дополнительные " +"сведения о параметрах пропускной способности см. в [метод create_client]. " +"Возвращает [константу OK], если сервер был создан, [константу " +"ERR_ALREADY_IN_USE], если данный экземпляр NetworkedMultiplayerENet уже " +"имеет открытое соединение (в этом случае необходимо сначала вызвать [метод " +"close_connection]) или [константу ERR_CANT_CREATE], если сервер не удалось " +"создать." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml +#, fuzzy msgid "" "Disconnect the given peer. If \"now\" is set to [code]true[/code], the " "connection will be closed immediately without flushing queued messages." msgstr "" +"Отключить указанный пир. Если \"now\" имеет значение [code]true[/code], " +"соединение будет закрыто немедленно без сброса очередей сообщений." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml +#, fuzzy msgid "" "Returns the channel of the last packet fetched via [method PacketPeer." "get_packet]." msgstr "" +"Возвращает канал последнего пакета, полученного через [метод PacketPeer." +"get_packet]." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml +#, fuzzy msgid "" "Returns the channel of the next packet that will be retrieved via [method " "PacketPeer.get_packet]." msgstr "" +"Возвращает канал следующего пакета, который будет получен через [метод " +"PacketPeer.get_packet]." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/websocket/doc_classes/WebSocketServer.xml +#, fuzzy msgid "Returns the IP address of the given peer." -msgstr "" +msgstr "Возвращает IP-адрес заданного аналога." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/websocket/doc_classes/WebSocketServer.xml @@ -39879,7 +40090,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -42117,6 +42331,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -47882,7 +48104,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -48529,7 +48751,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49799,16 +50021,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -51901,6 +52131,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "Возвращает длину вектора." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -54193,14 +54428,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -55656,7 +55900,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -56461,7 +56719,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -57808,7 +58069,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -58079,9 +58339,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -59561,10 +59821,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -59573,10 +59829,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -60610,6 +60862,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -60896,6 +61156,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -73803,6 +74070,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -73898,6 +74170,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -74123,6 +74398,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/sk.po b/doc/translations/sk.po index 92f360ecd2..c16d337a6a 100644 --- a/doc/translations/sk.po +++ b/doc/translations/sk.po @@ -3470,7 +3470,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6987,8 +6987,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11715,8 +11716,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12514,8 +12515,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13604,7 +13608,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20479,18 +20486,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21665,6 +21688,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25562,6 +25593,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25611,6 +25686,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32524,7 +32642,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32543,6 +32661,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37959,7 +38089,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40167,6 +40300,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45870,7 +46011,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46517,7 +46658,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47787,16 +47928,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49831,6 +49980,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52122,14 +52275,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53575,7 +53737,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54379,7 +54555,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55697,7 +55876,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55968,9 +56146,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57441,10 +57619,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57453,10 +57627,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58477,6 +58647,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58736,6 +58914,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71429,6 +71614,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71524,6 +71714,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71749,6 +71942,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po index 731e2c7bef..5f8878e056 100644 --- a/doc/translations/sr_Cyrl.po +++ b/doc/translations/sr_Cyrl.po @@ -3481,7 +3481,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6998,8 +6998,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11726,8 +11727,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12525,8 +12526,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13615,7 +13619,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20490,18 +20497,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21676,6 +21699,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25573,6 +25604,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25622,6 +25697,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32535,7 +32653,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32554,6 +32672,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37970,7 +38100,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40178,6 +40311,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45881,7 +46022,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46528,7 +46669,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47798,16 +47939,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49842,6 +49991,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52133,14 +52286,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53586,7 +53748,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54390,7 +54566,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55708,7 +55887,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55979,9 +56157,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57452,10 +57630,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57464,10 +57638,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58488,6 +58658,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58747,6 +58925,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71440,6 +71625,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71535,6 +71725,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71760,6 +71953,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/sv.po b/doc/translations/sv.po index fb7be00495..782a05a2e1 100644 --- a/doc/translations/sv.po +++ b/doc/translations/sv.po @@ -3470,7 +3470,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -6987,8 +6987,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11715,8 +11716,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12514,8 +12515,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13604,7 +13608,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20479,18 +20486,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21665,6 +21688,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25559,6 +25590,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25608,6 +25683,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32521,7 +32639,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32540,6 +32658,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37956,7 +38086,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40164,6 +40297,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45867,7 +46008,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46514,7 +46655,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47784,16 +47925,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49828,6 +49977,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52119,14 +52272,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53572,7 +53734,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54376,7 +54552,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55694,7 +55873,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55965,9 +56143,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57438,10 +57616,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57450,10 +57624,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58474,6 +58644,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58733,6 +58911,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71426,6 +71611,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71521,6 +71711,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71746,6 +71939,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/th.po b/doc/translations/th.po index 924f45c368..712c89e797 100644 --- a/doc/translations/th.po +++ b/doc/translations/th.po @@ -9,12 +9,13 @@ # Kongfa Warorot <gongpha@hotmail.com>, 2020. # PT 07 <porton555@gmail.com>, 2021. # SysError_ <ictsanook@hotmail.com>, 2021. +# Kanda Ninthfish <akkhaporn@gmail.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2021-12-10 10:42+0000\n" -"Last-Translator: SysError_ <ictsanook@hotmail.com>\n" +"PO-Revision-Date: 2022-04-18 06:11+0000\n" +"Last-Translator: Kanda Ninthfish <akkhaporn@gmail.com>\n" "Language-Team: Thai <https://hosted.weblate.org/projects/godot-engine/godot-" "class-reference/th/>\n" "Language: th\n" @@ -22,7 +23,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.10-dev\n" +"X-Generator: Weblate 4.12-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -38,7 +39,7 @@ msgstr "คุณสมบัติ" #: doc/tools/make_rst.py msgid "Methods" -msgstr "เมธอด" +msgstr "วิธีการ" #: doc/tools/make_rst.py msgid "Theme Properties" @@ -71,23 +72,23 @@ msgstr "รายละเอียดของคุณสมบัติ" #: doc/tools/make_rst.py msgid "Inherits:" -msgstr "" +msgstr "สืบทอด:" #: doc/tools/make_rst.py msgid "Inherited By:" -msgstr "" +msgstr "สืบทอดโดย:" #: doc/tools/make_rst.py msgid "(overrides %s)" -msgstr "" +msgstr "(แทนที่ %s)" #: doc/tools/make_rst.py msgid "Default" -msgstr "" +msgstr "ค่าเริ่มต้น" #: doc/tools/make_rst.py msgid "Setter" -msgstr "" +msgstr "Setter" #: doc/tools/make_rst.py msgid "value" @@ -95,7 +96,7 @@ msgstr "" #: doc/tools/make_rst.py msgid "Getter" -msgstr "" +msgstr "Getter" #: doc/tools/make_rst.py msgid "" @@ -3563,7 +3564,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7091,8 +7092,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11820,8 +11822,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12621,8 +12623,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13711,7 +13716,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20587,18 +20595,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21773,6 +21797,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25672,6 +25704,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25721,6 +25797,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32689,7 +32808,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32708,6 +32827,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -36464,7 +36595,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Nodes and Scenes" -msgstr "" +msgstr "โหนดและฉาก" #: doc/classes/Node.xml msgid "All Demos" @@ -38184,7 +38315,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40397,6 +40531,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -46105,7 +46247,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46757,7 +46899,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -48027,16 +48169,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50072,6 +50222,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52363,14 +52518,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53816,7 +53980,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54620,7 +54798,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55941,7 +56122,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56212,9 +56392,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57687,10 +57867,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57699,10 +57875,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58725,6 +58897,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58984,6 +59164,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71697,6 +71884,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71792,6 +71984,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -72017,6 +72212,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/tl.po b/doc/translations/tl.po index 961e99a30d..a1e69a9a36 100644 --- a/doc/translations/tl.po +++ b/doc/translations/tl.po @@ -3546,7 +3546,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7063,8 +7063,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11795,8 +11796,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12597,8 +12598,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13687,7 +13691,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20565,18 +20572,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21751,6 +21774,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25645,6 +25676,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25694,6 +25769,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32607,7 +32725,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32626,6 +32744,21 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -38048,7 +38181,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40259,6 +40395,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -45962,7 +46106,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46609,7 +46753,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47879,16 +48023,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -49923,6 +50075,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52214,14 +52370,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53667,7 +53832,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54471,7 +54650,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55789,7 +55971,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56060,9 +56241,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57533,10 +57714,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57545,10 +57722,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58572,6 +58745,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58831,6 +59012,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71527,6 +71715,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71622,6 +71815,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71847,6 +72043,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/tr.po b/doc/translations/tr.po index f4d2314886..2cc8ec84ec 100644 --- a/doc/translations/tr.po +++ b/doc/translations/tr.po @@ -16,12 +16,12 @@ # The Recon <reconmovyie@gmail.com>, 2021. # ali aydın <alimxaydin@gmail.com>, 2021. # yigithan <yigithanermet38@gmail.com>, 2021. -# Yusuf Yavuzyigit <yusufyavuzyigit25@gmail.com>, 2021. +# Yusuf Yavuzyigit <yusufyavuzyigit25@gmail.com>, 2021, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2021-11-17 12:59+0000\n" +"PO-Revision-Date: 2022-04-03 08:10+0000\n" "Last-Translator: Yusuf Yavuzyigit <yusufyavuzyigit25@gmail.com>\n" "Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/tr/>\n" @@ -30,7 +30,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.9.1-dev\n" +"X-Generator: Weblate 4.12-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -4241,7 +4241,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7760,8 +7760,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -12491,8 +12492,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -13301,8 +13302,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14391,7 +14395,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -21280,18 +21287,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -22468,6 +22491,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -26374,6 +26405,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -26423,6 +26498,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -33346,7 +33464,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -33365,6 +33483,20 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" +"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -37145,7 +37277,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Nodes and Scenes" -msgstr "" +msgstr "Düğüm ve Sahneler" #: doc/classes/Node.xml msgid "All Demos" @@ -38815,7 +38947,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -41036,6 +41171,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -46765,7 +46908,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47412,7 +47555,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -48682,16 +48825,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50734,6 +50885,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "Verilen değerin tanjantını döndürür." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -53025,14 +53181,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -54478,7 +54643,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -55284,7 +55463,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -56604,7 +56786,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56875,9 +57056,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -58352,10 +58533,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -58364,10 +58541,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -59394,6 +59567,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -59654,6 +59835,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -72388,6 +72576,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -72483,6 +72676,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -72708,6 +72904,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/uk.po b/doc/translations/uk.po index e18b49c849..036708df66 100644 --- a/doc/translations/uk.po +++ b/doc/translations/uk.po @@ -12,12 +12,13 @@ # KazanskiyMaks <kazanskiy.maks@gmail.com>, 2022. # Vladyslav Anisimov <uniss@ua.fm>, 2022. # Мирослав <hlopukmyroslav@gmail.com>, 2022. +# Гліб Соколов <ramithes@i.ua>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-03-23 04:18+0000\n" -"Last-Translator: Yuri Chornoivan <yurchor@ukr.net>\n" +"PO-Revision-Date: 2022-04-08 07:11+0000\n" +"Last-Translator: Гліб Соколов <ramithes@i.ua>\n" "Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/uk/>\n" "Language: uk\n" @@ -3619,7 +3620,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4266,7 +4267,7 @@ msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml msgid "2D Sprite animation" -msgstr "" +msgstr "Анімація 2D спрайтів" #: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml #: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml @@ -7144,8 +7145,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11876,8 +11878,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12405,7 +12407,7 @@ msgstr "" #: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml msgid "Custom drawing in 2D" -msgstr "" +msgstr "Власне малювання в 2D" #: doc/classes/CanvasItem.xml msgid "" @@ -12680,8 +12682,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13771,7 +13776,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20657,18 +20665,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21843,6 +21867,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -22946,11 +22978,8 @@ msgid "" msgstr "" #: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml -#, fuzzy msgid "Environment and post-processing" -msgstr "" -"https://docs.godotengine.org/uk/latest/tutorials/3d/" -"environment_and_post_processing.html" +msgstr "Середовище та пост-обробка" #: doc/classes/Environment.xml msgid "Light transport in game engines" @@ -25743,6 +25772,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25792,6 +25865,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32120,7 +32236,7 @@ msgstr "" #: doc/classes/Light.xml doc/classes/SpotLight.xml msgid "3D lights and shadows" -msgstr "" +msgstr "3D світло та тіні" #: doc/classes/Light.xml #, fuzzy @@ -32719,7 +32835,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32738,6 +32854,19 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "Повертає косинус параметра." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -38182,7 +38311,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40398,6 +40530,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -46123,7 +46263,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46770,7 +46910,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -48040,16 +48180,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50085,6 +50233,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "Повертає синус параметра." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52376,14 +52529,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53830,7 +53992,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54634,7 +54810,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55955,7 +56134,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56226,9 +56404,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57704,10 +57882,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57716,10 +57890,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58744,6 +58914,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -59006,6 +59184,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -71737,6 +71922,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71832,6 +72022,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -72057,6 +72250,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/vi.po b/doc/translations/vi.po index 0064bd5593..f3e1d290b9 100644 --- a/doc/translations/vi.po +++ b/doc/translations/vi.po @@ -12,7 +12,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-02-26 10:27+0000\n" +"PO-Revision-Date: 2022-04-25 15:12+0000\n" "Last-Translator: IoeCmcomc <hopdaigia2004@gmail.com>\n" "Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/vi/>\n" @@ -21,11 +21,11 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.11.1-dev\n" +"X-Generator: Weblate 4.12.1-dev\n" #: doc/tools/make_rst.py msgid "Description" -msgstr "Nội dung" +msgstr "Mô tả" #: doc/tools/make_rst.py msgid "Tutorials" @@ -57,7 +57,7 @@ msgstr "Hằng" #: doc/tools/make_rst.py msgid "Property Descriptions" -msgstr "Nội dung Thuộc tính" +msgstr "Mô tả huộc tính" #: doc/tools/make_rst.py msgid "Method Descriptions" @@ -3897,7 +3897,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7440,8 +7440,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -12172,8 +12173,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12977,8 +12978,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -14068,7 +14072,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20957,18 +20964,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -22144,6 +22167,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -26043,6 +26074,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -26092,6 +26167,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -33014,7 +33132,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -33033,6 +33151,19 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -38480,7 +38611,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40702,6 +40836,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -46433,7 +46575,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47080,7 +47222,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -48350,16 +48492,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50400,6 +50550,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "Trả về [Texture2D] của khung hình được cho." + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52691,14 +52846,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -54147,7 +54311,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54952,7 +55130,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -56272,7 +56453,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56543,9 +56723,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -58020,10 +58200,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -58032,10 +58208,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -59062,6 +59234,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -59322,6 +59502,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -72071,6 +72258,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -72166,6 +72358,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -72391,6 +72586,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index d3554843d1..ed6261ee35 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -62,7 +62,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-03-28 09:56+0000\n" +"PO-Revision-Date: 2022-04-25 15:12+0000\n" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hans/>\n" @@ -71,7 +71,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" -"X-Generator: Weblate 4.12-dev\n" +"X-Generator: Weblate 4.12.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -310,9 +310,9 @@ msgstr "" "[code]condition[/code] 为 [code]false[/code] ,则会生成一个错误。如果是从编辑" "器运行的,正在运行的项目还会被暂停,直到手动恢复。该函数可以作为 [method " "push_error] 的加强版,用于向项目开发者或插件用户报错。\n" -"[b]注意:[/b] 出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从" -"编辑器运行项目时执行。所以不要在 [method assert] 调用中加入具有副作用的代码。" -"否则,项目在以发行模式导出后将有不一致的行为。\n" +"[b]注意:[/b]出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从编" +"辑器运行项目时执行。所以不要在 [method assert] 调用中加入具有副作用的代码。否" +"则,项目在以发行模式导出后将有不一致的行为。\n" "如果给出了可选的 [code]message[/code] 参数,在通用的“Assertion failed”消息之" "外,还会显示该信息。你可以使用它来提供关于断言失败原因的其他详细信息。\n" "[codeblock]\n" @@ -1835,7 +1835,7 @@ msgid "" "b = tanh(a) # b is 0.6\n" "[/codeblock]" msgstr "" -"返回[code]s[/code]的双曲正切。\n" +"返回 [code]s[/code] 的双曲正切。\n" "[codeblock]\n" "a = log(2.0) # a = 0.693147\n" "b = tanh(a) # b = 0.6\n" @@ -4181,6 +4181,11 @@ msgid "" "specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero," "One,Three:3,Four,Six:6\"[/code]." msgstr "" +"提示整型、浮点型或字符串类型的属性为枚举值,由提示字符串指定的可选值列表。\n" +"提示字符串为使用逗号分隔的名称列表,例如 [code]\"Hello,Something,Else\"[/" +"code]。对于整型和浮点型属性,列表中第一个名称的值为 0、接下来是 1、以此类推。" +"也可以通过在名称后接上 [code]:整数[/code] 显式指定取值,例如 [code]\"Zero," +"One,Three:3,Four,Six:6\"[/code]。" #: doc/classes/@GlobalScope.xml msgid "" @@ -4348,7 +4353,8 @@ msgid "The property is a translatable string." msgstr "该属性是一个可翻译的字符串。" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +#, fuzzy +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "在编辑器中用于为属性分组。" #: doc/classes/@GlobalScope.xml @@ -4844,7 +4850,7 @@ msgstr "" "向对话框中添加一个带有标签[code]text[/code]和自定义[code]action[/code]的按" "钮,并返回该创建的按钮。按下时,[code]action[/code]会被传递给[signal " "custom_action]信号。\n" -"如果[code]right[/code]为[code]true[/code],按钮会被放置在所有同级按钮的右" +"如果[code]right[/code]为 [code]true[/code],按钮会被放置在所有同级按钮的右" "边。\n" "您可以使用 [method remove_button] 方法从对话框中删除使用此方法创建的按钮。" @@ -4918,11 +4924,11 @@ msgid "" "[FileDialog] to disable hiding the dialog when pressing OK." msgstr "" "如果为 [code]true[/code],按下OK按钮时对话框将隐藏。如果要在收到 [signal " -"confirmed] 信号时执行类似输入验证的操作,则可以将其设置为[code]false[/code]," -"然后在自己的逻辑中处理对话框的隐藏。\n" -"[b]注意:[/b] 从此类派生的某些节点可以具有不同的默认值,并且可能有自己的内置" -"逻辑会覆盖此设置。 例如,[FileDialog] 默认其为 [code]false[/code],并在按下OK" -"时实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 " +"confirmed] 信号时执行类似输入验证的操作,则可以将其设置为 [code]false[/" +"code],然后在自己的逻辑中处理对话框的隐藏。\n" +"[b]注意:[/b]从此类派生的某些节点可以具有不同的默认值,并且可能有自己的内置逻" +"辑会覆盖此设置。 例如,[FileDialog] 默认其为 [code]false[/code],并在按下OK时" +"实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 " "[FileDialog] 中使用此属性来禁止在按OK时隐藏对话框。" #: doc/classes/AcceptDialog.xml @@ -5236,7 +5242,7 @@ msgstr "" "第0帧重新开始。\n" "[AnimatedTexture]目前要求所有帧的纹理具有相同的尺寸,否则较大的纹理会被裁剪," "与最小的纹理相匹配。\n" -"[b]注意:[/b] AnimatedTexture不支持使用[AtlasTexture]。每一帧都需要是一个单独" +"[b]注意:[/b]AnimatedTexture不支持使用[AtlasTexture]。每一帧都需要是一个单独" "的[Texture]。" #: doc/classes/AnimatedTexture.xml @@ -5335,7 +5341,7 @@ msgid "" "paused when changing this property to [code]false[/code]." msgstr "" "如果[code]true[/code],则动画将暂停在当前位置(即[member current_frame])。将" -"此属性更改为[code]false[/code]时,动画将从暂停处继续播放。" +"此属性更改为 [code]false[/code] 时,动画将从暂停处继续播放。" #: doc/classes/AnimatedTexture.xml msgid "" @@ -5594,51 +5600,53 @@ msgstr "返回给定轨道中给定键的方法轨道上要调用的参数值。 #: doc/classes/Animation.xml msgid "Removes a track by specifying the track index." -msgstr "通过指定轨迹索引来删除一个轨迹。" +msgstr "通过指定轨道索引来删除一个轨道。" #: doc/classes/Animation.xml msgid "" "Finds the key index by time in a given track. Optionally, only find it if " "the exact time is given." -msgstr "按时间查找给定轨迹中的关键索引。也可选择只在给定准确时间的情况下查找。" +msgstr "" +"按时间查找给定轨道中的关键帧索引。也可选择只在给定准确时间的情况下查找。" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at [code]idx[/code] wraps the " "interpolation loop. New tracks wrap the interpolation loop by default." msgstr "" -"如果 [code]idx[/code] 处的轨迹包住了内插循环,则返回 [code]true[/code]。新的" -"轨迹默认会包住内插循环。" +"如果 [code]idx[/code] 处的轨道环绕了插值循环,则返回 [code]true[/code]。新建" +"的轨道默认都会环绕插值循环。" #: doc/classes/Animation.xml msgid "Returns the interpolation type of a given track." -msgstr "返回给定轨迹的插值类型。" +msgstr "返回给定轨道的插值类型。" #: doc/classes/Animation.xml msgid "Returns the amount of keys in a given track." -msgstr "返回指定轨道中的键数。" +msgstr "返回给定轨道中的关键帧数量。" #: doc/classes/Animation.xml msgid "Returns the time at which the key is located." -msgstr "返回钥匙所在的时间。" +msgstr "返回关键帧所在的时间。" #: doc/classes/Animation.xml msgid "" "Returns the transition curve (easing) for a specific key (see the built-in " "math function [method @GDScript.ease])." msgstr "" -"返回特定键的过渡曲线(缓动)(参阅内置数学函数[method @GDScript.ease])。" +"返回指定关键帧的过渡曲线(缓动)(参阅内置数学函数 [method @GDScript." +"ease])。" #: doc/classes/Animation.xml msgid "Returns the value of a given key in a given track." -msgstr "返回给定轨道中给定键的值。" +msgstr "返回给定轨道中给定关键帧的值。" #: doc/classes/Animation.xml msgid "" "Gets the path of a track. For more information on the path format, see " "[method track_set_path]." msgstr "" -"获取轨迹的路径。有关路径格式的详细信息,请参阅[method track_set_path]。" +"获取轨道的路径。有关路径格式的详细信息,请参阅 [method track_set_path]。" #: doc/classes/Animation.xml msgid "Gets the type of a track." @@ -5651,14 +5659,15 @@ msgstr "在指定的轨道中插入一个通用键。" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at index [code]idx[/code] is enabled." -msgstr "如果启用了索引[code]idx[/code]处的轨迹,则返回[code]true[/code]。" +msgstr "如果启用了索引 [code]idx[/code] 处的轨道,则返回 [code]true[/code]。" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the given track is imported. Else, return " "[code]false[/code]." msgstr "" -"如果给定的轨迹被导入,返回[code]true[/code]。否则,返回[code]false[/code]。" +"如果给定的轨道是被导入的,返回 [code]true[/code]。否则返回 [code]false[/" +"code]。" #: doc/classes/Animation.xml msgid "Moves a track down." @@ -5685,7 +5694,7 @@ msgstr "按位置(秒)删除指定轨道中的键。" #: doc/classes/Animation.xml msgid "Enables/disables the given track. Tracks are enabled by default." -msgstr "启用/禁用指定的轨道。曲目默认为启用。" +msgstr "启用/禁用指定的轨道。轨道默认为启用。" #: doc/classes/Animation.xml msgid "Sets the given track as imported or not." @@ -5695,7 +5704,7 @@ msgstr "将指定的轨道设置为导入或不导入。" msgid "" "If [code]true[/code], the track at [code]idx[/code] wraps the interpolation " "loop." -msgstr "如果[code]true[/code],则[code]idx[/code]处的轨迹包住插值循环。" +msgstr "如果为 [code]true[/code],则 [code]idx[/code] 处的轨道环绕插值循环。" #: doc/classes/Animation.xml msgid "Sets the interpolation type of a given track." @@ -5703,18 +5712,19 @@ msgstr "设置指定轨道的内插类型。" #: doc/classes/Animation.xml msgid "Sets the time of an existing key." -msgstr "设置现有键的时间。" +msgstr "设置现有关键帧的时间。" #: doc/classes/Animation.xml msgid "" "Sets the transition curve (easing) for a specific key (see the built-in math " "function [method @GDScript.ease])." msgstr "" -"设置特定键的过渡曲线(缓动)(参阅内置数学函数 [method @GDScript.ease])。" +"设置指定关键帧的过渡曲线(缓动)(参阅内置数学函数 [method @GDScript." +"ease])。" #: doc/classes/Animation.xml msgid "Sets the value of an existing key." -msgstr "设置现有键的值。" +msgstr "设置现有关键帧的值。" #: doc/classes/Animation.xml msgid "" @@ -5749,30 +5759,30 @@ msgid "" "seconds). An array consisting of 3 elements: position ([Vector3]), rotation " "([Quat]) and scale ([Vector3])." msgstr "" -"返回给定时间内变换轨迹的插值(以秒为单位)。由3个元素组成的数组:position(位" -"置)([Vector3])、rotation(旋转)([Quat])、 scale(缩放)([Vector3])。" +"返回变换轨道在给定时间(以秒为单位)插值后的值。是由 3 个元素组成的数组:位置" +"([Vector3])、旋转([Quat])、缩放([Vector3])。" #: doc/classes/Animation.xml msgid "" "Returns all the key indices of a value track, given a position and delta " "time." -msgstr "返回给定位置和delta时间的价值轨迹的所有关键指数。" +msgstr "返回在给定的位置和时间增量范围内,值轨道中所有关键帧的索引号。" #: doc/classes/Animation.xml msgid "Returns the update mode of a value track." -msgstr "返回值跟踪的更新模式。" +msgstr "返回值轨道的更新模式。" #: doc/classes/Animation.xml msgid "" "Returns the interpolated value at the given time (in seconds). The " "[code]track_idx[/code] must be the index of a value track." msgstr "" -"返回给定时间处(以秒为单位)的插值。[code]track_idx[/code]必须是一个值轨道的" -"索引。" +"返回位于给定时间(以秒为单位)的插值后的值。[code]track_idx[/code] 必须是值轨" +"道的索引。" #: doc/classes/Animation.xml msgid "Sets the update mode (see [enum UpdateMode]) of a value track." -msgstr "设置值跟踪的更新模式(参阅[enum UpdateMode])。" +msgstr "设置值轨道的更新模式(请参阅 [enum UpdateMode])。" #: doc/classes/Animation.xml msgid "" @@ -5780,9 +5790,9 @@ msgid "" "[b]Note:[/b] Length is not delimited by the last key, as this one may be " "before or after the end to ensure correct interpolation and looping." msgstr "" -"动画的总长度(单位:秒)。\n" -"[b]注意:[/b]长度不以最后一个键为界,因为这个键可能在结束前或结束后,以确保正" -"确的插值和循环。" +"动画的总长度(单位为秒)。\n" +"[b]注意:[/b]长度不以最后一个关键帧为界,因为这个关键帧可能位于结束前或结束" +"后,以确保正确的插值和循环。" #: doc/classes/Animation.xml msgid "" @@ -5790,8 +5800,7 @@ msgid "" "interpolation of animation cycles, and for hinting the player that it must " "restart the animation." msgstr "" -"指示动画必须循环的标志。这用于动画循环正确插值,以及提示播放器须重新启动动" -"画。" +"表示该动画必须循环的标志。这用于动画循环正确插值,以及提示播放器须重启动画。" #: doc/classes/Animation.xml msgid "The animation step value." @@ -5807,17 +5816,17 @@ msgstr "当轨道列表发生变化时发出,例如轨道被添加、移动或 msgid "" "Value tracks set values in node properties, but only those which can be " "Interpolated." -msgstr "值跟踪节点属性中的设置值,但只跟踪那些可以插值的值。" +msgstr "值轨道会为节点的属性设值,只适用于能够进行插值的属性。" #: doc/classes/Animation.xml msgid "" "Transform tracks are used to change node local transforms or skeleton pose " "bones. Transitions are interpolated." -msgstr "变换轨迹用于改变节点局部变换或骨架姿势骨架。转变是插值的。" +msgstr "变换轨道用于改变节点局部变换或骨架的骨骼姿势。会进行插值过渡。" #: doc/classes/Animation.xml msgid "Method tracks call functions with given arguments per key." -msgstr "方法跟踪每个键给定参数的调用函数。" +msgstr "方法轨道会在各个关键帧上使用给定参数的调用函数。" #: doc/classes/Animation.xml msgid "" @@ -5839,11 +5848,11 @@ msgstr "" #: doc/classes/Animation.xml msgid "Animation tracks play animations in other [AnimationPlayer] nodes." -msgstr "动画曲目在其他 [AnimationPlayer] 节点中播放动画。" +msgstr "动画轨道会在其他 [AnimationPlayer] 节点中播放动画。" #: doc/classes/Animation.xml msgid "No interpolation (nearest value)." -msgstr "无插值(最近值)。" +msgstr "无插值(最邻近的值)。" #: doc/classes/Animation.xml msgid "Linear interpolation." @@ -5985,7 +5994,7 @@ msgstr "" msgid "" "Returns [code]true[/code] whether you want the blend tree editor to display " "filter editing on this node." -msgstr "返回[code]true[/code],是否希望混合树编辑器在此节点上显示过滤器编辑。" +msgstr "返回 [code]true[/code],是否希望混合树编辑器在此节点上显示过滤器编辑。" #: doc/classes/AnimationNode.xml msgid "Returns whether the given path is filtered." @@ -6438,7 +6447,6 @@ msgid "[AnimationTree] node resource that contains many blend type nodes." msgstr "[AnimationTree] 节点资源,其中包含许多混合类型节点。" #: doc/classes/AnimationNodeBlendTree.xml -#, fuzzy msgid "" "This node may contain a sub-tree of any other blend type nodes, such as " "[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], " @@ -6446,8 +6454,10 @@ msgid "" "An [AnimationNodeOutput] node named [code]output[/code] is created by " "default." msgstr "" -"该节点可以包含任何其他混合类型节点的子树,例如 mix、blend2、blend3、one shot " -"等。这是最常用的根之一。" +"该节点可以包含任何其他混合类型节点的子树,例如 [AnimationNodeTransition]、" +"[AnimationNodeBlend2]、[AnimationNodeBlend3]、[AnimationNodeOneShot] 等。这是" +"最常用的根之一。\n" +"默认会创建一个名为 [code]output[/code] 的 [AnimationNodeOutput] 节点。" #: doc/classes/AnimationNodeBlendTree.xml msgid "" @@ -6553,7 +6563,7 @@ msgid "" "seconds) between 0 and this value will be added to [member " "autorestart_delay]." msgstr "" -"如果[member autorestart]为[code]true[/code],则介于0和此值之间的随机附加延迟" +"如果[member autorestart]为 [code]true[/code],则介于0和此值之间的随机附加延迟" "(以秒为单位)将添加到[member autorestart_delay]。" #: doc/classes/AnimationNodeOutput.xml @@ -6634,12 +6644,12 @@ msgstr "返回给定过渡的端节点。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns [code]true[/code] if the graph contains the given node." -msgstr "如果图中包含给定的节点,返回[code]true[/code]。" +msgstr "如果图中包含给定的节点,返回 [code]true[/code]。" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Returns [code]true[/code] if there is a transition between the given nodes." -msgstr "如果在给定节点之间存在过渡,返回[code]true[/code]。" +msgstr "如果在给定节点之间存在过渡,返回 [code]true[/code]。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given node from the graph." @@ -6715,7 +6725,7 @@ msgstr "返回A*算法内部计算的当前行进路径。" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns [code]true[/code] if an animation is playing." -msgstr "如果正在播放动画,返回[code]true[/code]。" +msgstr "如果正在播放动画,返回 [code]true[/code]。" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Starts playing the given animation." @@ -7403,8 +7413,8 @@ msgid "" "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" -"如果[code]enable[/code]为[code]true[/code],则ID为[code]id[/code]的动画节点将" -"关闭修改[code]path[/code]属性的轨道。修改后的节点的子代继续进行动画处理。" +"如果[code]enable[/code]为 [code]true[/code],则ID为[code]id[/code]的动画节点" +"将关闭修改[code]path[/code]属性的轨道。修改后的节点的子代继续进行动画处理。" #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7683,7 +7693,7 @@ msgid "" "the next input upon completion." msgstr "" "如果过渡节点上名称为[code]id[/code]的[code]input_idx[/code]的输入被设置为在完" -"成后自动前进到下一个输入,则返回[code]true[/code]。" +"成后自动前进到下一个输入,则返回 [code]true[/code]。" #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7850,7 +7860,7 @@ msgid "" "instance (while GridMaps are not physics body themselves, they register " "their tiles with collision shapes as a virtual physics body)." msgstr "" -"如果为[code]true[/code],则给定的物理体与该区域重叠.\n" +"如果为 [code]true[/code],则给定的物理体与该区域重叠.\n" "[b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了提高性能,重叠列表在" "每一帧和物理步骤之前更新一次。可以考虑使用信号来代替。\n" "[code]body[/code]参数可以是一个[PhysicsBody]或一个[GridMap]实例(虽然GridMaps" @@ -7978,7 +7988,7 @@ msgid "" "be set to [code]true[/code].\n" "[code]area[/code] the other Area." msgstr "" -"当另一个区域退出这个区域时发出的。要求监控[member monitoring]被设置为" +"当另一个区域退出这个区域时发出的。要求监控[member monitoring]被设置为 " "[code]true[/code]。\n" "[code]area[/code]参数是另外一个Area。" @@ -7997,7 +8007,7 @@ msgid "" "shape_owner_get_owner(local_shape_index)[/code]." msgstr "" "当另一个区域的一个[Shape]进入这个区域的一个[Shape]时发出的。要求[member " -"monitoring] 被设置为[code]true[/code]。\n" +"monitoring] 被设置为 [code]true[/code]。\n" "[code]area_rid[/code] [PhysicsServer]使用的其他区域的[CollisionObject]的" "[RID]。\n" "[code]area[/code] 其他区域。\n" @@ -8017,7 +8027,7 @@ msgid "" "[PhysicsBody] or [GridMap]." msgstr "" "当[PhysicsBody]或[GridMap]进入这个区域时发出的。需要将监控[member monitoring]" -"设置为[code]true[/code]。如果[MeshLibrary]有碰撞形状[Shape],就会检测到" +"设置为 [code]true[/code]。如果[MeshLibrary]有碰撞形状[Shape],就会检测到" "[GridMap]。\n" "[code]body[/code], 如果它存在于场景树中, 是另一个[PhysicsBody]或[GridMap]节点" "[Node]。" @@ -8031,7 +8041,7 @@ msgid "" "[PhysicsBody] or [GridMap]." msgstr "" "当[PhysicsBody]或[GridMap]离开这个Area时发出的。需要将监控[member monitoring]" -"设置为[code]true[/code]。如果[MeshLibrary]有碰撞形状[Shape],就会检测到" +"设置为 [code]true[/code]。如果[MeshLibrary]有碰撞形状[Shape],就会检测到" "[GridMap]。\n" "[code]body[/code], 如果它存在于场景树中, 是其他[PhysicsBody]或[GridMap]的" "[Node]。" @@ -8053,7 +8063,7 @@ msgid "" "shape_owner_get_owner(local_shape_index)[/code]." msgstr "" "当[PhysicsBody]或[GridMap]的一个[Shape]进入这个区域的一个[Shape]时触发。需要" -"将[member monitoring]设置为[code]true[/code]。如果[MeshLibrary]有碰撞" +"将[member monitoring]设置为 [code]true[/code]。如果[MeshLibrary]有碰撞" "[Shape],就会检测到[GridMap]。\n" "[code]body_rid[/code] [PhysicsServer]使用的[PhysicsBody]或[MeshLibrary]的" "[CollisionObject]的[RID]。\n" @@ -8221,7 +8231,7 @@ msgid "" "to be set to [code]true[/code].\n" "[code]area[/code] the other Area2D." msgstr "" -"当另一个Area2D进入这个Area2D时发出的。需要将监控[member monitoring]设置为" +"当另一个Area2D进入这个Area2D时发出的。需要将监控[member monitoring]设置为 " "[code]true[/code]。\n" "[code]area[/code]参数是其他Area2D。" @@ -8231,7 +8241,7 @@ msgid "" "to be set to [code]true[/code].\n" "[code]area[/code] the other Area2D." msgstr "" -"当另一个Area2D离开这个Area2D时发出的。要求监控[member monitoring]被设置为" +"当另一个Area2D离开这个Area2D时发出的。要求监控[member monitoring]被设置为 " "[code]true[/code]。\n" "[code]area[/code]参数是其他Area2D。" @@ -8250,7 +8260,7 @@ msgid "" "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" "当另一个Area2D的[Shape2D]进入此Area2D的[Shape2D]时触发。需要将 [member " -"monitoring] 设置为[code]true[/code]。\n" +"monitoring] 设置为 [code]true[/code]。\n" "[code]area_rid[/code] 由[Physics2DServer]使用的其他Area2D的" "[CollisionObject2D]的[RID]。\n" "[code]area[/code] 其他Area2D。\n" @@ -8276,7 +8286,7 @@ msgid "" "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" "当另一个Area2D的[Shape2D]退出这个Area2D的[Shape2D]之一时触发。要求[member " -"monitoring] 被设置为[code]true[/code]。\n" +"monitoring] 被设置为 [code]true[/code]。\n" "[code]area_rid[/code] 由[Physics2DServer]使用的其他Area2D的" "[CollisionObject2D]的[RID]。\n" "[code]area[/code] 其他Area2D。\n" @@ -8296,7 +8306,7 @@ msgid "" "[PhysicsBody2D] or [TileMap]." msgstr "" "当一个[PhysicsBody2D]或[TileMap]进入这个Area2D时发出的。需要将监控[member " -"monitoring]设置为[code]true[/code]。如果[TileSet]有碰撞形状[Shape2D],则检测" +"monitoring]设置为 [code]true[/code]。如果[TileSet]有碰撞形状[Shape2D],则检测" "到[TileMap]。\n" "[code]body[/code]参数是其他[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树" "中。" @@ -8310,8 +8320,8 @@ msgid "" "[PhysicsBody2D] or [TileMap]." msgstr "" "当 [PhysicsBody2D] 或 [TileMap] 离开此 Area2D 时发出。需要将监控[member " -"monitoring]设置为[code]true[/code]。如果 [TileSet] 具有碰撞形状 [Shape2D],则" -"会检测到 [TileMap]。\n" +"monitoring]设置为 [code]true[/code]。如果 [TileSet] 具有碰撞形状 [Shape2D]," +"则会检测到 [TileMap]。\n" "[code]body[/code] 参数是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它存" "在于树中。" @@ -8334,7 +8344,7 @@ msgid "" "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" "当[PhysicsBody2D]或[TileMap]的[Shape2D]之一进入此Area2D的[Shape2D]之一时触" -"发。需要将[member monitoring]设置为[code]true[/code]。如果[TileSet]有" +"发。需要将[member monitoring]设置为 [code]true[/code]。如果[TileSet]有" "Collision[Shape2D],就会检测到[TileMap]。\n" "[code]body_rid[/code] [Physics2DServer]使用的[PhysicsBody2D]或[TileSet]的" "[CollisionObject2D]的[RID]。\n" @@ -8366,7 +8376,7 @@ msgid "" "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" "当[PhysicsBody2D]或[TileMap]的一个[Shape2D]退出这个Area2D的一个[Shape2D]时发" -"出的。需要将[member monitoring]设置为[code]true[/code]。如果[TileSet]有碰撞" +"出的。需要将[member monitoring]设置为 [code]true[/code]。如果[TileSet]有碰撞" "[Shape2D],就会检测到[TileMap]。\n" "[code]body_rid[/code] 是[Physics2DServer]使用的[PhysicsBody2D]或[TileSet]的" "[CollisionObject2D]的[RID]。\n" @@ -8503,7 +8513,7 @@ msgid "" "[/code]. If the array is empty, accessing by index will pause project " "execution when running from the editor." msgstr "" -"返回数组的最后一个元素。如果数组为空,则打印一个错误并返回[code]null[/" +"返回数组的最后一个元素。如果数组为空,则打印一个错误并返回 [code]null[/" "code]。\n" "[b]注意:[/b]调用这个函数与写入 [code]array[-1][/code] 不一样,如果数组是空" "的,当从编辑器运行时,按索引访问将暂停项目的执行。" @@ -8564,8 +8574,8 @@ msgstr "" "使用二分法查找以及在[code]obj[/code]中声明的自定义比较方法,已有值的索引(该" "值不存在时,为现有顺序下的插入索引)。[code]before[/code] 参数是可选的,为 " "[code]false[/code] 时返回的索引位于数组中所有同值元素之后。自定义方法接收两个" -"参数(数组中的值和要搜索的值),如果第一个参数小于第二个参数,必须返回" -"[code]true[/code],否则返回[code]false[/code]。\n" +"参数(数组中的值和要搜索的值),如果第一个参数小于第二个参数,必须返回 " +"[code]true[/code],否则返回 [code]false[/code]。\n" "[codeblock]\n" "func cardinal_to_algebraic(a):\n" " match a:\n" @@ -8625,18 +8635,20 @@ msgid "Returns [code]true[/code] if the array is empty." msgstr "该数组为空时,返回 [code]true[/code]。" #: doc/classes/Array.xml +#, fuzzy msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " "all elements placed after the removed element have to be reindexed." msgstr "" "从数组中删除第一次出现的值。要按索引删除元素,请改用 [method remove]。\n" -"[b]注意:[/b] 该方法就地操作,不返回值。\n" -"[b]注意:[/b] 在大型数组上,如果移除的元素靠近数组的开头(索引 0),则此方法" -"会较慢。这是因为所有放置在删除元素之后的元素都必须重新索引。" +"[b]注意:[/b]该方法就地操作,不返回值。\n" +"[b]注意:[/b]在大型数组上,如果移除的元素靠近数组的开头(索引 0),则此方法会" +"较慢。这是因为所有放置在删除元素之后的元素都必须重新索引。" #: doc/classes/Array.xml msgid "" @@ -8764,9 +8776,9 @@ msgid "" msgstr "" "移除并返回索引[code]position[/code]处的数组元素。如果是负数,[code]position[/" "code]被认为是相对于数组的末端。如果数组是空的或者被越界访问,则保留数组不动," -"并返回[code]null[/code]。当数组被越界访问时,会打印出一条错误信息,但当数组为" -"空时,则不会。\n" -"[b]注意:[/b] 在大的数组上,这个方法可能比[method pop_back]慢,因为它将重新索" +"并返回 [code]null[/code]。当数组被越界访问时,会打印出一条错误信息,但当数组" +"为空时,则不会。\n" +"[b]注意:[/b]在大的数组上,这个方法可能比[method pop_back]慢,因为它将重新索" "引位于被移除元素之后的数组元素。数组越大,被移除元素的索引越低,[method " "pop_at]的速度就越慢。" @@ -8788,16 +8800,16 @@ msgid "" "pop_back] as it will reindex all the array's elements every time it's " "called. The larger the array, the slower [method pop_front] will be." msgstr "" -"移除并返回数组的第一个元素。如果数组是空的,将不会输出任何错误信息并返回" +"移除并返回数组的第一个元素。如果数组是空的,将不会输出任何错误信息并返回 " "[code]null[/code]。另请参阅 [method pop_back]。\n" -"[b]注意:[/b] 当数组元素很多时,由于 [method pop_front] 每次调用时都要重新寻" -"找数组所有元素的索引,所以会比 [method pop_back] 慢很多。数组 越大,[method " +"[b]注意:[/b]当数组元素很多时,由于 [method pop_front] 每次调用时都要重新寻找" +"数组所有元素的索引,所以会比 [method pop_back] 慢很多。数组越大,[method " "pop_front] 越慢。" #: doc/classes/Array.xml msgid "" "Appends an element at the end of the array. See also [method push_front]." -msgstr "在数组的末端添加一个元素。参阅[method push_front]。" +msgstr "在数组的末端追加一个元素。另请参阅 [method push_front]。" #: doc/classes/Array.xml msgid "" @@ -8806,7 +8818,7 @@ msgid "" "push_back] as it will reindex all the array's elements every time it's " "called. The larger the array, the slower [method push_front] will be." msgstr "" -"在数组的开头添加一个元素。请参阅 [method push_back]。\n" +"在数组的开头添加一个元素。另请参阅 [method push_back]。\n" "[b]注意:[/b]在大数组中,这个方法比 [method push_back] 慢得多,因为每次调用它" "都会重新索引所有数组的元素。数组越大,[method push_front] 的速度就越慢。" @@ -8869,7 +8881,7 @@ msgid "" "and upper index are inclusive, with the [code]step[/code] describing the " "change between indices while slicing." msgstr "" -"复制函数中描述的子集并以数组形式返回,如果[code]deep[/code]为[code]true[/" +"复制函数中描述的子集并以数组形式返回,如果[code]deep[/code]为 [code]true[/" "code],则深度复制数组。下索引和上索引是包含的,[code]step[/code]描述了分片时" "索引之间的变化。" @@ -8918,11 +8930,12 @@ msgid "" "print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n" "[/codeblock]" msgstr "" -"使用一个自定义的方法对数组进行排序。参数是一个持有该方法的对象和该方法的名" -"称。自定义方法接收两个参数(一对来自数组的元素),并且必须返回 [code]true[/" -"code] 或者 [code]false[/code]。\n" +"使用自定义的方法对数组进行排序。参数是持有该方法的对象和该方法的名称。自定义" +"方法接受两个参数(数组中的一对元素),并且必须返回 [code]true[/code] 或者 " +"[code]false[/code]。\n" "对于两个元素 [code]a[/code] 和 [code]b[/code],如果给定的方法返回 " -"[code]true[/code],元素 [code]b[/code] 将在数组中元素 [code]a[/code] 之后。\n" +"[code]true[/code],数组中的元素 [code]b[/code] 将排在元素 [code]a[/code] 之" +"后。\n" "[b]注意:[/b]你不能随机化返回值,因为堆排序算法期望一个确定的结果。而这样做会" "导致意外的行为。\n" "[codeblock]\n" @@ -8932,9 +8945,9 @@ msgstr "" " return true\n" " return false\n" "\n" -"var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n" +"var my_items = [[5, \"土豆\"], [9, \"大米\"], [4, \"番茄\"]]\n" "my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n" -"print(my_items) # 输出 [[4, Tomato], [5, Potato], [9, Rice]]。\n" +"print(my_items) # 输出 [[4, 番茄], [5, 土豆], [9, 大米]]。\n" "[/codeblock]" #: doc/classes/ArrayMesh.xml @@ -8989,9 +9002,8 @@ msgstr "" "这个 [MeshInstance] 已经准备就绪,以添加到要显示的 [SceneTree] 中。\n" "程序式几何体生成,请参阅 [ImmediateGeometry]、[MeshDataTool]、" "[SurfaceTool]。\n" -"[b]注意:[/b]Godot 对三角形基本网格模式的正面使用顺时针[url=https://" -"learnopengl-cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]环绕顺序" -"[/url]。" +"[b]注意:[/b]Godot 对三角形图元模式的正面使用顺时针[url=https://learnopengl-" +"cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]环绕顺序[/url]。" #: doc/classes/ArrayMesh.xml msgid "" @@ -9092,7 +9104,7 @@ msgstr "获取分配给此表面的名称。" msgid "" "Returns the primitive type of the requested surface (see [method " "add_surface_from_arrays])." -msgstr "返回所请求曲面的基本类型(请参阅[method add_surface_from_arrays])。" +msgstr "返回所请求曲面的图元类型(请参阅 [method add_surface_from_arrays])。" #: doc/classes/ArrayMesh.xml msgid "" @@ -9345,8 +9357,9 @@ msgid "" "tracking data of the HMD and the location of the ARVRCamera can lag a few " "milliseconds behind what is used for rendering as a result." msgstr "" -"这是用于我们相机辅助的空间节点;请注意,如果适用立体渲染 (VR-HMD),大多数相机" -"属性将被忽略,因为 HMD 信息会覆盖它们。唯一可以信任的属性是近平面和远平面。\n" +"这是用于我们相机辅助的空间节点;请注意,如果适用立体渲染(VR-HMD),大多数相" +"机属性将被忽略,因为 HMD 信息会覆盖它们。唯一可以信任的属性是近平面和远平" +"面。\n" "该节点的位置和方向由 ARVR 服务自动更新,以反映 HMD 的位置(如果这类跟踪可用," "并可被游戏逻辑使用)。请注意,与 ARVR 控制器相比,渲染线程可以获取 HMD 的最新" "跟踪数据,从而 ARVRCamera 的位置可能会滞后于对于渲染的位置几毫秒。" @@ -9398,8 +9411,8 @@ msgid "" "Returns [code]true[/code] if the bound controller is active. ARVR systems " "attempt to track active controllers." msgstr "" -"如果绑定的控制器处于活动状态,返回[code]true[/code]。ARVR系统尝试跟踪活动的控" -"制器。" +"如果绑定的控制器处于活动状态,返回 [code]true[/code]。ARVR系统尝试跟踪活动的" +"控制器。" #: doc/classes/ARVRController.xml msgid "" @@ -9434,8 +9447,8 @@ msgid "" "pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] " "constants." msgstr "" -"如果索引[code]button[/code]处的按钮被按下,返回[code]true[/code]。参阅[enum " -"JoystickList],特别是[code]JOY_VR_*[/code]常数。" +"如果索引 [code]button[/code] 处的按钮被按下,则返回 [code]true[/code]。请参" +"阅 [enum JoystickList] 中的 [code]JOY_VR_*[/code] 常量。" #: doc/classes/ARVRController.xml msgid "" @@ -9562,7 +9575,7 @@ msgid "" msgstr "" "调用这个来初始化这个接口。第一个被初始化的接口确定为主接口,用于渲染输出。\n" "在初始化了接口之后,需要启用视窗的 AR/VR 模式,将开始渲染。\n" -"[b]注意:[/b] 对于任何使用Godot主输出的设备,如移动VR,你必须在主视窗上启用 " +"[b]注意:[/b]对于任何使用Godot主输出的设备,如移动VR,你必须在主视窗上启用 " "AR/VR 模式。\n" "如果你为一个处理自己输出的平台这样做(如 OpenVR),Godot 就会在屏幕上只显示一" "只眼睛而不失真。另外,你可以在场景中添加一个单独的视窗节点,在该视窗上启用 " @@ -9575,7 +9588,7 @@ msgstr "" msgid "" "Returns [code]true[/code] if the current output of this interface is in " "stereo." -msgstr "如果这个接口的当前是立体声输出,返回[code]true[/code]。" +msgstr "如果这个接口的当前是立体声输出,返回 [code]true[/code]。" #: doc/classes/ARVRInterface.xml msgid "Turns the interface off." @@ -9788,11 +9801,11 @@ msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns [code]true[/code] if this device tracks orientation." -msgstr "如果该设备跟踪方向,则返回[code]true[/code]。" +msgstr "如果该设备跟踪方向,则返回 [code]true[/code]。" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns [code]true[/code] if this device tracks position." -msgstr "如果该设备跟踪位置,则返回[code]true[/code]。" +msgstr "如果该设备跟踪位置,则返回 [code]true[/code]。" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the transform combining this device's orientation and position." @@ -9830,17 +9843,17 @@ msgstr "AR 和 VR 功能的服务。" msgid "" "The AR/VR server is the heart of our Advanced and Virtual Reality solution " "and handles all the processing." -msgstr "AR/VR服务是我们高级的虚拟现实解决方案的核心,负责处理所有的过程。" +msgstr "AR/VR 服务器是我们“高级虚拟现实”解决方案的核心,负责进行所有处理。" #: doc/classes/ARVRServer.xml msgid "Registers an [ARVRInterface] object." -msgstr "注册一个[ARVRInterface]对象。" +msgstr "注册一个 [ARVRInterface] 对象。" #: doc/classes/ARVRServer.xml msgid "" "Registers a new [ARVRPositionalTracker] that tracks a spatial location in " "real space." -msgstr "注册一个新的[ARVRPositionalTracker],跟踪现实空间中的空间位置。" +msgstr "注册一个新的 [ARVRPositionalTracker],跟踪现实空间中的空间位置。" #: doc/classes/ARVRServer.xml msgid "" @@ -9888,8 +9901,8 @@ msgid "" "capabilities of an AR/VR platform, you can find the interface for that " "platform by name and initialize it." msgstr "" -"通过名字找到一个接口。例如,如果你的项目使用AR/VR平台的功能,你可以通过名称找" -"到该平台的接口并初始化它。" +"通过名字找到一个接口。例如,如果你的项目使用 AR/VR 平台的功能,你可以通过名称" +"找到该平台的接口并初始化它。" #: doc/classes/ARVRServer.xml msgid "Returns the primary interface's transformation." @@ -9910,7 +9923,7 @@ msgid "" msgstr "" "返回当前在AR/VR服务器上注册的接口数量。如果你的项目支持多个AR/VR平台,你可以" "查看可用的接口,并向用户展示一个选择,或者简单地尝试初始化每个接口,并使用第" -"一个返回[code]true[/code]的接口。" +"一个返回 [code]true[/code]的接口。" #: doc/classes/ARVRServer.xml msgid "" @@ -10118,8 +10131,8 @@ msgid "" msgstr "" "子控件的宽度和高度被自动调整,以使其边界矩形覆盖容器的整个区域,同时保持长宽" "比。\n" -"当子控件的边界矩形超过容器的大小,并且[member Control.rect_clip_content]被启" -"用时,这仅允许显示受其自身边界矩形限制的容器区域。" +"当子控件的边界矩形超过容器的大小,并且 [member Control.rect_clip_content] 被" +"启用时,这仅允许显示受其自身边界矩形限制的容器区域。" #: doc/classes/AspectRatioContainer.xml msgid "" @@ -10446,7 +10459,7 @@ msgid "" msgstr "" "返回一个数组,其中包含 AStar 在给定点之间找到的路径中的点。数组从路径的起点到" "终点进行排序。\n" -"[b]注意:[/b] 这个方法不是线程安全的。如果从 [Thread] 调用,它将返回一个空的 " +"[b]注意:[/b]这个方法不是线程安全的。如果从 [Thread] 调用,它将返回一个空的 " "[PoolVector3Array] 并打印一条错误消息。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml @@ -10708,8 +10721,8 @@ msgid "" msgstr "" "返回一个数组,该数组包含了AStar2D在给定点之间找到的路径中的点。该数组从路径的" "起点到终点排序。\n" -"[b]注意:[/b] 这个方法不是线程安全的。如果从一个[Thread]线程中调用,它将返回" -"一个空的[PoolVector2Array],并打印一个错误信息。" +"[b]注意:[/b]这个方法不是线程安全的。如果从一个[Thread]线程中调用,它将返回一" +"个空的[PoolVector2Array],并打印一个错误信息。" #: doc/classes/AtlasTexture.xml msgid "" @@ -10742,18 +10755,19 @@ msgstr "" "铺,如果在其他[AtlasTexture]资源内部使用,将不能正常工作。多个[AtlasTexture]" "资源可以用来裁剪图集中的多个纹理。与使用多个小文件相比,使用一个纹理图集有助" "于优化视频内存消耗和渲染调用。\n" -"[b]注意:[/b] AtlasTextures不支持重复。当使用AtlasTexture时,[constant " +"[b]注意:[/b]AtlasTextures不支持重复。当使用AtlasTexture时,[constant " "Texture.FLAG_REPEAT]和[constant Texture.FLAG_MIRRORED_REPEAT]标志被忽略。" #: doc/classes/AtlasTexture.xml msgid "The texture that contains the atlas. Can be any [Texture] subtype." -msgstr "包含图集的纹理。可以是任何[Texture]子类型。" +msgstr "包含图集的纹理。可以是任何 [Texture] 子类型。" #: doc/classes/AtlasTexture.xml msgid "" "If [code]true[/code], clips the area outside of the region to avoid bleeding " "of the surrounding texture pixels." -msgstr "如果[code]true[/code],剪辑区域外的区域,以避免周围纹理像素的出血。" +msgstr "" +"如果为 [code]true[/code],则该区域外的区域将被裁去,避免周围纹理像素的出血。" #: doc/classes/AtlasTexture.xml msgid "" @@ -10766,7 +10780,7 @@ msgstr "" #: doc/classes/AtlasTexture.xml msgid "The AtlasTexture's used region." -msgstr "地图集的使用区域。" +msgstr "AtlasTexture 所使用的区域。" #: doc/classes/AudioBusLayout.xml msgid "Stores information about the audio buses." @@ -10862,8 +10876,8 @@ msgid "" "Returns [code]true[/code] if at least [code]frames[/code] audio frames are " "available to read in the internal ring buffer." msgstr "" -"如果内部环缓冲器中至少有[code]frames[/code]音频帧可供读取,则返回[code]true[/" -"code]。" +"如果内部环缓冲器中至少有[code]frames[/code]音频帧可供读取,则返回 " +"[code]true[/code]。" #: doc/classes/AudioEffectCapture.xml msgid "Clears the internal ring buffer." @@ -11204,10 +11218,10 @@ msgid "" "when a game is run on a mobile device, to adjust the mix to that kind of " "speakers (it can be added but disabled when headphones are plugged)." msgstr "" -"AudioEffectEQ让你控制频率。用它来弥补音频中不足之处。AudioEffectEQ在Master总" -"线上很有用,可以完全掌控一个混音,并赋予它更多的特性。当游戏在移动设备上运行" -"时,它们也很有用,可以根据那种扬声器来调整混音(可以被添加,但在插入耳机时禁" -"用)。" +"AudioEffectEQ 可用于频率控制。用它来弥补音频中不足之处。AudioEffectEQ 在 " +"Master 总线上很有用,可以完全掌控一个混音,并赋予它更多的特性。当游戏在移动设" +"备上运行时,它们也很有用,可以根据那种扬声器来调整混音(可以被添加,但在插入" +"耳机时禁用)。" #: doc/classes/AudioEffectEQ.xml msgid "Returns the number of bands of the equalizer." @@ -11811,7 +11825,7 @@ msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the number of effects on the bus at [code]bus_idx[/code]." -msgstr "返回[code]bus_idx[/code]处总线上的效果数。" +msgstr "返回 [code]bus_idx[/code] 处总线上的效果数。" #: doc/classes/AudioServer.xml msgid "" @@ -11895,13 +11909,13 @@ msgstr "" #: doc/classes/AudioServer.xml msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted." -msgstr "如果为[code]true[/code],则索引[code]bus_idx[/code]处的总线被静音。" +msgstr "如果为 [code]true[/code],则索引[code]bus_idx[/code]处的总线被静音。" #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode." msgstr "" -"如果为[code]true[/code],则索引[code]bus_idx[/code]处的总线处于solo模式。" +"如果为 [code]true[/code],则索引[code]bus_idx[/code]处的总线处于solo模式。" #: doc/classes/AudioServer.xml msgid "" @@ -12066,8 +12080,8 @@ msgstr "" "此音频流不播放声音,需要脚本为其生成音频数据。参阅" "[AudioStreamGeneratorPlayback]。\n" "另请参阅 [AudioEffectSpectrumAnalyzer] 用于执行实时音频频谱分析。\n" -"[b]注意:[/b] 由于性能限制,最好从 C# 或通过 GDNative 编译的语言中使用此类。" -"如果你仍然想从GDScript中使用这个类,请考虑使用较低的 [member mix_rate],例如 " +"[b]注意:[/b]由于性能限制,最好从 C# 或通过 GDNative 编译的语言中使用此类。如" +"果你仍然想从GDScript中使用这个类,请考虑使用较低的 [member mix_rate],例如 " "11,025 Hz 或 22,050 Hz。" #: doc/classes/AudioStreamGenerator.xml @@ -12311,7 +12325,7 @@ msgid "" msgstr "" "播放音频,随着与屏幕中心的距离而减弱。\n" "参阅[AudioStreamPlayer]来播放非位置性的声音。\n" -"[b]注意:[/b] 隐藏一个[AudioStreamPlayer2D]节点并不能禁用其音频输出。要暂时禁" +"[b]注意:[/b]隐藏一个[AudioStreamPlayer2D]节点并不能禁用其音频输出。要暂时禁" "用[AudioStreamPlayer2D]的音频输出,请将[member volume_db]设置为一个非常低的" "值,如[code]-100[/code](人的听觉听不到)。" @@ -12381,7 +12395,7 @@ msgstr "" "默认情况下,音频是从相机的位置听到的,这可以通过在场景中添加一个[Listener]节" "点,并通过对其调用[method Listener.make_current]来启用它,以改变。\n" "参阅[AudioStreamPlayer]来播放非位置的声音。\n" -"[b]注意:[/b] 隐藏一个[AudioStreamPlayer3D]节点并不能禁用其音频输出。要暂时禁" +"[b]注意:[/b]隐藏一个[AudioStreamPlayer3D]节点并不能禁用其音频输出。要暂时禁" "用[AudioStreamPlayer3D]的音频输出,请将[member unit_db]设置为一个非常低的值," "如[code]-100[/code](人的听觉听不到)。" @@ -12493,7 +12507,7 @@ msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[member stream_paused] to [code]false[/code]." msgstr "" -"如果[code]true[/code],则播放会暂停。你可以通过设置[member stream_paused]为" +"如果[code]true[/code],则播放会暂停。你可以通过设置[member stream_paused]为 " "[code]false[/code]来恢复它。" #: doc/classes/AudioStreamPlayer3D.xml @@ -12795,8 +12809,8 @@ msgstr "" "[b]程序化生成:[/b] 烘焙光照贴图的功能只在编辑器中可用。也就是说," "[BakedLightmap] 不适合程序化生成、用户搭建的关卡。想要支持程序化生成或者用户" "搭建关卡,请使用 [GIProbe]。\n" -"[b]注意:[/b] 由于光照贴图的工作原理,大多数属性只有在光照贴图再次烘焙后才会" -"看到效果。" +"[b]注意:[/b]由于光照贴图的工作原理,大多数属性只有在光照贴图再次烘焙后才会看" +"到效果。" #: doc/classes/BakedLightmap.xml msgid "" @@ -12823,6 +12837,14 @@ msgid "" "set to [code]false[/code] so that the resulting lightmap is visible in both " "GLES3 and GLES2." msgstr "" +"如果为 [code]true[/code],光照贴图器会将所有网格的纹理合并为单个纹理或若干大" +"型的分层纹理。如果为 [code]false[/code],各个网格有各自的光照贴图纹理,效率较" +"低。\n" +"[b]注意:[/b]只有 GLES3 支持光照贴图集的渲染,GLES2 [i]不支持[/i]。GLES3 和 " +"GLES2 均支持非图集的光照贴图渲染。如果 [member ProjectSettings.rendering/" +"quality/driver/fallback_to_gles2] 为 [code]true[/code],请考虑在烘焙光照贴图" +"时将 [member atlas_generate] 设为 [code]false[/code],这样生成的光照贴图在 " +"GLES3 和 GLES2 中均可用。" #: doc/classes/BakedLightmap.xml msgid "" @@ -12850,11 +12872,11 @@ msgid "" msgstr "" "每次反弹的能量乘数。较高的值将使间接照明更亮。 [code]1.0[/code] 的值表示与物" "理相一致的行为,但在使用少量反弹时,可以使用更高的值使间接照明传播更明显。这" -"可用于通过降低[member bounces]的数量然后增加 [member bounce_indirect_energy] " -"来加快烘焙时间。与 [member BakedLightmapData.energy] 不同,此属性不会影响灯光" -"节点、自发光材质和环境发出的直接光照。\n" -"[b]注意:[/b] [member bounce_indirect_energy] 仅在[member bounces] 设置为大于" -"或等于[code]1[/code]的值时有效。" +"可用于通过降低 [member bounces] 的数量然后增加 [member " +"bounce_indirect_energy] 来加快烘焙时间。与 [member BakedLightmapData.energy] " +"不同,此属性不会影响灯光节点、发光材质和环境发出的直接光照。\n" +"[b]注意:[/b][member bounce_indirect_energy] 仅在 [member bounces] 设置为大于" +"等于 [code]1[/code] 的值时有效。" #: doc/classes/BakedLightmap.xml msgid "" @@ -12928,8 +12950,8 @@ msgid "" "amount of light on all the lightmap texels. Can be used for artistic control " "on shadow color." msgstr "" -"所有光照贴图纹理元素的最小环境光。这不考虑场景几何体的任何遮挡,它只是确保所" -"有光照贴图纹理元素上的光量最小。可用于阴影颜色的艺术控制。" +"所有光照贴图纹素的最小环境光。这不考虑场景几何体的任何遮挡,它只是确保所有光" +"照贴图纹素上的光量最小。可用于阴影颜色的艺术控制。" #: doc/classes/BakedLightmap.xml msgid "Decides which environment to use during baking." @@ -12960,8 +12982,8 @@ msgid "" "The amount of samples for each quality level can be configured in the " "project settings." msgstr "" -"决定在不正确的光照烘焙中每一个纹理元素的采样量。可以在项目设置中配置每个质量" -"级别的采样量。" +"决定在不正确的光照烘焙中每一个纹素的采样量。可以在项目设置中配置每个质量级别" +"的采样量。" #: doc/classes/BakedLightmap.xml msgid "" @@ -13089,7 +13111,7 @@ msgid "" msgstr "" "烘焙和动态捕获对象的全局能量乘数。这可以在运行时更改,而无需再次烘焙光照贴" "图。\n" -"要仅调整间接照明的能量,即不影响直接照明或自发光材质,请调整 [member " +"要仅调整间接照明的能量(即不影响直接照明或发光材质),请调整 [member " "BakedLightmap.bounce_indirect_energy] 并再次烘焙光照贴图。" #: doc/classes/BakedLightmapData.xml @@ -13137,7 +13159,7 @@ msgstr "" msgid "" "Returns [code]true[/code] if the mouse has entered the button and has not " "left it yet." -msgstr "如果鼠标已进入按钮,且尚未离开,则返回[code]true[/code]。" +msgstr "如果鼠标已进入按钮,且尚未离开,则返回 [code]true[/code]。" #: doc/classes/BaseButton.xml msgid "" @@ -13150,8 +13172,8 @@ msgid "" msgstr "" "改变按钮的[member pressed]状态,不触发[signal toggled]。当你只想改变按钮的状" "态而不发送按下事件时使用(例如,在初始化场景时)。只有当[member toggle_mode]" -"是[code]true[/code]时才有效。\n" -"[b]注意:[/b] 这个方法不会释放其按钮[member group] 中的其他按钮。" +"是[code]true[/code] 时才有效。\n" +"[b]注意:[/b]这个方法不会释放其按钮[member group] 中的其他按钮。" #: doc/classes/BaseButton.xml msgid "" @@ -13493,7 +13515,7 @@ msgstr "返回矩阵的转置版本。" #: doc/classes/Basis.xml msgid "Returns a vector transformed (multiplied) by the matrix." -msgstr "返回一个被矩阵转换(乘法)的向量。" +msgstr "返回一个被矩阵变换(乘法)的向量。" #: doc/classes/Basis.xml msgid "" @@ -13588,8 +13610,8 @@ msgid "" "code] in other case." msgstr "" "创建一个与给定图像尺寸相匹配的位图,如果图像在该位置的 Alpha 值等于 " -"[code]threshold[/code] 或更小,则位图的每个元素都设置为[code]false[/code],其" -"他情况下为[code]true[/code]。" +"[code]threshold[/code] 或更小,则位图的每个元素都设置为 [code]false[/code]," +"其他情况下为 [code]true[/code]。" #: doc/classes/BitMap.xml msgid "Returns bitmap's value at the specified position." @@ -13602,7 +13624,7 @@ msgstr "返回位图的尺寸。" #: doc/classes/BitMap.xml msgid "" "Returns the amount of bitmap elements that are set to [code]true[/code]." -msgstr "返回设置为[code]true[/code]的位图元素的数量。" +msgstr "返回设置为 [code]true[/code]的位图元素的数量。" #: doc/classes/BitMap.xml msgid "" @@ -13743,7 +13765,7 @@ msgstr "将节点当前的变换存储在[member rest]中。" #: doc/classes/Bone2D.xml msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." -msgstr "返回节点的索引,作为整个骨架的一部分。参阅[Skeleton2D]。" +msgstr "返回节点的索引,作为整个骨架的一部分。请参阅 [Skeleton2D]。" #: doc/classes/Bone2D.xml msgid "" @@ -13852,7 +13874,7 @@ msgstr "" "下面的代码只有在两个条件都满足的情况下才会产生子弹:动作“shoot”被按下,并且如" "果[code]can_shoot[/code]是[code]true[/code]。\n" "[b]注意:[/b][code]Input.is_action_pressed(\"shoot\")[/code]也是一个布尔值," -"当“shoot”被按下时为[code]true[/code],当“shoot”没有被按下时为[code]false[/" +"当“shoot”被按下时为 [code]true[/code],当“shoot”没有被按下时为 [code]false[/" "code]。\n" "[codeblock]\n" "var can_shoot = true\n" @@ -13861,8 +13883,8 @@ msgstr "" " if can_shoot and Input.is_action_pressed(\"shoot\"):\n" " create_bullet()\n" "[/codeblock]\n" -"下面的代码将把[code]can_shoot[/code]设置为[code]false[/code]并启动一个定时" -"器。这将阻止玩家射击,直到定时器用完。然后[code]can_shoot[/code]设置为" +"下面的代码将把[code]can_shoot[/code]设置为 [code]false[/code]并启动一个定时" +"器。这将阻止玩家射击,直到定时器用完。然后[code]can_shoot[/code]设置为 " "[code]true[/code],再次允许玩家进行射击。\n" "[codeblock]\n" "var can_shoot = true\n" @@ -14020,8 +14042,8 @@ msgstr "" "按钮像所有控件节点一样,也可以在编辑器中创建,但在某些情况下可能需要从代码中" "创建。\n" "参阅 [BaseButton],其中包括与此节点相关的通用属性和方法。\n" -"[b]注意:[/b] 按钮不处理触摸输入,因此不支持多点触控,因为模拟鼠标在给定时间" -"只能按下一个按钮。将 [TouchScreenButton] 用于触发游戏移动或动作的按钮,因为 " +"[b]注意:[/b]按钮不处理触摸输入,因此不支持多点触控,因为模拟鼠标在给定时间只" +"能按下一个按钮。将 [TouchScreenButton] 用于触发游戏移动或动作的按钮,因为 " "[TouchScreenButton] 支持多点触控。" #: doc/classes/Button.xml doc/classes/Dictionary.xml @@ -14228,8 +14250,8 @@ msgid "" "Returns [code]true[/code] if the given [code]layer[/code] in the [member " "cull_mask] is enabled, [code]false[/code] otherwise." msgstr "" -"如果[member cull_mask]中给定的[code]layer[/code]被启用,返回[code]true[/" -"code],否则返回[code]false[/code]。" +"如果[member cull_mask]中给定的[code]layer[/code]被启用,返回 [code]true[/" +"code],否则返回 [code]false[/code]。" #: doc/classes/Camera.xml msgid "" @@ -14246,8 +14268,8 @@ msgid "" "[b]Note:[/b] A position which returns [code]false[/code] may still be " "outside the camera's field of view." msgstr "" -"如果给定的位置在相机后面,返回[code]true[/code]。\n" -"[b]注意:[/b] 返回[code]false[/code]的位置可能仍然在相机的视野之外。" +"如果给定的位置在相机后面,返回 [code]true[/code]。\n" +"[b]注意:[/b]返回 [code]false[/code]的位置可能仍然在相机的视野之外。" #: doc/classes/Camera.xml msgid "" @@ -14462,10 +14484,11 @@ msgstr "" "的Z距离会影响其感知的大小。" #: doc/classes/Camera.xml +#, fuzzy msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" "相机的尺寸,以1/2的宽度或高度测量。仅适用于正交模式。由于[member keep_aspect]" "锁定在轴上,因此[code]size[/code]设置其他轴的尺寸长度。" @@ -14836,8 +14859,8 @@ msgid "" "Speed in pixels per second of the camera's smoothing effect when [member " "smoothing_enabled] is [code]true[/code]." msgstr "" -"当[member smoothing_enabled]为[code]true[/code]时,相机平滑效果的速度,以每秒" -"像素为单位。" +"当[member smoothing_enabled]为 [code]true[/code] 时,相机平滑效果的速度,以每" +"秒像素为单位。" #: doc/classes/Camera2D.xml msgid "" @@ -14943,7 +14966,7 @@ msgstr "相机安装在了设备后部。" #: doc/classes/CameraServer.xml msgid "Server keeping track of different cameras accessible in Godot." -msgstr "服务器跟踪 Godot 中可访问的不同摄像头。" +msgstr "跟踪 Godot 中可访问的不同摄像头的服务器。" #: doc/classes/CameraServer.xml msgid "" @@ -15257,19 +15280,19 @@ msgstr "" "[code]color[/code]和[code]width[/code]指定的笔画形式绘制。如果" "[code]antialiased[/code]是[code]true[/code],线条抗锯齿。\n" "[b]注意:[/b][code]width[/code]和[code]antialiased[/code]只有在[code]filled[/" -"code]是[code]false[/code]时才有效。" +"code]是[code]false[/code] 时才有效。" #: doc/classes/CanvasItem.xml msgid "" "Sets a custom transform for drawing via components. Anything drawn " "afterwards will be transformed by this." -msgstr "设置通过组件进行绘图的自定义变换。之后绘制的任何东西都将被转换。" +msgstr "设置通过组件进行绘图的自定义变换。此后绘制的任何东西都将被它变换。" #: doc/classes/CanvasItem.xml msgid "" "Sets a custom transform for drawing via matrix. Anything drawn afterwards " "will be transformed by this." -msgstr "设置通过矩阵绘制时的自定义变换。之后绘制的任何东西都将被转换。" +msgstr "设置通过矩阵绘制时的自定义变换。此后绘制的任何东西都将被它变换。" #: doc/classes/CanvasItem.xml msgid "" @@ -15399,20 +15422,20 @@ msgstr "" msgid "" "Returns [code]true[/code] if local transform notifications are communicated " "to children." -msgstr "如果将本地转换通知传达给子级,则返回[code]true[/code]。" +msgstr "如果将本地变换通知传达给子级,则返回 [code]true[/code]。" #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if the node is set as top-level. See [method " "set_as_toplevel]." msgstr "" -"如果节点设置为顶层,则返回[code]true[/code]。参阅[method set_as_toplevel]。" +"如果节点设置为顶层,则返回 [code]true[/code]。参阅 [method set_as_toplevel]。" #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if global transform notifications are communicated " "to children." -msgstr "如果将全局转换通知传达给子级,则返回[code]true[/code]。" +msgstr "如果将全局变换通知传达给子级,则返回 [code]true[/code]。" #: doc/classes/CanvasItem.xml doc/classes/Spatial.xml msgid "" @@ -15427,38 +15450,39 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "Assigns [code]screen_point[/code] as this node's new local transform." -msgstr "分配[code]screen_point[/code]作为该节点的新本地转换。" +msgstr "分配 [code]screen_point[/code] 作为该节点的新本地变换。" #: doc/classes/CanvasItem.xml msgid "" "Transformations issued by [code]event[/code]'s inputs are applied in local " "space instead of global space." -msgstr "[code]event[/code]的输入发出的转换将在局部空间而不是全局空间中应用。" +msgstr "[code]event[/code] 的输入发出的变换将在局部空间而不是全局空间中应用。" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" -"如果[code]enable[/code]为[code]true[/code],则该节点将不会从父画布项目继承其" -"变换。" #: doc/classes/CanvasItem.xml -#, fuzzy msgid "" "If [code]enable[/code] is [code]true[/code], this node will receive " "[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform " "changes." msgstr "" -"如果[code]enable[/code]为[code]true[/code],则将使用局部变换数据更新子项。" +"如果 [code]enable[/code] 为 [code]true[/code],那么这个节点会在其局部变换发生" +"改变时接收到 [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED]。" #: doc/classes/CanvasItem.xml -#, fuzzy msgid "" "If [code]enable[/code] is [code]true[/code], this node will receive " "[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes." msgstr "" -"如果[code]enable[/code]为[code]true[/code],则将使用全局变换数据更新子项。" +"如果 [code]enable[/code] 为 [code]true[/code],那么这个节点会在其全局变换发生" +"改变时接收到 [constant NOTIFICATION_TRANSFORM_CHANGED]。" #: doc/classes/CanvasItem.xml msgid "" @@ -15525,7 +15549,7 @@ msgid "" "instead." msgstr "" "如果[code]true[/code],这个[CanvasItem]被绘制。只有当它的所有父节点也可见时," -"该节点才是可见的(换句话说,[method is_visible_in_tree]必须返回[code]true[/" +"该节点才是可见的(换句话说,[method is_visible_in_tree]必须返回 [code]true[/" "code])。\n" "[b]注意:[/b]对于继承了[Popup]的控件,使其可见的正确方法是调用多个" "[code]popup*()[/code]函数之一。" @@ -15588,22 +15612,20 @@ msgstr "" "用。不会应用任何光照。" #: doc/classes/CanvasItem.xml -#, fuzzy msgid "" "The [CanvasItem]'s global transform has changed. This notification is only " "received if enabled by [method set_notify_transform]." msgstr "" -"[CanvasItem]的变换已更改。仅当[method set_notify_transform]或[method " -"set_notify_local_transform]启用时,才会收到此通知。" +"该 [CanvasItem] 的全局变换已更改。只有在通过 [method set_notify_transform] 启" +"用时,才会收到这个通知。" #: doc/classes/CanvasItem.xml -#, fuzzy msgid "" "The [CanvasItem]'s local transform has changed. This notification is only " "received if enabled by [method set_notify_local_transform]." msgstr "" -"[CanvasItem]的变换已更改。仅当[method set_notify_transform]或[method " -"set_notify_local_transform]启用时,才会收到此通知。" +"该 [CanvasItem] 的局部变换已更改。只有在通过 [method " +"set_notify_local_transform] 启用时,才会收到这个通知。" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] is requested to draw." @@ -15686,7 +15708,7 @@ msgid "" "This property (and other [code]particles_anim_*[/code] properties that " "depend on it) has no effect on other types of nodes." msgstr "" -"如果为[code]true[/code],当分配给 [Particles2D] 和 [CPUParticles2D] 节点时," +"如果为 [code]true[/code],当分配给 [Particles2D] 和 [CPUParticles2D] 节点时," "启用基于spritesheet的动画功能。[member ParticlesMaterial.anim_speed]或" "[member CPUParticles2D.anim_speed]也应设置为正值,才能播放动画。\n" "这个属性(以及其他依赖于它的[code]particles_anim_*[/code]属性)对其他类型的节" @@ -15934,10 +15956,10 @@ msgid "" "pause_mode]). Resets when the text in the [RichTextLabel] is changed.\n" "[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden." msgstr "" -"自[RichTextLabel]被添加到场景树后所经过的时间,单位秒。时间在[RichTextLabel]" -"暂停时停止,参阅[member Node.pause_mode]。当[RichTextLabel]中的文本改变时,会" -"重新设置。\n" -"[b]注意:[/b] 当[RichTextLabel]被隐藏时,时间仍会增加。" +"自 [RichTextLabel] 被添加到场景树后所经过的时间,单位秒。时间在 " +"[RichTextLabel] 暂停时停止,参阅 [member Node.pause_mode]。当 " +"[RichTextLabel] 中的文本发生改变时会重置。\n" +"[b]注意:[/b]当 [RichTextLabel] 被隐藏时,时间仍会增加。" #: doc/classes/CharFXTransform.xml msgid "" @@ -15954,12 +15976,13 @@ msgid "" "1)}\n" "[/codeblock]" msgstr "" -"包含在开头的BBCode标记中传递的参数。默认情况下,参数是字符串。如果它们的内容" -"与[bool],[int]或[float]之类的类型匹配,它们将被自动转换。格式为" -"[code]#rrggbb[/code]或[code]#rgb[/code]的颜色代码将转换为不透明的[Color]。字" -"符串参数即使使用引号也不能包含空格。如果存在,引号也将出现在最终字符串中。\n" -"例如,开头的BBCode标签[code][example foo = hello bar = true baz = 42 color =" -"#ffffff][/code]将映射到以下[Dictionary]:\n" +"包含在开头的 BBCode 标记中传递的参数。默认情况下,参数是字符串。如果它们的内" +"容与 [bool]、[int]、[float] 之类的类型匹配,它们将被自动转换。格式为 " +"[code]#rrggbb[/code] 或 [code]#rgb[/code] 的颜色代码将转换为不透明的 " +"[Color]。字符串参数即使使用引号也不能包含空格。如果存在,引号也将出现在最终字" +"符串中。\n" +"例如,开头的 BBCode 标签 [code][example foo = hello bar = true baz = 42 " +"color =#ffffff][/code] 将映射到以下 [Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" @@ -15990,7 +16013,7 @@ msgstr "" #: doc/classes/CheckBox.xml msgid "Binary choice user interface widget. See also [CheckButton]." -msgstr "二元选择(有或无)用户界面小部件。另请参阅[CheckButton]。" +msgstr "二项选择用户界面小部件。另请参阅 [CheckButton]。" #: doc/classes/CheckBox.xml msgid "" @@ -16003,19 +16026,19 @@ msgid "" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" -"复选框让用户做出二元选择,即在两个可能的选项中只选择一个。它在功能上类似于" +"让用户做出二项选择的复选框(在两个可能的选项中只选择一个)。它在功能上类似于 " "[CheckButton],但外观不同。为了遵循用户体验,建议在切换它对某些东西[b]没有[/" -"b]直接影响时使用CheckBox。例如,当切换它只会在确认按钮被按下时做一些事情时," -"使用它。\n" -"参阅[BaseButton],它包含了与该节点相关的常规属性和方法。" +"b]直接影响时使用 CheckBox。例如,当切换它只会在确认按钮被按下时做一些事情时," +"选择 CheckBox。\n" +"另请参阅 [BaseButton],它包含了与该节点相关的常规属性和方法。" #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color." -msgstr "[CheckBox]文本的字体颜色。" +msgstr "该 [CheckBox] 的文本字体颜色。" #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's disabled." -msgstr "[CheckBox]文本被禁用时的字体颜色。" +msgstr "该 [CheckBox] 被禁用时的文本字体颜色。" #: doc/classes/CheckBox.xml msgid "" @@ -16023,82 +16046,83 @@ msgid "" "text color of the checkbox. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" -"[CheckBox] 文本获得焦点时的字体颜色。只取代复选框的正常文本颜色。禁用、悬停和" -"按下状态优先于这个颜色。" +"该 [CheckBox] 被聚焦时的文本字体颜色。只取代复选框的正常文本颜色。禁用、悬停" +"和按下状态优先于这个颜色。" #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's hovered." -msgstr "[CheckBox]文本在悬停时的字体颜色。" +msgstr "该 [CheckBox] 被悬停时的文本字体颜色。" #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's hovered and pressed." -msgstr "当[CheckBox]文本被悬停和按下时的字体颜色。" +msgstr "该 [CheckBox] 被悬停且被按下时的文本字体颜色。" #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's pressed." -msgstr "文本被按下时的字体颜色。" +msgstr "该 [CheckBox] 被按下时的文本字体颜色。" #: doc/classes/CheckBox.xml msgid "The vertical offset used when rendering the check icons (in pixels)." -msgstr "呈现复选图标时使用的垂直偏移量(以像素为单位)。" +msgstr "渲染复选图标时使用的垂直偏移量(单位为像素)。" #: doc/classes/CheckBox.xml msgid "The separation between the check icon and the text (in pixels)." -msgstr "复选图标和文本之间的分隔(以像素为单位)。" +msgstr "复选图标与文本之间的间隔(单位为像素)。" #: doc/classes/CheckBox.xml msgid "The [Font] to use for the [CheckBox] text." -msgstr "用于[CheckBox]文本的[Font]。" +msgstr "该 [CheckBox] 的文本所使用的 [Font]。" #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is checked." -msgstr "选中[CheckBox]时显示的复选图标。" +msgstr "该 [CheckBox] 被勾选时显示的复选图标。" #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is checked and disabled." -msgstr "当[CheckBox]被选中和禁用时要显示的勾选图标。" +msgstr "该 [CheckBox] 被勾选且被禁用时显示的复选图标。" #: doc/classes/CheckBox.xml msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is checked." -msgstr "如果将[CheckBox]配置为单选按钮,则选中[CheckBox]时显示的图标。" +msgstr "如果该 [CheckBox] 被配置为单选按钮,该 [CheckBox] 被选中时显示的图标。" #: doc/classes/CheckBox.xml msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is unchecked." -msgstr "如果将[CheckBox]配置为单选按钮,则取消选中[CheckBox]时显示的图标。" +msgstr "" +"如果该 [CheckBox] 被配置为单选按钮,该 [CheckBox] 未被选中时显示的图标。" #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is unchecked." -msgstr "未选中[CheckBox]时显示的复选图标。" +msgstr "该 [CheckBox] 未被勾选时显示的复选图标。" #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is unchecked and disabled." -msgstr "当[CheckBox]未被选中并被禁用时要显示的勾选图标。" +msgstr "该 [CheckBox] 未被勾选且被禁用时显示的复选图标。" #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is disabled." -msgstr "当[CheckBox]被禁用时,作为背景显示的[StyleBox]。" +msgstr "该 [CheckBox] 被禁用时作为背景显示的 [StyleBox]。" #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is focused." -msgstr "当[CheckBox]被聚焦时,作为背景显示的[StyleBox]。" +msgstr "该 [CheckBox] 被聚焦时作为背景显示的 [StyleBox]。" #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered." -msgstr "当[CheckBox]被悬停时作为背景显示的[StyleBox]。" +msgstr "该 [CheckBox] 被悬停时作为背景显示的 [StyleBox]。" #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered and " "pressed." -msgstr "当[CheckBox]被悬停和按下时,作为背景显示的[StyleBox]。" +msgstr "该 [CheckBox] 被悬停且被按下时作为背景显示的 [StyleBox]。" #: doc/classes/CheckBox.xml doc/classes/CheckButton.xml msgid "The [StyleBox] to display as a background." @@ -16107,7 +16131,7 @@ msgstr "作为背景显示的 [StyleBox]。" #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is pressed." -msgstr "按下 [CheckBox] 时,作为背景显示的 [StyleBox]。" +msgstr "该 [CheckBox] 被按下时作为背景显示的 [StyleBox]。" #: doc/classes/CheckButton.xml msgid "Checkable button. See also [CheckBox]." @@ -16132,11 +16156,11 @@ msgstr "" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color." -msgstr "[CheckButton]文本的字体颜色。" +msgstr "该 [CheckButton] 的文本字体颜色。" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's disabled." -msgstr "[CheckButton]文本在禁用时的字体颜色。" +msgstr "该 [CheckButton] 被禁用时的文本字体颜色。" #: doc/classes/CheckButton.xml msgid "" @@ -16144,74 +16168,74 @@ msgid "" "normal text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" -"[CheckButton] 文本获得焦点时的字体颜色。仅替换按钮的正常文本颜色。禁用、悬停" +"该 [CheckButton] 被聚焦时的文本字体颜色。仅替换按钮的正常文本颜色。禁用、悬停" "和按下状态优先于此颜色。" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's hovered." -msgstr "悬停时[CheckButton]文本的字体颜色。" +msgstr "该 [CheckButton] 被悬停时的文本字体颜色。" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's hovered and pressed." -msgstr "当[CheckButton]被悬停和按下时,其文本的字体颜色。" +msgstr "该 [CheckButton] 被悬停且被按下时的文本字体颜色。" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's pressed." -msgstr "按下[CheckButton]时文本的字体颜色。" +msgstr "该 [CheckButton] 被按下时的文本字体颜色。" #: doc/classes/CheckButton.xml msgid "The vertical offset used when rendering the toggle icons (in pixels)." -msgstr "渲染切换图标时使用的垂直偏移量(以像素为单位)。" +msgstr "渲染切换图标时使用的垂直偏移量(单位为像素)。" #: doc/classes/CheckButton.xml msgid "The separation between the toggle icon and the text (in pixels)." -msgstr "切换图标和文本之间的分隔(以像素为单位)。" +msgstr "切换图标与文本之间的间隔(单位为像素)。" #: doc/classes/CheckButton.xml msgid "The [Font] to use for the [CheckButton] text." -msgstr "用于[CheckButton]文本的[Font]。" +msgstr "该 [CheckButton] 的文本所使用的 [Font]。" #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is unchecked." -msgstr "当 [CheckButton] 未勾选时,显示的图标。" +msgstr "该 [CheckButton] 未被勾选时显示的图标。" #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is unchecked and disabled." -msgstr "当 [CheckButton] 未勾选且被禁用时,显示的图标。" +msgstr "该 [CheckButton] 未被勾选且被禁用时显示的图标。" #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is checked." -msgstr "当 [CheckButton] 已勾选时,显示的图标。" +msgstr "该 [CheckButton] 被勾选时显示的图标。" #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is checked and disabled." -msgstr "当 [CheckButton] 已勾选且被禁用时,显示的图标。" +msgstr "该 [CheckButton] 被勾选且被禁用时显示的图标。" #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is disabled." -msgstr "当 [CheckButton] 被禁用时,作为背景显示的 [StyleBox]。" +msgstr "该 [CheckButton] 被禁用时作为背景显示的 [StyleBox]。" #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is focused." -msgstr "当 [CheckButton] 被聚焦时,作为背景显示的 [StyleBox]。" +msgstr "该 [CheckButton] 被聚焦时作为背景显示的 [StyleBox]。" #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered." -msgstr "当 [CheckButton] 被悬停时,作为背景显示的 [StyleBox]。" +msgstr "该 [CheckButton] 被悬停时作为背景显示的 [StyleBox]。" #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered " "and pressed." -msgstr "当 [CheckButton] 被悬停且被按下时,作为背景显示的 [StyleBox]。" +msgstr "该 [CheckButton] 被悬停且被按下时作为背景显示的 [StyleBox]。" #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is pressed." -msgstr "当 [CheckButton] 被按下时,作为背景显示的 [StyleBox]。" +msgstr "该 [CheckButton] 被按下时作为背景显示的 [StyleBox]。" #: doc/classes/CircleShape2D.xml msgid "Circular shape for 2D collisions." @@ -16223,8 +16247,8 @@ msgid "" "small characters and its collision detection with everything else is very " "fast." msgstr "" -"用于 2D 碰撞的圆形形状。这种形状对塑造球或小角色很有用,它与其他东西的碰撞检" -"测非常快。" +"用于 2D 碰撞的圆形。这种形状可用于塑造球或较小的角色,它与其他东西的碰撞检测" +"非常快。" #: doc/classes/CircleShape2D.xml msgid "The circle's radius." @@ -16243,8 +16267,8 @@ msgid "" "Returns [code]true[/code] if you can instance objects from the specified " "[code]class[/code], [code]false[/code] in other case." msgstr "" -"如果可以实例化指定[code]class[/code]中的对象,则返回[code]true[/code],否则返" -"回[code]false[/code]。" +"如果可以将指定 [code]class[/code] 实例化为对象,则返回 [code]true[/code],否" +"则返回 [code]false[/code]。" #: doc/classes/ClassDB.xml msgid "Returns whether the specified [code]class[/code] is available or not." @@ -16274,8 +16298,8 @@ msgid "" "Returns the value of the integer constant [code]name[/code] of [code]class[/" "code] or its ancestry. Always returns 0 when the constant could not be found." msgstr "" -"返回[code]class[/code]的整数常量[code]name[/code]或其父级的值。找不到常量时," -"始终返回0。" +"返回 [code]class[/code]的整数常量[code]name[/code]或其父级的值。找不到常量" +"时,始终返回0。" #: doc/classes/ClassDB.xml msgid "" @@ -16313,14 +16337,14 @@ msgstr "" msgid "" "Returns the value of [code]property[/code] of [code]class[/code] or its " "ancestry." -msgstr "返回[code]class[/code]的[code]property[/code]的值或其父级。" +msgstr "返回 [code]class[/code]的[code]property[/code]的值或其父级。" #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the properties of [code]class[/code] or its " "ancestry if [code]no_inheritance[/code] is [code]false[/code]." msgstr "" -"如果[code]no_inheritance[/code]为[code]false[/code],则返回具有[code]class[/" +"如果[code]no_inheritance[/code]为 [code]false[/code],则返回具有[code]class[/" "code]或其父级所有属性的数组。" #: doc/classes/ClassDB.xml @@ -16350,14 +16374,14 @@ msgstr "" msgid "" "Returns whether [code]class[/code] or its ancestry has an enum called " "[code]name[/code] or not." -msgstr "返回[code]class[/code]或其父级是否有一个称为[code]name[/code]的信号。" +msgstr "返回 [code]class[/code] 或其父级是否有称为 [code]name[/code] 的信号。" #: doc/classes/ClassDB.xml msgid "" "Returns whether [code]class[/code] or its ancestry has an integer constant " "called [code]name[/code] or not." msgstr "" -"返回[code]class[/code]或其父级是否具有称为[code]name[/code]的整数常量。" +"返回 [code]class[/code] 或其父级是否有称为 [code]name[/code] 的整数常量。" #: doc/classes/ClassDB.xml msgid "" @@ -16365,14 +16389,14 @@ msgid "" "code] is [code]false[/code]) has a method called [code]method[/code] or not." msgstr "" "返回 [code]class[/code] 是否有名为 [code]method[/code] 的方法。(如果" -"[code]no_inheritance[/code]为[code]false[/code],则返回其父级)。" +"[code]no_inheritance[/code]为 [code]false[/code],则返回其父级)。" #: doc/classes/ClassDB.xml msgid "" "Returns whether [code]class[/code] or its ancestry has a signal called " "[code]signal[/code] or not." msgstr "" -"返回[code]class[/code]或其父级是否有一个称为[code]signal[/code]的信号。" +"返回 [code]class[/code] 或其父级是否有称为 [code]signal[/code] 的信号。" #: doc/classes/ClassDB.xml msgid "" @@ -16392,7 +16416,7 @@ msgstr "返回直接或间接继承自[code]class[/code]的所有类的名称。 #: doc/classes/ClassDB.xml msgid "Returns the parent class of [code]class[/code]." -msgstr "返回[code]class[/code]的父类。" +msgstr "返回 [code]class[/code]的父类。" #: doc/classes/ClassDB.xml msgid "Creates an instance of [code]class[/code]." @@ -16406,7 +16430,7 @@ msgstr "返回是否启用此[code]class[/code]。" msgid "" "Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] " "or not." -msgstr "返回[code]inherits[/code]是否是[code]class[/code]的祖先。" +msgstr "返回 [code]inherits[/code]是否是[code]class[/code]的祖先。" #: doc/classes/ClippedCamera.xml msgid "A [Camera] that includes collision." @@ -16445,7 +16469,7 @@ msgid "" "Returns [code]true[/code] if the specified bit index is on.\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" -"如果指定的位索引打开,则返回[code]true[/code]。\n" +"如果指定的位索引打开,则返回 [code]true[/code]。\n" "[b]注意:[/b]位索引的范围是0-19。" #: doc/classes/ClippedCamera.xml @@ -16527,8 +16551,8 @@ msgid "" "Creates a new shape owner for the given object. Returns [code]owner_id[/" "code] of the new owner for future reference." msgstr "" -"为给定对象创建一个新的形状拥有者。返回[code]owner_id[/code]的新所有者,供将来" -"引用。" +"为给定对象创建一个新的形状所有者。返回 [code]owner_id[/code]的新所有者,供将" +"来引用。" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" @@ -16573,9 +16597,9 @@ msgid "" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" "code] in the the [member collision_layer]." msgstr "" -"如果[code]value[/code]为[code]true[/code],则设置[member collision_layer]中指" -"定的[code]bit[/code]位。\n" -"如果[code]value[/code]为[code]false[/code],清除[member collision_layer]中指" +"如果[code]value[/code]为 [code]true[/code],则设置[member collision_layer]中" +"指定的[code]bit[/code]位。\n" +"如果[code]value[/code]为 [code]false[/code],清除[member collision_layer]中指" "定的 [code]bit[/code]位。" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml @@ -16585,10 +16609,10 @@ msgid "" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" "code] in the the [member collision_mask]." msgstr "" -"如果[code]value[/code]为[code]true[/code],则设置[member collision_mask]中指" +"如果[code]value[/code]为 [code]true[/code],则设置[member collision_mask]中指" "定的[code]bit[/code]位。\n" -"如果[code]value[/code]为[code]false[/code],清除[member collision_mask]中指定" -"的 [code]bit[/code]位。" +"如果[code]value[/code]为 [code]false[/code],清除[member collision_mask]中指" +"定的 [code]bit[/code]位。" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Returns the [code]owner_id[/code] of the given shape." @@ -16710,12 +16734,16 @@ msgid "Base node for 2D collision objects." msgstr "二维碰撞对象的基础节点。" #: doc/classes/CollisionObject2D.xml +#, fuzzy msgid "" "CollisionObject2D is the base class for 2D physics objects. It can hold any " "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" "CollisionObject2D 是 2D 物理对象的基础类。它可以容纳任意数量的 2D 碰撞形状 " "[Shape2D]。每个形状必须分配给一个[i]形状所有者[/i]。CollisionObject2D 可以拥" @@ -16729,7 +16757,7 @@ msgid "" "[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up " "these events." msgstr "" -"接受未处理的[InputEvent]。要求[member input_pickable]为[code]true[/code]。 " +"接受未处理的[InputEvent]。要求[member input_pickable]为 [code]true[/code]。 " "[code]shape_idx[/code]被点击的[Shape2D]的子索引。连接到[code]input_event[/" "code]信号即可轻松接收这些事件。" @@ -16747,7 +16775,7 @@ msgid "" "this [CollisionObject2D] will not be reported to collided with " "[CollisionObject2D]s." msgstr "" -"返回[code]true[/code],如果源于这个[CollisionObject2D]的形状所有者的碰撞不会" +"返回 [code]true[/code],如果源于这个[CollisionObject2D]的形状所有者的碰撞不会" "被报告给[CollisionObject2D]s。" #: doc/classes/CollisionObject2D.xml @@ -16774,8 +16802,8 @@ msgid "" "originating from this [CollisionObject2D] will not be reported to collided " "with [CollisionObject2D]s." msgstr "" -"如果[code]enable[/code]为[code]true[/code],则源自这个[CollisionObject2D]的形" -"状所有者的碰撞将不会被报告给[CollisionObject2D]。" +"如果[code]enable[/code]为 [code]true[/code],则源自这个[CollisionObject2D]的" +"形状所有者的碰撞将不会被报告给[CollisionObject2D]。" #: doc/classes/CollisionObject2D.xml msgid "" @@ -16827,8 +16855,8 @@ msgid "" "[code]true[/code] and at least one [code]collision_layer[/code] bit to be " "set. See [method _input_event] for details." msgstr "" -"当输入事件发生时发出。要求 [member input_pickable]为[code]true[/code],并至少" -"要设置一个[code]collision_layer[/code]位。有关详细信息,请参阅[method " +"当输入事件发生时发出。要求 [member input_pickable]为 [code]true[/code],并至" +"少要设置一个[code]collision_layer[/code]位。有关详细信息,请参阅[method " "_input_event]。" #: doc/classes/CollisionObject2D.xml @@ -16837,7 +16865,7 @@ msgid "" "[member input_pickable] to be [code]true[/code] and at least one " "[code]collision_layer[/code] bit to be set." msgstr "" -"当鼠标指针进入此对象的任何形状时触发。要求[member input_pickable]为" +"当鼠标指针进入此对象的任何形状时触发。要求[member input_pickable]为 " "[code]true[/code],并且至少要设置一个[code]collision_layer[/code]位。" #: doc/classes/CollisionObject2D.xml @@ -16846,7 +16874,7 @@ msgid "" "[member input_pickable] to be [code]true[/code] and at least one " "[code]collision_layer[/code] bit to be set." msgstr "" -"当鼠标指针退出此对象的所有形状时发出。要求[member input_pickable]为" +"当鼠标指针退出此对象的所有形状时发出。要求[member input_pickable]为 " "[code]true[/code],并且至少要设置一个[code]collision_layer[/code]位。" #: doc/classes/CollisionPolygon.xml @@ -17071,7 +17099,7 @@ msgstr "" "wiki/X11_color_names]X11 颜色名称[/url]。\n" "如果想提供 0 到 255 范围内的值,你应该使用 [method @GDScript.Color8]。\n" "[b]注意:[/b]在布尔上下文中,等于 [code]Color(0, 0, 0, 1)[/code](不透明的黑" -"色)的 Color 将被评估为[code]false[/code]。否则,Color 将始终被评估为 " +"色)的 Color 将被评估为 [code]false[/code]。否则,Color 将始终被评估为 " "[code]true[/code]。\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "color_constants.png]Color 常量速查表[/url]" @@ -17261,8 +17289,8 @@ msgid "" "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" -"如果这个颜色和 [code]color[/code] 近似相等,则返回[code]true[/code],方法是对" -"每个分量运行 [method @GDScript.is_equal_approx]。" +"如果这个颜色和 [code]color[/code] 近似相等,则返回 [code]true[/code],方法是" +"对每个分量运行 [method @GDScript.is_equal_approx]。" #: doc/classes/Color.xml msgid "" @@ -18203,8 +18231,8 @@ msgid "" "[member CanvasItem.visible] property." msgstr "" "返回此节点所切换的 [ColorPicker]。\n" -"[b]警告:[/b] 这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你希望" -"隐藏它或其所有子项,请使用其 [member CanvasItem.visible] 属性。" +"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你希望隐" +"藏它或其所有子项,请使用其 [member CanvasItem.visible] 属性。" #: doc/classes/ColorPickerButton.xml msgid "" @@ -18217,8 +18245,8 @@ msgid "" msgstr "" "返回控件的 [PopupPanel],它允许你连接到弹出信号。这允许你在显示或隐藏 " "ColorPicker 时事件处理。\n" -"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望" -"隐藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。" +"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐" +"藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。" #: doc/classes/ColorPickerButton.xml msgid "" @@ -18340,7 +18368,7 @@ msgid "" msgstr "" "凹多边形形状资源,可设置为[PhysicsBody]或区域。这个形状是通过提供一个三角形列" "表来创建的。\n" -"[b]注意:[/b] 用于碰撞时,[ConcavePolygonShape] 旨在与静态 [PhysicsBody] 节点" +"[b]注意:[/b]用于碰撞时,[ConcavePolygonShape] 旨在与静态 [PhysicsBody] 节点" "一起使用,如 [StaticBody],并且不适用于具有非静态模式的 [KinematicBody] 或 " "[RigidBody]。" @@ -18616,11 +18644,11 @@ msgstr "" #: doc/classes/ConfigFile.xml msgid "Returns [code]true[/code] if the specified section exists." -msgstr "如果指定的部分存在,则返回[code]true[/code]。" +msgstr "如果指定的部分存在,则返回 [code]true[/code]。" #: doc/classes/ConfigFile.xml msgid "Returns [code]true[/code] if the specified section-key pair exists." -msgstr "如果指定的段键对存在,则返回[code]true[/code]。" +msgstr "如果指定的段键对存在,则返回 [code]true[/code]。" #: doc/classes/ConfigFile.xml msgid "" @@ -18631,7 +18659,7 @@ msgid "" msgstr "" "加载指定为参数的配置文件。解析文件的内容并将其加载到调用该方法的[ConfigFile]" "对象中。\n" -"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" +"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -18642,7 +18670,7 @@ msgid "" msgstr "" "加载指定为参数的加密配置文件,使用提供的[code]key[/code]对其解密。解析文件的" "内容并将其加载到调用该方法的[ConfigFile]对象中。\n" -"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" +"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -18653,7 +18681,7 @@ msgid "" msgstr "" "加载作为参数的加密配置文件,使用提供的[code]password[/code]解密。该文件的内容" "被解析并加载到调用该方法的 [ConfigFile] 对象中。\n" -"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" +"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -18673,7 +18701,7 @@ msgid "" msgstr "" "将[ConfigFile]对象的内容保存到指定为参数的文件中。输出文件使用INI样式的结" "构。\n" -"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" +"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -18684,7 +18712,7 @@ msgid "" msgstr "" "使用提供的[code]key[/code]将[ConfigFile]对象的内容保存到作为参数指定的AES-256" "加密文件中。输出文件使用INI样式的结构。\n" -"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" +"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/ConfigFile.xml msgid "" @@ -18737,8 +18765,8 @@ msgid "" "[member CanvasItem.visible] property." msgstr "" "返回取消按钮。\n" -"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望" -"隐藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。" +"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐" +"藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。" #: doc/classes/Container.xml msgid "Base node for containers." @@ -18838,10 +18866,10 @@ msgstr "" "[Theme] 资源更改控件的外观。 如果您更改 [Control] 节点上的 [Theme],则会影响" "其所有子节点。 要覆盖某些主题的参数,请调用 [code]add_*_override[/code] 方法" "之一,例如 [method add_font_override]。 您可以使用检查器覆盖主题。\n" -"[b]注意:[/b] 主题项目[i]不是[/i] [Object] 的属性。这意味着你无法使用 " -"[method Object.get] 和 [method Object.set] 访问它们的值。请换用 [method " -"get_color]、[method get_constant]、[method get_font]、[method get_icon]、" -"[method get_stylebox],以及这个类提供的 [code]add_*_override[/code] 方法。" +"[b]注意:[/b]主题项目[i]不是[/i] [Object] 的属性。这意味着你无法使用 [method " +"Object.get] 和 [method Object.set] 访问它们的值。请换用 [method get_color]、" +"[method get_constant]、[method get_font]、[method get_icon]、[method " +"get_stylebox],以及这个类提供的 [code]add_*_override[/code] 方法。" #: doc/classes/Control.xml msgid "GUI tutorial index" @@ -19300,7 +19328,7 @@ msgid "" "[/codeblock]" msgstr "" "Godot调用此方法来获取可以拖放到期望放置数据的控件上的数据。如果没有要拖动的数" -"据,则返回[code]null[/code]。想要接收放置数据的控件应实现[method " +"据,则返回 [code]null[/code]。想要接收放置数据的控件应实现[method " "can_drop_data]和[method drop_data]。 [code]position[/code]在此控件中是本地" "的。可以使用[method force_drag]强制拖动。\n" "可以使用[method set_drag_preview]设置跟随鼠标的预览,该预览将代表数据。设置预" @@ -19330,7 +19358,7 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Returns the control that has the keyboard focus or [code]null[/code] if none." -msgstr "返回有键盘焦点的控件,如果没有,则返回[code]null[/code]。" +msgstr "返回有键盘焦点的控件,如果没有,则返回 [code]null[/code]。" #: doc/classes/Control.xml msgid "" @@ -19496,7 +19524,7 @@ msgid "" "Returns [code]true[/code] if this is the current focused control. See " "[member focus_mode]." msgstr "" -"如果这是当前的焦点控件,则返回[code]true[/code]。参阅[member focus_mode]。" +"如果这是当前的焦点控件,则返回 [code]true[/code]。参阅[member focus_mode]。" #: doc/classes/Control.xml msgid "" @@ -19650,11 +19678,11 @@ msgstr "" "将由[enum Margin]枚举的[code]margin[/code]常量标识的锚设置为值[code]anchor[/" "code]。用于[member anchor_bottom],[member anchor_left],[member " "anchor_right]和[member anchor_top]的setter方法。\n" -"如果[code]keep_margin[/code]为[code]true[/code],则在执行此操作后不会更新边" +"如果[code]keep_margin[/code]为 [code]true[/code],则在执行此操作后不会更新边" "距。\n" -"如果[code]push_opposite_anchor[/code]为[code]true[/code],并且相对的锚点与该" +"如果[code]push_opposite_anchor[/code]为 [code]true[/code],并且相对的锚点与该" "锚点重叠,则相对的锚点将覆盖其值。例如,当将左锚点设置为1且右锚点的值为0.5" -"时,右锚点的值也将为1。如果[code]push_opposite_anchor[/code]为[code]false[/" +"时,右锚点的值也将为1。如果[code]push_opposite_anchor[/code]为 [code]false[/" "code],则左锚点将得到值0.5。" #: doc/classes/Control.xml @@ -19805,7 +19833,7 @@ msgid "" "updated instead of margins." msgstr "" "将[member rect_global_position]设置为给定的[code]position[/code]。\n" -"如果[code]keep_margins[/code]为[code]true[/code],则控件的锚点将被更新,而不" +"如果[code]keep_margins[/code]为 [code]true[/code],则控件的锚点将被更新,而不" "是边距。" #: doc/classes/Control.xml @@ -19845,7 +19873,7 @@ msgid "" "updated instead of margins." msgstr "" "将[member rect_position]设置为给定的[code]position[/code]。\n" -"如果[code]keep_margins[/code]为[code]true[/code],则控件的锚点将被更新,而不" +"如果[code]keep_margins[/code]为 [code]true[/code],则控件的锚点将被更新,而不" "是边距。" #: doc/classes/Control.xml @@ -20337,8 +20365,8 @@ msgid "" msgstr "" "当鼠标进入控件的[code]Rect[/code]区域时触发,只要其[member mouse_filter]允许" "事件到达。\n" -"[b]注意:[/b] 如果鼠标在进入父控件的[code]Rect[/code]区域之前进入子[Control]" -"节点,在鼠标移动到父控件的[code]Rect[/code]区域之前,不会发出[signal " +"[b]注意:[/b]如果鼠标在进入父控件的[code]Rect[/code]区域之前进入子[Control]节" +"点,在鼠标移动到父控件的[code]Rect[/code]区域之前,不会发出[signal " "mouse_entered]。" #: doc/classes/Control.xml @@ -21317,7 +21345,7 @@ msgid "" msgstr "" "应用于每个粒子的轨道速度。使粒子在局部XY平面上绕原点旋转。用每秒绕原点旋转的" "次数来表示。\n" -"只有当[member flag_disable_z]为[code]true[/code]时,此属性才可用。" +"只有当[member flag_disable_z]为 [code]true[/code] 时,此属性才可用。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's orbital velocity will vary along this [Curve]." @@ -21902,7 +21930,7 @@ msgid "" "Return [code]true[/code] if this CryptoKey only has the public part, and not " "the private one." msgstr "" -"如果此CryptoKey仅具有公共部分,而没有私有部分,则返回[code]true[/code]。" +"如果此CryptoKey仅具有公共部分,而没有私有部分,则返回 [code]true[/code]。" #: doc/classes/CryptoKey.xml msgid "" @@ -21921,7 +21949,7 @@ msgid "" "Loads a key from the given [code]string[/code]. If [code]public_only[/code] " "is [code]true[/code], only the public key will be loaded." msgstr "" -"从给定的[code]string[/code]加载密钥。如果[code]public_only[/code]为" +"从给定的[code]string[/code]加载密钥。如果[code]public_only[/code]为 " "[code]true[/code],则仅会加载公共密钥。" #: doc/classes/CryptoKey.xml @@ -21941,7 +21969,7 @@ msgid "" "Returns a string containing the key in PEM format. If [code]public_only[/" "code] is [code]true[/code], only the public key will be included." msgstr "" -"返回包含PEM格式的密钥的字符串。如果[code]public_only[/code]为[code]true[/" +"返回包含PEM格式的密钥的字符串。如果[code]public_only[/code]为 [code]true[/" "code],则仅包含公共密钥。" #: modules/csg/doc_classes/CSGBox.xml @@ -22109,7 +22137,7 @@ msgid "" "parallel." msgstr "" "用来作为CSG形状的[Mesh]资源。\n" -"[b]注意:[/b] 当使用[ArrayMesh]时,除非需要一个平面着色器,否则要避免使用顶点" +"[b]注意:[/b]当使用[ArrayMesh]时,除非需要一个平面着色器,否则要避免使用顶点" "法线的网格。默认情况下,CSGMesh会忽略网格的顶点法线,并使用面的法线计算平整的" "着色器。如果需要使用平面着色器,请确保所有面的顶点法线是平行的。" @@ -22295,7 +22323,7 @@ msgid "" "ensure viable shapes." msgstr "" "[member polygon] 多边形的形状沿路径旋转,但不绕路径轴旋转。\n" -"[b]注意:[/b] 需要路径的 Z 坐标不断减小以确保可行的形状。" +"[b]注意:[/b]需要路径的 Z 坐标不断减小以确保可行的形状。" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" @@ -22322,7 +22350,7 @@ msgstr "" #: modules/csg/doc_classes/CSGPrimitive.xml msgid "Base class for CSG primitives." -msgstr "CSG基元的基类。" +msgstr "CSG 图元的基类。" #: modules/csg/doc_classes/CSGPrimitive.xml msgid "" @@ -22384,7 +22412,7 @@ msgstr "" msgid "" "Returns [code]true[/code] if this is a root shape and is thus the object " "that is rendered." -msgstr "如果这是根形状,因此是渲染的对象,则返回[code]true[/code]。" +msgstr "如果这是根形状,因此是渲染的对象,则返回 [code]true[/code]。" #: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml msgid "" @@ -22468,7 +22496,7 @@ msgstr "" #: modules/csg/doc_classes/CSGShape.xml msgid "" "Geometry of both primitives is merged, intersecting geometry is removed." -msgstr "合并两个图元的几何,删除相交的几何。" +msgstr "合并两个图元的几何体,删除相交的几何体。" #: modules/csg/doc_classes/CSGShape.xml msgid "Only intersecting geometry remains, the rest is removed." @@ -22607,24 +22635,25 @@ msgstr "" #: doc/classes/CubeMap.xml msgid "Returns the [CubeMap]'s height." -msgstr "返回[CubeMap]的高度。" +msgstr "返回该 [CubeMap] 的高度。" #: doc/classes/CubeMap.xml msgid "" "Returns an [Image] for a side of the [CubeMap] using one of the [enum Side] " "constants." -msgstr "使用 [enum Side] 边常数之一返回 [CubeMap] 的一个侧面图像 [Image]。" +msgstr "" +"返回该 [CubeMap] 中某一面的图像 [Image],使用 [enum Side] 常量之一指定。" #: doc/classes/CubeMap.xml msgid "Returns the [CubeMap]'s width." -msgstr "返回[CubeMap]的宽度。" +msgstr "返回该 [CubeMap] 的宽度。" #: doc/classes/CubeMap.xml msgid "" "Sets an [Image] for a side of the [CubeMap] using one of the [enum Side] " "constants." msgstr "" -"为 [CubeMap] 的一个边设置图像 [Image],使用枚举边 [enum Side]常数之一。" +"设置该 [CubeMap] 中某一面的图像 [Image],使用 [enum Side] 常量之一指定。" #: doc/classes/CubeMap.xml msgid "" @@ -22919,17 +22948,17 @@ msgstr "返回描述曲线的点数。" #: doc/classes/Curve.xml msgid "" "Returns the left [enum TangentMode] for the point at [code]index[/code]." -msgstr "返回[code]index[/code]处的点的左侧[enum TangentMode]。" +msgstr "返回 [code]index[/code]处的点的左侧[enum TangentMode]。" #: doc/classes/Curve.xml msgid "" "Returns the left tangent angle (in degrees) for the point at [code]index[/" "code]." -msgstr "返回[code]index[/code]处的点的左切线角(以度为单位)。" +msgstr "返回 [code]index[/code]处的点的左切线角(以度为单位)。" #: doc/classes/Curve.xml msgid "Returns the curve coordinates for the point at [code]index[/code]." -msgstr "返回[code]index[/code]处该点的曲线坐标。" +msgstr "返回 [code]index[/code]处该点的曲线坐标。" #: doc/classes/Curve.xml msgid "" @@ -22940,7 +22969,7 @@ msgstr "返回在[code]index[/code]处的点的右[enum TangentMode]。" msgid "" "Returns the right tangent angle (in degrees) for the point at [code]index[/" "code]." -msgstr "返回[code]index[/code]处的点的左切线角(以度为单位)。" +msgstr "返回 [code]index[/code]处的点的左切线角(以度为单位)。" #: doc/classes/Curve.xml msgid "" @@ -23100,8 +23129,8 @@ msgid "" "returns [code](0, 0)[/code]." msgstr "" "返回指向顶点[code]idx[/code]的控制点位置。返回的位置是相对于顶点[code]idx[/" -"code]的。如果索引超出了范围,函数会向控制台发送一条错误,并返回[code](0, 0)[/" -"code]。" +"code]的。如果索引超出了范围,函数会向控制台发送一条错误,并返回 [code](0, 0)" +"[/code]。" #: doc/classes/Curve2D.xml msgid "" @@ -23374,8 +23403,8 @@ msgstr "" "返回曲线中 [code]offset[/code] 偏移位置的一个点,其中 [code]offset[/code] 以" "沿曲线的 3D 单位距离测量。\n" "为了做到这一点,它找到 [code]offset[/code] 所在的两个缓存点,然后进行内插值。" -"如果 [code]cubic[/code] 被设置为[code]true[/code],这个插值是立方的,如果设置" -"为 [code]false[/code],则是线性的。\n" +"如果 [code]cubic[/code] 被设置为 [code]true[/code],这个插值是立方的,如果设" +"置为 [code]false[/code],则是线性的。\n" "立体插值倾向于更好地遵循曲线,但线性插值更快(而且通常足够精确)。" #: doc/classes/Curve3D.xml @@ -23452,7 +23481,7 @@ msgstr "纹理的宽度。" #: doc/classes/CylinderMesh.xml msgid "Class representing a cylindrical [PrimitiveMesh]." -msgstr "表示圆柱形[PrimitiveMesh]的类。" +msgstr "表示圆柱形 [PrimitiveMesh] 的类。" #: doc/classes/CylinderMesh.xml msgid "" @@ -23460,8 +23489,8 @@ msgid "" "create cones by setting either the [member top_radius] or [member " "bottom_radius] properties to [code]0.0[/code]." msgstr "" -"表示圆柱形[PrimitiveMesh]的类。通过将[member top_radius]或[member " -"bottom_radius]属性设置为[code]0.0[/code],这个类可以用来创建圆锥体。" +"表示圆柱形 [PrimitiveMesh] 的类。通过将 [member top_radius] 或 [member " +"bottom_radius] 属性设置为 [code]0.0[/code],这个类可以用来创建圆锥体。" #: doc/classes/CylinderMesh.xml msgid "" @@ -23780,7 +23809,7 @@ msgstr "" #: doc/classes/Dictionary.xml msgid "Returns [code]true[/code] if the dictionary is empty." -msgstr "如果字典为空,返回[code]true[/code]。" +msgstr "如果字典为空,返回 [code]true[/code]。" #: doc/classes/Dictionary.xml msgid "" @@ -23800,7 +23829,7 @@ msgid "" "argument, or [code]null[/code] if it is omitted." msgstr "" "返回[Dictionary]中指定键的当前值。如果键不存在,则该方法返回可选默认参数的" -"值;如果省略,则返回[code]null[/code]。" +"值;如果省略,则返回 [code]null[/code]。" #: doc/classes/Dictionary.xml msgid "" @@ -23876,7 +23905,7 @@ msgstr "返回[Dictionary]中的值列表。" #: doc/classes/DirectionalLight.xml msgid "Directional light from a distance, as from the Sun." -msgstr "来自远处的平行光源,如太阳光。" +msgstr "来自远处的平行光,如太阳光。" #: doc/classes/DirectionalLight.xml msgid "" @@ -24078,7 +24107,7 @@ msgid "" msgstr "" "将 [code]from[/code] 文件复制到 [code]to[/code] 目标位置。两个参数都应该是相" "对或绝对文件的路径。如果目标文件存在且没有访问保护,则会被覆盖。\n" -"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" +"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24220,7 +24249,7 @@ msgid "" msgstr "" "通过递归调用 [method make_dir]方法,创建一个目标目录和其路径中所有必要的中间" "目录。参数可以是相对于当前目录的,也可以是绝对路径。\n" -"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" +"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24234,7 +24263,7 @@ msgstr "" "folder[/code]),用户目录([code]user:// folder[/code])或以下位置的绝对路径" "内:用户文件系统(例如[code]/ tmp / folder[/code]或[code]C:\\ tmp \\ " "folder[/code])。\n" -"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" +"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24245,7 +24274,7 @@ msgid "" msgstr "" "删除目标文件或空目录。参数可以是相对于当前目录的,也可以是绝对路径。如果目标" "目录不是空的,操作将失败。\n" -"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" +"返回[enum Error]代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/Directory.xml msgid "" @@ -24328,10 +24357,10 @@ msgid "" " connected = true\n" "[/codeblock]" msgstr "" -"这个类用来存储DTLS服务器的状态。在[method setup]时,它将连接的[PacketPeerUDP]" -"转换为[PacketPeerDTLS],通过[method take_connection]接受它们作为DTLS客户端。" -"底下,这个类是用来存储服务器的DTLS状态和cookie的。为什么需要状态和cookie的原" -"因不在本文档的范围内。\n" +"这个类用来存储 DTLS 服务器的状态。在 [method setup] 时,它将连接的 " +"[PacketPeerUDP] 转换为 [PacketPeerDTLS],通过 [method take_connection] 接受它" +"们作为 DTLS 客户端。底下,这个类是用来存储服务器的 DTLS 状态和 cookie 的。为" +"什么需要状态和 cookie 的原因不在本文档的范围内。\n" "下面以一个小例子来说明如何使用它。\n" "[codeblock]\n" "# server.gd\n" @@ -24343,8 +24372,8 @@ msgstr "" "\n" "func _ready():\n" " server.listen(4242)\n" -" var key = load(\"key.key\") # Your private key.\n" -" var cert = load(\"cert.crt\") # Your X509 certificate.\n" +" var key = load(\"key.key\") # 你的私钥。\n" +" var cert = load(\"cert.crt\") # 你的 X509 证书。\n" " dtls.setup(key, cert)\n" "\n" "func _process(delta):\n" @@ -24352,17 +24381,16 @@ msgstr "" " var peer : PacketPeerUDP = server.take_connection()\n" " var dtls_peer : PacketPeerDTLS = dtls.take_connection(peer)\n" " if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n" -" continue # It is normal that 50% of the connections fails due to " -"cookie exchange.\n" -" print(\"Peer connected!\")\n" +" continue # 由于 cookie 交换,50% 的连接会失败,这是正常现象。\n" +" print(\"对等体已连接!\")\n" " peers.append(dtls_peer)\n" " for p in peers:\n" " p.poll() # Must poll to update the state.\n" " if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" " while p.get_available_packet_count() > 0:\n" -" print(\"Received message from client: %s\" % p.get_packet()." +" print(\"从客户的收到消息:%s\" % p.get_packet()." "get_string_from_utf8())\n" -" p.put_packet(\"Hello DTLS client\".to_utf8())\n" +" p.put_packet(\"Hello DTLS 客户端\".to_utf8())\n" "[/codeblock]\n" "[codeblock]\n" "# client.gd\n" @@ -24374,17 +24402,16 @@ msgstr "" "\n" "func _ready():\n" " udp.connect_to_host(\"127.0.0.1\", 4242)\n" -" dtls.connect_to_peer(udp, false) # Use true in production for " -"certificate validation!\n" +" dtls.connect_to_peer(udp, false) # 生产环境中请使用 true 进行证书校验!\n" "\n" "func _process(delta):\n" " dtls.poll()\n" " if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" " if !connected:\n" -" # Try to contact server\n" -" dtls.put_packet(\"The answer is... 42!\".to_utf8())\n" +" # 尝试联系服务器\n" +" dtls.put_packet(\"答案是……42!\".to_utf8())\n" " while dtls.get_available_packet_count() > 0:\n" -" print(\"Connected: %s\" % dtls.get_packet()." +" print(\"已连接:%s\" % dtls.get_packet()." "get_string_from_utf8())\n" " connected = true\n" "[/codeblock]" @@ -24420,7 +24447,6 @@ msgid "DynamicFont renders vector font files at runtime." msgstr "DynamicFont 在运行时渲染矢量字体文件。" #: doc/classes/DynamicFont.xml -#, fuzzy msgid "" "DynamicFont renders vector font files dynamically at runtime instead of " "using a prerendered texture atlas like [BitmapFont]. This trades the faster " @@ -24451,9 +24477,9 @@ msgstr "" "和间距等参数的能力。使用 [DynamicFontData] 引用字体文件路径。DynamicFont 还支" "持定义若干备用字体,这些字体将在主字体不支持显示某个字符时使用。\n" "DynamicFont 使用 [url=https://www.freetype.org/]FreeType[/url] 库进行光栅化处" -"理。支持的格式有 TrueType([code].ttf[/code])、OpenType([code].otf[/code])" -"和 Web Open Font Format 1([code].woff[/code])。[i]不支持[/i] Web Open Font " -"Format 2([code].woff2[/code])。\n" +"理。支持的格式有 TrueType([code].ttf[/code])、OpenType([code].otf[/" +"code])、Web Open Font Format 1([code].woff[/code])、Web Open Font Format 2" +"([code].woff2[/code])。\n" "[codeblock]\n" "var dynamic_font = DynamicFont.new()\n" "dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n" @@ -24577,8 +24603,8 @@ msgid "" "appearance when downscaling it if font oversampling is disabled or " "ineffective." msgstr "" -"为 [code]true[/code] 时将使用多级渐远纹理。在字体过度采样被禁用或无效时,可改" -"善字体缩小时的表现。" +"为 [code]true[/code] 时将使用 mipmap 多级渐远纹理。在字体过度采样被禁用或无效" +"时,可改善字体缩小时的表现。" #: doc/classes/DynamicFont.xml msgid "Spacing at the top." @@ -24806,12 +24832,12 @@ msgid "" "To manage editor feature profiles visually, use [b]Editor > Manage Feature " "Profiles...[/b] at the top of the editor window." msgstr "" -"编辑器功能配置文件可以用来禁用Godot编辑器的特定功能。当禁用时,这些功能将不会" -"出现在编辑器中,从而使编辑器不那么混乱。这个设置使编辑器更简洁,在团队中工作" -"时。例如,游戏美术和关卡设计师可以使用禁用脚本编辑器的功能配置文件,以避免意" -"外地对他们不应该编辑的文件进行更改。\n" -"要可视化地管理编辑器功能配置文件,请使用编辑器窗口顶部的[b]编辑器 >打开\"编辑" -"器数据/设置\"文件夹..[/b]。" +"编辑器功能配置文件可以用来禁用 Godot 编辑器的特定功能。当禁用时,这些功能将不" +"会出现在编辑器中,从而使编辑器不那么混乱。这个设置使编辑器更简洁,在团队中工" +"作时。例如,游戏美术和关卡设计师可以使用禁用脚本编辑器的功能配置文件,以避免" +"意外地对他们不应该编辑的文件进行更改。\n" +"要可视化地管理编辑器功能配置文件,请使用编辑器窗口顶部的[b]编辑器 >管理功能配" +"置文件...[/b]。" #: doc/classes/EditorFeatureProfile.xml msgid "Returns the specified [code]feature[/code]'s human-readable name." @@ -24844,7 +24870,7 @@ msgid "" "appear in the inspector when selecting a node that extends the class " "specified by [code]class_name[/code]." msgstr "" -"如果[code]class_name[/code]指定的类中的[code]property[/code]被禁用,则返回" +"如果[code]class_name[/code]指定的类中的[code]property[/code]被禁用,则返回 " "[code]true[/code]。当属性被禁用时,当[code]class_name[/code]类被指定为类的(继" "承)父节点时,它将不会出现在检查器中。" @@ -24853,8 +24879,8 @@ msgid "" "Returns [code]true[/code] if the [code]feature[/code] is disabled. When a " "feature is disabled, it will disappear from the editor entirely." msgstr "" -"如果[code]feature[/code]被禁用,返回[code]true[/code]。当一个功能被禁用时,它" -"将从编辑器中完全消失。" +"如果[code]feature[/code]被禁用,返回 [code]true[/code]。当一个功能被禁用时," +"它将从编辑器中完全消失。" #: doc/classes/EditorFeatureProfile.xml msgid "" @@ -24991,9 +25017,9 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" -"返回用于显示文件系统的[code]VBoxContainer[/code]。\n" -"[b]警告:[/b] 这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想隐" -"藏它或它的任何子节点,请使用 [member CanvasItem.visible] 属性。" +"返回用于显示文件系统的 [code]VBoxContainer[/code]。\n" +"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏" +"它或它的任何子节点,请使用 [member CanvasItem.visible] 属性。" #: doc/classes/EditorFileDialog.xml msgid "" @@ -25458,7 +25484,7 @@ msgstr "" "\n" " return true\n" "[/codeblock]\n" -"返回[code]true[/code],使所有选项始终可见。" +"返回 [code]true[/code],使所有选项始终可见。" #: doc/classes/EditorImportPlugin.xml msgid "" @@ -25529,24 +25555,36 @@ msgstr "" "法。" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +#, fuzzy +msgid "A control used to edit properties of an object." msgstr "用于编辑所选节点的属性的选项卡。" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" -"编辑器检查器默认位于编辑器的右侧,用来编辑所选节点的属性。例如,你可以选择一" -"个节点,如 [Sprite],然后通过检查器工具编辑其变换。编辑器检查器是游戏开发工作" -"流程中的一个重要工具。\n" -"[b]注意:[/b]这个类不应该被直接实例化。请使用 [method EditorInterface." -"get_inspector] 访问单例代替。" #: doc/classes/EditorInspector.xml msgid "" @@ -25664,7 +25702,7 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "Returns [code]true[/code] if this object can be handled by this plugin." -msgstr "如果此插件可以处理此对象返回[code]true[/code]。" +msgstr "如果此插件可以处理此对象返回 [code]true[/code]。" #: doc/classes/EditorInspectorPlugin.xml msgid "Called to allow adding controls at the beginning of the list." @@ -25686,8 +25724,8 @@ msgid "" "editor before the built-in one." msgstr "" "允许被调用在检查器中添加特定属性的编辑器。通常这些编辑器继承" -"[EditorProperty]。返回[code]true[/code]删除该属性的内置编辑器,否则允许在内置" -"编辑器之前插入一个自定义编辑器。" +"[EditorProperty]。返回 [code]true[/code]删除该属性的内置编辑器,否则允许在内" +"置编辑器之前插入一个自定义编辑器。" #: doc/classes/EditorInterface.xml msgid "Godot editor's interface." @@ -25742,17 +25780,17 @@ msgid "" "[b]Warning:[/b] Removing and freeing this node will render the editor " "useless and may cause a crash." msgstr "" -"返回Godot编辑器窗口的主容器。例如,你可以用它来检索容器的大小并相应地放置你的" -"控件。\n" -"[b]警告:[/b] 删除和释放这个节点将使编辑器失效,并可能导致崩溃。" +"返回 Godot 编辑器窗口的主容器。例如,你可以用它来检索容器的大小并相应地放置你" +"的控件。\n" +"[b]警告:[/b]删除和释放这个节点将使编辑器失效,并可能导致崩溃。" #: doc/classes/EditorInterface.xml msgid "Returns the current path being viewed in the [FileSystemDock]." -msgstr "返回在[FileSystemDock]中查看的当前路径。" +msgstr "返回在 [FileSystemDock] 中查看的当前路径。" #: doc/classes/EditorInterface.xml msgid "Returns the edited (current) scene's root [Node]." -msgstr "返回已编辑的(当前)场景的根节点[Node]。" +msgstr "返回正在编辑的(当前)场景的根 [Node]。" #: doc/classes/EditorInterface.xml msgid "" @@ -25771,7 +25809,7 @@ msgstr "" #: doc/classes/EditorInterface.xml msgid "Returns the editor's [EditorSettings] instance." -msgstr "返回编辑器的[EditorSettings]实例。" +msgstr "返回编辑器的 [EditorSettings] 实例。" #: doc/classes/EditorInterface.xml msgid "" @@ -25793,7 +25831,7 @@ msgid "" "editor useless and may cause a crash." msgstr "" "返回编辑器的文件系统面板 [FileSystemDock] 实例。\n" -"[b]警告:[/b] 移除和释放此节点将使编辑器的一部分失去作用,并可能导致崩溃。" +"[b]警告:[/b]移除和释放此节点将使编辑器的一部分失去作用,并可能导致崩溃。" #: doc/classes/EditorInterface.xml msgid "" @@ -25802,7 +25840,7 @@ msgid "" "editor useless and may cause a crash." msgstr "" "返回编辑器的属性检查器 [EditorInspector]实例。\n" -"[b]警告:[/b] 删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" +"[b]警告:[/b]删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" #: doc/classes/EditorInterface.xml msgid "Returns an [Array] with the file paths of the currently opened scenes." @@ -25829,7 +25867,7 @@ msgid "" "editor useless and may cause a crash." msgstr "" "返回编辑器的脚本编辑器 [ScriptEditor] 实例。\n" -"[b]警告:[/b] 删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" +"[b]警告:[/b]删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" #: doc/classes/EditorInterface.xml msgid "" @@ -25860,8 +25898,8 @@ msgid "" "Returns [code]true[/code] if a scene is currently being played, [code]false[/" "code] otherwise. Paused scenes are considered as being played." msgstr "" -"如果场景正在播放,返回[code]true[/code],否则返回[code]false[/code]。暂停的场" -"景将被视为正在播放。" +"如果场景正在播放,返回 [code]true[/code],否则返回 [code]false[/code]。暂停的" +"场景将被视为正在播放。" #: doc/classes/EditorInterface.xml msgid "" @@ -26048,7 +26086,7 @@ msgid "" msgstr "" "注册一个新的编辑器导入插件 [EditorImportPlugin]。导入插件用于导入自定义和不支" "持的资产,作为一个自定义的 [Resource] 资源类型。\n" -"[b]注意:[/b] 如果你想导入自定义的 3D 资产格式,请使用 [method " +"[b]注意:[/b]如果你想导入自定义的 3D 资产格式,请使用 [method " "add_scene_import_plugin] 代替。\n" "参见 [method add_inspector_plugin] 以了解如何注册一个插件的例子。" @@ -26074,7 +26112,7 @@ msgid "" msgstr "" "注册一个新的编辑器属性检查器插件[EditorInspectorPlugin]。检查器插件用于扩展 " "[EditorInspector] 并为你的对象属性提供自定义配置工具。\n" -"[b]注意:[/b] 当你的 [EditorPlugin] 被禁用时,一定要使用 [method " +"[b]注意:[/b]当你的 [EditorPlugin] 被禁用时,一定要使用 [method " "remove_inspector_plugin] 来删除注册的 [EditorInspectorPlugin],以防止泄漏和出" "现意外行为。\n" "[codeblock]\n" @@ -26479,7 +26517,7 @@ msgid "" "the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and " "[b]AssetLib[/b])." msgstr "" -"如果这是一个主屏幕编辑插件,返回[code]true[/code](它与[b]2D[/b]、[b]3D[/b]、" +"如果这是一个主屏幕编辑插件,返回 [code]true[/code](它与[b]2D[/b]、[b]3D[/b]、" "[b]Script[/b]和[b]AssetLib[/b]一起放在工作区选择器中)。" #: doc/classes/EditorPlugin.xml @@ -26711,8 +26749,8 @@ msgid "" "with the editor theme's warning color. This is used for editable children's " "properties." msgstr "" -"检查器会使用,当属性用编辑器主题的警告颜色着色时,请设置为[code]true[/code]。" -"这用于可编辑的子节点的属性。" +"检查器会使用,当属性用编辑器主题的警告颜色着色时,请设置为 [code]true[/" +"code]。这用于可编辑的子节点的属性。" #: doc/classes/EditorProperty.xml msgid "" @@ -26873,8 +26911,8 @@ msgid "" "[code]edit[/code] is [code]true[/code], the signal was caused by the context " "menu \"Edit\" option." msgstr "" -"当资源值被设置,并且用户点击它编辑时触发。当[code]edit[/code]为[code]true[/" -"code]时,该信号是由上下文菜单的 \"Edit\" 选项引起。" +"当资源值被设置,并且用户点击它编辑时触发。当[code]edit[/code]为 [code]true[/" +"code] 时,该信号是由上下文菜单的 \"Edit\" 选项引起。" #: doc/classes/EditorResourcePreview.xml msgid "Helper to generate previews of resources or files." @@ -26971,9 +27009,9 @@ msgid "" "generate] or [method generate_from_path] for small previews as well.\n" "By default, it returns [code]false[/code]." msgstr "" -"如果该函数返回[code]true[/code],生成器将调用[method generate]或[method " +"如果该函数返回 [code]true[/code],生成器将调用[method generate]或[method " "generate_from_path]来进行小型预览。\n" -"默认情况下,它会返回[code]false[/code]。" +"默认情况下,它会返回 [code]false[/code]。" #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" @@ -27010,15 +27048,16 @@ msgid "" "methods [method generate] or [method generate_from_path].\n" "By default, it returns [code]false[/code]." msgstr "" -"如果此函数返回[code]true[/code],则生成器将根据由[method generate]或[method " +"如果此函数返回 [code]true[/code],则生成器将根据由[method generate]或[method " "generate_from_path]方法生成的常规预览纹理自动生成较小的预览。\n" -"默认情况下,它返回[code]false[/code]。" +"默认情况下,它返回 [code]false[/code]。" #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" "Returns [code]true[/code] if your generator supports the resource of type " "[code]type[/code]." -msgstr "如果你的生成器支持类型[code]type[/code]的资源,返回[code]true[/code]。" +msgstr "" +"如果你的生成器支持类型[code]type[/code]的资源,返回 [code]true[/code]。" #: doc/classes/EditorSceneImporter.xml msgid "Imports scenes from third-parties' 3D files." @@ -27091,6 +27130,14 @@ msgstr "" "-Binary format in FBX 2017 二进制格式为2017 FBX\n" "[/codeblock]" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "导入后对场景进行后处理。" @@ -27188,7 +27235,7 @@ msgstr "" "[b]File > Run[/b] 菜单选项(或按 [code]Ctrl+Shift+X[/code])执行。这对于向 " "Godot添加自定义的编辑内功能很有用。对于更复杂的添加,可以考虑使用 " "[EditorPlugin] 代替。\n" -"[b]注意:[/b] 扩展脚本需要启用 [code]tool[/code] 工具模式。\n" +"[b]注意:[/b]扩展脚本需要启用 [code]tool[/code] 工具模式。\n" "[b]示例脚本:[/b]\n" "[codeblock]\n" "tool\n" @@ -27197,8 +27244,8 @@ msgstr "" "func _run():\n" " print(\"Hello from the Godot Editor!\")\n" "[/codeblock]\n" -"[b]注意:[/b] 脚本在编辑器上下文中运行,这意味着输出在与编辑器一起启动的控制" -"台窗口(stdout),而不是通常的 Godot [b]输出[/b]面板 。" +"[b]注意:[/b]脚本在编辑器上下文中运行,这意味着输出在与编辑器一起启动的控制台" +"窗口(stdout),而不是通常的 Godot [b]输出[/b]面板 。" #: doc/classes/EditorScript.xml msgid "This method is executed by the Editor when [b]File > Run[/b] is used." @@ -27242,7 +27289,7 @@ msgstr "" "用,但只用于编辑 [Node] 的 [code]script[/code] 属性。创建包含所有可能子类型的" "新资源的默认选项 被替换为打开“附加节点脚本”对话框的专用按钮。可以与 " "[EditorInspectorPlugin] 一起使用以重新创建相同的行为。\n" -"[b]注意:[/b] 你必须设置 [member script_owner] 才能让自定义的上下文菜单项发挥" +"[b]注意:[/b]你必须设置 [member script_owner] 才能让自定义的上下文菜单项发挥" "作用。" #: doc/classes/EditorScriptPicker.xml @@ -27399,7 +27446,7 @@ msgid "" "code] will be returned instead. See also [method set_project_metadata]." msgstr "" "返回指定的[code]section[/code]和[code]key[/code]的特定项目元数据。如果元数据" -"不存在,将返回[code]default[/code]。另请参阅 [method set_project_metadata]。" +"不存在,将返回 [code]default[/code]。另请参阅 [method set_project_metadata]。" #: doc/classes/EditorSettings.xml msgid "" @@ -27450,9 +27497,9 @@ msgid "" "When this method returns [code]true[/code], a Revert button will display " "next to the setting in the Editor Settings." msgstr "" -"如果[code]name[/code]指定的设置可以将其值还原为默认值,则返回[code]true[/" -"code],否则返回[code]false[/code]。当此方法返回[code]true[/code]时,编辑器设" -"置中的设置旁边会显示一个还原按钮。" +"如果[code]name[/code]指定的设置可以将其值还原为默认值,则返回 [code]true[/" +"code],否则返回 [code]false[/code]。当此方法返回 [code]true[/code] 时,编辑器" +"设置中的设置旁边会显示一个还原按钮。" #: doc/classes/EditorSettings.xml msgid "" @@ -27635,7 +27682,7 @@ msgid "" "Returns [code]true[/code] if the handle at index [code]index[/code] is " "highlighted by being hovered with the mouse." msgstr "" -"如果鼠标悬停索引为 [code]index[/code] 的句柄高亮,则返回[code]true[/code]。" +"如果鼠标悬停索引为 [code]index[/code] 的句柄高亮,则返回 [code]true[/code]。" #: doc/classes/EditorSpatialGizmo.xml msgid "" @@ -27703,7 +27750,7 @@ msgid "" "Override this method to define whether the gizmo can be hidden or not. " "Returns [code]true[/code] if not overridden." msgstr "" -"重写此方法以定义是否可以隐藏Gizmo。如果未覆盖,则返回[code]true[/code]。" +"重写此方法以定义是否可以隐藏Gizmo。如果未覆盖,则返回 [code]true[/code]。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" @@ -27794,7 +27841,7 @@ msgid "" msgstr "" "重写此方法可以设置工具的优先级。值越高,优先级越高。如果具有较高优先级的工具" "与另一个工具发生冲突,则仅使用具有较高优先级的工具。\n" -"所有内置编辑器小控件均返回[code]-1[/code]优先级。如果未重写,则此方法将返回" +"所有内置编辑器小控件均返回 [code]-1[/code]优先级。如果未重写,则此方法将返回 " "[code]0[/code],这意味着自定义控件将自动覆盖内置控件。" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -28047,7 +28094,6 @@ msgstr "" "函数。" #: doc/classes/EditorVCSInterface.xml -#, fuzzy msgid "" "Helper function to create a commit [Dictionary] item. [code]msg[/code] is " "the commit message of the commit. [code]author[/code] is a single human-" @@ -28059,10 +28105,11 @@ msgid "" "recorded from the system timezone where the commit was created." msgstr "" "创建提交 [Dictionary] 项目的辅助函数。[code]msg[/code] 为该提交的提交消息。" -"[code]author[/code] 为包含作者详情的人类可读的字符串,例如 VCS 中配置的邮箱和" -"名称。[code]id[/code] 为该提交的标识符,使用你的 VCS 为提交所提供的标识符的格" -"式。日期 [code]date[/code] 会被直接加入到该提交项目并被显示在编辑器中,因此," -"应当进行正确格式化,是人类可读的日期字符串。" +"[code]author[/code] 为包含所有作者详情的人类可读的字符串,例如 VCS 中配置的邮" +"箱和名称。[code]id[/code] 为该提交的标识符,使用你的 VCS 为提交所提供的标识符" +"的格式。[code]unix_timestamp[/code] 为该提交创建时的 UTC Unix 时间戳。" +"[code]offset_minutes[/code] 为该提交创建时,当前系统时区的偏移量,单位为分" +"钟。" #: doc/classes/EditorVCSInterface.xml msgid "" @@ -28376,7 +28423,7 @@ msgid "" "Returns [code]true[/code] if a singleton with given [code]name[/code] exists " "in global scope." msgstr "" -"如果全局范围内存在具有给定[code]name[/code]的单例,则返回[code]true[/code]。" +"如果全局范围内存在具有给定[code]name[/code]的单例,则返回 [code]true[/code]。" #: doc/classes/Engine.xml msgid "" @@ -28577,7 +28624,7 @@ msgid "" "Returns [code]true[/code] if the glow level [code]idx[/code] is specified, " "[code]false[/code] otherwise." msgstr "" -"如果指定了发光等级 [code]idx[/code],返回 [code]true[/code],否则返回 " +"如果指定了辉光等级 [code]idx[/code],返回 [code]true[/code],否则返回 " "[code]false[/code]。" #: doc/classes/Environment.xml @@ -28587,8 +28634,8 @@ msgid "" "will slow down the glow effect rendering, even if previous levels aren't " "enabled." msgstr "" -"启用或禁用索引 [code]idx[/code] 处的发光级别。每个级别都依赖于前一个级别。这" -"意味着启用较高的发光等级会减慢辉光效果的渲染速度,即使之前的等级没有启用。" +"启用或禁用索引 [code]idx[/code] 处的辉光等级。每个级别都依赖于前一个级别。这" +"意味着启用较高的辉光等级会减慢辉光效果的渲染速度,即使之前的等级没有启用。" #: doc/classes/Environment.xml msgid "" @@ -28612,8 +28659,8 @@ msgid "" "The global contrast value of the rendered scene (default value is 1). " "Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -"渲染场景的全局对比度值(默认值为1)。只有当[code]adjust_enabled[/code]为" -"[code]true[/code]时才有效。" +"渲染场景的全局对比度值(默认值为1)。只有当[code]adjust_enabled[/code]为 " +"[code]true[/code] 时才有效。" #: doc/classes/Environment.xml msgid "" @@ -28632,7 +28679,7 @@ msgid "" "1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" "渲染场景的全局色彩饱和度值,默认值为1。只有在[code]adjustment_enabled[/code]" -"为[code]true[/code]时才有效。" +"为 [code]true[/code] 时才有效。" #: doc/classes/Environment.xml msgid "The ambient light's [Color]." @@ -28806,7 +28853,7 @@ msgid "" "If [code]true[/code], the depth fog effect is enabled. When enabled, fog " "will appear in the distance (relative to the camera)." msgstr "" -"如果为[code]true[/code],则启用深度雾效果。启用后,雾将出现在远处(相对于相" +"如果为 [code]true[/code],则启用深度雾效果。启用后,雾将出现在远处(相对于相" "机)。" #: doc/classes/Environment.xml @@ -28824,7 +28871,7 @@ msgid "" "actually display fog." msgstr "" "如果[code]true[/code],则启用雾化效果。必须将[member fog_height_enabled]和/或" -"[member fog_depth_enabled]设置为[code]true[/code],才能实际显示雾气。" +"[member fog_depth_enabled]设置为 [code]true[/code],才能实际显示雾气。" #: doc/classes/Environment.xml msgid "" @@ -28839,9 +28886,9 @@ msgid "" "camera. This can be used to simulate \"deep water\" effects with a lower " "performance cost compared to a dedicated shader." msgstr "" -"如果为[code]true[/code],则启用高度雾化效果。启用后,无论与相机的距离有多远," -"雾气都会出现在规定的高度范围内。这可以用来模拟 \"深水 \"效果,与专用着色器相" -"比,性能成本更低。" +"如果为 [code]true[/code],则启用高度雾化效果。启用后,无论与相机的距离有多" +"远,雾气都会出现在规定的高度范围内。这可以用来模拟 \"深水 \"效果,与专用着色" +"器相比,性能成本更低。" #: doc/classes/Environment.xml msgid "" @@ -28896,22 +28943,20 @@ msgid "" "GPU supports the [code]GL_EXT_gpu_shader4[/code] extension." msgstr "" "以牺牲性能为代价,消除由更高级别采样产生的块状效应。\n" -"[b]注意:[/b] 使用 GLES2渲染器时,只有GPU支持 [code]GL_EXT_gpu_shader4[/" -"code] 扩展时才可用。" +"[b]注意:[/b]使用 GLES2渲染器时,只有GPU支持 [code]GL_EXT_gpu_shader4[/code] " +"扩展时才可用。" #: doc/classes/Environment.xml msgid "The glow blending mode." -msgstr "发光混合模式。" +msgstr "辉光混合模式。" #: doc/classes/Environment.xml msgid "" "The bloom's intensity. If set to a value higher than [code]0[/code], this " "will make glow visible in areas darker than the [member glow_hdr_threshold]." msgstr "" -"bloom的强度。如果设置为大于[code]0[/code]的值,则将在比[member " -"glow_hdr_threshold]成员更暗的区域中显示辉光。 bloom:有时被称为光晕或辉光,是" -"一种用于视频游戏、演示和高动态范围渲染(HDRR)的计算机图形效果,用于再现真实世" -"界相机的成像工件。" +"泛光的强度。如果设置为大于 [code]0[/code] 的值,则将在比 [member " +"glow_hdr_threshold] 成员更暗的区域中显示辉光。" #: doc/classes/Environment.xml msgid "" @@ -28931,16 +28976,16 @@ msgid "" "[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] " "override." msgstr "" -"为 [code]true[/code] 时,启用发光效果。\n" +"为 [code]true[/code] 时,启用辉光效果。\n" "[b]注意:[/b]仅在 [member ProjectSettings.rendering/quality/intended_usage/" "framebuffer_allocation] 为 [b]3D[/b]([i]不是[/i] [b]3D Without Effects[/b])" "时有效。在移动平台,[member ProjectSettings.rendering/quality/intended_usage/" "framebuffer_allocation] 默认为 [b]3D Without Effects[/b],因此需要将 [code]." "mobile[/code] 覆盖项改为 [b]3D[/b]。\n" "[b]注意:[/b]在移动平台上使用 GLES3 时,因为性能原因默认禁用了 HDR 渲染。也就" -"是说发光效果只会在 [member glow_hdr_threshold] 低于 [code]1.0[/code] 或者 " +"是说辉光效果只会在 [member glow_hdr_threshold] 低于 [code]1.0[/code] 或者 " "[member glow_bloom] 大于 [code]0.0[/code] 时可见。也可以考虑将 [member " -"glow_intensity] 增加到 [code]1.5[/code]。如果想要让移动平台上的发光效果与桌面" +"glow_intensity] 增加到 [code]1.5[/code]。如果想要让移动平台上的辉光效果与桌面" "平台一致(以牺牲性能为代价),可以启用 [member ProjectSettings.rendering/" "quality/depth/hdr] 的 [code].mobile[/code] 覆盖项。" @@ -28949,11 +28994,11 @@ msgid "" "The higher threshold of the HDR glow. Areas brighter than this threshold " "will be clamped for the purposes of the glow effect." msgstr "" -"HDR glow的较高阈值。比这个阈值更亮的区域将被限制,以达到glow效果的目的。" +"HDR 辉光的较高阈值。比这个阈值更亮的区域将被限制,以达到辉光效果的目的。" #: doc/classes/Environment.xml msgid "The bleed scale of the HDR glow." -msgstr "HDR glow的裁切规模。" +msgstr "HDR 辉光的逸出缩放。" #: doc/classes/Environment.xml msgid "" @@ -28961,8 +29006,8 @@ msgid "" "doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be " "visible. A value of [code]0.9[/code] works well in this case." msgstr "" -"HDR 发光的下限。当使用(不支持 HDR 的)GLES2 渲染器时,需要低于 [code]1.0[/" -"code] 才能看到发光。在这种情况下,值 [code]0.9[/code] 的效果很好。" +"HDR 辉光的下限。当使用(不支持 HDR 的)GLES2 渲染器时,需要低于 [code]1.0[/" +"code] 才能看到辉光。在这种情况下,值 [code]0.9[/code] 的效果很好。" #: doc/classes/Environment.xml msgid "" @@ -28980,41 +29025,41 @@ msgid "" "The glow intensity. When using the GLES2 renderer, this should be increased " "to 1.5 to compensate for the lack of HDR rendering." msgstr "" -"发光强度。使用 GLES2 渲染器时,应将其增加到 1.5 以弥补 HDR 渲染的不足。" +"辉光强度。使用 GLES2 渲染器时,应将其增加到 1.5 以弥补 HDR 渲染的不足。" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], the 1st level of glow is enabled. This is the most " "\"local\" level (least blurry)." msgstr "" -"如果为 [code]true[/code],则启用第 1 级发光。这是最“局部”的级别(最不模糊)。" +"如果为 [code]true[/code],则启用第 1 级辉光。这是最“局部”的级别(最不模糊)。" #: doc/classes/Environment.xml msgid "If [code]true[/code], the 2th level of glow is enabled." -msgstr "如果为 [code]true[/code],则启用第 2 级发光。" +msgstr "如果为 [code]true[/code],则启用第 2 级辉光。" #: doc/classes/Environment.xml msgid "If [code]true[/code], the 3th level of glow is enabled." -msgstr "如果为 [code]true[/code],则启用第 3 级发光。" +msgstr "如果为 [code]true[/code],则启用第 3 级辉光。" #: doc/classes/Environment.xml msgid "If [code]true[/code], the 4th level of glow is enabled." -msgstr "如果为 [code]true[/code],则启用第 4 级发光。" +msgstr "如果为 [code]true[/code],则启用第 4 级辉光。" #: doc/classes/Environment.xml msgid "If [code]true[/code], the 5th level of glow is enabled." -msgstr "如果为 [code]true[/code],则启用第 5 级发光。" +msgstr "如果为 [code]true[/code],则启用第 5 级辉光。" #: doc/classes/Environment.xml msgid "If [code]true[/code], the 6th level of glow is enabled." -msgstr "如果为 [code]true[/code],则启用第 6 级发光。" +msgstr "如果为 [code]true[/code],则启用第 6 级辉光。" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], the 7th level of glow is enabled. This is the most " "\"global\" level (blurriest)." msgstr "" -"如果为 [code]true[/code],则启用第 7 级发光。这是最“全局”的级别(最模糊)。" +"如果为 [code]true[/code],则启用第 7 级辉光。这是最“全局”的级别(最模糊)。" #: doc/classes/Environment.xml msgid "" @@ -29233,18 +29278,18 @@ msgstr "表示[enum BGMode]枚举的大小。" msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." -msgstr "添加发光混合模式。主要用于颗粒、辉光(光晕)、镜头眩光、亮源。" +msgstr "添加辉光混合模式。主要用于粒子、辉光(泛光)、镜头眩光、亮源。" #: doc/classes/Environment.xml msgid "" "Screen glow blending mode. Increases brightness, used frequently with bloom." -msgstr "滤色发光混合模式。增加亮度,经常与光晕一起使用。" +msgstr "滤色辉光混合模式。增加亮度,经常与泛光一起使用。" #: doc/classes/Environment.xml msgid "" "Soft light glow blending mode. Modifies contrast, exposes shadows and " "highlights (vivid bloom)." -msgstr "柔光发光混合模式。修改对比度,曝光阴影和高光(高质量光晕)。" +msgstr "柔光辉光混合模式。修改对比度,曝光阴影和高光(高质量泛光)。" #: doc/classes/Environment.xml msgid "" @@ -29252,7 +29297,7 @@ msgid "" "This can be used to simulate a full-screen blur effect by tweaking the glow " "parameters to match the original image's brightness." msgstr "" -"替换发光混合模式。用发光值替换所有像素的颜色。这可以通过调整glow参数来模拟全" +"替换辉光混合模式。用辉光值替换所有像素的颜色。这可以通过调整辉光参数来模拟全" "屏模糊效果,使其与原始图像的亮度相匹配。" #: doc/classes/Environment.xml @@ -29404,7 +29449,7 @@ msgstr "如果[method parse]失败了,返回错误文本。" #: doc/classes/Expression.xml msgid "Returns [code]true[/code] if [method execute] has failed." -msgstr "如果[method execute]失败,返回[code]true[/code]。" +msgstr "如果[method execute]失败,返回 [code]true[/code]。" #: doc/classes/Expression.xml msgid "" @@ -29431,7 +29476,7 @@ msgstr "" "启用对OpenGL ES外部纹理扩展的支持,如[url=https://www.khronos.org/registry/" "OpenGL/extensions/OES/OES_EGL_image_external.txt]OES_EGL_image_external[/url]" "所定义。\n" -"[b]注意:[/b] 这只支持Android平台。" +"[b]注意:[/b]这只支持Android平台。" #: doc/classes/ExternalTexture.xml msgid "Returns the external texture name." @@ -29740,7 +29785,7 @@ msgstr "" #: doc/classes/File.xml msgid "Returns [code]true[/code] if the file is currently opened." -msgstr "如果文件当前被打开,返回[code]true[/code]。" +msgstr "如果文件当前被打开,返回 [code]true[/code]。" #: doc/classes/File.xml msgid "Opens the file for writing or reading, depending on the flags." @@ -29754,8 +29799,8 @@ msgid "" "godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround." msgstr "" "打开压缩文件进行读取或写入。\n" -"[b]注意:[/b] [method open_compressed] 只能读取Godot保存的文件,不能读取第三" -"方压缩格式。有关解决方法,请参阅 [url=https://github.com/godotengine/godot/" +"[b]注意:[/b][method open_compressed] 只能读取Godot保存的文件,不能读取第三方" +"压缩格式。有关解决方法,请参阅 [url=https://github.com/godotengine/godot/" "issues/28999] GitHub 问题 #28999[/url]。" #: doc/classes/File.xml @@ -29765,7 +29810,7 @@ msgid "" "[b]Note:[/b] The provided key must be 32 bytes long." msgstr "" "以写或读的模式打开一个加密文件。你需要传递一个二进制密钥来加密/解密它。\n" -"[b]注意:[/b] 提供的密钥必须是32字节长。" +"[b]注意:[/b]提供的密钥必须是32字节长。" #: doc/classes/File.xml msgid "" @@ -29959,7 +30004,7 @@ msgid "" msgstr "" "在文件中存储任何 Variant 变量值。如果 [code]full_objects[/code] 是 " "[code]true[/code],则允许编码对象(并且可能包含代码)。\n" -"[b]注意:[/b] 并非所有属性都包括在内。只有使用 [constant " +"[b]注意:[/b]并非所有属性都包括在内。只有使用 [constant " "PROPERTY_USAGE_STORAGE] 标志集配置的属性才会被序列化。您可以通过覆盖类中的 " "[method Object._get_property_list] 方法向属性添加新的使用标志。您还可以通过调" "用 [method Object._get_property_list] 来检查属性使用是如何配置的。有关可能的" @@ -30085,8 +30130,8 @@ msgid "" "[member CanvasItem.visible] property." msgstr "" "返回所选文件的 LineEdit。\n" -"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望" -"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" +"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐" +"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" #: doc/classes/FileDialog.xml msgid "" @@ -30097,8 +30142,8 @@ msgid "" "[member CanvasItem.visible] property." msgstr "" "返回对话框的垂直框容器,可以向其中添加自定义控件。\n" -"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望" -"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" +"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐" +"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" #: doc/classes/FileDialog.xml msgid "Invalidate and update the current dialog content list." @@ -30112,10 +30157,10 @@ msgid "" "[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-" "proposals#1123[/url]." msgstr "" -"文件系统的访问范围。见枚举 [code]Access[/code] 常数。\n" -"[b]警告:[/b] 目前,在沙盒环境下,如HTML5构建或沙盒的macOS应用程序," +"文件系统的访问范围。见枚举 [code]Access[/code] 常量。\n" +"[b]警告:[/b]目前,在沙盒环境下,如 HTML5 构建或沙盒的 macOS 应用程序," "FileDialog 不能访问主机文件系统。参见 [url=https://github.com/godotengine/" -"godot-proposals/issues/1123]godot-proposals#1123 [/url]。" +"godot-proposals/issues/1123]godot-proposals#1123[/url]。" #: doc/classes/FileDialog.xml msgid "The current working directory of the file dialog." @@ -30562,7 +30607,7 @@ msgid "" msgstr "" "如果[code]true[/code],每当用户离开编辑器窗口时,编辑器会暂时卸载库,允许用户" "重新编译库,而不需要重新启动Godot。\n" -"[b]注意:[/b] 如果库定义了在编辑器内运行的工具脚本,[code]reloadable[/code]必" +"[b]注意:[/b]如果库定义了在编辑器内运行的工具脚本,[code]reloadable[/code]必" "须是[code]false[/code]。否则,编辑器会在工具脚本正在使用的时候尝试卸载它们时" "而崩溃。" @@ -30578,7 +30623,7 @@ msgstr "" "如果[code]true[/code],Godot会在启动时加载库,而不是在脚本第一次使用库时,在" "初始化库后调用[code]{prefix}gdnative_singleton[/code](其中[code]{prefix}[/" "code]是[member symbol_prefix]的值)。只要Godot在运行,该库就一直被加载。\n" -"[b]注意:[/b] 单例库不能是[member reloadable]。" +"[b]注意:[/b]单例库不能是[member reloadable]。" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" @@ -31323,8 +31368,8 @@ msgid "" "it's located exactly [i]on[/i] the circle's boundary, otherwise returns " "[code]false[/code]." msgstr "" -"返回[code]true[/code]时,[code]point[/code]位于圆的内部或者[i]正好[/i]位于圆" -"的边界上,否则将返回[code]false[/code]。" +"返回 [code]true[/code] 时,[code]point[/code]位于圆的内部或者[i]正好[/i]位于" +"圆的边界上,否则将返回 [code]false[/code]。" #: doc/classes/Geometry.xml msgid "" @@ -31332,8 +31377,8 @@ msgid "" "code] or if it's located exactly [i]on[/i] polygon's boundary, otherwise " "returns [code]false[/code]." msgstr "" -"返回[code]true[/code]时,[code]point[/code]位于多边形[code]polygon[/code]的内" -"部或者[i]正好[/i]位于多边形的边界上,否则将返回[code]false[/code]。" +"返回 [code]true[/code] 时,[code]point[/code]位于多边形[code]polygon[/code]的" +"内部或者[i]正好[/i]位于多边形的边界上,否则将返回 [code]false[/code]。" #: doc/classes/Geometry.xml msgid "" @@ -31712,7 +31757,7 @@ msgid "" "[b]Note:[/b] This property currently has no effect." msgstr "" "GeometryInstance3D的最大LOD距离。\n" -"[b]注意:[/b] 这个属性目前没有任何作用。" +"[b]注意:[/b]这个属性目前没有任何作用。" #: doc/classes/GeometryInstance.xml msgid "" @@ -31720,7 +31765,7 @@ msgid "" "[b]Note:[/b] This property currently has no effect." msgstr "" "GeometryInstance3D的最大LOD 边距。\n" -"[b]注意:[/b] 这个属性目前没有任何作用。" +"[b]注意:[/b]这个属性目前没有任何作用。" #: doc/classes/GeometryInstance.xml msgid "" @@ -31728,7 +31773,7 @@ msgid "" "[b]Note:[/b] This property currently has no effect." msgstr "" "GeometryInstance3D的最小LOD距离。\n" -"[b]注意:[/b] 这个属性目前没有任何作用。" +"[b]注意:[/b]这个属性目前没有任何作用。" #: doc/classes/GeometryInstance.xml msgid "" @@ -31736,7 +31781,7 @@ msgid "" "[b]Note:[/b] This property currently has no effect." msgstr "" "GeometryInstance3D的最小LOD 边距。\n" -"[b]注意:[/b] 这个属性目前没有任何作用。" +"[b]注意:[/b]这个属性目前没有任何作用。" #: doc/classes/GeometryInstance.xml msgid "" @@ -31873,10 +31918,10 @@ msgstr "" "[b]性能:[/b][GIProbe] 相对更耗 GPU,不适合在集成显卡等低端硬件上使用,可考虑" "换用 [BakedLightmap]。要为低端硬件提供备选方案,可考虑在你项目的选项菜单中添" "加禁用 [GIProbe] 的选项。隐藏 [GIProbe] 节点即可将其禁用。\n" -"[b]注意:[/b]网格应该有足够厚的墙以避免漏光,注,避免单面墙。对于内部关卡,将" -"你的关卡几何体包围在一个足够大的盒子里,并将环路联接起来以关闭网格。\n" -"[b]注意:[/b]由于渲染器的限制,在[GIProbe]中使用发光的[ShaderMaterial]时不能" -"发光。只有发射型的[SpatialMaterial]可以在[GIProbe]中发射光线。" +"[b]注意:[/b]网格应该有足够厚的墙以避免漏光(避免单面墙)。对于内部关卡,将你" +"的关卡几何体包围在一个足够大的盒子里,并将环路联接起来以关闭网格。\n" +"[b]注意:[/b]由于渲染器的限制,在 [GIProbe] 中使用发光的 [ShaderMaterial] 时" +"不能发光。只有发光的 [SpatialMaterial] 可以在 [GIProbe] 中发射光线。" #: doc/classes/GIProbe.xml msgid "GI probes" @@ -31930,7 +31975,7 @@ msgid "" msgstr "" "从 [GIProbe] 偏移光贡献的查找。这可用于避免自阴影,但可能会在较高的值下引入漏" "光。这个和 [member normal_bias] 应该使用,以尽量减少自阴影和漏光。\n" -"[b]注意:[/b] [code]bias[/code] 通常应该在 1.0 以上,因为这是体素的大小。" +"[b]注意:[/b][code]bias[/code] 通常应该在 1.0 以上,因为这是体素的大小。" #: doc/classes/GIProbe.xml msgid "" @@ -31966,7 +32011,7 @@ msgstr "" #: doc/classes/GIProbe.xml msgid "" "If [code]true[/code], ignores the sky contribution when calculating lighting." -msgstr "如果为[code]true[/code],在计算照明时忽略天空的贡献。" +msgstr "如果为 [code]true[/code],在计算照明时忽略天空的贡献。" #: doc/classes/GIProbe.xml msgid "" @@ -32019,6 +32064,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "代表 [enum Subdiv] 举的大小。" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -32045,8 +32134,8 @@ msgid "" "directional lights. When creating a Godot light, this value is converted to " "a unitless multiplier." msgstr "" -"光的强度。对于点光源和聚光灯,用烛光candelas(流明/立体光)表示;对于定向灯," -"用勒克斯lux(流明/平方米)表示。在创建Godot灯时,这个值被转换为无单位的乘数。" +"光的强度。对于点光和聚光,用烛光(流明/立体光)表示;对于平行光,用勒克斯(流" +"明/平方米)表示。在创建 Godot 灯光时,这个值会被转换为无单位的乘数。" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" @@ -32081,6 +32170,49 @@ msgstr "" "灯光的类型。Godot接受的值是 \"point\"、\"spot\"和 \"directional\",分别对应于" "Godot的[OmniLight]、[SpotLight]和[DirectionalLight]。" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "Godot和Mono运行时之间的桥梁(仅支持Mono的构建)。" @@ -32112,7 +32244,7 @@ msgid "" "initialized at the time this method is called, the engine will crash." msgstr "" "返回当前的MonoDomain ID。\n" -"[b]注意:[/b] Mono运行时必须被初始化,这个方法才能工作(使用 [method " +"[b]注意:[/b]Mono运行时必须被初始化,这个方法才能工作(使用 [method " "is_runtime_initialized] 来检查)。如果在调用这个方法的时候,Mono运行时没有被" "初始化,引擎将崩溃。" @@ -32126,7 +32258,7 @@ msgid "" msgstr "" "返回scripts MonoDomain的ID。这将是与 [method get_domain_id] 相同的MonoDomain " "ID,除非scripts domain没有被加载。\n" -"[b]注意:[/b] Mono运行时必须被初始化,这个方法才能工作(使用 [method " +"[b]注意:[/b]Mono运行时必须被初始化,这个方法才能工作(使用 [method " "is_runtime_initialized] 来检查)。如果在调用这个方法的时候,Mono运行时没有被" "初始化,引擎将会崩溃。" @@ -32164,7 +32296,7 @@ msgstr "" msgid "" "A color interpolator resource which can be used to generate colors between " "user-defined color points." -msgstr "一个颜色插值器资源,可用于在用户定义的颜色点之间生成颜色。" +msgstr "颜色插值器资源,可用于在用户定义的颜色点之间生成颜色。" #: doc/classes/Gradient.xml msgid "" @@ -32174,50 +32306,51 @@ msgid "" "will initially have 2 colors (black and white), one (black) at ramp lower " "offset 0 and the other (white) at the ramp higher offset 1." msgstr "" -"给定一组颜色,这个资源将按顺序插值。这意味着,如果你有颜色1、颜色2和颜色3,斜" -"坡将从颜色1插到颜色2,从颜色2插到颜色3。斜坡最初会有两种颜色(黑色和白色)," -"一种(黑色)在斜坡低偏移量0处,另一种(白色)在斜坡高偏移量1处。" +"给定一组颜色,这个资源将依次两两插值。这意味着,如果你有颜色 1、颜色 2和颜色 " +"3,渐变将从颜色 1 插值到颜色2、从颜色 2 插值到颜色 3。渐变最初有两种颜色(黑" +"色和白色),一种(黑色)位于渐变较低的偏移量 0 处,另一种(白色)位于渐变较高" +"的偏移量 1 处。" #: doc/classes/Gradient.xml msgid "" "Adds the specified color to the end of the ramp, with the specified offset." -msgstr "将指定的颜色添加到坡道的末端,并有指定的偏移量。" +msgstr "将指定的颜色添加到渐变的末端,并有指定的偏移量。" #: doc/classes/Gradient.xml msgid "Returns the color of the ramp color at index [code]point[/code]." -msgstr "返回索引[code]point[/code]处斜坡颜色的颜色。" +msgstr "返回索引 [code]point[/code] 处渐变色的颜色。" #: doc/classes/Gradient.xml msgid "Returns the offset of the ramp color at index [code]point[/code]." -msgstr "返回索引[code]point[/code]处的斜面颜色的偏移。" +msgstr "返回索引 [code]point[/code] 处渐变色的偏移。" #: doc/classes/Gradient.xml msgid "Returns the number of colors in the ramp." -msgstr "返回斜面中的颜色数量。" +msgstr "返回渐变中的颜色数量。" #: doc/classes/Gradient.xml msgid "Returns the interpolated color specified by [code]offset[/code]." -msgstr "返回由偏移[code]offset[/code]指定的插值颜色。" +msgstr "返回由偏移 [code]offset[/code] 指定的插值颜色。" #: doc/classes/Gradient.xml msgid "Removes the color at the index [code]point[/code]." -msgstr "移除索引[code]point[/code]处的颜色。" +msgstr "移除索引 [code]point[/code] 处的颜色。" #: doc/classes/Gradient.xml msgid "Sets the color of the ramp color at index [code]point[/code]." -msgstr "设置索引[code]point[/code]处的坡道色的颜色。" +msgstr "设置索引 [code]point[/code] 处渐变色的颜色。" #: doc/classes/Gradient.xml msgid "Sets the offset for the ramp color at index [code]point[/code]." -msgstr "为索引[code]point[/code]处的斜面颜色设置偏移。" +msgstr "设置索引 [code]point[/code] 处渐变色的偏移。" #: doc/classes/Gradient.xml msgid "Gradient's colors returned as a [PoolColorArray]." -msgstr "渐变颜色以 [PoolColorArray] 返回。" +msgstr "渐变的颜色,以 [PoolColorArray] 返回。" #: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." -msgstr "渐变的偏移量以 [PoolRealArray] 返回。" +msgstr "渐变的偏移量,以 [PoolRealArray] 返回。" #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." @@ -32308,7 +32441,7 @@ msgid "" msgstr "" "如果为 [code]true[/code],则生成的纹理会支持高动态范围([constant Image." "FORMAT_RGBAF] 格式)。可以在 [member Environment.glow_enabled] 为 " -"[code]true[/code] 时实现发光效果。如果为 [code]false[/code],则生成的纹理会使" +"[code]true[/code] 时实现辉光效果。如果为 [code]false[/code],则生成的纹理会使" "用低动态范围;过亮的颜色会被钳制([constant Image.FORMAT_RGBA8] 格式)。" #: doc/classes/GradientTexture2D.xml @@ -32437,8 +32570,8 @@ msgid "" msgstr "" "获取包含图形左上角的缩放和网格捕捉控件的 [HBoxContainer]。你可以使用此方法重" "新定位工具栏或向其添加自定义控件。\n" -"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望" -"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" +"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐" +"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" #: doc/classes/GraphEdit.xml msgid "" @@ -32525,7 +32658,7 @@ msgstr "吸附距离(以像素为单位)。" #: doc/classes/GraphEdit.xml msgid "If [code]true[/code], enables snapping." -msgstr "如果为[code]true[/code],启用自动吸附。" +msgstr "如果为 [code]true[/code],启用自动吸附。" #: doc/classes/GraphEdit.xml msgid "The current zoom value." @@ -32765,13 +32898,13 @@ msgstr "返回槽[code]idx[/code]的右边(输出)类型。" msgid "" "Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] " "is enabled." -msgstr "如果插槽[code]idx[/code]的左侧(输入)被启用,返回[code]true[/code]。" +msgstr "如果插槽[code]idx[/code]的左侧(输入)被启用,返回 [code]true[/code]。" #: doc/classes/GraphNode.xml msgid "" "Returns [code]true[/code] if right (output) side of the slot [code]idx[/" "code] is enabled." -msgstr "如果插槽[code]idx[/code]的右侧(输出)被启用,返回[code]true[/code]。" +msgstr "如果插槽[code]idx[/code]的右侧(输出)被启用,返回 [code]true[/code]。" #: doc/classes/GraphNode.xml msgid "" @@ -32796,7 +32929,7 @@ msgstr "" "型值的端口才能被连接。\n" "[code]color_left[/code]/[code]right[/code]是端口在这一侧的图标的色调。\n" "[code]custom_left[/code]/[code]right[/code]是这一侧的端口的自定义纹理。\n" -"[b]注意:[/b] 这个方法只设置槽的属性。要创建槽,需要在GraphNode中添加一个" +"[b]注意:[/b]这个方法只设置槽的属性。要创建槽,需要在GraphNode中添加一个" "[Control]的派生类。\n" "可以使用[code]set_slot_*[/code]方法之一来设置单个属性。你必须至少启用插槽的一" "边才能这样做。" @@ -32823,7 +32956,7 @@ msgid "" "[code]enable_left[/code] is [code]true[/code], a port will appear on the " "left side and the slot will be able to be connected from this side." msgstr "" -"切换插槽的左侧(输入)[code]idx[/code]。\t如果[code]enable_left[/code]为" +"切换插槽的左侧(输入)[code]idx[/code]。\t如果[code]enable_left[/code]为 " "[code]true[/code],左边将出现一个端口,插槽将能够从这一边连接。" #: doc/classes/GraphNode.xml @@ -32832,7 +32965,7 @@ msgid "" "[code]enable_right[/code] is [code]true[/code], a port will appear on the " "right side and the slot will be able to be connected from this side." msgstr "" -"切换插槽的右侧(输出)[code]idx[/code]。如果[code]enable_right[/code]为" +"切换插槽的右侧(输出)[code]idx[/code]。如果[code]enable_right[/code]为 " "[code]true[/code],右侧将出现一个端口,插槽将能够从这一侧连接。" #: doc/classes/GraphNode.xml @@ -33475,7 +33608,7 @@ msgid "" "If [code]true[/code], the hinges maximum and minimum rotation, defined by " "[member angular_limit/lower] and [member angular_limit/upper] has effects." msgstr "" -"如果为[code]true[/code],则会对由[member angular_limit/lower]和[member " +"如果为 [code]true[/code],则会对由[member angular_limit/lower]和[member " "angular_limit/upper]定义的铰链最大和最小旋转量产生影响。" #: doc/classes/HingeJoint.xml @@ -33483,7 +33616,7 @@ msgid "" "The minimum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" -"最小的旋转量。只有在[member angular_limit/enable]为[code]true[/code]时才有" +"最小的旋转量。只有在[member angular_limit/enable]为 [code]true[/code] 时才有" "效。" #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml @@ -33495,7 +33628,7 @@ msgid "" "The maximum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" -"最大的旋转量。只有在[member angular_limit/enable]为[code]true[/code]时才有" +"最大的旋转量。只有在[member angular_limit/enable]为 [code]true[/code] 时才有" "效。" #: doc/classes/HingeJoint.xml @@ -34019,7 +34152,7 @@ msgstr "" "var result = http_client.request(http_client.METHOD_POST, \"index.php\", " "headers, query_string)\n" "[/codeblock]\n" -"[b]注意:[/b] [code]method[/code] 为 [constant HTTPClient.METHOD_GET] 时会忽" +"[b]注意:[/b][code]method[/code] 为 [constant HTTPClient.METHOD_GET] 时会忽" "略 [code]request_data[/code] 参数。这是因为 GET 方法不能包含请求数据。作为变" "通,可以把请求数据通过 URL 的请求字符串传递。例子见 [method String." "http_escape]。" @@ -34936,7 +35069,7 @@ msgid "" "the body length will also be [code]-1[/code]." msgstr "" "返回响应体长度。\n" -"[b]注意:[/b] 部分 Web 服务器可能不发送响应体长度,此时返回值将为 [code]-1[/" +"[b]注意:[/b]部分 Web 服务器可能不发送响应体长度,此时返回值将为 [code]-1[/" "code]。如果使用分块传输编码,响应体的长度也将为 [code]-1[/code]。" #: doc/classes/HTTPRequest.xml @@ -35347,11 +35480,11 @@ msgstr "如果图像已经生成多级渐远纹理,则返回 [code]true[/code] #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image is compressed." -msgstr "如果图像被压缩,返回[code]true[/code]。" +msgstr "如果图像被压缩,返回 [code]true[/code]。" #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image has no data." -msgstr "如果图像没有数据,返回[code]true[/code]。" +msgstr "如果图像没有数据,返回 [code]true[/code]。" #: doc/classes/Image.xml msgid "" @@ -35436,8 +35569,9 @@ msgid "" "New pixels are calculated using the [code]interpolation[/code] mode defined " "via [enum Interpolation] constants." msgstr "" -"调整图像大小到给定的[code]width[/code]和[code]height[/code]。新像素通过[enum " -"Interpolation]常数定义的[code]interpolation[/code]插值模式计算。" +"将图像大小调整到给定的宽 [code]width[/code] 和高 [code]height[/code]。新像素" +"的计算通过 [enum Interpolation] 常量定义的 [code]interpolation[/code] 插值模" +"式进行。" #: doc/classes/Image.xml msgid "" @@ -35446,9 +35580,9 @@ msgid "" "same. New pixels are calculated using the [code]interpolation[/code] mode " "defined via [enum Interpolation] constants." msgstr "" -"将图像的宽度和高度调整到最接近的2次方。如果[code]square[/code]是[code]true[/" -"code],那么设置宽度和高度为相同。新像素通过[enum Interpolation]常数定义的" -"[code]interpolation[/code]插值模式计算。" +"将图像的宽度和高度调整到最接近的 2 的幂。如果 [code]square[/code] 为 " +"[code]true[/code],那么设置宽度和高度为相同。新像素的计算通过 [enum " +"Interpolation] 常量定义的 [code]interpolation[/code] 插值模式进行。" #: doc/classes/Image.xml msgid "" @@ -35470,8 +35604,8 @@ msgstr "" "[code]true[/code]并且图像只有一个通道,它将被明确地保存为单色而不是红色通道。" "如果Godot在编译时没有TinyEXR模块,这个函数将返回[constant " "ERR_UNAVAILABLE]。\n" -"[b]注意:[/b] TinyEXR模块在非编辑器构建中被禁用,这意味着[method save_exr]从" -"导出的项目中调用时将返回[constant ERR_UNAVAILABLE]。" +"[b]注意:[/b]TinyEXR模块在非编辑器构建中被禁用,这意味着[method save_exr]从导" +"出的项目中调用时将返回[constant ERR_UNAVAILABLE]。" #: doc/classes/Image.xml msgid "Saves the image as a PNG file to [code]path[/code]." @@ -35568,7 +35702,7 @@ msgid "" "instead of the red channel for storage." msgstr "" "OpenGL 纹理格式 [code]RED[/code],具有单个分量和 8 位深度。\n" -"[b]注意:[/b] 当使用 GLES2 后端时,它使用 Alpha 通道而不是红色通道进行存储。" +"[b]注意:[/b]当使用 GLES2 后端时,它使用 Alpha 通道而不是红色通道进行存储。" #: doc/classes/Image.xml msgid "" @@ -36087,7 +36221,7 @@ msgstr "" "$Sprite.texture = texture\n" "[/codeblock]\n" "通过这种方式,可以在运行时通过从编辑器内部和外部加载图像来创建纹理。\n" -"[b]警告:[/b] 最好用 [method @GDScript.load] 加载导入的纹理,而不是使用 " +"[b]警告:[/b]最好用 [method @GDScript.load] 加载导入的纹理,而不是使用 " "[method Image.load] 从文件系统中动态加载它们,因为它可能无法在导出的项目中工" "作:\n" "[codeblock]\n" @@ -36106,7 +36240,7 @@ msgstr "" "[ImageTexture] 不是直接在编辑器界面中操作的,主要用于通过代码在屏幕上动态渲染" "图像。如果您需要在编辑器中按程序生成图像,请考虑将图像保存和导入为自定义纹理" "资源,以实现新的 [EditorImportPlugin]。\n" -"[b]注意:[/b]由于图形硬件限制,最大纹理尺寸为16384×16384像素。" +"[b]注意:[/b]由于图形硬件限制,最大纹理尺寸为 16384×16384 像素。" #: doc/classes/ImageTexture.xml msgid "" @@ -36115,9 +36249,9 @@ msgid "" "[code]format[/code] is a value from [enum Image.Format], [code]flags[/code] " "is any combination of [enum Texture.Flags]." msgstr "" -"创建具有[code]width[/code]和[code]height[/code]的新[ImageTexture]。\n" -"[code]format[/code]是[enum Image.Format]中的一个值,[code]flags[/code]是" -"[enum Texture.Flags]的任意组合。" +"创建具有 [code]width[/code] 和 [code]height[/code] 的新 [ImageTexture]。\n" +"[code]format[/code] 是 [enum Image.Format] 中的一个值,[code]flags[/code] 是 " +"[enum Texture.Flags] 的任意组合。" #: doc/classes/ImageTexture.xml msgid "" @@ -36168,11 +36302,11 @@ msgstr "将纹理的大小调整为指定的尺寸。" #: doc/classes/ImageTexture.xml msgid "The storage quality for [constant STORAGE_COMPRESS_LOSSY]." -msgstr "[constant STORAGE_COMPRESS_LOSSY]的存储质量。" +msgstr "[constant STORAGE_COMPRESS_LOSSY] 的存储质量。" #: doc/classes/ImageTexture.xml msgid "The storage type (raw, lossy, or compressed)." -msgstr "存储类型,即原始、有损、或压缩。" +msgstr "存储类型(原始、有损、压缩)。" #: doc/classes/ImageTexture.xml msgid "[Image] data is stored raw and unaltered." @@ -36183,15 +36317,16 @@ msgid "" "[Image] data is compressed with a lossy algorithm. You can set the storage " "quality with [member lossy_quality]." msgstr "" -"[Image]数据是用有损算法压缩的。 你可以用[member lossy_quality]设置存储质量。" +"[Image] 数据是用有损算法压缩的。 你可以用 [member lossy_quality] 设置存储质" +"量。" #: doc/classes/ImageTexture.xml msgid "[Image] data is compressed with a lossless algorithm." -msgstr "[Image]数据是用无损算法压缩的。" +msgstr "[Image] 数据是用无损算法压缩的。" #: doc/classes/ImmediateGeometry.xml msgid "Draws simple geometry from code." -msgstr "通过代码绘制简单的几何形状。" +msgstr "通过代码绘制简单的几何图形。" #: doc/classes/ImmediateGeometry.xml msgid "" @@ -36212,11 +36347,11 @@ msgstr "" "从代码中绘制简单的几何图形。使用类似于 OpenGL 1.x 的绘制模式。\n" "请参阅 [ArrayMesh]、[MeshDataTool] 和 [SurfaceTool],了解程序式几何体的生" "成。\n" -"[b]注意:[/b]ImmediateGeometry3D最适合处理每一帧变化的少量网格数据。当处理大" +"[b]注意:[/b]ImmediateGeometry3D 最适合处理每一帧变化的少量网格数据。当处理大" "量的网格数据时,它将会很慢。如果网格数据不经常变化,请使用 [ArrayMesh]、" "[MeshDataTool] 或 [SurfaceTool] 代替。\n" -"[b]注意:[/b]Godot对三角形基本单元模式的正面使用顺时针[url=https://" -"learnopengl.com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。\n" +"[b]注意:[/b]Godot 对三角形图元模式的正面使用顺时针[url=https://learnopengl." +"com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。\n" "[b]注意:[/b]在处理大量网格数据时,如果出现漏点,可以尝试在 [member " "ProjectSettings.rendering/limits/buffers/immediate_buffer_size_kb] 增加其缓冲" "区大小限制。" @@ -36238,9 +36373,9 @@ msgid "" "[code]glBegin()[/code] and [code]glEnd()[/code] references.\n" "For the type of primitive, see the [enum Mesh.PrimitiveType] enum." msgstr "" -"开始绘制(可选纹理重写)。当调用结束[method end]。对此如何实现的更多信息,搜" -"索[code]glBegin()[/code]和[code]glEnd()[/code]引用。\n" -"对于基本类型,参阅[enum Mesh.PrimitiveType]枚举。" +"开始绘制(可选纹理重写)。当调用结束[method end]。对此如何实现的更多信息,请" +"搜索 [code]glBegin()[/code] 和 [code]glEnd()[/code] 参考资料。\n" +"图元的类型请参阅 [enum Mesh.PrimitiveType] 枚举。" #: doc/classes/ImmediateGeometry.xml msgid "Clears everything that was drawn using begin/end." @@ -36301,7 +36436,7 @@ msgid "" msgstr "" "这将模拟按下指定的按键动作。\n" "强度可以用于非布尔运算的动作,它的范围在0到1之间,代表给定动作的力度。\n" -"[b]注意:[/b] 这个方法不会引起任何[method Node._input]调用。它旨在与[method " +"[b]注意:[/b]这个方法不会引起任何[method Node._input]调用。它旨在与[method " "is_action_pressed]和[method is_action_just_pressed]一起使用。如果你想模拟" "[code]_input[/code],请使用[method parse_input_event]代替。" @@ -36348,12 +36483,11 @@ msgstr "" "Vector3.ZERO]。\n" "请注意,即使你的设备有一个加速度计,当从编辑器运行时,该方法也会返回一个空的" "[Vector3]。你必须将项目导出到一个支持的设备上,以便从加速度计上读取数值。\n" -"[b]注意:[/b] 这个方法只在iOS、Android和UWP上工作。在其他平台上,它总是返回" +"[b]注意:[/b]这个方法只在iOS、Android和UWP上工作。在其他平台上,它总是返回" "[constant Vector3.ZERO]。在Android上,每个轴的测量单位是m/s²,而在iOS和UWP" "上,它是地球重力加速度的倍数[code]g[/code](~9.81 m/s²)。" #: doc/classes/Input.xml -#, fuzzy msgid "" "Returns a value between 0 and 1 representing the raw intensity of the given " "action, ignoring the action's deadzone. In most cases, you should use " @@ -36365,11 +36499,10 @@ msgstr "" "返回介于 0 和 1 之间的值,代表给定动作的原始强度,忽略动作的死区。在大多数情" "况下,你应该使用 [method get_action_strength] 来代替。\n" "如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 " -"[InputEventMouseButton] 事件的输入修饰符,以及 [InputEventJoypadMotion] 事件" -"的方向。" +"[InputEventMouseButton] 事件的额外输入修饰符,以及 [InputEventJoypadMotion] " +"事件的方向。" #: doc/classes/Input.xml -#, fuzzy msgid "" "Returns a value between 0 and 1 representing the intensity of the given " "action. In a joypad, for example, the further away the axis (analog sticks " @@ -36380,12 +36513,12 @@ msgid "" "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" -"返回介于0和1之间的值,代表给定动作的强度。例如,在一个操纵板上,轴(模拟杆或" -"L2、R2触发器)离死区越远,数值就越接近1。如果动作被映射到一个没有轴作为键盘的" -"控件上,返回的数值将是0或1。\n" -"如果[code]exact[/code]是[code]false[/code],它将忽略[InputEventKey]和" -"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方" -"向。" +"返回介于 0 和 1 之间的值,代表给定动作的强度。例如,在一个操纵板上,轴(模拟" +"杆或 L2、R2 触发器)离死区越远,数值就越接近 1。如果动作被映射到一个没有轴作" +"为键盘的控件上,返回的数值将是 0 或 1。\n" +"如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 " +"[InputEventMouseButton] 事件的额外输入修饰符,以及 [InputEventJoypadMotion] " +"事件的方向。" #: doc/classes/Input.xml msgid "" @@ -36419,7 +36552,7 @@ msgid "" msgstr "" "如果设备有加速度传感器,则返回设备的重力。否则,该方法返回[constant Vector3." "ZERO]。\n" -"[b]注意:[/b] 这个方法只在Android和iOS上工作。在其他平台上,它总是返回" +"[b]注意:[/b]这个方法只在Android和iOS上工作。在其他平台上,它总是返回" "[constant Vector3.ZERO]。在Android上,每个轴的测量单位是m/s²,而在iOS上,它是" "地球重力加速度的倍数[code]g[/code](~9.81 m/s²)。" @@ -36433,8 +36566,8 @@ msgid "" msgstr "" "如果设备有陀螺仪传感器,则返回围绕设备X、Y、Z轴的旋转速率,单位为rad/s。否" "则,该方法返回[constant Vector3.ZERO]。\n" -"[b]注意:[/b] 这个方法只在Android和iOS上工作。在其他平台上,总是返回" -"[constant Vector3.ZERO]。" +"[b]注意:[/b]这个方法只在Android和iOS上工作。在其他平台上,总是返回[constant " +"Vector3.ZERO]。" #: doc/classes/Input.xml msgid "" @@ -36468,7 +36601,7 @@ msgid "" "Returns a SDL2-compatible device GUID on platforms that use gamepad " "remapping. Returns [code]\"Default Gamepad\"[/code] otherwise." msgstr "" -"在使用游戏手柄重映射的平台上返回一个SDL2兼容的设备GUID。否则返回" +"在使用游戏手柄重映射的平台上返回一个SDL2兼容的设备GUID。否则返回 " "[code]\"Default Gamepad\"[/code]默认游戏手柄。" #: doc/classes/Input.xml @@ -36505,7 +36638,7 @@ msgid "" msgstr "" "如果设备有磁力传感器,则返回设备所有轴的磁场强度,微特斯拉。否则,该方法返回" "[constant Vector3.ZERO]。\n" -"[b]注意:[/b] 这个方法只在Android、iOS和UWP上有效。在其他平台上,总是返回" +"[b]注意:[/b]这个方法只在Android、iOS和UWP上有效。在其他平台上,总是返回" "[constant Vector3.ZERO]。" #: doc/classes/Input.xml @@ -36539,7 +36672,6 @@ msgstr "" "想要的值(在 0 到 1 的范围内)。" #: doc/classes/Input.xml -#, fuzzy msgid "" "Returns [code]true[/code] when the user starts pressing the action event, " "meaning it's [code]true[/code] only on the frame that the user pressed down " @@ -36559,14 +36691,13 @@ msgstr "" "这对那些只需要在动作被按下时运行一次的代码中很有用,而不是在按下时每一帧都要" "运行。\n" "如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 " -"[InputEventMouseButton] 事件的输入修饰符,以及 [InputEventJoypadMotion] 事件" -"的方向。\n" +"[InputEventMouseButton] 事件的额外输入修饰符,以及 [InputEventJoypadMotion] " +"事件的方向。\n" "[b]注意:[/b]由于键盘冲突,[method is_action_just_pressed] 可能会在动作的某个" "键按下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/" "inputs/input_examples.html#keyboard-events]《输入示例》[/url]。" #: doc/classes/Input.xml -#, fuzzy msgid "" "Returns [code]true[/code] when the user stops pressing the action event, " "meaning it's [code]true[/code] only on the frame that the user released the " @@ -36575,14 +36706,13 @@ msgid "" "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" -"当用户停止按下动作事件时,返回[code]true[/code],也就是说,只有在用户释放按钮" -"的那一帧才是[code]true[/code]。\n" -"如果[code]exact[/code]是[code]false[/code],它将忽略[InputEventKey]和" -"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方" -"向。" +"当用户停止按下动作事件时,返回 [code]true[/code],也就是说,只有在用户释放按" +"钮的那一帧才是 [code]true[/code]。\n" +"如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 " +"[InputEventMouseButton] 事件的额外输入修饰符,以及 [InputEventJoypadMotion] " +"事件的方向。" #: doc/classes/Input.xml -#, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the action event. Note that if " "an action has multiple buttons assigned and more than one of them is " @@ -36600,8 +36730,8 @@ msgstr "" "配的按钮,并且不止一个被按下,释放一个按钮将释放这个动作,即使其他分配给这个" "动作的按钮仍然被按下。\n" "如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 " -"[InputEventMouseButton] 事件的输入修饰符,以及 [InputEventJoypadMotion] 事件" -"的方向。\n" +"[InputEventMouseButton] 事件的额外输入修饰符,以及 [InputEventJoypadMotion] " +"事件的方向。\n" "[b]注意:[/b]由于键盘冲突,[method is_action_pressed] 可能会在动作的某个键按" "下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/inputs/" "input_examples.html#keyboard-events]《输入示例》[/url]。" @@ -36611,7 +36741,7 @@ msgid "" "Returns [code]true[/code] if you are pressing the joypad button (see [enum " "JoystickList])." msgstr "" -"如果你正在按下手柄按钮,则返回[code]true[/code],参阅[enum JoystickList]。" +"如果你正在按下手柄按钮,则返回 [code]true[/code],参阅[enum JoystickList]。" #: doc/classes/Input.xml msgid "" @@ -36620,9 +36750,9 @@ msgid "" "JoystickList]. Unknown joypads are not expected to match these constants, " "but you can still retrieve events from them." msgstr "" -"如果系统知道指定的设备,则返回[code]true[/code]。这意味着它将完全按照[enum " -"JoystickList]中的定义设置所有按钮和轴的索引。未知的操纵杆可能不会与这些常数相" -"匹配,但你仍然可以从中检索事件。" +"如果系统知道指定的设备,则返回 [code]true[/code]。这意味着它将完全按照 [enum " +"JoystickList] 中的定义设置所有按钮和轴的索引。未知的操纵杆可能不会与这些常量" +"相匹配,但你仍然可以从中检索事件。" #: doc/classes/Input.xml msgid "" @@ -36729,7 +36859,7 @@ msgid "" msgstr "" "设置加速度传感器的加速度值。可以用于在没有硬件传感器的设备上进行调试,例如在" "PC上的编辑器中。\n" -"[b]注意:[/b] 这个值在Android和iOS上可立即被硬件传感器的值所覆盖。" +"[b]注意:[/b]这个值在Android和iOS上可立即被硬件传感器的值所覆盖。" #: doc/classes/Input.xml msgid "" @@ -36846,8 +36976,8 @@ msgstr "" "[code]strong_magnitude[/code] 强震级是强电机的强度(0 到 1 之间)。 " "[code]duration[/code] 是效果的持续时间(以秒为单位)(持续时间为 0 将尝试无限" "期地播放振动)。\n" -"[b]注意:[/b] 并非所有硬件都兼容长效果持续时间;如果必须播放超过几秒钟的效" -"果,建议重新启动效果。" +"[b]注意:[/b]并非所有硬件都兼容长效果持续时间;如果必须播放超过几秒钟的效果," +"建议重新启动效果。" #: doc/classes/Input.xml msgid "Stops the vibration of the joypad." @@ -37047,7 +37177,6 @@ msgid "Returns a [String] representation of the event." msgstr "返回事件的 [String] 字符串表示。" #: doc/classes/InputEvent.xml -#, fuzzy msgid "" "Returns a value between 0.0 and 1.0 depending on the given actions' state. " "Useful for getting the value of events of type [InputEventJoypadMotion].\n" @@ -37055,14 +37184,13 @@ msgid "" "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" -"根据给定的动作的状态,返回0.0到1.0之间的值。对于获取[InputEventJoypadMotion]" -"类型的事件值时,很有用。\n" -"如果[code]exact_match[/code]是[code]false[/code],它将忽略[InputEventKey]和" -"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方" -"向。" +"根据给定的动作的状态,返回 0.0 到 1.0 之间的值。对于获取 " +"[InputEventJoypadMotion] 类型的事件值时,很有用。\n" +"如果 [code]exact_match[/code] 是 [code]false[/code],它将忽略 " +"[InputEventKey] 和 [InputEventMouseButton] 事件的额外输入修饰符,以及 " +"[InputEventJoypadMotion] 事件的方向。" #: doc/classes/InputEvent.xml -#, fuzzy msgid "" "Returns [code]true[/code] if this input event matches a pre-defined action " "of any type.\n" @@ -37070,13 +37198,12 @@ msgid "" "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" -"如果这个输入事件与任何类型的预定义动作匹配,则返回[code]true[/code]。\n" -"如果[code]exact_match[/code]是[code]false[/code],它将忽略[InputEventKey]和" -"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方" -"向。" +"如果这个输入事件与任何类型的预定义动作匹配,则返回 [code]true[/code]。\n" +"如果 [code]exact_match[/code] 是 [code]false[/code],它将忽略 " +"[InputEventKey] 和 [InputEventMouseButton] 事件的额外输入修饰符,以及 " +"[InputEventJoypadMotion] 事件的方向。" #: doc/classes/InputEvent.xml -#, fuzzy msgid "" "Returns [code]true[/code] if the given action is being pressed (and is not " "an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is " @@ -37094,14 +37221,13 @@ msgstr "" "的回显事件,除非 [code]allow_echo[/code] 是 [code]true[/code]。与 " "[InputEventMouseMotion] 或 [InputEventScreenDrag] 类型的事件无关。\n" "如果 [code]exact_match[/code] 是 [code]false[/code],它将忽略 " -"[InputEventKey] 和 [InputEventMouseButton] 事件的输入修饰符,以及 " +"[InputEventKey] 和 [InputEventMouseButton] 事件的额外输入修饰符,以及 " "[InputEventJoypadMotion] 事件的方向。\n" "[b]注意:[/b]由于键盘冲突,[method is_action_pressed] 可能会在动作的某个键按" "下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/inputs/" "input_examples.html#keyboard-events]《输入示例》[/url]。" #: doc/classes/InputEvent.xml -#, fuzzy msgid "" "Returns [code]true[/code] if the given action is released (i.e. not " "pressed). Not relevant for events of type [InputEventMouseMotion] or " @@ -37110,11 +37236,11 @@ msgid "" "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" -"如果给定的动作被释放,即未被按下,则返回[code]true[/code]。与" -"[InputEventMouseMotion]或[InputEventScreenDrag]类型的事件无关。\n" -"如果[code]exact_match[/code]是[code]false[/code],它将忽略[InputEventKey]和" -"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方" -"向。" +"如果给定的动作被释放,即未被按下,则返回 [code]true[/code]。与 " +"[InputEventMouseMotion] 或 [InputEventScreenDrag] 类型的事件无关。\n" +"如果 [code]exact_match[/code] 是 [code]false[/code],它将忽略 " +"[InputEventKey] 和 [InputEventMouseButton] 事件的额外入修饰符,以及 " +"[InputEventJoypadMotion] 事件的方向。" #: doc/classes/InputEvent.xml msgid "" @@ -37147,7 +37273,6 @@ msgstr "" "input_examples.html#keyboard-events]《输入示例》[/url]。" #: doc/classes/InputEvent.xml -#, fuzzy msgid "" "Returns [code]true[/code] if the specified [code]event[/code] matches this " "event. Only valid for action events i.e key ([InputEventKey]), button " @@ -37162,7 +37287,7 @@ msgstr "" "[InputEventJoypadButton])、轴 [InputEventJoypadMotion] 或动作 " "([InputEventAction]) 事件。\n" "如果 [code]exact_match[/code] 是 [code]false[/code],它会忽略 " -"[InputEventKey] 和 [InputEventMouseButton] 事件的输入修饰符,以及 " +"[InputEventKey] 和 [InputEventMouseButton] 事件的额外输入修饰符,以及 " "[InputEventJoypadMotion] 事件的方向。" #: doc/classes/InputEvent.xml @@ -37174,7 +37299,7 @@ msgid "" "and [InputEventPanGesture]." msgstr "" "返回给定输入事件的副本,该事件已由 [code]local_ofs[/code] 偏移并由 " -"[code]xform[/code] 转换。与 [InputEventMouseButton]、" +"[code]xform[/code] 变换。与 [InputEventMouseButton]、" "[InputEventMouseMotion]、[InputEventScreenTouch]、[InputEventScreenDrag]、" "[InputEventMagnifyGesture] 和 [InputEventPanGesture] 类型的事件相关。" @@ -37642,7 +37767,7 @@ msgid "" "code] when the user stops moving the mouse." msgstr "" "鼠标相对于前一个位置的位置(上一帧的位置)。\n" -"[b]注意:[/b] 因为[InputEventMouseMotion]只在鼠标移动时发出,当用户停止移动鼠" +"[b]注意:[/b]因为[InputEventMouseMotion]只在鼠标移动时发出,当用户停止移动鼠" "标时,最后一个事件的相对位置不会是[code]Vector2(0, 0)[/code]。" #: doc/classes/InputEventMouseMotion.xml @@ -37787,7 +37912,7 @@ msgstr "返回该操作的死区值。" msgid "" "Returns [code]true[/code] if the action has the given [InputEvent] " "associated with it." -msgstr "如果该动作有给定的[InputEvent]与之相关,则返回[code]true[/code]。" +msgstr "如果该动作有给定的[InputEvent]与之相关,则返回 [code]true[/code]。" #: doc/classes/InputMap.xml msgid "Sets a deadzone value for the action." @@ -37808,7 +37933,6 @@ msgid "Removes an action from the [InputMap]." msgstr "从[InputMap]中删除一个动作。" #: doc/classes/InputMap.xml -#, fuzzy msgid "" "Returns [code]true[/code] if the given event is part of an existing action. " "This method ignores keyboard modifiers if the given [InputEvent] is not " @@ -37818,12 +37942,12 @@ msgid "" "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" -"如果给定的事件是现有动作的一部分,返回[code]true[/code]。如果给定的" -"[InputEvent]没有被按下,这个方法会忽略键盘(为了正确地检测释放)。如果你不想" -"要这种行为,请参阅[method action_has_event]。\n" -"如果[code]exact_match[/code]是[code]false[/code],它会忽略[InputEventKey]和" -"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方" -"向。" +"如果给定的事件是现有动作的一部分,返回 [code]true[/code]。如果给定的 " +"[InputEvent] 没有被按下,这个方法会忽略键盘(为了正确地检测释放)。如果你不想" +"要这种行为,请参阅 [method action_has_event]。\n" +"如果 [code]exact_match[/code] 是 [code]false[/code],它会忽略 " +"[InputEventKey] 和 [InputEventMouseButton] 事件的额外输入修饰符,以及 " +"[InputEventJoypadMotion] 事件的方向。" #: doc/classes/InputMap.xml msgid "Returns an array of [InputEvent]s associated with a given action." @@ -37837,7 +37961,7 @@ msgstr "返回[InputMap]中所有动作的数组。" msgid "" "Returns [code]true[/code] if the [InputMap] has a registered action with the " "given name." -msgstr "如果[InputMap]有一个给定名称的注册动作,返回[code]true[/code]。" +msgstr "如果[InputMap]有一个给定名称的注册动作,返回 [code]true[/code]。" #: doc/classes/InputMap.xml msgid "" @@ -38120,8 +38244,9 @@ msgid "" "depending on the [enum Type] constant given as [code]ip_type[/code]. Returns " "the queue ID if successful, or [constant RESOLVER_INVALID_ID] on error." msgstr "" -"创建一个队列项目,根据[enum Type]常数[code]ip_type[/code],将主机名解析为IPv4" -"或IPv6地址。如果成功,返回队列ID,否则返回[constant RESOLVER_INVALID_ID]。" +"创建一个队列项目,根据 [enum Type] 常量 [code]ip_type[/code],将主机名解析为 " +"IPv4 或 IPv6 地址。如果成功,则返回队列 ID,否则返回 [constant " +"RESOLVER_INVALID_ID]。" #: doc/classes/IP.xml msgid "DNS hostname resolver status: No status." @@ -38150,7 +38275,7 @@ msgstr "" #: doc/classes/IP.xml msgid "" "Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded." -msgstr "无效的ID常数。如果超过了[constant RESOLVER_MAX_QUERIES],则返回。" +msgstr "无效的 ID 常量。在超过 [constant RESOLVER_MAX_QUERIES] 时返回。" #: doc/classes/IP.xml msgid "Address type: None." @@ -38172,8 +38297,7 @@ msgstr "地址类型:任意。" msgid "" "Control that provides a list of selectable items (and/or icons) in a single " "column, or optionally in multiple columns." -msgstr "" -"该控件提供了一个单列的可选择项目(和/或图标)的列表,也可以选择多列的。" +msgstr "提供可选中项目(和/或图标)列表的控件,既可以是单列,也可以是多列。" #: doc/classes/ItemList.xml msgid "" @@ -38291,8 +38415,8 @@ msgid "" "[member CanvasItem.visible] property." msgstr "" "返回垂直滚动条。\n" -"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望" -"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" +"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐" +"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" #: doc/classes/ItemList.xml msgid "Returns [code]true[/code] if one or more items are selected." @@ -38421,11 +38545,11 @@ msgstr "确保没有选择任何项目。" #: doc/classes/ItemList.xml msgid "" "If [code]true[/code], the currently selected item can be selected again." -msgstr "如果为[code]true[/code],则可以再次选择当前选中的项目。" +msgstr "如果为 [code]true[/code],则可以再次选择当前选中的项目。" #: doc/classes/ItemList.xml msgid "If [code]true[/code], right mouse button click can select items." -msgstr "如果为[code]true[/code],点击鼠标右键可以选中项目。" +msgstr "如果为 [code]true[/code],点击鼠标右键可以选中项目。" #: doc/classes/ItemList.xml msgid "" @@ -38484,8 +38608,8 @@ msgid "" "should be greater than zero." msgstr "" "每个子项中允许的最大文本行数。即使没有足够的文本行数来显示,也会保留空间。\n" -"[b]注意:[/b] 这个属性只有在 [member icon_mode] 是 [constant ICON_MODE_TOP] " -"时才会生效。要使文本自动换行,[member fixed_column_width]应大于零。" +"[b]注意:[/b]这个属性只有在 [member icon_mode] 是 [constant ICON_MODE_TOP] 时" +"才会生效。要使文本自动换行,[member fixed_column_width]应大于零。" #: doc/classes/ItemList.xml msgid "" @@ -38686,11 +38810,11 @@ msgid "" msgstr "" "提示用户下载一个包含指定[code]buffer[/code]缓冲区的文件。该文件将具有给定的" "[code]name[/code]和[code]mime[/code]类型。\n" -"[b]注意:[/b] 浏览器可能会根据文件[code]name[/code]的扩展名,覆盖所提供的" +"[b]注意:[/b]浏览器可能会根据文件[code]name[/code]的扩展名,覆盖所提供的" "[url=https://en.wikipedia.org/wiki/Media_type]MIME类型[/url]。\n" -"[b]注意:[/b] 如果[method download_buffer]不是由用户交互调用,如点击按钮,浏" -"览器可能会阻止下载。\n" -"[b]注意:[/b] 如果快速连续提出多个下载请求,浏览器可能会要求用户同意或阻止下" +"[b]注意:[/b]如果[method download_buffer]不是由用户交互调用,如点击按钮,浏览" +"器可能会阻止下载。\n" +"[b]注意:[/b]如果快速连续提出多个下载请求,浏览器可能会要求用户同意或阻止下" "载。" #: doc/classes/JavaScript.xml @@ -38827,7 +38951,7 @@ msgstr "" " # [0, 9, [JavaScriptObject:1180]]\n" " print(args)\n" "[/codeblock]\n" -"[b]注意:[/b] 只在HTML5平台上可用。" +"[b]注意:[/b]只在HTML5平台上可用。" #: doc/classes/JNISingleton.xml msgid "" @@ -38917,7 +39041,7 @@ msgstr "" #: doc/classes/Joint2D.xml msgid "" "If [code]true[/code], [member node_a] and [member node_b] can not collide." -msgstr "如果为[code]true[/code],[member node_a]和[member node_b]不能碰撞。" +msgstr "如果为 [code]true[/code],[member node_a]和[member node_b]不能碰撞。" #: doc/classes/Joint2D.xml msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]." @@ -38926,7 +39050,7 @@ msgstr "连接到关节的第一个实体。必须继承自 [PhysicsBody2D] 。" #: doc/classes/Joint2D.xml msgid "" "The second body attached to the joint. Must derive from [PhysicsBody2D]." -msgstr "连接到关节的第二实体。必须继承自[PhysicsBody2D]。" +msgstr "连接到关节的第二实体。必须继承自 [PhysicsBody2D]。" #: doc/classes/JSON.xml msgid "Helper class for parsing JSON data." @@ -38944,7 +39068,7 @@ msgstr "" msgid "" "Parses a JSON-encoded string and returns a [JSONParseResult] containing the " "result." -msgstr "解析一个JSON编码的字符串并返回一个包含结果的[JSONParseResult]。" +msgstr "解析 JSON 编码的字符串并返回包含结果的 [JSONParseResult]。" #: doc/classes/JSON.xml msgid "" @@ -39005,7 +39129,7 @@ msgstr "" "参数 [code]indent[/code] 控制是否以及如何缩进,输出时需要进行一级缩进时会使用" "该字符串参数,甚至可以使用空格 [code]\" \"[/code]。也可以使用 [code]\\t[/" "code] 和 [code]\\n[/code] 来进行制表符缩进,或者将每次缩进转换为换行。\n" -"[b]Example output:[/b]\n" +"[b]示例输出:[/b]\n" "[codeblock]\n" "## JSON.print(my_dictionary)\n" "{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":" @@ -39047,7 +39171,7 @@ msgstr "" #: doc/classes/JSONParseResult.xml msgid "Data class wrapper for decoded JSON." -msgstr "解码 JSON 的数据类包装器。" +msgstr "解码 JSON 得到的数据类封装。" #: doc/classes/JSONParseResult.xml msgid "" @@ -39070,7 +39194,7 @@ msgstr "未成功解析 JSON 源时的错误类型。请参阅 [enum Error] 常 msgid "" "The line number where the error occurred if the JSON source was not " "successfully parsed." -msgstr "如果JSON源没有被成功解析,返回发生错误的行号。" +msgstr "如果 JSON 源没有被成功解析,返回发生错误的行号。" #: doc/classes/JSONParseResult.xml msgid "" @@ -39277,8 +39401,8 @@ msgid "" "code]." msgstr "" "返回最后一个碰撞点的地板的表面法线。只有在调用[method move_and_slide]或" -"[method move_and_slide_with_snap]后,以及[method is_on_floor]返回[code]true[/" -"code]时才有效。" +"[method move_and_slide_with_snap]后,以及[method is_on_floor]返回 " +"[code]true[/code] 时才有效。" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" @@ -39506,7 +39630,7 @@ msgid "" "for example on moving platforms. Do [b]not[/b] use together with [method " "move_and_slide] or [method move_and_collide] functions." msgstr "" -"如果为[code]true[/code],则物体的运动将与物理帧同步。当通过[AnimationPlayer]" +"如果为 [code]true[/code],则物体的运动将与物理帧同步。当通过[AnimationPlayer]" "为运动设置动画时,例如在移动平台上,这个功能很有用。请[b]不要[/b]与 [method " "move_and_slide] 或 [method move_and_collide] 函数一起使用。" @@ -39965,7 +40089,7 @@ msgid "" "Controls the text's vertical align. Supports top, center, bottom, and fill. " "Set it to one of the [enum VAlign] constants." msgstr "" -"控制文本的垂直对齐。支持顶部、中心、底部和填充。参阅[enum VAlign]常数。" +"控制文本的垂直对齐。支持顶部、中心、底部和填充。参阅 [enum VAlign] 常量。" #: doc/classes/Label.xml msgid "Restricts the number of characters to display. Set to -1 to disable." @@ -40189,8 +40313,8 @@ msgid "" "emission, this can be used to avoid unrealistic reflections when placing " "lights above an emissive surface." msgstr "" -"受灯光影响的对象中镜面反射斑点的强度。在[code]0[/code]处,灯光变成纯漫反射灯" -"光。当不烘焙发射时,这可用于在发射表面上方放置灯光时避免不真实的反射。" +"受灯光影响的对象中镜面反射斑点的强度。在 [code]0[/code] 处,灯光变成纯漫反射" +"灯光。当不烘焙发射时,这可用于在发光表面上方放置灯光时避免不真实的反射。" #: doc/classes/Light.xml msgid "" @@ -40220,7 +40344,7 @@ msgstr "" #: doc/classes/Light.xml msgid "If [code]true[/code], the light will cast shadows." -msgstr "如果为[code]true[/code],光线会投下阴影。" +msgstr "如果为 [code]true[/code],光线会投下阴影。" #: doc/classes/Light.xml msgid "" @@ -40236,19 +40360,19 @@ msgstr "" #: doc/classes/Light.xml msgid "Constant for accessing [member light_energy]." -msgstr "访问[member light_energy]的常数。" +msgstr "用于访问 [member light_energy] 的常量。" #: doc/classes/Light.xml msgid "Constant for accessing [member light_indirect_energy]." -msgstr "访问[member light_indirect_energy]的常数。" +msgstr "用于访问 [member light_indirect_energy] 的常量。" #: doc/classes/Light.xml msgid "Constant for accessing [member light_size]." -msgstr "访问[member light_size]的常数。" +msgstr "用于访问 [member light_size] 的常量。" #: doc/classes/Light.xml msgid "Constant for accessing [member light_specular]." -msgstr "访问[member light_specular]的常数。" +msgstr "用于访问 [member light_specular] 的常量。" #: doc/classes/Light.xml msgid "" @@ -40325,7 +40449,7 @@ msgid "" "[b]Note:[/b] Hiding a light does [i]not[/i] affect baking." msgstr "" "烘焙时忽略灯光。\n" -"[b]注意:[/b]隐藏灯光[i]不[/i]会影响烘焙。" +"[b]注意:[/b]隐藏灯光[i]不会[/i]影响烘焙。" #: doc/classes/Light.xml msgid "Only indirect lighting will be baked (default)." @@ -40338,7 +40462,7 @@ msgid "" "(dynamic and baked)." msgstr "" "直接光和间接光都将被烘焙。\n" -"[b]注意:[/b] 如果不想让灯光出现两次(动态和烘焙),则应隐藏灯光。" +"[b]注意:[/b]如果不想让灯光出现两次(动态和烘焙),则应隐藏灯光。" #: doc/classes/Light2D.xml msgid "Casts light in a 2D environment." @@ -40351,9 +40475,9 @@ msgid "" "parameters (range and shadows-related).\n" "[b]Note:[/b] Light2D can also be used as a mask." msgstr "" -"在2D环境中投射光线。光线由一张纹理(通常是灰度)、一种颜色、一个能量值、一种" -"模式(参阅常数)以及其他各种参数(与范围和阴影有关)来定义。\n" -"[b]注意:[/b] Light2D也可以作为一个遮罩使用。" +"在 2D 环境中投射光线。光线由一张纹理(通常是灰度)、一种颜色、一个能量值、一" +"种模式(参阅常量)以及其他各种参数(与范围和阴影有关)来定义。\n" +"[b]注意:[/b]Light2D 也可以作为遮罩使用。" #: doc/classes/Light2D.xml msgid "The Light2D's [Color]." @@ -40374,7 +40498,7 @@ msgstr "Light2D的能量值。该值越大,光线就越强。" #: doc/classes/Light2D.xml msgid "The Light2D's mode. See [enum Mode] constants for values." -msgstr "Light2D的模式。参阅[enum Mode]常数的值。" +msgstr "Light2D 的模式。取值参阅 [enum Mode] 常量。" #: doc/classes/Light2D.xml msgid "The offset of the Light2D's [code]texture[/code]." @@ -40536,7 +40660,7 @@ msgstr "用于计算阴影的[OccluderPolygon2D]。" #: doc/classes/Line2D.xml msgid "A 2D line." -msgstr "一条2D线。" +msgstr "一条 2D 线。" #: doc/classes/Line2D.xml msgid "" @@ -40564,11 +40688,12 @@ msgid "" "get_point_count][/code]), the point will be appended at the end of the point " "list." msgstr "" -"在[code]position[/code]添加点。将点追加到直线的末尾。\n" -"如果给定了位置[code]at_position[/code],则在位置[code]at_position[/code]之前" -"插入该点,并将该点(以及之后的每个点)移动到插入点之后。如果未给出位置处的" -"[code]at_position[/code],或者是非法值([code]at_position <0[/code]或位置处的" -"[code]>=[method get_point_count][/code]),则该点将追加到点列表的末尾。" +"在 [code]position[/code] 添加点。将点追加到直线的末尾。\n" +"如果给定了位置 [code]at_position[/code],则在位置 [code]at_position[/code] 之" +"前插入该点,并将该点(以及之后的每个点)移动到插入点之后。如果未给出位置处的 " +"[code]at_position[/code],或者是非法值([code]at_position < 0[/code] 或 " +"[code]at_position >= [method get_point_count][/code]),则该点将追加到点列表" +"的末尾。" #: doc/classes/Line2D.xml msgid "Removes all points from the line." @@ -40576,7 +40701,7 @@ msgstr "移除直线上的所有点。" #: doc/classes/Line2D.xml msgid "Returns the Line2D's amount of points." -msgstr "返回在Line2D上点的数量。" +msgstr "返回该 Line2D 上点的数量。" #: doc/classes/Line2D.xml msgid "Returns point [code]i[/code]'s position." @@ -40598,13 +40723,13 @@ msgid "" "[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased." msgstr "" "如果[code]true[/code],线条的边界将抗锯齿。\n" -"[b]注意:[/b] Line2D在抗锯齿时不会被批量加速。" +"[b]注意:[/b]Line2D在抗锯齿时不会被批量加速。" #: doc/classes/Line2D.xml msgid "" "Controls the style of the line's first point. Use [enum LineCapMode] " "constants." -msgstr "控制直线的第一个点的样式。使用[enum LineCapMode]线帽模式常数。" +msgstr "控制直线的第一个点的样式。使用 [enum LineCapMode] 常量。" #: doc/classes/Line2D.xml msgid "The line's color. Will not be used if a gradient is set." @@ -40614,7 +40739,7 @@ msgstr "线条的颜色。如果设置了渐变,则不会生效。" msgid "" "Controls the style of the line's last point. Use [enum LineCapMode] " "constants." -msgstr "控制线条最后一点的样式。使用[enum LineCapMode]常数。" +msgstr "控制线条最后一点的样式。使用 [enum LineCapMode] 常量。" #: doc/classes/Line2D.xml msgid "" @@ -40782,18 +40907,18 @@ msgid "" "Adds [code]text[/code] after the cursor. If the resulting value is longer " "than [member max_length], nothing happens." msgstr "" -"在光标后添加[code]text[/code]文本。如果产生的值长于[member max_length],则不" -"会发生任何事情。" +"在光标后添加 [code]text[/code] 文本。如果最终值比 [member max_length] 长,则" +"不会发生任何事情。" #: doc/classes/LineEdit.xml msgid "Erases the [LineEdit]'s [member text]." -msgstr "擦除 [LineEdit] 的 [member text]文本 。" +msgstr "擦除 [LineEdit] 的 [member text]。" #: doc/classes/LineEdit.xml msgid "" "Deletes one character at the cursor's current position (equivalent to " "pressing the [code]Delete[/code] key)." -msgstr "在光标的当前位置删除一个字符(相当于按[code]Delete[/code]键)。" +msgstr "在光标的当前位置删除一个字符(相当于按 [code]Delete[/code] 键)。" #: doc/classes/LineEdit.xml msgid "" @@ -40801,10 +40926,10 @@ msgid "" "[code]from_column[/code] to [code]to_column[/code]. Both parameters should " "be within the text's length." msgstr "" -"删除从[code]from_column[/code]到[code]to_column[/code]位置的文本[member text]" -"的一部分。两个参数都应该在文本的长度之内。" +"删除 [member text] 中从起始列 [code]from_column[/code] 到结束列 " +"[code]to_column[/code] 的部分。两个参数都应该在文本的长度之内。" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "清除当前选择。" @@ -40816,20 +40941,33 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" -"返回这个[LineEdit]的[PopupMenu]。默认情况下,这个菜单在右键点击[LineEdit]时显" -"示。\n" -"[b]警告:[/b] 这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐" -"藏它或它的任何子节点,请使用其的 [member CanvasItem.visible] 属性。" +"返回这个 [LineEdit] 的 [PopupMenu]。默认情况下,这个菜单会在右键点击 " +"[LineEdit] 时显示。\n" +"[b]警告:[/b]这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏" +"它或它的任何子节点,请使用其的 [member CanvasItem.visible] 属性。" #: doc/classes/LineEdit.xml msgid "" "Returns the scroll offset due to [member caret_position], as a number of " "characters." -msgstr "返回由[member caret_position]引起的滚动偏移,作为数字字符串。" +msgstr "返回由 [member caret_position] 引起的滚动偏移,单位为字符数。" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "返回选择的开始列。" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "返回选择结束列。" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "如果定时器被停止,返回 [code]true[/code]。" #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." -msgstr "执行[enum MenuItems]枚举中定义的给定操作。" +msgstr "执行 [enum MenuItems] 枚举中定义的给定操作。" #: doc/classes/LineEdit.xml msgid "" @@ -40843,26 +40981,26 @@ msgid "" "select(2, 5) # Will select \"lco\".\n" "[/codeblock]" msgstr "" -"在[code]from[/code]和[code]to[/code]之间的[LineEdit]内选择字符。默认情况下," -"[code]from[/code]位于开头,[code]to[/code]位于结尾。\n" +"选中 [LineEdit] 内位于 [code]from[/code] 和 [code]to[/code] 之间的字符。默认" +"情况下,[code]from[/code] 位于开头,[code]to[/code] 位于结尾。\n" "[codeblock]\n" "text = \"Welcome\"\n" -"select() # 将选择 \"Welcome\".\n" -"select(4) # 将选择 \"ome\".\n" -"select(2, 5) #将选择 \"lco\".\n" +"select() # 将选中“Welcome”。\n" +"select(4) # 将选中“ome”。\n" +"select(2, 5) #将选中“lco”。\n" "[/codeblock]" #: doc/classes/LineEdit.xml msgid "Selects the whole [String]." -msgstr "选择整个 [String]。" +msgstr "选中整个 [String]。" #: doc/classes/LineEdit.xml msgid "Text alignment as defined in the [enum Align] enum." -msgstr "在[enum Align]枚举中定义文本对齐方式。" +msgstr "文本对齐方式,由 [enum Align] 枚举定义。" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], the caret (visual cursor) blinks." -msgstr "如果为[code]true[/code],插入符号(可视光标)将闪烁。" +msgstr "如果为 [code]true[/code],插入符号(可视光标)将闪烁。" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Duration (in seconds) of a caret's blinking cycle." @@ -40872,7 +41010,7 @@ msgstr "插入符号闪烁周期的持续时间(秒)。" msgid "" "The cursor's position inside the [LineEdit]. When set, the text may scroll " "to accommodate it." -msgstr "光标在[LineEdit]中的位置。设置后,文本可以滚动以适应它。" +msgstr "光标在 [LineEdit] 中的位置。设置后,文本可以滚动以适应它。" #: doc/classes/LineEdit.xml msgid "" @@ -40929,20 +41067,20 @@ msgid "" "# `text_change_rejected` is emitted with \"bye\" as parameter.\n" "[/codeblock]" msgstr "" -"在[LineEdit]内可输入的最大字符量。如果[code]0[/code],则没有限制。\n" -"当定义了限制时,超过[member max_length]的字符会被截断。这在设置最大长度时现有" -"的 [member text] 内容,或在[LineEdit]中插入的新文本,包括粘贴时发生。如果任何" -"输入的文本被截断,[signal text_change_rejected]信号将以被截断的子串为参数发送" -"出来。\n" -"[b]例如:[/b]\n" +"[LineEdit] 内可输入的最大字符数。如果为 [code]0[/code],则没有限制。\n" +"定义了限制时,超过 [member max_length] 的字符会被截断。适用于设置最大长度时的" +"现有 [member text] 内容,以及在 [LineEdit] 中插入的新文本,包括粘贴进来的文" +"本。如果任何输入的文本被截断,将触发 [signal text_change_rejected] 信号,参数" +"为被截断的子串。\n" +"[b]示例:[/b]\n" "[codeblock]\n" "text = \"Hello world\"\n" "max_length = 5\n" -"# `text` becomes \"Hello\".\n" +"# `text` 变成 \"Hello\"。\n" "max_length = 10\n" "text += \" goodbye\"\n" -"# `text` becomes \"Hello good\".\n" -"# `text_change_rejected` is emitted with \"bye\" as parameter.\n" +"# `text` 变成 \"Hello good\"。\n" +"# 触发 `text_change_rejected`,参数为 \"bye\"。\n" "[/codeblock]" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml @@ -40959,15 +41097,15 @@ msgid "" "Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/" "code]." msgstr "" -"[member placeholder_text]的不透明度。值从[code]0[/code]到[code]1[/code]。" +"[member placeholder_text] 的不透明度。值从 [code]0[/code] 到 [code]1[/code]。" #: doc/classes/LineEdit.xml msgid "" "Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s " "default value (see [member text])." msgstr "" -"当[LineEdit]为空时显示的文本。它[b]不是[/b][LineEdit]的默认值(见 [member " -"text])。" +"当 [LineEdit] 为空时显示的文本。它[b]不是[/b] [LineEdit] 的默认值(见 " +"[member text])。" #: doc/classes/LineEdit.xml msgid "" @@ -40975,15 +41113,15 @@ msgid "" "no [member text], or always, if [member clear_button_enabled] is set to " "[code]false[/code]." msgstr "" -"如果没有[member text],或如果[member clear_button_enabled]设置为[code]false[/" -"code],则设置将出现在[LineEdit]右端的图标。" +"设置 [LineEdit] 右端的图标,这个图标会在没有 [member text] 时出现,如果 " +"[member clear_button_enabled] 为 [code]false[/code] 则始终可见。" #: doc/classes/LineEdit.xml msgid "" "If [code]true[/code], every character is replaced with the secret character " "(see [member secret_character])." msgstr "" -"如果为[code]true[/code],每个字符都会被替换成密码字符(参考[member " +"如果为 [code]true[/code],则每个字符都会被替换成密码字符(见 [member " "secret_character])。" #: doc/classes/LineEdit.xml @@ -40996,11 +41134,11 @@ msgstr "用来作为密码输入的字符(默认为 \"*\")。只能用一个 msgid "" "If [code]false[/code], it's impossible to select the text using mouse nor " "keyboard." -msgstr "如果为[code]false[/code],则无法用鼠标或键盘选择文本。" +msgstr "如果为 [code]false[/code],则无法用鼠标或键盘选择文本。" #: doc/classes/LineEdit.xml msgid "If [code]false[/code], using shortcuts will be disabled." -msgstr "如果为[code]false[/code],快捷键将被禁用。" +msgstr "如果为 [code]false[/code],快捷键将被禁用。" #: doc/classes/LineEdit.xml msgid "" @@ -41008,14 +41146,15 @@ msgid "" "[b]Note:[/b] Changing text using this property won't emit the [signal " "text_changed] signal." msgstr "" -"[LineEdit]的字符串值。\n" -"[b]注意:[/b]使用这个属性更改文本不会触发[signal text_changed]信号。" +"[LineEdit] 的字符串值。\n" +"[b]注意:[/b]使用这个属性更改文本不会触发 [signal text_changed] 信号。" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the native virtual keyboard is shown when focused on " "platforms that support it." -msgstr "如果[code]true[/code],则本机虚拟键盘将显示在支持它的平台上。" +msgstr "" +"如果为 [code]true[/code],则在获得焦点时会在支持的平台上显示原生虚拟键盘。" #: doc/classes/LineEdit.xml msgid "" @@ -41023,8 +41162,9 @@ msgid "" "appended text is truncated to fit [member max_length], and the part that " "couldn't fit is passed as the [code]rejected_substring[/code] argument." msgstr "" -"当附加的文本超过了[member max_length]时触发。附加的文本被截断以适应[member " -"max_length],不能适应的部分被作为[code]rejected_substring[/code]参数传递。" +"当追加的文本超过了 [member max_length] 时触发。追加后的文本会被截断以适应 " +"[member max_length],超出的部分会被作为 [code]rejected_substring[/code] 参数" +"传递。" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Emitted when the text changes." @@ -41032,31 +41172,31 @@ msgstr "当文本更改时触发。" #: doc/classes/LineEdit.xml msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]." -msgstr "当用户按[LineEdit]上的[constant KEY_ENTER]时触发。" +msgstr "当用户在 [LineEdit] 上按 [constant KEY_ENTER] 时触发。" #: doc/classes/LineEdit.xml msgid "Aligns the text on the left-hand side of the [LineEdit]." -msgstr "[LineEdit]文本左对齐。" +msgstr "将 [LineEdit] 的文本左对齐。" #: doc/classes/LineEdit.xml msgid "Centers the text in the middle of the [LineEdit]." -msgstr "[LineEdit]文本居中。" +msgstr "将 [LineEdit] 的文本居中。" #: doc/classes/LineEdit.xml msgid "Aligns the text on the right-hand side of the [LineEdit]." -msgstr "[LineEdit]文本右对齐。" +msgstr "将 [LineEdit] 的文本右对齐。" #: doc/classes/LineEdit.xml msgid "Stretches whitespaces to fit the [LineEdit]'s width." -msgstr "拉伸空白以适应[LineEdit]的宽度。" +msgstr "拉伸空白以适应 [LineEdit] 的宽度。" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Cuts (copies and clears) the selected text." -msgstr "剪切(复制并删除)选定的文本。" +msgstr "剪切(复制并删除)选中的文本。" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Copies the selected text." -msgstr "复制选定的文本。" +msgstr "复制选中的文本。" #: doc/classes/LineEdit.xml msgid "" @@ -41065,17 +41205,17 @@ msgid "" "Non-printable escape characters are automatically stripped from the OS " "clipboard via [method String.strip_escapes]." msgstr "" -"将剪贴板文本粘贴到所选文本上(或光标所在位置)。\n" -"不可打印的转义字符将通过[method String.strip_escapes]从操作系统剪贴板中自动剥" -"离。" +"将剪贴板文本粘贴到所选文本上(或光标所在位置)。\n" +"不可打印的转义字符将通过 [method String.strip_escapes] 从操作系统剪贴板中自动" +"剥离。" #: doc/classes/LineEdit.xml msgid "Erases the whole [LineEdit] text." -msgstr "删除整个[LineEdit]文本。" +msgstr "删除 [LineEdit] 中的全部文本。" #: doc/classes/LineEdit.xml msgid "Selects the whole [LineEdit] text." -msgstr "选择[LineEdit]中所有文本。" +msgstr "选中 [LineEdit] 中的全部文本。" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Undoes the previous action." @@ -41087,7 +41227,7 @@ msgstr "反转最后一个撤销动作。" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Represents the size of the [enum MenuItems] enum." -msgstr "表示[enum MenuItems]枚举的大小。" +msgstr "表示 [enum MenuItems] 枚举的大小。" #: doc/classes/LineEdit.xml msgid "Color used as default tint for the clear button." @@ -41132,27 +41272,27 @@ msgstr "文本使用的字体。" #: doc/classes/LineEdit.xml msgid "Texture for the clear button. See [member clear_button_enabled]." -msgstr "“清除”按钮的纹理。请参阅[member clear_button_enabled]。" +msgstr "“清除”按钮的纹理。请参阅 [member clear_button_enabled]。" #: doc/classes/LineEdit.xml msgid "Background used when [LineEdit] has GUI focus." -msgstr "当[LineEdit]具有图形用户界面焦点时使用的背景。" +msgstr "当 [LineEdit] 具有 GUI 焦点时使用的背景。" #: doc/classes/LineEdit.xml msgid "Default background for the [LineEdit]." -msgstr "[LineEdit]的默认背景。" +msgstr "[LineEdit] 的默认背景。" #: doc/classes/LineEdit.xml msgid "" "Background used when [LineEdit] is in read-only mode ([member editable] is " "set to [code]false[/code])." msgstr "" -"[LineEdit]处于只读模式时使用的背景([member editable]设置为[code]false[/" -"code])。" +"[LineEdit] 处于只读模式时使用的背景([member editable] 设置为 [code]false[/" +"code])。" #: doc/classes/LineShape2D.xml msgid "Line shape for 2D collisions." -msgstr "2D碰撞的线形形状。" +msgstr "2D 碰撞的线形形状。" #: doc/classes/LineShape2D.xml msgid "" @@ -41161,16 +41301,16 @@ msgid "" "bodies, and usually not recommended for static bodies either because it " "forces checks against it on every frame." msgstr "" -"2D碰撞的线形。它像2D平面一样工作,不允许任何物理体向负面运动。不建议刚性体使" -"用,通常也不建议静态体使用,因为它会在每个框架上强制对其进行检查。" +"2D 碰撞的线形形状。它像 2D 平面一样工作,不允许任何物理体向负面运动。不建议刚" +"性体使用,通常也不建议静态体使用,因为它会在每个框架上强制对其进行检查。" #: doc/classes/LineShape2D.xml msgid "The line's distance from the origin." -msgstr "直线与原点的距离。" +msgstr "该直线与原点的距离。" #: doc/classes/LineShape2D.xml msgid "The line's normal." -msgstr "线性法线。" +msgstr "该直线的法线。" #: doc/classes/LinkButton.xml msgid "Simple button used to represent a link to some resource." @@ -41183,31 +41323,31 @@ msgid "" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" -"这种按钮主要用于与按钮的交互引起上下文变化时,如链接到网页。\n" -"参阅[BaseButton],它包含了该节点相关的常用属性和方法。" +"这种按钮主要用于与按钮的交互引起上下文变化时(如链接到网页)。\n" +"参阅 [BaseButton],它包含了该节点相关的常用属性和方法。" #: doc/classes/LinkButton.xml msgid "" "Determines when to show the underline. See [enum UnderlineMode] for options." -msgstr "决定何时显示下划线。参阅[enum UnderlineMode]的选项。" +msgstr "决定何时显示下划线。参阅 [enum UnderlineMode] 的选项。" #: doc/classes/LinkButton.xml msgid "The LinkButton will always show an underline at the bottom of its text." -msgstr "LinkButton 链接按钮将始终在其文本底部显示下划线。" +msgstr "LinkButton 将始终在其文本底部显示下划线。" #: doc/classes/LinkButton.xml msgid "" "The LinkButton will show an underline at the bottom of its text when the " "mouse cursor is over it." -msgstr "当鼠标光标悬停在 LinkButton 链接按钮的文本底部时,它会显示一个下划线。" +msgstr "LinkButton 将在鼠标光标悬停时,在文本底部显示下划线。" #: doc/classes/LinkButton.xml msgid "The LinkButton will never show an underline at the bottom of its text." -msgstr "LinkButton链接按钮永远不会在其文本的底部显示下划线。" +msgstr "LinkButton 永远不会在其文本底部显示下划线。" #: doc/classes/LinkButton.xml msgid "Default text [Color] of the [LinkButton]." -msgstr "[LinkButton]默认的字体颜色[Color]。" +msgstr "[LinkButton] 默认的字体颜色 [Color]。" #: doc/classes/LinkButton.xml msgid "" @@ -41215,16 +41355,16 @@ msgid "" "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" -"当[LinkButton]获得焦点时使用的文本[Color]。只替换按钮的正常文本颜色。禁用、悬" -"停和按下状态优先于这个颜色。" +"当 [LinkButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁" +"用、悬停和按下状态优先于这个颜色。" #: doc/classes/LinkButton.xml msgid "Text [Color] used when the [LinkButton] is being hovered." -msgstr "当[LinkButton]被悬停时使用的文本颜色[Color]。" +msgstr "当 [LinkButton] 被悬停时使用的文本颜色 [Color]。" #: doc/classes/LinkButton.xml msgid "Text [Color] used when the [LinkButton] is being pressed." -msgstr "当[LinkButton]被按下时使用的文本颜色[Color]。" +msgstr "当 [LinkButton] 被按下时使用的文本颜色 [Color]。" #: doc/classes/LinkButton.xml msgid "The vertical space between the baseline of text and the underline." @@ -41232,7 +41372,7 @@ msgstr "文本基线和下划线之间的垂直空间。" #: doc/classes/LinkButton.xml msgid "[Font] of the [LinkButton]'s text." -msgstr "[LinkButton]文本的字体[Font]。" +msgstr "[LinkButton] 文本的字体 [Font]。" #: doc/classes/LinkButton.xml msgid "" @@ -41240,8 +41380,8 @@ msgid "" "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" -"当 [LinkButton] 被聚焦时使用的样式盒 [StyleBox]。它显示在当前的[StyleBox]上," -"所以使用[StyleBoxEmpty]将只是禁用焦点的视觉效果。" +"当 [LinkButton] 被聚焦时使用的 [StyleBox]。它显示在当前的 [StyleBox]上,所以" +"使用 [StyleBoxEmpty] 将只是禁用焦点的视觉效果。" #: doc/classes/Listener.xml doc/classes/Listener2D.xml msgid "Overrides the location sounds are heard from." @@ -41253,16 +41393,16 @@ msgid "" "node will override the location sounds are heard from. This can be used to " "listen from a location different from the [Camera]." msgstr "" -"一旦被添加到场景树并使用[method make_current]启用,这个节点将覆盖听到声音的位" -"置。这可以用来从[Camera]不同的位置聆听。" +"添加到场景树并通过 [method make_current] 启用后,这个节点将覆盖听到声音的位" +"置。可以用来从与 [Camera] 不同的位置聆听。" #: doc/classes/Listener.xml msgid "Disables the listener to use the current camera's listener instead." -msgstr "禁用监听器,用当前相机的监听器代替。" +msgstr "禁用该监听器,用当前相机的监听器代替。" #: doc/classes/Listener.xml msgid "Returns the listener's global orthonormalized [Transform]." -msgstr "返回监听器的全局正则化[Transform]。" +msgstr "返回该监听器的全局正交归一化 [Transform]。" #: doc/classes/Listener.xml msgid "" @@ -41271,14 +41411,14 @@ msgid "" "[b]Note:[/b] There may be more than one Listener marked as \"current\" in " "the scene tree, but only the one that was made current last will be used." msgstr "" -"如果使用[method make_current]方法,使监听器成为当前状态,则返回[code]true[/" -"code],否则返回[code]false[/code]。\n" -"[b]注意:[/b] 在场景树中可能有一个以上的监听器被标记为 \"当前\",但只有最后变" -"成当前的那个才会被使用。" +"如果使用 [method make_current] 方法将该监听器标记为了当前状态,则返回 " +"[code]true[/code],否则返回 [code]false[/code]。\n" +"[b]注意:[/b]场景树中可能有多个被标记为“当前”的 Listener,但只会使用最后变成" +"当前的那个。" #: doc/classes/Listener.xml msgid "Enables the listener. This will override the current camera's listener." -msgstr "启用监听器。这将覆盖当前相机的监听器。" +msgstr "启用该监听器。将覆盖当前相机的监听器。" #: doc/classes/Listener2D.xml msgid "" @@ -41290,21 +41430,21 @@ msgid "" "screen will be used as a hearing point for the audio. [Listener2D] needs to " "be inside [SceneTree] to function." msgstr "" -"一旦被添加到场景树,并使用[method make_current]启用,这个节点将覆盖听到声音的" -"位置。只有一个[Listener2D]可以是当前的。使用[method make_current]将禁用以前的" -"[Listener2D]。\n" -"如果在当前的[Viewport]中没有激活的[Listener2D],屏幕中心将被用作音频的聆听" -"点。[Listener2D]需要在[SceneTree]内才能发挥作用。" +"添加到场景树并通过 [method make_current] 启用后,这个节点将覆盖听到声音的位" +"置。只有一个 [Listener2D] 可以是当前的。使用 [method make_current] 将禁用之前" +"的 [Listener2D]。\n" +"如果在当前的 [Viewport] 中没有已激活的 [Listener2D],屏幕中心将被用作音频的聆" +"听点。[Listener2D] 需要在 [SceneTree] 内才能发挥作用。" #: doc/classes/Listener2D.xml msgid "" "Disables the [Listener2D]. If it's not set as current, this method will have " "no effect." -msgstr "禁用[Listener2D]。如果未将其设置为当前,此方法将无效。" +msgstr "禁用该 [Listener2D]。如果未将其设置为当前,这个方法不会产生任何效果。" #: doc/classes/Listener2D.xml msgid "Returns [code]true[/code] if this [Listener2D] is currently active." -msgstr "如果此[Listener2D]当前处于激活状态,则返回[code]true[/code]。" +msgstr "如果这个 [Listener2D] 当前处于激活状态,则返回 [code]true[/code]。" #: doc/classes/Listener2D.xml msgid "" @@ -41314,9 +41454,9 @@ msgid "" "This method will have no effect if the [Listener2D] is not added to " "[SceneTree]." msgstr "" -"使[Listener2D]处于激活状态,将其设置为声音的聆听点。如果已经有另一个激活的" +"激活该 [Listener2D],将其设置为声音的聆听点。如果已经有另一个激活的 " "[Listener2D],它将被禁用。\n" -"如果[Listener2D]未添加到[SceneTree]中,此方法将无效。" +"如果 [Listener2D] 未添加到 [SceneTree]中,这个方法不会产生任何效果。" #: doc/classes/MainLoop.xml msgid "Abstract base class for the game's main loop." @@ -41367,14 +41507,14 @@ msgid "" " print(\" Keys typed: %s\" % var2str(keys_typed))\n" "[/codeblock]" msgstr "" -"[MainLoop]是Godot项目中游戏循环的抽象基类。它被[SceneTree]继承,后者是Godot项" -"目中使用的游戏循环的默认实现,不过也可以编写和使用自己的[MainLoop]子类,而不" -"是场景树。\n" -"在应用程序启动时,必须向操作系统提供一个[MainLoop]实现;否则,应用程序将退" -"出。除非从命令行提供一个主[Script](例如:[code]godot -s my_loop.gd[/" -"code]),这将自动发生(并且创建一个[SceneTree]),并应该是一个[MainLoop]实" -"现。\n" -"下面是实现简单[MainLoop]的脚本例子:\n" +"[MainLoop] 是 Godot 项目中游戏循环的抽象基类。它被 [SceneTree] 继承,后者是 " +"Godot 项目中使用的游戏循环的默认实现,不过也可以不使用场景树,自行编写并使用 " +"[MainLoop] 的子类。\n" +"在应用程序启动时,必须向操作系统提供一个 [MainLoop] 实现;否则,应用程序将退" +"出。这个过程会自动发生(并会创建一个 [SceneTree]),除非从命令行提供了一个主 " +"[Script](例如:[code]godot -s my_loop.gd[/code]),这个脚本应该实现 " +"[MainLoop]。\n" +"下面是实现简单 [MainLoop] 的脚本例子:\n" "[codeblock]\n" "extends MainLoop\n" "\n" @@ -41383,29 +41523,29 @@ msgstr "" "var quit = false\n" "\n" "func _initialize():\n" -" print(\"Initialized:\")\n" -" print(\" Starting time: %s\" % str(time_elapsed))\n" +" print(\"初始化:\")\n" +" print(\" 启动时间:%s\" % str(time_elapsed))\n" "\n" "func _idle(delta):\n" " time_elapsed += delta\n" -" # Return true to end the main loop.\n" +" # 返回 true 会结束主循环。\n" " return quit\n" "\n" "func _input_event(event):\n" -" # Record keys.\n" +" # 记录按键。\n" " if event is InputEventKey and event.pressed and !event.echo:\n" " keys_typed.append(OS.get_scancode_string(event.scancode))\n" -" # Quit on Escape press.\n" +" # 按 ESC 退出。\n" " if event.scancode == KEY_ESCAPE:\n" " quit = true\n" -" # Quit on any mouse click.\n" +" # 按任意鼠标按键退出。\n" " if event is InputEventMouseButton:\n" " quit = true\n" "\n" "func _finalize():\n" -" print(\"Finalized:\")\n" -" print(\" End time: %s\" % str(time_elapsed))\n" -" print(\" Keys typed: %s\" % var2str(keys_typed))\n" +" print(\"完成:\")\n" +" print(\" 结束时间:%s\" % str(time_elapsed))\n" +" print(\" 按下按键:%s\" % var2str(keys_typed))\n" "[/codeblock]" #: doc/classes/MainLoop.xml @@ -41425,7 +41565,7 @@ msgstr "在程序退出前调用。" msgid "" "Called when the user performs an action in the system global menu (e.g. the " "Mac OS menu bar)." -msgstr "当用户在系统全局菜单(如Mac OS的菜单栏)中执行动作时被调用。" +msgstr "当用户在系统全局菜单(如 Mac OS的菜单栏)中执行动作时被调用。" #: doc/classes/MainLoop.xml msgid "" @@ -41435,10 +41575,10 @@ msgid "" "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame." msgstr "" -"在每个空闲帧中调用,参数为自上一个空闲帧以来的时间(以秒为单位)。相当于" +"在每个空闲帧中调用,参数为自上一个空闲帧以来的时间(以秒为单位)。相当于 " "[method Node._process]。\n" -"如果实施,该方法必须返回一个布尔值。[code]true[/code] 结束主循环,而" -"[code]false[/code] 让它进入下一帧。" +"如果实施,该方法必须返回一个布尔值。[code]true[/code] 会结束主循环,而 " +"[code]false[/code] 会让它进入下一帧。" #: doc/classes/MainLoop.xml msgid "Called once during initialization." @@ -41446,15 +41586,15 @@ msgstr "在初始化时调用一次。" #: doc/classes/MainLoop.xml msgid "Called whenever an [InputEvent] is received by the main loop." -msgstr "每当主循环接收到[InputEvent]时,就会调用。" +msgstr "每当主循环接收到 [InputEvent] 时,就会调用。" #: doc/classes/MainLoop.xml msgid "" "Deprecated callback, does not do anything. Use [method _input_event] to " "parse text input. Will be removed in Godot 4.0." msgstr "" -"废弃的回调,不做任何事情。使用[method _input_event]来解析文本输入。在Godot " -"4.0中会被删除。" +"已废弃的回调,不做任何事情。请使用 [method _input_event] 来解析文本输入。在 " +"Godot 4.0 中会被删除。" #: doc/classes/MainLoop.xml msgid "" @@ -41465,46 +41605,46 @@ msgid "" "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame." msgstr "" -"在每个物理帧中调用,并将自上一个物理帧以来的时间作为参数,[code]delta[/" -"code],单位为秒。相当于[method Node._physics_process]。\n" -"如果实现,该方法必须返回一个布尔值。[code]true[/code]结束主循环,而" -"[code]false[/code]让它进入下一帧。" +"在每个物理帧中调用,并将自上一个物理帧以来的时间作为参数([code]delta[/" +"code],单位为秒)。相当于 [method Node._physics_process]。\n" +"如果实现,该方法必须返回一个布尔值。[code]true[/code] 会结束主循环,而 " +"[code]false[/code] 会让它进入下一帧。" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _finalize] instead. Will be " "removed in Godot 4.0." -msgstr "不应手动调用,而应覆盖[method _finalize]。在Godot 4.0中会被删除。" +msgstr "不应手动调用,请覆盖 [method _finalize]。在 Godot 4.0 中会被删除。" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _idle] instead. Will be " "removed in Godot 4.0." -msgstr "不应手动调用,而应覆盖[method _idle]。在Godot 4.0中会被删除。" +msgstr "不应手动调用,请覆盖 [method _idle]。在 Godot 4.0 中会被删除。" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _initialize] instead. Will " "be removed in Godot 4.0." -msgstr "不应手动调用,而应覆盖[method _initialize]。在Godot 4.0中会被删除。" +msgstr "不应手动调用,请覆盖 [method _initialize]。在 Godot 4.0 中会被删除。" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _input_event] instead. Will " "be removed in Godot 4.0." -msgstr "不应手动调用,而应重写[method _input_event]。在Godot 4.0中会被删除。" +msgstr "不应手动调用,请覆盖 [method _input_event]。在 Godot 4.0 中会被删除。" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _input_text] instead. Will " "be removed in Godot 4.0." -msgstr "不应手动调用,而应重写[method _input_text]。在Godot 4.0中会被删除。" +msgstr "不应手动调用,请覆盖 [method _input_text]。在 Godot 4.0 中会被删除。" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _iteration] instead. Will be " "removed in Godot 4.0." -msgstr "不应手动调用,而应覆盖[method _iteration]。在Godot 4.0中会被删除。" +msgstr "不应手动调用,请覆盖 [method _iteration]。在 Godot 4.0 中会被删除。" #: doc/classes/MainLoop.xml msgid "Emitted when a user responds to a permission request." @@ -41515,16 +41655,16 @@ msgid "" "Notification received from the OS when the mouse enters the game window.\n" "Implemented on desktop and web platforms." msgstr "" -"当鼠标进入游戏窗口时从操作系统收到的通知。\n" -"在桌面和网络平台上实现。" +"当鼠标进入游戏窗口时,从操作系统收到的通知。\n" +"在桌面和 Web 平台上实现。" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the mouse leaves the game window.\n" "Implemented on desktop and web platforms." msgstr "" -"当鼠标离开游戏窗口时从操作系统收到的通知。\n" -"在桌面和网络平台上实现。" +"当鼠标离开游戏窗口时,从操作系统收到的通知。\n" +"在桌面和 Web 平台上实现。" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" @@ -41539,7 +41679,7 @@ msgid "" "Notification received from the OS when the game window is unfocused.\n" "Implemented on all platforms." msgstr "" -"当游戏窗口未获得焦点时,从操作系统收到的通知。\n" +"当游戏窗口失去焦点时,从操作系统收到的通知。\n" "在所有平台上实现。" #: doc/classes/MainLoop.xml doc/classes/Node.xml @@ -41548,7 +41688,7 @@ msgid "" "the window with a \"Close\" button or Alt+F4).\n" "Implemented on desktop platforms." msgstr "" -"发出退出请求时,从操作系统收到的通知(例如用“关闭”按钮或 Alt+F4 关闭窗" +"当发出退出请求时,从操作系统收到的通知(例如用“关闭”按钮或 Alt+F4 关闭窗" "口)。\n" "在桌面平台上实现。" @@ -41560,7 +41700,7 @@ msgid "" msgstr "" "当发出返回请求时,从操作系统收到的通知(例如在 Android 系统上按下“返回”按" "钮)。\n" -"Android 平台特供。" +"仅限 Android 平台。" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" @@ -41568,9 +41708,9 @@ msgid "" "another OS window wants to take the focus).\n" "No supported platforms currently send this notification." msgstr "" -"当取消焦点的请求被发送时,从操作系统收到的通知(例如,另一个操作系统窗口想要" -"得到焦点)。\n" -"目前没有支持的平台发送这个通知。" +"当发出取消焦点请求时,从操作系统收到的通知(例如另一个操作系统窗口想要获得焦" +"点)。\n" +"支持的平台目前都不会发送这个通知。" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" @@ -41579,7 +41719,7 @@ msgid "" "Specific to the iOS platform." msgstr "" "当应用程序超过其分配的内存时,从操作系统收到的通知。\n" -"专用于 iOS 平台。" +"仅限 iOS 平台。" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" @@ -41588,9 +41728,9 @@ msgid "" "for example to change the UI strings on the fly. Useful when working with " "the built-in translation support, like [method Object.tr]." msgstr "" -"当翻译可能发生变化时收到的通知。可以由用户改变区域设置来触发。可以用来响应语" -"言的变化,例如,实时改变 UI 字符串。在使用内置的翻译支持时很有用,比如 " -"[method Object.tr]。" +"当翻译可能发生变化时收到的通知。会在用户改变区域设置时触发。可以用来响应语言" +"的变化,例如实时改变 UI 字符串。可配合内置的翻译支持使用,比如 [method " +"Object.tr]。" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" @@ -41598,8 +41738,8 @@ msgid "" "is sent.\n" "Specific to the macOS platform." msgstr "" -"当发送“关于”信息的请求时,从操作系统收到的通知。\n" -"特定于 macOS 平台。" +"当发出“关于”信息请求时,从操作系统收到的通知。\n" +"仅限 macOS 平台。" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" @@ -41616,29 +41756,29 @@ msgid "" "occurs (e.g. change of IME cursor position or composition string).\n" "Specific to the macOS platform." msgstr "" -"当输入法引擎发生更新时,从操作系统收到的通知(例如,IME光标位置或组成字符串的" -"变化)。\n" -"特定于macOS平台。" +"当输入法引擎发生更新时,从操作系统收到的通知(例如,IME 光标位置或组成字符串" +"的变化)。\n" +"仅限 macOS 平台。" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the app is resumed.\n" "Specific to the Android platform." msgstr "" -"恢复应用时从操作系统收到的通知。\n" -"特定于 Android 平台。" +"当应用恢复时,从操作系统收到的通知。\n" +"仅限 Android 平台。" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the app is paused.\n" "Specific to the Android platform." msgstr "" -"暂停应用时从操作系统收到的通知。\n" -"特定于 Android 平台。" +"当应用暂停时,从操作系统收到的通知。\n" +"仅限 Android 平台。" #: doc/classes/MarginContainer.xml msgid "Simple margin container." -msgstr "简单边距容器。" +msgstr "简单的边距容器。" #: doc/classes/MarginContainer.xml msgid "" @@ -41657,13 +41797,13 @@ msgid "" "add_constant_override(\"margin_right\", margin_value)\n" "[/codeblock]" msgstr "" -"为所有作为容器的直接子节点的[Control]节点添加顶部、左侧、底部和右侧的边距。要" -"控制[MarginContainer]的边距,请使用下面列出的[code]margin_*[/code] 主题属" -"性。\n" -"[b]注意:[/b]要小心,[Control]的margin值与常量margin值不同。如果你想通过代码" -"改变[MarginContainer]的自定义边距值,应该使用下面的例子:\n" +"为所有作为容器的直接子节点的 [Control] 节点添加顶部、左侧、底部和右侧的边距。" +"要控制 [MarginContainer] 的边距,请使用下面列出的 [code]margin_*[/code] 主题" +"属性。\n" +"[b]注意:[/b]要小心,[Control] 的 margin 值与常量 margin 值不同。如果你想通过" +"代码改变 [MarginContainer] 的自定义边距值,应该使用下面的例子:\n" "[codeblock]\n" -"# 这个代码示例假定当前脚本扩展自MarginContainer。\n" +"# 这个代码示例假定当前脚本扩展自 MarginContainer。\n" "var margin_value = 100\n" "add_constant_override(\"margin_top\", margin_value)\n" "add_constant_override(\"margin_left\", margin_value)\n" @@ -41676,28 +41816,32 @@ msgid "" "All direct children of [MarginContainer] will have a bottom margin of " "[code]margin_bottom[/code] pixels." msgstr "" -"所有[MarginContainer]的直接子代将有[code]margin_bottom[/code]像素的底边距。" +"所有 [MarginContainer] 的直接子节点将有 [code]margin_bottom[/code] 像素的底边" +"距。" #: doc/classes/MarginContainer.xml msgid "" "All direct children of [MarginContainer] will have a left margin of " "[code]margin_left[/code] pixels." msgstr "" -"所有[MarginContainer]的直接子代将有[code]margin_left[/code]像素的左边距。" +"所有 [MarginContainer] 的直接子节点将有 [code]margin_left[/code] 像素的左边" +"距。" #: doc/classes/MarginContainer.xml msgid "" "All direct children of [MarginContainer] will have a right margin of " "[code]margin_right[/code] pixels." msgstr "" -"所有[MarginContainer]的直接子代将有[code]margin_right[/code]像素的右边距。" +"所有 [MarginContainer] 的直接子节点将有 [code]margin_right[/code] 像素的右边" +"距。" #: doc/classes/MarginContainer.xml msgid "" "All direct children of [MarginContainer] will have a top margin of " "[code]margin_top[/code] pixels." msgstr "" -"所有[MarginContainer]的直接子代将有[code]margin_right[/code]像素的顶边距。" +"所有 [MarginContainer] 的直接子节点将有 [code]margin_top[/code] 像素的顶边" +"距。" #: doc/classes/Marshalls.xml msgid "Data transformation (marshalling) and encoding helpers." @@ -41712,7 +41856,8 @@ msgid "" "Returns a decoded [PoolByteArray] corresponding to the Base64-encoded string " "[code]base64_str[/code]." msgstr "" -"返回对应于Base64编码字符串[code]base64_str[/code]的解码的[PoolByteArray]。" +"返回对应于 Base64 编码字符串 [code]base64_str[/code] 的解码的 " +"[PoolByteArray]。" #: doc/classes/Marshalls.xml msgid "" @@ -41732,17 +41877,17 @@ msgid "" msgstr "" "返回一个对应于Base64编码的字符串[code]base64_str[/code]的解码[Variant]。如果" "[code]allow_objects[/code]是[code]true[/code],则允许对对象进行解码。\n" -"[b]警告:[/b] 反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受" -"信任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。" +"[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受信" +"任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。" #: doc/classes/Marshalls.xml msgid "Returns a Base64-encoded string of a given [PoolByteArray]." -msgstr "返回给定[PoolByteArray]的Base64编码的字符串。" +msgstr "返回给定 [PoolByteArray] 的 Base64 编码的字符串。" #: doc/classes/Marshalls.xml msgid "" "Returns a Base64-encoded string of the UTF-8 string [code]utf8_str[/code]." -msgstr "返回UTF-8字符串[code]utf8_str[/code]的一个Base64编码的字符串。" +msgstr "返回 UTF-8 字符串 [code]utf8_str[/code] 的一个 Base64 编码的字符串。" #: doc/classes/Marshalls.xml msgid "" @@ -41776,9 +41921,8 @@ msgid "" "[b]Note:[/b] This only applies to [SpatialMaterial]s and [ShaderMaterial]s " "with type \"Spatial\"." msgstr "" -"设置下一次使用的 [Material]。这将使用不同的材质再次渲染对象。\n" -"[b]注意:[/b]这只适用于“Spatial”类型的 [SpatialMaterial] 和 " -"[ShaderMaterial]。" +"设置下一阶段使用的 [Material]。这将使用不同的材质再次渲染对象。\n" +"[b]注意:[/b]仅适用于 [SpatialMaterial] 和“Spatial”类型的 [ShaderMaterial]。" #: doc/classes/Material.xml msgid "" @@ -41789,11 +41933,10 @@ msgid "" "This is because opaque objects are not sorted, while transparent objects are " "sorted from back to front (subject to priority)." msgstr "" -"设置3D场景中透明物体的渲染优先级。优先级高的物体将被排序在优先级低的物体前" +"设置 3D 场景中透明物体的渲染优先级。优先级高的物体将被排序在优先级低的物体前" "面。\n" -"[b]注意:[/b] 这只适用于透明物体的排序。这不会影响透明物体相对于不透明物体的" -"排序方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先" -"级)。" +"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序" +"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。" #: doc/classes/Material.xml msgid "Maximum value for the [member render_priority] parameter." @@ -41840,7 +41983,7 @@ msgstr "" msgid "" "If [code]true[/code], shortcuts are disabled and cannot be used to trigger " "the button." -msgstr "如果[code]true[/code],快捷方式将被禁用,无法用于触发按钮。" +msgstr "如果为 [code]true[/code],快捷方式将被禁用,无法用于触发按钮。" #: doc/classes/MenuButton.xml msgid "" @@ -41848,20 +41991,21 @@ msgid "" "within the same parent which also has [code]switch_on_hover[/code] enabled, " "it will close the current [MenuButton] and open the other one." msgstr "" -"如果[code]true[/code],当光标悬停在同一父级中也启用了[code]switch_on_hover[/" -"code]的另一个[MenuButton]上方时,它将关闭当前的[MenuButton]并打开另一个。" +"如果为 [code]true[/code],当光标悬停在同一父级中也启用了 " +"[code]switch_on_hover[/code] 的另一个 [MenuButton] 上方时,它将关闭当前的 " +"[MenuButton] 并打开另一个。" #: doc/classes/MenuButton.xml msgid "Emitted when [PopupMenu] of this MenuButton is about to show." -msgstr "当此MenuButton的[PopupMenu]即将显示时触发。" +msgstr "当此 MenuButton 的 [PopupMenu] 即将显示时触发。" #: doc/classes/MenuButton.xml msgid "Default text [Color] of the [MenuButton]." -msgstr "[MenuButton]默认的字体[Color]颜色。" +msgstr "[MenuButton] 默认的字体 [Color] 颜色。" #: doc/classes/MenuButton.xml msgid "Text [Color] used when the [MenuButton] is disabled." -msgstr "[MenuButton]被禁用时的字体[Color]颜色。" +msgstr "[MenuButton] 被禁用时的字体 [Color] 颜色。" #: doc/classes/MenuButton.xml msgid "" @@ -41869,8 +42013,8 @@ msgid "" "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" -"当[MenuButton]获得焦点时使用的文本[Color]。只替换按钮的正常文本颜色。禁用、悬" -"停和按下状态优先于这个颜色。" +"当 [MenuButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁" +"用、悬停和按下状态优先于这个颜色。" #: doc/classes/MenuButton.xml msgid "Text [Color] used when the [MenuButton] is being hovered." @@ -41878,19 +42022,19 @@ msgstr "当鼠标在 [MenuButton] 上悬停时使用的字体 [Color] 颜色。" #: doc/classes/MenuButton.xml msgid "Text [Color] used when the [MenuButton] is being pressed." -msgstr "当[MenuButton]被按下时使用的字体[Color]颜色。" +msgstr "当 [MenuButton] 被按下时使用的字体 [Color] 颜色。" #: doc/classes/MenuButton.xml msgid "The horizontal space between [MenuButton]'s icon and text." -msgstr "[MenuButton]的文字和图标之间的水平间隙。" +msgstr "[MenuButton] 的文字和图标之间的水平间隙。" #: doc/classes/MenuButton.xml msgid "[Font] of the [MenuButton]'s text." -msgstr "[MenuButton]文本的[Font]。" +msgstr "[MenuButton] 文本的 [Font]。" #: doc/classes/MenuButton.xml msgid "[StyleBox] used when the [MenuButton] is disabled." -msgstr "当[MenuButton]被禁用时使用的[StyleBox]。" +msgstr "当 [MenuButton] 被禁用时使用的 [StyleBox]。" #: doc/classes/MenuButton.xml msgid "" @@ -41898,8 +42042,8 @@ msgid "" "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" -"当[MenuButton]被聚焦时使用的[StyleBox]。它显示在当前的[StyleBox]上,所以使用" -"[StyleBoxEmpty]将只是禁用焦点的视觉效果。" +"当 [MenuButton] 被聚焦时使用的 [StyleBox]。它显示在当前的 [StyleBox] 上,所以" +"使用 [StyleBoxEmpty] 将只是禁用焦点的视觉效果。" #: doc/classes/MenuButton.xml msgid "[StyleBox] used when the [MenuButton] is being hovered." @@ -41970,9 +42114,9 @@ msgid "" "get_transformed_aabb].\n" "[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]." msgstr "" -"返回局部空间中包围这个网格的最小的[AABB]。不受[code]custom_aabb[/code]的影" +"返回局部空间中包围这个网格的最小的 [AABB]。不受 [code]custom_aabb[/code] 的影" "响。参阅 [method VisualInstance.get_transformed_aabb]。\n" -"[b]注意:[/b]这只对[ArrayMesh]和[PrimitiveMesh]实现。" +"[b]注意:[/b]这只对 [ArrayMesh] 和 [PrimitiveMesh] 实现。" #: doc/classes/Mesh.xml msgid "" @@ -42237,11 +42381,11 @@ msgid "" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" -"MeshDataTool提供对[Mesh]中单个顶点的访问。它允许用户读取和编辑网格的顶点数" +"MeshDataTool 提供对 [Mesh] 中单个顶点的访问。它允许用户读取和编辑网格的顶点数" "据。还可以创建面和边的数组。\n" -"要使用MeshDataTool,请使用[method create_from_surface]加载网格。当完成编辑数" -"据后,用[method commit_to_surface]将数据提交给Mesh。\n" -"下面是如何使用MeshDataTool的例子。\n" +"要使用 MeshDataTool,请使用 [method create_from_surface] 加载网格。当完成编辑" +"数据后,用 [method commit_to_surface] 将数据提交给 Mesh。\n" +"下面是如何使用 MeshDataTool 的例子。\n" "[codeblock]\n" "var mesh = ArrayMesh.new()\n" "mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, CubeMesh.new()." @@ -42261,8 +42405,8 @@ msgstr "" "mi.mesh = mesh\n" "add_child(mi)\n" "[/codeblock]\n" -"参阅[ArrayMesh]、[ImmediateGeometry]和[SurfaceTool]的程序性几何体生成。\n" -"[b]注意:[/b] Godot对三角形原始模式的前端面使用顺时针[url=https://" +"参阅 [ArrayMesh]、[ImmediateGeometry] 和 [SurfaceTool] 的程序性几何体生成。\n" +"[b]注意:[/b]Godot 对三角形图元模式的前端面使用顺时针[url=https://" "learnopengl.com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。" #: doc/classes/MeshDataTool.xml @@ -42278,8 +42422,8 @@ msgid "" "Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n" "Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" -"使用给定[Mesh]的指定表面来填充MeshDataTool的数据。\n" -"要求[Mesh]具有基本类型[constant Mesh.PRIMITIVE_TRIANGLES]。" +"使用给定 [Mesh] 的指定表面来填充 MeshDataTool 的数据。\n" +"要求 [Mesh] 具有基本类型 [constant Mesh.PRIMITIVE_TRIANGLES]。" #: doc/classes/MeshDataTool.xml msgid "Returns the number of edges in this [Mesh]." @@ -42341,7 +42485,7 @@ msgid "" "See [enum ArrayMesh.ArrayFormat] for a list of format flags." msgstr "" "返回 [Mesh] 的格式,该格式是由 [Mesh] 格式标识组合而成的整数。例如,一个同时" -"包含顶点和法线的网格将返回[code]3[/code]格式,因为 [constant ArrayMesh." +"包含顶点和法线的网格将返回 [code]3[/code]格式,因为 [constant ArrayMesh." "ARRAY_FORMAT_VERTEX] = [code]1[/code],[constant ArrayMesh." "ARRAY_FORMAT_NORMAL] = [code]2[/code]。\n" "参阅 [enum ArrayMesh.ArrayFormat] 的格式标识列表。" @@ -42478,7 +42622,7 @@ msgstr "" "这个助手创建[StaticBody]子节点,该节点具有从网格几何形状计算的" "[ConvexPolygonShape]碰撞形状。其主要用于测试。\n" "如果[code]clean[/code]是[code]true[/code](默认),重复的顶点和内部顶点会被自" -"动移除。可以把它设置为[code]false[/code],以便在不需要的情况下使这个过程更" +"动移除。可以把它设置为 [code]false[/code],以便在不需要的情况下使这个过程更" "快。\n" "如果[code]simplify[/code]是[code]true[/code],可以进一步简化几何体以减少顶点" "的数量。默认情况下是禁用的。" @@ -42538,6 +42682,10 @@ msgid "" "In order to be mergeable, properties of the [MeshInstance] must match, and " "each surface must match, in terms of material, attributes and vertex format." msgstr "" +"如果这个 [MeshInstance] 可以与指定的 [code]other_mesh_instance[/code] 通过 " +"[method MeshInstance.merge_meshes] 函数合并,则返回 [code]true[/code]。\n" +"只有属性匹配且各表面的材质、属性、顶点格式均匹配的 [MeshInstance] 才能相互合" +"并。" #: doc/classes/MeshInstance.xml msgid "" @@ -42562,6 +42710,16 @@ msgid "" "Also note that any initial data in the destination [MeshInstance] data will " "be discarded." msgstr "" +"这个函数可以将若干 [MeshInstance] 的数据合并入单个目标 [MeshInstance](调用该" +"函数的 MeshInstance)。主要用于减少绘制调用数和 [Node] 数量,从而提升性能。\n" +"只应对不包含动画的简单网格尝试合并操作。\n" +"最终返回的顶点,既可以使用全局坐标,也可以使用相对于目标 [MeshInstance] 全局" +"变换的局部坐标(目标节点必须在 [SceneTree] 内才能正常使用局部坐标)。\n" +"该函数默认会检查 [MeshInstance] 之间的兼容性,除非你之前已经使用 [method " +"MeshInstance.is_mergeable_with] 检查过兼容性,否则应打开该检查。\n" +"[b]注意:[/b]网格之间相似性的要求相当严格。可以在调用 [method MeshInstance." +"merge_meshes] 前使用 [method MeshInstance.is_mergeable_with] 函数进行检查。\n" +"另外请注意,目标 [MeshInstance] 中的任何初始数据都会被丢弃。" #: doc/classes/MeshInstance.xml msgid "Sets the [Material] for a surface of the [Mesh] resource." @@ -42573,7 +42731,7 @@ msgstr "该实例的[Mesh]资源。" #: doc/classes/MeshInstance.xml msgid "[NodePath] to the [Skeleton] associated with the instance." -msgstr "与实例相关联[NodePath]的[Skeleton]。" +msgstr "与实例相关联 [NodePath] 的 [Skeleton]。" #: doc/classes/MeshInstance.xml msgid "Sets the skin to be used by this instance." @@ -42588,9 +42746,9 @@ msgid "" "software_skinning_fallback] for details about how software skinning is " "enabled." msgstr "" -"如果[code]true[/code],当使用软件蒙皮时,法线会被转换。当不需要法线时,设置为" -"[code]false[/code]以获得更好的性能。\n" -"关于如何启用软件蒙皮的细节,参阅[member ProjectSettings.rendering/quality/" +"如果为 [code]true[/code],当使用软件蒙皮时,法线会被变换。当不需要法线时,设" +"置为 [code]false[/code] 以获得更好的性能。\n" +"关于如何启用软件蒙皮的细节,参阅 [member ProjectSettings.rendering/quality/" "skinning/software_skinning_fallback]。" #: doc/classes/MeshInstance2D.xml @@ -42688,7 +42846,7 @@ msgstr "返回该项的导航网格。" #: doc/classes/MeshLibrary.xml msgid "Returns the transform applied to the item's navigation mesh." -msgstr "返回应用于该项导航网格的转换。" +msgstr "返回应用于该项导航网格的变换。" #: doc/classes/MeshLibrary.xml msgid "" @@ -42741,7 +42899,7 @@ msgstr "设置此项的导航网格。" #: doc/classes/MeshLibrary.xml msgid "Sets the transform to apply to the item's navigation mesh." -msgstr "设置转换应用于该项的导航网格。" +msgstr "设置应用于该项的导航网格的变换。" #: doc/classes/MeshLibrary.xml msgid "Sets a texture to use as the item's preview icon in the editor." @@ -43155,7 +43313,7 @@ msgstr "" "RPC/RSET)。\n" "通过设置[member Node.custom_multiplayer]属性,可以重写特定节点使用的多人游戏" "API实例,从而有效地允许在同一场景中同时运行客户端和服务器。\n" -"[b]注意:[/b] 高阶的多人游戏API协议实现细节,并不意味着可以被非Godot服务器使" +"[b]注意:[/b]高阶的多人游戏API协议实现细节,并不意味着可以被非Godot服务器使" "用。它可能会改变,不做另行通知。" #: doc/classes/MultiplayerAPI.xml @@ -43183,19 +43341,19 @@ msgid "" "[b]Note:[/b] If not inside an RPC this method will return 0." msgstr "" "返回当前正在执行的RPC的发送方的对等体ID。\n" -"[b]注意:[/b] 如果不在RPC内,这个方法将返回0。" +"[b]注意:[/b]如果不在RPC内,这个方法将返回0。" #: doc/classes/MultiplayerAPI.xml doc/classes/SceneTree.xml msgid "Returns [code]true[/code] if there is a [member network_peer] set." -msgstr "如果有一个[member network_peer]设置,返回[code]true[/code]。" +msgstr "如果有一个[member network_peer]设置,返回 [code]true[/code]。" #: doc/classes/MultiplayerAPI.xml msgid "" "Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is " "in server mode (listening for connections)." msgstr "" -"如果这个MultiplayerAPI的[member network_peer]处于服务器模式(监听连接),返回" -"[code]true[/code]。" +"如果这个MultiplayerAPI的[member network_peer]处于服务器模式(监听连接),返" +"回 [code]true[/code]。" #: doc/classes/MultiplayerAPI.xml msgid "" @@ -43207,11 +43365,11 @@ msgid "" "will be executed in the same context of this function (e.g. [code]_process[/" "code], [code]physics[/code], [Thread])." msgstr "" -"用于轮询多人游戏API的方法。只有当你使用[member Node.custom_multiplayer]覆盖或" -"者你将[member SceneTree.multiplayer_poll]设置为[code]false[/code]时,你才需要" -"担心这个问题。默认情况下,[SceneTree]将为你轮询其多人游戏API。\n" -"[b]注意:[/b]这个方法导致RPC和RSET被调用,所以它们将在这个函数的同一上下文中" -"执行(例如,[code]_process[/code], [code]physics[/code], [Thread])。" +"用于轮询多人游戏 API 的方法。只有当你使用 [member Node.custom_multiplayer] 覆" +"盖或者你将 [member SceneTree.multiplayer_poll] 设置为 [code]false[/code] 时," +"你才需要担心这个问题。默认情况下,[SceneTree] 将为你轮询其多人游戏 API。\n" +"[b]注意:[/b]这个方法导致 RPC 和 RSET 被调用,所以它们将在这个函数的同一上下" +"文中执行(例如 [code]_process[/code]、[code]physics[/code]、[Thread])。" #: doc/classes/MultiplayerAPI.xml msgid "" @@ -43219,9 +43377,9 @@ msgid "" "[code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). " "Default ID is [code]0[/code], i.e. broadcast to all peers." msgstr "" -"将给定的原始[code]字节[/code]发送到由[code]id[/code]确定的特定对等体(见" -"[method NetworkedMultiplayerPeer.set_target_peer])。默认ID是[code]0[/code]," -"即向所有对等体广播。" +"将给定的原始字节 [code]bytes[/code]发送到由 [code]id[/code] 确定的特定对等体" +"(见 [method NetworkedMultiplayerPeer.set_target_peer])。默认 ID 是 " +"[code]0[/code],即向所有对等体广播。" #: doc/classes/MultiplayerAPI.xml msgid "" @@ -43232,11 +43390,11 @@ msgid "" "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" -"如果[code]true[/code],或者如果[member network_peer]的[member PacketPeer." -"allow_object_decoding]设置为[code]true[/code],多人游戏API将允许在RPC/RSETs期" -"间的对象进行编码和解码。\n" -"[b]警告:[/b] 反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受" -"信任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。" +"如果为 [code]true[/code](或者如果 [member network_peer] 的 [member " +"PacketPeer.allow_object_decoding] 被设置为 [code]true[/code]),多人游戏 API " +"将允许在 RPC/RSET 期间的对象进行编码和解码。\n" +"[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受信" +"任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。" #: doc/classes/MultiplayerAPI.xml msgid "" @@ -43435,7 +43593,7 @@ msgid "" "has ownership of the mutex." msgstr "" "锁定此 [Mutex],直到被当前所有者解锁为止。\n" -"[b]注意:[/b] 如果线程已经拥有互斥锁的所有权,该函数将无阻塞地返回。" +"[b]注意:[/b]如果线程已经拥有互斥锁的所有权,该函数将无阻塞地返回。" #: doc/classes/Mutex.xml msgid "" @@ -43446,7 +43604,7 @@ msgid "" msgstr "" "试图锁定此[Mutex],但并不阻塞。成功时返回[constant OK],否则返回[constant " "ERR_BUSY]。\n" -"[b]注意:[/b] 如果线程已经拥有了该Mutex的所有权,该函数返回[constant OK]。" +"[b]注意:[/b]如果线程已经拥有了该Mutex的所有权,该函数返回[constant OK]。" #: doc/classes/Mutex.xml msgid "" @@ -43500,8 +43658,8 @@ msgid "" "API extension." msgstr "" "构建基础类型的新对象,并附加此类型的脚本。\n" -"[b]注意:[/b] 传递给这个函数的任何参数将被忽略,不会传递给局部构造函数。这将" -"在未来的API扩展中改变。" +"[b]注意:[/b]传递给这个函数的任何参数将被忽略,不会传递给局部构造函数。这将在" +"未来的API扩展中改变。" #: doc/classes/Navigation.xml msgid "Mesh-based navigation and pathfinding node." @@ -44701,7 +44859,7 @@ msgstr "" "network_peer]。然后可以通过连接到 [SceneTree] 信号来处理事件。\n" "ENet 的目的是在 UDP(用户数据报协议)之上提供一个相对简单而健全的网络通信" "层。\n" -"[b]注意:[/b] ENet 只使用UDP,不使用TCP。转发服务器端口使您的服务器可以在公网" +"[b]注意:[/b]ENet 只使用UDP,不使用TCP。转发服务器端口使您的服务器可以在公网" "上访问时,只需要将服务器端口转发为UDP即可。您可以使用 [UPNP] 类尝试在启动服务" "器时自动转发服务器端口。" @@ -44783,7 +44941,7 @@ msgid "" "Disconnect the given peer. If \"now\" is set to [code]true[/code], the " "connection will be closed immediately without flushing queued messages." msgstr "" -"断开给定对等体的连接。如果 \"now \"被设置为[code]true[/code],连接将被立即关" +"断开给定对等体的连接。如果 \"now \"被设置为 [code]true[/code],连接将被立即关" "闭而不冲刷队列中的消息。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml @@ -44824,8 +44982,8 @@ msgid "" "code]. For servers, you must also setup the [CryptoKey] via [method " "set_dtls_key]." msgstr "" -"当[member use_dtls]为[code]true[/code]时,配置[X509Certificate]使用。对于服务" -"器,您还必须通过[method set_dtls_key]设置[CryptoKey]。" +"当[member use_dtls]为 [code]true[/code] 时,配置[X509Certificate]使用。对于服" +"务器,您还必须通过[method set_dtls_key]设置[CryptoKey]。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" @@ -44833,8 +44991,8 @@ msgid "" "code]. Remember to also call [method set_dtls_certificate] to setup your " "[X509Certificate]." msgstr "" -"当[member use_dtls]为[code]true[/code]时,配置[CryptoKey]来使用。记住也要调用" -"[method set_dtls_certificate]来设置[X509Certificate]。" +"当[member use_dtls]为 [code]true[/code] 时,配置[CryptoKey]来使用。记住也要调" +"用[method set_dtls_certificate]来设置[X509Certificate]。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" @@ -44900,9 +45058,9 @@ msgstr "" "用压缩,您可能需要测试哪一种最适合您的用例。\n" "[b]注:[/b]大多数游戏的网络设计都涉及频繁发送许多小数据包(每个小于4 KB)。如" "果有疑问,建议保留默认压缩算法,因为它对这些小数据包效果最好。\n" -"[b]注意:[/b] [member compression_mode] 必须在服务器及其所有客户端上设置为相" -"同的值。如果客户端上设置的 [member compression_mode] 与服务器上设置的不同,则" -"客户端将无法连接。在 Godot 3.4 之前,默认的 [member compression_mode] 是 " +"[b]注意:[/b][member compression_mode] 必须在服务器及其所有客户端上设置为相同" +"的值。如果客户端上设置的 [member compression_mode] 与服务器上设置的不同,则客" +"户端将无法连接。在 Godot 3.4 之前,默认的 [member compression_mode] 是 " "[constant COMPRESS_NONE]。尽管如此,不建议在客户端和服务器之间混合引擎版本," "也不受官方支持。" @@ -44921,7 +45079,7 @@ msgstr "" msgid "" "Enable or disable certificate verification when [member use_dtls] " "[code]true[/code]." -msgstr "当[member use_dtls] [code]true[/code]时启用或禁用证书验证。" +msgstr "当[member use_dtls] [code]true[/code] 时启用或禁用证书验证。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" @@ -44931,8 +45089,8 @@ msgid "" "peers and won't be able to send them packets through the server." msgstr "" "启用或禁用服务器特性,该特性通知客户端其他对等体的连接/断开,并在它们之间转发" -"消息。当此选项为[code]false[/code]时,客户端将不会自动收到其他对等体的通知," -"也无法通过服务器向他们发送数据包。" +"消息。当此选项为 [code]false[/code] 时,客户端将不会自动收到其他对等体的通" +"知,也无法通过服务器向他们发送数据包。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" @@ -44965,7 +45123,7 @@ msgstr "" "启用后,由该对等体创建的客户端或服务器将使用[PacketPeerDTLS],而不是原始UDP套" "接字与远程对等体进行通信。通信使用DTLS加密,代价是更高的资源占用和可能更大的" "数据包。\n" -"[b]注意:[/b] 当创建DTLS服务器时,确保用[method set_dtls_key]和[method " +"[b]注意:[/b]当创建DTLS服务器时,确保用[method set_dtls_key]和[method " "set_dtls_certificate]设置密钥/证书对。对于DTLS客户端,查看[member " "dtls_verify]选项,用[method set_dtls_certificate]配置相应的证书。" @@ -45614,7 +45772,6 @@ msgstr "" "是“孤儿”)。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Adds a child node. Nodes can have any number of children, but every child " "must have a unique name. Child nodes are automatically deleted when the " @@ -45643,21 +45800,21 @@ msgstr "" "添加子节点。节点可以有任意数量的子节点,但是每个子节点必须有唯一的名字。当父" "节点被删除时,子节点会被自动删除,所以整个场景可以通过删除其最上面的节点而被" "删除。\n" -"如果[code]legible_unique_name[/code]是[code]true[/code],子节点将有一个基于被" -"实例化的节点的名称,而不是其类型可读的名称。\n" -"[b]注意:[/b] 如果子节点已经有父节点,该函数将失败。首先使用[method " -"remove_child]将节点从其当前的父节点中移除。如:\n" +"如果 [code]legible_unique_name[/code] 是 [code]true[/code],子节点将有一个基" +"于被实例化的节点的名称,而不是其类型可读的名称。\n" +"[b]注意:[/b]如果子节点已经有父节点,该函数将失败。首先使用 [method " +"remove_child] 将节点从其当前的父节点中移除。如:\n" "[codeblock]\n" "if child_node.get_parent():\n" " child_node.get_parent().remove_child(child_node)\n" "add_child(child_node)\n" "[/codeblock]\n" -"[b]注意:[/b] 如果你想让一个子节点被持久化到[PackedScene]中,除了调用[method " -"add_child]外,还必须设置[member owner]。这通常与[url=https://godot." -"readthedocs.io/en/3.2/tutorials/misc/running_code_in_the_editor.html]工具脚本" -"[/url]和[url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/" -"index.html]编辑器插件[/url]有关。如果调用[method add_child]而不设置[member " -"owner],新添加的[Node]在场景树中是不可见的,尽管它在2D/3D视图中可见。" +"[b]注意:[/b]如果想要将子节点持久化进 [PackedScene],除了调用 [method " +"add_child] 之外你还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/" +"misc/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/" +"tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果调用了 " +"[method add_child] 但没有设置 [member owner],那么新建的这个 [Node] 在场景树" +"中不可见,但在 2D/3D 视图中可见。" #: doc/classes/Node.xml msgid "" @@ -45701,9 +45858,9 @@ msgid "" "scene tree is not paused, and [code]false[/code] if the node is not in the " "tree." msgstr "" -"如果节点可以在场景树暂停时进行处理,返回[code]true[/code](见[member " -"pause_mode])。如果场景树没有暂停,总是返回[code]true[/code],如果节点不在树" -"中,则返回[code]false[/code]。" +"如果节点可以在场景树暂停时进行处理,返回 [code]true[/code](见[member " +"pause_mode])。如果场景树没有暂停,总是返回 [code]true[/code],如果节点不在树" +"中,则返回 [code]false[/code]。" #: doc/classes/Node.xml msgid "" @@ -45716,7 +45873,7 @@ msgid "" msgstr "" "复制节点,返回一个新的节点。\n" "你可以使用[code]flags[/code]来微调这个行为(见[enum DuplicateFlags])。\n" -"[b]注意:[/b] 如果节点包含一个带有构造参数的脚本(即需要向[method Object." +"[b]注意:[/b]如果节点包含一个带有构造参数的脚本(即需要向[method Object." "_init]方法提供参数),它将不能正常工作。在这种情况下,节点将被复制而没有脚" "本。" @@ -45957,9 +46114,9 @@ msgid "" "processing unless the frames per second is changed via [member Engine." "iterations_per_second]." msgstr "" -"返回自上次物理绑定帧以来所经过的时间(单位为秒),参阅 [method " -"_physics_process]。在物理处理中,这始终是一个常数,除非通过 [member Engine." -"iterations_per_second] 改变每秒的帧数。" +"返回自上次物理绑定帧以来所经过的秒数(请参阅 [method _physics_process])。在" +"物理处理中,除非通过 [member Engine.iterations_per_second] 来改变每秒的帧数," +"否则始终为常量。" #: doc/classes/Node.xml msgid "" @@ -45980,7 +46137,7 @@ msgid "" "Returns [code]true[/code] if this is an instance load placeholder. See " "[InstancePlaceholder]." msgstr "" -"如果这是一个实例加载占位符,则返回[code]true[/code]。看到" +"如果这是一个实例加载占位符,则返回 [code]true[/code]。看到" "[InstancePlaceholder]。" #: doc/classes/Node.xml @@ -45994,7 +46151,7 @@ msgstr "返回节点的[Viewport]。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node that the [NodePath] points to exists." -msgstr "如果[NodePath]指向的节点存在,则返回[code]true[/code]。" +msgstr "如果[NodePath]指向的节点存在,则返回 [code]true[/code]。" #: doc/classes/Node.xml msgid "" @@ -46003,47 +46160,48 @@ msgid "" "shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive " "math types) are not considered resources." msgstr "" -"如果[NodePath]指向一个有效的节点,并且它的子名称指向一个有效的资源,例如" -"[code]Area2D/CollisionShape2D:shape[/code],则返回[code]true[/code]。具有非" -"[Resource]类型的属性(例如节点或基本数学类型)不被认为是资源。" +"如果 [NodePath] 指向一个有效的节点,并且它的子名称指向一个有效的资源,例如 " +"[code]Area2D/CollisionShape2D:shape[/code],则返回 [code]true[/code]。具有非 " +"[Resource] 类型的属性(例如节点或基本数学类型)不被认为是资源。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the given node is a direct or indirect child of " "the current node." -msgstr "如果给定节点是当前节点的直接或间接子节点,则返回[code]true[/code]。" +msgstr "如果给定节点是当前节点的直接或间接子节点,则返回 [code]true[/code]。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node is folded (collapsed) in the Scene " "dock." -msgstr "如果节点在场景dock中折叠(collapsed),则返回[code]true[/code]。" +msgstr "如果节点在场景dock中折叠(collapsed),则返回 [code]true[/code]。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the given node occurs later in the scene " "hierarchy than the current node." msgstr "" -"如果给定节点在场景层次结构中出现的时间晚于当前节点,则返回[code]true[/code]。" +"如果给定节点在场景层次结构中出现的时间晚于当前节点,则返回 [code]true[/" +"code]。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if this node is in the specified group. See notes " "in the description, and the group methods in [SceneTree]." msgstr "" -"如果该节点在指定的组中,则返回[code]true[/code]。参阅描述中的注释和" +"如果该节点在指定的组中,则返回 [code]true[/code]。参阅描述中的注释和" "[SceneTree]中的组方法。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if this node is currently inside a [SceneTree]." -msgstr "如果该节点当前在[SceneTree]中,返回[code]true[/code]。" +msgstr "如果该节点当前在[SceneTree]中,返回 [code]true[/code]。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the local system is the master of this node." msgstr "" -"如果本地系统是此节点的主系统(用于多人游戏),则返回[code]true[/code]。" +"如果本地系统是此节点的主系统(用于多人游戏),则返回 [code]true[/code]。" #: doc/classes/Node.xml msgid "" @@ -46079,36 +46237,37 @@ msgid "" "Returns [code]true[/code] if physics processing is enabled (see [method " "set_physics_process])." msgstr "" -"如果启用了物理处理,返回[code]true[/code](参阅[method set_physics_process])。" +"如果启用了物理处理,返回 [code]true[/code](参阅[method " +"set_physics_process])。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if internal physics processing is enabled (see " "[method set_physics_process_internal])." msgstr "" -"如果内部物理处理被启用,返回[code]true[/code](见[method " +"如果内部物理处理被启用,返回 [code]true[/code](见[method " "set_physics_process_internal])。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if processing is enabled (see [method " "set_process])." -msgstr "如果开启了处理,返回[code]true[/code](参阅[method set_process])。" +msgstr "如果开启了处理,返回 [code]true[/code](参阅[method set_process])。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node is processing input (see [method " "set_process_input])." msgstr "" -"如果节点正在处理输入(请参阅 [method set_process_input]),则返回[code]true[/" -"code]。" +"如果节点正在处理输入(请参阅 [method set_process_input]),则返回 " +"[code]true[/code]。" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if internal processing is enabled (see [method " "set_process_internal])." msgstr "" -"如果启用了内部处理,返回[code]true[/code](参阅[method " +"如果启用了内部处理,返回 [code]true[/code](参阅[method " "set_process_internal])。" #: doc/classes/Node.xml @@ -46117,7 +46276,7 @@ msgid "" "[method set_process_unhandled_input])." msgstr "" "如果节点正在处理未被处理的输入(参阅[method set_process_unhandled_input]),则" -"返回[code]true[/code]。" +"返回 [code]true[/code]。" #: doc/classes/Node.xml msgid "" @@ -46125,7 +46284,7 @@ msgid "" "[method set_process_unhandled_key_input])." msgstr "" "如果节点正在处理未被处理的键输入(参阅[method " -"set_process_unhandled_key_input]),则返回[code]true[/code]。" +"set_process_unhandled_key_input]),则返回 [code]true[/code]。" #: doc/classes/Node.xml msgid "" @@ -46207,9 +46366,9 @@ msgid "" "first." msgstr "" "在这个节点上使用[code]args[/code]中给出的参数调用给定的方法(如果存在),并递归" -"地在其所有子节点身上调用。如果[code]parent_first[/code]参数为[code]true[/" +"地在其所有子节点身上调用。如果[code]parent_first[/code]参数为 [code]true[/" "code],该方法将首先在当前节点上调用,然后在其所有子节点上调用。如果" -"[code]parent_first[/code]为[code]false[/code],子节点的方法将首先被调用。" +"[code]parent_first[/code]为 [code]false[/code],子节点的方法将首先被调用。" #: doc/classes/Node.xml msgid "" @@ -46349,14 +46508,14 @@ msgid "" "like [code]server_disconnected[/code] or by checking [code]SceneTree." "network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]." msgstr "" -"为给定的[code]method[/code]向网络(和本地)上的对等体发送远程过程调用请求,可" -"选择将所有附加参数作为参数发送给RPC调用的方法。调用请求将只被具有相同" -"[NodePath]的节点接收,包括完全相同的节点名称。行为取决于给定方法的RPC配置,见" -"[method rpc_config]。方法在默认情况下不会暴露给RPC。参阅[method rset]和" -"[method rset_config]的属性。返回一个空的[Variant]。\n" -"[b]注意:[/b]只有在你从[SceneTree]收到[code]connected_to_server[/code]信号之" -"后,你才能安全地在客户端使用RPC。你还需要跟踪连接状态,可以通过" -"[code]server_disconnected[/code]等[SceneTree]信号或者检查[code]SceneTree." +"为给定的 [code]method[/code] 向网络(和本地)上的对等体发送远程过程调用请求," +"可选择将所有附加参数作为参数发送给 RPC 调用的方法。调用请求将只被具有相同 " +"[NodePath] 的节点接收,包括完全相同的节点名称。行为取决于给定方法的 RPC 配" +"置,见 [method rpc_config]。方法在默认情况下不会暴露给 RPC。参阅 [method " +"rset] 和[ method rset_config] 的属性。返回一个空的 [Variant]。\n" +"[b]注意:[/b]只有在你从 [SceneTree] 收到 [code]connected_to_server[/code] 信" +"号之后,你才能安全地在客户端使用 RPC。你还需要跟踪连接状态,可以通过 " +"[code]server_disconnected[/code] 等 [SceneTree] 信号或者检查 [code]SceneTree." "network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]。" #: doc/classes/Node.xml @@ -46510,11 +46669,11 @@ msgid "" "behavior. Script access to this internal logic is provided for specific " "advanced uses, but is unsafe and not supported." msgstr "" -"启用或禁用该节点的内部物理。内部物理处理与正常的[method _physics_process]调用" -"隔离进行,并且由某些节点内部使用,以确保正常工作,即使节点暂停或物理处理因脚" -"本而禁用([method set_physics_process])。仅适用于用于操纵内置节点行为的高级" -"用途。\n" -"[b]警告:[/b] 内置节点依靠内部处理来实现自己的逻辑,所以从你的代码中改变这个值" +"启用或禁用该节点的内部物理。内部物理处理与正常的 [method _physics_process] 调" +"用隔离进行,并且由某些节点内部使用,以确保正常工作,即使节点暂停或物理处理因" +"脚本而禁用([method set_physics_process])。仅适用于用于操纵内置节点行为的高" +"级用途。\n" +"[b]警告:[/b]内置节点依靠内部处理来实现自己的逻辑,所以从你的代码中改变这个值" "可能会导致意外的行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全" "且不支持。" @@ -46555,9 +46714,9 @@ msgstr "" "启用或禁用此节点的内部处理。内部处理与正常的 [method _process] 调用隔离进行," "并且由某些节点内部使用,以确保正常工作,即使节点已暂停或处理因脚本而禁用" "([method set_process])。仅适用于操纵内置节点行为的高级用途。\n" -"[b]警告:[/b] 内置节点依赖于内部处理来实现自己的逻辑,因此更改代码中的这个值" -"可能会导致意外行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且" -"不支持。" +"[b]警告:[/b]内置节点依赖于内部处理来实现自己的逻辑,因此更改代码中的这个值可" +"能会导致意外行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且不" +"支持。" #: doc/classes/Node.xml msgid "" @@ -46631,12 +46790,11 @@ msgid "" msgstr "" "节点的名称。此名称在兄弟节点(来自同一父节点的其他子节点)中是唯一的。当设置" "为现有名称时,节点将自动重命名。\n" -"[b]注意:[/b] 自动生成的名称可能包含 [code]@[/code] 字符,在使用 [method " +"[b]注意:[/b]自动生成的名称可能包含 [code]@[/code] 字符,在使用 [method " "add_child] 时保留该字符用于唯一名称。手动设置名称时,将删除任何 [code]@[/" "code]。" #: doc/classes/Node.xml -#, fuzzy msgid "" "The node owner. A node can have any other node as owner (as long as it is a " "valid parent, grandparent, etc. ascending in the tree). When saving a node " @@ -46652,24 +46810,15 @@ msgid "" "will not be visible in the scene tree, though it will be visible in the " "2D/3D view." msgstr "" -"添加子节点。节点可以有任意数量的子节点,但是每个子节点必须有唯一的名字。当父" -"节点被删除时,子节点会被自动删除,所以整个场景可以通过删除其最上面的节点而被" -"删除。\n" -"如果[code]legible_unique_name[/code]是[code]true[/code],子节点将有一个基于被" -"实例化的节点的名称,而不是其类型可读的名称。\n" -"[b]注意:[/b] 如果子节点已经有父节点,该函数将失败。首先使用[method " -"remove_child]将节点从其当前的父节点中移除。如:\n" -"[codeblock]\n" -"if child_node.get_parent():\n" -" child_node.get_parent().remove_child(child_node)\n" -"add_child(child_node)\n" -"[/codeblock]\n" -"[b]注意:[/b] 如果你想让一个子节点被持久化到[PackedScene]中,除了调用[method " -"add_child]外,还必须设置[member owner]。这通常与[url=https://godot." -"readthedocs.io/en/3.2/tutorials/misc/running_code_in_the_editor.html]工具脚本" -"[/url]和[url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/" -"index.html]编辑器插件[/url]有关。如果调用[method add_child]而不设置[member " -"owner],新添加的[Node]在场景树中是不可见的,尽管它在2D/3D视图中可见。" +"节点的所有者。节点的所有者可以是任何其他节点(需要是父节点或祖父节点等,即场" +"景树上的祖先)。(通过 [PackedScene])保存一个节点时,它拥有的所有节点也会随" +"之保存。这样就可以创建复杂的 [SceneTree],能够进行实例化与次实例化。\n" +"[b]注意:[/b]如果想要将子节点持久化进 [PackedScene],除了调用 [method " +"add_child] 之外你还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/" +"misc/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/" +"tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果调用了 " +"[method add_child] 但没有设置 [member owner],那么新建的这个 [Node] 在场景树" +"中不可见,但在 2D/3D 视图中可见。" #: doc/classes/Node.xml msgid "Pause mode. How the node will behave if the [SceneTree] is paused." @@ -46729,41 +46878,42 @@ msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node enters a [SceneTree]." -msgstr "当节点进入 [SceneTree] 时收到该通知。" +msgstr "当该节点进入 [SceneTree] 时收到的通知。" #: doc/classes/Node.xml msgid "Notification received when the node is about to exit a [SceneTree]." -msgstr "当节点即将退出 [SceneTree] 时收到该通知。" +msgstr "当该节点即将退出 [SceneTree] 时收到的通知。" #: doc/classes/Node.xml msgid "Notification received when the node is moved in the parent." -msgstr "在父节点中移动节点时收到该通知。" +msgstr "当该节点在其父节点中移动时收到的通知。" #: doc/classes/Node.xml msgid "Notification received when the node is ready. See [method _ready]." -msgstr "当节点就绪时接收到通知。请参阅 [method _ready]。" +msgstr "当该节点就绪时接收到通知。请参阅 [method _ready]。" #: doc/classes/Node.xml msgid "Notification received when the node is paused." -msgstr "暂停节点时接收到的通知。" +msgstr "当该节点被暂停时接收到的通知。" #: doc/classes/Node.xml msgid "Notification received when the node is unpaused." -msgstr "节点暂停时收到该通知。" +msgstr "当该节点被取消暂停时收到的通知。" #: doc/classes/Node.xml msgid "" "Notification received every frame when the physics process flag is set (see " "[method set_physics_process])." msgstr "" -"当 physics process flag 被设置时,每一帧都会收到该通知(见[method " +"当设置了 physics process 标志时,每一帧都会收到的通知(见 [method " "set_physics_process])。" #: doc/classes/Node.xml msgid "" "Notification received every frame when the process flag is set (see [method " "set_process])." -msgstr "当 process flag 被设置时,每一帧都收到通知(见[method set_process])。" +msgstr "" +"当设置了 process 标志时,每一帧都会收到的通知(见 [method set_process])。" #: doc/classes/Node.xml msgid "" @@ -46771,7 +46921,7 @@ msgid "" "[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]." msgstr "" "当一个节点被设置为另一个节点的子节点时收到该通知。\n" -"[b]注意:[/b]这并不意味着一个节点进入了[SceneTree]。" +"[b]注意:[/b]这并不意味着一个节点进入了[SceneTree]。" #: doc/classes/Node.xml msgid "" @@ -46781,7 +46931,7 @@ msgstr "当节点失去父节点时收到的通知(父节点将其从子节点 #: doc/classes/Node.xml msgid "Notification received when the node is instanced." -msgstr "节点被实例化时收到的通知。" +msgstr "当该节点被实例化时收到的通知。" #: doc/classes/Node.xml msgid "Notification received when a drag begins." @@ -46793,14 +46943,14 @@ msgstr "拖动结束时收到的通知。" #: doc/classes/Node.xml msgid "Notification received when the node's [NodePath] changed." -msgstr "当节点的 [NodePath] 改变时收到的通知。" +msgstr "当该节点的 [NodePath] 改变时收到的通知。" #: doc/classes/Node.xml msgid "" "Notification received every frame when the internal process flag is set (see " "[method set_process_internal])." msgstr "" -"当 internal process flag 被设置时,每一帧都收到通知(见[method " +"当设置了 internal process 标志时,每一帧都会收到的通知(见 [method " "set_process_internal])。" #: doc/classes/Node.xml @@ -46808,8 +46958,8 @@ msgid "" "Notification received every frame when the internal physics process flag is " "set (see [method set_physics_process_internal])." msgstr "" -"当 internal physics process flag 被设置时,每一帧都会收到通知(见[method " -"set_physics_process_internal])。" +"当设置了 internal physics process flag 标志时,每一帧都会收到的通知(见 " +"[method set_physics_process_internal])。" #: doc/classes/Node.xml msgid "" @@ -46817,8 +46967,8 @@ msgid "" "NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the " "node enters tree, instead of only once." msgstr "" -"在节点准备好时收到通知,就在收到[constant NOTIFICATION_READY]之前。与后者不" -"同,它每次节点进入树时都会发送,而不是只发送一次。" +"当该节点就绪,在收到 [constant NOTIFICATION_READY] 之前收到的通知。与后者不" +"同,该节点每次进入树时都会发送,而不是只发送一次。" #: doc/classes/Node.xml msgid "" @@ -47089,7 +47239,7 @@ msgstr "" "@\"/root/Main\" # 如果你的主场景的根节点被命名为“Main”。\n" "@\"/root/MyAutoload\" # 如果你有一个自动加载的节点或场景。\n" "[/codeblock]\n" -"[b]注意:[/b] 在编辑器中,[NodePath] 属性在场景树中移动、重命名或删除节点时会" +"[b]注意:[/b]在编辑器中,[NodePath] 属性在场景树中移动、重命名或删除节点时会" "自动更新,但它们不会在运行时更新。" #: doc/classes/NodePath.xml doc/classes/PackedScene.xml doc/classes/Panel.xml @@ -47256,9 +47406,9 @@ msgid "" "autoload was registered)." msgstr "" "如果节点路径是绝对的(而不是相对的),即以斜线字符([code]/[/code])开始,返" -"回[code]true[/code]。绝对节点路径可以用来访问根节点([code]\"/root\"[/code])" -"或自动加载(例如[code]\"/global\"[/code] 如果注册了一个叫“global”的自动加载" -"项)。" +"回 [code]true[/code]。绝对节点路径可以用来访问根节点([code]\"/root\"[/" +"code])或自动加载(例如[code]\"/global\"[/code] 如果注册了一个叫“global”的自" +"动加载项)。" #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if the node path is empty." @@ -47459,6 +47609,11 @@ msgid "" "class. If any other means (such as [method PackedScene.instance]) is used, " "then initialization will fail." msgstr "" +"会在该对象在内存中初始化时调用。可以被定义为接受参数的形式,参数需要在构造时" +"传入。\n" +"[b]注意:[/b]如果 [method _init] 被定义要求参数的形式,那么就只能通过显式构造" +"来创建该类的 Object。使用其他方法(如 [method PackedScene.instance])会导致初" +"始化失败。" #: doc/classes/Object.xml msgid "" @@ -47468,10 +47623,10 @@ msgid "" "NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more " "notifications which are also received by this method." msgstr "" -"每当对象收到一个通知时就会被调用,这个通知在[code]what[/code]中由一个常量来标" -"识。基类 [Object] 有两个常量 [constant NOTIFICATION_POSTINITIALIZE] 和 " -"[constant NOTIFICATION_PREDELETE],但是诸如 [Node] 等子类定义了更多的通知,这" -"些通知也是由这个方法接收。" +"该对象每收到一条通知时,就会调用这个方法。该通知是个常量,在 [code]what[/" +"code] 中标识。基类 [Object] 有两个常量 [constant " +"NOTIFICATION_POSTINITIALIZE] 和 [constant NOTIFICATION_PREDELETE],但是 " +"[Node] 等子类定义了更多的通知,也会由这个方法接收。" #: doc/classes/Object.xml msgid "" @@ -47524,7 +47679,7 @@ msgstr "" "[codeblock]\n" "call(\"set\", \"position\", Vector2(42.0, 0.0))\n" "[/codeblock]\n" -"[b]注意:[/b] 在C#中,如果方法是由内置的Godot节点定义的,那么方法名必须被指定" +"[b]注意:[/b]在C#中,如果方法是由内置的Godot节点定义的,那么方法名必须被指定" "为snake_case。这不适用于用户定义的方法,在那里你应该使用与C#源代码中相同的约" "定(通常是PascalCase)。" @@ -47546,7 +47701,7 @@ msgstr "" "[codeblock]\n" "call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n" "[/codeblock]\n" -"[b]注意:[/b] 在C#中,如果方法名称是由内置的Godot节点定义的,必须指定为" +"[b]注意:[/b]在C#中,如果方法名称是由内置的Godot节点定义的,必须指定为" "snake_case。这不适用于用户定义的方法,在那里你应该使用与C#源代码中相同的约定" "(通常是PascalCase)。" @@ -47570,7 +47725,7 @@ msgid "" "Returns [code]true[/code] if the object can translate strings. See [method " "set_message_translation] and [method tr]." msgstr "" -"如果该对象可以翻译字符串,则返回[code]true[/code]。参阅[method " +"如果该对象可以翻译字符串,则返回 [code]true[/code]。参阅[method " "set_message_translation]和[method tr]。" #: doc/classes/Object.xml @@ -47694,8 +47849,8 @@ msgid "" "(typically PascalCase)." msgstr "" "返回给定[code]property[/code]的[Variant]值。如果该[code]property[/code]不存" -"在,这将返回[code]null[/code]。\n" -"[b]注意:[/b] 在C#中,如果属性是由内置的Godot节点定义的,那么属性名必须被指定" +"在,这将返回 [code]null[/code]。\n" +"[b]注意:[/b]在C#中,如果属性是由内置的Godot节点定义的,那么属性名必须被指定" "为snake_case。这不适用于用户定义的属性,在那里你应该使用与C#源代码中相同的约" "定(通常是PascalCase)。" @@ -47707,8 +47862,8 @@ msgid "" "defined, the base class name will be returned instead." msgstr "" "返回对象的类型为一个[String]。参见[method is_class]。\n" -"[b]注意:[/b] [method get_class] 不考虑[code]class_name[/code]的声明。如果对" -"象有一个[code]class_name[/code]的定义,基类名称将被返回。" +"[b]注意:[/b][method get_class] 不考虑[code]class_name[/code]的声明。如果对象" +"有一个[code]class_name[/code]的定义,基类名称将被返回。" #: doc/classes/Object.xml msgid "" @@ -47755,8 +47910,15 @@ msgstr "" "instance_from_id] 来检索对象实例。" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." -msgstr "返回给定[code]name[/code]的对象的元数据条目。" +#, fuzzy +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." +msgstr "" +"在给定的位置 [code]position[/code] 返回项目索引。\n" +"当此时没有项目时,如果精确 [code]exact[/code] 是真 [code]true[/code],则将返" +"回 -1,否则将返回最近的项目索引。" #: doc/classes/Object.xml msgid "Returns the object's metadata as a [PoolStringArray]." @@ -47866,12 +48028,12 @@ msgid "" "_notification] is called first on the highest ancestor ([Object] itself), " "and then down to its successive inheriting classes." msgstr "" -"向对象发送给定的通知,这也将触发对该对象继承的所有类的 [method " -"_notification] 方法的调用。\n" -"如果 [code]reversed[/code] 是 [code]true[/code],[method _notification] 首先" -"在对象自己的类上被调用,然后再到其连续的父类上。如果 [code]reversed[/code] " -"是 [code]false[/code],[method _notification] 首先在最高的祖先([Object] 本" -"身)上被调用,然后向下到其后续的继承类。" +"向对象发送给定的通知,也会触发对该对象继承的所有类的 [method _notification] " +"方法的调用。\n" +"如果 [code]reversed[/code] 为 [code]true[/code],[method _notification] 会首" +"先在对象自己的类上被调用,然后再向上依次在父类上调用。如果 [code]reversed[/" +"code] 为 [code]false[/code],[method _notification] 会首先在最高的祖先" +"([Object] 本身)上被调用,然后向下依次在继承类上调用。" #: doc/classes/Object.xml msgid "" @@ -47903,7 +48065,7 @@ msgstr "" #: doc/classes/Object.xml msgid "If set to [code]true[/code], signal emission is blocked." -msgstr "如果设置为[code]true[/code],信号发射被阻止。" +msgstr "如果设置为 [code]true[/code],信号发射被阻止。" #: doc/classes/Object.xml msgid "" @@ -48104,7 +48266,7 @@ msgid "" "than a reference." msgstr "" "带有多边形顶点位置索引的[Vector2]数组。\n" -"[b]注意:[/b]返回值是基础数组的副本,而不是引用。" +"[b]注意:[/b]返回值是基础数组的副本,而不是引用。" #: doc/classes/OccluderPolygon2D.xml msgid "Culling is disabled. See [member cull_mode]." @@ -48217,7 +48379,7 @@ msgstr "" #: doc/classes/OmniLight.xml msgid "Omnidirectional light, such as a light bulb or a candle." -msgstr "全方位的光,如灯泡或蜡烛。" +msgstr "全向光,如灯泡或蜡烛。" #: doc/classes/OmniLight.xml msgid "" @@ -48376,8 +48538,8 @@ msgid "" msgstr "" "根据当前的噪声参数,以 [constant Image.FORMAT_L8] 格式生成可平铺噪声图像。生" "成的无缝图像始终是方形的([code]size[/code]× [code]size[/code])。\n" -"[b]注意:[/b] 与非无缝噪声相比,无缝噪声的对比度较低。。这是由于噪声使用更高" -"维度来生成无缝噪声的方式。" +"[b]注意:[/b]与非无缝噪声相比,无缝噪声的对比度较低。。这是由于噪声使用更高维" +"度来生成无缝噪声的方式。" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Difference in period between [member octaves]." @@ -48499,7 +48661,7 @@ msgstr "返回索引 [code]idx[/code] 处项目的工具提示。" msgid "" "Returns the ID of the selected item, or [code]0[/code] if no item is " "selected." -msgstr "返回所选项目的ID,如果没有选择项目,则返回[code]0[/code]。" +msgstr "返回所选项目的ID,如果没有选择项目,则返回 [code]0[/code]。" #: doc/classes/OptionButton.xml msgid "" @@ -48510,7 +48672,7 @@ msgstr "获取选定项的元数据。可以使用[method set_item_metadata]设 #: doc/classes/OptionButton.xml msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is disabled." -msgstr "如果索引[code]idx[/code]项被禁用,返回[code]true[/code]。" +msgstr "如果索引[code]idx[/code]项被禁用,返回 [code]true[/code]。" #: doc/classes/OptionButton.xml msgid "Removes the item at index [code]idx[/code]." @@ -48674,7 +48836,7 @@ msgstr "如果主机操作系统允许绘制,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the current host platform is using multiple " "threads." -msgstr "如果当前主机平台使用多个线程,则返回[code]true[/code]。" +msgstr "如果当前主机平台使用多个线程,则返回 [code]true[/code]。" #: doc/classes/OS.xml msgid "Centers the window on the screen if in windowed mode." @@ -48686,7 +48848,7 @@ msgid "" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "关闭系统MIDI驱动程序。\n" -"[b]注意:[/b]该方法只在Linux, macOS和Windows上实现。" +"[b]注意:[/b]该方法只在Linux, macOS和Windows上实现。" #: doc/classes/OS.xml msgid "" @@ -48976,7 +49138,7 @@ msgstr "" "返回MIDI设备名称数组。\n" "如果系统MIDI驱动程序之前没有使用[method open_midi_inputs]初始化,返回的数组将" "是空的。\n" -"[b]注意:[/b]该方法仅在Linux, macOS和Windows上实现。" +"[b]注意:[/b]该方法仅在Linux, macOS和Windows上实现。" #: doc/classes/OS.xml msgid "" @@ -49051,7 +49213,7 @@ msgid "" "variable names are case-sensitive on all platforms except Windows." msgstr "" "返回环境变量的值。如果环境变量不存在,则返回一个空字符串。\n" -"[b]注意:[/b] 仔细检查 [code]variable[/code] 的大小写。环境变量名称在除 " +"[b]注意:[/b]仔细检查 [code]variable[/code] 的大小写。环境变量名称在除 " "Windows 之外的所有平台上都区分大小写。" #: doc/classes/OS.xml @@ -49065,7 +49227,7 @@ msgid "" "[b]Note:[/b] This method is implemented on Android." msgstr "" "通过这个函数,你可以获得已经授予Android应用程序的危险权限列表。\n" -"[b]注意:[/b] 这个方法在Android上实现。" +"[b]注意:[/b]这个方法在Android上实现。" #: doc/classes/OS.xml msgid "" @@ -49105,8 +49267,8 @@ msgstr "" "可能的返回值是: [code]\"QWERTY\"[/code], [code]\"AZERTY\"[/code], " "[code]\"QZERTY\"[/code],[code]\"DVORAK\"[/code],[code]\"NEO\"[/code]," "[code]\"COLEMAK\"[/code]或[code]\"错误ERROR\"[/code]。\n" -"[b]注意:[/b] 此方法在 Linux、macOS 和 Windows 上实现。在不受支持的平台上返" -"回 [code]\"QWERTY\"[/code] 。" +"[b]注意:[/b]此方法在 Linux、macOS 和 Windows 上实现。在不受支持的平台上返回 " +"[code]\"QWERTY\"[/code] 。" #: doc/classes/OS.xml msgid "" @@ -49174,7 +49336,7 @@ msgid "" "[code]\"GenericDevice\"[/code] on unsupported platforms." msgstr "" "返回当前设备的模型名称。\n" -"[b]注意:[/b]此方法仅在Android和iOS上实现。在不支持的平台上返回" +"[b]注意:[/b]此方法仅在Android和iOS上实现。在不支持的平台上返回 " "[code]\"GenericDevice\"[/code]。" #: doc/classes/OS.xml @@ -49216,7 +49378,7 @@ msgid "" msgstr "" "返回设备耗尽电池前几秒钟内剩余时间的估计值。如果电源状态未知,则返回 " "[code]-1[/code]。\n" -"[b]注意:[/b] 此方法在 Linux、macOS 和 Windows 上实现。" +"[b]注意:[/b]此方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -49493,12 +49655,11 @@ msgid "" "implemented on those platforms yet." msgstr "" "返回设备所特有的字符串。\n" -"[b]注意:[/b] 如果用户重新安装/升级其操作系统或更改其硬件,此字符串可能会在不" +"[b]注意:[/b]如果用户重新安装/升级其操作系统或更改其硬件,此字符串可能会在不" "通知的情况下更改。这意味着它通常不应用于加密持续数据,因为在意外的 ID 更改变" "得无法访问之前保存的数据。返回的字符串也可能使用外部程序伪造,因此出于安全目" "的,不要依赖 [method get_unique_id] 返回的字符串。\n" -"[b]注意:[/b] 返回 HTML5 和 UWP 上的空字符串,因为此方法尚未在这些平台上实" -"施。" +"[b]注意:[/b]返回 HTML5 和 UWP 上的空字符串,因为此方法尚未在这些平台上实施。" #: doc/classes/OS.xml msgid "" @@ -49615,7 +49776,7 @@ msgid "" "[b]Note:[/b] This method is implemented on macOS." msgstr "" "在项目之间添加一个分隔符。分隔符也占用一个索引。\n" -"[b]注意:[/b] 这个方法在macOS上实现。" +"[b]注意:[/b]这个方法在macOS上实现。" #: doc/classes/OS.xml msgid "" @@ -49633,7 +49794,7 @@ msgid "" msgstr "" "将索引为 \"idx\" 的项目从全局菜单中移除。注意,在被删除的项目之后的项目的索引" "将被移动1位。\n" -"[b]注意:[/b] 这个方法在macOS上实现。" +"[b]注意:[/b]这个方法在macOS上实现。" #: doc/classes/OS.xml msgid "Returns [code]true[/code] if there is content on the clipboard." @@ -49647,7 +49808,7 @@ msgid "" "variable names are case-sensitive on all platforms except Windows." msgstr "" "如果名称为 [code]variable[/code] 的环境变量存在,则返回 [code]true[/code]。\n" -"[b]注意:[/b] 仔细检查 [code]variable[/code] 的大小写。环境变量名称在除 " +"[b]注意:[/b]仔细检查 [code]variable[/code] 的大小写。环境变量名称在除 " "Windows 之外的所有平台上都区分大小写。" #: doc/classes/OS.xml @@ -49692,9 +49853,9 @@ msgid "" "template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] " "instead." msgstr "" -"如果用于运行项目的Godot二进制文件是[i]debug[/i]导出,或在编辑器中运行时,返回" -"[code]true[/code]。\n" -"如果用于运行项目的Godot二进制文件是[i]release[/i]导出,则返回[code]false[/" +"如果用于运行项目的Godot二进制文件是[i]debug[/i]导出,或在编辑器中运行时,返" +"回 [code]true[/code]。\n" +"如果用于运行项目的Godot二进制文件是[i]release[/i]导出,则返回 [code]false[/" "code]。\n" "要检查用于运行项目的Godot二进制文件是否是被导出版本(调试或发布),请使用" "[code]OS.has_feature(\"standalone\")[/code]代替。" @@ -49735,7 +49896,7 @@ msgstr "" msgid "" "Returns [code]true[/code] if the window should always be on top of other " "windows." -msgstr "如果该窗口应总是在其他窗口之上,则返回[code]true[/code]。" +msgstr "如果该窗口应总是在其他窗口之上,则返回 [code]true[/code]。" #: doc/classes/OS.xml msgid "" @@ -49743,8 +49904,8 @@ msgid "" "[b]Note:[/b] Only implemented on desktop platforms. On other platforms, it " "will always return [code]true[/code]." msgstr "" -"如果窗口当前获得焦点,则返回[code]true[/code]。\n" -"[b]注意:[/b] 只在桌面平台上实现。在其他平台上,它将总是返回[code]true[/" +"如果窗口当前获得焦点,则返回 [code]true[/code]。\n" +"[b]注意:[/b]只在桌面平台上实现。在其他平台上,它将总是返回 [code]true[/" "code]。" #: doc/classes/OS.xml @@ -49753,7 +49914,7 @@ msgid "" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "返回活动键盘布局索引。\n" -"[b]注意:[/b]本方法在Linux、macOS和Windows上实现。" +"[b]注意:[/b]本方法在Linux、macOS和Windows上实现。" #: doc/classes/OS.xml msgid "" @@ -49779,7 +49940,7 @@ msgid "" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "返回位于[code]index[/code]位置的键盘布局的本地名称。\n" -"[b]注意:[/b] 本方法可在Linux、macOS和Windows上实现。" +"[b]注意:[/b]本方法可在Linux、macOS和Windows上实现。" #: doc/classes/OS.xml msgid "" @@ -49827,8 +49988,8 @@ msgid "" "Returns [code]true[/code] if native video is playing.\n" "[b]Note:[/b] This method is only implemented on iOS." msgstr "" -"如果本地视频正在播放,返回[code]true[/code]。\n" -"[b]注意:[/b] 这个方法只在iOS上实现。" +"如果本地视频正在播放,返回 [code]true[/code]。\n" +"[b]注意:[/b]这个方法只在iOS上实现。" #: doc/classes/OS.xml msgid "" @@ -49836,7 +49997,7 @@ msgid "" "[b]Note:[/b] This method is only implemented on iOS." msgstr "" "暂停本地视频播放。\n" -"[b]注意:[/b] 这个方法只在iOS上实现。" +"[b]注意:[/b]这个方法只在iOS上实现。" #: doc/classes/OS.xml msgid "" @@ -49845,7 +50006,7 @@ msgid "" "[b]Note:[/b] This method is only implemented on iOS." msgstr "" "以给定的音量、音频和字幕轨道播放来自指定路径的本地视频。\n" -"[b]注意:[/b] 这个方法只在iOS上实现。" +"[b]注意:[/b]这个方法只在iOS上实现。" #: doc/classes/OS.xml msgid "" @@ -49853,7 +50014,7 @@ msgid "" "[b]Note:[/b] This method is implemented on iOS." msgstr "" "停止本地视频播放。\n" -"[b]注意:[/b] 这个方法在iOS上实现。" +"[b]注意:[/b]这个方法在iOS上实现。" #: doc/classes/OS.xml msgid "" @@ -49861,7 +50022,7 @@ msgid "" "[b]Note:[/b] This method is implemented on iOS." msgstr "" "恢复本地视频播放。\n" -"[b]注意:[/b] 这个方法在iOS上实现。" +"[b]注意:[/b]这个方法在iOS上实现。" #: doc/classes/OS.xml msgid "" @@ -49898,7 +50059,7 @@ msgid "" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "要求用户注意该窗口。它会在Windows上闪烁任务栏按钮,或在OSX上弹出Dock图标。\n" -"[b]注意:[/b] 这个方法在Linux、macOS和Windows上实现。" +"[b]注意:[/b]这个方法在Linux、macOS和Windows上实现。" #: doc/classes/OS.xml msgid "" @@ -49917,7 +50078,7 @@ msgid "" msgstr "" "通过这个功能,你可以申请危险的权限,因为在Android应用程序中,正常的权限会在安" "装时自动授予。\n" -"[b]注意:[/b] 此方法在Android上实现。" +"[b]注意:[/b]此方法在Android上实现。" #: doc/classes/OS.xml msgid "" @@ -49932,8 +50093,8 @@ msgstr "" "将环境变量[code]variable[/code]的值设置为[code]value[/code]。在运行[method " "set_environment]后,环境变量将被设置为Godot进程和任何用[method execute]执行的" "进程。环境变量将[i]不[/i]持续存在于Godot进程终止后运行的进程中。\n" -"[b]注意:[/b] 仔细检查[code]variable[/code]的大小写。除Windows外,环境变量名" -"称在所有平台上都是区分大小写的。" +"[b]注意:[/b]仔细检查[code]variable[/code]的大小写。除Windows外,环境变量名称" +"在所有平台上都是区分大小写的。" #: doc/classes/OS.xml msgid "" @@ -49971,7 +50132,7 @@ msgid "" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "设置 IME 建议列表弹出窗口的位置(在窗口坐标中)。\n" -"[b]注意:[/b] 此方法在 Linux、macOS 和 Windows 上实现。" +"[b]注意:[/b]此方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -49992,7 +50153,7 @@ msgstr "设置当前线程的名称。" #: doc/classes/OS.xml msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]." -msgstr "如果[code]enabled[/code]为[code]true[/code],则启用备份保存。" +msgstr "如果[code]enabled[/code]为 [code]true[/code],则启用备份保存。" #: doc/classes/OS.xml msgid "" @@ -50034,9 +50195,9 @@ msgstr "" "# 重置区域为默认值。\n" "OS.set_window_mouse_passthrough([] )\n" "[/codeblock]\n" -"[b]注意:[/b]在Windows上,位于区域外的窗口部分不会被绘制,而在Linux和macOS上则" -"会。\n" -"[b]注意:[/b] 这个方法在Linux、macOS和Windows上实现。" +"[b]注意:[/b]在Windows上,位于区域外的窗口部分不会被绘制,而在Linux和macOS上" +"则会。\n" +"[b]注意:[/b]这个方法在Linux、macOS和Windows上实现。" #: doc/classes/OS.xml msgid "" @@ -50639,7 +50800,7 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" "如果传递给[method instance],则向本地场景提供本地场景资源。\n" -"[b]注意:[/b] 只在编辑器构建中可用。" +"[b]注意:[/b]只在编辑器构建中可用。" #: doc/classes/PackedScene.xml msgid "" @@ -50649,7 +50810,7 @@ msgid "" msgstr "" "如果传递给[method instance],向本地场景提供本地场景资源。只有主场景应该接收主" "编辑状态。\n" -"[b]注意:[/b] 只在编辑器构建中可用。" +"[b]注意:[/b]只在编辑器构建中可用。" #: doc/classes/PackedScene.xml msgid "" @@ -50661,6 +50822,14 @@ msgstr "" "化的情况。\n" "[b]注意:[/b]仅在编辑器构建中可用。" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "基于包的协议的抽象和基类。" @@ -50701,7 +50870,7 @@ msgid "" "to avoid potential security threats such as remote code execution." msgstr "" "获取一个变量。如果[code]allow_objects[/code] 或 [member " -"allow_object_decoding]为[code]true[/code],则允许对对象进行解码。\n" +"allow_object_decoding]为 [code]true[/code],则允许对对象进行解码。\n" "[b]警告:[/b]反序列化对象可能包含执行的代码。如果序列化对象来自不受信任的源," "请不要使用此选项,以避免潜在的安全威胁,如远程代码执行。" @@ -50716,8 +50885,8 @@ msgid "" "(and can potentially include code)." msgstr "" "将[Variant]作为数据包发送。如果[code]full_objects[/code] 或 [member " -"allow_object_decoding]为[code]true[/code],则允许对对象进行编码(并且可能包含" -"代码)。" +"allow_object_decoding]为 [code]true[/code],则允许对对象进行编码(并且可能包" +"含代码)。" #: doc/classes/PacketPeer.xml msgid "" @@ -50733,8 +50902,8 @@ msgstr "" "来代替它。\n" "如果[code]true[/code],多人游戏API将允许在RPC/RSETs期间对对象进行编码和解" "码。\n" -"[b]警告:[/b] 反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受" -"信任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。" +"[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受信" +"任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。" #: doc/classes/PacketPeer.xml msgid "" @@ -50764,11 +50933,11 @@ msgid "" "are otherwise valid. If this is a concern, you may want to use automatically " "managed certificates with a short validity period." msgstr "" -"这个类表示DTLS对等连接。它可以用来连接到DTLS服务器,由[method DTLSServer." -"take_connection]返回。\n" -"[b]警告:[/b]当前不支持SSL/TLS证书撤销和证书固定。只要撤销的证书在其他情况下是" -"有效的,都将被接受。如果这是一个问题,您可能希望使用具有短有效期的自动管理证" -"书。" +"这个类表示 DTLS 对等连接。它可以用来连接到 DTLS 服务器,由 [method " +"DTLSServer.take_connection] 返回。\n" +"[b]警告:[/b]当前不支持 SSL/TLS 证书撤销和证书固定。只要撤销的证书在其他情况" +"下是有效的,都将被接受。如果这是一个问题,您可能希望使用具有短有效期的自动管" +"理证书。" #: doc/classes/PacketPeerDTLS.xml msgid "" @@ -50878,7 +51047,7 @@ msgstr "" "被发送到连接的地址(不允许将来调用[method set_dest_address])。该方法不向远程对" "等体发送任何数据,要发送数据,请使用[method PacketPeer.put_var]或[method " "PacketPeer.put_packet]。参见[UDPServer]。\n" -"[b]注意:[/b]连接到远程对等体并不能防止IP欺骗等恶意攻击。如果您觉得您的应用程" +"[b]注意:[/b]连接到远程对等体并不能防止IP欺骗等恶意攻击。如果您觉得您的应用程" "序正在传输敏感信息,可以考虑使用SSL或DTLS等加密技术。" #: doc/classes/PacketPeerUDP.xml @@ -50902,7 +51071,7 @@ msgid "" "Returns [code]true[/code] if the UDP socket is open and has been connected " "to a remote address. See [method connect_to_host]." msgstr "" -"如果UDP套接字已打开并已连接到远程地址,则返回[code]true[/code]。请参阅" +"如果UDP套接字已打开并已连接到远程地址,则返回 [code]true[/code]。请参阅" "[method connect_to_host]。" #: doc/classes/PacketPeerUDP.xml @@ -51158,7 +51327,7 @@ msgstr "" "ParallaxLayer 必须是 [ParallaxBackground] 节点的子节点。每个 ParallaxLayer 都" "可以设置为相对于相机移动或 [member ParallaxBackground.scroll_offset] 值。\n" "该节点的子节点将受其滚动偏移量的影响。\n" -"[b]注意:[/b] 当该节点进入场景后,对其位置和比例的任何改变都将被忽略。" +"[b]注意:[/b]当该节点进入场景后,对其位置和比例的任何改变都将被忽略。" #: doc/classes/ParallaxLayer.xml msgid "" @@ -51249,36 +51418,36 @@ msgstr "设置在索引 [code]pass[/code] 处绘制的 [Mesh] 。" #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the first draw pass." -msgstr "第一次抽取的[Mesh]。" +msgstr "第一绘制阶段所绘制的 [Mesh]。" #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the second draw pass." -msgstr "[Mesh]在第二次抽取时被抽出的。" +msgstr "第二绘制阶段所绘制的 [Mesh]。" #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the third draw pass." -msgstr "[Mesh]这是为第三次抽取所抽出的。" +msgstr "第三绘制阶段所绘制的 [Mesh]。" #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the fourth draw pass." -msgstr "[Mesh]这是为第四次抽取所抽出的。" +msgstr "第四绘制阶段所绘制的 [Mesh]。" #: doc/classes/Particles.xml msgid "The number of draw passes when rendering particles." -msgstr "渲染粒子时的绘制次数。" +msgstr "渲染粒子时的绘制阶段数。" #: doc/classes/Particles.xml msgid "" "Time ratio between each emission. If [code]0[/code], particles are emitted " "continuously. If [code]1[/code], all particles are emitted simultaneously." msgstr "" -"每次发射之间的时间比。如果[code]0[/code],粒子是连续发射的。如果[code]1[/" -"code],所有的粒子都同时发射。" +"每次发射之间的时间比。如果为 [code]0[/code],则粒子是连续发射的。如果为 " +"[code]1[/code],则所有的粒子都同时发射。" #: doc/classes/Particles.xml msgid "" "If [code]true[/code], only [code]amount[/code] particles will be emitted." -msgstr "如果[code]true[/code],将只发出[code]amount[/code]粒子。" +msgstr "如果为 [code]true[/code],将只发出 [code]amount[/code] 数量的粒子。" #: doc/classes/Particles.xml msgid "" @@ -51303,7 +51472,7 @@ msgstr "发出随机率。" msgid "" "Speed scaling ratio. A value of [code]0[/code] can be used to pause the " "particles." -msgstr "速度缩放比。一个[code]0[/code]的值可以用来暂停粒子。" +msgstr "速度缩放比。值为 [code]0[/code] 时可暂停粒子。" #: doc/classes/Particles.xml msgid "" @@ -51319,16 +51488,16 @@ msgstr "" "[AABB] 确定节点的区域,该区域需要在屏幕上可见才能使粒子系统处于活动状态。\n" "如果在节点进入/退出屏幕时粒子突然出现/消失,则增大框。 [AABB] 可以通过代码或" "使用 [b]Particles → Generate AABB[/b] 编辑器工具生成。\n" -"[b]注意:[/b] 如果使用中的 [ParticlesMaterial] 配置为投射阴影,您可能需要放大" +"[b]注意:[/b]如果使用中的 [ParticlesMaterial] 配置为投射阴影,您可能需要放大" "此 AABB 以确保在粒子离屏时更新阴影。" #: doc/classes/Particles.xml msgid "Maximum number of draw passes supported." -msgstr "支持的最大抽取次数。" +msgstr "支持的最大绘制阶段数。" #: doc/classes/Particles2D.xml msgid "GPU-based 2D particle emitter." -msgstr "基于GPU的2D粒子发射器。" +msgstr "基于 GPU 的 2D 粒子发射器。" #: doc/classes/Particles2D.xml msgid "" @@ -51426,7 +51595,7 @@ msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Returns [code]true[/code] if the specified flag is enabled." -msgstr "如果指定的Flag被启用,返回[code]true[/code]。" +msgstr "如果指定的Flag被启用,返回 [code]true[/code]。" #: doc/classes/ParticlesMaterial.xml msgid "Returns the randomness ratio associated with the specified parameter." @@ -51444,11 +51613,11 @@ msgstr "如果[code]true[/code],启用指定的Flag。选项请参阅[enum Fla #: doc/classes/ParticlesMaterial.xml msgid "Sets the specified [enum Parameter]." -msgstr "设置指定的[enum Parameter]。" +msgstr "设置指定的 [enum Parameter]。" #: doc/classes/ParticlesMaterial.xml msgid "Sets the randomness ratio for the specified [enum Parameter]." -msgstr "为指定的[enum Parameter]设置随机比率。" +msgstr "为指定的 [enum Parameter] 设置随机比率。" #: doc/classes/ParticlesMaterial.xml msgid "Sets the [Texture] for the specified [enum Parameter]." @@ -51468,7 +51637,7 @@ msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's rotation will be animated along this [CurveTexture]." -msgstr "每个粒子的旋转将沿着这个[CurveTexture]动画。" +msgstr "每个粒子的旋转将沿着这个 [CurveTexture] 动画。" #: doc/classes/ParticlesMaterial.xml msgid "" @@ -51508,22 +51677,23 @@ msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Damping will vary along this [CurveTexture]." -msgstr "阻尼将沿着这个[CurveTexture]变化。" +msgstr "阻尼将沿着这个 [CurveTexture] 变化。" #: doc/classes/ParticlesMaterial.xml msgid "" "The box's extents if [code]emission_shape[/code] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" -"[code]emission_shape[/code]设置为[constant EMISSION_SHAPE_BOX]时,Box的范围。" +"[code]emission_shape[/code] 设置为 [constant EMISSION_SHAPE_BOX] 时,该 Box " +"的范围。" #: doc/classes/ParticlesMaterial.xml msgid "" "Particle color will be modulated by color determined by sampling this " "texture at the same point as the [member emission_point_texture]." msgstr "" -"粒子颜色将由颜色调制,颜色由采样纹理在与[member emission_point_texture]相同的" -"点决定。" +"粒子颜色将由颜色调制,颜色由采样纹理在与 [member emission_point_texture] 相同" +"的点决定。" #: doc/classes/ParticlesMaterial.xml msgid "" @@ -51544,8 +51714,8 @@ msgid "" "[constant EMISSION_SHAPE_POINTS] or [constant " "EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" -"[code]emission_shape[/code]设置为[constant EMISSION_SHAPE_POINTS]或[constant " -"EMISSION_SHAPE_DIRECTED_POINTS],时的释放粒子数。" +"[code]emission_shape[/code] 设置为 [constant EMISSION_SHAPE_POINTS] 或 " +"[constant EMISSION_SHAPE_DIRECTED_POINTS] 时,发射点的数量。" #: doc/classes/ParticlesMaterial.xml msgid "" @@ -52039,8 +52209,8 @@ msgid "" "will be printed to the console for easier debugging." msgstr "" "自上次刷新以来,使用所有[method add_file]调用写入指定的文件。如果" -"[code]verbose[/code]为[code]true[/code],添加的文件列表将被打印到控制台,以便" -"于调试。" +"[code]verbose[/code]为 [code]true[/code],添加的文件列表将被打印到控制台,以" +"便于调试。" #: doc/classes/PCKPacker.xml msgid "" @@ -52070,9 +52240,9 @@ msgstr "" "这个类提供了对一些与性能有关的不同监控的访问,比如内存使用量、绘制调用和FPS。" "这些与编辑器的[b]Monitor[/b]标签中的[b]Debugger[/b]面板所显示的数值相同。通过" "使用这个类的[method get_monitor]方法,可以从你的代码中访问这些数据。\n" -"[b]注意:[/b] 这些监视器中有几个只在调试模式下可用,当在发布版构建中使用时,将" +"[b]注意:[/b]这些监视器中有几个只在调试模式下可用,当在发布版构建中使用时,将" "总是返回0。\n" -"[b]注意:[/b] 这些监控器中的许多不是实时更新的,所以在变化之间可能会有短暂的延" +"[b]注意:[/b]这些监控器中的许多不是实时更新的,所以在变化之间可能会有短暂的延" "迟。" #: doc/classes/Performance.xml @@ -52470,7 +52640,7 @@ msgstr "" "返回一个包含运动的安全和不安全比例(0 到 1 之间)的数组。安全比例是在没有碰撞" "的情况下可以进行的运动的最大比例。不安全比例是碰撞必须移动的距离的最小部分。" "如果没有检测到碰撞,将返回 [code][1.0, 1.0][/code] 的结果。\n" -"[b]注意:[/b] 任何已经碰撞的[Shape2D](比如内部的)会被忽略。使用 [method " +"[b]注意:[/b]任何已经碰撞的[Shape2D](比如内部的)会被忽略。使用 [method " "collide_shape] 确定形状已经碰撞的 [Shape2D]。" #: doc/classes/Physics2DDirectSpaceState.xml @@ -52508,7 +52678,7 @@ msgstr "" "通过[Physics2DShapeQueryParameters]对象给出的形状与空间的检查交点。如果它与一" "个以上的形状发生碰撞,则选择最近的一个。如果该形状没有与任何对象相交,那么将" "返回一个空字典。\n" -"[b]注意:[/b] 这个方法不考虑对象的[code]motion[/code]属性。返回的对象是包含以" +"[b]注意:[/b]这个方法不考虑对象的[code]motion[/code]属性。返回的对象是包含以" "下字段的字典。\n" "[code]collider_id[/code]:碰撞对象的ID。\n" "[code]linear_velocity[/code]:碰撞物体的速度[Vector2]。如果对象是一个" @@ -52668,8 +52838,8 @@ msgid "" "Physics2DServer is the server responsible for all 2D physics. It can create " "many kinds of physics objects, but does not insert them on the node tree." msgstr "" -"Physics2DServer 是负责所有 2D 物理的服务。它可以创建多种物理对象,但不会将它" -"们插入到节点树中。" +"Physics2DServer 是负责所有 2D 物理的服务器。它可以创建多种物理对象,但不会将" +"它们插入到节点树中。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" @@ -52978,14 +53148,14 @@ msgid "" "Sets whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" -"设置一个物体是否使用回调函数来计算它自己的物理(参阅 [method " -"body_set_force_integration_callback])。" +"设置一个物体是否使用回调函数来计算它自己的物理(参阅 [method " +"body_set_force_integration_callback])。" #: doc/classes/Physics2DServer.xml msgid "" "Sets a body parameter. See [enum BodyParameter] for a list of available " "parameters." -msgstr "设置主体参数。请参阅[enum BodyParameter]获取可用参数列表。" +msgstr "设置主体参数。请参阅 [enum BodyParameter] 获取可用参数列表。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" @@ -52999,11 +53169,11 @@ msgstr "" msgid "" "Enables one way collision on body if [code]enable[/code] is [code]true[/" "code]." -msgstr "如果[code]enable[/code]为[code]true[/code],则在body上启用单向碰撞。" +msgstr "如果[code]enable[/code]为 [code]true[/code],则在body上启用单向碰撞。" #: doc/classes/Physics2DServer.xml msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]." -msgstr "如果[code]disable[/code]为[code]true[/code],则在body中禁用形状。" +msgstr "如果[code]disable[/code]为 [code]true[/code],则在body中禁用形状。" #: doc/classes/Physics2DServer.xml msgid "" @@ -53019,7 +53189,7 @@ msgstr "设置物体形状的变换矩阵。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns a space to the body (see [method space_create])." -msgstr "给物体分配一个空间(参阅[method space_create])。" +msgstr "给物体分配一个空间(参阅 [method space_create])。" #: doc/classes/Physics2DServer.xml msgid "" @@ -53174,19 +53344,19 @@ msgstr "设置空间参数的值。参阅[enum SpaceParameter]获取可用参数 msgid "" "Constant to set/get the maximum distance a pair of bodies has to move before " "their collision status has to be recalculated." -msgstr "常数,用于设置/获取一对物体在其碰撞状态被重新计算之前的最大移动距离。" +msgstr "常量,用于设置/获取一对物体在其碰撞状态被重新计算之前的最大移动距离。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the maximum distance a shape can be from another before " "they are considered separated." -msgstr "常数,用于设置/获取形状在被视为分离之前与另一形状之间的最大距离。" +msgstr "常量,用于设置/获取形状在被视为分离之前与另一形状之间的最大距离。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the maximum distance a shape can penetrate another shape " "before it is considered a collision." -msgstr "常数,用来设置/得到一个形状在被认为碰撞之前穿透另一个形状的最大距离。" +msgstr "常量,用来设置/得到一个形状在被认为碰撞之前穿透另一个形状的最大距离。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" @@ -53194,7 +53364,7 @@ msgid "" "as potentially inactive for both linear and angular velocity will be put to " "sleep after the time given." msgstr "" -"常数,用于设置/获取活跃的阈值线速度。一个被标记为线性速度和角速度都可能不活跃" +"常量,用于设置/获取活跃的阈值线速度。一个被标记为线性速度和角速度都可能不活跃" "的物体将在给定的时间后进入睡眠状态。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml @@ -53203,7 +53373,7 @@ msgid "" "marked as potentially inactive for both linear and angular velocity will be " "put to sleep after the time given." msgstr "" -"常数,用于设置/获取活动的阈值角速度。一个被标记为线性和角速度都可能不活跃的物" +"常量,用于设置/获取活动的阈值角速度。一个被标记为线性和角速度都可能不活跃的物" "体,在给定的时间后将会进入睡眠状态。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml @@ -53212,8 +53382,8 @@ msgid "" "potentially inactive for both linear and angular velocity will be put to " "sleep after this time." msgstr "" -"常数来设置/获得最大的活动时间。一个被标记为线速度和角速度都可能不活动的物体," -"在这个时间之后将被置入睡眠状态。" +"常量,用于设置/获得最大的活动时间。一个被标记为线速度和角速度都可能不活动的物" +"体,在这个时间之后将被置入睡眠状态。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" @@ -53222,7 +53392,7 @@ msgid "" "violating a constraint, to avoid leaving them in that state because of " "numerical imprecision." msgstr "" -"常数,用于设置/获取所有物理约束的默认求解器偏置。解算器偏差是一个控制两个物体" +"常量,用于设置/获取所有物理约束的默认求解器偏置。解算器偏差是一个控制两个物体" "在违反约束后 \"反弹 \"程度的因素,以避免由于数值不精确而使它们处于这种状态。" #: doc/classes/Physics2DServer.xml @@ -53291,21 +53461,21 @@ msgstr "" msgid "" "This constant is used internally by the engine. Any attempt to create this " "kind of shape results in an error." -msgstr "这个常数是由引擎内部使用的。任何试图创建这种形状的行为都会导致错误。" +msgstr "引擎内部会使用这个常量。任何试图创建这种形状的行为都会导致错误。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get gravity strength in an area." -msgstr "在一个地区设置/获得重力强度的常数。" +msgstr "常量,用于设置/获取区域中的重力强度。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get gravity vector/center in an area." -msgstr "在一个区域内设置/获取重力向量/中心的常数。" +msgstr "常量,用于设置/获取区域中的重力向量/中心。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get whether the gravity vector of an area is a direction, or " "a center point." -msgstr "常数用于设置/获取一个区域的重力向量是一个方向,还是一个中心点。" +msgstr "常量,用于设置/获取区域中的重力向量是方向,还是中心点。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" @@ -53313,28 +53483,28 @@ msgid "" "greater this value is, the faster the strength of gravity decreases with the " "square of distance." msgstr "" -"常数,用于设置/获取一个区域的点重力的衰减系数。这个值越大,重力的强度随着距离" -"的平方下降得越快。" +"常量,用于设置/获取区域中的点重力的衰减系数。这个值越大,重力的强度随着距离的" +"平方下降得越快。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "This constant was used to set/get the falloff factor for point gravity. It " "has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE]." msgstr "" -"这个常数用于设置/获取点重力的衰减因子。它已经被[constant " -"AREA_PARAM_GRAVITY_DISTANCE_SCALE]所取代了。" +"这个常量用于设置/获取点重力的衰减因子。它已经被 [constant " +"AREA_PARAM_GRAVITY_DISTANCE_SCALE] 所取代了。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the linear dampening factor of an area." -msgstr "常数,用于设置/获取一个区域的线性阻尼系数。" +msgstr "常量,用于设置/获取区域的线性阻尼系数。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the angular dampening factor of an area." -msgstr "常数,用于设置/获取一个区域的角度阻尼系数。" +msgstr "常量,用于设置/获取区域的角度阻尼系数。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the priority (order of processing) of an area." -msgstr "常数,用于设置/获取一个区域的优先级(处理顺序)。" +msgstr "常量,用于设置/获取区域的优先级(处理顺序)。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" @@ -53382,47 +53552,47 @@ msgstr "StaticBody 的常量。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant for kinematic bodies." -msgstr "KinematicBody 的常数。" +msgstr "KinematicBody 的常量。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant for rigid bodies." -msgstr "RigidBody 的常数。" +msgstr "RigidBody 的常量。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant for rigid bodies in character mode. In this mode, a body can not " "rotate, and only its linear velocity is affected by physics." msgstr "" -"角色模式下刚体的常数。在这种模式下,物体不能旋转,只有它的线速度受物理运算影" +"角色模式下刚体的常量。在这种模式下,物体不能旋转,只有它的线速度受物理运算影" "响。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's bounce factor." -msgstr "常数,用于设置/获取物体的反弹系数。" +msgstr "常量,用于设置/获取物体的反弹系数。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's friction." -msgstr "常数,用于设置/获取一个物体的摩擦力。" +msgstr "常量,用于设置/获取物体的摩擦力。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's mass." -msgstr "设置/获取一个物体的质量的常数。" +msgstr "常量,用于设置/获取物体的质量。" #: doc/classes/Physics2DServer.xml msgid "Constant to set/get a body's inertia." -msgstr "常数,用于设置/获取一个物体的惯性。" +msgstr "常量,用于设置/获取物体的惯性。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's gravity multiplier." -msgstr "常数,用于设置/获取一个物体的重力倍数。" +msgstr "常量,用于设置/获取物体的重力倍数。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's linear dampening factor." -msgstr "常数,用于设置/获取一个物体的线性阻尼系数。" +msgstr "常量,用于设置/获取物体的线性阻尼系数。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's angular dampening factor." -msgstr "常数,用于设置/获取一个物体的角度阻尼系数。" +msgstr "常量,用于设置/获取物体的角度阻尼系数。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Represents the size of the [enum BodyParameter] enum." @@ -53430,19 +53600,19 @@ msgstr "表示[enum BodyParameter]枚举的大小。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current transform matrix of the body." -msgstr "常数,用于设置/获取物体的当前变换矩阵。" +msgstr "常量,用于设置/获取物体的当前变换矩阵。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current linear velocity of the body." -msgstr "常数,用于设置/获取物体的当前线速度。" +msgstr "常量,用于设置/获取物体的当前线速度。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current angular velocity of the body." -msgstr "常数,用于设置/获取物体的当前角速度。" +msgstr "常量,用于设置/获取物体的当前角速度。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to sleep/wake up a body, or to get whether it is sleeping." -msgstr "常数,用于使物体沉睡/唤醒,或得到它是否在沉睡。" +msgstr "常量,用于使物体沉睡/唤醒,或得到它是否在沉睡。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get whether the body can sleep." @@ -53450,15 +53620,15 @@ msgstr "常量,用于设置/获取物体是否可以休眠。" #: doc/classes/Physics2DServer.xml msgid "Constant to create pin joints." -msgstr "常数,用于创造针状关节。" +msgstr "常量,用于创造钉关节。" #: doc/classes/Physics2DServer.xml msgid "Constant to create groove joints." -msgstr "常数,用于创造槽型关节。" +msgstr "常量,用于创造槽关节。" #: doc/classes/Physics2DServer.xml msgid "Constant to create damped spring joints." -msgstr "常数,用于创造有阻尼的弹簧关节。" +msgstr "常量,用于创造有阻尼的弹簧关节。" #: doc/classes/Physics2DServer.xml msgid "" @@ -53748,7 +53918,7 @@ msgstr "" "返回一个包含运动的安全和不安全比例(0 到 1 之间)的数组。安全比例是在没有碰撞" "的情况下可以进行的运动的最大比例。不安全比例是碰撞必须移动的距离的最小部分。" "如果未检测到碰撞,将返回 [code][1.0, 1.0][/code] 的结果。\n" -"[b]注意:[/b] 任何已经碰撞的[Shape2D](比如内部的)会被忽略。使用 [method " +"[b]注意:[/b]任何已经碰撞的[Shape2D](比如内部的)会被忽略。使用 [method " "collide_shape] 确定形状已经碰撞的 [Shape]。" #: doc/classes/PhysicsDirectSpaceState.xml @@ -53919,8 +54089,8 @@ msgid "" "PhysicsServer is the server responsible for all 3D physics. It can create " "many kinds of physics objects, but does not insert them on the node tree." msgstr "" -"PhysicsServer是负责所有3D物理的服务。它可以创建许多种类的物理对象,但不会在节" -"点树上插入这些对象。" +"PhysicsServer 是负责所有 3D 物理的服务器。它可以创建许多种类的物理对象,但不" +"会在节点树上插入这些对象。" #: doc/classes/PhysicsServer.xml msgid "Creates an [Area]." @@ -53957,7 +54127,7 @@ msgstr "" msgid "" "Gives the body a push at a [code]position[/code] in the direction of the " "[code]impulse[/code]." -msgstr "在[code]position[/code]impulse[code]冲量方向推动物体[/code]。" +msgstr "在 [code]position[/code] 处将物体朝 [code]impluse[/code] 方向推。" #: doc/classes/PhysicsServer.xml msgid "Gives the body a push to rotate it." @@ -53989,11 +54159,11 @@ msgstr "返回物体参数的值。可用参数列表位于[enum BodyParameter] #: doc/classes/PhysicsServer.xml msgid "" "If [code]true[/code], the continuous collision detection mode is enabled." -msgstr "如果[code]true[/code],则启用连续碰撞检测模式。" +msgstr "如果为 [code]true[/code],则启用连续碰撞检测模式。" #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], the body can be detected by rays." -msgstr "如果[code]true[/code],物体可以被光线探测到。" +msgstr "如果为 [code]true[/code],则物体可以被光线探测到。" #: doc/classes/PhysicsServer.xml msgid "" @@ -54037,8 +54207,8 @@ msgid "" "given direction from a given point in space. [PhysicsTestMotionResult] can " "be passed to return additional information in." msgstr "" -"如果从空间的给定点向给定方向移动会导致碰撞,则返回[code]true[/code]。可以通过" -"[PhysicsTestMotionResult]来返回额外的信息。" +"如果从空间的给定点向给定方向移动会导致碰撞,则返回 [code]true[/code]。可以通" +"过[PhysicsTestMotionResult]来返回额外的信息。" #: doc/classes/PhysicsServer.xml msgid "" @@ -54083,14 +54253,13 @@ msgid "" msgstr "设置 generic_6_DOF_joint参数(请参阅[enum G6DOFJointAxisParam]常量)。" #: doc/classes/PhysicsServer.xml -#, fuzzy msgid "" "Returns information about the current state of the 3D physics engine. See " "[enum ProcessInfo] for a list of available states. Only implemented for " "Godot Physics." msgstr "" -"返回关于2D物理引擎当前状态的信息。有关可用状态列表,请参阅[enum " -"ProcessInfo]。" +"返回关于 3D 物理引擎当前状态的信息。有关可用状态列表,请参阅 [enum " +"ProcessInfo]。仅在 Godot Physics 实现。" #: doc/classes/PhysicsServer.xml msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)." @@ -54182,8 +54351,7 @@ msgid "" msgstr "" "设置计算碰撞体速度的迭代次数。迭代次数越多,碰撞就越准确。但是,更大量的迭代" "需要更多的 CPU 能力,这会降低性能。默认值为 [code]8[/code]。\n" -"[b]注意:[/b] 仅在使用 GodotPhysics 引擎时有效,而不是默认的 Bullet 物理引" -"擎。" +"[b]注意:[/b]仅在使用 GodotPhysics 引擎时有效,而不是默认的 Bullet 物理引擎。" #: doc/classes/PhysicsServer.xml msgid "" @@ -54602,8 +54770,8 @@ msgid "" "Returns [code]true[/code] if [code]point[/code] is inside the plane. " "Comparison uses a custom minimum [code]epsilon[/code] threshold." msgstr "" -"如果[code]point[/code]在平面内,则返回[code]true[/code]。比较使用自定义的最小" -"[code]epsilon』[/code] ε 阈值。" +"如果[code]point[/code]在平面内,则返回 [code]true[/code]。比较使用自定义的最" +"小[code]epsilon』[/code] ε 阈值。" #: doc/classes/Plane.xml msgid "" @@ -54612,7 +54780,7 @@ msgid "" "returned." msgstr "" "返回三个平面[code]b[/code],[code]c[/code]与该平面的交点。如果没有找到交集," -"则返回[code]null[/code]。" +"则返回 [code]null[/code]。" #: doc/classes/Plane.xml msgid "" @@ -54621,7 +54789,7 @@ msgid "" "If no intersection is found, [code]null[/code] is returned." msgstr "" "返回由位置[code]from[/code]和方向法线[code]dir[/code]组成的射线与该平面的交" -"点。如果没有找到交点,则返回[code]null[/code]。" +"点。如果没有找到交点,则返回 [code]null[/code]。" #: doc/classes/Plane.xml msgid "" @@ -54630,7 +54798,7 @@ msgid "" "[code]null[/code] is returned." msgstr "" "返回从位置[code]begin[/code]到位置[code]end[/code]的线段与这个平面的交点。如" -"果没有找到交点,则返回[code]null[/code]。" +"果没有找到交点,则返回 [code]null[/code]。" #: doc/classes/Plane.xml msgid "" @@ -54638,13 +54806,13 @@ msgid "" "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" -"如果此平面和 [code]plane[/code] 近似相等,则返回[code]true[/code],方法是对每" -"个分量运行 [method @GDScript.is_equal_approx]。" +"如果此平面和 [code]plane[/code] 近似相等,则返回 [code]true[/code],方法是对" +"每个分量运行 [method @GDScript.is_equal_approx]。" #: doc/classes/Plane.xml msgid "" "Returns [code]true[/code] if [code]point[/code] is located above the plane." -msgstr "如果[code]point[/code]位于平面上方,则返回[code]true[/code]。" +msgstr "如果[code]point[/code]位于平面上方,则返回 [code]true[/code]。" #: doc/classes/Plane.xml msgid "Returns a copy of the plane, normalized." @@ -54654,7 +54822,7 @@ msgstr "返回平面的一个标准化副本。" msgid "" "Returns the orthogonal projection of [code]point[/code] into a point in the " "plane." -msgstr "返回[code]点[/code]在平面上的正交投影。" +msgstr "返回 [code]点[/code]在平面上的正交投影。" #: doc/classes/Plane.xml msgid "" @@ -54721,9 +54889,9 @@ msgstr "" "表示平面 [PrimitiveMesh] 的类。这个平面网格没有厚度。默认情况下,此网格在 X " "轴和 Z 轴上对齐;此默认旋转不适合与广告牌材质一起使用。对于广告牌材质,请改" "用 [QuadMesh]。\n" -"[b]注意:[/b] 当使用大纹理 [PlaneMesh](例如作为地板)时,你可能会偶然发现 " -"UV 抖动问题,具体取决于相机角度。要解决此问题,请增加 [member " -"subdivide_depth] 和 [member subdivide_width],直到你不再注意到 UV 抖动。" +"[b]注意:[/b]当使用大纹理 [PlaneMesh](例如作为地板)时,你可能会偶然发现 UV " +"抖动问题,具体取决于相机角度。要解决此问题,请增加 [member subdivide_depth] " +"和 [member subdivide_width],直到你不再注意到 UV 抖动。" #: doc/classes/PlaneMesh.xml msgid "Offset from the origin of the generated plane. Useful for particles." @@ -54762,7 +54930,7 @@ msgstr "[PlaneShape] 用于碰撞的 [Plane]。" #: doc/classes/PointMesh.xml msgid "Mesh with a single Point primitive." -msgstr "单点原始网格。" +msgstr "使用单个点图元的网格。" #: doc/classes/PointMesh.xml msgid "" @@ -54778,19 +54946,19 @@ msgid "" "When using PointMeshes, properties that normally alter vertices will be " "ignored, including billboard mode, grow, and cull face." msgstr "" -"PointMesh是由单个的点构成。与其依赖三角形与点在屏幕上渲染形成具有恒定尺寸的单" -"独矩形。其旨在与粒子系统一起使用,但也可以作为一种消耗小的方式来渲染恒定尺寸" -"的广告牌精灵,例如,在点云中。\n" -"PointMeshes,必须与具有点大小的材质一起使用。点大小可以通过[code]POINT_SIZE[/" -"code]在着色器中访问,或者通过设置[member SpatialMaterial." -"flags_use_point_size]和变量[member SpatialMaterial.params_point_size]在" -"[SpatialMaterial]中访问。\n" -"当使用PointMeshes时,通常改变顶点的属性将被忽略,包括广告牌模式、增长和剔除" +"PointMesh 是由单个点构成的。与其依赖三角形与点在屏幕上渲染形成具有恒定尺寸的" +"单独矩形。其旨在与粒子系统一起使用,但也可以作为一种消耗小的方式来渲染恒定尺" +"寸的广告牌精灵,例如,在点云中。\n" +"PointMesh 必须与具有点大小的材质一起使用。点大小可以通过 [code]POINT_SIZE[/" +"code] 在着色器中访问,或者通过设置 [member SpatialMaterial." +"flags_use_point_size] 和变量 [member SpatialMaterial.params_point_size] 在 " +"[SpatialMaterial] 中访问。\n" +"当使用 PointMesh 时,通常改变顶点的属性将被忽略,包括广告牌模式、增长和剔除" "面。" #: doc/classes/Polygon2D.xml msgid "A 2D polygon." -msgstr "一个2D多边形。" +msgstr "2D 多边形。" #: doc/classes/Polygon2D.xml msgid "" @@ -54847,7 +55015,7 @@ msgstr "设置指定骨骼的权重值." #: doc/classes/Polygon2D.xml msgid "If [code]true[/code], polygon edges will be anti-aliased." -msgstr "如果为[code]true[/code],则多边形边缘将抗锯齿." +msgstr "如果为 [code]true[/code],则多边形边缘将抗锯齿." #: doc/classes/Polygon2D.xml msgid "" @@ -54871,7 +55039,7 @@ msgid "" "If [code]true[/code], polygon will be inverted, containing the area outside " "the defined points and extending to the [code]invert_border[/code]." msgstr "" -"如果为[code]true[/code],则多边形将反转,包含定义点之外的区域,并扩展到" +"如果为 [code]true[/code],则多边形将反转,包含定义点之外的区域,并扩展到" "[code]invert_border[/code](反转边界)." #: doc/classes/Polygon2D.xml @@ -54886,7 +55054,7 @@ msgid "" "reference." msgstr "" "多边形的顶点列表。最后一点将连接到第一个。\n" -"[b]注意:[/b] 这将返回 [PoolVector2Array] 的副本而不是引用。" +"[b]注意:[/b]这将返回 [PoolVector2Array] 的副本而不是引用。" #: doc/classes/Polygon2D.xml msgid "" @@ -54964,8 +55132,8 @@ msgid "" "Returns a new [PoolByteArray] with the data compressed. Set the compression " "mode using one of [enum File.CompressionMode]'s constants." msgstr "" -"返回新的[PoolByteArray],其中的数据被压缩。使用[enum File.CompressionMode]中" -"的一个常数来设置压缩模式。" +"返回新的 [PoolByteArray],其中的数据被压缩。使用 [enum File.CompressionMode] " +"中的常量来设置压缩模式。" #: doc/classes/PoolByteArray.xml msgid "" @@ -55073,7 +55241,7 @@ msgid "" msgstr "" "设置数组的大小。如果数组增长,则保留数组末尾的元素。如果数组缩小,则将数组截" "断为新大小。\n" -"[b]注意:[/b] 添加的元素不会自动初始化为 0,并且会包含垃圾,即不确定值。" +"[b]注意:[/b]添加的元素不会自动初始化为 0,并且会包含垃圾,即不确定值。" #: doc/classes/PoolByteArray.xml msgid "Changes the byte at the given index." @@ -55194,10 +55362,10 @@ msgid "" msgstr "" "专门设计用于保存浮点值的 [Array] 。针对内存使用进行了优化,不会造成内存碎" "片。\n" -"[b]注意:[/b] 这种类型是按值传递而不是按引用传递。\n" -"[b]注意:[/b] 与 64 位原始 [float] 不同,存储在 [PoolRealArray] 中的数字是 " -"32 位浮点数。这意味着与原始 [float] 相比,存储在 [PoolRealArray] 中的值具有较" -"低的精度。如果您需要在数组中存储 64 位浮点数,请使用具有 [float] 元素的通用 " +"[b]注意:[/b]这种类型是按值传递而不是按引用传递。\n" +"[b]注意:[/b]与 64 位原始 [float] 不同,存储在 [PoolRealArray] 中的数字是 32 " +"位浮点数。这意味着与原始 [float] 相比,存储在 [PoolRealArray] 中的值具有较低" +"的精度。如果您需要在数组中存储 64 位浮点数,请使用具有 [float] 元素的通用 " "[Array],因为这些元素仍为 64 位。但是,与 [PoolRealArray] 相比,使用通用 " "[Array] 存储 [float] 将使用大约 6 倍的内存。" @@ -55227,7 +55395,7 @@ msgid "" msgstr "" "[Array] 专门设计用于保存 [String]。针对内存使用进行了优化,不会造成内存碎" "片。\n" -"[b]注意:[/b] 这种类型是按值传递,而不是引用传递。" +"[b]注意:[/b]这种类型是按值传递,而不是引用传递。" #: doc/classes/PoolStringArray.xml msgid "" @@ -55266,7 +55434,7 @@ msgid "" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" "专门用来保存[Vector2]的[Array]。对内存的使用进行了优化,不会使内存碎片化。\n" -"[b]注意:[/b] 这种类型是通过值传递的,而不是引用。" +"[b]注意:[/b]这种类型是通过值传递的,而不是引用。" #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml @@ -55304,7 +55472,7 @@ msgid "" msgstr "" "专门设计来容纳[Vector3]的[Array]。对内存的使用进行了优化,不会使内存碎片" "化。\n" -"[b]注意:[/b] 这种类型是通过值传递的,而不是引用。" +"[b]注意:[/b]这种类型是通过值传递的,而不是引用。" #: doc/classes/PoolVector3Array.xml msgid "" @@ -55396,8 +55564,8 @@ msgid "" msgstr "" "如果[code]true[/code],当点击事件发生在它之外,或者当它收到[code]ui_cancel[/" "code]动作事件时,弹出窗口不会被隐藏。\n" -"[b]注意:[/b] 启用此属性不会影响从此类继承的对话框中关闭或取消按钮的行为。作" -"为解决方法,您可以使用 [method WindowDialog.get_close_button] 或 [method " +"[b]注意:[/b]启用此属性不会影响从此类继承的对话框中关闭或取消按钮的行为。作为" +"解决方法,您可以使用 [method WindowDialog.get_close_button] 或 [method " "ConfirmationDialog.get_cancel] 并通过将其 [member CanvasItem.visible] 属性设" "置为 [code]false[/code] 来隐藏有问题的按钮。" @@ -55463,7 +55631,7 @@ msgstr "" "有提供[code]id[/code],将从索引中创建一个.如果没有提供[code]accel[/code],那么" "将为其分配默认的[code]0[/code].参阅 [method get_item_accelerator]了解更多关于" "快捷键的信息.\n" -"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手动" +"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手动" "检查或取消检查.参阅[method set_item_checked]了解更多关于如何控制它的信息." #: doc/classes/PopupMenu.xml @@ -55480,7 +55648,7 @@ msgstr "" "ShortCut的名称.\n" "可以选择提供一个[code]id[/code].如果没有提供[code]id[/code],将从索引中创建一" "个.\n" -"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手动" +"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手动" "检查或取消检查. 参阅 [method set_item_checked]了解更多关于如何控制它的信息." #: doc/classes/PopupMenu.xml @@ -55502,8 +55670,8 @@ msgstr "" "有提供[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],那" "么默认的[code]0[/code]将被分配给它。参阅[method get_item_accelerator]获取更多" "关于加速器的信息。\n" -"[b]注意:[/b] 可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手" -"动检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。" +"[b]注意:[/b]可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手动" +"检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。" #: doc/classes/PopupMenu.xml msgid "" @@ -55520,8 +55688,8 @@ msgstr "" "将复选框的标签设置为[ShortCut]的名称。\n" "可以选择提供一个[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建" "一个。\n" -"[b]注意:[/b] 可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手" -"动检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。" +"[b]注意:[/b]可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手动" +"检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。" #: doc/classes/PopupMenu.xml msgid "" @@ -55750,14 +55918,14 @@ msgid "" "manually." msgstr "" "如果索引[code]idx[/code]的项目以某种方式是可检查的,例如,如果它有一个复选框" -"或单选按钮,则返回[code]true[/code]。\n" +"或单选按钮,则返回 [code]true[/code]。\n" "[b]注:[/b]可检查项目只是显示一个复选标记或单选按钮,但没有任何内置的检查行" "为,必须手动检查/取消。" #: doc/classes/PopupMenu.xml msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is checked." -msgstr "如果索引[code]idx[/code]项被选中,则返回[code]true[/code]。" +msgstr "如果索引[code]idx[/code]项被选中,则返回 [code]true[/code]。" #: doc/classes/PopupMenu.xml msgid "" @@ -55765,8 +55933,8 @@ msgid "" "When it is disabled it can't be selected, or its action invoked.\n" "See [method set_item_disabled] for more info on how to disable an item." msgstr "" -"如果索引[code]idx[/code]项被禁用,返回[code]true[/code]。当它被禁用时,就无法" -"选择它,或者调用它的操作。\n" +"如果索引[code]idx[/code]项被禁用,返回 [code]true[/code]。当它被禁用时,就无" +"法选择它,或者调用它的操作。\n" "有关如何禁用一个项目的更多信息,请参阅[method set_item_disabled]。" #: doc/classes/PopupMenu.xml @@ -55776,7 +55944,7 @@ msgid "" "[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/" "unchecking items in radio groups." msgstr "" -"如果index [code]idx[/code]具有单选按钮样式的可检查性,则返回[code]true[/" +"如果index [code]idx[/code]具有单选按钮样式的可检查性,则返回 [code]true[/" "code]。\n" "[b]注:[/b]这纯粹是装饰性的;您必须添加用于在单选组中检查/取消检查项目的逻辑。" @@ -55786,12 +55954,12 @@ msgid "" "displayed as a line. See [method add_separator] for more info on how to add " "a separator." msgstr "" -"如果项目是分隔符,则返回[code]true[/code]。如果是,它将显示为一行。有关如何添" -"加分隔符的更多信息,请参阅[method add_separator]。" +"如果项目是分隔符,则返回 [code]true[/code]。如果是,它将显示为一行。有关如何" +"添加分隔符的更多信息,请参阅[method add_separator]。" #: doc/classes/PopupMenu.xml msgid "Returns [code]true[/code] if the specified item's shortcut is disabled." -msgstr "如果指定项的快捷方式被禁用,则返回[code]true[/code]。" +msgstr "如果指定项的快捷方式被禁用,则返回 [code]true[/code]。" #: doc/classes/PopupMenu.xml msgid "" @@ -55919,7 +56087,7 @@ msgstr "循环到一个多态项目的下一个状态。详见[method add_multis #: doc/classes/PopupMenu.xml msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys." -msgstr "如果为[code]true[/code],允许用字母键导航[PopupMenu]。" +msgstr "如果为 [code]true[/code],允许用字母键导航[PopupMenu]。" #: doc/classes/PopupMenu.xml msgid "" @@ -55980,15 +56148,15 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "[Color] used for disabled menu items' text." -msgstr "用于禁用菜单项的文本[Color]。" +msgstr "用于禁用菜单项的文本 [Color]。" #: doc/classes/PopupMenu.xml msgid "[Color] used for the hovered text." -msgstr "用于悬停文本的[Color]。" +msgstr "用于悬停文本的 [Color]。" #: doc/classes/PopupMenu.xml msgid "[Color] used for labeled separators' text. See [method add_separator]." -msgstr "用于标注分隔符文本的颜色[Color]。见[method add_separator]。" +msgstr "用于标注分隔符文本的颜色 [Color]。见 [method add_separator]。" #: doc/classes/PopupMenu.xml msgid "" @@ -56002,55 +56170,55 @@ msgstr "每个菜单项之间的垂直间距。" #: doc/classes/PopupMenu.xml msgid "[Font] used for the menu items." -msgstr "用于菜单项的[Font]字体。" +msgstr "用于菜单项的 [Font] 字体。" #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." -msgstr "选中的复选框项目的 [Texture] 图标。" +msgstr "复选菜单项被勾选时使用的 [Texture] 图标。" #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked radio button items." -msgstr "选中的单选按钮项目的纹理[Texture]图标。" +msgstr "单选菜单项被选中时使用的 [Texture] 图标。" #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the unchecked radio button items." -msgstr "未选中的单选按钮项目的 [Texture] 图标。" +msgstr "单选菜单项未被选中时使用的 [Texture] 图标。" #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the submenu arrow." -msgstr "子菜单箭头的纹理[Texture]图标。" +msgstr "子菜单箭头使用的 [Texture] 图标。" #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the unchecked checkbox items." -msgstr "未选中的复选框项目的纹理[Texture]图标。" +msgstr "复选菜单项未被勾选时使用的 [Texture] 图标。" #: doc/classes/PopupMenu.xml msgid "[StyleBox] displayed when the [PopupMenu] item is hovered." -msgstr "当[PopupMenu]项目被鼠标悬停时显示的[StyleBox]。" +msgstr "当 [PopupMenu] 菜单项被悬停时显示的 [StyleBox]。" #: doc/classes/PopupMenu.xml msgid "" "[StyleBox] for the left side of labeled separator. See [method " "add_separator]." -msgstr "用于标签分隔器的左侧[StyleBox](样式盒子).参阅 [method add_separator]." +msgstr "用于标签分隔器的左侧 [StyleBox]。请参阅 [method add_separator]。" #: doc/classes/PopupMenu.xml msgid "" "[StyleBox] for the right side of labeled separator. See [method " "add_separator]." -msgstr "用于标签分隔器的右侧[StyleBox](样式盒子).参阅 [method add_separator]." +msgstr "用于标签分隔器的右侧 [StyleBox]。请参阅 [method add_separator]。" #: doc/classes/PopupMenu.xml msgid "Default [StyleBox] of the [PopupMenu] items." -msgstr "[PopupMenu](弹出菜单)项的默认[StyleBox](样式盒子)." +msgstr "[PopupMenu] 菜单项的默认 [StyleBox]。" #: doc/classes/PopupMenu.xml msgid "[StyleBox] used when the [PopupMenu] item is disabled." -msgstr "禁用[PopupMenu](弹出菜单)项时使用的[StyleBox](样式盒子)." +msgstr "[PopupMenu] 菜单项被禁用时使用的 [StyleBox]。" #: doc/classes/PopupMenu.xml msgid "[StyleBox] used for the separators. See [method add_separator]." -msgstr "用于分隔符的[StyleBox]。请参阅[method add_separator]。" +msgstr "用于分隔符的 [StyleBox]。请参阅 [method add_separator]。" #: doc/classes/PopupPanel.xml msgid "Class for displaying popups with a panel background." @@ -56062,12 +56230,13 @@ msgid "" "be simpler to use than [Popup], since it provides a configurable background. " "If you are making windows, better check [WindowDialog]." msgstr "" -"用于显示具有面板背景的弹出窗口的类。在某些情况下,它可能比[Popup]更容易使用," -"因为它提供了一个可配置的背景。如果你正在制作窗口,最好是查看[WindowDialog]。" +"用于显示具有面板背景的弹出窗口的类。在某些情况下,它可能比 [Popup] 更容易使" +"用,因为它提供了一个可配置的背景。如果你正在制作窗口,最好是查看 " +"[WindowDialog]。" #: doc/classes/PopupPanel.xml msgid "The background panel style of this [PopupPanel]." -msgstr "这个[PopupPanel]的背景面板样式。" +msgstr "这个 [PopupPanel] 的背景面板样式。" #: doc/classes/Portal.xml msgid "Portal nodes are used to enable visibility between [Room]s." @@ -56120,7 +56289,7 @@ msgstr "" "定义 [Portal] 多边形形状的点(应该是凸面)。\n" "这些是在 2D 中定义的,[code]0,0[/code] 是 [Portal] 节点的 [member Spatial." "global_transform] 的原点。\n" -"[b]注意:[/b] 这些原始点会被整理以便在内部缠绕顺序。" +"[b]注意:[/b]这些原始点会被整理以便在内部缠绕顺序。" #: doc/classes/Portal.xml msgid "" @@ -56157,7 +56326,7 @@ msgid "" msgstr "" "在大多数情况下,您会希望在Portal中使用默认的 [Portal] 边距(这是在 " "[RoomManager] 中设置的)。\n" -"如果要覆盖这个默认值,把这个值设置为[code]false[/code],本地的[member " +"如果要覆盖这个默认值,把这个值设置为 [code]false[/code],本地的[member " "portal_margin]就会生效。" #: doc/classes/Position2D.xml @@ -56189,7 +56358,7 @@ msgstr "" msgid "" "Base class for all primitive meshes. Handles applying a [Material] to a " "primitive mesh." -msgstr "所有原始网格的基类。处理将材质[Material]应用到原始网格的问题。" +msgstr "所有图元网格的基类。处理将 [Material] 应用到图元网格的问题。" #: doc/classes/PrimitiveMesh.xml msgid "" @@ -56197,7 +56366,7 @@ msgid "" "primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], " "[PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]." msgstr "" -"所有基本网格的基类。处理将[Material]材质应用于基本网格。示例包括 " +"所有图元网格的基类。处理将 [Material] 应用到图元网格的问题。示例包括 " "[CapsuleMesh]、[CubeMesh]、[CylinderMesh]、[PlaneMesh]、[PrismMesh]、" "[QuadMesh]、[SphereMesh] 等。" @@ -56235,11 +56404,11 @@ msgstr "" #: doc/classes/PrimitiveMesh.xml msgid "The current [Material] of the primitive mesh." -msgstr "原始网格的当前[Material]。" +msgstr "该图元网格的当前 [Material]。" #: doc/classes/PrismMesh.xml msgid "Class representing a prism-shaped [PrimitiveMesh]." -msgstr "表示棱柱形[PrimitiveMesh]的类。" +msgstr "表示棱柱形 [PrimitiveMesh] 的类。" #: doc/classes/PrismMesh.xml msgid "" @@ -56857,8 +57026,8 @@ msgstr "" "项目特定的数据(元数据、着色器缓存等)。\n" "如果 [code]false[/code],将使用非隐藏目录 ([code]import[/code])。\n" "[b]注意:[/b]更改此设置后重新启动应用程序。\n" -"[b]注意:[/b] 更改此值有助于在平台上或使用不允许隐藏目录模式的第三方工具。仅" -"当您知道您的环境需要时才修改此设置,因为更改默认设置会影响与某些需要默认 " +"[b]注意:[/b]更改此值有助于在平台上或使用不允许隐藏目录模式的第三方工具。仅当" +"您知道您的环境需要时才修改此设置,因为更改默认设置会影响与某些需要默认 " "[code].import[/code] 文件夹的外部工具或插件的兼容性。" #: doc/classes/ProjectSettings.xml @@ -56885,7 +57054,7 @@ msgstr "" "帧增量的时间样本会受到平台引入的随机变化的影响,即使由于 V-Sync 以固定间隔显" "示帧也是如此。这会导致抖动。通过过滤输入增量以校正刷新率的微小波动,增量平滑" "通常可以提供更好的结果。\n" -"[b]注意:[/b] Delta 平滑仅在 [member display/window/vsync/use_vsync] 开启时尝" +"[b]注意:[/b]Delta 平滑仅在 [member display/window/vsync/use_vsync] 开启时尝" "试,因为它在没有 V-Sync 的情况下无法正常工作。\n" "在最初激活平滑之前,以稳定的帧速率可能需要几秒钟的时间。它只会在性能足以以刷" "新率渲染帧的机器上激活。" @@ -56945,7 +57114,7 @@ msgstr "" "设置。默认情况下,在发布版本中禁用此设置,因为如果快速连续打印大量行,则在每" "个打印行上刷新都会对性能产生负面影响。此外,如果启用此设置,如果应用程序崩溃" "或以其他方式被用户杀死(不会“正常”关闭),则仍会成功写入日志文件。\n" -"[b]注意:[/b] 无论此设置如何,标准错误流 ([code]stderr[/code]) 在打印一行时总" +"[b]注意:[/b]无论此设置如何,标准错误流 ([code]stderr[/code]) 在打印一行时总" "是被刷新。\n" "对此设置的更改只会在重新启动应用程序时应用。" @@ -56994,8 +57163,8 @@ msgid "" "threshold for a given time. This saves CPU as effects assigned to that bus " "will no longer do any processing." msgstr "" -"当声音在给定的时间内低于给定的dB阈值时,音频总线将自动关闭。这可以节省CPU,因" -"为分配给该总线的效果将不再做任何处理。" +"当声音在给定的时间内低于给定的 dB 阈值时,音频总线将自动关闭。这可以节省 " +"CPU,因为分配给该总线的效果将不再做任何处理。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57017,8 +57186,8 @@ msgid "" "If [code]true[/code], microphone input will be allowed. This requires " "appropriate permissions to be set when exporting to Android or iOS." msgstr "" -"如果[code]true[/code],将允许麦克风输入。这需要在导出到Android或iOS时设置适当" -"的权限。" +"如果为 [code]true[/code],将允许麦克风输入。导出到 Android 或 iOS 时须设置适" +"当的权限。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57035,7 +57204,7 @@ msgid "" "like forcing the mix rate)." msgstr "" "更安全地覆盖 Web 平台中的 [member audio/mix_rate]。这里 [code]0[/code] 的意思" -"是“让浏览器选择”(因为有些浏览器不喜欢强制混合速率)。" +"是“让浏览器选择”(因为有些浏览器不喜欢强制混音率)。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57080,9 +57249,10 @@ msgid "" "to [code]6[/code] but could change in the future due to underlying zlib " "updates." msgstr "" -"gzip的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文" -"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code]使用默认的gzip压缩级" -"别,该级别与[code]6[/code]相同,但由于底层zlib更新,未来可能会发生变化。" +"gzip 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文" +"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code] 使用默认的 gzip 压" +"缩级别,该级别与 [code]6[/code] 相同,但由于底层 zlib 更新,未来可能会发生变" +"化。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57093,9 +57263,10 @@ msgid "" "to [code]6[/code] but could change in the future due to underlying zlib " "updates." msgstr "" -"Zlib的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文" -"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code]使用默认的gzip压缩级" -"别,该级别与[code]6[/code]相同,但由于底层zlib更新,未来可能会发生变化。" +"Zlib 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文" +"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code] 使用默认的 gzip 压" +"缩级别,该级别与 [code]6[/code] 相同,但由于底层 zlib 更新,未来可能会发生变" +"化。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57103,16 +57274,16 @@ msgid "" "resources. Higher levels result in smaller files at the cost of compression " "speed. Decompression speed is mostly unaffected by the compression level." msgstr "" -"Zstandard的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导" -"致文件变小。解压缩速度大多不受压缩级别的影响。" +"Zstandard 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价" +"导致文件变小。解压缩速度大多不受压缩级别的影响。" #: doc/classes/ProjectSettings.xml msgid "" "Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-" "distance matching[/url] in Zstandard." msgstr "" -"在Zstandard中启用 [url=https://github.com/facebook/zstd/releases/tag/" -"v1.3.2]long-distance matching[/url] 。" +"在 Zstandard 中启用[url=https://github.com/facebook/zstd/releases/tag/v1.3.2]" +"长距离匹配[/url] 。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57120,8 +57291,8 @@ msgid "" "distance matching with Zstandard. Higher values can result in better " "compression, but will require more memory when compressing and decompressing." msgstr "" -"使用与Zstandard的长距离匹配进行压缩时,允许的最大大小限制(2的幂)。更高的值可" -"以产生更好的压缩,但是在压缩和解压缩时需要更多的内存。" +"使用 Zstandard 的长距离匹配进行压缩时,允许的最大大小限制(2 的幂)。更高的值" +"可以产生更好的压缩,但是在压缩和解压缩时需要更多的内存。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57177,7 +57348,7 @@ msgstr "" msgid "" "If [code]true[/code], enables warnings when a function is declared with the " "same name as a constant." -msgstr "如果为[code]true[/code],当函数被声明为与常量同名时,启用警告。" +msgstr "如果为 [code]true[/code],当函数被声明为与常量同名时,启用警告。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57185,8 +57356,8 @@ msgid "" "same name as a variable. This will turn into an error in a future version " "when first-class functions become supported in GDScript." msgstr "" -"如果为[code]true[/code], 当一个函数与一个变量同名声明时,启用警告。在未来的版" -"本中,当GDScript支持第一类函数时,这将变成一个错误。" +"如果为 [code]true[/code], 当一个函数与一个变量同名声明时,启用警告。在未来的" +"版本中,当GDScript支持第一类函数时,这将变成一个错误。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57356,7 +57527,7 @@ msgid "" "If [code]true[/code], enables warnings when assigning the result of a " "function that returns [code]void[/code] to a variable." msgstr "" -"如果[code]true[/code],则在将返回[code]void[/code]的函数的结果赋值给变量时启" +"如果[code]true[/code],则在将返回 [code]void[/code]的函数的结果赋值给变量时启" "用警告。" #: doc/classes/ProjectSettings.xml @@ -57466,16 +57637,16 @@ msgid "" "platform. This setting has no effect on desktop Linux, as DPI-awareness " "fallbacks are not supported there." msgstr "" -"如果[code]true[/code],允许在Windows、macOS和HTML5平台上显示HiDPI。这个设置对" -"桌面Linux没有影响,因为它不支持DPI感知回退。" +"如果为 [code]true[/code],则允许在 Windows、macOS 和 HTML5 平台上显示 HiDPI。" +"这个设置对桌面 Linux 没有影响,因为它不支持 DPI 感知回退。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], keeps the screen on (even in case of inactivity), so " "the screensaver does not take over. Works on desktop and mobile platforms." msgstr "" -"如果[code]true[/code],则保持屏幕打开(即使在不活动的情况下),因此屏幕保护程序" -"不会接管。适用于桌面和移动平台。" +"如果为 [code]true[/code],则保持屏幕打开(即使在不活动的情况下),因此屏幕保" +"护程序不会接管。适用于桌面和移动平台。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57485,18 +57656,18 @@ msgid "" "you have to set [member display/window/size/width] and [member display/" "window/size/height] accordingly." msgstr "" -"在移动设备上使用的默认屏幕方向。\n" -"[b]注意:[/b]设置为纵向时,此项目设置不会自动翻转项目分辨率的宽度和高度。相" -"反,您必须相应地设置 [member display/window/size/width] 和 [member display/" -"window/size/height]。" +"在移动设备上使用的默认屏幕朝向。\n" +"[b]注意:[/b]设置为竖屏(Portrait)时,此项目设置不会自动翻转项目分辨率的宽度" +"和高度。相反,您必须相应地设置 [member display/window/size/width] 和 [member " +"display/window/size/height]。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the home indicator is hidden automatically. This only " "affects iOS devices without a physical home button." msgstr "" -"如果[code]true[/code],主指示器将自动隐藏。这只会影响没有物理home键的iOS设" -"备。" +"如果为 [code]true[/code],主指示器将自动隐藏。这只会影响没有物理 home 键的 " +"iOS 设备。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57507,11 +57678,11 @@ msgid "" "[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, " "and Android." msgstr "" -"如果 [code]true[/code],则允许窗口背景的逐像素透明度。这会影响性能,因此除非" -"需要,否则将其保留为 [code]false[/code]。\n" +"如果为 [code]true[/code],则允许窗口背景的逐像素透明度。这会影响性能,因此除" +"非需要,否则将其保留为 [code]false[/code]。\n" "有关更多详细信息,请参阅 [member OS." "window_per_pixel_transparency_enabled]。\n" -"[b]注意:[/b] 此功能在 HTML5、Linux、macOS、Windows 和 Android 上实现。" +"[b]注意:[/b]此功能在 HTML5、Linux、macOS、Windows 和 Android 上实现。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57523,7 +57694,7 @@ msgstr "" "启动时将窗口背景设置为透明。\n" "有关更多详细信息,请参阅 [member OS." "window_per_pixel_transparency_enabled]。\n" -"[b]注意:[/b] 此功能在 HTML5、Linux、macOS、Windows 和 Android 上实现。" +"[b]注意:[/b]此功能在 HTML5、Linux、macOS、Windows 和 Android 上实现。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57531,7 +57702,7 @@ msgid "" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" "强制主窗口始终在顶部。\n" -"[b]注意:[/b] 此设置在 iOS、Android 和 HTML5 上被忽略。" +"[b]注意:[/b]此设置在 iOS、Android 和 HTML5 上被忽略。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57539,7 +57710,7 @@ msgid "" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" "强制主窗口无边框。\n" -"[b]注意:[/b] 此设置在 iOS、Android 和 HTML5 上被忽略。" +"[b]注意:[/b]此设置在 iOS、Android 和 HTML5 上被忽略。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57553,13 +57724,13 @@ msgid "" "resolutions[/url] when enabling fullscreen mode.\n" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" -"项目启动时将主窗口设置为全屏。请注意,这不是 [i] 独立 的[/i] 全屏显示。在 " +"项目启动时将主窗口设置为全屏。请注意,这不是[i]独占的[/i]全屏显示。在 " "Windows 和 Linux 上,无边框窗口用于模拟全屏。在 macOS 上,会创建一个新的桌面" "用于显示正在运行的项目。\n" "无论平台如何,启用全屏都会更改窗口大小以匹配显示器的大小。因此,请确保您的项" -"目在启用全屏模式时支持 [url=$DOCS_URL/tutorials/rendering/" -"multiple_resolutions.html]multiple resolutions]多种分辨率[/url]。\n" -"[b]注意:[/b] 在 iOS、Android 和 HTML5 上忽略此设置。" +"目在启用全屏模式时支持[url=$DOCS_URL/tutorials/rendering/" +"multiple_resolutions.html]多种分辨率[/url]。\n" +"[b]注意:[/b]此设置在 iOS、Android 和 HTML5 上被忽略。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57571,12 +57742,13 @@ msgstr "" "时,也使用此参数作为参考。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" "允许窗口默认可调整大小。\n" -"[b]注意:[/b] 这个设置在iOS和Android上将忽略。" +"[b]注意:[/b]这个设置在 iOS 和 Android 上将忽略。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57627,7 +57799,7 @@ msgid "" "experienced by some users. However, some users have experienced a Vsync " "framerate halving (e.g. from 60 FPS to 30 FPS) when using it." msgstr "" -"如果 [code]Use Vsync[/code] 已启用,且这个设置为 [code]true[/code],则在窗口" +"如果[code]使用垂直同步[/code]已启用,且这个设置为 [code]true[/code],则在窗口" "模式下且启用了合成器时,会通过操作系统的窗口合成器启用垂直同步。这将防止在某" "些情况下卡顿。(仅限 Windows)。\n" "[b]注意:[/b]这个选项是实验性的,旨在缓解一些用户的卡顿体验。然而,有些用户在" @@ -57674,7 +57846,7 @@ msgid "" "parse your scene files, especially if you use built-in scripts which are " "serialized in the scene files." msgstr "" -"脚本编辑器的“在文件中查找”特性中包含的基于文本的文件扩展名。你可以添加例如" +"脚本编辑器的“在文件中查找”特性中包含的基于文本的文件扩展名。你可以添加例如 " "[code]tscn[/code],如果你也想解析你的场景文件,特别是如果你使用的是在场景文件" "中序列化的内置脚本。" @@ -57757,7 +57929,7 @@ msgstr "检测[TextEdit]空闲的计时器(单位为秒)。" #: doc/classes/ProjectSettings.xml msgid "Default delay for tooltips (in seconds)." -msgstr "工具提示的默认延迟(以秒为单位)。" +msgstr "工具提示的默认延迟(单位为秒)。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57768,7 +57940,7 @@ msgid "" "to the action can however be modified." msgstr "" "默认用于确认焦点按钮、菜单或列表项,或验证输入的[InputEventAction]。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" +"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" #: doc/classes/ProjectSettings.xml @@ -57779,7 +57951,7 @@ msgid "" "to the action can however be modified." msgstr "" "默认放弃一个模态或挂起的输入的[InputEventAction]。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" +"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" #: doc/classes/ProjectSettings.xml @@ -57790,7 +57962,7 @@ msgid "" "to the action can however be modified." msgstr "" "默认在UI中向下移动的[InputEventAction]。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" +"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" #: doc/classes/ProjectSettings.xml @@ -57804,7 +57976,7 @@ msgid "" msgstr "" "默认[InputEventAction]去[Control]的结束位置(例如[ItemList]或[Tree]中的最后一" "项),匹配典型桌面UI系统中[constant KEY_END]的行为。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" +"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" #: doc/classes/ProjectSettings.xml @@ -57817,7 +57989,7 @@ msgid "" msgstr "" "默认聚焦场景中的下一个[Control]的[InputEventAction]。焦点行为可以通过[member " "Control.focus_next]配置。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" +"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" #: doc/classes/ProjectSettings.xml @@ -57830,7 +58002,7 @@ msgid "" msgstr "" "默认聚焦场景中的前一个[Control]的[InputEventAction]。焦点行为可以通过[member " "Control.focus_previous]配置。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" +"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" #: doc/classes/ProjectSettings.xml @@ -57844,8 +58016,8 @@ msgid "" msgstr "" "默认的将进入[Control]的起始位置(例如[ItemList]或[Tree]中的第一个项目)时的" "[InputEventAction],与典型的桌面UI系统中[constant KEY_HOME]的行为相匹配。\n" -"[b]注意:[/b] 默认的[code]ui_*[/code]动作不能被删除,因为它们对于几个" -"[Control]的内部逻辑是必要的。然而,分配给动作的事件可以被修改。" +"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们对于几个[Control]" +"的内部逻辑是必要的。然而,分配给动作的事件可以被修改。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57855,7 +58027,7 @@ msgid "" "to the action can however be modified." msgstr "" "默认在UI中向左移动的[InputEventAction]。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" +"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" #: doc/classes/ProjectSettings.xml @@ -57869,7 +58041,7 @@ msgid "" msgstr "" "默认的在[Control](例如[ItemList]或[Tree])中下拉页面的[InputEventAction],与典" "型桌面UI系统中[constant KEY_PAGEDOWN]的行为相匹配。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" +"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" #: doc/classes/ProjectSettings.xml @@ -57883,7 +58055,7 @@ msgid "" msgstr "" "默认在[Control](例如[ItemList]或[Tree])中上移页面的[InputEventAction],与典型" "桌面UI系统中[constant KEY_PAGEUP]的行为相匹配。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" +"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" #: doc/classes/ProjectSettings.xml @@ -57894,7 +58066,7 @@ msgid "" "to the action can however be modified." msgstr "" "默认在UI中右移的[InputEventAction]。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" +"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" #: doc/classes/ProjectSettings.xml @@ -57906,7 +58078,7 @@ msgid "" "to the action can however be modified." msgstr "" "默认选择[Control](例如[ItemList]或[Tree])中的一个项目[InputEventAction]。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" +"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" #: doc/classes/ProjectSettings.xml @@ -57917,7 +58089,7 @@ msgid "" "to the action can however be modified." msgstr "" "默认在UI中向上移动[InputEventAction]。\n" -"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" +"[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" #: doc/classes/ProjectSettings.xml @@ -57948,183 +58120,183 @@ msgstr "如果为 [code]true[/code],则在点击或滑动触摸屏时发送鼠 msgid "" "If [code]true[/code], sends touch input events when clicking or dragging the " "mouse." -msgstr "如果[code]true[/code],则在点击或拖动鼠标时发送触摸输入事件。" +msgstr "如果为 [code]true[/code],则在点击或拖动鼠标时发送触摸输入事件。" #: doc/classes/ProjectSettings.xml msgid "Default delay for touch events. This only affects iOS devices." -msgstr "工具提示的默认延迟(以秒为单位)。" +msgstr "触摸事件的默认延迟(单位为秒)。仅影响 iOS 设备。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 1." -msgstr "2D物理层1的可选名称。" +msgstr "2D 物理层 1 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 10." -msgstr "2D物理层10的可选名称。" +msgstr "2D 物理层 10 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 11." -msgstr "2D物理层11的可选名称。" +msgstr "2D 物理层 11 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 12." -msgstr "2D物理层12的可选名称。" +msgstr "2D 物理层 12 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 13." -msgstr "2D物理层13的可选名称。" +msgstr "2D 物理层 13 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 14." -msgstr "2D物理层14的可选名称。" +msgstr "2D 物理层 14 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 15." -msgstr "2D物理层15的可选名称。" +msgstr "2D 物理层 15 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 16." -msgstr "2D物理层16的可选名称。" +msgstr "2D 物理层 16 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 17." -msgstr "2D物理层17的可选名称。" +msgstr "2D 物理层 17 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 18." -msgstr "2D物理层18的可选名称。" +msgstr "2D 物理层 18 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 19." -msgstr "2D物理层19的可选名称。" +msgstr "2D 物理层 19 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 2." -msgstr "2D物理层2的可选名称。" +msgstr "2D 物理层 2 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 20." -msgstr "2D物理层20的可选名称。" +msgstr "2D 物理层 20 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 21." -msgstr "2D 物理层 21 的可选名称 ." +msgstr "2D 物理层 21 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 22." -msgstr "2D物理层22 的可选名称。" +msgstr "2D 物理层 22 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 23." -msgstr "2D物理层23的可选名称。" +msgstr "2D 物理层 23 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 24." -msgstr "2D物理层24的可选名称。" +msgstr "2D 物理层 24 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 25." -msgstr "2D物理层25的可选名称。" +msgstr "2D 物理层 25 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 26." -msgstr "2D物理层26的可选名称。" +msgstr "2D 物理层 26 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 27." -msgstr "2D物理层27的可选名称。" +msgstr "2D 物理层 27 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 28." -msgstr "2D物理层28的可选名称。" +msgstr "2D 物理层 28 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 29." -msgstr "2D物理层29的可选名称。" +msgstr "2D 物理层 29 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 3." -msgstr "2D物理层3的可选名称。" +msgstr "2D 物理层 3 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 30." -msgstr "2D物理层30的可选名称。" +msgstr "2D 物理层 30 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 31." -msgstr "2D物理层31的可选名称。" +msgstr "2D 物理层 31 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 32." -msgstr "2D物理层32的可选名称。" +msgstr "2D 物理层 32 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 4." -msgstr "2D物理层4的可选名称。" +msgstr "2D 物理层 4 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 5." -msgstr "2D物理层5的可选名称。" +msgstr "2D 物理层 5 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 6." -msgstr "2D物理层6的可选名称。" +msgstr "2D 物理层 6 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 7." -msgstr "2D物理层7的可选名称。" +msgstr "2D 物理层 7 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 8." -msgstr "2D物理层8的可选名称。" +msgstr "2D 物理层 8 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 9." -msgstr "2D物理层9的可选名称。" +msgstr "2D 物理层 9 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 1." -msgstr "2D物理层1的可选名称。" +msgstr "2D 渲染层 1 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 10." -msgstr "2D渲染层10的可选名称。" +msgstr "2D 渲染层 10 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 11." -msgstr "2D渲染层11的可选名称。" +msgstr "2D 渲染层 11 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 12." -msgstr "2D渲染层12的可选名称。" +msgstr "2D 渲染层 12 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 13." -msgstr "2D渲染层13的可选名称。" +msgstr "2D 渲染层 13 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 14." -msgstr "2D渲染层14的可选名称。" +msgstr "2D 渲染层 14 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 15." -msgstr "2D渲染层15的可选名称。" +msgstr "2D 渲染层 15 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 16." -msgstr "2D渲染层16的可选名称。" +msgstr "2D 渲染层 16 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 17." -msgstr "2D渲染层17的可选名称。" +msgstr "2D 渲染层 17 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 18." -msgstr "2D渲染层18的可选名称。" +msgstr "2D 渲染层 18 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 19." -msgstr "2D渲染层19的可选名称。" +msgstr "2D 渲染层 19 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 2." @@ -58164,211 +58336,212 @@ msgstr "2D 渲染层 9 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 1." -msgstr "3D物理层1 的可选名称。" +msgstr "3D 物理层 1 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 10." -msgstr "3D物理层10 的可选名称。" +msgstr "3D 物理层 10 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 11." -msgstr "3D物理层11 的可选名称。" +msgstr "3D 物理层 11 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 12." -msgstr "3D物理层12 的可选名称。" +msgstr "3D 物理层 12 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 13." -msgstr "3D物理层13 的可选名称。" +msgstr "3D 物理层 13 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 14." -msgstr "3D物理层14 的可选名称。" +msgstr "3D 物理层 14 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 15." -msgstr "3D物理层15 的可选名称。" +msgstr "3D 物理层 15 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 16." -msgstr "3D物理层16 的可选名称。" +msgstr "3D 物理层 16 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 17." -msgstr "3D物理层17 的可选名称。" +msgstr "3D 物理层 17 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 18." -msgstr "3D物理层18 的可选名称。" +msgstr "3D 物理层 18 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 19." -msgstr "3D物理层19 的可选名称。" +msgstr "3D 物理层 19 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 2." -msgstr "3D物理层2 的可选名称。" +msgstr "3D 物理层 2 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 20." -msgstr "3D物理层20 的可选名称。" +msgstr "3D 物理层 20 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 21." -msgstr "3D物理层 21 的可选名称。" +msgstr "3D 物理层 21 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 22." -msgstr "3D物理层22 的可选名称。" +msgstr "3D 物理层 22 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 23." -msgstr "3D物理层23 的可选名称。" +msgstr "3D 物理层 23 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 24." -msgstr "3D物理层24 的可选名称。" +msgstr "3D 物理层 24 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 25." -msgstr "3D物理层 25 的可选名称。" +msgstr "3D 物理层 25 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 26." -msgstr "3D物理层26 的可选名称。" +msgstr "3D 物理层 26 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 27." -msgstr "3D物理层27 的可选名称。" +msgstr "3D 物理层 27 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 28." -msgstr "3D物理层28 的可选名称。" +msgstr "3D 物理层 28 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 29." -msgstr "3D物理层29 的可选名称。" +msgstr "3D 物理层 29 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 3." -msgstr "3D物理层3 的可选名称。" +msgstr "3D 物理层 3 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 30." -msgstr "3D物理层30 的可选名称。" +msgstr "3D 物理层 30 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 31." -msgstr "3D物理层31 的可选名称。" +msgstr "3D 物理层 31 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 32." -msgstr "3D物理层32 的可选名称。" +msgstr "3D 物理层 32 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 4." -msgstr "3D物理层4 的可选名称。" +msgstr "3D 物理层 4 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 5." -msgstr "3D物理层5 的可选名称。" +msgstr "3D 物理层 5 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 6." -msgstr "3D物理层6 的可选名称。" +msgstr "3D 物理层 6 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 7." -msgstr "3D物理层7 的可选名称。" +msgstr "3D 物理层 7 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 8." -msgstr "3D物理层8 的可选名称。" +msgstr "3D 物理层 8 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 9." -msgstr "3D物理层9 的可选名称。" +msgstr "3D 物理层 9 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 1." -msgstr "3D渲染层1 的可选名称。" +msgstr "3D 渲染层 1 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 10." -msgstr "3D渲染层10 的可选名称。" +msgstr "3D 渲染层 10 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 11." -msgstr "3D渲染层11 的可选名称。" +msgstr "3D 渲染层 11 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 12." -msgstr "3D渲染层12 的可选名称。" +msgstr "3D 渲染层 12 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 13." -msgstr "3D渲染层13 的可选名称。" +msgstr "3D 渲染层 13 的可选名称。" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" -msgstr "3D渲染层14 的可选名称" +#, fuzzy +msgid "Optional name for the 3D render layer 14." +msgstr "3D 渲染层 14 的可选名称" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 15." -msgstr "3D渲染层15 的可选名称。" +msgstr "3D 渲染层 15 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 16." -msgstr "3D渲染层16 的可选名称。" +msgstr "3D 渲染层 16 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 17." -msgstr "3D渲染层17 的可选名称。" +msgstr "3D 渲染层 17 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 18." -msgstr "3D渲染层18 的可选名称。" +msgstr "3D 渲染层 18 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 19." -msgstr "3D渲染层19 的可选名称。" +msgstr "3D 渲染层 19 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 2." -msgstr "3D渲染层2 的可选名称。" +msgstr "3D 渲染层 2 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 20." -msgstr "3D渲染层20 的可选名称。" +msgstr "3D 渲染层 20 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 3." -msgstr "3D渲染层3 的可选名称。" +msgstr "3D 渲染层 3 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 4." -msgstr "3D渲染层4 的可选名称。" +msgstr "3D 渲染层 4 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 5." -msgstr "3D渲染层5 的可选名称。" +msgstr "3D 渲染层 5 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 6." -msgstr "3D渲染层6 的可选名称。" +msgstr "3D 渲染层 6 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 7." -msgstr "3D渲染层7 的可选名称。" +msgstr "3D 渲染层 7 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 8." -msgstr "3D渲染层8 的可选名称。" +msgstr "3D 渲染层 8 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 9." -msgstr "3D渲染层9 的可选名称。" +msgstr "3D 渲染层 9 的可选名称。" #: doc/classes/ProjectSettings.xml msgid "" @@ -58386,7 +58559,7 @@ msgstr "如果不为空,那么当从编辑器中运行项目时,将使用该 #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], logs all output to files." -msgstr "如果[code]true[/code],将所有输出记录到文件中。" +msgstr "如果为 [code]true[/code],将所有输出记录到文件中。" #: doc/classes/ProjectSettings.xml msgid "" @@ -58411,7 +58584,7 @@ msgid "" "Godot uses a message queue to defer some function calls. If you run out of " "space on it (you will see an error), you can increase the size here." msgstr "" -"Godot使用一个消息队列来延迟一些函数调用。如果你的空间用完了(你会看到一个错" +"Godot 使用一个消息队列来延迟一些函数调用。如果你的空间用完了(你会看到一个错" "误),你可以在这里增加大小。" #: doc/classes/ProjectSettings.xml @@ -58494,7 +58667,7 @@ msgstr "使用TCP的连接尝试的超时(以秒为单位)。" #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer." -msgstr "[WebRTCDataChannel]输入缓冲区的最大尺寸(单位:千字节)。" +msgstr "[WebRTCDataChannel] 输入缓冲区的最大尺寸(单位:千字节)。" #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer." @@ -58574,7 +58747,7 @@ msgid "" "enabled." msgstr "" "用于宽相 2D 哈希网格算法的哈希表的大小。\n" -"[b]注意:[/b] 如果启用了 [member ProjectSettings.physics/2d/use_bvh],则不使" +"[b]注意:[/b]如果启用了 [member ProjectSettings.physics/2d/use_bvh],则不使" "用。" #: doc/classes/ProjectSettings.xml @@ -58617,11 +58790,11 @@ msgid "" "stop in one iteration." msgstr "" "2D 中的默认角阻尼。\n" -"[b]注意:[/b] 良好的值在 [code]0[/code] 到 [code]1[/code] 的范围内。在值为 " +"[b]注意:[/b]在 [code]0[/code] 到 [code]1[/code] 的范围内取值比较好。在值为 " "[code]0[/code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在" -"不到一秒的时间内将速度降低到 [code]0[/code],例如[code]2[/code] 的值将旨在在" -"半秒内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代" -"中停止,[member ProjectSettings.physics/common/physics_fps]默认情况下为 " +"不到一秒的时间内将速度降低到 [code]0[/code],例如取 [code]2[/code] 将旨在在半" +"秒内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中" +"停止,[member ProjectSettings.physics/common/physics_fps] 默认情况下为 " "[code]60[/code]。" #: doc/classes/ProjectSettings.xml @@ -58635,11 +58808,11 @@ msgid "" "Physics2DServer.AREA_PARAM_GRAVITY, 98)\n" "[/codeblock]" msgstr "" -"2D中默认的重力强度,单位:每秒平方像素。\n" +"2D 中默认的重力强度(单位:每秒平方像素)。\n" "[b]注意:[/b]这个属性只在项目启动时被读取。要在运行时改变默认的重力,请使用以" "下代码示例:\n" "[codeblock]\n" -"# 设置默认的重力强度为98。\n" +"# 设置默认的重力强度为 98。\n" "Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), " "Physics2DServer.AREA_PARAM_GRAVITY, 98)\n" "[/codeblock]" @@ -58656,10 +58829,10 @@ msgid "" "[/codeblock]" msgstr "" "2D 中的默认重力方向。\n" -"[b]注:[/b] 该属性仅在项目启动时读取。要在运行时更改默认重力向量,请使用以下" +"[b]注意:[/b]该属性仅在项目启动时读取。要在运行时更改默认重力向量,请使用以下" "代码示例:\n" "[codeblock]\n" -"# 设置默认重力方向为`Vector2(0, 1)`。\n" +"# 设置默认重力方向为 `Vector2(0, 1)`。\n" "Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), " "Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n" "[/codeblock]" @@ -58677,12 +58850,12 @@ msgid "" "stop in one iteration." msgstr "" "2D 中的默认线性阻尼。\n" -"[b]注:[/b]良好的值在[code]0[/code]到[code]1[/code]的范围内。在值为 [code]0[/" -"code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在不到一秒" -"的时间内将速度降低到 [code]0[/code],例如[code]2[/code] 的值将旨在半秒内将速" -"度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中停止," -"[member ProjectSettings.physics/common/physics_fps],默认情况下为 [code]60[/" -"code]。" +"[b]注意:[/b]在 [code]0[/code] 到 [code]1[/code] 的范围内取值比较好。在值为 " +"[code]0[/code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在" +"不到一秒的时间内将速度降低到 [code]0[/code],例如取 [code]2[/code] 将旨在半秒" +"内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中停" +"止([member ProjectSettings.physics/common/physics_fps],默认情况下为 " +"[code]60[/code])。" #: doc/classes/ProjectSettings.xml msgid "" @@ -58692,7 +58865,7 @@ msgid "" "enabled." msgstr "" "定义构成大对象的表面尺寸的阈值,与宽相 2D 散列网格算法中的单元有关。\n" -"[b]注意:[/b]如果启用了[member ProjectSettings.physics/2d/use_bvh],则不使" +"[b]注意:[/b]如果启用了 [member ProjectSettings.physics/2d/use_bvh],则不使" "用。" #: doc/classes/ProjectSettings.xml @@ -58702,8 +58875,7 @@ msgid "" "alternative 2D physics server implemented." msgstr "" "设置用于 2D 物理的物理引擎。\n" -"\"DEFAULT\" 和 \"GodotPhysics\" 是一样的,因为目前没有实现可替代的 2D 物理服" -"务。" +"“DEFAULT”和“GodotPhysics”是一样的,因为目前没有实现可替代的 2D 物理服务器。" #: doc/classes/ProjectSettings.xml msgid "" @@ -58711,7 +58883,7 @@ msgid "" "inactive. See [constant Physics2DServer." "SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]." msgstr "" -"阈值角速度,在该阈值下 2D 物理体将被视为非活动。参阅 [constant " +"角速度阈值,低于该阈值的 2D 物理体将被视为非活动。参阅 [constant " "Physics2DServer.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]。" #: doc/classes/ProjectSettings.xml @@ -58720,7 +58892,7 @@ msgid "" "inactive. See [constant Physics2DServer." "SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]." msgstr "" -"线性速度的阈值。在此阈值下2D物理体被认为是非活动的。参阅[constant " +"线速度阈值,低于该阈值的 2D 物理体被认为是非活动。参阅 [constant " "Physics2DServer.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]。" #: doc/classes/ProjectSettings.xml @@ -58733,17 +58905,17 @@ msgid "" "give you extra performance and no regressions when using it." msgstr "" "设置物理运算是在主线程上运行还是单独的线程上运行。在一个线程上运行服务器可以" -"提高性能,但限制了对物理过程的API访问。\n" -"[b]警告:[/b] 从Godot 3.2开始,关于物理运算使用多线程的反馈不一。请务必评估它" -"是否确实给你带来了额外的性能,并且在使用它时没有过时。" +"提高性能,但限制了对物理过程的 API 访问。\n" +"[b]警告:[/b]从 Godot 3.2 开始,关于物理运算使用多线程的反馈不一。请务必评估" +"它是否确实给你带来了额外的性能,并且在使用它时没有过时。" #: doc/classes/ProjectSettings.xml msgid "" "Time (in seconds) of inactivity before which a 2D physics body will put to " "sleep. See [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]." msgstr "" -"2D物理物体非活动的时间,以秒为单位。在此之前,2D物理物体将进入休眠状态。参阅" -"[constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]。" +"2D 物理物体非活动的时间,以秒为单位。在此时间之后,2D 物理物体将进入休眠状" +"态。参阅 [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]。" #: doc/classes/ProjectSettings.xml msgid "" @@ -58774,11 +58946,11 @@ msgid "" "stop in one iteration." msgstr "" "3D 中的默认角阻尼。\n" -"[b]注意:[/b] 良好的值在 [code]0[/code] 到 [code]1[/code] 的范围内。在值为 " +"[b]注意:[/b]在 [code]0[/code] 到 [code]1[/code] 的范围内取值比较好。在值为 " "[code]0[/code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在" -"不到一秒的时间内将速度降低到 [code]0[/code],例如[code]2[/code] 的值将旨在半" -"秒内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中" -"停止,[member ProjectSettings.physics/common/physics_fps]默认情况下为 " +"不到一秒的时间内将速度降低到 [code]0[/code],例如取 [code]2[/code] 将旨在半秒" +"内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中停" +"止,[member ProjectSettings.physics/common/physics_fps] 默认情况下为 " "[code]60[/code]。" #: doc/classes/ProjectSettings.xml @@ -58793,10 +58965,10 @@ msgid "" "[/codeblock]" msgstr "" "3D 中的默认重力强度,单位:米/秒平方。\n" -"[b]注:[/b] 该属性仅在项目启动时读取。要在运行时更改默认重力,请使用以下代码" +"[b]注意:[/b]该属性仅在项目启动时读取。要在运行时更改默认重力,请使用以下代码" "示例:\n" "[codeblock]\n" -"# 设置默认重力强度为9.8。\n" +"# 设置默认重力强度为 9.8。\n" "PhysicsServer.area_set_param(get_viewport().find_world().get_space(), " "PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n" "[/codeblock]" @@ -58813,10 +58985,10 @@ msgid "" "[/codeblock]" msgstr "" "3D 中的默认重力方向。\n" -"[b]注:[/b] 该属性仅在项目启动时读取。要在运行时更改默认重力向量,请使用以下" +"[b]注意:[/b]该属性仅在项目启动时读取。要在运行时更改默认重力向量,请使用以下" "代码示例:\n" "[codeblock]\n" -"# 设置默认重力方向为`Vector3(0, -1, 0)`。\n" +"# 设置默认重力方向为 `Vector3(0, -1, 0)`。\n" "PhysicsServer.area_set_param(get_viewport().find_world().get_space(), " "PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n" "[/codeblock]" @@ -58834,12 +59006,12 @@ msgid "" "stop in one iteration." msgstr "" "3D 中的默认线性阻尼。\n" -"[b]注:[/b]好的值在[code]0[/code]到[code]1[/code]的范围内。在值为 [code]0[/" -"code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在不到一秒" -"的时间内将速度降低到 [code]0[/code],例如[code]2[/code] 的值将旨在半秒内将速" -"度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中停止," -"[member ProjectSettings.physics/common/physics_fps]默认情况下为 [code]60[/" -"code]。" +"[b]注意:[/b]在 [code]0[/code] 到 [code]1[/code] 的范围内取值比较好。在值为 " +"[code]0[/code] 时,对象将继续以相同的速度移动。大于 [code]1[/code] 的值将旨在" +"不到一秒的时间内将速度降低到 [code]0[/code],例如取 [code]2[/code] 将旨在半秒" +"内将速度降低到 [code]0[/code]。等于或大于物理帧速率的值将使对象在一次迭代中停" +"止,[member ProjectSettings.physics/common/physics_fps] 默认情况下为 " +"[code]60[/code]。" #: doc/classes/ProjectSettings.xml msgid "" @@ -58875,8 +59047,8 @@ msgid "" "alternative." msgstr "" "设置用于 3D 物理的物理引擎。\n" -"\"DEFAULT\"目前是 [url=https://bulletphysics.org]Bullet[/url] 物理引擎。仍然" -"支持\"GodotPhysics\"引擎作为替代。" +"“DEFAULT”目前是 [url=https://bulletphysics.org]Bullet[/url] 物理引擎。仍然支" +"持“GodotPhysics”引擎作为替代。" #: doc/classes/ProjectSettings.xml msgid "" @@ -58910,13 +59082,13 @@ msgid "" "picking input events during pause (so nodes won't get them) and flushing " "that queue on resume, against the state of the 2D/3D world at that point." msgstr "" -"如果启用,2D 和 3D 物理pick在暂停时会这样表现:\n" +"如果启用,2D 和 3D 物理拾取在暂停时会这样表现:\n" "- 暂停开始时,悬停或捕获的每个碰撞对象(仅限 3D)都会从该状态中释放出来,获得" "相关的鼠标退出回调,除非其暂停模式使其免于暂停。\n" -"- 在暂停期间,pick只考虑不受暂停的碰撞对象,发送输入事件和输入/退出回调到他们" -"预期。\n" -"如果禁用,则使用过去的行为,包括在暂停期间排队等待pick输入事件(因此节点不会" -"获取它们),并在恢复时根据2D/3D世界的状态刷新该队列。" +"- 在暂停期间,拾取只会考虑不受暂停影响的碰撞对象,正常发送输入事件和进入/退出" +"回调。\n" +"如果禁用,则使用旧有行为,包括在暂停期间排队等待拾取输入事件(因此节点不会获" +"取它们),并在恢复时根据 2D/3D 世界的状态刷新该队列。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59054,8 +59226,9 @@ msgid "" "Not available in GLES3 when [member rendering/batching/options/use_batching] " "is off." msgstr "" -"在固定模式和缩放模式之间进行选择,前者保留了与图稿(artwork)相匹配的角缩放。\n" -"当[member rendering/batching/options/use_batching]关闭时,在GLES3中不可用。" +"在固定模式和缩放模式之间进行选择,前者保留了与图稿相匹配的角缩放。\n" +"当 [member rendering/batching/options/use_batching] 关闭时,在 GLES3 中不可" +"用。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59091,10 +59264,10 @@ msgstr "" "的更大兼容性,并且在某些情况下也可能更快。\n" "当前仅在 [member rendering/batching/options/use_batching] 处于活动状态时可" "用。\n" -"[b]注意:[/b] 不支持抗锯齿软件蒙皮多边形,将在没有抗锯齿的情况下渲染。\n" -"[b]注意:[/b] 使用内置 [code]VERTEX[/code] 的自定义着色器在应用蒙皮[i]之后[/" -"i]以 [code]VERTEX[/code] 位置运行,而使用硬件蒙皮,[code]VERTEX[/code] 是被应" -"用蒙皮[i]之前[/i]的位置。" +"[b]注意:[/b]不支持抗锯齿软件蒙皮多边形,将在没有抗锯齿的情况下渲染。\n" +"[b]注意:[/b]使用内置 [code]VERTEX[/code] 的自定义着色器在应用蒙皮[i]之后[/i]" +"以 [code]VERTEX[/code] 位置运行,而使用硬件蒙皮,[code]VERTEX[/code] 是被应用" +"蒙皮[i]之前[/i]的位置。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59234,11 +59407,10 @@ msgid "" "coordinates used. Note that this can result in a slight squashing of border " "texels." msgstr "" -"在某些平台(尤其是移动平台)上,着色器中的精度问题可能会导致读取 1 texel 超出" -"边界,尤其是在缩放 rect 的情况下。这尤其会导致瓷砖地图中瓷砖周围的边界伪" -"影。\n" +"在某些平台(尤其是移动平台)上,着色器中的精度问题可能会导致读取 1 纹素超出边" +"界,尤其是在缩放矩形的情况下。这尤其会导致图块地图中图块周围的边界伪影。\n" "此调整通过对使用的 UV 坐标进行小幅收缩来对此进行校正。请注意,这可能会导致边" -"界纹理的轻微挤压。" +"界纹素的轻微挤压。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59247,8 +59419,8 @@ msgid "" "both ranged from 0.0 to 1.0.\n" "Use the default unless correcting for a problem on particular hardware." msgstr "" -"UV收缩量。这个数字除以1000000,是总纹理尺寸的一个比例,宽度和高度都在0.0到1.0" -"之间。\n" +"UV 收缩量。这个数字除以 1000000,是总纹理尺寸的一个比例,宽度和高度都在 0.0 " +"到 1.0 之间。\n" "除非为了纠正特定硬件上的问题,否则请使用默认值。" #: doc/classes/ProjectSettings.xml @@ -59327,7 +59499,7 @@ msgid "" msgstr "" "如果 [code]true[/code] 并且在目标 Android 设备上可用,则为 GLES2 中的所有着色" "器计算启用高浮点精度。\n" -"[b]警告:[/b] 高浮点精度在旧设备上可能非常慢,而且通常根本不可用。谨慎使用。" +"[b]警告:[/b]高浮点精度在旧设备上可能非常慢,而且通常根本不可用。谨慎使用。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59466,7 +59638,7 @@ msgstr "" "如果想要在项目运行至少一次后减少加载时间,你可以使用 [code]Asynchronous + " "Cache[/code]。这样会让超级着色器也被缓存到存储之中,这样下一次使用时准备起来" "就会更快(前提是平台支持这么做)。\n" -"[b]注意:[/b] 异步编译目前只支持空间(3D)和粒子材质/着色器。即使该设置为 " +"[b]注意:[/b]异步编译目前只支持空间(3D)和粒子材质/着色器。即使该设置为 " "[code]Asynchronous[/code] 或 [code]Asynchronous + Cache[/code],画布项(2D)" "着色器也不会使用异步编译。" @@ -59570,8 +59742,8 @@ msgid "" "If [code]true[/code], the texture importer will import lossless textures " "using the PNG format. Otherwise, it will default to using WebP." msgstr "" -"如果[code]true[/code],纹理导入器将使用PNG格式导入无损纹理。否则,将默认使用" -"WebP。" +"如果为 [code]true[/code],纹理导入器将使用 PNG 格式导入无损纹理。否则默认使" +"用 WebP。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59581,9 +59753,9 @@ msgid "" "Note that compression levels above 6 are very slow and offer very little " "savings." msgstr "" -"无损WebP的默认压缩级别。更高的级别会产生更小的文件,但会牺牲压缩速度。解压速" -"度大多不受压缩级别的影响。支持的值是0到9。请注意,高于6的压缩级别是非常慢的," -"而且节省的占用非常少。" +"无损 WebP 的默认压缩级别。更高的级别会产生更小的文件,但会牺牲压缩速度。解压" +"速度大多不受压缩级别的影响。支持的值是 0 到 9。请注意,高于 6 的压缩级别非常" +"慢,而且节省的占用非常少。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59643,7 +59815,7 @@ msgid "" "[b]Note:[/b] This will automatically be disabled in exports." msgstr "" "显示转换日志。\n" -"[b]注意:[/b] 这将在导出时自动禁用。" +"[b]注意:[/b]这将在导出时自动禁用。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59651,7 +59823,7 @@ msgid "" "code]. If [code]false[/code], they will be sent as [code]notifications[/" "code]." msgstr "" -"如果 [code]true[/code],游戏回调将作为 [code]信号[/code] 发送。如果" +"如果为 [code]true[/code],游戏回调将作为 [code]signal[/code] 发送。如果为 " "[code]false[/code],它们将作为[code]通知[/code]发送。" #: doc/classes/ProjectSettings.xml @@ -59672,7 +59844,7 @@ msgid "" "[b]Note:[/b] This will automatically be disabled in exports." msgstr "" "在 PVS 生成期间显示日志。\n" -"[b]注意:[/b] 这将在导出时自动禁用。" +"[b]注意:[/b]这将在导出时自动禁用。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59683,9 +59855,9 @@ msgid "" "when it is set to [code]false[/code], i.e. there are problems with the " "default method." msgstr "" -"使用生成 PVS(潜在可见集)数据的简化方法。当多个portal连接相邻空间时,结果可" -"能不准确。\n" -"[b]注意:[/b]一般只有在设置为[code]false[/code]时遇到bug,即默认方法有问题" +"使用生成 PVS(潜在可见集)数据的简化方法。当多个入口连接相邻空间时,结果可能" +"不准确。\n" +"[b]注意:[/b]一般只有在设置为 [code]false[/code] 遇到问题,即默认方法有问题" "时,才应该使用该选项。" #: doc/classes/ProjectSettings.xml @@ -59700,7 +59872,7 @@ msgstr "" "如果为 [code]true[/code],分配根 [Viewport] 的帧缓冲时将使用高动态范围。高动" "态范围允许使用大于 1 的 [Color] 值。如果 [member Environment." "glow_hdr_threshold] 大于等于 [code]1.0[/code],那么就必须将其设为 " -"[code]true[/code],发光渲染才能正常工作。\n" +"[code]true[/code],辉光渲染才能正常工作。\n" "[b]注意:[/b]仅在 GLES3 后端中可用。" #: doc/classes/ProjectSettings.xml @@ -59713,7 +59885,7 @@ msgid "" msgstr "" "[member rendering/quality/depth/hdr] 在移动设备上的低端的覆盖项,为的是性能考" "量或驱动支持。如果 [member Environment.glow_hdr_threshold] 大于等于 " -"[code]1.0[/code],那么就必须将其设为 [code]true[/code],发光渲染才能正常工" +"[code]1.0[/code],那么就必须将其设为 [code]true[/code],辉光渲染才能正常工" "作。\n" "[b]注意:[/b]仅在 GLES3 后端中可用。" @@ -59742,7 +59914,8 @@ msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" -"对一些GPU供应商(通常是移动设备)禁用深度预处理,因为他们的架构已经做了这个。" +"对一些 GPU 供应商(通常是移动设备)禁用深度预处理,因为他们的架构已经做了这" +"个。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59750,8 +59923,8 @@ msgid "" "materials. This increases performance in scenes with high overdraw, when " "complex materials and lighting are used." msgstr "" -"如果 [code]true[/code],则在渲染材质之前执行先前的深度传递。当使用复杂的材质" -"和照明时,这会提高高透支场景的性能。" +"如果为 [code]true[/code],则在渲染材质之前执行更早的深度阶段。当使用复杂的材" +"质和照明时,会提高高度重绘场景的性能。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59761,8 +59934,8 @@ msgid "" "will be applied immediately." msgstr "" "方向性阴影的大小,以像素为单位。更高的值会导致更清晰的阴影,但会以性能为代" -"价。该值将被四舍五入到最接近的 2 次方。该设置可以在运行时修改;修改会立即生" -"效。" +"价。该值将被四舍五入到最接近的 2 的指数倍。该设置可以在运行时修改;修改会立即" +"生效。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59800,7 +59973,7 @@ msgid "" msgstr "" "如果 [code]true[/code],且不支持 GLES3 驱动程序,则允许回退到 GLES2 驱动程" "序。\n" -"[b]注意:[/b] 两个显卡驱动不是互相替代的,所以为 GLES3 设计的游戏在回退到 " +"[b]注意:[/b]两个显卡驱动不是互相替代的,所以为 GLES3 设计的游戏在回退到 " "GLES2 时可能无法正常运行。特别是,GLES3 后端的某些功能在 GLES2 中不可用。启用" "此设置还意味着 ETC 和 ETC2 VRAM 压缩纹理将在 Android 和 iOS 上导出,从而增加" "数据包的大小。" @@ -59813,7 +59986,7 @@ msgid "" "4, 8, 16)." msgstr "" "用于启用各向异性的纹理的最大各向异性过滤器级别。从倾斜角度查看时,较高的值将" -"导致更清晰的纹理,但会牺牲性能。只有二的指数倍的值(如2、4、8、16)是有效。" +"导致更清晰的纹理,但会牺牲性能。只有二的指数倍的值是有效(如 2、4、8、16)。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59822,9 +59995,9 @@ msgid "" "but can be significantly slower on some hardware.\n" "[b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend." msgstr "" -"设置要使用的MSAA样本数。MSAA用来减少多边形边缘的混叠。较高的MSAA值可以使边缘" -"更平滑,但在某些硬件上会明显变慢。\n" -"[b]注意:[/b] MSAA在使用GLES2后端的HTML5导出中不可用。" +"设置要使用的 MSAA 样本数。MSAA 可用于减少多边形边缘的混叠。较高的 MSAA 值可以" +"使边缘更平滑,但在某些硬件上会明显变慢。\n" +"[b]注意:[/b]MSAA 在使用 GLES2 后端的 HTML5 导出中不可用。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59836,7 +60009,8 @@ msgid "" msgstr "" "如果设置为大于 [code]0.0[/code] 的值,对比度自适应锐化将应用于 3D 视口。这具" "有较低的性能成本,可用于恢复使用 FXAA 时损失的一些锐度。 [code]0.5[/code] 附" -"近的值通常会给出最好的结果。另见[member rendering/quality/filters/use_fxaa]。" +"近的值通常会给出最好的结果。另见 [member rendering/quality/filters/" +"use_fxaa]。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59851,13 +60025,13 @@ msgid "" "mobile platforms. Due to this, it is recommended to leave this option " "disabled when targeting mobile platforms." msgstr "" -"如果 [code]true[/code],则使用快速后处理过滤器使条带明显不那么明显。在某些情" -"况下,去带可能会引入稍微明显的抖动模式。建议仅在实际需要时启用 debanding,因" -"为抖动模式会使无损压缩的屏幕截图更大。\n" -"[b]注意:[/b] 仅在 GLES3 后端可用。 [member rendering/quality/depth/hdr] 也必" +"如果为 [code]true[/code],则使用快速后处理过滤器使条带明显不那么明显。在某些" +"情况下,去带可能会引入稍微明显的抖动模式。建议仅在实际需要时启用去条带,因为" +"抖动模式会使无损压缩的屏幕截图更大。\n" +"[b]注意:[/b]仅在 GLES3 后端可用。 [member rendering/quality/depth/hdr] 也必" "须为 [code]true[/code] 才能使去色带有效。\n" -"[b]注意:[/b] 已知在移动平台上的去色带存在破坏渲染的问题。因此,建议在用于移" -"动平台时禁用此选项。" +"[b]注意:[/b]已知在移动平台上的去色带存在破坏渲染的问题。因此,建议在用于移动" +"平台时禁用此选项。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59898,7 +60072,7 @@ msgstr "" "用于帧缓冲区的分配策略。它越简单,使用的资源就越少(但支持的功能也越少)。如" "果设置为“2D Without Sampling”(2D 无采样)或“3D Without Effects”(3D 无特" "效),将不分配采样缓冲区。这意味着 [code]SCREEN_TEXTURE[/code] 和 " -"[code]DEPTH_TEXTURE[/code] 将不能在着色器中使用,发光等后期处理特效将不能在 " +"[code]DEPTH_TEXTURE[/code] 将不能在着色器中使用,辉光等后处理特效将不能在 " "[Environment] 中使用。" #: doc/classes/ProjectSettings.xml @@ -59974,7 +60148,7 @@ msgstr "" "限制辐照度贴图的大小,通常由 [member Sky.radiance_size] 确定。与[member " "rendering/quality/reflections/high_quality_ggx] 类似,更大的尺寸会产生更高质" "量的辐照度贴图。使用高频 HDRI 贴图时使用较高的值,否则请尽可能降低该值。\n" -"[b]注意:[/b] 中低档硬件不能很好地支持复杂的辐照度贴图,如果设置太高可能会崩" +"[b]注意:[/b]中低档硬件不能很好地支持复杂的辐照度贴图,如果设置太高可能会崩" "溃。" #: doc/classes/ProjectSettings.xml @@ -59992,16 +60166,16 @@ msgid "" "texture_array_reflections] on mobile devices, due to performance concerns or " "driver support." msgstr "" -"由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/" -"reflections/texture_array_reflections]以低性能数值覆盖。" +"由于性能问题或驱动支持,在移动设备上将对 [member rendering/quality/" +"reflections/texture_array_reflections] 以低性能数值覆盖。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], uses faster but lower-quality Blinn model to generate " "blurred reflections instead of the GGX model." msgstr "" -"如果 [code]true[/code],则使用速度更快但质量较低的 Blinn 模型而不是 GGX 模型" -"来生成模糊反射。" +"如果为 [code]true[/code],则使用速度更快但质量较低的 Blinn 模型来生成模糊反" +"射,不使用 GGX 模型。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60009,16 +60183,16 @@ msgid "" "force_blinn_over_ggx] on mobile devices, due to performance concerns or " "driver support." msgstr "" -"由于性能或驱动支持问题,在移动设备上将对[member rendering/quality/shading/" -"force_blinn_over_ggx]以低值覆盖。" +"由于性能或驱动支持问题,在移动设备上将对 [member rendering/quality/shading/" +"force_blinn_over_ggx] 以低值覆盖。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], uses faster but lower-quality Lambert material " "lighting model instead of Burley." msgstr "" -"如果 [code]true[/code],则使用速度更快但质量较低的 Lambert 材质照明模型而不" -"是 Burley。" +"如果为 [code]true[/code],则使用速度更快但质量较低的 Lambert 材质照明模型,不" +"使用 Burley 模型。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60026,26 +60200,33 @@ msgid "" "force_lambert_over_burley] on mobile devices, due to performance concerns or " "driver support." msgstr "" -"由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/shading/" -"force_lambert_over_burley]以低配数值覆盖。" +"由于性能问题或驱动支持,在移动设备上将对 [member rendering/quality/shading/" +"force_lambert_over_burley] 以低配数值覆盖。" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" -"如果 [code]true[/code],则为所有渲染强制顶点着色。这可以大大提高性能,但也会" -"极大地降低质量。可用于优化低端移动设备的性能。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" -"由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/shading/" -"force_vertex_shading]以低配数值覆盖。" +"由于性能问题或驱动支持,在移动设备上将对 [member rendering/quality/shading/" +"force_vertex_shading] 以低配数值覆盖。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60057,9 +60238,9 @@ msgid "" "energy or attenuation values.\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" -"如果 [code]true[/code],则为 [OmniLight] 和 [SpotLight] 启用新的物理光衰减。" -"这会以非常小的性能成本获得更逼真的照明外观。启用物理光衰减后,由于新的衰减公" -"式,灯光会显得更暗。这可以通过调整灯光的能量或衰减值来补偿。\n" +"如果为 [code]true[/code],则为 [OmniLight] 和 [SpotLight] 启用新的物理光衰" +"减。这会以非常小的性能成本获得更逼真的照明外观。启用物理光衰减后,由于新的衰" +"减公式,灯光会显得更暗。这可以通过调整灯光的能量或衰减值来补偿。\n" "对此设置的更改只会在重新启动应用程序时应用。" #: doc/classes/ProjectSettings.xml @@ -60085,7 +60266,7 @@ msgstr "阴影贴图的细分象限大小。请参阅阴影映射文档。" msgid "" "Size for shadow atlas (used for OmniLights and SpotLights). See " "documentation." -msgstr "阴影图集的尺寸(用于OmniLights和SpotLights)。见文档。" +msgstr "阴影图集的尺寸(用于 OmniLight 和 SpotLight)。见文档。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60093,7 +60274,7 @@ msgid "" "mobile devices, due to performance concerns or driver support." msgstr "" "由于性能或驱动支持问题,在移动设备上将对 [member rendering/quality/" -"shadow_atlas/size]以低配数值覆盖。" +"shadow_atlas/size] 以低配数值覆盖。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60105,11 +60286,11 @@ msgid "" "uses 16 samples to emulate linear filtering in the shader. This results in a " "shadow appearance similar to the one produced by the GLES3 backend." msgstr "" -"阴影过滤模式。较高的质量设置会产生更平滑的阴影,在移动时闪烁更少。\"禁用 \"是" -"最快的选项,但也有最低的质量。\"PCF5 \"更平滑,但也更慢。\"PCF13 \"是最平滑的" -"选项,但也是最慢的。\n" -"[b]注意:[/b] 当使用GLES2后端时,\"PCF13 \"选项实际上使用16个样本来模拟着色器" -"中的线性滤波。这导致了与GLES3后端产生的阴影外观相似。" +"阴影过滤模式。较高的质量设置会产生更平滑的阴影,在移动时闪烁更" +"少。“Disabled”是最快的选项,但也有最低的质量。“PCF5”更平滑,但也更" +"慢。“PCF13”是最平滑的选项,但也是最慢的。\n" +"[b]注意:[/b]当使用 GLES2 后端时,“PCF13”选项实际上使用 16 个样本来模拟着色器" +"中的线性滤波。这导致了与 GLES3 后端产生的阴影外观相似。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60126,7 +60307,7 @@ msgid "" "See also [member rendering/quality/skinning/software_skinning_fallback]." msgstr "" "强制 [MeshInstance] 始终在 CPU 上执行蒙皮(适用于 GLES2 和 GLES3)。\n" -"另见[member rendering/quality/skinning/software_skinning_fallback]。" +"另见 [member rendering/quality/skinning/software_skinning_fallback]。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60144,8 +60325,8 @@ msgstr "" "如果 [code]false[/code],则在这种情况下使用 GPU 上的替代蒙皮过程(在大多数情" "况下较慢)。\n" "另见[member rendering/quality/skinning/force_software_skinning]。\n" -"[b]注意:[/b] 当触发软件蒙皮回退时,自定义顶点着色器将以不同的方式运行,因为" -"骨骼变换已经应用于模型视图矩阵。" +"[b]注意:[/b]当触发软件蒙皮回退时,自定义顶点着色器将以不同的方式运行,因为骨" +"骼变换已经应用于模型视图矩阵。" #: doc/classes/ProjectSettings.xml msgid "" @@ -60243,8 +60424,8 @@ msgid "" "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" -"如果 [code]true[/code],纹理导入器将使用 BPTC 算法导入 VRAM 压缩的纹理。此纹" -"理压缩算法仅在桌面平台得到支持,并且仅在使用 GLES3 渲染器时才受支持。\n" +"如果为 [code]true[/code],纹理导入器将使用 BPTC 算法导入 VRAM 压缩的纹理。此" +"纹理压缩算法仅在桌面平台得到支持,并且仅在使用 GLES3 渲染器时才受支持。\n" "[b]注意:[/b]更改此设置不会[i]不[/i]影响之前已经导入的纹理。要将此设置应用于" "已导入的纹理,请退出编辑器,删除位于项目文件夹内的 [code].import/[/code] 文件" "夹,然后重新启动编辑器(参阅 [member application/config/" @@ -60261,8 +60442,8 @@ msgid "" "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" -"如果 [code]true[/code],纹理导入器将使用爱立信纹理压缩算法导入 VRAM 压缩的纹" -"理。此算法不支持纹理中的 Alpha 通道。\n" +"如果为 [code]true[/code],纹理导入器将使用爱立信纹理压缩算法导入 VRAM 压缩的" +"纹理。此算法不支持纹理中的 Alpha 通道。\n" "[b]注意:[/b]更改此设置[i]不会[/i]影响之前已经导入的纹理。要将此设置应用于已" "导入的纹理,请退出编辑器,删除位于项目中的 [code].import/[/code] 文件夹,然后" "重新启动编辑器,参阅 [member application/config/" @@ -60279,8 +60460,8 @@ msgid "" "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" -"如果 [code]true[/code],纹理导入器将使用爱立信纹理压缩 2 算法导入 VRAM 压缩的" -"纹理。仅在使用 GLES3 渲染器时,才支持此纹理压缩算法。\n" +"如果为 [code]true[/code],纹理导入器将使用爱立信纹理压缩 2 算法导入 VRAM 压缩" +"的纹理。仅在使用 GLES3 渲染器时,才支持此纹理压缩算法。\n" "[b]注意:[/b]更改此设置[i]不会[/i]影响之前已经导入的纹理。要将此设置应用于已" "导入的纹理,请退出编辑器,删除位于项目中的 [code].import/[/code] 文件夹,然后" "重新启动编辑器,参阅 [member application/config/" @@ -60297,8 +60478,8 @@ msgid "" "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" -"如果 [code]true[/code],纹理导入器将使用 PowerVR 纹理压缩算法导入 VRAM 压缩的" -"纹理。此纹理压缩算法仅在 iOS 上受支持。\n" +"如果为 [code]true[/code],纹理导入器将使用 PowerVR 纹理压缩算法导入 VRAM 压缩" +"的纹理。此纹理压缩算法仅在 iOS 上受支持。\n" "[b]注意:[/b]更改此设置[i]不会[/i]影响之前已经导入的纹理。要将此设置应用于已" "导入的纹理,请退出编辑器,删除位于项目中的 [code].import/[/code] 文件夹,然后" "重新启动编辑器,参阅 [member application/config/" @@ -60315,7 +60496,7 @@ msgid "" "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" -"如果 [code]true[/code],纹理导入器将使用 S3 纹理压缩算法导入 VRAM 压缩的纹" +"如果为 [code]true[/code],纹理导入器将使用 S3 纹理压缩算法导入 VRAM 压缩的纹" "理。此算法仅在桌面平台和控制台中受支持。\n" "[b]注意:[/b]更改此设置[i]不会[/i]影响之前已经导入的纹理。要将此设置应用于已" "导入的纹理,请退出编辑器,删除位于项目中的 [code].import/[/code] 文件夹,然后" @@ -60350,9 +60531,9 @@ msgid "" "default rotation is more suited for use with billboarded materials. Unlike " "[PlaneMesh], this mesh doesn't provide subdivision options." msgstr "" -"代表一个正方形的类[PrimitiveMesh]。这个平面网格没有厚度。默认情况下,这个网格" -"在X轴和Y轴上是对齐的;这个默认的旋转方式更适合于使用广告牌的材质。与" -"[PlaneMesh]不同,这个网格不提供细分选项。" +"代表正方形 [PrimitiveMesh] 的类。这个平面网格没有厚度。默认情况下,这个网格" +"在 X 轴和 Y 轴上是对齐的;这个默认的旋转方式更适合于使用广告牌的材质。与 " +"[PlaneMesh] 不同,这个网格不提供细分选项。" #: doc/classes/QuadMesh.xml doc/classes/Viewport.xml #: doc/classes/ViewportTexture.xml @@ -60501,7 +60682,7 @@ msgid "" "[b]Note:[/b] Both quaternions must be normalized." msgstr "" "返回四元数 [code]to[/code]和 [code]weight[/code]值的球面线性插值的结果。\n" -"[b]注意:[/b] 四元数必须被归一化。" +"[b]注意:[/b]四元数必须被归一化。" #: doc/classes/Quat.xml msgid "" @@ -60705,9 +60886,9 @@ msgstr "" "rng.state = saved_state # Restore the state.\n" "print(rng.randf()) # Prints the same value as in previous.\n" "[/codeblock]\n" -"[b]注意:[/b] 不要将状态设置为任意值,因为随机数生成器要求状态具有某些特性才" -"能正常运行。它应该只设置为来自状态属性本身的值。要使用任意输入初始化随机数生" -"成器,请改用 [member seed]。" +"[b]注意:[/b]不要将状态设置为任意值,因为随机数生成器要求状态具有某些特性才能" +"正常运行。它应该只设置为来自状态属性本身的值。要使用任意输入初始化随机数生成" +"器,请改用 [member seed]。" #: doc/classes/Range.xml msgid "Abstract base class for range-based controls." @@ -60885,7 +61066,7 @@ msgid "" msgstr "" "更新射线的碰撞信息。使用此方法立即更新碰撞信息,而不是等待下一次 " "[code]_physics_process[/code] 调用,例如,如果光线或其父级已更改状态。\n" -"[b]注意:[/b] [code]enabled[/code]不需要此功能。" +"[b]注意:[/b][code]enabled[/code]不需要此功能。" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" @@ -60910,8 +61091,8 @@ msgid "" "Returns [code]true[/code] if the bit index passed is turned on.\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" -"如果通过的位索引被打开,则返回[code]true[/code]。\n" -"[b]注意:[/b] 位指数范围为0-19。" +"如果通过的位索引被打开,则返回 [code]true[/code]。\n" +"[b]注意:[/b]位指数范围为0-19。" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" @@ -60950,7 +61131,7 @@ msgid "" "[b]Note:[/b] Bit indexes range from 0-19." msgstr "" "将传递的位索引设置为传递的[code]值[/code]。\n" -"[b]注意:[/b] 位索引的范围是0-19。" +"[b]注意:[/b]位索引的范围是0-19。" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" @@ -60959,11 +61140,11 @@ msgstr "光线的目标点,相对于该 RayCast 的 [code]position[/code]。" #: doc/classes/RayCast.xml msgid "If [code]true[/code], collision with [Area]s will be reported." -msgstr "如果 [code]true[/code],将反馈与 [Area] 的碰撞。" +msgstr "如果为 [code]true[/code],将报告与 [Area] 的碰撞。" #: doc/classes/RayCast.xml msgid "If [code]true[/code], collision with [PhysicsBody]s will be reported." -msgstr "如果 [code]true[/code],将反馈与 [PhysicsBody] 的碰撞。" +msgstr "如果为 [code]true[/code],将报告与 [PhysicsBody] 的碰撞。" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" @@ -61004,13 +61185,13 @@ msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "If [code]true[/code], collisions will be reported." -msgstr "如果 [code]true[/code],将报告碰撞。" +msgstr "如果为 [code]true[/code],将报告碰撞。" #: doc/classes/RayCast.xml msgid "" "If [code]true[/code], collisions will be ignored for this RayCast's " "immediate parent." -msgstr "如果 [code]true[/code],则此 RayCast 的直接父级的碰撞将被忽略。" +msgstr "如果为 [code]true[/code],将忽略与这个 RayCast 的直接父级的碰撞。" #: doc/classes/RayCast2D.xml msgid "" @@ -61049,17 +61230,17 @@ msgstr "设置或清除碰撞掩码上的单个位。这使得选择扫描区域 #: doc/classes/RayCast2D.xml msgid "If [code]true[/code], collision with [Area2D]s will be reported." -msgstr "如果[code]true[/code],将报告与[Area2D]的碰撞。" +msgstr "如果为 [code]true[/code],将报告与 [Area2D] 的碰撞。" #: doc/classes/RayCast2D.xml msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported." -msgstr "如果[code]true[/code],会报告与[PhysicsBody2D]的碰撞。" +msgstr "如果为 [code]true[/code],将报告与 [PhysicsBody2D] 的碰撞。" #: doc/classes/RayCast2D.xml msgid "" "If [code]true[/code], the parent node will be excluded from collision " "detection." -msgstr "如果[code]true[/code],父节点将被排除在碰撞检测之外。" +msgstr "如果为 [code]true[/code],父节点将被排除在碰撞检测之外。" #: doc/classes/RayShape.xml msgid "Ray shape for 3D collisions." @@ -61209,7 +61390,7 @@ msgid "" msgstr "" "返回 [code]true[/code] 时,该 [Rect2] 包含此点。依照惯例,[Rect2] 的右边缘和" "下边缘是被排除在外的,因此[b]不[/b]包含位于这两条边上的点。\n" -"[b]注意:[/b] 对于[i]大小为负[/i]的 [Rect2],该方法并不可靠。请使用 [method " +"[b]注意:[/b]对于[i]大小为负[/i]的 [Rect2],该方法并不可靠。请使用 [method " "abs] 获取等价的正数大小矩形再检查是否包含某个点。" #: doc/classes/Rect2.xml @@ -61298,7 +61479,7 @@ msgid "" "code] otherwise." msgstr "" "内部引用增量计数器。只有在你真的知道你在做什么的时候才使用这个。\n" -"如果增量成功,返回[code]true[/code],否则返回[code]false[/code]。" +"如果增量成功,返回 [code]true[/code],否则返回 [code]false[/code]。" #: doc/classes/Reference.xml msgid "" @@ -61308,7 +61489,7 @@ msgid "" "code] otherwise." msgstr "" "内部引用减量计数器。只有在你真的知道你在做什么的时候才使用这个。\n" -"如果减量成功,返回[code]true[/code],否则返回[code]false[/code]。" +"如果减量成功,返回 [code]true[/code],否则返回 [code]false[/code]。" #: doc/classes/ReferenceRect.xml msgid "Reference frame for GUI." @@ -61339,7 +61520,7 @@ msgid "" "If set to [code]true[/code], the [ReferenceRect] will only be visible while " "in editor. Otherwise, [ReferenceRect] will be visible in game." msgstr "" -"如果设置为[code]true[/code],[ReferenceRect]将只在编辑器中可见。否则," +"如果设置为 [code]true[/code],[ReferenceRect]将只在编辑器中可见。否则," "[ReferenceRect]将在游戏中可见。" #: doc/classes/ReflectionProbe.xml @@ -61658,7 +61839,7 @@ msgstr "" " results.push_back(result.get_string())\n" "# The `results` array now contains \"One\", \"Two\", \"Three\".\n" "[/codeblock]\n" -"[b]注意:[/b] Godot的regex实现是基于[url=https://www.pcre.org/]PCRE2[/url] " +"[b]注意:[/b]Godot的regex实现是基于[url=https://www.pcre.org/]PCRE2[/url] " "库。你可以查看完整的模式参考[url=https://www.pcre.org/current/doc/html/" "pcre2pattern.html]这里[/url]。\n" "[b]提示:[/b] 你可以使用[url=https://regexr.com/]Regexr[/url]来在线测试正则表" @@ -61708,8 +61889,8 @@ msgid "" "and end anchor would be." msgstr "" "在文本中搜索编译后的模式。如果找到,返回第一个匹配结果的[RegExMatch]容器,否" -"则返回[code]null[/code]。可以指定要搜索的区域,而不需要修改开始和结束锚点的位" -"置。" +"则返回 [code]null[/code]。可以指定要搜索的区域,而不需要修改开始和结束锚点的" +"位置。" #: modules/regex/doc_classes/RegEx.xml msgid "" @@ -61922,7 +62103,7 @@ msgstr "" "缓存,因此任何从给定路径加载资源的尝试都会返回相同的引用(这与[Node]相反," "[Node]没有引用计数,可以根据需要从磁盘实例化多次)。资源可以从外部保存在磁盘" "上,也可以捆绑在另一个对象中,如[Node]或另一个资源。\n" -"[b]注意:[/b] 在C#中,资源不再被使用后不会立即被释放。相反,垃圾回收将定期运" +"[b]注意:[/b]在C#中,资源不再被使用后不会立即被释放。相反,垃圾回收将定期运" "行,并释放不再使用的资源。这意味着未使用的资源在被删除之前会停留一段时间。" #: doc/classes/Resource.xml @@ -61955,8 +62136,8 @@ msgstr "" "函数被调用,没有参数。当构造函数没有默认值时,这个方法会出错。\n" "默认情况下,为了提高效率,子资源在资源副本之间被共享。这可以通过向" "[code]subresources[/code]参数传递[code]true[/code]来改变,它将复制子资源。\n" -"[b]注意:[/b] 如果[code]subresources[/code]是[code]true[/code],这个方法将只" -"执行一个浅层拷贝。子资源中的嵌套资源不会被复制,仍然会被共享。\n" +"[b]注意:[/b]如果[code]subresources[/code]是[code]true[/code],这个方法将只执" +"行一个浅层拷贝。子资源中的嵌套资源不会被复制,仍然会被共享。\n" "[b]注意:[/b]当复制一个资源时,只有导出[code]export[/code]的属性被复制。其他" "属性将被设置为新资源中的默认值。" @@ -61979,7 +62160,7 @@ msgstr "" "[codeblock]\n" "emit_signal(\"change\")\n" "[/codeblock]\n" -"[b]注意:[/b] 这个方法对于内置资源来说是自动调用的。" +"[b]注意:[/b]这个方法对于内置资源来说是自动调用的。" #: doc/classes/Resource.xml msgid "" @@ -62096,7 +62277,7 @@ msgstr "" "它一个带有[code]class_name[/code]的全局类名,这样它才能被注册。像内置的" "ResourceFormatLoaders一样,它将在加载其处理的类型的资源时被自动调用。你也可以" "实现一个[ResourceFormatSaver]。\n" -"[b]注意:[/b] 如果你需要的资源类型存在,但Godot无法加载其格式,你也可以扩展" +"[b]注意:[/b]如果你需要的资源类型存在,但Godot无法加载其格式,你也可以扩展" "[EditorImportPlugin]。选择一种方式而不是另一种方式,取决于该格式是否适合于最" "终导出的游戏。例如,最好先把[code].png[/code]纹理导入为[code].stex[/code]" "([StreamTexture]),这样它们在显卡上的加载效率会更好。" @@ -62113,7 +62294,7 @@ msgstr "" "如果实现,则获取给定资源的依赖项。如果 [code]add_types[/code] 是 [code]true[/" "code],路径应该附加 [code]::TypeName[/code],其中 [code]TypeName[/code] 是依" "赖的类名。\n" -"[b]注意:[/b] [ClassDB] 不知道脚本定义的自定义资源类型,因此您可能只为它们返" +"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可能只为它们返" "回 [code]\"Resource\"[/code]。" #: doc/classes/ResourceFormatLoader.xml @@ -62127,9 +62308,9 @@ msgid "" "[b]Note:[/b] Custom resource types defined by scripts aren't known by the " "[ClassDB], so you might just return [code]\"Resource\"[/code] for them." msgstr "" -"获取与给定路径相关的资源的类名。如果加载器不能处理它,它应该返回[code]\"\"[/" +"获取与给定路径相关的资源的类名。如果加载器不能处理它,它应该返回 [code]\"\"[/" "code]。\n" -"[b]注意:[/b] [ClassDB] 不知道脚本定义的自定义资源类型,因此您可能只为它们返" +"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可能只为它们返" "回 [code]\"Resource\"[/code]。" #: doc/classes/ResourceFormatLoader.xml @@ -62139,7 +62320,7 @@ msgid "" "[ClassDB], so you might just handle [code]\"Resource\"[/code] for them." msgstr "" "说明这个加载器可以加载哪个资源类。\n" -"[b]注意:[/b] [ClassDB] 不知道脚本定义的自定义资源类型,因此您可以只为它们处" +"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可以只为它们处" "理 [code]\"Resource\"[/code]。" #: doc/classes/ResourceFormatLoader.xml @@ -62464,7 +62645,7 @@ msgid "" "Returns [code]true[/code] if the preloader contains a resource associated to " "[code]name[/code]." msgstr "" -"如果预加载器包含一个与[code]name[/code]相关的资源,则返回[code]true[/code]。" +"如果预加载器包含一个与[code]name[/code]相关的资源,则返回 [code]true[/code]。" #: doc/classes/ResourcePreloader.xml msgid "" @@ -62569,7 +62750,7 @@ msgid "" "is paused. This may impact battery life negatively." msgstr "" "用于 [RichTextLabel] 的自定义效果。\n" -"[b]注意:[/b] 为了使 [RichTextEffect] 能够使用,必须在脚本中定义一个名为 " +"[b]注意:[/b]为了使 [RichTextEffect] 能够使用,必须在脚本中定义一个名为 " "[code]bbcode[/code] 的 BBCode 标签作为成员变量。\n" "[codeblock]\n" "# 这个 RichTextEffect 的用法就会是:`[example]一些文本[/example]`.\n" @@ -62586,8 +62767,8 @@ msgid "" "transformation to avoid displaying broken text." msgstr "" "覆盖这个方法来修改[code]char_fx[/code]中的属性。如果字符可以被成功转换,该方" -"法必须返回[code]true[/code]。如果该方法返回[code]false[/code],它将跳过转换," -"以避免显示破碎的文本。" +"法必须返回 [code]true[/code]。如果该方法返回 [code]false[/code],它将跳过转" +"换,以避免显示破碎的文本。" #: doc/classes/RichTextLabel.xml msgid "Label that displays rich text." @@ -62672,10 +62853,10 @@ msgid "" msgstr "" "解析 [code]bbcode[/code] 并根据需要将标签添加到标签堆栈中。返回解析结果,成功" "则返回 [constant OK]。\n" -"[b]注意:[/b] 使用此方法,您无法关闭在之前的 [method append_bbcode] 调用中打" -"开的标签。这样做是为了提高性能,特别是在更新大型 RichTextLabel 时,因为每次重" -"建整个 BBCode 会更慢。如果您绝对需要在将来的方法调用中关闭标签,请附加 " -"[member bbcode_text] 而不是使用 [method append_bbcode]。" +"[b]注意:[/b]使用此方法,您无法关闭在之前的 [method append_bbcode] 调用中打开" +"的标签。这样做是为了提高性能,特别是在更新大型 RichTextLabel 时,因为每次重建" +"整个 BBCode 会更慢。如果您绝对需要在将来的方法调用中关闭标签,请附加 [member " +"bbcode_text] 而不是使用 [method append_bbcode]。" #: doc/classes/RichTextLabel.xml msgid "Clears the tag stack and sets [member bbcode_text] to an empty string." @@ -62692,6 +62873,11 @@ msgid "" msgstr "返回标签栈中文本标签的换行总数。将被包裹的文本视为一行。" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "返回文本标签的总字符数。不包括 BBCode。" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -62866,8 +63052,8 @@ msgid "" "append_bbcode] to preserve BBCode formatting." msgstr "" "如果 [code]true[/code],标签使用 BBCode 格式。\n" -"[b]注意:[/b] 尝试使用 [method add_text] 更改 [RichTextLabel] 的文本会将其重" -"置为 [code]false[/code]。改用 [method append_bbcode] 来保留 BBCode 格式。" +"[b]注意:[/b]尝试使用 [method add_text] 更改 [RichTextLabel] 的文本会将其重置" +"为 [code]false[/code]。改用 [method append_bbcode] 来保留 BBCode 格式。" #: doc/classes/RichTextLabel.xml msgid "" @@ -62907,8 +63093,8 @@ msgid "" "be removed in future versions." msgstr "" "如果 [code]true[/code],标签的高度将自动更新以适应其内容。\n" -"[b]注意:[/b] 此属性用作解决 [Container] 中 [RichTextLabel] 问题的解决方法," -"但在某些情况下不可靠,将在未来版本中删除。" +"[b]注意:[/b]此属性用作解决 [Container] 中 [RichTextLabel] 问题的解决方法,但" +"在某些情况下不可靠,将在未来版本中删除。" #: doc/classes/RichTextLabel.xml msgid "" @@ -62931,7 +63117,7 @@ msgid "" msgstr "" "要显示的字符范围,数值为0.0和1.0之间的[float]。当分配一个超出范围的值时,它和" "分配1.0是一样的。\n" -"[b]注意:[/b] 设置这个属性会根据当前的[method get_total_character_count]更新" +"[b]注意:[/b]设置这个属性会根据当前的[method get_total_character_count]更新" "[member visible_characters]。" #: doc/classes/RichTextLabel.xml @@ -62978,7 +63164,7 @@ msgid "" "current [method get_total_character_count]." msgstr "" "在标签中显示的字符数限制。如果[code]-1[/code],将显示所有字符。\n" -"[b]注意:[/b] 设置此属性会根据当前的[method get_total_character_count]更新" +"[b]注意:[/b]设置此属性会根据当前的[method get_total_character_count]更新" "[member percent_visible]。" #: doc/classes/RichTextLabel.xml @@ -63038,7 +63224,7 @@ msgid "" "The color of selected text, used when [member selection_enabled] is " "[code]true[/code]." msgstr "" -"选定文本的颜色(当[member selection_enabled]为[code]true[/code]时使用)。" +"选定文本的颜色(当[member selection_enabled]为 [code]true[/code] 时使用)。" #: doc/classes/RichTextLabel.xml msgid "The color of the font's shadow." @@ -63245,10 +63431,10 @@ msgid "" "For performance, list of collisions is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" -"返回一个与此碰撞的物体的列表。要求[member contact_monitor]设置为[code]true[/" +"返回一个与此碰撞的物体的列表。要求[member contact_monitor]设置为 [code]true[/" "code],[member contacts_reported]设置得足够高,以检测所有碰撞。\n" -"[b]注意:[/b] 在移动物体后,这个测试的结果不是立即的。为了性能,碰撞列表每帧" -"在物理运算之前更新一次。可以考虑使用信号来代替。" +"[b]注意:[/b]在移动物体后,这个测试的结果不是立即的。为了性能,碰撞列表每帧在" +"物理运算之前更新一次。可以考虑使用信号来代替。" #: doc/classes/RigidBody.xml msgid "" @@ -63317,9 +63503,9 @@ msgid "" msgstr "" "如果[code]true[/code],实体可以在没有运动的情况下进入睡眠模式。见[member " "sleeping]。\n" -"[b]注意:[/b] RigidBody3D 的模式[member mode] 为常量[constant " -"MODE_CHARACTER] 时不会自动进入休眠模式。仍然可以通过将其 [member sleeping] 属" -"性设置为 [code]true[/code] 来手动使其进入休眠状态。" +"[b]注意:[/b]RigidBody3D 的模式[member mode] 为常量[constant MODE_CHARACTER] " +"时不会自动进入休眠模式。仍然可以通过将其 [member sleeping] 属性设置为 " +"[code]true[/code] 来手动使其进入休眠状态。" #: doc/classes/RigidBody.xml msgid "" @@ -63459,9 +63645,9 @@ msgid "" "[PhysicsBody] or [GridMap]." msgstr "" "当与另一个[PhysicsBody]或[GridMap]发生碰撞时触发。需要将[member " -"contact_monitor]设置为[code]true[/code],并且将[member contacts_reported]设置" -"得足够高以检测所有的碰撞。如果[MeshLibrary]有碰撞[Shape],[GridMap]就会被检测" -"到。\n" +"contact_monitor]设置为 [code]true[/code],并且将[member contacts_reported]设" +"置得足够高以检测所有的碰撞。如果[MeshLibrary]有碰撞[Shape],[GridMap]就会被检" +"测到。\n" "[code]body[/code]的[Node],如果它存在于树中,则是其他[PhysicsBody]或[GridMap]" "的节点。" @@ -63475,9 +63661,9 @@ msgid "" "[PhysicsBody] or [GridMap]." msgstr "" "当与另一个[PhysicsBody]或[GridMap]的碰撞结束时触发。需要将[member " -"contact_monitor]设置为[code]true[/code],并且将[member contacts_reported]设置" -"得足够高以检测到所有的碰撞。如果[MeshLibrary]有碰撞[Shape],[GridMap]就会被检" -"测到。\n" +"contact_monitor]设置为 [code]true[/code],并且将[member contacts_reported]设" +"置得足够高以检测到所有的碰撞。如果[MeshLibrary]有碰撞[Shape],[GridMap]就会被" +"检测到。\n" "[code]body[/code]的[Node],如果它存在于树中,则是其他[PhysicsBody]或[GridMap]" "的节点。" @@ -63504,7 +63690,7 @@ msgid "" "[ConcavePolygonShape] with Bullet physics if you need shape indices." msgstr "" "当[PhysicsBody]或[GridMap]的一个形状[Shape]进入这个区域的一个形状[Shape]时发" -"出的。需要将监控[member contact_monitor]设置为[code]true[/code],且[member " +"出的。需要将监控[member contact_monitor]设置为 [code]true[/code],且[member " "contacts_reported]设置的足够高以检测所有碰撞。如果[MeshLibrary]有碰撞形状" "[Shape],就会检测到[GridMap]。\n" "[code]body_id[/code]由[PhysicsServer]使用的其他[PhysicsBody]或[MeshLibrary]的" @@ -63631,7 +63817,7 @@ msgstr "" "(重力、冲力等),物理模拟会根据它的质量、摩擦力和其他物理属性来计算出运动结" "果。\n" "RigidBody2D有4种行为[member mode]。刚性、静态、角色和运动。\n" -"[b]注意:[/b] 你不应该每一帧或经常改变RigidBody2D的[code]position[/code]或" +"[b]注意:[/b]你不应该每一帧或经常改变RigidBody2D的[code]position[/code]或" "[code]linear_velocity[/code]。如果需要直接影响物体的状态,请使用[method " "_integrate_forces],它允许你直接访问物理状态。\n" "要记住,物理物体在自己管理变换,它会覆盖你的变换设置。所以任何直接或间接的变" @@ -63704,9 +63890,8 @@ msgid "" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" -"对物体的 [member angular_velocity]进行阻尼运算。如果 [code]-1[/code],物体将" -"使用[b]项目 > 项目设置 > Physics > 2d[/b] 中定义的 [b]Default Angular Damp[/" -"b](默认角度阻尼)。\n" +"对物体的 [member angular_velocity] 进行阻尼运算。如果为 [code]-1[/code],物体" +"将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中定义的[b]默认角度阻尼[/b]。\n" "有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/" "default_angular_damp]。" @@ -63728,8 +63913,8 @@ msgid "" msgstr "" "如果[code]true[/code],身体可以在没有运动的情况下进入睡眠模式。见[member " "sleeping]。\n" -"[b]注意:[/b] RigidBody2D 的[member mode] 为[constant MODE_CHARACTER] 时不会" -"自动进入休眠模式。仍然可以通过将其 [member sleeping] 属性设置为 [code]true[/" +"[b]注意:[/b]RigidBody2D 的[member mode] 为[constant MODE_CHARACTER] 时不会自" +"动进入休眠模式。仍然可以通过将其 [member sleeping] 属性设置为 [code]true[/" "code] 来手动使其休眠。" #: doc/classes/RigidBody2D.xml @@ -63750,8 +63935,8 @@ msgid "" msgstr "" "将被记录的最大接触次数。需要将 [member contact_monitor] 设置为 [code]true[/" "code]。\n" -"[b]注:[/b]接触次数与碰撞次数不同。平行边之间的碰撞将意味着两个接触(每端一" -"个),平行面之间的碰撞将意味着四个接触(每个角一个)。" +"[b]注意:[/b]接触次数与碰撞次数不同。平行边之间的碰撞将意味着两次接触(两端各" +"一次)。" #: doc/classes/RigidBody2D.xml msgid "" @@ -63783,9 +63968,10 @@ msgid "" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" -"物体的摩擦。取值范围从[code]0[/code](无摩擦)到[code]1[/code](最大摩擦)。\n" -"已弃用,通过 [member physics_material_override] 使用 [member PhysicsMaterial." -"friction]。" +"物体的摩擦。取值范围从 [code]0[/code](无摩擦)到 [code]1[/code](最大摩" +"擦)。\n" +"已弃用,请通过 [member physics_material_override] 使用 [member " +"PhysicsMaterial.friction]。" #: doc/classes/RigidBody2D.xml msgid "" @@ -63793,9 +63979,8 @@ msgid "" "from the [b]Default Gravity[/b] value in [b]Project > Project Settings > " "Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s." msgstr "" -"乘以施加在物体上的重力。物体的重力是由[b]项目 > 项目设置 > Physics > 2d[/b]中" -"的 [b]Default Gravity[/b](默认重力)值和/或任何由 [Area2D] 应用的额外重力矢" -"量计算出来的。" +"乘以施加在物体上的重力。物体的重力是由[b]项目 > 项目设置 > 物理 > 2D[/b]中的" +"[b]默认重力[/b]值和/或任何由 [Area2D] 应用的额外重力向量计算出来的。" #: doc/classes/RigidBody2D.xml msgid "" @@ -63856,8 +64041,8 @@ msgid "" "[PhysicsBody2D] or [TileMap]." msgstr "" "当与另一个[PhysicsBody2D]或[TileMap]发生碰撞时触发。需要将[member " -"contact_monitor]设置为[code]true[/code],并且将[member contacts_reported]设置" -"得足够高以检测所有的碰撞。如果[TileSet]有碰撞[Shape2D],就会检测到[TileMap]" +"contact_monitor]设置为 [code]true[/code],并且将[member contacts_reported]设" +"置得足够高以检测所有的碰撞。如果[TileSet]有碰撞[Shape2D],就会检测到[TileMap]" "的。\n" "[code]body[/code]是其他[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树中。" @@ -63930,7 +64115,7 @@ msgid "" "with [code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" "当这个RigidBody2D的一个[Shape2D]和另一个[PhysicsBody2D]或[TileMap]的[Shape2D]" -"之间的碰撞结束时触发。要求[member contact_monitor]设置为[code]true[/code]," +"之间的碰撞结束时触发。要求[member contact_monitor]设置为 [code]true[/code]," "[member contacts_reported]设置得足够高以检测所有的碰撞。如果[TileSet]有碰撞" "[Shape2D],就会检测到[TileMap]的。\n" "[code]body_rid[/code] [Physics2DServer]使用的其他[PhysicsBody2D]或[TileSet]的" @@ -64087,7 +64272,7 @@ msgstr "" "[RoomGroup] 应作为[b]空间列表[/b](您的 [Room] 的父 [Node])的子项,而 " "[Room] 应作为 [RoomGroup] 的子项依次放置以便将它们分配给 RoomGroup。\n" "例如,[RoomGroup] 可用于指定[b]处于外部[/b]的 [Room],并在玩家进入/退出该区域" -"时打开或关闭定向光、天空或雨效果。\n" +"时打开或关闭平行光、天空或雨效果。\n" "当 [code]gameplay_monitor[/code] 开启时,[RoomGroup] 可以收到[b]游戏回调[/" "b],在他们进入和退出[b]游戏区域[/b]时,以[code]信号[/code]或[code]通知[/code]" "的形式(详见 [RoomManager])。" @@ -64486,9 +64671,9 @@ msgid "" "[code]tool[/code] script." msgstr "" "[i]根运动[/i](Root Motion)指的是一种动画技术,其中使用网格的骨架为角色提供" -"动力。在处理 3D 动画时,一种流行的技术是动画师使用根骨架骨骼来为骨架的其余部" -"分提供运动。这允许以步骤实际匹配下方地板的方式为角色设置动画。它还允许在过场" -"动画期间与对象进行精确交互。另见 [AnimationTree]。\n" +"动力。在处理 3D 动画时,一种流行的技术是动画师使用骨架的根骨骼来为骨架的其余" +"部分提供运动。这允许以步骤实际匹配下方地板的方式为角色设置动画。它还允许在过" +"场动画期间与对象进行精确交互。另见 [AnimationTree]。\n" "[b]注意:[/b][RootMotionView] 仅在编辑器中可见。在运行的项目中会自动隐藏,在" "运行的项目中也会转换为普通的 [Node]。这意味着附加到 [RootMotionView] 节点的脚" "本[i]必须[/i]具写 [code]extends Node[/code] 而不是 [code]extends " @@ -64621,8 +64806,8 @@ msgid "" "branch starting at this node, with its child nodes and resources), or " "[code]null[/code] if the node is not an instance." msgstr "" -"返回[code]idx[/code]处的节点的[PackedScene](即从该节点开始的整个分支,包括其" -"子节点和资源),如果该节点不是一个实例,则返回[code]null[/code]。" +"返回 [code]idx[/code]处的节点的[PackedScene](即从该节点开始的整个分支,包括" +"其子节点和资源),如果该节点不是一个实例,则返回 [code]null[/code]。" #: doc/classes/SceneState.xml msgid "" @@ -64634,7 +64819,7 @@ msgstr "" #: doc/classes/SceneState.xml msgid "Returns the name of the node at [code]idx[/code]." -msgstr "返回[code]idx[/code]处的节点名称。" +msgstr "返回 [code]idx[/code]处的节点名称。" #: doc/classes/SceneState.xml msgid "" @@ -64648,8 +64833,8 @@ msgid "" "If [code]for_parent[/code] is [code]true[/code], returns the path of the " "[code]idx[/code] node's parent instead." msgstr "" -"返回[code]idx[/code]处的节点的路径。\n" -"如果[code]for_parent[/code]是[code]true[/code],则返回[code]idx[/code]节点的" +"返回 [code]idx[/code]处的节点的路径。\n" +"如果[code]for_parent[/code]是[code]true[/code],则返回 [code]idx[/code]节点的" "父节点的路径。" #: doc/classes/SceneState.xml @@ -64668,7 +64853,7 @@ msgstr "" msgid "" "Returns the name of the property at [code]prop_idx[/code] for the node at " "[code]idx[/code]." -msgstr "返回[code]prop_idx[/code]处的属性名称,用于[code]idx[/code]处的节点。" +msgstr "返回 [code]prop_idx[/code]处的属性名称,用于[code]idx[/code]处的节点。" #: doc/classes/SceneState.xml msgid "" @@ -64678,14 +64863,14 @@ msgstr "返回 [code]idx[/code] 节点的 [code]prop_idx[/code] 属性值。" #: doc/classes/SceneState.xml msgid "Returns the type of the node at [code]idx[/code]." -msgstr "返回[code]idx[/code]处节点的类型。" +msgstr "返回 [code]idx[/code]处节点的类型。" #: doc/classes/SceneState.xml msgid "" "Returns [code]true[/code] if the node at [code]idx[/code] is an " "[InstancePlaceholder]." msgstr "" -"如果[code]idx[/code]处的节点是一个[InstancePlaceholder],返回[code]true[/" +"如果[code]idx[/code]处的节点是一个[InstancePlaceholder],返回 [code]true[/" "code]。" #: doc/classes/SceneState.xml @@ -64768,9 +64953,9 @@ msgstr "" "GROUP_CALL_DEFAULT] 标志调用 [method call_group_flags]。\n" "[b]注:[/b] [code]method[/code]最多只能有5个参数(总共7个参数传递给这个方" "法)。\n" -"[b]注意:[/b] 由于设计限制,如果参数之一为 [code]null[/code],[method " +"[b]注意:[/b]由于设计限制,如果参数之一为 [code]null[/code],[method " "call_group] 将静默失败。\n" -"[b]注意:[/b] [method call_group] 将始终调用具有一帧延迟的方法,其方式类似于 " +"[b]注意:[/b][method call_group] 将始终调用具有一帧延迟的方法,其方式类似于 " "[method Object.call_deferred]。要立即调用方法,请将 [method " "call_group_flags] 与 [constant GROUP_CALL_REALTIME] 标志一起使用。" @@ -64794,7 +64979,7 @@ msgstr "" "[code]method[/code]。\n" "[b]注:[/b] [code]method[/code]最多只能有5个参数(总共8个参数传递给这个方" "法)。\n" -"[b]注意:[/b] 由于设计限制,如果参数之一为 [code]null[/code],[method " +"[b]注意:[/b]由于设计限制,如果参数之一为 [code]null[/code],[method " "call_group_flags] 将静默失败。\n" "[codeblock]\n" "# 立即以相反的顺序调用该方法。\n" @@ -64894,7 +65079,7 @@ msgstr "返回最近收到的RPC调用的发送者的对等ID。" #: doc/classes/SceneTree.xml msgid "Returns [code]true[/code] if the given group exists." -msgstr "如果给定的组存在,返回[code]true[/code]。" +msgstr "如果给定的组存在,返回 [code]true[/code]。" #: doc/classes/SceneTree.xml msgid "" @@ -65455,7 +65640,7 @@ msgid "" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_script_editor]." msgstr "" -"[b]注意:[/b] 这个类不应该被直接实例化。相反,使用[method EditorInterface." +"[b]注意:[/b]这个类不应该被直接实例化。相反,使用[method EditorInterface." "get_script_editor]来访问这个单例。" #: doc/classes/ScriptEditor.xml @@ -65580,10 +65765,10 @@ msgid "" "[member scroll_horizontal_enabled]. If you want to only hide it instead, use " "its [member CanvasItem.visible] property." msgstr "" -"返回此[ScrollContainer]的水平滚动条[HScrollBar]。\n" -"[b]警告:[/b] 这是一个必须的内部节点,移除和释放它可能会导致崩溃。如果你想禁" -"用水平滚动条,请使用[member scroll_horizontal_enabled]。如果你只想隐藏它,则" -"使用其[member CanvasItem.visible]属性。" +"返回此 [ScrollContainer] 的水平滚动条 [HScrollBar]。\n" +"[b]警告:[/b]这是一个必须的内部节点,移除和释放它可能会导致崩溃。如果你想禁用" +"水平滚动条,请使用 [member scroll_horizontal_enabled]。如果你只想隐藏它,则使" +"用其 [member CanvasItem.visible] 属性。" #: doc/classes/ScrollContainer.xml msgid "" @@ -65593,10 +65778,10 @@ msgid "" "[member scroll_vertical_enabled]. If you want to only hide it instead, use " "its [member CanvasItem.visible] property." msgstr "" -"返回此[ScrollContainer]的垂直滚动条[VScrollBar]。\n" -"[b]警告:[/b] 这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想禁" -"用垂直滚动条,请使用[member scroll_vertical_enabled]。如果你只想隐藏它,则使" -"用其[member CanvasItem.visible]属性。" +"返回此 [ScrollContainer] 的垂直滚动条 [VScrollBar]。\n" +"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想禁用" +"垂直滚动条,请使用 [member scroll_vertical_enabled]。如果你只想隐藏它,则使用" +"其 [member CanvasItem.visible] 属性。" #: doc/classes/ScrollContainer.xml msgid "" @@ -65668,19 +65853,24 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." msgstr "" -"试图锁定这个[Mutex],但并不阻塞。成功时返回[constant OK],否则返回[constant " -"ERR_BUSY]。" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" -"试图锁定这个[Mutex],但并不阻塞。成功时返回[constant OK],否则返回[constant " -"ERR_BUSY]。" #: doc/classes/Separator.xml msgid "Base class for separators." @@ -65717,7 +65907,7 @@ msgid "" "code exactly." msgstr "" "返回被设置为指定参数的默认纹理。\n" -"[b]注意:[/b] [code]param[/code]必须与代码中的uniform名称完全匹配。" +"[b]注意:[/b][code]param[/code]必须与代码中的uniform名称完全匹配。" #: doc/classes/Shader.xml msgid "" @@ -65734,8 +65924,8 @@ msgid "" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" -"如果着色器在其代码中把这个参数定义为uniform,则返回[code]true[/code]。\n" -"[b]注意:[/b] [code]param[/code] 必须与代码中的uniform名称完全匹配。" +"如果着色器在其代码中把这个参数定义为uniform,则返回 [code]true[/code]。\n" +"[b]注意:[/b][code]param[/code] 必须与代码中的uniform名称完全匹配。" #: doc/classes/Shader.xml msgid "" @@ -65764,7 +65954,7 @@ msgid "" msgstr "" "返回该着色器的自定义。自定义可以在Godot中用于添加着色器逻辑所需的GLSL预处理指" "令(例如:扩展)。\n" -"[b]注意:[/b] 自定义没有经过Godot着色器解析器的验证,所以使用时要注意。" +"[b]注意:[/b]自定义没有经过Godot着色器解析器的验证,所以使用时要注意。" #: doc/classes/Shader.xml msgid "Mode used to draw all 3D objects." @@ -65795,9 +65985,9 @@ msgid "" "emit light in a [GIProbe]." msgstr "" "使用自定义 [Shader] 程序渲染项目以筛选或处理粒子的材质。您可以为同一个着色器" -"创建多种材质,但可以为着色器中定义的uniforms配置不同的值。\n" -"[b]注意:[/b] 由于渲染器限制,在 [GIProbe] 中使用时,自发光 [ShaderMaterial] " -"无法发光。只有自发光的 [SpatialMaterial] 可以在 [GIProbe] 中发光。" +"创建多种材质,但可以为着色器中定义的 uniform 配置不同的值。\n" +"[b]注意:[/b]由于渲染器限制,在 [GIProbe] 中使用时,发光的 [ShaderMaterial] " +"无法发光。只有发光的 [SpatialMaterial] 可以在 [GIProbe] 中发光。" #: doc/classes/ShaderMaterial.xml msgid "" @@ -65809,7 +65999,7 @@ msgid "" "Returns [code]true[/code] if the property identified by [code]name[/code] " "can be reverted to a default value." msgstr "" -"如果由[code]name[/code]标识的属性可以恢复到默认值,则返回[code]true[/code]。" +"如果由[code]name[/code]标识的属性可以恢复到默认值,则返回 [code]true[/code]。" #: doc/classes/ShaderMaterial.xml msgid "" @@ -65824,7 +66014,7 @@ msgid "" "code exactly." msgstr "" "改变着色器中材质的uniform值。\n" -"[b]注意:[/b] [code]param[/code]必须与代码中的uniform名称完全匹配。" +"[b]注意:[/b][code]param[/code]必须与代码中的uniform名称完全匹配。" #: doc/classes/ShaderMaterial.xml msgid "The [Shader] program used to render this material." @@ -65876,7 +66066,7 @@ msgid "" "([code]with_shape[/code]), and the transformation matrix of that shape " "([code]shape_xform[/code])." msgstr "" -"如果这个形状与另一个形状发生碰撞,返回[code]true[/code]。\n" +"如果这个形状与另一个形状发生碰撞,返回 [code]true[/code]。\n" "这个方法需要这个形状的变换矩阵([code]local_xform[/code]),要检查碰撞的形状" "([code]with_shape[/code]),以及那个形状的变换矩阵([code]shape_xform[/" "code])。" @@ -66021,7 +66211,7 @@ msgstr "清除这个骨架上的所有骨骼。" #: doc/classes/Skeleton.xml msgid "Returns the bone index that matches [code]name[/code] as its name." -msgstr "返回[code]name[/code]与其名称匹配的的骨骼索引。" +msgstr "返回 [code]name[/code]与其名称匹配的的骨骼索引。" #: doc/classes/Skeleton.xml msgid "Returns the amount of bones in the skeleton." @@ -66039,8 +66229,8 @@ msgid "" "skeleton. Being relative to the skeleton frame, this is not the actual " "\"global\" transform of the bone." msgstr "" -"返回相对于骨架的指定骨骼的整体变换。由于是相对于骨架的,这不是该骨骼的实际 " -"\"全局 \"变换。" +"返回指定骨骼的整体变换,相对于骨架。由于是相对于骨架的,这不是该骨骼的实际“全" +"局”变换。" #: doc/classes/Skeleton.xml msgid "" @@ -66048,8 +66238,8 @@ msgid "" "skeleton, but without any global pose overrides. Being relative to the " "skeleton frame, this is not the actual \"global\" transform of the bone." msgstr "" -"返回指定骨骼的整体变换,相对于骨架,但没有任何全局姿势覆盖。相对于骨架帧,这" -"不是骨骼的实际“全局”变换。" +"返回指定骨骼的整体变换,相对于骨架,不包含任何全局姿势覆盖。由于是相对于骨架" +"的,这不是该骨骼的实际“全局”变换。" #: doc/classes/Skeleton.xml msgid "Returns the name of the bone at index [code]index[/code]." @@ -66086,7 +66276,7 @@ msgid "" msgstr "" "将骨骼索引 [code]parent_idx[/code] 设置为 [code]bone_idx[/code] 处骨骼的父" "级。如果 -1,则骨骼没有父级。\n" -"[b]注意:[/b] [code]parent_idx[/code] 必须小于 [code]bone_idx[/code]。" +"[b]注意:[/b][code]parent_idx[/code] 必须小于 [code]bone_idx[/code]。" #: doc/classes/Skeleton.xml msgid "Sets the pose transform for bone [code]bone_idx[/code]." @@ -66135,8 +66325,8 @@ msgid "" "SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a " "certain point in 3D by rotating all bones in the chain accordingly." msgstr "" -"SkeletonIK 可用于将 [Skeleton] 骨链的末端骨骼置于 3D 中的某一点,并相应地旋转" -"骨链中的所有骨骼。" +"SkeletonIK 可用于将 [Skeleton] 的骨骼链的末端骨骼置于 3D 中的某一点,并相应地" +"旋转骨骼链中的所有骨骼。" #: doc/classes/SkeletonIK.xml msgid "" @@ -66171,29 +66361,30 @@ msgid "" "skeleton_ik_node.set_interpolation(0.0)\n" "[/codeblock]" msgstr "" -"SkeletonIK用于将[Skeleton]骨链的末端骨骼放置在3D某一点上,并相应地旋转骨链中" -"的所有骨骼。游戏中IK的典型场景是将角色的脚放在地面上,或者将角色的手放在当前" -"持有的物体上。SkeletonIK在内部使用FabrikInverseKinematic来解决骨骼链,并将结" -"果应用于[Skeleton] [code]bones_global_pose_override[/code]属性中所有受影响的" -"骨骼链。如果完全应用,这将覆盖任何来自[Animation]的骨骼变换或用户设置的骨骼自" -"定义姿势。应用量可以用[code]interpolation[/code]属性来控制。\n" +"SkeletonIK 用于将 [Skeleton] 骨骼链的末端骨骼放置在 3D 某一点上,并相应地旋转" +"骨骼链中的所有骨骼。游戏中 IK 的典型场景是将角色的脚放在地面上,或者将角色的" +"手放在当前持有的物体上。SkeletonIK 在内部使用 FabrikInverseKinematic 来解决骨" +"骼链,并将结果应用于 [Skeleton] [code]bones_global_pose_override[/code] 属性" +"中所有受影响的骨骼链。如果完全应用,这将覆盖任何来自 [Animation] 的骨骼变换或" +"用户设置的骨骼自定义姿势。应用量可以用 [code]interpolation[/code] 属性来控" +"制。\n" "[codeblock]\n" -"# 在每一个新的帧上自动应用IK效果(不是当前的)。\n" +"# 在每一个新的帧上自动应用 IK 效果(不是当前的)。\n" "skeleton_ik_node.start()\n" "\n" -"# 只在当前帧上应用IK效果\n" +"# 只在当前帧上应用 IK 效果\n" "skeleton_ik_node.start(true)\n" "\n" -"# 停止IK效果并重置骨骼上的bones_global_pose_override\n" +"# 停止 IK 效果并重置骨骼上的 bones_global_pose_override\n" "skeleton_ik_node.stop()\n" "\n" -"# 应用完整的IK效果\n" +"# 应用完整的 IK 效果\n" "skeleton_ik_node.set_interpolation(1.0)\n" "\n" -"# 应用一半的IK效果\n" +"# 应用一半的 IK 效果\n" "skeleton_ik_node.set_interpolation(0.5)\n" "\n" -"# 应用零IK效果(数值为0.01或低于0.01也会移除骨骼上的" +"# 应用零 IK 效果(数值为 0.01 或低于 0.01 也会移除骨骼上的 " "bones_global_pose_override)。\n" "skeleton_ik_node.set_interpolation(0.0)\n" "[/codeblock]" @@ -66343,7 +66534,7 @@ msgid "" msgstr "" "[Sky]的辐射贴图大小。辐射贴图尺寸越大,[Sky]的照明就越详细。\n" "有关值,参阅 [enum RadianceSize] 常量。\n" -"[b]注意:[/b] 如果您的项目中有非常清晰的反射表面,并且不使用 " +"[b]注意:[/b]如果您的项目中有非常清晰的反射表面,并且不使用 " "[ReflectionProbe] 或 [GIProbe],您才会受益于高辐射尺寸。对于大多数项目,将 " "[member radiance_size] 保持为默认值是视觉效果和性能之间的最佳折衷。使用高辐射" "大小值时要小心,因为这可能会导致低端 GPU 崩溃。" @@ -66375,7 +66566,7 @@ msgid "" "as it is known to cause GPU hangs on certain systems." msgstr "" "辐射纹理尺寸为1024×1024像素。\n" -"[b]注意:[/b] [constant RADIANCE_SIZE_1024]在检查器中没有公开,因为它在某些系" +"[b]注意:[/b][constant RADIANCE_SIZE_1024]在检查器中没有公开,因为它在某些系" "统上会导致GPU挂起。" #: doc/classes/Sky.xml @@ -66385,7 +66576,7 @@ msgid "" "as it is known to cause GPU hangs on certain systems." msgstr "" "辐射纹理尺寸为2048×2048像素。\n" -"[b]注意:[/b] [constant RADIANCE_SIZE_2048]没有在检查器中公开,因为它在某些系" +"[b]注意:[/b][constant RADIANCE_SIZE_2048]没有在检查器中公开,因为它在某些系" "统上会导致GPU挂起。" #: doc/classes/Sky.xml @@ -66833,7 +67024,7 @@ msgstr "" msgid "" "Enables rendering of this node. Changes [member visible] to [code]true[/" "code]." -msgstr "启用此节点的呈现。将[member visible]更改为[code]true[/code]。" +msgstr "启用此节点的呈现。将[member visible]更改为 [code]true[/code]。" #: doc/classes/Spatial.xml msgid "" @@ -66924,7 +67115,7 @@ msgid "" "is_visible_in_tree] must return [code]true[/code])." msgstr "" "如果[code]true[/code],这个节点就会被画出来。只有当它的所有前项也是可见的时" -"候,这个节点才是可见的(换句话说,[method is_visible_in_tree]必须返回" +"候,这个节点才是可见的(换句话说,[method is_visible_in_tree]必须返回 " "[code]true[/code])。" #: doc/classes/Spatial.xml @@ -67080,13 +67271,13 @@ msgid "" "a texture in the FileSystem dock, going to the Import dock, checking the " "[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" -"如果为 [code]true[/code],则启用各向异性。各向异性会改变高光点的形状并将其与" -"切线空间对其。可用于拉丝铝材和毛发反射。\n" +"如果为 [code]true[/code],则启用各向异性。各向异性会改变镜面反射斑点的形状并" +"将其与切线空间对其。可用于拉丝铝材和毛发反射。\n" "[b]注意:[/b]各向异性需要网格切线才能正常工作。如果网格中不包含切线,各向异性" "效果就会看上去有问题。\n" "[b]注意:[/b]材质的各向异性不应与纹理的各向异性过滤相混淆。纹理各向异性过滤的" -"启用方法是,在“文件系统”面板中选中纹理,然后在“导入”面板中勾选 " -"[b]Anisotropic[/b] 复选框,然后点击[b]重新导入[/b]。" +"启用方法是,在“文件系统”面板中选中纹理,然后在“导入”面板中勾选[b]各向异性[/b]" +"复选框,然后点击[b]重新导入[/b]。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -67454,7 +67645,7 @@ msgid "" "based rather than triangle-based. See also [member params_point_size]." msgstr "" "如果[code]true[/code],可以改变渲染点的大小。\n" -"[b]注意:[/b]这只对几何体是基于点而不是基于三角形的对象有效。参阅[member " +"[b]注意:[/b]这只对几何体是基于点而不是基于三角形的对象有效。参阅[member " "params_point_size]。" #: doc/classes/SpatialMaterial.xml @@ -67471,10 +67662,22 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" -"如果 [code]true[/code],则按顶点而不是按像素计算光照。这可能会提高低端设备的" -"性能。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -67510,9 +67713,9 @@ msgid "" "should be left at [code]0.5[/code] in most cases. See also [member " "roughness]." msgstr "" -"设置镜面光叶的大小。镜面叶是光源反射的亮点。\n" -"[b]注意:[/b]与[member metallic]不同,这不是能量守恒,所以在大多数情况下,应该" -"将其保留在[code]0.5[/code]。参阅[member roughness]。" +"设置镜面反射光叶的大小。镜面反射光叶是光源反射的亮点。\n" +"[b]注意:[/b]这与 [member metallic] 不同,能量不守恒,所以在大多数情况下,应" +"该将其保留在 [code]0.5[/code]。请参阅 [member roughness]。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -67592,8 +67795,8 @@ msgid "" "issues/41567]GitHub issue #41567[/url] for details." msgstr "" "控制对象如何面向摄像机。参阅[enum BillboardMode]。\n" -"[b]注意:[/b] 广告牌模式不适合VR,因为当屏幕贴在你的头部而不是在桌子上时,摄" -"像机的左右向量不是水平的。参阅[url=https://github.com/godotengine/godot/" +"[b]注意:[/b]广告牌模式不适合VR,因为当屏幕贴在你的头部而不是在桌子上时,摄像" +"机的左右向量不是水平的。参阅[url=https://github.com/godotengine/godot/" "issues/41567]GitHub issue #41567[/url]。" #: doc/classes/SpatialMaterial.xml @@ -67603,7 +67806,7 @@ msgid "" "transparent pipeline. See [enum BlendMode]." msgstr "" "材质的混合模式。\n" -"[b]注意:[/b]除 [code]Mix[/code] 以外的值会强制对象进入透明管道。参阅 [enum " +"[b]注意:[/b]除 [code]Mix[/code] 以外的值会强制对象进入透明管道。参阅 [enum " "BlendMode]。" #: doc/classes/SpatialMaterial.xml @@ -67646,7 +67849,7 @@ msgstr "点的大小,以像素为单位。参见[member flags_use_point_size] #: doc/classes/SpatialMaterial.xml msgid "The method for rendering the specular blob. See [enum SpecularMode]." -msgstr "镜面小球的渲染方法。参阅[enum SpecularMode]。" +msgstr "镜面反射斑点的渲染方法。请参阅 [enum SpecularMode]。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -67744,7 +67947,7 @@ msgid "" msgstr "" "如果 [code]true[/code],则启用边缘效果。边缘照明增加了物体上掠过角度的亮" "度。\n" -"[b]注意:[/b] 如果材质将 [member flags_unshaded] 设置为 [code]true[/code],则" +"[b]注意:[/b]如果材质将 [member flags_unshaded] 设置为 [code]true[/code],则" "边缘光照不可见。" #: doc/classes/SpatialMaterial.xml @@ -68112,7 +68315,7 @@ msgid "" "albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/" "code]." msgstr "" -"使用点大小来改变原始点的大小。同时改变反射率纹理查找,使用 " +"使用点大小来改变图元点的大小。同时改变反射率纹理查找,使用 " "[code]POINT_COORD[/code] 而不是 [code]UV[/code]。" #: doc/classes/SpatialMaterial.xml @@ -68204,11 +68407,11 @@ msgstr "使用硬切口进行照明,平滑度受粗糙度影响。" #: doc/classes/SpatialMaterial.xml msgid "Default specular blob." -msgstr "默认镜面反射Blob。" +msgstr "默认镜面反射斑点。" #: doc/classes/SpatialMaterial.xml msgid "Older specular algorithm, included for compatibility." -msgstr "旧的镜面算法,为了兼容而加入。" +msgstr "旧的镜面反射算法,为了兼容而加入。" #: doc/classes/SpatialMaterial.xml msgid "Toon blob which changes size based on roughness." @@ -68216,7 +68419,7 @@ msgstr "基于粗糙度更改大小的 Toon 斑点。" #: doc/classes/SpatialMaterial.xml msgid "No specular blob." -msgstr "无镜面斑点。" +msgstr "无镜面反射斑点。" #: doc/classes/SpatialMaterial.xml msgid "Billboard mode is disabled." @@ -68373,6 +68576,7 @@ msgid "Numerical input text field." msgstr "数值输入文本字段。" #: doc/classes/SpinBox.xml +#, fuzzy msgid "" "SpinBox is a numerical input text field. It allows entering integers and " "floats.\n" @@ -68388,9 +68592,12 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" -"SpinBox是一个数字输入文本字段。它允许输入整数和浮点数。\n" +"SpinBox 是输入数字的文本字段。允许输入整数和浮点数。\n" "[b]例子:[/b]\n" "[codeblock]\n" "var spin_box = SpinBox.new()\n" @@ -68399,11 +68606,10 @@ msgstr "" "line_edit.context_menu_enabled = false\n" "spin_box.align = LineEdit.ALIGN_RIGHT\n" "[/codeblock]\n" -"上面的代码将创建一个[SpinBox],禁用其上的上下文菜单,并将文本对齐方式设置为右" -"对齐。\n" -"参阅[Range]类,以获得更多关于[SpinBox]的选项。\n" -"[b]注意:[/b] [SpinBox] 依赖于底层的[LineEdit]节点。要为[SpinBox]的背景设置主" -"题,请为[LineEdit]添加主题项,并对其进行定制。" +"上面的代码将创建一个 [SpinBox]、禁用其上下文菜单,并将文本设置为右对齐。\n" +"更多关于 [SpinBox] 的选项请参阅 [Range] 类。\n" +"[b]注意:[/b][SpinBox] 依赖于底层的 [LineEdit] 节点。要为 [SpinBox] 的背景设" +"置主题,请为 [LineEdit] 添加主题项,并对其进行定制。" #: doc/classes/SpinBox.xml msgid "Applies the current value of this [SpinBox]." @@ -68417,10 +68623,10 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" -"返回这个[SpinBox]中的[LineEdit]实例。你可以用它来访问[LineEdit]的属性和方" -"法。\n" -"[b]警告:[/b] 这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐" -"藏它或它的任何子节点,请使用其 [member CanvasItem.visible] 属性。" +"返回这个 [SpinBox] 中的 [LineEdit] 实例。你可以用它来访问 [LineEdit] 的属性和" +"方法。\n" +"[b]警告:[/b]这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏" +"它或它的任何子节点,请使用其 [member CanvasItem.visible] 属性。" #: doc/classes/SpinBox.xml msgid "Sets the text alignment of the [SpinBox]." @@ -68689,7 +68895,7 @@ msgid "" msgstr "" "如果给定位置的像素不透明,则返回 [code]true[/code],其他情况下返回 " "[code]false[/code]。\n" -"[b]注意:[/b]如果精灵的纹理为[code]null[/code]或者给定的位置无效,它也会返回" +"[b]注意:[/b]如果精灵的纹理为[code]null[/code]或者给定的位置无效,它也会返回 " "[code]false[/code]。" #: doc/classes/Sprite.xml @@ -69191,8 +69397,8 @@ msgid "" msgstr "" "从流中获取一个 Variant。如果 [code]allow_object[/code] 为 [code]true[/code]," "则会允许解码出对象。\n" -"[b]警告:[/b] 反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不可" -"信的来源,请勿使用该选项,以免造成远程代码执行等安全威胁。" +"[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不可信" +"的来源,请勿使用该选项,以免造成远程代码执行等安全威胁。" #: doc/classes/StreamPeer.xml msgid "Puts a signed 16-bit value into the stream." @@ -69249,7 +69455,7 @@ msgid "" msgstr "" "向流中放入一个以零结尾的 ASCII 字符串,前缀一个表示其长度的 32 位无符号整" "数。\n" -"[b]注意:[/b] 如果想发送不包含长度前缀的 ASCII 字符串,可以使用 [method " +"[b]注意:[/b]如果想发送不包含长度前缀的 ASCII 字符串,可以使用 [method " "put_data]:\n" "[codeblock]\n" "put_data(\"Hello world\".to_ascii())\n" @@ -69283,7 +69489,7 @@ msgid "" msgstr "" "向流中放入一个以零结尾的 UTF-8 字符串,前缀一个表示其长度的 32 位无符号整" "数。\n" -"[b]注意:[/b] 如果想发送不包含长度前缀的 UTF-8 字符串,可以使用 [method " +"[b]注意:[/b]如果想发送不包含长度前缀的 UTF-8 字符串,可以使用 [method " "put_data]:\n" "[codeblock]\n" "put_data(\"Hello world\".to_utf8())\n" @@ -69387,7 +69593,7 @@ msgstr "" "使用底层 [StreamPeer] [code]stream[/code] 连接到对等点。如果 " "[code]validate_certs[/code] 是 [code]true[/code],[StreamPeerSSL] 将验证对等" "方提供的证书是否与 [code]for_hostname[/code] 匹配。\n" -"[b]注意:[/b] 由于浏览器限制,HTML5 导出不支持指定自定义 " +"[b]注意:[/b]由于浏览器限制,HTML5 导出不支持指定自定义 " "[code]valid_certificate[/code]。" #: doc/classes/StreamPeerSSL.xml doc/classes/StreamPeerTCP.xml @@ -69477,8 +69683,8 @@ msgstr "" "[code]enabled[/code] 为 [code]false[/code] 时(默认如此),数据包会延迟发送," "使用 [url=https://zh.wikipedia.org/wiki/%E7%B4%8D%E6%A0%BC%E7%AE%97%E6%B3%95]" "纳格算法[/url]合并。\n" -"[b]注意:[/b] 如果你的应用所传输的数据包很大,或者需要传输大量数据,建议将本" -"属性保持禁用,因为启用后可能降低总体可用带宽。" +"[b]注意:[/b]如果你的应用所传输的数据包很大,或者需要传输大量数据,建议将本属" +"性保持禁用,因为启用后可能降低总体可用带宽。" #: doc/classes/StreamPeerTCP.xml msgid "" @@ -69772,7 +69978,7 @@ msgid "" msgstr "" "查找首次出现的子字符串。返回该子字符串的起始位置,未找到时则返回 [code]-1[/" "code]。还可以传入查找的起始位置。\n" -"[b]注意:[/b] 如果只想知道字符串是否包含子字符串,请使用 [code]in[/code] 运算" +"[b]注意:[/b]如果只想知道字符串是否包含子字符串,请使用 [code]in[/code] 运算" "符,如下所示:\n" "[codeblock]\n" "# 判断结果将为 `false`。\n" @@ -70006,6 +70212,7 @@ msgstr "" "[code]: / \\ ? * \" | % < >[/code]" #: doc/classes/String.xml +#, fuzzy msgid "" "Returns [code]true[/code] if this string contains a valid float. This is " "inclusive of integers, and also supports exponents:\n" @@ -70013,7 +70220,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -70140,7 +70346,7 @@ msgid "" msgstr "" "返回该字符串从左侧删除若干字符后的副本。参数 [code]chars[/code] 为包含所需删" "除字符的字符串。\n" -"[b]注意:[/b] [code]chars[/code] 不是前缀。如果不想删除一组字符,而是想删除单" +"[b]注意:[/b][code]chars[/code] 不是前缀。如果不想删除一组字符,而是想删除单" "一的前缀字符串,请参阅 [method trim_prefix]。" #: doc/classes/String.xml @@ -70320,7 +70526,6 @@ msgid "Returns the right side of the string from a given position." msgstr "返回该字符串指定位置右侧的内容。" #: doc/classes/String.xml -#, fuzzy msgid "" "Splits the string by a [code]delimiter[/code] string and returns an array of " "the substrings, starting from right.\n" @@ -70348,8 +70553,8 @@ msgstr "" "var some_string = \"One,Two,Three,Four\"\n" "var some_array = some_string.rsplit(\",\", true, 1)\n" "print(some_array.size()) # 打印 2\n" -"print(some_array[0]) # 打印 \"Four\"\n" -"print(some_array[1]) # 打印 \"Three,Two,One\"\n" +"print(some_array[0]) # 打印 \"One,Two,Three\"\n" +"print(some_array[1]) # 打印 \"Four\"\n" "[/codeblock]" #: doc/classes/String.xml @@ -70363,7 +70568,7 @@ msgid "" msgstr "" "返回该字符串从右侧删除若干字符后的副本。参数 [code]chars[/code] 为包含所需删" "除字符的字符串。\n" -"[b]注意:[/b] [code]chars[/code] 不是后缀。如果不想删除一组字符,而是想删除单" +"[b]注意:[/b][code]chars[/code] 不是后缀。如果不想删除一组字符,而是想删除单" "一的前缀字符串,请参阅 [method trim_suffix]。" #: doc/classes/String.xml @@ -70383,11 +70588,12 @@ msgid "Returns the SHA-256 hash of the string as a string." msgstr "以字符串形式返回字符串的 SHA-256 哈希值。" #: doc/classes/String.xml +#, fuzzy msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -70615,7 +70821,7 @@ msgstr "" "的框。 StyleBox 被用于绘制按钮的样式、行编辑框的背景、树的背景等,也被用作测" "试指针信号的透明掩码。将 StyleBox 指定为控件的掩码时,如果在掩码测试失败,点" "击和运动信号将透过它传递至下层控件。\n" -"[b]注意:[/b] 对于有 [i]主题属性[/i] 的 [Control] 控件,名为 [code]focus[/" +"[b]注意:[/b]对于有 [i]主题属性[/i] 的 [Control] 控件,名为 [code]focus[/" "code] 的 [StyleBox] 会显示在名为 [code]normal[/code]、[code]hover[/code]、" "[code]pressed[/code] 的 [StyleBox]之上。这样的行为有助于 [code]focus[/code] " "[StyleBox] 在不同节点上复用。" @@ -70875,7 +71081,7 @@ msgid "" msgstr "" "抗锯齿会在边缘周围绘制一个渐变到透明的小环。因此边缘看起来会更加平滑。这仅在" "使用圆角时才明显。\n" -"[b]注意:[/b] 使用 45 度倒角([member corner_detail] = 1)时,建议将 [member " +"[b]注意:[/b]使用 45 度倒角([member corner_detail] = 1)时,建议将 [member " "anti_aliasing] 设为 [code]false[/code],这样可以保证画面锐利、避免一些显示问" "题。" @@ -71285,7 +71491,7 @@ msgstr "" "顶点添加 UV,你就不能为任何后续的顶点添加颜色。\n" "参阅 [ArrayMesh]、[ImmediateGeometry] 和 [MeshDataTool] 以了解程序式几何体的" "生成。\n" -"[b]注意:[/b]Godot 对三角形基本模式的正面使用顺时针[url=https://learnopengl." +"[b]注意:[/b]Godot 对三角形图元模式的正面使用顺时针[url=https://learnopengl." "com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。" #: doc/classes/SurfaceTool.xml @@ -71348,7 +71554,7 @@ msgid "" "Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" "将一个由数组数据组成的三角扇插入正在构建的 [Mesh] 中。\n" -"需要将基本类型设置为 [constant Mesh.PRIMITIVE_TRIANGLES]。" +"需要将图元类型设置为 [constant Mesh.PRIMITIVE_TRIANGLES]。" #: doc/classes/SurfaceTool.xml msgid "" @@ -71396,7 +71602,7 @@ msgid "" "instead." msgstr "" "将指定 [Mesh] 表面的顶点应用 [Transform] 后,追加到当前的顶点数组中。\n" -"[b]注意:[/b] 在 [Thread] 中使用 [method append_from] 会更慢,因为 GPU 必须将" +"[b]注意:[/b]在 [Thread] 中使用 [method append_from] 会更慢,因为 GPU 必须将" "数据送回 CPU,会把主线程暂停(因为 OpenGL 是线程不安全的)。请考虑先把该网格" "复制一份,转成 [ArrayMesh] 后再手动添加顶点。" @@ -71405,8 +71611,8 @@ msgid "" "Called before adding any vertices. Takes the primitive type as an argument " "(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])." msgstr "" -"在添加任何顶点之前被调用。接收原始类型作为参数(例如:原始三角形[constant " -"Mesh.PRIMITIVE_TRIANGLES])。" +"在添加任何顶点之前被调用。接收图元类型作为参数(例如:[constant Mesh." +"PRIMITIVE_TRIANGLES])。" #: doc/classes/SurfaceTool.xml msgid "Clear all information passed into the surface tool so far." @@ -71470,7 +71676,7 @@ msgstr "" "[/i] 调用,在[i]之前[/i]使用 [method commit] 或 [method commit_to_arrays] 提" "交网格。为了正确显示法线贴图表面,您还必须使用 [method generate_tangents] 生" "成切线。\n" -"[b]注意:[/b] [method generate_normals] 仅当基本类型设置为 [constant Mesh." +"[b]注意:[/b][method generate_normals] 仅当图元类型设置为 [constant Mesh." "PRIMITIVE_TRIANGLES] 时才有效。" #: doc/classes/SurfaceTool.xml @@ -71525,8 +71731,8 @@ msgid "" "[member CanvasItem.visible] property." msgstr "" "如果已通过 [method set_popup] 设置 [Popup] 节点实例,则返回该实例。\n" -"[b]警告:[/b] 该节点为必要的内部节点,将其移除或释放可能造成崩溃。如果你希望" -"将其或其子节点隐藏,请使用对应节点的 [member CanvasItem.visible] 属性。" +"[b]警告:[/b]该节点为必要的内部节点,将其移除或释放可能造成崩溃。如果你希望将" +"其或其子节点隐藏,请使用对应节点的 [member CanvasItem.visible] 属性。" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Returns the previously active tab index." @@ -71966,7 +72172,7 @@ msgstr "" #: doc/classes/TCP_Server.xml msgid "Returns [code]true[/code] if a connection is available for taking." -msgstr "如果有一个连接可用,返回[code]true[/code]。" +msgstr "如果有一个连接可用,返回 [code]true[/code]。" #: doc/classes/TCP_Server.xml msgid "" @@ -72159,10 +72365,10 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" -"返回此[TextEdit]的[PopupMenu]。默认情况下,这个菜单在右键点击[TextEdit]的时候" -"显示。\n" -"[b]警告:[/b] 这是一个必要的内部节点,删除和释放它可能会导致崩溃。如果你想隐" -"藏它或它的任何子节点,请使用其的 [member CanvasItem.visible] 属性。" +"返回此 [TextEdit] 的 [PopupMenu]。默认情况下,这个菜单在右键点击 [TextEdit] " +"的时候显示。\n" +"[b]警告:[/b]这是一个必要的内部节点,删除和释放它可能会导致崩溃。如果你想隐藏" +"它或它的任何子节点,请使用其的 [member CanvasItem.visible] 属性。" #: doc/classes/TextEdit.xml msgid "" @@ -72196,10 +72402,6 @@ msgstr "" "则是底部位置。" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "返回选择的开始列。" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "返回选择开始行。" @@ -72208,10 +72410,6 @@ msgid "Returns the text inside the selection." msgstr "返回选择内的文本。" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "返回选择结束列。" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "返回选择结束行。" @@ -72891,8 +73089,8 @@ msgid "" "backend. In GLES2, their data can be accessed via scripting, but there is no " "way to render them in a hardware-accelerated manner." msgstr "" -"[TextureArray] 在单个 [Texture] 基本单元中存储一个 [Image] 数组。纹理数组的每" -"一层都有自己的多级渐远纹理链。这使得它成为纹理图集很好的替代品。另请参阅 " +"[TextureArray] 在单个 [Texture] 基元中存储 [Image] 数组。纹理数组的每一层都有" +"自己的多级渐远纹理链。这使得它成为纹理图集很好的替代品。另请参阅 " "[Texture3D]。\n" "[TextureArray] 必须使用着色器来显示。在把你的文件导入为 [TextureArray] 并设置" "适当的水平和垂直切片后,通过把它设置为着色器 uniform 来显示它,例如(2D):\n" @@ -72980,14 +73178,14 @@ msgid "" "white pixels represent the button's clickable area. Use it to create buttons " "with curved shapes." msgstr "" -"用于点击检测的纯黑白[BitMap]图像。在遮罩上,白色像素代表按钮的可点击区域。可" -"用它来创建具有弯曲形状的按钮。" +"用于点击检测的纯黑白 [BitMap] 图像。在遮罩上,白色像素代表按钮的可点击区域。" +"可用它来创建具有弯曲形状的按钮。" #: doc/classes/TextureButton.xml msgid "" "Texture to display when the node is disabled. See [member BaseButton." "disabled]." -msgstr "节点被禁用时显示的纹理。参阅[member BaseButton.disabled]。" +msgstr "节点被禁用时显示的纹理。参阅 [member BaseButton.disabled]。" #: doc/classes/TextureButton.xml msgid "Texture to display when the node has mouse or keyboard focus." @@ -73392,9 +73590,9 @@ msgid "" "compatibility. Until you set [code]expand[/code] to [code]true[/code], the " "texture will behave like [constant STRETCH_KEEP]." msgstr "" -"缩放以适应节点的边界矩形,只有当[code]expand[/code]为[code]true[/code]时生" +"缩放以适应节点的边界矩形,只有当[code]expand[/code]为 [code]true[/code] 时生" "效。默认为[code]stretch_mode[/code],用于向后兼容。在你将[code]expand[/code]" -"设置为[code]true[/code]之前,纹理会表现得像[constant STRETCH_KEEP]。" +"设置为 [code]true[/code]之前,纹理会表现得像[constant STRETCH_KEEP]。" #: doc/classes/TextureRect.xml msgid "" @@ -73421,6 +73619,14 @@ msgstr "" "还可以通过编写 [code].theme[/code] 文件加载主题资源,更多信息见文档。" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "清除主题上的所有值。" @@ -73489,7 +73695,7 @@ msgstr "将主题的取值设置为指定主题的副本。" msgid "" "Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/" "code]." -msgstr "如果主题有[code]node_type[/code],返回[code]name[/code]处的[Color]。" +msgstr "如果主题有[code]node_type[/code],返回 [code]name[/code]处的[Color]。" #: doc/classes/Theme.xml msgid "" @@ -73511,7 +73717,7 @@ msgstr "" msgid "" "Returns the constant at [code]name[/code] if the theme has [code]node_type[/" "code]." -msgstr "如果主题有[code]node_type[/code],返回[code]name[/code]处的常量。" +msgstr "如果主题有[code]node_type[/code],返回 [code]name[/code]处的常量。" #: doc/classes/Theme.xml msgid "" @@ -73562,7 +73768,7 @@ msgid "" "Returns the icon [Texture] at [code]name[/code] if the theme has " "[code]node_type[/code]." msgstr "" -"如果主题有[code]node_type[/code],返回[code]name[/code]处的图标[Texture]。" +"如果主题有[code]node_type[/code],返回 [code]name[/code]处的图标[Texture]。" #: doc/classes/Theme.xml msgid "" @@ -73587,7 +73793,7 @@ msgid "" "Valid [code]name[/code]s may be found using [method get_stylebox_list]. " "Valid [code]node_type[/code]s may be found using [method get_stylebox_types]." msgstr "" -"如果主题有[code]node_type[/code],返回[code]name[/code]处的[StyleBox]。\n" +"如果主题有[code]node_type[/code],返回 [code]name[/code]处的[StyleBox]。\n" "可以使用[method get_stylebox_list]找到有效的[code]name[/code]。可以通过" "[method get_stylebox_types]来找到有效的[code]node_type[/code]。" @@ -73679,9 +73885,9 @@ msgid "" "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" -"如果带有[code]name[/code]的[Color]在[code]node_type[/code]中,则返回" +"如果带有[code]name[/code]的[Color]在[code]node_type[/code]中,则返回 " "[code]true[/code]。\n" -"如果主题没有[code]node_type[/code],则返回[code]false[/code]。" +"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。" #: doc/classes/Theme.xml msgid "" @@ -73689,16 +73895,16 @@ msgid "" "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" -"如果带有[code]name[/code]的常量在[code]node_type[/code]中,则返回[code]true[/" -"code]。\n" -"如果主题没有[code]node_type[/code],则返回[code]false[/code]。" +"如果带有[code]name[/code]的常量在[code]node_type[/code]中,则返回 " +"[code]true[/code]。\n" +"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if this theme has a valid [member default_font] " "value." msgstr "" -"如果这个主题有一个有效的[member default_font]值,返回[code]true[/code]。" +"如果这个主题有一个有效的[member default_font]值,返回 [code]true[/code]。" #: doc/classes/Theme.xml msgid "" @@ -73706,9 +73912,9 @@ msgid "" "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" -"如果带有[code]name[/code]的[Font]在[code]node_type[/code]中,则返回" +"如果带有[code]name[/code]的[Font]在[code]node_type[/code]中,则返回 " "[code]true[/code]。\n" -"如果主题没有[code]node_type[/code],则返回[code]false[/code]。" +"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。" #: doc/classes/Theme.xml msgid "" @@ -73716,9 +73922,9 @@ msgid "" "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" -"如果带有[code]name[/code]的图标[Texture]在[code]node_type[/code]中,则返回" +"如果带有[code]name[/code]的图标[Texture]在[code]node_type[/code]中,则返回 " "[code]true[/code]。\n" -"如果主题没有[code]node_type[/code],则返回[code]false[/code]。" +"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。" #: doc/classes/Theme.xml msgid "" @@ -73726,9 +73932,9 @@ msgid "" "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" -"如果带有[code]name[/code]的[StyleBox]在[code]node_type[/code]中,返回" +"如果带有[code]name[/code]的[StyleBox]在[code]node_type[/code]中,返回 " "[code]true[/code]。\n" -"如果主题没有[code]node_type[/code],则返回[code]false[/code]。" +"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。" #: doc/classes/Theme.xml msgid "" @@ -73737,8 +73943,8 @@ msgid "" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" "如果一个[code]data_type[/code]的主题项目与[code]name[/code]在" -"[code]node_type[/code]中,则返回[code]true[/code]。\n" -"如果该主题没有[code]node_type[/code],则返回[code]false[/code]。" +"[code]node_type[/code]中,则返回 [code]true[/code]。\n" +"如果该主题没有[code]node_type[/code],则返回 [code]false[/code]。" #: doc/classes/Theme.xml msgid "" @@ -73757,8 +73963,15 @@ msgid "" "merge the other two into it one after another." msgstr "" "用[code]other[/code][Theme]的值添加缺失的,和覆盖现有的定义。\n" -"[b]注意:[/b] 这将修改当前的主题。如果你想在不修改任何一个主题的情况下将两个" -"主题合并在一起,请创建一个新的空主题,然后将另外两个主题逐个合并到其中。" +"[b]注意:[/b]这将修改当前的主题。如果你想在不修改任何一个主题的情况下将两个主" +"题合并在一起,请创建一个新的空主题,然后将另外两个主题逐个合并到其中。" + +#: doc/classes/Theme.xml +msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" #: doc/classes/Theme.xml msgid "" @@ -73950,8 +74163,8 @@ msgid "" msgstr "" "进程中的执行单元。可以同时在 [Object] 上运行方法。如果使用共享对象,建议通过 " "[Mutex] 或 [Semaphore] 使用同步。\n" -"[b]注意:[/b] 如果代码在线程中运行,断点不会中断。这是 GDScript 调试器的当前" -"限制。" +"[b]注意:[/b]如果代码在线程中运行,断点不会中断。这是 GDScript 调试器的当前限" +"制。" #: doc/classes/Thread.xml msgid "Using multiple threads" @@ -74023,7 +74236,7 @@ msgstr "" "[Thread] 的实例之前。\n" "如果想确定调用本方法是否会阻塞调用线程,请检查 [method is_alive] 是否为 " "[code]false[/code]。\n" -"[b]注意:[/b] [Thread] 在完成合并后将被销毁。如果要再次使用它,则必须创建它的" +"[b]注意:[/b][Thread] 在完成合并后将被销毁。如果要再次使用它,则必须创建它的" "新实例。" #: doc/classes/Thread.xml @@ -74129,15 +74342,15 @@ msgstr "返回一个包围着地图中已使用非空图块的矩形。" msgid "" "Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y " "axes are swapped." -msgstr "如果指定单元格被转置,即X轴和Y轴互换,则返回[code]true[/code]。" +msgstr "如果指定单元格被转置,即X轴和Y轴互换,则返回 [code]true[/code]。" #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given cell is flipped in the X axis." -msgstr "如果指定单元格在X轴上被翻转,则返回[code]true[/code]。" +msgstr "如果指定单元格在X轴上被翻转,则返回 [code]true[/code]。" #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given cell is flipped in the Y axis." -msgstr "如果指定单元格在Y轴上被翻转,则返回[code]true[/code]。" +msgstr "如果指定单元格在Y轴上被翻转,则返回 [code]true[/code]。" #: doc/classes/TileMap.xml msgid "" @@ -75223,7 +75436,7 @@ msgstr "" #: doc/classes/Timer.xml msgid "Returns [code]true[/code] if the timer is stopped." -msgstr "如果定时器被停止,返回[code]true[/code]。" +msgstr "如果定时器被停止,返回 [code]true[/code]。" #: doc/classes/Timer.xml msgid "" @@ -75234,7 +75447,7 @@ msgid "" msgstr "" "启动定时器。如果[code]time_sec>0[/code],将[code]wait_time[/code]设置为" "[code]time_sec[/code]。这也会将剩余时间重置为[code]wait_time[/code]。\n" -"[b]注意:[/b] 这个方法不会恢复一个暂停的定时器。参阅 [member paused]。" +"[b]注意:[/b]这个方法不会恢复一个暂停的定时器。参阅 [member paused]。" #: doc/classes/Timer.xml msgid "Stops the timer." @@ -75248,7 +75461,7 @@ msgid "" "the timer enters the scene tree and starts." msgstr "" "如果[code]true[/code],定时器将在进入场景树时自动启动。\n" -"[b]注意:[/b]在定时器进入场景树并启动后,该属性会自动设置为[code]false[/" +"[b]注意:[/b]在定时器进入场景树并启动后,该属性会自动设置为 [code]false[/" "code]。" #: doc/classes/Timer.xml @@ -75278,8 +75491,7 @@ msgid "" "time, use [method start]." msgstr "" "定时器的剩余时间,单位是秒。如果定时器处于非激活状态,则返回0。\n" -"[b]注意:[/b] 你不能设置这个值。要改变定时器的剩余时间,请使用[method " -"start]。" +"[b]注意:[/b]你不能设置这个值。要改变定时器的剩余时间,请使用[method start]。" #: doc/classes/Timer.xml msgid "" @@ -75292,7 +75504,7 @@ msgid "" "process loop in a script instead of using a Timer node." msgstr "" "等待的秒数。\n" -"[b]注意:[/b] 计时器在一个渲染帧中最多只能触发一次(如果 [member " +"[b]注意:[/b]计时器在一个渲染帧中最多只能触发一次(如果 [member " "process_mode] 为 [constant TIMER_PROCESS_PHYSICS],则是在一个物理帧中最多一" "次)。也就是说,非常低的等待时间(小于 0.05 秒)会根据渲染帧率的不同而产生不" "同的行为。如果等待时间非常小,建议在脚本中使用 process 循环,不要用 Timer 节" @@ -75415,7 +75627,7 @@ msgstr "" #: doc/classes/TouchScreenButton.xml msgid "Returns [code]true[/code] if this button is currently pressed." -msgstr "如果这个按钮当前被按下,则返回[code]true[/code]。" +msgstr "如果这个按钮当前被按下,则返回 [code]true[/code]。" #: doc/classes/TouchScreenButton.xml msgid "The button's action. Actions can be handled with [InputEventAction]." @@ -75557,7 +75769,7 @@ msgid "" "component." msgstr "" "如果这个变换和[code]transform[/code]近似相等,通过对每个分量调用" -"[code]is_equal_approx[/code],而返回[code]true[/code]。" +"[code]is_equal_approx[/code],而返回 [code]true[/code]。" #: doc/classes/Transform.xml msgid "" @@ -75815,17 +76027,17 @@ msgstr "翻译的区域设置。" #: doc/classes/TranslationServer.xml msgid "Server that manages all translations." -msgstr "管理所有翻译的服务。" +msgstr "管理所有翻译的服务器。" #: doc/classes/TranslationServer.xml msgid "" "Server that manages all translations. Translations can be set to it and " "removed from it." -msgstr "管理所有翻译的服务。翻译可被设置,也可从中删除。" +msgstr "管理所有翻译的服务器。可以将翻译设给它,也可从中删除翻译。" #: doc/classes/TranslationServer.xml msgid "Adds a [Translation] resource." -msgstr "添加一个[Translation]翻译资源。" +msgstr "添加一个 [Translation] 资源。" #: doc/classes/TranslationServer.xml msgid "Clears the server from all translations." @@ -75855,7 +76067,7 @@ msgstr "" #: doc/classes/TranslationServer.xml msgid "Removes the given translation from the server." -msgstr "从服务中删除给定的翻译。" +msgstr "从服务器中删除给定的翻译。" #: doc/classes/TranslationServer.xml msgid "" @@ -75866,16 +76078,16 @@ msgid "" "applied." msgstr "" "设置项目的区域设置。[code]locale[/code] 字符串将被标准化,以匹配已知的区域。" -"例如,[code]en-US[/code]将被匹配到[code]en_US[/code]。\n" +"例如,[code]en-US[/code] 将被匹配到 [code]en_US[/code]。\n" "如果事先已经加载了新区域的翻译,其将被应用。" #: doc/classes/TranslationServer.xml msgid "Returns the current locale's translation for the given message (key)." -msgstr "返回当前区域设置对指定信息(key)的翻译。" +msgstr "返回当前区域设置对指定消息(key)的翻译。" #: doc/classes/Tree.xml msgid "Control to show a tree of items." -msgstr "控件显示项目树。" +msgstr "以树状形式显示项目的控件。" #: doc/classes/Tree.xml msgid "" @@ -75946,7 +76158,8 @@ msgid "" "the item could be edited. Fails if no item is selected." msgstr "" "编辑选中的树项,就像它被点击一样。该项必须通过[method TreeItem.set_editable]" -"设置为可编辑。其可被编辑,则返回[code]true[/code]。如果没有项被选中,则失败。" +"设置为可编辑。其可被编辑,则返回 [code]true[/code]。如果没有项被选中,则失" +"败。" #: doc/classes/Tree.xml msgid "" @@ -76062,7 +76275,7 @@ msgstr "返回最后按下的按钮的索引。" #: doc/classes/Tree.xml msgid "" "Returns the tree's root item, or [code]null[/code] if the tree is empty." -msgstr "返回树的根项,如果树是空的,则返回[code]null[/code]。" +msgstr "返回树的根项,如果树是空的,则返回 [code]null[/code]。" #: doc/classes/Tree.xml msgid "Returns the current scrolling position." @@ -76077,7 +76290,7 @@ msgid "" "focused item is the item under the focus cursor, not necessarily selected.\n" "To get the currently selected item(s), use [method get_next_selected]." msgstr "" -"返回当前的焦点项,如果没有焦点项,则返回[code]null[/code]。\n" +"返回当前的焦点项,如果没有焦点项,则返回 [code]null[/code]。\n" "在[constant SELECT_ROW]和[constant SELECT_SINGLE]模式下,焦点项与选择项相同。" "在[constant SELECT_MULTI]模式下,焦点项是焦点光标下的项目,不一定被选中。\n" "要获得当前选中项,请使用[method get_next_selected]。" @@ -76607,7 +76820,7 @@ msgstr "返回列[code]column[/code]的自定义颜色。" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if [code]expand_right[/code] is set." -msgstr "如果设置了[code]expand_right[/code],返回[code]true[/code]。" +msgstr "如果设置了[code]expand_right[/code],返回 [code]true[/code]。" #: doc/classes/TreeItem.xml msgid "Returns the given column's icon [Texture]. Error if no icon is set." @@ -76646,7 +76859,7 @@ msgid "" msgstr "" "返回树中下一个可见的TreeItem树项,如果没有,则返回空对象。\n" "如果[code]wrap[/code]被启用,当在最后一个可见元素上调用时,该方法将环绕到树中" -"的第一个可见元素,否则它将返回[code]null[/code]。" +"的第一个可见元素,否则它将返回 [code]null[/code]。" #: doc/classes/TreeItem.xml msgid "Returns the parent TreeItem or a null object if there is none." @@ -76667,7 +76880,7 @@ msgid "" msgstr "" "返回树中前一个可见的TreeItem树项,如果没有,则返回null对象。\n" "如果[code]wrap[/code]被启用,当在第一个可见元素上调用时,该方法将环绕到树中最" -"后一个可见元素,否则它将返回[code]null[/code]。" +"后一个可见元素,否则它将返回 [code]null[/code]。" #: doc/classes/TreeItem.xml msgid "Returns the value of a [constant CELL_MODE_RANGE] column." @@ -76701,24 +76914,24 @@ msgid "" "Returns [code]true[/code] if the button at index [code]button_idx[/code] for " "the given column is disabled." msgstr "" -"如果给定列的索引[code]button_idx[/code]处的按钮被禁用,返回[code]true[/" +"如果给定列的索引[code]button_idx[/code]处的按钮被禁用,返回 [code]true[/" "code]。" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if the given column is checked." -msgstr "如果给定的列被选中,返回[code]true[/code]。" +msgstr "如果给定的列被选中,返回 [code]true[/code]。" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is editable." -msgstr "如果列[code]column[/code]是可编辑的,则返回[code]true[/code]。" +msgstr "如果列[code]column[/code]是可编辑的,则返回 [code]true[/code]。" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is selectable." -msgstr "如果列[code]column[/code]是可选择的,则返回[code]true[/code]。" +msgstr "如果列[code]column[/code]是可选择的,则返回 [code]true[/code]。" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is selected." -msgstr "如果列[code]column[/code]被选中,返回[code]true[/code]。" +msgstr "如果列[code]column[/code]被选中,返回 [code]true[/code]。" #: doc/classes/TreeItem.xml msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy." @@ -76976,7 +77189,7 @@ msgstr "" "[url=https://easings.net/]easings.net[/url] 的一些例子)。后者接受 [enum " "EaseType] 常量,控制 [code]trans_type[/code] 应用于插值的位置(开头、结尾、或" "两处都是)。如果你不知道该选哪个过渡和缓动,你可以用 [constant EASE_IN_OUT] " -"尝试不同的 [enum TransitionType] 常数,然后使用看起来最好的那个。\n" +"尝试不同的 [enum TransitionType] 常量,然后使用看起来最好的那个。\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "tween_cheatsheet.png]Tween 缓动与过渡类型速查表[/url]\n" "[b]注意:[/b]如果无法完成所请求的操作,Tween 的方法会返回 [code]false[/" @@ -77321,7 +77534,7 @@ msgstr "[constant EASE_IN] and [constant EASE_OUT]的组合。两端的插值最 #: doc/classes/UDPServer.xml msgid "Helper class to implement a UDP server." -msgstr "用于实现UDP服务的辅助类。" +msgstr "用于实现 UDP 服务器的辅助类。" #: doc/classes/UDPServer.xml msgid "" @@ -77436,12 +77649,13 @@ msgid "" "Returns [code]true[/code] if a packet with a new address/port combination " "was received on the socket." msgstr "" -"如果在套接字中收到一个具有新地址及端口组合的数据包,则返回[code]true[/code]。" +"如果在套接字中收到一个具有新地址及端口组合的数据包,则返回 [code]true[/" +"code]。" #: doc/classes/UDPServer.xml msgid "" "Returns [code]true[/code] if the socket is open and listening on a port." -msgstr "如果套接字是打开的,并且在监听端口,则返回[code]true[/code]。" +msgstr "如果套接字是打开的,并且在监听端口,则返回 [code]true[/code]。" #: doc/classes/UDPServer.xml msgid "" @@ -77449,8 +77663,8 @@ msgid "" "can optionally specify a [code]bind_address[/code] to only listen for " "packets sent to that address. See also [method PacketPeerUDP.listen]." msgstr "" -"通过在给定的端口上打开一个UDP套接字来启动服务。你可以选择指定一个" -"[code]bind_address[/code],只监听发送到该地址的数据包。参阅[method " +"通过在给定的端口上打开一个 UDP 套接字来启动服务器。你可以选择指定一个 " +"[code]bind_address[/code],只监听发送到该地址的数据包。参阅 [method " "PacketPeerUDP.listen]。" #: doc/classes/UDPServer.xml @@ -77474,8 +77688,8 @@ msgid "" "[PacketPeerUDP] accepted via [method take_connection] (remote peers will not " "be notified)." msgstr "" -"停止服务,如果UDP套接字是打开的,就关闭它。将关闭所有通过[method " -"take_connection]接受连接的[PacketPeerUDP],注,不会通知远程对等体。" +"停止服务器,如果 UDP 套接字处于打开状态,就关闭它。将关闭所有通过 [method " +"take_connection] 接受连接的 [PacketPeerUDP](不会通知远程对等体)。" #: doc/classes/UDPServer.xml msgid "" @@ -77485,7 +77699,7 @@ msgid "" "connect_to_host]." msgstr "" "返回第一个挂起的连接,注,连接到适当的地址及端口。如果没有新的连接可用,将返" -"回[code]null[/code]。参阅[method is_connection_available], [method " +"回 [code]null[/code]。参阅[method is_connection_available], [method " "PacketPeerUDP.connect_to_host]。" #: doc/classes/UDPServer.xml @@ -77652,7 +77866,7 @@ msgid "" "action, i.e. running its \"do\" method or property change (see [method " "commit_action])." msgstr "" -"如果 [UndoRedo] 当前正在提交动作,即运行其“do”的方法或属性变化,则返回" +"如果 [UndoRedo] 当前正在提交动作,即运行其“do”的方法或属性变化,则返回 " "[code]true[/code](请参阅 [method commit_action])。" #: doc/classes/UndoRedo.xml @@ -78102,7 +78316,7 @@ msgid "" "Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) " "which potentially supports port forwarding." msgstr "" -"如果这是一个有效的IGD(InternetGatewayDevice),可能支持端口转发,则返回" +"如果这是一个有效的IGD(InternetGatewayDevice),可能支持端口转发,则返回 " "[code]true[/code]。" #: modules/upnp/doc_classes/UPNPDevice.xml @@ -78379,8 +78593,8 @@ msgid "" msgstr "" "返回这个向量相对于正X轴的角度,或[code](1, 0)[/code]向量,单位为弧度。\n" "例如,[code]Vector2.RIGHT.angle()[/code]将返回0,[code]Vector2.DOWN.angle()[/" -"code]将返回[code]PI / 2[/code](四分之一转,或90度),[code]Vector2(1, -1)." -"angle()[/code]将返回[code]-PI / 4[/code] (负八分之一转,或-45度)。\n" +"code]将返回 [code]PI / 2[/code](四分之一转,或90度),[code]Vector2(1, -1)." +"angle()[/code]将返回 [code]-PI / 4[/code] (负八分之一转,或-45度)。\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "vector2_angle.png]返回角度的说明。[/url]\n" "相当于以向量的[member y] 和 [member x]为参数调用[method @GDScript.atan2]时的" @@ -78519,13 +78733,14 @@ msgid "" "component." msgstr "" "通过对每个分量运行[method @GDScript.is_equal_approx],如果这个向量和[code]v[/" -"code]近似相等,返回[code]true[/code]。" +"code]近似相等,返回 [code]true[/code]。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns [code]true[/code] if the vector is normalized, [code]false[/code] " "otherwise." -msgstr "如果向量被归一化,返回[code]true[/code],否则返回[code]false[/code]。" +msgstr "" +"如果向量被归一化,返回 [code]true[/code],否则返回 [code]false[/code]。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Returns the length (magnitude) of this vector." @@ -78964,7 +79179,7 @@ msgid "" "rotated." msgstr "" "车辆的转向角。将此设置为非零值将导致车辆在移动时转向。将[member VehicleWheel." -"use_as_steering]设置为[code]true[/code]的车轮会自动旋转。" +"use_as_steering]设置为 [code]true[/code]的车轮会自动旋转。" #: doc/classes/VehicleWheel.xml msgid "Physics object that simulates the behavior of a wheel." @@ -79189,8 +79404,8 @@ msgstr "" "code], [VideoStreamWebm]), [url=https://www.theora.org/]Ogg Theora[/url] " "([code].ogv[/code], [VideoStreamTheora] ) 以及任何通过GDNative插件使用" "[VideoStreamGDNative]公开的格式。\n" -"[b]注意:[/b] 由于一个错误,VideoPlayer还不支持本地化重映射。\n" -"[b]警告:[/b] 在HTML5上,视频播放[i]将[/i]表现不佳,因为缺少特定架构的汇编优" +"[b]注意:[/b]由于一个错误,VideoPlayer还不支持本地化重映射。\n" +"[b]警告:[/b]在HTML5上,视频播放[i]将[/i]表现不佳,因为缺少特定架构的汇编优" "化,特别是对于VP8/VP9。" #: doc/classes/VideoPlayer.xml @@ -79198,7 +79413,7 @@ msgid "" "Returns the video stream's name, or [code]\"<No Stream>\"[/code] if no video " "stream is assigned." msgstr "" -"返回视频流的名称,如果没有指定视频流,则返回[code]\"<No Stream>\"[/code]。" +"返回视频流的名称,如果没有指定视频流,则返回 [code]\"<No Stream>\"[/code]。" #: doc/classes/VideoPlayer.xml msgid "Returns the current frame as a [Texture]." @@ -79209,8 +79424,8 @@ msgid "" "Returns [code]true[/code] if the video is playing.\n" "[b]Note:[/b] The video is still considered playing if paused during playback." msgstr "" -"如果视频正在播放,返回[code]true[/code] 。\n" -"[b]注意:[/b] 如果在播放过程中暂停,视频仍被认为在播放。" +"如果视频正在播放,返回 [code]true[/code] 。\n" +"[b]注意:[/b]如果在播放过程中暂停,视频仍被认为在播放。" #: doc/classes/VideoPlayer.xml msgid "" @@ -79225,7 +79440,7 @@ msgid "" "of the video stream won't become the current frame." msgstr "" "停止视频播放并将视频流位置设置为0。\n" -"[b]注意:[/b] 虽然视频流位置将被设置为0,但视频流的第一帧不会成为当前帧。" +"[b]注意:[/b]虽然视频流位置将被设置为0,但视频流的第一帧不会成为当前帧。" #: doc/classes/VideoPlayer.xml msgid "The embedded audio track to play." @@ -79267,8 +79482,8 @@ msgid "" "implemented yet, except in video formats implemented by a GDNative add-on." msgstr "" "流的当前位置,以秒为单位。\n" -"[b]注意:[/b] 更改此值不会产生任何影响,因为搜索尚未实现,除了由 GDNative 附" -"加组件实现的视频格式。" +"[b]注意:[/b]更改此值不会产生任何影响,因为搜索尚未实现,除了由 GDNative 附加" +"组件实现的视频格式。" #: doc/classes/VideoPlayer.xml msgid "Audio volume as a linear value." @@ -79340,7 +79555,7 @@ msgstr "" "[VideoStream]资源处理[url=https://www.theora.org/]Ogg Theora[/url]视频格式," "扩展名为[code].ogv[/code]。Theora编解码器比[VideoStreamWebm]的VP8和VP9效率" "低,但它以较少的CPU资源来解码。Theora编解码器是在CPU上解码。\n" -"[b]注意:[/b] 虽然Ogg Theora视频也可以有[code].ogg[/code]扩展名,但必须将扩展" +"[b]注意:[/b]虽然Ogg Theora视频也可以有[code].ogg[/code]扩展名,但必须将扩展" "名改为[code].ogv[/code],以便在Godot内使用。" #: modules/theora/doc_classes/VideoStreamTheora.xml @@ -79418,8 +79633,8 @@ msgid "" "to be upside down. Enabling [member render_target_v_flip] will display the " "Viewport with the correct orientation." msgstr "" -"视窗在屏幕上创建不同的视图,或者是另一个视窗中的子视图。子代 2D 节点会在其上" -"显示,子代 3D 摄像机节点也会在其上渲染。\n" +"Viewport 会在屏幕上创建不同的视图,或者是另一个视窗中的子视图。子代 2D 节点会" +"在其上显示,子代 3D 摄像机节点也会在其上渲染。\n" "另外,视窗可以有自己的 2D 或 3D 世界,所以它们不会与其他视窗共享其所绘制的内" "容。\n" "如果视窗是 [ViewportContainer] 的子节点,它将自动占用其大小,否则必须手动设" @@ -79434,7 +79649,7 @@ msgstr "" #: doc/classes/Viewport.xml msgid "Viewports tutorial index" -msgstr "视窗教程索引" +msgstr "Viewport 教程索引" #: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml msgid "3D in 2D Demo" @@ -79470,7 +79685,7 @@ msgstr "" #: doc/classes/Viewport.xml msgid "Returns the active 3D camera." -msgstr "返回激活的3D相机。" +msgstr "返回激活的 3D 相机。" #: doc/classes/Viewport.xml msgid "Returns the total transform of the viewport." @@ -79492,11 +79707,11 @@ msgstr "返回渲染管道中关于视窗的信息。" #: doc/classes/Viewport.xml msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant." -msgstr "返回指定象限的[enum ShadowAtlasQuadrantSubdiv]。" +msgstr "返回指定象限的 [enum ShadowAtlasQuadrantSubdiv]。" #: doc/classes/Viewport.xml msgid "Returns the size override set with [method set_size_override]." -msgstr "返回用[method set_size_override]设置的尺寸重写。" +msgstr "返回用 [method set_size_override] 设置的尺寸覆盖。" #: doc/classes/Viewport.xml msgid "" @@ -79509,7 +79724,7 @@ msgid "" "img.flip_y()\n" "[/codeblock]" msgstr "" -"返回视窗的纹理。\n" +"返回该视窗的纹理。\n" "[b]注意:[/b]由于 OpenGL 的工作方式,产生的 [ViewportTexture] 是垂直翻转的。" "你可以在 [method Texture.get_data] 的结果上使用 [method Image.flip_y] 来将其" "翻转回去,例如:\n" @@ -79520,7 +79735,7 @@ msgstr "" #: doc/classes/Viewport.xml msgid "Returns the viewport's RID from the [VisualServer]." -msgstr "从[VisualServer]返回视窗的RID。" +msgstr "从 [VisualServer] 返回该视窗的 RID。" #: doc/classes/Viewport.xml msgid "Returns the visible rectangle in global screen coordinates." @@ -79531,11 +79746,11 @@ msgid "" "Returns the drag data from the GUI, that was previously returned by [method " "Control.get_drag_data]." msgstr "" -"返回GUI中的拖动数据,该数据之前由 [method Control.get_drag_data] 返回。" +"返回 GUI 中的拖动数据,该数据之前由 [method Control.get_drag_data] 返回。" #: doc/classes/Viewport.xml msgid "Returns [code]true[/code] if there are visible modals on-screen." -msgstr "如果屏幕上有可见的模型,返回[code]true[/code]。" +msgstr "如果屏幕上有可见的模型,返回 [code]true[/code]。" #: doc/classes/Viewport.xml msgid "Returns [code]true[/code] if the drag operation is successful." @@ -79545,14 +79760,15 @@ msgstr "如果拖拽操作成功,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the viewport is currently performing a drag " "operation." -msgstr "如果当前视窗正在执行拖动操作,则返回[code]true[/code]。" +msgstr "如果当前视窗正在执行拖动操作,则返回 [code]true[/code]。" #: doc/classes/Viewport.xml msgid "" "Returns [code]true[/code] if the size override is enabled. See [method " "set_size_override]." msgstr "" -"如果启用了尺寸重写,返回[code]true[/code]。参阅[method set_size_override]。" +"如果启用了尺寸覆盖,则返回 [code]true[/code]。请参阅 [method " +"set_size_override]。" #: doc/classes/Viewport.xml msgid "" @@ -79566,7 +79782,7 @@ msgstr "" #: doc/classes/Viewport.xml msgid "Stops the input from propagating further down the [SceneTree]." -msgstr "阻止输入继续向下传播[SceneTree]。" +msgstr "阻止输入沿着 [SceneTree] 继续向下传播。" #: doc/classes/Viewport.xml msgid "" @@ -79587,9 +79803,9 @@ msgid "" "size. If the size parameter is [code](-1, -1)[/code], it won't update the " "size." msgstr "" -"设置视窗的尺寸重写。如果[code]enable[/code]参数是[code]true[/code],就会使用" -"重写,否则就使用默认尺寸。如果尺寸参数是[code](-1, -1)[/code],它将不会更新尺" -"寸。" +"设置该视窗的尺寸覆盖。如果 [code]enable[/code] 参数是 [code]true[/code],就会" +"使用覆盖,否则就使用默认尺寸。如果尺寸参数是 [code](-1, -1)[/code],它将不会" +"更新尺寸。" #: doc/classes/Viewport.xml msgid "Forces update of the 2D and 3D worlds." @@ -79604,15 +79820,15 @@ msgstr "" #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will be used in AR/VR process." -msgstr "如果[code]true[/code],视窗将用于AR/VR进程。" +msgstr "如果为 [code]true[/code],该视窗将用于AR/VR进程。" #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will process 2D audio streams." -msgstr "如果[code]true[/code],视窗将处理2D音频流。" +msgstr "如果为 [code]true[/code],该视窗将处理 2D 音频流。" #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will process 3D audio streams." -msgstr "如果[code]true[/code],视窗将处理3D音频流。" +msgstr "如果为 [code]true[/code],该视窗将处理 3D 音频流。" #: doc/classes/Viewport.xml msgid "" @@ -79620,8 +79836,8 @@ msgid "" "positions of all child [CanvasItem]s. This is relative to the global canvas " "transform of the viewport." msgstr "" -"视窗的画布变换,对改变所有子[CanvasItem]的屏幕位置很有用。这与视窗的全局画布" -"变换有关。" +"该视窗的画布变换,对改变所有子 [CanvasItem] 的屏幕位置很有用。相对于该视窗的" +"全局画布变换。" #: doc/classes/Viewport.xml msgid "" @@ -79633,11 +79849,11 @@ msgid "" "[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be " "[code]true[/code] for debanding to be effective." msgstr "" -"如果[code]true[/code],则使用一个快速的后期处理滤波器,使带状现象明显减少。在" -"某些情况下,去带可能会引入稍微明显的抖动模式。建议只有在实际需要时才启用去" -"带,因为抖动模式会使无损压缩的屏幕截图变大。\n" -"[b]注意:[/b] 仅在GLES3后端可用。[member hdr]也必须是[code]true[/code]才能使" -"debanding去带生效。" +"如果为 [code]true[/code],则使用一个快速的后期处理滤波器,使带状现象明显减" +"少。在某些情况下,去带可能会引入稍微明显的抖动模式。建议只有在实际需要时才启" +"用去带,因为抖动模式会使无损压缩的屏幕截图变大。\n" +"[b]注意:[/b]仅在 GLES3 后端可用。[member hdr] 也必须是 [code]true[/code] 才" +"能使去色带生效。" #: doc/classes/Viewport.xml msgid "The overlay mode for test rendered geometry in debug purposes." @@ -79648,8 +79864,8 @@ msgid "" "If [code]true[/code], the viewport will disable 3D rendering. For actual " "disabling use [code]usage[/code]." msgstr "" -"如果[code]true[/code],视窗将禁用3D渲染。对于实际禁用,使用[code]usage[/" -"code]。" +"如果为 [code]true[/code],该视窗将禁用 3D 渲染。对于实际禁用,使用 " +"[code]usage[/code]。" #: doc/classes/Viewport.xml msgid "" @@ -79660,26 +79876,26 @@ msgid "" "recovered by enabling contrast-adaptive sharpening (see [member " "sharpen_intensity])." msgstr "" -"启用快速近似抗锯齿。FXAA是一种流行的屏幕空间抗锯齿方法,它的速度很快,但会使" -"图像看起来很模糊,特别是在较低的分辨率。在1440p和4K这样的大分辨率下,它仍然可" -"以较好工作。一些损失的锐度可以通过启用对比度适应性锐化来恢复,参阅[member " -"sharpen_intensity]。" +"启用快速近似抗锯齿。FXAA 是一种流行的屏幕空间抗锯齿方法,它的速度很快,但会使" +"图像看起来很模糊,特别是在较低的分辨率。在 1440p 和 4K 这样的大分辨率下,它仍" +"然可以较好工作。一些损失的锐度可以通过启用对比度适应性锐化来恢复,参阅 " +"[member sharpen_intensity]。" #: doc/classes/Viewport.xml msgid "" "The global canvas transform of the viewport. The canvas transform is " "relative to this." -msgstr "视窗的全局画布变换。画布变换是相对于这个的。" +msgstr "该视窗的全局画布变换。画布变换是相对于这个的。" #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will not receive input events." -msgstr "如果[code]true[/code],视窗将不接收输入事件。" +msgstr "如果为 [code]true[/code],该视窗将不接收输入事件。" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the GUI controls on the viewport will lay pixel " "perfectly." -msgstr "如果[code]true[/code],视窗上的GUI控件将完美地放置像素。" +msgstr "如果为 [code]true[/code],该视窗上的 GUI 控件将完美地放置像素。" #: doc/classes/Viewport.xml msgid "" @@ -79711,12 +79927,12 @@ msgid "" "the sRGB output to linear, this should only be used for VR plugins that " "require input in linear color space!" msgstr "" -"如果[code]true[/code],3D渲染后的结果将不会应用线性到sRGB的颜色转换。当视窗被" -"用作渲染目标时,这点很重要,因为渲染结果会被用作另一个视窗中渲染的三维物体的" -"纹理。如果视窗被用来创建不基于颜色的数据,噪声、高度图、采图等,这也很重要。" -"当视窗被用作2D对象的纹理时,或者视窗是你的最终输出时,请不要启用这个功能。对" -"于GLES2驱动来说,这将把sRGB输出转换为线性输出,这应该只用于需要线性色彩空间输" -"入的VR插件!" +"如果为 [code]true[/code],3D 渲染后的结果将不会应用线性到 sRGB 的颜色转换。当" +"视窗被用作渲染目标时,这点很重要,因为渲染结果会被用作另一个视窗中渲染的 3D " +"物体的纹理。如果视窗被用来创建不基于颜色的数据,噪声、高度图、采图等,这也很" +"重要。当视窗被用作 2D 对象的纹理时,或者视窗是你的最终输出时,请不要启用这个" +"功能。对于 GLES2 驱动来说,这将把 sRGB 输出转换为线性输出,这应该只用于需要线" +"性色彩空间输入的VR插件!" #: doc/classes/Viewport.xml msgid "" @@ -79732,13 +79948,14 @@ msgid "" "If [code]true[/code], the viewport will use [World] defined in [code]world[/" "code] property." msgstr "" -"如果[code]true[/code],视窗将使用[code]world[/code]属性中定义的[World]。" +"如果为 [code]true[/code],该视窗将使用 [code]world[/code] 属性中定义的 " +"[World]。" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the objects rendered by viewport become subjects of " "mouse picking process." -msgstr "如果[code]true[/code],则视窗渲染的对象将成为鼠标拾取过程的对象。" +msgstr "如果为 [code]true[/code],该视窗渲染的对象将成为鼠标拾取过程的对象。" #: doc/classes/Viewport.xml msgid "" @@ -79759,7 +79976,7 @@ msgid "" "[b]Note:[/b] This property is intended for 2D usage." msgstr "" "视窗用作渲染目标时的清除模式。\n" -"[b]注意:[/b] 此属性适用于 2D 使用。" +"[b]注意:[/b]此属性适用于 2D 使用。" #: doc/classes/Viewport.xml msgid "The update mode when viewport used as a render target." @@ -79798,8 +80015,8 @@ msgid "" "created viewports default to a value of 0, this value must be set above 0 " "manually." msgstr "" -"阴影图集的分辨率,注,用于泛光灯和聚光灯。该值将四舍五入到最接近的 2 的幂。\n" -"[b]注意:[/b]如果设置为0,阴影将不可见。由于用户创建的视窗默认值为 0,因此必" +"阴影图集的分辨率(用于全向光和聚光)。该值将四舍五入到最接近的 2 的幂。\n" +"[b]注意:[/b]如果设置为 0,阴影将不可见。由于用户创建的视区默认值为 0,因此必" "须手动将此值设置为大于 0。" #: doc/classes/Viewport.xml @@ -80015,7 +80232,7 @@ msgid "" "are not available when using this mode." msgstr "" "分配绘制 2D 场景所需的所有缓冲区。这比 3D 使用模式占用更少的 VRAM。请注意,使" -"用这种模式时,诸如辉光和 HDR 等 3D 渲染效果是不可用的。" +"用这种模式时,辉光和 HDR 等 3D 渲染效果是不可用的。" #: doc/classes/Viewport.xml msgid "" @@ -80025,8 +80242,8 @@ msgid "" "such as glow and HDR are not available when using this mode." msgstr "" "分配 2D 场景所需的缓冲区,而不分配屏幕拷贝的缓冲区。相应地,你不能从屏幕上读" -"取。在 [enum Usage] 类型中,这需要最少的 VRAM。注意,使用这种模式时,诸如辉光" -"和 HDR 等 3D 渲染效果是不可用的。" +"取。在 [enum Usage] 类型中,这需要最少的 VRAM。注意,使用这种模式时,辉光和 " +"HDR 等 3D 渲染效果是不可用的。" #: doc/classes/Viewport.xml msgid "" @@ -80198,11 +80415,11 @@ msgstr "" "VisibilityEnabler2D会在[RigidBody2D]、[AnimationPlayer]和其他节点不可见时禁用" "它们。它只会影响与VisibilityEnabler2D的根节点相同的节点,以及根节点本身。\n" "如果你只想接收通知,请使用[VisibilityNotifier2D]代替。\n" -"[b]注意:[/b] 由于性能原因,VisibilityEnabler2D使用一个近似的启发式方法,其精" +"[b]注意:[/b]由于性能原因,VisibilityEnabler2D使用一个近似的启发式方法,其精" "度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需要精确的可见性" "检查,请使用另一种方法,例如添加一个[Area2D]节点作为[Camera2D]节点的子节" "点。\n" -"[b]注意:[/b] VisibilityEnabler2D不会影响场景初始化后添加的节点。" +"[b]注意:[/b]VisibilityEnabler2D不会影响场景初始化后添加的节点。" #: doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [RigidBody2D] nodes will be paused." @@ -80283,7 +80500,7 @@ msgid "" msgstr "" "如果[code]true[/code],则边界框在屏幕上。\n" "[b]注意:[/b]一旦添加到场景树中,需要一帧来计算节点的可见性,所以这个方法将在" -"它被实例化后立即返回[code]false[/code],即使屏幕在绘制过程中。" +"它被实例化后立即返回 [code]false[/code],即使屏幕在绘制过程中。" #: doc/classes/VisibilityNotifier.xml msgid "The VisibilityNotifier's bounding box." @@ -80320,9 +80537,9 @@ msgstr "" "VisibilityNotifier2D检测它在屏幕上是否可见。当它的边界矩形进入或退出屏幕或视" "窗时,它也会发出通知。\n" "如果你想让节点在退出屏幕时自动禁用,请使用[VisibilityEnabler2D]代替。\n" -"[b]注意:[/b] 由于性能原因,VisibilityNotifier2D使用一个近似的启发式方法,其" -"精度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需要精确的可见" -"性检查,请使用另一种方法,如添加一个[Area2D]节点作为[Camera2D]节点的子节点。" +"[b]注意:[/b]由于性能原因,VisibilityNotifier2D使用一个近似的启发式方法,其精" +"度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需要精确的可见性" +"检查,请使用另一种方法,如添加一个[Area2D]节点作为[Camera2D]节点的子节点。" #: doc/classes/VisibilityNotifier2D.xml msgid "" @@ -80334,7 +80551,7 @@ msgid "" msgstr "" "如果[code]true[/code],则边界矩形在屏幕上。\n" "[b]注意:[/b]一旦添加到场景树中,需要一帧来计算节点的可见性,所以这个方法将在" -"它被实例化后立即返回[code]false[/code],即使屏幕在绘制过程中。" +"它被实例化后立即返回 [code]false[/code],即使屏幕在绘制过程中。" #: doc/classes/VisibilityNotifier2D.xml msgid "The VisibilityNotifier2D's bounding rectangle." @@ -80406,7 +80623,7 @@ msgid "" "Returns [code]true[/code] when the specified layer is enabled in [member " "layers] and [code]false[/code] otherwise." msgstr "" -"当指定的层在 [member layers] 中被启用时,返回[code]true[/code],否则返回" +"当指定的层在 [member layers] 中被启用时,返回 [code]true[/code],否则返回 " "[code]false[/code]。" #: doc/classes/VisualInstance.xml @@ -80841,7 +81058,7 @@ msgid "" "Return the result of [code]value[/code] decreased by [code]step[/code] * " "[code]amount[/code]." msgstr "" -"返回[code]value[/code]减少[code]step[/code]*[code]amount[/code]的结果。" +"返回 [code]value[/code]减少[code]step[/code]*[code]amount[/code]的结果。" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" @@ -82334,8 +82551,8 @@ msgid "" "- Sequence: [code]repeat[/code]\n" "- Sequence: [code]exit[/code]" msgstr "" -"当一个条件为[code]true[/code]时进行循环。当循环结束时,执行继续从[code]exit[/" -"code]序列端口出来。\n" +"当一个条件为 [code]true[/code] 时进行循环。当循环结束时,执行继续从" +"[code]exit[/code]序列端口出来。\n" "[b]输入端口:[/b]\n" "- 序列:[code]while(cond)[/code]\n" "- Data (bool): [code]cond[/code]\n" @@ -82443,8 +82660,8 @@ msgid "" "viewport, or it needs to be the child of another canvas item that is " "eventually attached to the canvas." msgstr "" -"任何可见对象的服务。VisualServer 是所有可见对象的 API 后端。整个场景系统安装" -"在它上面来显示。\n" +"任何可见对象的服务器。VisualServer 是所有可见对象的 API 后端。整个场景系统安" +"装在它上面来显示。\n" "VisualServer 是完全不透明的,它的内部结构的完全的具体实现不能被访问。\n" "VisualServer 可以用来完全绕过场景系统。\n" "可使用 [code]*_create[/code] 函数创建资源。\n" @@ -82602,7 +82819,7 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Adds a primitive to the [CanvasItem]'s draw commands." -msgstr "向 [CanvasItem] 的绘图指令添加一个基本网格。" +msgstr "向 [CanvasItem] 的绘图指令中添加一个图元。" #: doc/classes/VisualServer.xml msgid "Adds a rectangle to the [CanvasItem]'s draw commands." @@ -82907,12 +83124,12 @@ msgid "" "To place in a scene, attach this directional light to an instance using " "[method instance_set_base] using the returned RID." msgstr "" -"创建定向灯并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可用于" -"大多数[code]light_*[/code] VisualServer函数。\n" -"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放" -"RID。\n" -"要在场景中放置,使用返回的RID,用[method instance_set_base]将这个定向灯附加到" -"一个实例上。" +"创建平行光并将其添加到 VisualServer 中。可以用返回的 RID 来访问。这个 RID 可" +"用于大多数 [code]light_*[/code] VisualServer 函数。\n" +"一旦完成了对 RID 的处理,可使用 VisualServer 的静态方法 [method free_rid] 释" +"放 RID。\n" +"要在场景中放置,使用返回的 RID,用 [method instance_set_base] 将这个平行光附" +"加到一个实例上。" #: doc/classes/VisualServer.xml msgid "" @@ -82996,14 +83213,14 @@ msgstr "设置用于雾化高度效果的变量。参阅[Environment]以了解 msgid "" "Sets the variables to be used with the \"glow\" post-process effect. See " "[Environment] for more details." -msgstr "设置用于 \"glow\" 后处理效果的变量。参阅[Environment]。" +msgstr "设置用于“辉光”后处理效果的变量。详情请参阅 [Environment]。" #: doc/classes/VisualServer.xml msgid "" "Sets the [Sky] to be used as the environment's background when using " "[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]." msgstr "" -"当使用[i]BGMode[/i]天空时,设置[Sky]作为环境的背景。相当于[member " +"当使用 [i]BGMode[/i] 天空时,设置 [Sky] 作为环境的背景。相当于 [member " "Environment.background_sky]。" #: doc/classes/VisualServer.xml @@ -83027,20 +83244,20 @@ msgid "" "Sets the variables to be used with the \"Screen Space Ambient Occlusion " "(SSAO)\" post-process effect. See [Environment] for more details." msgstr "" -"设置用于 \"屏幕空间环境遮蔽(SSAO)\"后处理效果的变量。参阅[Environment]。" +"设置用于“屏幕空间环境遮蔽(SSAO)”后处理效果的变量。详情请参阅 " +"[Environment]。" #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"screen space reflections\" post-" "process effect. See [Environment] for more details." -msgstr "设置用于 \"屏幕空间反射 \"后处理效果的变量。更多细节见[Environment]。" +msgstr "设置用于“屏幕空间反射”后处理效果的变量。详情请参阅 [Environment]。" #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"tonemap\" post-process effect. See " "[Environment] for more details." -msgstr "" -"设置用于 \"tonemap \"后处理效果的变量。参阅[Environment]以了解更多细节。" +msgstr "设置用于“色调映射”后处理效果的变量。详情请参阅 [Environment]。" #: doc/classes/VisualServer.xml msgid "Removes buffers and clears testcubes." @@ -83091,7 +83308,7 @@ msgid "" "an empty string." msgstr "" "返回视频适配器的供应商(例如,\"NVIDIA Corporation\")。\n" -"[b]注意:[/b] 当运行精简或服务器可执行文件时,该函数返回一个空字符串。" +"[b]注意:[/b]当运行精简或服务器可执行文件时,该函数返回一个空字符串。" #: doc/classes/VisualServer.xml msgid "Returns the id of a white texture. Creates one if none exists." @@ -83169,8 +83386,8 @@ msgid "" "Returns [code]true[/code] if the GI probe data associated with this GI probe " "is compressed. Equivalent to [member GIProbe.compress]." msgstr "" -"如果与此GI探针相关的数据被压缩,返回[code]true[/code]。相当于[member GIProbe." -"compress]。" +"如果与此GI探针相关的数据被压缩,返回 [code]true[/code]。相当于[member " +"GIProbe.compress]。" #: doc/classes/VisualServer.xml msgid "" @@ -83274,7 +83491,7 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Not yet implemented. Always returns [code]false[/code]." -msgstr "还没有实现。总是返回[code]false[/code]。" +msgstr "还没有实现。总是返回 [code]false[/code]。" #: doc/classes/VisualServer.xml msgid "" @@ -83285,10 +83502,10 @@ msgid "" "[code]skinning_fallback[/code] in case the hardware doesn't support the " "default GPU skinning process." msgstr "" -"如果操作系统支持某项功能,则返回[code]true[/code]。特性可能是[code]s3tc[/" +"如果操作系统支持某项功能,则返回 [code]true[/code]。特性可能是[code]s3tc[/" "code], [code]etc[/code], [code]etc2[/code], [code]pvrtc[/code] 和 " "[code]skinning_fallback[/code]。\n" -"当使用GLES2渲染时,在硬件不支持默认的GPU蒙皮过程的情况下,返回[code]true[/" +"当使用GLES2渲染时,在硬件不支持默认的GPU蒙皮过程的情况下,返回 [code]true[/" "code]与[code]skinning_fallback[/code]。" #: doc/classes/VisualServer.xml @@ -83394,8 +83611,8 @@ msgid "" "platform-dependent code during engine initialization. If called from a " "running game, it will not do anything." msgstr "" -"初始化visual server.。这个函数是在引擎初始化过程中由依赖平台的代码内部调用。" -"如果从一个正在运行的游戏中调用,它将不会做任何事情。" +"初始化 VisualServer。这个函数是在引擎初始化过程中由依赖平台的代码内部调用。如" +"果从一个正在运行的游戏中调用,它将不会做任何事情。" #: doc/classes/VisualServer.xml msgid "" @@ -83566,7 +83783,7 @@ msgstr "" "[MeshInstance]或[DirectionalLight]。使用[method @GDScript.instance_from_id]来" "获取实际节点。这必须提供一个场景的RID,该RID在你想查询的[World]中是可用的。这" "将强制更新所有排队等待更新的资源。\n" -"[b]警告:[/b] 这个函数主要用于编辑器使用。对于游戏中的使用情况,最好是物理碰" +"[b]警告:[/b]这个函数主要用于编辑器使用。对于游戏中的使用情况,最好是物理碰" "撞。" #: doc/classes/VisualServer.xml @@ -83580,11 +83797,11 @@ msgid "" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" -"返回一个与所提供的凸形相交的物体ID数组。只考虑可视化的3D节点,如" -"[MeshInstance]或[DirectionalLight]。使用[method @GDScript.instance_from_id]来" -"获取实际节点。必须提供一个场景的RID,这个RID在你想查询的[World]中是可用的。这" -"将强制更新所有排队等待更新的资源。\n" -"[b]警告:[/b] 这个函数主要用于编辑器使用。对于游戏中的使用情况,最好是物理碰" +"返回一个与所提供的凸形相交的物体 ID 数组。只考虑可视化的 3D 节点,如 " +"[MeshInstance] 或 [DirectionalLight]。使用 [method @GDScript." +"instance_from_id] 来获取实际节点。必须提供一个场景的 RID,这个 RID 在你想查询" +"的 [World] 中是可用的。这将强制更新所有排队等待更新的资源。\n" +"[b]警告:[/b]这个函数主要用于编辑器使用。对于游戏中的使用情况,最好是物理碰" "撞。" #: doc/classes/VisualServer.xml @@ -83598,12 +83815,12 @@ msgid "" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" -"返回一个与所提供的3D射线相交的物体ID数组。只考虑可视化的3D节点,例如" -"[MeshInstance]或[DirectionalLight]。使用[method @GDScript.instance_from_id]来" -"获取实际节点。必须提供一个场景的RID,这个RID在你想查询的[World]中是可用的。这" -"将强制更新所有排队等待更新的资源。\n" -"[b]警告:[/b] 这个函数主要用于编辑器的使用。对于游戏中的使用情况,最好是物理" -"碰撞。" +"返回一个与所提供的 3D 射线相交的物体 ID 数组。只考虑可视化的 3D 节点,例如 " +"[MeshInstance] 或 [DirectionalLight]。使用 [method @GDScript." +"instance_from_id] 来获取实际节点。必须提供一个场景的 RID,这个 RID 在你想查询" +"的 [World] 中是可用的。这将强制更新所有排队等待更新的资源。\n" +"[b]警告:[/b]这个函数主要用于编辑器的使用。对于游戏中的使用情况,最好是物理碰" +"撞。" #: doc/classes/VisualServer.xml msgid "" @@ -83611,8 +83828,9 @@ msgid "" "splits resulting in a smoother transition between them. Equivalent to " "[member DirectionalLight.directional_shadow_blend_splits]." msgstr "" -"如果[code]true[/code],这个平行光会在阴影贴图分割之间混合,以使它们之间的过渡" -"更加平滑。相当于[member DirectionalLight.directional_shadow_blend_splits]。" +"如果为 [code]true[/code],这个平行光会在阴影贴图分割之间混合,以使它们之间的" +"过渡更加平滑。相当于 [member DirectionalLight." +"directional_shadow_blend_splits]。" #: doc/classes/VisualServer.xml msgid "" @@ -83620,9 +83838,9 @@ msgid "" "[member DirectionalLight.directional_shadow_depth_range]. See [enum " "LightDirectionalShadowDepthRangeMode] for options." msgstr "" -"设置这个平行光源的阴影深度范围模式。相当于[member DirectionalLight." -"directional_shadow_depth_range]。参阅[enum " -"LightDirectionalShadowDepthRangeMode]的选项。" +"设置这个平行光的阴影深度范围模式。相当于 [member DirectionalLight." +"directional_shadow_depth_range]。参阅 [enum " +"LightDirectionalShadowDepthRangeMode] 的选项。" #: doc/classes/VisualServer.xml msgid "" @@ -83630,8 +83848,8 @@ msgid "" "DirectionalLight.directional_shadow_mode]. See [enum " "LightDirectionalShadowMode] for options." msgstr "" -"设置此平行光源的阴影模式。相当于[member DirectionalLight." -"directional_shadow_mode]。参阅[enum LightDirectionalShadowMode]的选项。" +"设置此平行光的阴影模式。相当于 [member DirectionalLight." +"directional_shadow_mode]。参阅 [enum LightDirectionalShadowMode] 的选项。" #: doc/classes/VisualServer.xml msgid "" @@ -83639,7 +83857,7 @@ msgid "" "can be used to alleviate artifacts in the shadow map. Equivalent to [member " "OmniLight.omni_shadow_detail]." msgstr "" -"设置是否为此泛光灯使用垂直或水平细节。这可用于减轻阴影贴图中的伪影。相当于 " +"设置是否为此全向光使用垂直或水平细节。这可用于减轻阴影贴图中的伪影。相当于 " "[member OmniLight.omni_shadow_detail]。" #: doc/classes/VisualServer.xml @@ -83874,9 +84092,7 @@ msgstr "设置着色器材质的着色器。" msgid "" "Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] " "constants for types." -msgstr "" -"将从Arrays数组生成的表面添加到网格。有关类型,请参阅 [enum PrimitiveType] 常" -"量。" +msgstr "将从数组生成的表面添加到网格。类型请参阅 [enum PrimitiveType] 常量。" #: doc/classes/VisualServer.xml msgid "Removes all surfaces from a mesh." @@ -83973,7 +84189,7 @@ msgstr "返回网格表面的材质。" #: doc/classes/VisualServer.xml msgid "Returns the primitive type of a mesh's surface." -msgstr "返回网格表面的基本网格类型。" +msgstr "返回网格表面的图元类型。" #: doc/classes/VisualServer.xml msgid "Returns the aabb of a mesh's surface's skeleton." @@ -84139,11 +84355,11 @@ msgid "" "To place in a scene, attach this omni light to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -"创建一个新的泛光灯并将其添加到 VisualServer。可以使用返回的 RID 访问它。此 " -"RID 可用于大多数 [code]light_*[/code] VisualServer 函数。\n" -"完成 RID 处理后,可使用 VisualServer 的 [method free_rid] 静态方法释放 " +"新建全向光并将其添加到 VisualServer。可以使用返回的 RID 访问它。此 RID 可用于" +"大多数 [code]light_*[/code] VisualServer 函数。\n" +"完成 RID 处理后,可使用 VisualServer 的静态方法 [method free_rid] 释放 " "RID。\n" -"要放置在场景中,请使用返回的 RID 使用 [method instance_set_base] 将此泛光灯附" +"要放置在场景中,请使用返回的 RID 使用 [method instance_set_base] 将此全向光附" "加到实例。" #: doc/classes/VisualServer.xml @@ -84171,7 +84387,7 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Returns [code]true[/code] if particles are currently set to emitting." -msgstr "如果当前粒子被设置发射,则返回[code]true[/code]。" +msgstr "如果当前粒子被设置发射,则返回 [code]true[/code]。" #: doc/classes/VisualServer.xml msgid "" @@ -84298,7 +84514,7 @@ msgid "" "to [member Particles.process_material]." msgstr "" "设置用于处理粒子的材质。\n" -"[b]注意:[/b] 这不是用于绘制材质的材质。相当于[member Particles." +"[b]注意:[/b]这不是用于绘制材质的材质。相当于[member Particles." "process_material]。" #: doc/classes/VisualServer.xml @@ -84586,19 +84802,19 @@ msgstr "为这个骨架分配 GPU 缓冲区。" #: doc/classes/VisualServer.xml msgid "Returns the [Transform] set for a specific bone of this skeleton." -msgstr "返回这个骨架的特定骨骼的[Transform]集合。" +msgstr "返回这个骨架的特定骨骼的 [Transform]。" #: doc/classes/VisualServer.xml msgid "Returns the [Transform2D] set for a specific bone of this skeleton." -msgstr "返回此骨架的特定骨骼的[Transform2D]集合。" +msgstr "返回这个骨架的特定骨骼的 [Transform2D]。" #: doc/classes/VisualServer.xml msgid "Sets the [Transform] for a specific bone of this skeleton." -msgstr "设置此骨架特定骨骼的 [Transform]集合。" +msgstr "设置这个骨架的特定骨骼的 [Transform]。" #: doc/classes/VisualServer.xml msgid "Sets the [Transform2D] for a specific bone of this skeleton." -msgstr "设置此骨架特定骨骼的 [Transform2D]集合。" +msgstr "设置这个骨架的特定骨骼的 [Transform2D]。" #: doc/classes/VisualServer.xml msgid "" @@ -84608,9 +84824,10 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个骨架并将其添加到VisualServer中。它可以通过返回的RID进行访问。这个RID" -"可用于所有[code]skeleton_*[/code] VisualServer函数。\n" -"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放RID。" +"创建一个骨架并将其添加到 VisualServer 中。它可以通过返回的 RID 进行访问。这" +"个 RID 可用于所有 [code]skeleton_*[/code] VisualServer 函数。\n" +"一旦完成了对 RID 的处理,可使用 VisualServer 的静态方法 [method free_rid] 释" +"放 RID。" #: doc/classes/VisualServer.xml msgid "Returns the number of bones allocated for this skeleton." @@ -84642,12 +84859,12 @@ msgid "" "To place in a scene, attach this spot light to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -"创建一个聚光灯并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可" -"用于大多数[code]light_*[/code] VisualServer函数。\n" -"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放" -"RID。\n" -"要在场景中放置,请使用返回的RID,用[method instance_set_base]将该聚光灯附加到" -"一个实例上。" +"创建一个聚光并将其添加到 VisualServer 中。可以用返回的 RID 来访问它。这个 " +"RID 可用于大多数 [code]light_*[/code] VisualServer 函数。\n" +"一旦完成了对 RID 的处理,可使用 VisualServer 的静态方法 [method free_rid] 释" +"放 RID。\n" +"要在场景中放置,请使用返回的 RID,用 [method instance_set_base] 将该聚光附加" +"到一个实例上。" #: doc/classes/VisualServer.xml msgid "Allocates the GPU memory for the texture." @@ -84745,13 +84962,13 @@ msgstr "设置纹理的路径。" msgid "" "If [code]true[/code], sets internal processes to shrink all image data to " "half the size." -msgstr "如果为[code]true[/code],设置内部进程,将所有图像数据缩小到一半大小。" +msgstr "如果为 [code]true[/code],设置内部进程,将所有图像数据缩小到一半大小。" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the image will be stored in the texture's images array " "if overwritten." -msgstr "如果为[code]true[/code],如果被覆盖,图像将存储在纹理的图像数组中。" +msgstr "如果为 [code]true[/code],如果被覆盖,图像将存储在纹理的图像数组中。" #: doc/classes/VisualServer.xml msgid "Sets a viewport's camera." @@ -84930,8 +85147,8 @@ msgid "" "Sets the size of the shadow atlas's images (used for omni and spot lights). " "The value will be rounded up to the nearest power of 2." msgstr "" -"设置阴影图集的图像大小(用于泛光灯和聚光灯)。该值将被四舍五入到最接近的2的n" -"次方。" +"设置阴影图集的图像大小(用于全向光和聚光)。该值将被四舍五入到最接近的 2 的" +"幂。" #: doc/classes/VisualServer.xml msgid "" @@ -85049,7 +85266,7 @@ msgstr "帆布项目的最大 Z 层。" #: doc/classes/VisualServer.xml msgid "" "Max number of glow levels that can be used with glow post-process effect." -msgstr "可用于发光后期处理效果的最大发光级别数。" +msgstr "可用于辉光后处理效果的最大辉光级别数。" #: doc/classes/VisualServer.xml msgid "Unused enum in Godot 3.x." @@ -85225,37 +85442,39 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Primitive to draw consists of points." -msgstr "基本网格绘制由点组成。" +msgstr "绘制的图元由点组成。" #: doc/classes/VisualServer.xml msgid "Primitive to draw consists of lines." -msgstr "基本网格绘制由线条组成。" +msgstr "绘制的图元由线组成。" #: doc/classes/VisualServer.xml msgid "Primitive to draw consists of a line strip from start to end." -msgstr "基本网格的绘制由一条首尾闭合的线条组成。" +msgstr "绘制的图元由单条线带组成。" #: doc/classes/VisualServer.xml msgid "" "Primitive to draw consists of a line loop (a line strip with a line between " "the last and the first vertex)." -msgstr "绘制的图元包括一个线环,即在最后一个和第一个顶点之间有一条线的线条。" +msgstr "" +"绘制的图元由单个线环组成(第一个顶点与最后一个顶点之间有线相连的线带)。" #: doc/classes/VisualServer.xml msgid "Primitive to draw consists of triangles." -msgstr "基本网格的绘制由三角形组成。" +msgstr "绘制的图元由三角形组成。" #: doc/classes/VisualServer.xml msgid "" "Primitive to draw consists of a triangle strip (the last 3 vertices are " "always combined to make a triangle)." -msgstr "基本网格绘制由一个三角形条组成(最后3个顶点总是组合成一个三角形)。" +msgstr "绘制的图元由单条三角形带组成(最后 3 个顶点总是会构成三角形)。" #: doc/classes/VisualServer.xml msgid "" "Primitive to draw consists of a triangle strip (the last 2 vertices are " "always combined with the first to make a triangle)." -msgstr "图元绘制由三角形条组成,最后3个顶点总是组合成一个三角形。" +msgstr "" +"绘制的图元由单条三角形带组成(最后 2 个顶点总是会与第一个顶点构成三角形)。" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum PrimitiveType] enum." @@ -85263,15 +85482,15 @@ msgstr "表示 [enum PrimitiveType] 枚举的大小。" #: doc/classes/VisualServer.xml msgid "Is a directional (sun) light." -msgstr "是定向(日光)灯。" +msgstr "是平行光(日光)。" #: doc/classes/VisualServer.xml msgid "Is an omni light." -msgstr "是泛光灯。" +msgstr "是全向光。" #: doc/classes/VisualServer.xml msgid "Is a spot light." -msgstr "是聚光灯。" +msgstr "是聚光。" #: doc/classes/VisualServer.xml msgid "The light's energy." @@ -85350,13 +85569,13 @@ msgstr "代表[enum LightParam]枚举的大小。" #: doc/classes/VisualServer.xml msgid "Use a dual paraboloid shadow map for omni lights." -msgstr "对泛光灯使用双抛物面阴影贴图。" +msgstr "对全向光使用双抛物面阴影贴图。" #: doc/classes/VisualServer.xml msgid "" "Use a cubemap shadow map for omni lights. Slower but better quality than " "dual paraboloid." -msgstr "对泛光灯使用立方体贴图阴影贴图。比双抛物面更慢但质量更好。" +msgstr "对全向光使用立方体贴图阴影贴图。比双抛物面更慢但质量更好。" #: doc/classes/VisualServer.xml msgid "Use more detail vertically when computing shadow map." @@ -85942,7 +86161,7 @@ msgstr "将指定节点添加到着色器中。" msgid "" "Returns [code]true[/code] if the specified nodes and ports can be connected " "together." -msgstr "如果指定节点和端口可以连接在一起,则返回[code]true[/code]。" +msgstr "如果指定节点和端口可以连接在一起,则返回 [code]true[/code]。" #: doc/classes/VisualShader.xml msgid "Connects the specified nodes and ports." @@ -85976,7 +86195,7 @@ msgstr "返回指定节点在着色器图中的位置。" #: doc/classes/VisualShader.xml msgid "" "Returns [code]true[/code] if the specified node and port connection exist." -msgstr "如果指定的节点和端口连接存在,返回[code]true[/code]。" +msgstr "如果指定的节点和端口连接存在,返回 [code]true[/code]。" #: doc/classes/VisualShader.xml msgid "Removes the specified node from the shader." @@ -86165,7 +86384,7 @@ msgstr "一个[Color]函数,在可视化着色器图中使用。" msgid "" "Accept a [Color] to the input port and transform it according to [member " "function]." -msgstr "接受一个[Color]到输入端口,并根据 [member function] 对其进行转换。" +msgstr "接受一个 [Color] 到输入端口,并根据 [member function] 对其进行转换。" #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" @@ -86855,7 +87074,7 @@ msgstr "" "在着色器语言中翻译为[code]faceforward(N, I, Nref)[/code]。该函数有三个向量参" "数。[code]N[/code],定向矢量,[code]I[/code],入射矢量,以及[code]Nref[/" "code],参考矢量。如果[code]I[/code]和[code]Nref[/code]的点积小于零,返回值为" -"[code]N[/code]。否则,将返回[code]-N[/code]。" +"[code]N[/code]。否则,将返回 [code]-N[/code]。" #: doc/classes/VisualShaderNodeFresnel.xml msgid "A Fresnel effect to be used within the visual shader graph." @@ -86959,18 +87178,18 @@ msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Returns [code]true[/code] if the specified input port exists." -msgstr "如果指定的输入端口存在,返回[code]true[/code]。" +msgstr "如果指定的输入端口存在,返回 [code]true[/code]。" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Returns [code]true[/code] if the specified output port exists." -msgstr "如果指定的输出端口存在,返回[code]true[/code]。" +msgstr "如果指定的输出端口存在,返回 [code]true[/code]。" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns [code]true[/code] if the specified port name does not override an " "existed port name and is valid within the shader." msgstr "" -"如果指定的端口名称没有重写现有的端口名称,并且在着色器中有效,则返回" +"如果指定的端口名称没有重写现有的端口名称,并且在着色器中有效,则返回 " "[code]true[/code]。" #: doc/classes/VisualShaderNodeGroupBase.xml @@ -87045,7 +87264,8 @@ msgstr "布尔比较运算符,在可视化着色器图中使用。" msgid "" "Returns the boolean result of the comparison between [code]INF[/code] or " "[code]NaN[/code] and a scalar parameter." -msgstr "返回[code]INF[/code]或[code]NaN[/code]与标量参数之间比较的布尔值结果。" +msgstr "" +"返回 [code]INF[/code]或[code]NaN[/code]与标量参数之间比较的布尔值结果。" #: doc/classes/VisualShaderNodeIs.xml msgid "The comparison function. See [enum Function] for options." @@ -87157,9 +87377,9 @@ msgid "" "and [code]1.0[/code] using Hermite polynomials." msgstr "" "在着色器语言中转换成[code]smoothstep(edge0, edge1, x)[/code]。\n" -"如果[code]x[/code]小于[code]edge0[/code],返回[code]0.0[/code];如果[code]x[/" -"code]大于[code]edge1[/code],返回[code]1.0[/code]。否则返回值在[code]0.0[/" -"code]和[code]1.0[/code]之间使用Hermite多项式进行插值。" +"如果[code]x[/code]小于[code]edge0[/code],返回 [code]0.0[/code];如果" +"[code]x[/code]大于[code]edge1[/code],返回 [code]1.0[/code]。否则返回值在" +"[code]0.0[/code]和[code]1.0[/code]之间使用Hermite多项式进行插值。" #: doc/classes/VisualShaderNodeScalarSwitch.xml msgid "A boolean/scalar function for use within the visual shader graph." @@ -87612,7 +87832,7 @@ msgstr "返回参数的相反值。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns [code]1/vector[/code]." -msgstr "返回[code]1/vector[/code]。" +msgstr "返回 [code]1/vector[/code]。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts RGB vector to HSV equivalent." @@ -87713,8 +87933,8 @@ msgid "" "parameter is negative, [code]1[/code] if it's positive and [code]0[/code] " "otherwise." msgstr "" -"提取参数的符号,即如果参数是负的,返回[code]-1[/code],如果是正的,返回" -"[code]1[/code],否则返回[code]0[/code]。" +"提取参数的符号,即如果参数是负的,返回 [code]-1[/code],如果是正的,返回 " +"[code]1[/code],否则返回 [code]0[/code]。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the sine of the parameter." @@ -87744,7 +87964,7 @@ msgstr "返回一个等于与参数最接近的整数的值,该值的绝对值 #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns [code]1.0 - vector[/code]." -msgstr "返回[code]1.0 - vector[/code]。" +msgstr "返回 [code]1.0 - vector[/code]。" #: doc/classes/VisualShaderNodeVectorInterp.xml msgid "" @@ -87837,8 +88057,8 @@ msgid "" "Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller " "than [code]b[/code] and [code]1.0[/code] otherwise." msgstr "" -"向量步长运算符。如果[code]a[/code]小于[code]b[/code],返回[code]0.0[/code]," -"否则返回[code]1.0[/code]。" +"向量步长运算符。如果[code]a[/code]小于[code]b[/code],返回 [code]0.0[/code]," +"否则返回 [code]1.0[/code]。" #: doc/classes/VisualShaderNodeVectorRefract.xml msgid "" @@ -87887,9 +88107,9 @@ msgid "" msgstr "" "在着色器语言中转换成[code]smoothstep(edge0, edge1, x)[/code],其中[code]x[/" "code]是一个标量。\n" -"如果[code]x[/code]小于[code]edge0[/code],返回[code]0.0[/code],如果[code]x[/" -"code]大于[code]edge1[/code],返回[code]1.0[/code]。否则返回值在[code]0.0[/" -"code]和[code]1.0[/code]之间使用Hermite多项式进行插值。" +"如果[code]x[/code]小于[code]edge0[/code],返回 [code]0.0[/code],如果" +"[code]x[/code]大于[code]edge1[/code],返回 [code]1.0[/code]。否则返回值在" +"[code]0.0[/code]和[code]1.0[/code]之间使用Hermite多项式进行插值。" #: doc/classes/VisualShaderNodeVectorScalarStep.xml msgid "Calculates a vector Step function within the visual shader graph." @@ -87902,7 +88122,7 @@ msgid "" "and [code]1.0[/code] otherwise." msgstr "" "在着色器语言中转换成[code]step(edge, x)[/code]。\n" -"如果[code]x[/code]小于[code]edge[/code],返回[code]0.0[/code],否则返回" +"如果[code]x[/code]小于[code]edge[/code],返回 [code]0.0[/code],否则返回 " "[code]1.0[/code]。" #: doc/classes/VisualShaderNodeVectorSmoothStep.xml @@ -87920,9 +88140,9 @@ msgid "" msgstr "" "在着色器语言中转换成[code]smoothstep(edge0, edge1, x)[/code],其中[code]x[/" "code]是一个向量。\n" -"如果[code]x[/code]小于[code]edge0[/code],返回[code]0.0[/code],如果[code]x[/" -"code]大于[code]edge1[/code],返回[code]1.0[/code]。否则返回值在[code]0.0[/" -"code]和[code]1.0[/code]之间使用Hermite多项式进行插值。" +"如果[code]x[/code]小于[code]edge0[/code],返回 [code]0.0[/code],如果" +"[code]x[/code]大于[code]edge1[/code],返回 [code]1.0[/code]。否则返回值在" +"[code]0.0[/code]和[code]1.0[/code]之间使用Hermite多项式进行插值。" #: doc/classes/VScrollBar.xml msgid "Vertical scroll bar." @@ -88054,7 +88274,7 @@ msgid "" "then)." msgstr "" "返回创建时分配给该通道的ID,或在协商时自动分配。\n" -"如果该通道没有进行带外协商,那么该ID将只在连接建立后可用,在此之前将返回" +"如果该通道没有进行带外协商,那么该ID将只在连接建立后可用,在此之前将返回 " "[code]65535[/code]。" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml @@ -88093,13 +88313,13 @@ msgstr "返回该通道的当前状态,参阅[enum ChannelState]。" msgid "" "Returns [code]true[/code] if this channel was created with out-of-band " "configuration." -msgstr "如果这个通道是用带外配置创建的,返回[code]true[/code]。" +msgstr "如果这个通道是用带外配置创建的,返回 [code]true[/code]。" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns [code]true[/code] if this channel was created with ordering enabled " "(default)." -msgstr "如果这个通道在创建时启用了排序功能,则默认返回[code]true[/code]。" +msgstr "如果这个通道在创建时启用了排序功能,则默认返回 [code]true[/code]。" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "Reserved, but not used for now." @@ -88110,7 +88330,7 @@ msgid "" "Returns [code]true[/code] if the last received packet was transferred as " "text. See [member write_mode]." msgstr "" -"如果最后收到的数据包是以文本形式传输,则返回[code]true[/code]。参阅[member " +"如果最后收到的数据包是以文本形式传输,则返回 [code]true[/code]。参阅[member " "write_mode]。" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml @@ -88175,16 +88395,17 @@ msgid "" "initialize]. Beside that data transfer works like in a " "[NetworkedMultiplayerPeer]." msgstr "" -"这个类构建了一个完整的[WebRTCPeerConnection]网状结构(每个对等体有一个连" -"接),可以作为[member MultiplayerAPI.network_peer]使用。\n" -"你可以通过[method add_peer]添加每个[WebRTCPeerConnection],或者通过[method " -"remove_peer]删除它们。对等体必须在[constant WebRTCPeerConnection.STATE_NEW]状" -"态下添加,以允许它创建适当的通道。这个类不会创建提交也不会设置描述,它只会轮" -"询,并通知连接和断开。\n" -"除非在[method initialize]中[code]server_compatibility[/code]为[code]true[/" -"code],否则[signal NetworkedMultiplayerPeer.connection_succeeded]和[signal " -"NetworkedMultiplayerPeer.server_disconnected]将不会被触发。除此之外,数据传输" -"的工作方式类似于 [NetworkedMultiplayerPeer]。" +"这个类构建了一个完整的 [WebRTCPeerConnection] 网状结构(每个对等体有一个连" +"接),可以作为 [member MultiplayerAPI.network_peer] 使用。\n" +"你可以通过 [method add_peer] 添加每个 [WebRTCPeerConnection],或者通过 " +"[method remove_peer] 删除它们。对等体必须在 [constant WebRTCPeerConnection." +"STATE_NEW] 状态下添加,以允许它创建适当的通道。这个类不会创建提交也不会设置描" +"述,它只会轮询,并通知连接和断开。\n" +"除非在 [method initialize] 中 [code]server_compatibility[/code] 为 " +"[code]true[/code],否则不会触发 [signal NetworkedMultiplayerPeer." +"connection_succeeded] 和 [signal NetworkedMultiplayerPeer." +"server_disconnected]。除此之外,数据传输的工作方式类似于 " +"[NetworkedMultiplayerPeer]。" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" @@ -88232,8 +88453,8 @@ msgid "" "Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers " "map (it might not be connected though)." msgstr "" -"如果给定的[code]peer_id[/code]在对等体映射中,则返回[code]true[/code],尽管它" -"可能没有连接。" +"如果给定的[code]peer_id[/code]在对等体映射中,则返回 [code]true[/code],尽管" +"它可能没有连接。" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" @@ -88259,7 +88480,7 @@ msgstr "" "如果[code]server_compatibilty[/code]是[code]false[/code](默认),多人对等体" "将立即处于[constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED]状态," "[signal NetworkedMultiplayerPeer.connection_succeeded]将不会被发射出来。\n" -"如果[code]server_compatibilty[/code]为[code]true[/code],对等体将抑制所有" +"如果[code]server_compatibilty[/code]为 [code]true[/code],对等体将抑制所有" "[signal NetworkedMultiplayerPeer.peer_connected]信号,直到一个id为[constant " "NetworkedMultiplayerPeer.TARGET_PEER_SERVER]的对等体连接,然后发出[signal " "NetworkedMultiplayerPeer.connection_succeeded]。之后将对每个已经连接的对等体" @@ -88437,21 +88658,21 @@ msgid "" "}\n" "[/codeblock]" msgstr "" -"重新初始化这个对等体连接,关闭任何先前活动的连接,并回到状态[constant " -"STATE_NEW]。可以通过[code]options[/code]的字典来配置对等连接。\n" -"有效的[code]options[/code]是:\n" +"重新初始化这个对等体连接,关闭任何先前活动的连接,并回到状态 [constant " +"STATE_NEW]。可以通过 [code]options[/code] 的字典来配置对等连接。\n" +"有效的 [code]options[/code] 是:\n" "[codeblock]\n" "{\n" " \"iceServers\": [\n" " {\n" -" \"urls\":[\"stun:stun.example.com:3478\"], # 一个或多个STUN服" -"务。\n" +" \"urls\":[\"stun:stun.example.com:3478\"], # 一个或多个 STUN 服务" +"器。\n" " },\n" " {\n" -" \"urls\":[\"turn:turn.example.com:3478\"], # 一个或多个TURN服" -"务。\n" -" \"username\":\"a_username\", # TURN服务的可选用户名。\n" -" \"credential\":\"a_password\", # TURN服务的可选密码。\n" +" \"urls\":[\"turn:turn.example.com:3478\"], # 一个或多个 TURN 服务" +"器。\n" +" \"username\":\"a_username\", # TURN 服务器的可选用户名。\n" +" \"credential\":\"a_password\", # TURN 服务器的可选密码。\n" " }\n" " ]\n" "}\n" @@ -88612,10 +88833,10 @@ msgstr "" "put_packet(data)[/code]。\n" "你可以选择传递一个[code]custom_headers[/code]的列表,以添加到握手的HTTP请求" "中。\n" -"[b]注意:[/b] 为了避免HTML5中的混合内容警告或错误,须使用以[code]wss://[/" -"code](安全)开头的[code]url[/code],而不是[code]ws://[/code]。这样做时,确保" -"使用与服务器的SSL证书中定义的完全合格的域名。不要直接通过IP地址进行" -"[code]wss://[/code]连接,因为它不会与SSL证书相匹配。\n" +"[b]注意:[/b]为了避免HTML5中的混合内容警告或错误,须使用以[code]wss://[/code]" +"(安全)开头的[code]url[/code],而不是[code]ws://[/code]。这样做时,确保使用" +"与服务器的SSL证书中定义的完全合格的域名。不要直接通过IP地址进行[code]wss://[/" +"code]连接,因为它不会与SSL证书相匹配。\n" "[b]注意:[/b]由于浏览器的限制,指定[code]custom_headers[/code]在HTML5导出中不" "被支持。" @@ -88654,7 +88875,7 @@ msgid "" "Settings for it to work when exported." msgstr "" "如果 [code]true[/code],则启用 SSL 证书验证。\n" -"[b]注意:[/b] 你必须在项目设置中指定要使用的证书,以便在导出时发挥作用。" +"[b]注意:[/b]你必须在项目设置中指定要使用的证书,以便在导出时发挥作用。" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" @@ -88730,7 +88951,7 @@ msgstr "" "区。\n" "缓冲区的大小以KiB为单位,所以[code]4=2^12=4096字节[/code]。所有的参数都将被四" "舍五入到最接近的2的幂。\n" -"[b]注意:[/b] HTML5输出只使用输入缓冲区,因为输出缓冲区是由浏览器管理的。" +"[b]注意:[/b]HTML5输出只使用输入缓冲区,因为输出缓冲区是由浏览器管理的。" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "" @@ -88739,8 +88960,8 @@ msgid "" "configured to use Godot multiplayer API." msgstr "" "当收到来自对等体的数据包时触发的信号。\n" -"[b]注意:[/b] 这个信号只有在客户端或服务器被配置为使用Godot多人游戏API时才会" -"发出。" +"[b]注意:[/b]这个信号只有在客户端或服务器被配置为使用Godot多人游戏API时才会发" +"出。" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "A class representing a specific WebSocket connection." @@ -88774,7 +88995,7 @@ msgstr "" "[b]注意:[/b]为了实现彻底的关闭,你需要继续轮询,直到收到[signal " "WebSocketClient.connection_closed]或[signal WebSocketServer." "client_disconnected]。\n" -"[b]注意:[/b] HTML5导出可能不支持所有状态代码。请参考特定浏览器的文档以了解更" +"[b]注意:[/b]HTML5导出可能不支持所有状态代码。请参考特定浏览器的文档以了解更" "多细节。" #: modules/websocket/doc_classes/WebSocketPeer.xml @@ -88799,8 +89020,8 @@ msgid "" "[/b] HTML5 exports use WebSocket.bufferedAmount, while other platforms use " "an internal buffer." msgstr "" -"返回输出的websocket缓冲区中的当前数据量。[b]注意:[/b] HTML5导出使用" -"WebSocket.bufferedAmount,而其他平台使用内部缓冲区。" +"返回输出的websocket缓冲区中的当前数据量。[b]注意:[/b]HTML5导出使用WebSocket." +"bufferedAmount,而其他平台使用内部缓冲区。" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "Gets the current selected write mode. See [enum WriteMode]." @@ -88808,7 +89029,7 @@ msgstr "获取当前选择的写入模式。参阅[enum WriteMode]。" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "Returns [code]true[/code] if this peer is currently connected." -msgstr "如果该对等体当前已连接,则返回[code]true[/code]。" +msgstr "如果该对等体当前已连接,则返回 [code]true[/code]。" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" @@ -88818,7 +89039,7 @@ msgid "" msgstr "" "在底层的TCP套接字上禁用Nagle算法(默认)。参阅[method StreamPeerTCP." "set_no_delay]以了解更多信息。\n" -"[b]注意:[/b] 在HTML5导出中不可用。" +"[b]注意:[/b]在HTML5导出中不可用。" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "Sets the socket to use the given [enum WriteMode]." @@ -88829,7 +89050,7 @@ msgid "" "Returns [code]true[/code] if the last received packet was sent as a text " "payload. See [enum WriteMode]." msgstr "" -"如果最后收到的数据包是作为文本有效载荷发送的,返回[code]true[/code]。参阅" +"如果最后收到的数据包是作为文本有效载荷发送的,返回 [code]true[/code]。参阅" "[enum WriteMode]。" #: modules/websocket/doc_classes/WebSocketPeer.xml @@ -88862,7 +89083,7 @@ msgstr "" "在启动服务器后,[method listen],你需要[method NetworkedMultiplayerPeer.poll]" "它以固定的时间间隔,例如在[method Node._process]内。当客户端连接、断开或发送" "数据时,你会收到相应的信号。\n" -"[b]注意:[/b] 在HTML5导出中不可用。" +"[b]注意:[/b]在HTML5导出中不可用。" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" @@ -88874,12 +89095,12 @@ msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Returns [code]true[/code] if a peer with the given ID is connected." -msgstr "如果一个具有给定ID的对等体被连接,则返回[code]true[/code]。" +msgstr "如果一个具有给定ID的对等体被连接,则返回 [code]true[/code]。" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Returns [code]true[/code] if the server is actively listening on a port." -msgstr "如果服务器正在监听某个端口,返回[code]true[/code]。" +msgstr "如果服务器正在监听某个端口,返回 [code]true[/code]。" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" @@ -88908,6 +89129,11 @@ msgstr "" "对等体进行通信,例如,[code]get_peer(id).get_available_packet_count[/code]。" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "停止服务器并清除其状态。" @@ -88994,6 +89220,7 @@ msgid "AR/VR interface using WebXR." msgstr "使用 WebXR 的 AR/VR 接口。" #: modules/webxr/doc_classes/WebXRInterface.xml +#, fuzzy msgid "" "WebXR is an open standard that allows creating VR and AR applications that " "run in the web browser.\n" @@ -89020,6 +89247,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -89421,6 +89651,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " @@ -89576,8 +89813,8 @@ msgid "" "[member CanvasItem.visible] property." msgstr "" "返回关闭的 [TextureButton]。\n" -"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望" -"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" +"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐" +"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" #: doc/classes/WindowDialog.xml msgid "If [code]true[/code], the user can resize the window." diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index a702f66017..c2418daa16 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -10,12 +10,14 @@ # Lihan Zhu <lihan@proctorio.com>, 2021. # jixun <jingshinglai@gmail.com>, 2021. # Nick Chu <nickchu35@gmail.com>, 2021. +# Number18 <secretemail7730@gmail.com>, 2022. +# 曹恩逢 <nelson22768384@gmail.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2021-10-10 14:03+0000\n" -"Last-Translator: Nick Chu <nickchu35@gmail.com>\n" +"PO-Revision-Date: 2022-04-10 17:08+0000\n" +"Last-Translator: 曹恩逢 <nelson22768384@gmail.com>\n" "Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hant/>\n" "Language: zh_TW\n" @@ -23,7 +25,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.9-dev\n" +"X-Generator: Weblate 4.12-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -51,7 +53,7 @@ msgstr "訊號" #: doc/tools/make_rst.py msgid "Enumerations" -msgstr "列舉類型" +msgstr "列舉" #: doc/tools/make_rst.py msgid "Constants" @@ -88,7 +90,7 @@ msgstr "" #: doc/tools/make_rst.py msgid "Setter" -msgstr "" +msgstr "Setter" #: doc/tools/make_rst.py msgid "value" @@ -3575,7 +3577,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -7097,8 +7099,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " @@ -11829,8 +11832,8 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " +"[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml @@ -12633,8 +12636,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml @@ -13724,7 +13730,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -20610,18 +20619,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21796,6 +21821,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -25696,6 +25729,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25745,6 +25822,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -32672,7 +32792,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32691,6 +32811,19 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +#, fuzzy +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "回傳參數的餘弦值。" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -36464,7 +36597,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Nodes and Scenes" -msgstr "" +msgstr "節點與場景" #: doc/classes/Node.xml msgid "All Demos" @@ -38134,7 +38267,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -40046,79 +40182,79 @@ msgstr "" #: doc/classes/OS.xml msgid "Sunday." -msgstr "" +msgstr "星期日。" #: doc/classes/OS.xml msgid "Monday." -msgstr "" +msgstr "星期一。" #: doc/classes/OS.xml msgid "Tuesday." -msgstr "" +msgstr "星期二。" #: doc/classes/OS.xml msgid "Wednesday." -msgstr "" +msgstr "星期三。" #: doc/classes/OS.xml msgid "Thursday." -msgstr "" +msgstr "星期四。" #: doc/classes/OS.xml msgid "Friday." -msgstr "" +msgstr "星期五。" #: doc/classes/OS.xml msgid "Saturday." -msgstr "" +msgstr "星期六。" #: doc/classes/OS.xml msgid "January." -msgstr "" +msgstr "一月。" #: doc/classes/OS.xml msgid "February." -msgstr "" +msgstr "二月。" #: doc/classes/OS.xml msgid "March." -msgstr "" +msgstr "三月。" #: doc/classes/OS.xml msgid "April." -msgstr "" +msgstr "四月。" #: doc/classes/OS.xml msgid "May." -msgstr "" +msgstr "五月。" #: doc/classes/OS.xml msgid "June." -msgstr "" +msgstr "六月。" #: doc/classes/OS.xml msgid "July." -msgstr "" +msgstr "七月。" #: doc/classes/OS.xml msgid "August." -msgstr "" +msgstr "八月。" #: doc/classes/OS.xml msgid "September." -msgstr "" +msgstr "九月。" #: doc/classes/OS.xml msgid "October." -msgstr "" +msgstr "十月。" #: doc/classes/OS.xml msgid "November." -msgstr "" +msgstr "十一月。" #: doc/classes/OS.xml msgid "December." -msgstr "" +msgstr "十二月。" #: doc/classes/OS.xml msgid "" @@ -40350,6 +40486,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -46073,7 +46217,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46720,7 +46864,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47990,16 +48134,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -50035,6 +50187,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "回傳參數的正弦值。" + +#: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." @@ -52326,14 +52483,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -53780,7 +53946,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -54584,7 +54764,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -55905,7 +56088,6 @@ msgid "" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" -"print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -56176,9 +56358,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -57654,10 +57836,6 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57666,10 +57844,6 @@ msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - -#: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -58694,6 +58868,14 @@ msgid "" msgstr "" #: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + +#: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" @@ -58956,6 +59138,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + +#: doc/classes/Theme.xml +msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." @@ -62521,7 +62710,7 @@ msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "OK." -msgstr "" +msgstr "OK。" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Empty HTTP response." @@ -71683,6 +71872,11 @@ msgid "" msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + +#: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71778,6 +71972,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -72003,6 +72200,13 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " |