# German translation of the Godot Engine class reference. # Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. # Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). # This file is distributed under the same license as the Godot source code. # # Jaigskim , 2020. # So Wieso , 2020. # artism90 , 2020. # HugeGameArt , 2020. # Günther Bohn , 2020, 2021. # Rémi Verschelde , 2020. # Julian Pritzi , 2020. # Markus Lechner , 2020. # lmarz , 2020. # Helmut Hirtes , 2020. # Michal695 , 2020. # Dusk , 2020, 2021. # Aaron H , 2020. # Gehteuchimmer Nochnichtsan <31415card@web.de>, 2020, 2021. # GrauBlitZ , 2020. # Geometror , 2020, 2021. # Phil Ipp , 2020. # Bjarne Hiller , 2020. # Martin , 2021. # The Origin , 2021. # Daniel Plaster , 2021. # RoniPerson , 2021. # Badewu , 2021. # Linux User , 2021. # Independent-Eye , 2021. # Leon Wehrwein , 2021. # Ron Eric Hackländer , 2021. # Stephan Kerbl , 2021. # jmih03 , 2021. # spoadr , 2021. # Tim , 2021. # user , 2021. # Jummit , 2021. # Bastian , 2021. # KuhnChris , 2021. # Rémi Verschelde , 2021. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2021-12-16 12:44+0000\n" "Last-Translator: Rémi Verschelde \n" "Language-Team: German \n" "Language: de\n" "MIME-Version: 1.0\n" "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-dev\n" #: doc/tools/make_rst.py msgid "Description" msgstr "Beschreibung" #: doc/tools/make_rst.py msgid "Tutorials" msgstr "Anleitungen" #: doc/tools/make_rst.py msgid "Properties" msgstr "Eigenschaften" #: doc/tools/make_rst.py msgid "Methods" msgstr "Methoden" #: doc/tools/make_rst.py msgid "Theme Properties" msgstr "Theme-Eigenschaften" #: doc/tools/make_rst.py msgid "Signals" msgstr "Signale" #: doc/tools/make_rst.py msgid "Enumerations" msgstr "Aufzählungen" #: doc/tools/make_rst.py msgid "Constants" msgstr "Konstanten" #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Eigenschaften-Beschreibung" #: doc/tools/make_rst.py msgid "Method Descriptions" msgstr "Methoden-Beschreibung" #: modules/gdscript/doc_classes/@GDScript.xml:4 msgid "Built-in GDScript functions." msgstr "Native GDScript-Funktionen." #: modules/gdscript/doc_classes/@GDScript.xml:7 msgid "" "List of core built-in GDScript functions. Math functions and other " "utilities. Everything else is provided by objects. (Keywords: builtin, built " "in, global functions.)" msgstr "" "Auflistung der grundlegenden nativen GDScript-Funktionen. Hauptsächlich " "mathematische Funktionen und Hilfsfunktionen. Alle anderen grundlegenden " "Funktionen werden über Objekte bereitgestellt. (Schlüsselwörter: builtin, " "built in, nativ, grundlegend, globale Funktionen.)" #: modules/gdscript/doc_classes/@GDScript.xml:19 msgid "" "Returns a color constructed from integer red, green, blue, and alpha " "channels. Each channel should have 8 bits of information ranging from 0 to " "255.\n" "[code]r8[/code] red channel\n" "[code]g8[/code] green channel\n" "[code]b8[/code] blue channel\n" "[code]a8[/code] alpha channel\n" "[codeblock]\n" "red = Color8(255, 0, 0)\n" "[/codeblock]" msgstr "" "Gibt eine Farbe zurück die aus den Integer-Werten der Kanäle Rot, Grün, " "Blau, und Alpha erzeugt wird. Jeder Kanal sollte einen 8-Bit-Wert im " "Zahlenbereich von 0 bis 255 enthalten.\n" "[code]r8[/code] roter Kanal\n" "[code]g8[/code] grüner Kanal\n" "[code]b8[/code] blauer Kanal\n" "[code]a8[/code] Alpha-Kanal\n" "[codeblock]\n" "red = Color8(255, 0, 0)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:34 msgid "" "Returns a color according to the standardized [code]name[/code] with " "[code]alpha[/code] ranging from 0 to 1.\n" "[codeblock]\n" "red = ColorN(\"red\", 1)\n" "[/codeblock]\n" "Supported color names are the same as the constants defined in [Color]." msgstr "" "Gibt eine Farbe gemäß dem standardisierten [code]name[/code] zurück, wobei " "[code]alpha[/code] im Bereich von 0 bis 1 liegt.\n" "[codeblock]\n" "rot = ColorN(\"red\", 1)\n" "[/codeblock]\n" "Die unterstützten Farbnamen sind die gleichen wie die in [Color] definierten " "Konstanten." #: modules/gdscript/doc_classes/@GDScript.xml:45 msgid "" "Returns the absolute value of parameter [code]s[/code] (i.e. positive " "value).\n" "[codeblock]\n" "a = abs(-1) # a is 1\n" "[/codeblock]" msgstr "" "Gibt den absoluten Wert des Parameters [code]s[/code] zurück (d.h. " "vorzeichenloser Wert).\n" "[codeblock]\n" "a = abs(-1) # a ist 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:55 msgid "" "Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of " "cosine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and " "[code]1.0[/code] (inclusive), otherwise, [method acos] will return [constant " "NAN].\n" "[codeblock]\n" "# c is 0.523599 or 30 degrees if converted with rad2deg(s)\n" "c = acos(0.866025)\n" "[/codeblock]" msgstr "" "Gibt den Arkuskosinus von [code]s[/code] in Bogenmaß zurück. Verwenden Sie " "diese Funktion, um den Winkel des Kosinus [code]s[/code] zu erhalten. " "[code]s[/code] muss zwischen [code]-1.0[/code] und [code]1.0[/code] " "(inklusiv) liegen, sonst wird [method acos] [constant NAN] zurückgeben.\n" "[codeblock]\n" "# c ist 0,523599 oder 30 Grad, wenn mit rad2deg(s) umgerechnet\n" "c = acos(0,866025)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:66 msgid "" "Returns the arc sine of [code]s[/code] in radians. Use to get the angle of " "sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and " "[code]1.0[/code] (inclusive), otherwise, [method asin] will return [constant " "NAN].\n" "[codeblock]\n" "# s is 0.523599 or 30 degrees if converted with rad2deg(s)\n" "s = asin(0.5)\n" "[/codeblock]" msgstr "" "Gibt den Arkussinus von [code]s[/code] in Bogenmaß zurück. Verwenden Sie " "diese Funktion, um den Sinuswinkel [code]s[/code] zu erhalten. [code]s[/" "code] muss zwischen [code]-1.0[/code] und [code]1.0[/code] (inklusiv) " "liegen, sonst wird [method asin] [constant NAN] zurückgeben.\n" "[codeblock]\n" "# s ist 0,523599 oder 30 Grad, wenn mit rad2deg(s) umgerechnet\n" "s = asin(0,5)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:78 msgid "" "Asserts that the [code]condition[/code] is [code]true[/code]. If the " "[code]condition[/code] is [code]false[/code], an error is generated. When " "running from the editor, the running project will also be paused until you " "resume it. This can be used as a stronger form of [method push_error] for " "reporting errors to project developers or add-on users.\n" "[b]Note:[/b] For performance reasons, the code inside [method assert] is " "only executed in debug builds or when running the project from the editor. " "Don't include code that has side effects in an [method assert] call. " "Otherwise, the project will behave differently when exported in release " "mode.\n" "The optional [code]message[/code] argument, if given, is shown in addition " "to the generic \"Assertion failed\" message. You can use this to provide " "additional details about why the assertion failed.\n" "[codeblock]\n" "# Imagine we always want speed to be between 0 and 20.\n" "var speed = -10\n" "assert(speed < 20) # True, the program will continue\n" "assert(speed >= 0) # False, the program will stop\n" "assert(speed >= 0 and speed < 20) # You can also combine the two conditional " "statements in one check\n" "assert(speed < 20, \"speed = %f, but the speed limit is 20\" % speed) # Show " "a message with clarifying details\n" "[/codeblock]" msgstr "" "Stellt sicher, dass [code]condition[/code] [code]true[/code] ist. Wenn " "[code]condition[/code] [code]false[/code] ist wird ein Fehler erzeugt. Wenn " "das Spiel vom Editor aus gestartet wurde wird es außerdem pausiert. Zum " "Fortfahren muss es vom Editor aus fortgesetzt werden.\n" "[b]Hinweis:[/b] Der Code innerhalb von [method assert] wird nur in Debug-" "Builds oder beim Ausführen des Spiels vom Editor ausgeführt. Desswegen " "sollte kein Code mit Nebeneffekten (z.B.: ändern von Variablen) innerhalb " "der Argumente von [method assert] genutzt werden. Sonst wird sich das Spiel " "in exportierten Versionen anders verhalten als im Editor.\n" "Das optionale Argument [code]message[/code] wird, zusätzlich zu der " "allgemeinen Fehlermeldung angezeigt. Das kann verwendet werden um genauere " "Informationen zum Grund des Fehlers zu geben.\n" "[codeblock]\n" "# Angenommen, wir wollen immer eine Geschwindigkeit zwischen 0 und 20\n" "var geschwindigkeit = -10\n" "assert(geschwindigkeit < 20) # Wahr, das Programm wird fortgesetzt\n" "assert(geschwindigkeit >= 0) # Falsch, das Programm wird gestoppt\n" "assert(geschwindigkeit >= 0 and geschwindigkeit < 20) # Zwei Aussagen können " "in einer Prüfung zusammengefasst werden\n" "assert(geschwindigkeit < 20, \"Geschwindigkeit = %f, aber die " "Geschwindigkeitsbegrenzung beträgt 20\" % geschwindigkeit) # Zeigt eine " "Nachricht mit klärenden Details\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:95 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)) == " "angle[/code].\n" "The method cannot know in which quadrant the angle should fall. See [method " "atan2] if you have both [code]y[/code] and [code]x[/code].\n" "[codeblock]\n" "a = atan(0.5) # a is 0.463648\n" "[/codeblock]" msgstr "" "Gibt die Bogentangente von [code]s[/code] in Bogenmaßen zurück. Verwende es, " "um den Winkel aus der Tangente eines Winkels in der Trigonometrie zu " "erhalten: [code]atan(tan(angle)) == angle[/code].\n" "Die Methode kann nicht wissen, in welchen Quadranten der Winkel fallen soll. " "Siehe [method atan2], wenn sowohl [code]y[/code] als auch [code]x[/code] " "vorhanden ist.\n" "[codeblock]\n" "a = atan(0.5) # a ist 0.463648\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:107 msgid "" "Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle " "of tangent [code]y/x[/code]. To compute the value, the method takes into " "account the sign of both arguments in order to determine the quadrant.\n" "Important note: The Y coordinate comes first, by convention.\n" "[codeblock]\n" "a = atan2(0, -1) # a is 3.141593\n" "[/codeblock]" msgstr "" "Gibt den Arkustangens von [code]y/x[/code] im Bogenmaß zurück. Verwenden Sie " "diese Funktion, um den Winkel der Tangente [code]y/x[/code] zu erhalten. Um " "den Wert zu berechnen, berücksichtigt die Methode das Vorzeichen beider " "Argumente, um den Quadranten zu bestimmen.\n" "Wichtiger Hinweis: Der Y Wert kommt zuerst, gemäß Konvention.\n" "[codeblock]\n" "a = atan2(0, -1) # a ist 3,141593\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:119 msgid "" "Decodes a byte array back to a value. When [code]allow_objects[/code] is " "[code]true[/code] decoding objects is allowed.\n" "[b]WARNING:[/b] Deserialized object can contain code which gets executed. Do " "not use this option if the serialized object comes from untrusted sources to " "avoid potential security threats (remote code execution)." msgstr "" "Dekodiert ein Byte-Array zurück zu einem Wert. Wenn [code]allow_objects[/" "code] gleich [code]wahr[/code], ist die Dekodierung von Objekten erlaubt.\n" "[b]WARNUNG:[/b] Deserialisierte Objekte können Code enthalten, der " "ausgeführt wird. Verwenden Sie diese Option nicht, wenn das serialisierte " "Objekt aus nicht vertrauenswürdigen Quellen stammt, um potenzielle " "Sicherheitsbedrohungen zu vermeiden (entfernte Codeausführung)." #: modules/gdscript/doc_classes/@GDScript.xml:128 #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:145 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 " "angle)." msgstr "" "Konvertiert einen 2D Punkt in einem kartesischen Koordinatensystem (X- und Y-" "Achse) in ein Polarkoordinatensystem (die Distanz vom Ursprung und der " "Winkel)." #: modules/gdscript/doc_classes/@GDScript.xml:135 msgid "" "Rounds [code]s[/code] upward (towards positive infinity), returning the " "smallest whole number that is not less than [code]s[/code].\n" "[codeblock]\n" "a = ceil(1.45) # a is 2.0\n" "a = ceil(1.001) # a is 2.0\n" "[/codeblock]\n" "See also [method floor], [method round], [method stepify], and [int]." msgstr "" "Rundet [code]s[/code] nach oben auf und gibt die kleinste ganze Zahl zurück, " "die nicht geringer ist als [code]s[/code].\n" "[codeblock]\n" "a = ceil(1.45) # a ist 2.0\n" "a = ceil(1.001) # a ist 2.0\n" "[/codeblock]\n" "Siehe auch [method floor], [method round], [method stepify] und [int]." #: modules/gdscript/doc_classes/@GDScript.xml:147 msgid "" "Returns a character as a String of the given Unicode code point (which is " "compatible with ASCII code).\n" "[codeblock]\n" "a = char(65) # a is \"A\"\n" "a = char(65 + 32) # a is \"a\"\n" "a = char(8364) # a is \"€\"\n" "[/codeblock]\n" "This is the inverse of [method ord]." msgstr "" "Gibt ein Zeichen als Zeichenkette mit dem angegebenen Unicode-Codepunkt (der " "mit dem ASCII-Code kompatibel ist) zurück.\n" "[codeblock]\n" "a = char(65) # a ist \"A\"\n" "a = char(65 + 32) # a ist \"a\"\n" "a = char(8364) # a ist \"€\"\n" "[/codeblock]\n" "Dies ist die Umkehrung von [method ord]." #: modules/gdscript/doc_classes/@GDScript.xml:162 msgid "" "Clamps [code]value[/code] and returns a value not less than [code]min[/code] " "and not more than [code]max[/code].\n" "[codeblock]\n" "a = clamp(1000, 1, 20) # a is 20\n" "a = clamp(-10, 1, 20) # a is 1\n" "a = clamp(15, 1, 20) # a is 15\n" "[/codeblock]" msgstr "" "Klammert [code]Wert[/code] und gibt einen Wert von nicht weniger als " "[code]min[/code] und nicht mehr als [code]max[/code] zurück.\n" "[codeblock]\n" "a = clamp(1000, 1, 20) # a ist 20\n" "a = clamp(-10, 1, 20) # a ist 1\n" "a = clamp(15, 1, 20) # a ist 15\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:175 msgid "" "Converts from a type to another in the best way possible. The [code]type[/" "code] parameter uses the [enum Variant.Type] values.\n" "[codeblock]\n" "a = Vector2(1, 0)\n" "# Prints 1\n" "print(a.length())\n" "a = convert(a, TYPE_STRING)\n" "# Prints 6 as \"(1, 0)\" is 6 characters\n" "print(a.length())\n" "[/codeblock]" msgstr "" "Konvertiert bestmöglich von einem Typ in einen anderen. Der Parameter [code] " "Typ [/code] verwendet die Werte [enum Variant.Type].\n" "[codeblock]\n" "a = Vector2(1, 0)\n" "# Prints 1\n" "print(a.length())\n" "a = convert(a, TYPE_STRING)\n" "# Prints 6 as \"(1, 0)\" is 6 characters\n" "print(a.length())\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:190 msgid "" "Returns the cosine of angle [code]s[/code] in radians.\n" "[codeblock]\n" "a = cos(TAU) # a is 1.0\n" "a = cos(PI) # a is -1.0\n" "[/codeblock]" msgstr "" "Gibt den Cosinus des Winkels [code]s[/code] in Radiant zurück.\n" "[codeblock]\n" "a = cos(TAU) # a ist 1.0\n" "a = cos(PI) # a ist -1.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:201 msgid "" "Returns the hyperbolic cosine of [code]s[/code] in radians.\n" "[codeblock]\n" "print(cosh(1)) # Prints 1.543081\n" "[/codeblock]" msgstr "" "Gibt den hyperbolischen Kosinus von [code]s[/code] in Bogenmaß zurück.\n" "[codeblock]\n" "print(cosh(1)) # Gibt 1.543081 aus\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:211 msgid "Converts from decibels to linear energy (audio)." msgstr "Konvertiert von Dezibel in lineare Energie (Audio)." #: modules/gdscript/doc_classes/@GDScript.xml:218 msgid "Deprecated alias for [method step_decimals]." msgstr "Veralteter Alias für [method step_decimals]." #: modules/gdscript/doc_classes/@GDScript.xml:227 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" "Returns the result of [code]value[/code] decreased by [code]step[/code] * " "[code]amount[/code].\n" "[codeblock]\n" "a = dectime(60, 10, 0.1)) # a is 59.0\n" "[/codeblock]" msgstr "" "[b]Hinweis:[/b] [code]dectime[/code] ist veraltet und wird in Godot 4.0 " "entfernt. [method move_toward] kann stattdessen verwendet werden.\n" "Gibt das Ergebnis von [code]value[/code] vermindert um [code]step[/code] * " "[code]amount[/code] zurück.\n" "[codeblock]\n" "a = dectime(60, 10, 0.1)) # a ist 59.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:238 msgid "" "Converts an angle expressed in degrees to radians.\n" "[codeblock]\n" "r = deg2rad(180) # r is 3.141593\n" "[/codeblock]" msgstr "" "Rechnet einen im Gradmaß vorliegenden Winkel ins Bogenmaß um und gibt das " "Ergebnis zurück.\n" "[codeblock]\n" "r = deg2rad(180) # r ist 3.141593\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:248 msgid "" "Converts a dictionary (previously created with [method inst2dict]) back to " "an instance. Useful for deserializing." msgstr "" "Konvertiert ein Wörterbuch (das zuvor mit [method inst2dict] erstellt wurde) " "zurück in eine Instanz. Nützlich für die Deserialisierung." #: modules/gdscript/doc_classes/@GDScript.xml:256 #, fuzzy msgid "" "Returns an \"eased\" value of [code]x[/code] based on an easing function " "defined with [code]curve[/code]. This easing function is based on an " "exponent. The [code]curve[/code] can be any floating-point number, with " "specific values leading to the following behaviors:\n" "[codeblock]\n" "- Lower than -1.0 (exclusive): Ease in-out\n" "- 1.0: Linear\n" "- Between -1.0 and 0.0 (exclusive): Ease out-in\n" "- 0.0: Constant\n" "- Between 0.0 to 1.0 (exclusive): Ease out\n" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." msgstr "" "Gibt einen interpolierten Wert von [code]x[/code] basiert auf einer Funktion " "die durch [code]curve[/code] definiert wird. Die Funktion basiert auf einem " "Exponent. Die [code]curve[/code] kann jegliche Gleitkommazahl sein, von " "welchen diese spezifische Werte zu folgendem Verhalten führen:\n" "[codeblock]\n" "- Weniger als -1.0 (exclusiv): Beschleunige in-out\n" "- 1.0: Linear\n" "- Zwischen -1.0 und 0.0 (exclusiv): Beschleunige out-in\n" "- 0.0: Konstant\n" "- Zwischen 0.0 und 1.0 (exclusiv): Beschleunige in\n" "- 1.0: Linear\n" "- Mehr als 1.0 (exclusive): Beschleunige out\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "Siehe auch [method smoothstep]. Falls du fortgeschrittene Übergänge " "erstellen möchtest, benutze [Tween] oder [AnimationPlayer]." #: modules/gdscript/doc_classes/@GDScript.xml:274 msgid "" "The natural exponential function. It raises the mathematical constant [b]e[/" "b] to the power of [code]s[/code] and returns it.\n" "[b]e[/b] has an approximate value of 2.71828, and can be obtained with " "[code]exp(1)[/code].\n" "For exponents to other bases use the method [method pow].\n" "[codeblock]\n" "a = exp(2) # Approximately 7.39\n" "[/codeblock]" msgstr "" "Die natürliche Exponentialfunktion. Sie hebt die mathematische Konstante " "[b]e[/b] in die Potenz von [code]s[/code] und gibt sie zurück.\n" "[b]e[/b] hat einen ungefähren Wert von 2,71828 und kann mit [code]exp(1)[/" "code] erhalten werden.\n" "Für Exponenten zu anderen Basen verwenden Sie die Methode [method pow].\n" "[codeblock]\n" "a = exp(2) # Approximately 7.39\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:286 msgid "" "Rounds [code]s[/code] downward (towards negative infinity), returning the " "largest whole number that is not more than [code]s[/code].\n" "[codeblock]\n" "a = floor(2.45) # a is 2.0\n" "a = floor(2.99) # a is 2.0\n" "a = floor(-2.99) # a is -3.0\n" "[/codeblock]\n" "See also [method ceil], [method round], [method stepify], and [int].\n" "[b]Note:[/b] This method returns a float. If you need an integer and " "[code]s[/code] is a non-negative number, you can use [code]int(s)[/code] " "directly." msgstr "" "Rundet [code]s[/code] auf die nächste kleinere ganze Zahl nach unten (in " "Richtung negativ unendlich) und gibt die größte ganze Zahl zurück, die nicht " "größer als [code]s[/code] ist.\n" "[codeblock]\n" "a = floor(2.45) # a ist 2.0\n" "a = floor(2.99) # a ist 2.0\n" "a = floor(-2.99) # a ist -3.0\n" "[/codeblock]\n" "Siehe auch [method ceil], [method round], [method stepify], und [int].\n" "[b]Hinweis:[/b] Diese Methode gibt eine Fließkommazahl zurück. Wenn Sie eine " "Ganzzahl benötigen und [code]s[/code] nicht negativ ist, können Sie " "[code]int(s)[/code] direkt verwenden." #: modules/gdscript/doc_classes/@GDScript.xml:301 msgid "" "Returns the floating-point remainder of [code]a/b[/code], keeping the sign " "of [code]a[/code].\n" "[codeblock]\n" "r = fmod(7, 5.5) # r is 1.5\n" "[/codeblock]\n" "For the integer remainder operation, use the % operator." msgstr "" "Gibt den Divisionsrest von [code]a/b[/code] mit Nachkommastellen zurück und " "behält das Vorzeichen von [code]a[/code].\n" "[codeblock]\n" "var rest = fmod(7, 5.5) # rest ist 1.5\n" "[/codeblock]\n" "Für den Integer-Divisionsrest, den % Operator benutzen." #: modules/gdscript/doc_classes/@GDScript.xml:313 msgid "" "Returns the floating-point modulus of [code]a/b[/code] that wraps equally in " "positive and negative.\n" "[codeblock]\n" "for i in 7:\n" " var x = 0.5 * i - 1.5\n" " print(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n" "[/codeblock]\n" "Produces:\n" "[codeblock]\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]" msgstr "" "Gibt den Fließkommamodulo von [code]a/b[/code] zurück, der gleichermaßen in " "positiv und negativ umschlägt.\n" "[codeblock]\n" "for i in 7:\n" " var x = 0.5 * i - 1.5\n" " print(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n" "[/codeblock]\n" "Gibt aus:\n" "[codeblock]\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:336 msgid "" "Returns a reference to the specified function [code]funcname[/code] in the " "[code]instance[/code] node. As functions aren't first-class objects in " "GDscript, use [code]funcref[/code] to store a [FuncRef] in a variable and " "call it later.\n" "[codeblock]\n" "func foo():\n" " return(\"bar\")\n" "\n" "a = funcref(self, \"foo\")\n" "print(a.call_func()) # Prints bar\n" "[/codeblock]" msgstr "" "Liefert eine Reference an die genannte Funktion [code]funcname[/code] in the " "[code]instance[/code] node. As functions aren't first-class objects in " "GDscript, use [code]funcref[/code] to store a [FuncRef] in a variable and " "call it later.\n" "[codeblock]\n" "func foo():\n" " return(\"bar\")\n" "\n" "a = funcref(self, \"foo\")\n" "print(a.call_func()) # Prints bar\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:349 msgid "" "Returns an array of dictionaries representing the current call stack.\n" "[codeblock]\n" "func _ready():\n" " foo()\n" "\n" "func foo():\n" " bar()\n" "\n" "func bar():\n" " print(get_stack())\n" "[/codeblock]\n" "would print\n" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]" msgstr "" "Gibt ein Array von Wörterbüchern zurück, das den aktuellen Aufrufstapel " "darstellt.\n" "[codeblock]\n" "func _ready():\n" " foo()\n" "\n" "func foo():\n" " bar()\n" "\n" "func bar():\n" " print(get_stack())\n" "[/codeblock]\n" "würde ausgeben:\n" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:370 msgid "" "Returns the integer hash of the variable passed.\n" "[codeblock]\n" "print(hash(\"a\")) # Prints 177670\n" "[/codeblock]" msgstr "" "Gibt den ganzahligen Hash-Wert einer Variable zurück.\n" "[codeblock]\n" "print(hash(\"a\")) # Gibt 177670 aus\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:380 msgid "" "Returns the passed instance converted to a dictionary (useful for " "serializing).\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var d = inst2dict(self)\n" " print(d.keys())\n" " print(d.values())\n" "[/codeblock]\n" "Prints out:\n" "[codeblock]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" "[/codeblock]" msgstr "" "Gibt eine Instanz als Dictionary zurück (nützlich für die Serialisierung)\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var d = inst2dict(self)\n" " print(d.keys())\n" " print(d.values())\n" "[/codeblock]\n" "Gibt aus:\n" "[codeblock]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:399 msgid "" "Returns the Object that corresponds to [code]instance_id[/code]. All Objects " "have a unique instance ID.\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var id = get_instance_id()\n" " var inst = instance_from_id(id)\n" " print(inst.foo) # Prints bar\n" "[/codeblock]" msgstr "" "Liefert das zugehörige Object zu [code]instance_id[/code]. Alle Objekte " "haben eine eindeutige Instanz ID.\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var id = get_instance_id()\n" " var inst = instance_from_id(id)\n" " print(inst.foo) # Prints bar\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:415 msgid "" "Returns a normalized value considering the given range. This is the opposite " "of [method lerp].\n" "[codeblock]\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" "[/codeblock]" msgstr "" "Gibt den normalisierten Wert innerhalb eines Zahlenraums zurück. Das " "Gegenteil von [method lerp]\n" "[codeblock]\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` ist jetzt 27.5.\n" "# Nun tun wir so, als hätten wir das Original vergessen und wollten es " "zurückbekommen.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` ist jetzt 0.75.\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:430 msgid "" "Returns [code]true[/code] if [code]a[/code] and [code]b[/code] are " "approximately equal to each other.\n" "Here, approximately equal means that [code]a[/code] and [code]b[/code] are " "within a small internal epsilon of each other, which scales with the " "magnitude of the numbers.\n" "Infinity values of the same sign are considered equal." msgstr "" "Gibt [code]true[/code] zurück, wenn [code]a[/code] und [code]b[/code] " "ungefähr gleich sind.\n" "Ungefähr gleich bedeutet hier, dass der Betrag der Differenz zwischen " "[code]a[/code] und [code]b[/code] kleiner als Epsilon (Bezeichnung einer " "beliebig kleinen Zahl größer als Null) ist, welches mit der Größe beider " "Zahlenwerte skaliert.\n" "Unendliche Zahlenwerte mit gleichem Vorzeichen werden als gleich betrachtet." #: modules/gdscript/doc_classes/@GDScript.xml:439 msgid "" "Returns whether [code]s[/code] is an infinity value (either positive " "infinity or negative infinity)." msgstr "" "Liefert als Ergebnis ob [code]s[/code] ein unendlicher Wert ist (entweder " "positiv unendlich oder negativ unendlich)." #: modules/gdscript/doc_classes/@GDScript.xml:446 msgid "" "Returns whether [code]instance[/code] is a valid object (e.g. has not been " "deleted from memory)." msgstr "" "Liefert als Ergebnis ob [code]instance[/code] ein gültiges Objekt ist (z.B. " "wurde es noch nicht aus dem Speicher gelöscht)." #: modules/gdscript/doc_classes/@GDScript.xml:453 msgid "" "Returns whether [code]s[/code] is a NaN (\"Not a Number\" or invalid) value." msgstr "" "Liefert als Ergebnis ob [code]s[/code] ein NaN (Not-A-Number = keine Nummer " "oder nicht gültig) ist." #: modules/gdscript/doc_classes/@GDScript.xml:460 msgid "" "Returns [code]true[/code] if [code]s[/code] is zero or almost zero.\n" "This method is faster than using [method is_equal_approx] with one value as " "zero." msgstr "" "Gibt [code]true[/code] wenn [code]s[/code] gleich Null oder fast Null ist.\n" "Diese Methode ist schneller als das Verwenden von [method is_equal_approx] " "mit einem Wert als Null." #: modules/gdscript/doc_classes/@GDScript.xml:468 msgid "" "Returns length of Variant [code]var[/code]. Length is the character count of " "String, element count of Array, size of Dictionary, etc.\n" "[b]Note:[/b] Generates a fatal error if Variant can not provide a length.\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" "len(a) # Returns 4\n" "[/codeblock]" msgstr "" "Gibt die Länge eines Variants [code]var[/code] zurück. Länge ist die " "Buchstabenzahl einer Zeichenkette, Elementzahl eines Arrays, Größe eines " "Dictionaries, etc.\n" "[b]Note:[/b] Erzeugt einen fatalen Fehler wenn der Variant keine Länge hat.\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" "len(a) # Gibt 4 zurück\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:482 #, fuzzy msgid "" "Linearly interpolates between two values by a normalized value. This is the " "opposite of [method inverse_lerp].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " "return value will be of the same type ([code]lerp[/code] then calls the " "vector type's [code]linear_interpolate[/code] method).\n" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" "[/codeblock]" msgstr "" "Interpoliert einen normalisierten Wert linear zwischen zwei Grenzwerten. " "Dies entspricht der Umkehrfunktion von [method inverse_lerp].\n" "Wenn die [code]from[/code] und [code]to[/code] Argumente vom Typ [int] oder " "[float] sind, dann ist der Rückgabewert ein [float].\n" "Sind beide Argumente vom gleichen Typ ([Vector2], [Vector3] oder [Color]), " "dann ist der Rückgabewert auch von diesem Typ ([code]lerp[/code] ruft dann " "die Methode [code]lerp[/code] dieses Vektortyps auf).\n" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:497 msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " "around [constant @GDScript.TAU].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" " var min_angle = deg2rad(0.0)\n" " var max_angle = deg2rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" "[/codeblock]" msgstr "" "Interpoliert einen normalisierten Wert zwischen zwei Winkeln (in Radiant).\n" "Vergleichbar mit [method lerp], interpoliert aber korrekt, sobald sich der " "Winkel um [constant @GDScript.TAU] herum bewegt.\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" " var min_angle = deg2rad(0.0)\n" " var max_angle = deg2rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:514 msgid "" "Converts from linear energy to decibels (audio). This can be used to " "implement volume sliders that behave as expected (since volume isn't " "linear). Example:\n" "[codeblock]\n" "# \"Slider\" refers to a node that inherits Range such as HSlider or " "VSlider.\n" "# Its range must be configured to go from 0 to 1.\n" "# Change the bus name if you'd like to change the volume of a specific bus " "only.\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear2db($Slider.value))\n" "[/codeblock]" msgstr "" "Konvertiert einen linearen Wert in das (logarithmische) Dezibel (Audio). " "Diese Konvertierung wird verwendet, um (lineare) Lautsärke-Regler (slider) " "zu realisieren. Beispiel:\n" "[codeblock]\n" "# \"Slider\" refers to a node that inherits Range such as HSlider or " "VSlider.\n" "# Its range must be configured to go from 0 to 1.\n" "# Change the bus name if you'd like to change the volume of a specific bus " "only.\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear2db($Slider.value))\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:527 #, fuzzy msgid "" "Loads a resource from the filesystem located at [code]path[/code]. The " "resource is loaded on the method call (unless it's referenced already " "elsewhere, e.g. in another script or in the scene), which might cause slight " "delay, especially when loading scenes. To avoid unnecessary delays when " "loading something multiple times, either store the resource in a variable or " "use [method preload].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " "in the FileSystem dock and choosing \"Copy Path\" or by dragging the file " "from the FileSystem dock into the script.\n" "[codeblock]\n" "# Load a scene called main located in the root of the project directory and " "cache it in a variable.\n" "var main = load(\"res://main.tscn\") # main will contain a PackedScene " "resource.\n" "[/codeblock]\n" "[b]Important:[/b] The path must be absolute, a local path will just return " "[code]null[/code].\n" "This method is a simplified version of [method ResourceLoader.load], which " "can be used for more advanced scenarios." msgstr "" "Lädt eine Resource vom Dateisystem im Pfad [code]path[/code]. Diese Resource " "wird direkt beim Aufruf der Methode geladen (es sei denn, sie wird bereits " "an einer anderen Stelle referenziert, z.B. in einem anderen Skript oder in " "einer Szene), wodurch eine kleine Verzögerung entstehen kann. Im Besonderen, " "während Szenen geladen werden. Um beim mehrfachen Laden derselben Resource " "diese unnötigen Verzögerungen zu vermeiden, speichere die geladene Resource " "entweder in einer Variablen oder verwende [method preload].\n" "[b]Anmerkung:[/b] Resourcepfade erhält man durch einen Rechtsklick auf eine " "Resource im Dateisystem #TODO# und Auswahl von \"Copy Path\" oder indem die " "Datei vom Dateisystem #TODO# in das Skript gezogen wird.\n" "[codeblock]\n" "# Load a scene called main located in the root of the project directory and " "cache it in a variable.\n" "var main = load(\"res://main.tscn\") # main will contain a PackedScene " "resource.\n" "[/codeblock]\n" "[b]Important:[/b] The path must be absolute, a local path will just return " "[code]null[/code]." #: modules/gdscript/doc_classes/@GDScript.xml:541 msgid "" "Natural logarithm. The amount of time needed to reach a certain level of " "continuous growth.\n" "[b]Note:[/b] This is not the same as the \"log\" function on most " "calculators, which uses a base 10 logarithm.\n" "[codeblock]\n" "log(10) # Returns 2.302585\n" "[/codeblock]\n" "[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], " "while negative values return [code]-nan[/code]." msgstr "" "Natürlicher Logarithmus. Der benötigte Zeitwert um eine gewisse Stufe eines " "fortlaufenden Wachstums zu erreichen.\n" "[b]Hinweis:[/b] Dies ist nicht dasselbe wie die \"log\" Funktion eines " "Taschenrechners, welche einen Basis 10 Logarithmus nutzt.\n" "[codeblock]\n" "log(10) # liefert 2.302585\n" "[/codeblock]\n" "[b]Hinweis:[/b] Der Logarithmus von [code]0[/code] liefert [code]-inf[/" "code], während negative Werte [code]-nan[/code] zurückgeben." #: modules/gdscript/doc_classes/@GDScript.xml:554 msgid "" "Returns the maximum of two values.\n" "[codeblock]\n" "max(1, 2) # Returns 2\n" "max(-3.99, -4) # Returns -3.99\n" "[/codeblock]" msgstr "" "Liefert das Maximum zweier Werte.\n" "[codeblock]\n" "max(1, 2) # gibt 2 zurück\n" "max(-3.99, -4) # gibt -3.99 zurück\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:566 msgid "" "Returns the minimum of two values.\n" "[codeblock]\n" "min(1, 2) # Returns 1\n" "min(-3.99, -4) # Returns -4\n" "[/codeblock]" msgstr "" "Liefert das Minimum zweier Werte.\n" "[codeblock]\n" "min(1, 2) # gibt 1 zurück\n" "min(-3.99, -4) # gibt -4 zurück\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:579 msgid "" "Moves [code]from[/code] toward [code]to[/code] by the [code]delta[/code] " "value.\n" "Use a negative [code]delta[/code] value to move away.\n" "[codeblock]\n" "move_toward(5, 10, 4) # Returns 9\n" "move_toward(10, 5, 4) # Returns 6\n" "move_toward(10, 5, -1.5) # Returns 11.5\n" "[/codeblock]" msgstr "" "Verschiebt [code]von[/code] nach [code]zu[/code] mittels dem [code]delta[/" "code] Wert.\n" "Nutze einen negativen [code]delta[/code] Wert um wegzubewegen.\n" "[codeblock]\n" "move_toward(5, 10, 4) # Gibt 9 zurück\n" "move_toward(10, 5, 4) # Gibt 6 zurück\n" "move_toward(10, 5, -1.5) # Gibt 11.5 zurück\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:592 msgid "" "Returns the nearest equal or larger power of 2 for integer [code]value[/" "code].\n" "In other words, returns the smallest value [code]a[/code] where [code]a = " "pow(2, n)[/code] such that [code]value <= a[/code] for some non-negative " "integer [code]n[/code].\n" "[codeblock]\n" "nearest_po2(3) # Returns 4\n" "nearest_po2(4) # Returns 4\n" "nearest_po2(5) # Returns 8\n" "\n" "nearest_po2(0) # Returns 0 (this may not be what you expect)\n" "nearest_po2(-1) # Returns 0 (this may not be what you expect)\n" "[/codeblock]\n" "[b]WARNING:[/b] Due to the way it is implemented, this function returns " "[code]0[/code] rather than [code]1[/code] for non-positive values of " "[code]value[/code] (in reality, 1 is the smallest integer power of 2)." msgstr "" "Gibt die nächste gleich große oder größere Potenz von 2 für eine Ganzzahl " "[code]value[/code] zurück.\n" "Anders gesagt, es gibt der kleinste Wert [code]a[/code] zurückgegeben, wobei " "[code]a = pow(2, n)[/code], so dass [code]value <= a[/code] für eine nicht-" "negative Ganzzahl [code]n[/code].\n" "[codeblock]\n" "nearest_po2(3) # Gibt 4 zurück\n" "nearest_po2(4) # Gibt 4 zurück\n" "nearest_po2(5) # Gibt 8 zurück\n" "\n" "nearest_po2(0) # Gibt 0 zurück (Das mag unerwartet sein)\n" "nearest_po2(-1) # Gibt 0 zurück (Das mag unerwartet sein)\n" "[/codeblock]\n" "[b]WARNUNG:[/b] Aufgrund der Art und Weise, wie sie implementiert ist, gibt " "diese Funktion bei nicht-positiven Werten von [code]value[/code] den Wert " "[code]0[/code] anstatt [code]1[/code] zurück (in Wirklichkeit ist 1 die " "kleinste ganzzahlige Potenz von 2)." #: modules/gdscript/doc_classes/@GDScript.xml:609 msgid "" "Returns an integer representing the Unicode code point of the given Unicode " "character [code]char[/code].\n" "[codeblock]\n" "a = ord(\"A\") # a is 65\n" "a = ord(\"a\") # a is 97\n" "a = ord(\"€\") # a is 8364\n" "[/codeblock]\n" "This is the inverse of [method char]." msgstr "" "Gibt den Integerwert zurück, der das übergebene Unicode-Zeichen [code]char[/" "code] repräsentiert.\n" "[codeblock]\n" "a = ord(\"A\") # a ist 65\n" "a = ord(\"a\") # a ist 97\n" "a = ord(\"€\") # a ist 8364\n" "[/codeblock]\n" "Dies entspricht der Umkehrfunktion von [method char]." #: modules/gdscript/doc_classes/@GDScript.xml:622 msgid "" "Parse JSON text to a Variant. (Use [method typeof] to check if the Variant's " "type is what you expect.)\n" "[b]Note:[/b] The JSON specification does not define integer or float types, " "but only a [i]number[/i] type. Therefore, parsing a JSON text will convert " "all numerical values to [float] types.\n" "[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, " "thus, you should not rely on keys being in a certain order if a dictionary " "is constructed from JSON. In contrast, JSON arrays retain the order of their " "elements:\n" "[codeblock]\n" "var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n" "if typeof(p.result) == TYPE_ARRAY:\n" " print(p.result[0]) # Prints \"hello\"\n" "else:\n" " push_error(\"Unexpected results.\")\n" "[/codeblock]\n" "See also [JSON] for an alternative way to parse JSON text." msgstr "" "Parst einen JSON Text, um damit eine Variante zu füllen. (Verwende [method " "typeof], um zu prüfen, ob hier der erwartete Variantentyp vorliegt.)\n" "[b]Anmerkung:[/b] Die JSON Spezifikation definiert keine Integer- oder " "Fließkommatypen, dafür aber einen allgemeinen numerischen [i]Zahl[/i] Typ. " "Aus diesem Grund werden alle numerischen Zahlen in [float] Typen " "umgewandelt.\n" "[b]Anmerkung:[/b] JSON Objekte sortieren Schlüsselfelder nicht so wie Godot " "dies in Dictionaries tut. Deshalb solltest du dich nicht darauf verlassen, " "das Schlüsselfelder in einer bestimmten Reihenfolge vorliegen, nachdem ein " "Dictionary aus einem JSON Text konstruiert wurde. Im Gegensatz dazu behalten " "JSON Arrays die Reihenfolge ihrer Elemente bei:\n" "[codeblock]\n" "var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n" "if typeof(p.result) == TYPE_ARRAY:\n" " print(p.result[0]) # Gibt \"hello\" aus\n" "else:\n" " push_error(\"Unexpected results.\")\n" "[/codeblock]\n" "Siehe auch [JSON] als Alternative, um einen JSON Text zu parsen." #: modules/gdscript/doc_classes/@GDScript.xml:640 #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:142 msgid "" "Converts a 2D point expressed in the polar coordinate system (a distance " "from the origin [code]r[/code] and an angle [code]th[/code]) to the " "cartesian coordinate system (X and Y axis)." msgstr "" "Konvertiert eine im Polarkoordinatensystem gegebene 2D-Position (Entfernung " "[code]r[/code] zum Ursprung und Winkel [code]th[/code]) in das kartesische " "Koordinatensystem (X- und Y-Achse)." #: modules/gdscript/doc_classes/@GDScript.xml:648 #, fuzzy msgid "" "Returns the integer modulus of [code]a/b[/code] that wraps equally in " "positive and negative.\n" "[codeblock]\n" "for i in range(-3, 4):\n" " print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "Produces:\n" "[codeblock]\n" "-3 0 0\n" "-2 -2 1\n" "-1 -1 2\n" " 0 0 0\n" " 1 1 1\n" " 2 2 2\n" " 3 0 0\n" "[/codeblock]" msgstr "" "Gibt den Integer-Modulo von [code]a/b[/code] zurück, der bei positiven und " "negativen Zahlen gleichermaßen auf Null zurückspringt.\n" "[codeblock]\n" "var i = -6\n" "while i < 5:\n" " prints(i, posmod(i, 3))\n" " i += 1\n" "[/codeblock]\n" "Produziert:\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" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:670 #, fuzzy msgid "" "Returns the result of [code]base[/code] raised to the power of [code]exp[/" "code].\n" "[codeblock]\n" "pow(2, 5) # Returns 32.0\n" "[/codeblock]" msgstr "" "Liefert das Ergebnis von [code]x[/code] hoch [code]y[/code].\n" "[codeblock]\n" "pow(2, 5) # liefert 32\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:680 msgid "" "Returns a [Resource] from the filesystem located at [code]path[/code]. The " "resource is loaded during script parsing, i.e. is loaded with the script and " "[method preload] effectively acts as a reference to that resource. Note that " "the method requires a constant path. If you want to load a resource from a " "dynamic/variable path, use [method load].\n" "[b]Note:[/b] Resource paths can be obtained by right clicking on a resource " "in the Assets Panel and choosing \"Copy Path\" or by dragging the file from " "the FileSystem dock into the script.\n" "[codeblock]\n" "# Instance a scene.\n" "var diamond = preload(\"res://diamond.tscn\").instance()\n" "[/codeblock]" msgstr "" "Gibt eine [Resource] aus dem Dateisystem zurück, das sich unter [code]path[/" "code] befindet. Die Ressource wird während der Skriptanalyse geladen, d. h. " "es wird mit dem Skript geladen, und die [method preload] Methode fungiert " "effektiv als Referenz auf diese Ressource. Beachten Sie, dass die Methode " "einen konstanten Pfad erfordert. Wenn Sie eine Ressource aus einem " "dynamischen / variablen Pfad laden möchten, verwenden Sie die [method load] " "Methode.\n" "[b]Hinweis:[/b] Ressourcenpfade erhalten Sie, indem Sie im Assets-Bedienfeld " "mit der rechten Maustaste auf eine Ressource klicken und \"Pfad kopieren\" " "auswählen oder die Datei aus dem Dateisystempanel in das Skript ziehen.\n" "[codeblock]\n" "# Eine Szene instanziieren.\n" "var diamond = preload(\"res://diamond.tscn\").instance()\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:691 msgid "" "Converts one or more arguments of any type to string in the best way " "possible and prints them to the console.\n" "[codeblock]\n" "a = [1, 2, 3]\n" "print(\"a\", \"=\", a) # Prints a=[1, 2, 3]\n" "[/codeblock]\n" "[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " "print error and warning messages instead of [method print]. This " "distinguishes them from print messages used for debugging purposes, while " "also displaying a stack trace when an error or warning is printed." msgstr "" "Wandelt ein oder mehrere Argumente aller Typen bestmöglich in Zeichenketten " "um und gibt sie in der Konsole aus.\n" "[codeblock]\n" "var a = [1,2,3]\n" "print(\"a\",\"=\",a) # Schreibt \"a=[1,2,3]\n" "[/codeblock]\n" "[b]Hinweis:[/b] Benutze [method push_error] und [method push_warning] statt " "[method print] um Fehlermeldungen und Warnungen auszugeben. Sie " "unterscheiden sich von normalen Ausgaben und geben zusätzlich einen Stack-" "Trace aus." #: modules/gdscript/doc_classes/@GDScript.xml:702 msgid "Like [method print], but prints only when used in debug mode." msgstr "" "Funktioniert wie [method print], gibt jedoch nur im Debug Modues Text aus." #: modules/gdscript/doc_classes/@GDScript.xml:708 msgid "" "Prints a stack track at code location, only works when running with debugger " "turned on.\n" "Output in the console would look something like this:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]" msgstr "" "Gibt einen Stacktrace zum Quelltextort aus, funktioniert nur wenn das " "\"Ausführen mit Debugger\" aktiviert ist.\n" "Die Ausgabe in der Konsole würde ungefähr so aussehen:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:718 msgid "" "Prints one or more arguments to strings in the best way possible to standard " "error line.\n" "[codeblock]\n" "printerr(\"prints to stderr\")\n" "[/codeblock]" msgstr "" "Gibt ein oder mehrere Argumente bestmöglich als Zeichenketten zu standard " "error line aus.\n" "[codeblock]\n" "printerr(\"prints to stderr\")\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:727 msgid "" "Prints one or more arguments to strings in the best way possible to console. " "No newline is added at the end.\n" "[codeblock]\n" "printraw(\"A\")\n" "printraw(\"B\")\n" "# Prints AB\n" "[/codeblock]\n" "[b]Note:[/b] Due to limitations with Godot's built-in console, this only " "prints to the terminal. If you need to print in the editor, use another " "method, such as [method print]." msgstr "" "Gibt ein oder mehrere Argumente bestmöglich als Zeichenketten in der Konsole " "aus. Am Ende wird kein Zeilenumbruch hinzugefügt.\n" "[codeblock]\n" "printraw(\"A\")\n" "printraw(\"B\")\n" "# Prints AB\n" "[/codeblock]\n" "[b]Note:[/b] Durch Einschränkungen von Godot's integrierten Konsole, gibt " "dies nur Text im Terminal aus. Wenn Sie Text im Editor ausgeben müssen, " "benutzen sie eine andere Methode wie [method print]." #: modules/gdscript/doc_classes/@GDScript.xml:739 msgid "" "Prints one or more arguments to the console with a space between each " "argument.\n" "[codeblock]\n" "prints(\"A\", \"B\", \"C\") # Prints A B C\n" "[/codeblock]" msgstr "" "Gibt ein oder mehrere Argumente mit Leerzeichen zwischen jedem Argument in " "der Konsole aus.\n" "[codeblock]\n" "prints(\"A\", \"B\", \"C\") # Prints A B C\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:748 msgid "" "Prints one or more arguments to the console with a tab between each " "argument.\n" "[codeblock]\n" "printt(\"A\", \"B\", \"C\") # Prints A B C\n" "[/codeblock]" msgstr "" "Gibt ein oder mehrere Argumente in der Konsole mit Tabulatoren zwischen " "jedem Argument in der Konsole aus.\n" "[codeblock]\n" "printt(\"A\", \"B\", \"C\") # Prints A B C\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:758 msgid "" "Pushes an error message to Godot's built-in debugger and to the OS " "terminal.\n" "[codeblock]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " "as error call\n" "[/codeblock]\n" "[b]Note:[/b] Errors printed this way will not pause project execution. To " "print an error message and pause project execution in debug builds, use " "[code]assert(false, \"test error\")[/code] instead." msgstr "" "Gibt eine Fehlermeldung an Godots integrierten Debugger und an das " "Betriebssystem-Terminal aus.\n" "[codeblock]\n" "push_error(\"test error\") # Gibt \"test error\" als Fehleraufruf an " "Debugger und Terminal aus\n" "[/codeblock]\n" "[b]Hinweis:[/b] Fehler, die auf diese Weise ausgegeben werden, halten die " "Projektausführung nicht an. Um eine Fehlermeldung auszugeben und die " "Projektausführung in Debug-Builds anzuhalten, verwenden Sie stattdessen " "[code]assert(false, \"test error\")[/code]." #: modules/gdscript/doc_classes/@GDScript.xml:769 msgid "" "Pushes a warning message to Godot's built-in debugger and to the OS " "terminal.\n" "[codeblock]\n" "push_warning(\"test warning\") # Prints \"test warning\" to debugger and " "terminal as warning call\n" "[/codeblock]" msgstr "" "Gibt eine Warnmeldung in Godot's integriertem Debugger und in der OS Konsole " "aus.\n" "[codeblock]\n" "push_warning(\"test warning\") # Gibt \"test warning\" im Debugger und im " "Terminal als Warnmeldung aus.\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:779 msgid "" "Converts an angle expressed in radians to degrees.\n" "[codeblock]\n" "rad2deg(0.523599) # Returns 30.0\n" "[/codeblock]" msgstr "" "Konvertiert einen Winkel von Radiant nach Grad.\n" "[codeblock]\n" "rad2deg(0.523599) # Returns 30\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:790 msgid "" "Random range, any floating point value between [code]from[/code] and " "[code]to[/code].\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" "[/codeblock]" msgstr "" "Gibt einen Zufallswert zwischen [code]from[/code] und [code]to[/code] " "zurück.\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Gibt zum Beispiel \"0.135591 " "0.405263\" aus\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:800 msgid "" "Random from seed: pass a [code]seed[/code], and an array with both number " "and new seed is returned. \"Seed\" here refers to the internal state of the " "pseudo random number generator. The internal state of the current " "implementation is 64 bits." msgstr "" "Zufall durch Seed: Gib einen [code]seed[/code] und ein Array mit einer Zahl " "und einem neuen Seed wird wiedergegeben. \"Seed\" bezieht sich hier auf den " "internen Stand des pseudo Zufallszahlengenerators. Der interne Zustand der " "momentanen Implementation besteht aus 64 bits." #: modules/gdscript/doc_classes/@GDScript.xml:806 msgid "" "Returns a random floating point value on the interval [code][0, 1][/code].\n" "[codeblock]\n" "randf() # Returns e.g. 0.375671\n" "[/codeblock]" msgstr "" "Gibt einen zufälligen Fließkommawert im Intervall [code][0, 1][/code] " "zurück.\n" "[codeblock]\n" "randf() # Returns e.g. 0.375671\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:815 #, fuzzy msgid "" "Returns a random unsigned 32-bit integer. Use remainder to obtain a random " "value in the interval [code][0, N - 1][/code] (where N is smaller than " "2^32).\n" "[codeblock]\n" "randi() # Returns random integer between 0 and 2^32 - 1\n" "randi() % 20 # Returns random integer between 0 and 19\n" "randi() % 100 # Returns random integer between 0 and 99\n" "randi() % 100 + 1 # Returns random integer between 1 and 100\n" "[/codeblock]" msgstr "" "Gibt einen zufälligen vorzeichenlosen 32-Bit Integerwert zurück. Verwende " "Modulo, um einen Zufallswert im Intervall [code][0, N - 1][/code] zu " "erhalten (wobei N kleiner als 2^32 ist).\n" "[codeblock]\n" "randi() # Returns random integer between 0 and 2^32 - 1\n" "randi() % 20 # Returns random integer between 0 and 19\n" "randi() % 100 # Returns random integer between 0 and 99\n" "randi() % 100 + 1 # Returns random integer between 1 and 100\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:827 msgid "" "Randomizes the seed (or the internal state) of the random number generator. " "Current implementation reseeds using a number based on time.\n" "[codeblock]\n" "func _ready():\n" " randomize()\n" "[/codeblock]" msgstr "" "Wählt einen zufälligen (internen) Startwert für den Zufallszahlengenerator " "aus. Die aktuelle Implementation verwendet dazu einen Startwert, der auf der " "aktuellen Zeit basiert.\n" "[codeblock]\n" "func _ready():\n" " randomize()\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:837 msgid "" "Returns an array with the given range. Range can be 1 argument [code]N[/" "code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " "[code]final - 1[/code]) or three arguments ([code]initial[/code], " "[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " "the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " "5, 1)[/code]).\n" "Returns an array with the given range. [code]range()[/code] can have 1 " "argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " "([code]initial[/code], [code]final - 1[/code]) or three arguments " "([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " "[code]increment[/code] can be negative. If [code]increment[/code] is " "negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " "the initial value must be greater than the final value for the loop to run.\n" "[codeblock]\n" "print(range(4))\n" "print(range(2, 5))\n" "print(range(0, 6, 2))\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" "[0, 1, 2, 3]\n" "[2, 3, 4]\n" "[0, 2, 4]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" "var i := array.size() - 1\n" "while i >= 0:\n" " print(array[i])\n" " i -= 1\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" "9\n" "6\n" "3\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml:874 msgid "" "Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]" "[ostart, ostop][/code].\n" "[codeblock]\n" "range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n" "[/codeblock]" msgstr "" "Bildet den Wert [code]value[/code] von einem Zahlenbereich [code]istart, " "istop[/code] auf einen anderen [code]ostart, ostop[/code] ab.\n" "[codeblock]\n" "range_lerp(75, 0, 100, -1, 1) # Ergibt 0.5\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:884 msgid "" "Rounds [code]s[/code] to the nearest whole number, with halfway cases " "rounded away from zero.\n" "[codeblock]\n" "a = round(2.49) # a is 2.0\n" "a = round(2.5) # a is 3.0\n" "a = round(2.51) # a is 3.0\n" "[/codeblock]\n" "See also [method floor], [method ceil], [method stepify], and [int]." msgstr "" "Rundet [code]s[/code] auf die nächstliegende ganze Zahl, wobei halbe Werte " "aufgerundet werden.\n" "[codeblock]\n" "a = round(2.49) # a ist 2.0\n" "a = round(2.5) # a ist 3.0\n" "a = round(2.51) # a ist 3,0\n" "[/codeblock]\n" "Siehe auch [method floor], [method ceil], [method stepify], und [int]." #: modules/gdscript/doc_classes/@GDScript.xml:897 msgid "" "Sets seed for the random number generator.\n" "[codeblock]\n" "my_seed = \"Godot Rocks\"\n" "seed(my_seed.hash())\n" "[/codeblock]" msgstr "" "Setzt einen neuen Startwert für den Zufallszahlengenerator.\n" "[codeblock]\n" "my_seed = \"Godot Rocks\"\n" "seed(my_seed.hash())\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:908 msgid "" "Returns the sign of [code]s[/code]: -1 or 1. Returns 0 if [code]s[/code] is " "0.\n" "[codeblock]\n" "sign(-6) # Returns -1\n" "sign(0) # Returns 0\n" "sign(6) # Returns 1\n" "[/codeblock]" msgstr "" "Gibt das Vorzeichen von [code]s[/code] zurück: -1 oder 1. Gibt 0 zurück, " "wenn [code]s[/code] Null ist.\n" "[codeblock]\n" "sign(-6) # Returns -1\n" "sign(0) # Returns 0\n" "sign(6) # Returns 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:920 msgid "" "Returns the sine of angle [code]s[/code] in radians.\n" "[codeblock]\n" "sin(0.523599) # Returns 0.5\n" "[/codeblock]" msgstr "" "Gibt den Sinus des Winkels [code]s[/code] in Radiant zurück.\n" "[codeblock]\n" "sin(0.523599) # Returns 0.5\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:930 msgid "" "Returns the hyperbolic sine of [code]s[/code].\n" "[codeblock]\n" "a = log(2.0) # Returns 0.693147\n" "sinh(a) # Returns 0.75\n" "[/codeblock]" msgstr "" "Gibt den Hyperbelsinus von [code]s[/code] zurück.\n" "[codeblock]\n" "a = log(2.0) # Returns 0.693147\n" "sinh(a) # Returns 0.75\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:943 #, fuzzy msgid "" "Returns the result of smoothly interpolating the value of [code]s[/code] " "between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] " "lies with respect to the edges [code]from[/code] and [code]to[/code].\n" "The return value is [code]0[/code] if [code]s <= from[/code], and [code]1[/" "code] if [code]s >= to[/code]. If [code]s[/code] lies between [code]from[/" "code] and [code]to[/code], the returned value follows an S-shaped curve that " "maps [code]s[/code] between [code]0[/code] and [code]1[/code].\n" "This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = " "3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Returns 0.0\n" "smoothstep(0, 2, 0.5) # Returns 0.15625\n" "smoothstep(0, 2, 1.0) # Returns 0.5\n" "smoothstep(0, 2, 2.0) # Returns 1.0\n" "[/codeblock]\n" "Compared to [method ease] with a curve value of [code]-1.6521[/code], " "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" "Gibt das Ergebnis einer Interpolation des Wertes [code]s[/code] zwischen " "[code]0[/code] und [code]1[/code] wieder, basierend auf der Lage von " "[code]s[/code] mit Bezug auf [code]from[/code] und [code]to[/code].\n" "Der zurückgegebene Wert ist [code]0[/code] wenn [code]s <= from[/code] und " "[code]1[/code] wenn [code]s >= to[/code]. Falls [code]s[/code] zwischen " "[code]from[/code] und [code]to[/code] liegt, folgt der zurückgegebene Wert " "einer S-Kurve, welche [code]s[/code] zwischen [code]0[/code] und [code]1[/" "code] legt.\n" "Die S-Kurve entspricht der Kubisch Hermitescher Spline, gegeben durch " "[code]f(s) = 3*s^2 - 2*s^3[/code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Ergebnis 0.0\n" "smoothstep(0, 2, 0.5) # Ergebnis 0.15625\n" "smoothstep(0, 2, 1.0) # Ergebnis 0.5\n" "smoothstep(0, 2, 2.0) # Ergebnis 1.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:960 #, fuzzy msgid "" "Returns the square root of [code]s[/code], where [code]s[/code] is a non-" "negative number.\n" "[codeblock]\n" "sqrt(9) # Returns 3\n" "[/codeblock]\n" "[b]Note:[/b] Negative values of [code]s[/code] return NaN. If you need " "negative inputs, use [code]System.Numerics.Complex[/code] in C#." msgstr "" "Gibt die Quadratwurzel von [code]s[/code] zurück, wobei [code]s[/code] eine " "nicht-negative Zahl ist.\n" "[codeblock]\n" "sqrt(9) # Ergibt 3\n" "[/codeblock]\n" "[b]Note:[/b]Negative Werte von [code]s[/code] ergeben NaN. Falls Sie die " "Quadratwurzel negativer Zahlen ziehen müssen, verwenden Sie [code]System." "Numerics.Complex[/code] in C#." #: modules/gdscript/doc_classes/@GDScript.xml:971 #, fuzzy msgid "" "Returns the position of the first non-zero digit, after the decimal point. " "Note that the maximum return value is 10, which is a design decision in the " "implementation.\n" "[codeblock]\n" "n = step_decimals(5) # n is 0\n" "n = step_decimals(1.0005) # n is 4\n" "n = step_decimals(0.000000005) # n is 9\n" "[/codeblock]" msgstr "" "Gibt die Position der ersten nicht-null Ziffer nach dem Dezimalpunkt zurück. " "Merke, dass der höchste Rückgabewert 10 ist, was eine Entwurfsentscheidung " "in der Implementation ist.\n" "[codeblock]\n" "# n ist 0\n" "n = step_decimals(5)\n" "# n ist 4\n" "n = step_decimals(1.0005)\n" "# n ist 9\n" "n = step_decimals(0.000000005)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:984 msgid "" "Snaps float value [code]s[/code] to a given [code]step[/code]. This can also " "be used to round a floating point number to an arbitrary number of " "decimals.\n" "[codeblock]\n" "stepify(100, 32) # Returns 96.0\n" "stepify(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]\n" "See also [method ceil], [method floor], [method round], and [int]." msgstr "" "Rastet den Gleitkommazahlwert [code]s[/code] auf einen gegebenen [code]step[/" "code]. Dies kann auch zum Runden einer Gleitkommazahl auf eine willkürliche " "Anzahl von Dezimalzen genutzt werden.\n" "[codeblock]\n" "stepify(100, 32) # Gibt 96.0 aus\n" "stepify(3.14159, 0.01) # Gibt 3.14 aus\n" "[/codeblock]\n" "Siehe auch [method ceil], [method floor], [method round], und [int]." #: modules/gdscript/doc_classes/@GDScript.xml:995 #, fuzzy msgid "" "Converts one or more arguments of any type to string in the best way " "possible.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a);\n" "len(a) # Returns 3\n" "len(b) # Returns 12\n" "[/codeblock]" msgstr "" "Konvertiert ein oder mehrere Argumente bestmöglich zu einer Zeichenkette.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a);\n" "len(a) # Returns 3\n" "len(b) # Returns 12\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1008 msgid "" "Converts a formatted string that was returned by [method var2str] to the " "original value.\n" "[codeblock]\n" "a = '{ \"a\": 1, \"b\": 2 }'\n" "b = str2var(a)\n" "print(b[\"a\"]) # Prints 1\n" "[/codeblock]" msgstr "" "Konvertiert eine formatierte Zeichenkette welche von [method var2str] " "wiedergegeben wurde zurück zum originalen Wert.\n" "[codeblock]\n" "a = '{ \"a\": 1, \"b\": 2 }'\n" "b = str2var(a)\n" "print(b[\"a\"]) # Prints 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1020 msgid "" "Returns the tangent of angle [code]s[/code] in radians.\n" "[codeblock]\n" "tan(deg2rad(45)) # Returns 1\n" "[/codeblock]" msgstr "" "Gibt die Tangente vom Winkel [code]s[/code] im Bogenmaß zurück.\n" "[codeblock]\n" "tan(deg2rad(45)) # Returns 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1030 msgid "" "Returns the hyperbolic tangent of [code]s[/code].\n" "[codeblock]\n" "a = log(2.0) # a is 0.693147\n" "b = tanh(a) # b is 0.6\n" "[/codeblock]" msgstr "" "Gibt den hyperbolischen Tangens von [code]s[/code] zurück.\n" "[codeblock]\n" "a = log(2.0) # Returns 0.693147\n" "tanh(a) # Returns 0.6\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1041 msgid "" "Converts a [Variant] [code]var[/code] to JSON text and return the result. " "Useful for serializing data to store or send over the network.\n" "[codeblock]\n" "# Both numbers below are integers.\n" "a = { \"a\": 1, \"b\": 2 }\n" "b = to_json(a)\n" "print(b) # {\"a\":1, \"b\":2}\n" "# Both numbers above are floats, even if they display without any decimal " "places.\n" "[/codeblock]\n" "[b]Note:[/b] The JSON specification does not define integer or float types, " "but only a [i]number[/i] type. Therefore, converting a [Variant] to JSON " "text will convert all numerical values to [float] types.\n" "See also [JSON] for an alternative way to convert a [Variant] to JSON text." msgstr "" "Konvertiert einen [Variant] [code]var[/code] in einen JSON Text und liefert " "das Ergebnis zurück. Nützlich, um Daten zu serialisieren und sie über das " "Netzwerk zu speichern oder zu versenden.\n" "[codeblock]\n" "# Beide Zahlen unten sind Ganzzahlwerte.\n" "a = { \"a\": 1, \"b\": 2 }\n" "b = to_json(a)\n" "print(b) # {\"a\":1, \"b\":2}\n" "# Beide Zahlen oben sind Fließkommawerte, auch wenn sie ohne Dezimalstellen " "dargestellt werden.\n" "[/codeblock]\n" "[b]Hinweis:[/b] Die JSON Spezifikation gibt weder Ganzzahl- noch " "Fließkommawerte, sondern lediglich den [i]number[/i] Typen vor. Deshalb " "werden bei der Konvertierung von [Variant] zu JSON alle numerischen Werte in " "den [float] Typen umgewandelt.\n" "Siehe auch [JSON] für eine Alternative Konvertierung von [Variant] zu JSON " "Text." #: modules/gdscript/doc_classes/@GDScript.xml:1057 #, fuzzy msgid "" "Returns whether the given class exists in [ClassDB].\n" "[codeblock]\n" "type_exists(\"Sprite\") # Returns true\n" "type_exists(\"Variant\") # Returns false\n" "[/codeblock]" msgstr "" "Gibt zurück ob die gegebene Klasse in [ClassDB] existiert.\n" "[codeblock]\n" "type_exists(\"Sprite2D\") # Returns true\n" "type_exists(\"Variant\") # Returns false\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1068 msgid "" "Returns the internal type of the given Variant object, using the [enum " "Variant.Type] values.\n" "[codeblock]\n" "p = parse_json('[\"a\", \"b\", \"c\"]')\n" "if typeof(p) == TYPE_ARRAY:\n" " print(p[0]) # Prints a\n" "else:\n" " print(\"unexpected results\")\n" "[/codeblock]" msgstr "" "Gibt den internen Dateityp von dem gegebenen Variant Objekt zurück. Hierbei " "werden die [enum Variant.Type] Werte verwendet.\n" "[codeblock]\n" "p = parse_json('[\"a\", \"b\", \"c\"]')\n" "if typeof(p) == TYPE_ARRAY:\n" " print(p[0]) # Prints a\n" "else:\n" " print(\"unexpected results\")\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1082 msgid "" "Checks that [code]json[/code] is valid JSON data. Returns an empty string if " "valid, or an error message otherwise.\n" "[codeblock]\n" "j = to_json([1, 2, 3])\n" "v = validate_json(j)\n" "if not v:\n" " print(\"Valid JSON.\")\n" "else:\n" " push_error(\"Invalid JSON: \" + v)\n" "[/codeblock]" msgstr "" "Überprüft, ob [code]json[/code] valide JSON Daten beinhaltet. In diesem Fall " "wird ein leerer String zurückgegeben, ansonsten eine Fehlermeldung.\n" "[codeblock]\n" "j = to_json([1, 2, 3])\n" "v = validate_json(j)\n" "if not v:\n" " print(\"Valid JSON.\")\n" "else:\n" " push_error(\"Invalid JSON: \" + v)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1098 msgid "" "Encodes a variable value to a byte array. When [code]full_objects[/code] is " "[code]true[/code] encoding objects is allowed (and can potentially include " "code)." msgstr "" "Kodiert eine Variable zu einem Byte Array. Wenn [code]full_objects[/code] " "ist [code]true[/code], wird das Kodieren von Objekten erlaubt (und kann " "potentiell auch Quelltext enthalten)." #: modules/gdscript/doc_classes/@GDScript.xml:1105 msgid "" "Converts a Variant [code]var[/code] to a formatted string that can later be " "parsed using [method str2var].\n" "[codeblock]\n" "a = { \"a\": 1, \"b\": 2 }\n" "print(var2str(a))\n" "[/codeblock]\n" "prints\n" "[codeblock]\n" "{\n" "\"a\": 1,\n" "\"b\": 2\n" "}\n" "[/codeblock]" msgstr "" "Konvertiert eine Variant [code]var[/code] zu einer formatierten " "Zeichenkette, die später durch [method str2var] analysiert werden kann.\n" "[codeblock]\n" "a = { \"a\": 1, \"b\": 2 }\n" "print(var2str(a))\n" "[/codeblock]\n" "Gibt aus\n" "[codeblock]\n" "{\n" "\"a\": 1,\n" "\"b\": 2\n" "}\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1123 msgid "" "Returns a weak reference to an object.\n" "A weak reference to an object is not enough to keep the object alive: when " "the only remaining references to a referent are weak references, garbage " "collection is free to destroy the referent and reuse its memory for " "something else. However, until the object is actually destroyed the weak " "reference may return the object even if there are no strong references to it." msgstr "" "Gibt eine schwache Referenz zu einem Objekt zurück.\n" "Eine schwache Referenz zu einem Objekt ist nicht genug um das Objekt zu " "erhalten: Wenn die letzten übrigbleibenden Referenzen zu einem referierten " "Objekt schwache Referenzen sind, ist das automatisiertes Speichermanagement " "(Garbage Collector) in der Lage das referierte Objekt zu zerstören und " "Arbeitsspeicher für andere Zwecke wiederzuverwenden. Bis das Objekt " "endgültig zerstört wurde, können schwache Referenzen jedoch noch auf das " "Objekt zugreifen, selbst wenn es keine starken Referenzen mehr gibt." #: modules/gdscript/doc_classes/@GDScript.xml:1133 msgid "" "Wraps float [code]value[/code] between [code]min[/code] and [code]max[/" "code].\n" "Usable for creating loop-alike behavior or infinite surfaces.\n" "[codeblock]\n" "# Infinite loop between 5.0 and 9.9\n" "value = wrapf(value + 0.1, 5.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite rotation (in radians)\n" "angle = wrapf(angle + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite rotation (in radians)\n" "angle = wrapf(angle + 0.1, -PI, PI)\n" "[/codeblock]\n" "[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to " "[method fposmod], so prefer using that instead.\n" "[code]wrapf[/code] is more flexible than using the [method fposmod] approach " "by giving the user control over the minimum value." msgstr "" "Fasst float [code]value[/code] zwischen [code]min[/code] und [code]max[/" "code] ein.\n" "Verwendbar zur Erzeugung von schleifenähnlichem Verhalten oder unendlichen " "Oberflächen.\n" "[codeblock]\n" "# Endlosschleife zwischen 5,0 und 9,9\n" "value = wrapf(value + 0.1, 5.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Unendliche Drehung (im Radiant)\n" "angle = wrapf(angle + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[codeblock]\n" "# Unendliche Drehung (im Bogenmaß)\n" "angle = wrapf(angle + 0.1, -PI, PI)\n" "[/codeblock]\n" "[b]Hinweis:[/b] Wenn [code]min[/code] gleich [code]0[/code], ist das " "Ergebnis äquivalent zu [method fposmod], welches bevorzugt verwendet werden " "sollte.\n" "[code]wrapf[/code] ist flexibler als der [method fposmod]-Ansatz, da es dem " "Benutzer die Kontrolle über den Mindestwert gibt." #: modules/gdscript/doc_classes/@GDScript.xml:1157 msgid "" "Wraps integer [code]value[/code] between [code]min[/code] and [code]max[/" "code].\n" "Usable for creating loop-alike behavior or infinite surfaces.\n" "[codeblock]\n" "# Infinite loop between 5 and 9\n" "frame = wrapi(frame + 1, 5, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# result is -2\n" "var result = wrapi(-6, -5, -1)\n" "[/codeblock]\n" "[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to " "[method posmod], so prefer using that instead.\n" "[code]wrapi[/code] is more flexible than using the [method posmod] approach " "by giving the user control over the minimum value." msgstr "" "Wickelt Ganzzahl [code]value[/code] zwischen [code]min[/code] und [code]max[/" "code] ein.\n" "Verwendbar zur Erzeugung von schleifenähnlichem Verhalten oder unendlichen " "Oberflächen.\n" "[codeblock]\n" "# Endlosschleife zwischen 5 und 9\n" "frame = wrapi(frame + 1, 5, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# Ergebnis ist -2\n" "var result = wrapi(-6, -5, -1)\n" "[/codeblock]\n" "[b]Hinweis:[/b] Wenn [code]min[/code] gleich [code]0[/code], ist dies " "äquivalent zu [methode posmod], also verwenden Sie lieber das stattdessen.\n" "[code]wrapi[/code] ist flexibler als der [method posmod]-Ansatz, da es dem " "Benutzer die Kontrolle über den Mindestwert gibt." #: modules/gdscript/doc_classes/@GDScript.xml:1176 msgid "" "Stops the function execution and returns the current suspended state to the " "calling function.\n" "From the caller, call [method GDScriptFunctionState.resume] on the state to " "resume execution. This invalidates the state. Within the resumed function, " "[code]yield()[/code] returns whatever was passed to the [code]resume()[/" "code] function call.\n" "If passed an object and a signal, the execution is resumed when the object " "emits the given signal. In this case, [code]yield()[/code] returns the " "argument passed to [code]emit_signal()[/code] if the signal takes only one " "argument, or an array containing all the arguments passed to " "[code]emit_signal()[/code] if the signal takes multiple arguments.\n" "You can also use [code]yield[/code] to wait for a function to finish:\n" "[codeblock]\n" "func _ready():\n" " yield(countdown(), \"completed\") # waiting for the countdown() function " "to complete\n" " print('Ready')\n" "\n" "func countdown():\n" " yield(get_tree(), \"idle_frame\") # returns a GDScriptFunctionState " "object to _ready()\n" " print(3)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(2)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(1)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" "\n" "# prints:\n" "# 3\n" "# 2\n" "# 1\n" "# Ready\n" "[/codeblock]\n" "When yielding on a function, the [code]completed[/code] signal will be " "emitted automatically when the function returns. It can, therefore, be used " "as the [code]signal[/code] parameter of the [code]yield[/code] method to " "resume.\n" "In order to yield on a function, the resulting function should also return a " "[code]GDScriptFunctionState[/code]. Notice [code]yield(get_tree(), " "\"idle_frame\")[/code] from the above example." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml:1207 msgid "" "Constant that represents how many times the diameter of a circle fits around " "its perimeter. This is equivalent to [code]TAU / 2[/code]." msgstr "" "Konstante, die beschreibt, wie oft der Durchmesser eines Kreises in seinen " "Umfang passt. Dies ist äquivalent zu [code]TAU / 2[/code]." #: modules/gdscript/doc_classes/@GDScript.xml:1210 #, fuzzy msgid "" "The circle constant, the circumference of the unit circle in radians. This " "is equivalent to [code]PI * 2[/code], or 360 degrees in rotations." msgstr "Die Kreiskonstante, der Umfang des Einheitskreises im Bogenmaß." #: modules/gdscript/doc_classes/@GDScript.xml:1213 msgid "" "Positive floating-point infinity. This is the result of floating-point " "division when the divisor is [code]0.0[/code]. For negative infinity, use " "[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative " "infinity if the numerator is positive, so dividing by [code]0.0[/code] is " "not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/" "code] returning [code]true[/code]).\n" "[b]Note:[/b] Numeric infinity is only a concept with floating-point numbers, " "and has no equivalent for integers. Dividing an integer number by [code]0[/" "code] will not result in [constant INF] and will result in a run-time error " "instead." msgstr "" "Gleitkomma Darstellung von Unendlich. Diese ist das Ergebnis wenn bei einer " "Gleitkomma-Division durch [code]0[/code] geteilt wird. Benutze [code]-INF[/" "code] um minus Unendlich zu erhalten. Wird eine positive Gleitkommazahl " "durch [code]-0.0[/code] geteilt, so entsteht minus Unendlich. Also ist " "teilen durch [code]0.0[/code] nicht das gleiche wie teilen durch [code]-0.0[/" "code] (obwohl [code]0.0 == -0.0[/code] [code]true[/code] zurückgibt).\n" "[b]Bemerkung:[/b] Numerische Unendlichkeit existiert nur für " "gleitkommazahlen, es gibt kein Äquivalent für Ganzzahlen. Wird eine Ganzzahl " "durch [code]0[/code] geteilt, so resultiert das nicht in [constant INF], " "sondern produziert stattdessen einen Laufzeitfehler." #: modules/gdscript/doc_classes/@GDScript.xml:1217 msgid "" "\"Not a Number\", an invalid floating-point value. [constant NAN] has " "special properties, including that it is not equal to itself ([code]NAN == " "NAN[/code] returns [code]false[/code]). It is output by some invalid " "operations, such as dividing floating-point [code]0.0[/code] by [code]0.0[/" "code].\n" "[b]Note:[/b] \"Not a Number\" is only a concept with floating-point numbers, " "and has no equivalent for integers. Dividing an integer [code]0[/code] by " "[code]0[/code] will not result in [constant NAN] and will result in a run-" "time error instead." msgstr "" "Steht für \"Not a Number\" (\"keine Zahl\"). Der Wert stellt eine nicht " "zulässige Kommazahl dar. [constant NAN] hat spezielle EIgenschaften, zum " "Beispiel ist der Wert sich selbst nicht glich ([code]NAN==NAN[/code] gibt " "[code]false[/code] zurück). [constant NAN] ist die Ausgabe einiger " "ungültiger Operationen wie zum Beispiel die Division von [code]0.0[/code] " "mit [code]0.0[/code].\n" "[b]Hinweis:[/b] \"Not a Number\" ist ein Konzept, dass exklusiv für " "Kommazahlen gilt, und kein Gegenstück für Ganzzahlen besitzt. Die Ganzzahl " "[code]0[/code] durch [code]0[/code] zu teilen wird nicht [constant NAN] " "zurückgeben sondern einen Fehler auslösen." #: doc/classes/@GlobalScope.xml:4 msgid "Global scope constants and variables." msgstr "Konstanten und Variablen im globalen Anwendungsbereich." #: doc/classes/@GlobalScope.xml:7 #, fuzzy msgid "" "Global scope constants and variables. This is all that resides in the " "globals, constants regarding error codes, scancodes, property hints, etc.\n" "Singletons are also documented here, since they can be accessed from " "anywhere." msgstr "" "Konstanten und Variablen im globalen Anwendungsbereich. Dabei handelt es " "sich um alles was in den Globalen existiert, Konstanten die sich auf " "Fehlercodes beziehen, Tastencodes, Hinweise für propertys, etc.\n" "Auch Singeltons sind hier dokumentiert, da auf sie von überall zugegriffen " "werden kann." #: doc/classes/@GlobalScope.xml:16 #, fuzzy msgid "The [ARVRServer] singleton." msgstr "Das [XRServer] Singleton." #: doc/classes/@GlobalScope.xml:19 msgid "The [AudioServer] singleton." msgstr "Das [AudioServer] Singleton." #: doc/classes/@GlobalScope.xml:22 msgid "The [CameraServer] singleton." msgstr "Das [CameraServer] Singleton." #: doc/classes/@GlobalScope.xml:25 msgid "The [ClassDB] singleton." msgstr "Das [ClassDB] Singleton." #: doc/classes/@GlobalScope.xml:28 msgid "The [Engine] singleton." msgstr "Das [Engine] Singleton." #: doc/classes/@GlobalScope.xml:31 #, fuzzy msgid "The [Geometry] singleton." msgstr "Das [Geometry2D] Singleton." #: doc/classes/@GlobalScope.xml:34 msgid "The [IP] singleton." msgstr "Das [IP] Singleton." #: doc/classes/@GlobalScope.xml:37 msgid "The [Input] singleton." msgstr "Das [Input] Singleton." #: doc/classes/@GlobalScope.xml:40 msgid "The [InputMap] singleton." msgstr "Das [InputMap] Singleton." #: doc/classes/@GlobalScope.xml:43 msgid "The [JSON] singleton." msgstr "Das [JSON] Singleton." #: doc/classes/@GlobalScope.xml:46 msgid "" "The [JavaClassWrapper] singleton.\n" "[b]Note:[/b] Only implemented on Android." msgstr "" "Das[JavaClassWrapper] Singleton.\n" "[b]Note:[/b] Nur in Android implementiert." #: doc/classes/@GlobalScope.xml:50 msgid "" "The [JavaScript] singleton.\n" "[b]Note:[/b] Only implemented on HTML5." msgstr "" "Das [JavaScript] Singleton.\n" "[b]Note:[/b] Nur in HTML5 implementiert." #: doc/classes/@GlobalScope.xml:54 msgid "The [Marshalls] singleton." msgstr "Das [Marshalls] Singleton." #: doc/classes/@GlobalScope.xml:57 #, fuzzy msgid "The [EditorNavigationMeshGenerator] singleton." msgstr "Das [NavigationMeshGenerator] Singleton." #: doc/classes/@GlobalScope.xml:60 msgid "The [OS] singleton." msgstr "Das [OS] Singleton." #: doc/classes/@GlobalScope.xml:63 msgid "The [Performance] singleton." msgstr "Das [Performance] Singleton." #: doc/classes/@GlobalScope.xml:66 #, fuzzy msgid "The [Physics2DServer] singleton." msgstr "Das [PhysicsServer2D] Singleton." #: doc/classes/@GlobalScope.xml:69 #, fuzzy msgid "The [PhysicsServer] singleton." msgstr "Das [PhysicsServer2D] Singleton." #: doc/classes/@GlobalScope.xml:72 msgid "The [ProjectSettings] singleton." msgstr "Das [ProjectSettings] Singleton." #: doc/classes/@GlobalScope.xml:75 msgid "The [ResourceLoader] singleton." msgstr "Das [ResourceLoader] Singleton." #: doc/classes/@GlobalScope.xml:78 msgid "The [ResourceSaver] singleton." msgstr "Das [ResourceSaver] Singleton." #: doc/classes/@GlobalScope.xml:81 msgid "The [TranslationServer] singleton." msgstr "Das [TranslationServer] Singleton." #: doc/classes/@GlobalScope.xml:84 msgid "The [VisualScriptEditor] singleton." msgstr "Das [VisualScriptEditor] Singleton." #: doc/classes/@GlobalScope.xml:87 #, fuzzy msgid "The [VisualServer] singleton." msgstr "Das [DisplayServer] Singleton." #: doc/classes/@GlobalScope.xml:92 msgid "Left margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Linker Abstand, normalerweise benutzt für von [Control] oder [StyleBox]-" "abgeleiteten Klassen." #: doc/classes/@GlobalScope.xml:95 msgid "Top margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Oberer Abstand, normalerweise benutzt für von [Control] oder [StyleBox]-" "abgeleiteten Klassen." #: doc/classes/@GlobalScope.xml:98 msgid "Right margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Rechter Abstand, normalerweise benutzt für von [Control] oder [StyleBox]-" "abgeleiteten Klassen." #: doc/classes/@GlobalScope.xml:101 msgid "" "Bottom margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Unterer Abstand, normalerweise benutzt für von [Control] oder [StyleBox]-" "abgeleiteten Klassen." #: doc/classes/@GlobalScope.xml:104 msgid "Top-left corner." msgstr "Obere linke Ecke." #: doc/classes/@GlobalScope.xml:107 msgid "Top-right corner." msgstr "Obere rechte Ecke." #: doc/classes/@GlobalScope.xml:110 msgid "Bottom-right corner." msgstr "Untere rechte Ecke." #: doc/classes/@GlobalScope.xml:113 msgid "Bottom-left corner." msgstr "Untere linke Ecke." #: doc/classes/@GlobalScope.xml:116 msgid "" "General vertical alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "Generelle vertikale Ausrichtung, normalerweise benutzt für [Separator], " "[ScrollBar], [Slider], etc." #: doc/classes/@GlobalScope.xml:119 msgid "" "General horizontal alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "Generelle horizontale Ausrichtung, normalerweise benutzt für [Separator], " "[ScrollBar], [Slider], etc." #: doc/classes/@GlobalScope.xml:122 msgid "Horizontal left alignment, usually for text-derived classes." msgstr "" "Linke horizontale Ausrichtung, normalerweise benutzt für von Text " "abgeleitete Klassen." #: doc/classes/@GlobalScope.xml:125 msgid "Horizontal center alignment, usually for text-derived classes." msgstr "" "Zentrierte horizontale Ausrichtung, normalerweise benutzt für von Text " "abgeleitete Klassen." #: doc/classes/@GlobalScope.xml:128 msgid "Horizontal right alignment, usually for text-derived classes." msgstr "" "Rechte horizontale Ausrichtung, normalerweise benutzt für von Text " "abgeleitete Klassen." #: doc/classes/@GlobalScope.xml:131 msgid "Vertical top alignment, usually for text-derived classes." msgstr "" "Obere vertikale Ausrichtung, normalerweise benutzt für von Text abgeleitete " "Klassen." #: doc/classes/@GlobalScope.xml:134 msgid "Vertical center alignment, usually for text-derived classes." msgstr "" "Zentrierte vertikale Ausrichtung, normalerweise benutzt für von Text " "abgeleitete Klassen." #: doc/classes/@GlobalScope.xml:137 msgid "Vertical bottom alignment, usually for text-derived classes." msgstr "" "Untere vertikale Ausrichtung, normalerweise benutzt für von Text abgeleitete " "Klassen." #: doc/classes/@GlobalScope.xml:140 #, fuzzy msgid "Scancodes with this bit applied are non-printable." msgstr "" "Tastencodes, für die dieses Bit gesetzt ist, können nicht ausgegeben werden." #: doc/classes/@GlobalScope.xml:143 msgid "Escape key." msgstr "Escape Taste." #: doc/classes/@GlobalScope.xml:146 msgid "Tab key." msgstr "Tabulator Taste." #: doc/classes/@GlobalScope.xml:149 #, fuzzy msgid "Shift+Tab key." msgstr "Shift + Tabulator Taste." #: doc/classes/@GlobalScope.xml:152 msgid "Backspace key." msgstr "Backspace Taste." #: doc/classes/@GlobalScope.xml:155 msgid "Return key (on the main keyboard)." msgstr "Eingabe Taste (auf dem Hauptblock)." #: doc/classes/@GlobalScope.xml:158 msgid "Enter key on the numeric keypad." msgstr "Enter Taste (auf dem Ziffernblock)." #: doc/classes/@GlobalScope.xml:161 msgid "Insert key." msgstr "Einfügen Taste." #: doc/classes/@GlobalScope.xml:164 msgid "Delete key." msgstr "Löschen Taste." #: doc/classes/@GlobalScope.xml:167 msgid "Pause key." msgstr "Pause/Unterbrechen Taste." #: doc/classes/@GlobalScope.xml:170 msgid "Print Screen key." msgstr "Drucken Taste." #: doc/classes/@GlobalScope.xml:173 msgid "System Request key." msgstr "Systemabfrage Taste." #: doc/classes/@GlobalScope.xml:176 msgid "Clear key." msgstr "Entfernen Taste." #: doc/classes/@GlobalScope.xml:179 msgid "Home key." msgstr "Pos1 Taste." #: doc/classes/@GlobalScope.xml:182 msgid "End key." msgstr "Ende Taste." #: doc/classes/@GlobalScope.xml:185 msgid "Left arrow key." msgstr "Linke Pfeiltaste." #: doc/classes/@GlobalScope.xml:188 msgid "Up arrow key." msgstr "obere Pfeiltaste." #: doc/classes/@GlobalScope.xml:191 msgid "Right arrow key." msgstr "rechte Pfeiltaste." #: doc/classes/@GlobalScope.xml:194 msgid "Down arrow key." msgstr "untere Pfeiltaste." #: doc/classes/@GlobalScope.xml:197 msgid "Page Up key." msgstr "Bild hoch Taste." #: doc/classes/@GlobalScope.xml:200 msgid "Page Down key." msgstr "Bild runter Taste." #: doc/classes/@GlobalScope.xml:203 msgid "Shift key." msgstr "Shift Taste." #: doc/classes/@GlobalScope.xml:206 msgid "Control key." msgstr "Control Taste." #: doc/classes/@GlobalScope.xml:209 msgid "Meta key." msgstr "Meta Taste." #: doc/classes/@GlobalScope.xml:212 msgid "Alt key." msgstr "Alt Taste." #: doc/classes/@GlobalScope.xml:215 msgid "Caps Lock key." msgstr "Feststelltaste." #: doc/classes/@GlobalScope.xml:218 msgid "Num Lock key." msgstr "Num Lock Taste." #: doc/classes/@GlobalScope.xml:221 msgid "Scroll Lock key." msgstr "Rollen Taste." #: doc/classes/@GlobalScope.xml:224 msgid "F1 key." msgstr "F1 Taste." #: doc/classes/@GlobalScope.xml:227 msgid "F2 key." msgstr "F2 Taste." #: doc/classes/@GlobalScope.xml:230 msgid "F3 key." msgstr "F3 Taste." #: doc/classes/@GlobalScope.xml:233 msgid "F4 key." msgstr "F4 Taste." #: doc/classes/@GlobalScope.xml:236 msgid "F5 key." msgstr "F5 Taste." #: doc/classes/@GlobalScope.xml:239 msgid "F6 key." msgstr "F6 Taste." #: doc/classes/@GlobalScope.xml:242 msgid "F7 key." msgstr "F7 Taste." #: doc/classes/@GlobalScope.xml:245 msgid "F8 key." msgstr "F8 Taste." #: doc/classes/@GlobalScope.xml:248 msgid "F9 key." msgstr "F9 Taste." #: doc/classes/@GlobalScope.xml:251 msgid "F10 key." msgstr "F10 Taste." #: doc/classes/@GlobalScope.xml:254 msgid "F11 key." msgstr "F11 Taste." #: doc/classes/@GlobalScope.xml:257 msgid "F12 key." msgstr "F12 Taste." #: doc/classes/@GlobalScope.xml:260 msgid "F13 key." msgstr "F13 Taste." #: doc/classes/@GlobalScope.xml:263 msgid "F14 key." msgstr "F14 Taste." #: doc/classes/@GlobalScope.xml:266 msgid "F15 key." msgstr "F15 Taste." #: doc/classes/@GlobalScope.xml:269 msgid "F16 key." msgstr "F16 Taste." #: doc/classes/@GlobalScope.xml:272 msgid "Multiply (*) key on the numeric keypad." msgstr "Multiplikations (*) Taste auf dem Ziffernblock." #: doc/classes/@GlobalScope.xml:275 msgid "Divide (/) key on the numeric keypad." msgstr "Divisions (/) Taste auf dem Ziffernblock." #: doc/classes/@GlobalScope.xml:278 msgid "Subtract (-) key on the numeric keypad." msgstr "Subtraktions (-) Taste auf dem Ziffernblock." #: doc/classes/@GlobalScope.xml:281 msgid "Period (.) key on the numeric keypad." msgstr "Komma (,) Taste auf dem Ziffernblock." #: doc/classes/@GlobalScope.xml:284 msgid "Add (+) key on the numeric keypad." msgstr "Additions (+) Taste auf dem Ziffernblock." #: doc/classes/@GlobalScope.xml:287 msgid "Number 0 on the numeric keypad." msgstr "Zahl 0 auf dem Ziffernblock." #: doc/classes/@GlobalScope.xml:290 msgid "Number 1 on the numeric keypad." msgstr "Zahl 1 auf dem Ziffernblock." #: doc/classes/@GlobalScope.xml:293 msgid "Number 2 on the numeric keypad." msgstr "Zahl 2 auf dem Ziffernblock." #: doc/classes/@GlobalScope.xml:296 msgid "Number 3 on the numeric keypad." msgstr "Zahl 3 auf dem Ziffernblock." #: doc/classes/@GlobalScope.xml:299 msgid "Number 4 on the numeric keypad." msgstr "Zahl 4 auf dem Ziffernblock." #: doc/classes/@GlobalScope.xml:302 msgid "Number 5 on the numeric keypad." msgstr "Zahl 5 auf dem Ziffernblock." #: doc/classes/@GlobalScope.xml:305 msgid "Number 6 on the numeric keypad." msgstr "Zahl 6 auf dem Ziffernblock." #: doc/classes/@GlobalScope.xml:308 msgid "Number 7 on the numeric keypad." msgstr "Zahl 7 auf dem Ziffernblock." #: doc/classes/@GlobalScope.xml:311 msgid "Number 8 on the numeric keypad." msgstr "Zahl 8 auf dem Ziffernblock." #: doc/classes/@GlobalScope.xml:314 msgid "Number 9 on the numeric keypad." msgstr "Zahl 9 auf dem Ziffernblock." #: doc/classes/@GlobalScope.xml:317 msgid "Left Super key (Windows key)." msgstr "Linke Super Taste (Windows Taste)." #: doc/classes/@GlobalScope.xml:320 msgid "Right Super key (Windows key)." msgstr "Rechte Super-Taste (Windows Taste)." #: doc/classes/@GlobalScope.xml:323 msgid "Context menu key." msgstr "Menü Taste." #: doc/classes/@GlobalScope.xml:326 msgid "Left Hyper key." msgstr "Linke Hyper Taste." #: doc/classes/@GlobalScope.xml:329 msgid "Right Hyper key." msgstr "Rechte Hyper Taste." #: doc/classes/@GlobalScope.xml:332 msgid "Help key." msgstr "Hilfe Taste." #: doc/classes/@GlobalScope.xml:335 msgid "Left Direction key." msgstr "Linke Richtungs-Taste." #: doc/classes/@GlobalScope.xml:338 msgid "Right Direction key." msgstr "Rechte Richtungs-Taste." #: doc/classes/@GlobalScope.xml:341 msgid "" "Media back key. Not to be confused with the Back button on an Android device." msgstr "" #: doc/classes/@GlobalScope.xml:344 #, fuzzy msgid "Media forward key." msgstr "Medium aufnehmen Taste." #: doc/classes/@GlobalScope.xml:347 doc/classes/@GlobalScope.xml:380 msgid "Media stop key." msgstr "Medium stoppen Taste." #: doc/classes/@GlobalScope.xml:350 #, fuzzy msgid "Media refresh key." msgstr "Medium aufnehmen Taste." #: doc/classes/@GlobalScope.xml:353 msgid "Volume down key." msgstr "Lautstärke-runter Taste." #: doc/classes/@GlobalScope.xml:356 msgid "Mute volume key." msgstr "Stummschalten Taste." #: doc/classes/@GlobalScope.xml:359 msgid "Volume up key." msgstr "Lauter-Taste." #: doc/classes/@GlobalScope.xml:362 msgid "Bass Boost key." msgstr "Bass-Verstärker Taste." #: doc/classes/@GlobalScope.xml:365 msgid "Bass up key." msgstr "Bass-Erhöhen Taste." #: doc/classes/@GlobalScope.xml:368 msgid "Bass down key." msgstr "Bass abwärts Taste." #: doc/classes/@GlobalScope.xml:371 msgid "Treble up key." msgstr "Taste für Höhenanhebung." #: doc/classes/@GlobalScope.xml:374 msgid "Treble down key." msgstr "Höhe runter Taste." #: doc/classes/@GlobalScope.xml:377 msgid "Media play key." msgstr "\"Medium abspielen\"-Taste." #: doc/classes/@GlobalScope.xml:383 msgid "Previous song key." msgstr "Vorheriger Song Taste." #: doc/classes/@GlobalScope.xml:386 msgid "Next song key." msgstr "Nächster Song Taste." #: doc/classes/@GlobalScope.xml:389 msgid "Media record key." msgstr "Medium aufnehmen Taste." #: doc/classes/@GlobalScope.xml:392 msgid "Home page key." msgstr "Hauptseiten Taste." #: doc/classes/@GlobalScope.xml:395 msgid "Favorites key." msgstr "Favoriten Taste." #: doc/classes/@GlobalScope.xml:398 msgid "Search key." msgstr "Suchen Taste." #: doc/classes/@GlobalScope.xml:401 msgid "Standby key." msgstr "Standby TAste." #: doc/classes/@GlobalScope.xml:404 msgid "Open URL / Launch Browser key." msgstr "Öffne URL / Starte Browser Taste." #: doc/classes/@GlobalScope.xml:407 msgid "Launch Mail key." msgstr "Starte E-Mail Taste." #: doc/classes/@GlobalScope.xml:410 msgid "Launch Media key." msgstr "Starte-Medien Taste." #: doc/classes/@GlobalScope.xml:413 msgid "Launch Shortcut 0 key." msgstr "Starte Verknüpfung 0 Taste." #: doc/classes/@GlobalScope.xml:416 msgid "Launch Shortcut 1 key." msgstr "Starte Verknüpfung 1 Taste." #: doc/classes/@GlobalScope.xml:419 msgid "Launch Shortcut 2 key." msgstr "Starte Verknüpfung 2 Taste." #: doc/classes/@GlobalScope.xml:422 msgid "Launch Shortcut 3 key." msgstr "Starte Verknüpfung 3 Taste." #: doc/classes/@GlobalScope.xml:425 msgid "Launch Shortcut 4 key." msgstr "Starte Verknüpfung 4 Taste." #: doc/classes/@GlobalScope.xml:428 msgid "Launch Shortcut 5 key." msgstr "Starte Verknüpfung 5 Taste." #: doc/classes/@GlobalScope.xml:431 msgid "Launch Shortcut 6 key." msgstr "Starte Verknüpfung 6 Taste." #: doc/classes/@GlobalScope.xml:434 msgid "Launch Shortcut 7 key." msgstr "Starte Verknüpfung 7 Taste." #: doc/classes/@GlobalScope.xml:437 msgid "Launch Shortcut 8 key." msgstr "Starte Verknüpfung 8 Taste." #: doc/classes/@GlobalScope.xml:440 msgid "Launch Shortcut 9 key." msgstr "Starte Verknüpfung 9 Taste." #: doc/classes/@GlobalScope.xml:443 msgid "Launch Shortcut A key." msgstr "Starte Verknüpfung A Taste." #: doc/classes/@GlobalScope.xml:446 msgid "Launch Shortcut B key." msgstr "Starte Verknüpfung B Taste." #: doc/classes/@GlobalScope.xml:449 msgid "Launch Shortcut C key." msgstr "Starte Verknüpfung C Taste." #: doc/classes/@GlobalScope.xml:452 msgid "Launch Shortcut D key." msgstr "Starte Verknüpfung D Taste." #: doc/classes/@GlobalScope.xml:455 msgid "Launch Shortcut E key." msgstr "Starte Verknüpfung E Taste." #: doc/classes/@GlobalScope.xml:458 msgid "Launch Shortcut F key." msgstr "Starte Verknüpfung F Taste." #: doc/classes/@GlobalScope.xml:461 msgid "Unknown key." msgstr "Unbekannte Taste." #: doc/classes/@GlobalScope.xml:464 msgid "Space key." msgstr "Leertaste." #: doc/classes/@GlobalScope.xml:467 msgid "! key." msgstr "! Taste." #: doc/classes/@GlobalScope.xml:470 msgid "\" key." msgstr "\" Taste." #: doc/classes/@GlobalScope.xml:473 msgid "# key." msgstr "# Taste." #: doc/classes/@GlobalScope.xml:476 msgid "$ key." msgstr "$ Taste." #: doc/classes/@GlobalScope.xml:479 msgid "% key." msgstr "% Taste." #: doc/classes/@GlobalScope.xml:482 msgid "& key." msgstr "& Taste." #: doc/classes/@GlobalScope.xml:485 msgid "' key." msgstr "' Taste." #: doc/classes/@GlobalScope.xml:488 msgid "( key." msgstr "( Taste." #: doc/classes/@GlobalScope.xml:491 msgid ") key." msgstr ") Taste." #: doc/classes/@GlobalScope.xml:494 msgid "* key." msgstr "* Taste." #: doc/classes/@GlobalScope.xml:497 msgid "+ key." msgstr "+ Taste." #: doc/classes/@GlobalScope.xml:500 msgid ", key." msgstr ", Taste." #: doc/classes/@GlobalScope.xml:503 msgid "- key." msgstr "- Taste." #: doc/classes/@GlobalScope.xml:506 msgid ". key." msgstr ". Taste." #: doc/classes/@GlobalScope.xml:509 msgid "/ key." msgstr "/ Taste." #: doc/classes/@GlobalScope.xml:512 msgid "Number 0." msgstr "Nummer 0." #: doc/classes/@GlobalScope.xml:515 msgid "Number 1." msgstr "Nummer 1." #: doc/classes/@GlobalScope.xml:518 msgid "Number 2." msgstr "Nummer 2." #: doc/classes/@GlobalScope.xml:521 msgid "Number 3." msgstr "Nummer 3." #: doc/classes/@GlobalScope.xml:524 msgid "Number 4." msgstr "Nummer 4." #: doc/classes/@GlobalScope.xml:527 msgid "Number 5." msgstr "Nummer 5." #: doc/classes/@GlobalScope.xml:530 msgid "Number 6." msgstr "Nummer 6." #: doc/classes/@GlobalScope.xml:533 msgid "Number 7." msgstr "Nummer 7." #: doc/classes/@GlobalScope.xml:536 msgid "Number 8." msgstr "Nummer 8." #: doc/classes/@GlobalScope.xml:539 msgid "Number 9." msgstr "Nummer 9." #: doc/classes/@GlobalScope.xml:542 msgid ": key." msgstr ": Taste." #: doc/classes/@GlobalScope.xml:545 msgid "; key." msgstr "; Taste." #: doc/classes/@GlobalScope.xml:548 msgid "< key." msgstr "< Taste." #: doc/classes/@GlobalScope.xml:551 msgid "= key." msgstr "= Taste." #: doc/classes/@GlobalScope.xml:554 msgid "> key." msgstr "> Taste." #: doc/classes/@GlobalScope.xml:557 msgid "? key." msgstr "? Taste." #: doc/classes/@GlobalScope.xml:560 msgid "@ key." msgstr "@ Taste." #: doc/classes/@GlobalScope.xml:563 msgid "A key." msgstr "A Taste." #: doc/classes/@GlobalScope.xml:566 msgid "B key." msgstr "B Taste." #: doc/classes/@GlobalScope.xml:569 msgid "C key." msgstr "C Taste." #: doc/classes/@GlobalScope.xml:572 msgid "D key." msgstr "D Taste." #: doc/classes/@GlobalScope.xml:575 msgid "E key." msgstr "E Taste." #: doc/classes/@GlobalScope.xml:578 msgid "F key." msgstr "F Taste." #: doc/classes/@GlobalScope.xml:581 msgid "G key." msgstr "G Taste." #: doc/classes/@GlobalScope.xml:584 msgid "H key." msgstr "H Taste." #: doc/classes/@GlobalScope.xml:587 msgid "I key." msgstr "I Taste." #: doc/classes/@GlobalScope.xml:590 msgid "J key." msgstr "J Taste." #: doc/classes/@GlobalScope.xml:593 msgid "K key." msgstr "K Taste." #: doc/classes/@GlobalScope.xml:596 msgid "L key." msgstr "L Taste." #: doc/classes/@GlobalScope.xml:599 msgid "M key." msgstr "M Taste." #: doc/classes/@GlobalScope.xml:602 msgid "N key." msgstr "N Taste." #: doc/classes/@GlobalScope.xml:605 msgid "O key." msgstr "O Taste." #: doc/classes/@GlobalScope.xml:608 msgid "P key." msgstr "P Taste." #: doc/classes/@GlobalScope.xml:611 msgid "Q key." msgstr "Q Taste." #: doc/classes/@GlobalScope.xml:614 msgid "R key." msgstr "R Taste." #: doc/classes/@GlobalScope.xml:617 msgid "S key." msgstr "S Taste." #: doc/classes/@GlobalScope.xml:620 msgid "T key." msgstr "T Taste." #: doc/classes/@GlobalScope.xml:623 msgid "U key." msgstr "U Taste." #: doc/classes/@GlobalScope.xml:626 msgid "V key." msgstr "V Taste." #: doc/classes/@GlobalScope.xml:629 msgid "W key." msgstr "W Taste." #: doc/classes/@GlobalScope.xml:632 msgid "X key." msgstr "X Taste." #: doc/classes/@GlobalScope.xml:635 msgid "Y key." msgstr "Y Taste." #: doc/classes/@GlobalScope.xml:638 msgid "Z key." msgstr "Z Taste." #: doc/classes/@GlobalScope.xml:641 msgid "[ key." msgstr "[ Taste." #: doc/classes/@GlobalScope.xml:644 msgid "\\ key." msgstr "\\ Taste." #: doc/classes/@GlobalScope.xml:647 msgid "] key." msgstr "] Taste." #: doc/classes/@GlobalScope.xml:650 msgid "^ key." msgstr "^ Taste." #: doc/classes/@GlobalScope.xml:653 msgid "_ key." msgstr "_ Taste." #: doc/classes/@GlobalScope.xml:656 msgid "` key." msgstr "` Taste." #: doc/classes/@GlobalScope.xml:659 msgid "{ key." msgstr "{ Taste." #: doc/classes/@GlobalScope.xml:662 msgid "| key." msgstr "| Taste." #: doc/classes/@GlobalScope.xml:665 msgid "} key." msgstr "} Taste." #: doc/classes/@GlobalScope.xml:668 msgid "~ key." msgstr "~ Taste." #: doc/classes/@GlobalScope.xml:671 msgid "Non-breakable space key." msgstr "Geschütztes Leerzeichen Taste." #: doc/classes/@GlobalScope.xml:674 msgid "¡ key." msgstr "¡ Taste." #: doc/classes/@GlobalScope.xml:677 msgid "¢ key." msgstr "¢ Taste." #: doc/classes/@GlobalScope.xml:680 msgid "£ key." msgstr "£ Taste." #: doc/classes/@GlobalScope.xml:683 msgid "¤ key." msgstr "¤ Taste." #: doc/classes/@GlobalScope.xml:686 msgid "¥ key." msgstr "¥ Taste." #: doc/classes/@GlobalScope.xml:689 msgid "¦ key." msgstr "¦ Taste." #: doc/classes/@GlobalScope.xml:692 msgid "§ key." msgstr "§ Taste." #: doc/classes/@GlobalScope.xml:695 msgid "¨ key." msgstr "¨ Taste." #: doc/classes/@GlobalScope.xml:698 msgid "© key." msgstr "© Taste." #: doc/classes/@GlobalScope.xml:701 msgid "ª key." msgstr "ª Taste." #: doc/classes/@GlobalScope.xml:704 msgid "« key." msgstr "« Taste." #: doc/classes/@GlobalScope.xml:707 msgid "¬ key." msgstr "¬ Taste." #: doc/classes/@GlobalScope.xml:710 msgid "Soft hyphen key." msgstr "Bedingter Trennstrich Taste." #: doc/classes/@GlobalScope.xml:713 msgid "® key." msgstr "® Taste." #: doc/classes/@GlobalScope.xml:716 msgid "¯ key." msgstr "¯ Taste." #: doc/classes/@GlobalScope.xml:719 msgid "° key." msgstr "° Taste." #: doc/classes/@GlobalScope.xml:722 msgid "± key." msgstr "± Taste." #: doc/classes/@GlobalScope.xml:725 msgid "² key." msgstr "² Taste." #: doc/classes/@GlobalScope.xml:728 msgid "³ key." msgstr "³ Taste." #: doc/classes/@GlobalScope.xml:731 msgid "´ key." msgstr "´ Taste." #: doc/classes/@GlobalScope.xml:734 msgid "µ key." msgstr "µ Taste." #: doc/classes/@GlobalScope.xml:737 msgid "¶ key." msgstr "¶ Taste." #: doc/classes/@GlobalScope.xml:740 msgid "· key." msgstr "· Taste." #: doc/classes/@GlobalScope.xml:743 msgid "¸ key." msgstr "¸ Taste." #: doc/classes/@GlobalScope.xml:746 msgid "¹ key." msgstr "¹ Taste." #: doc/classes/@GlobalScope.xml:749 msgid "º key." msgstr "º Taste." #: doc/classes/@GlobalScope.xml:752 msgid "» key." msgstr "» Taste." #: doc/classes/@GlobalScope.xml:755 msgid "¼ key." msgstr "¼ Taste." #: doc/classes/@GlobalScope.xml:758 msgid "½ key." msgstr "½ Taste." #: doc/classes/@GlobalScope.xml:761 msgid "¾ key." msgstr "¾ Taste." #: doc/classes/@GlobalScope.xml:764 msgid "¿ key." msgstr "¿ Taste." #: doc/classes/@GlobalScope.xml:767 msgid "À key." msgstr "À Taste." #: doc/classes/@GlobalScope.xml:770 msgid "Á key." msgstr "Á Taste." #: doc/classes/@GlobalScope.xml:773 msgid "Â key." msgstr "Â Taste." #: doc/classes/@GlobalScope.xml:776 msgid "Ã key." msgstr "Ã Taste." #: doc/classes/@GlobalScope.xml:779 msgid "Ä key." msgstr "Ä Taste." #: doc/classes/@GlobalScope.xml:782 msgid "Å key." msgstr "Å Taste." #: doc/classes/@GlobalScope.xml:785 msgid "Æ key." msgstr "Æ Taste." #: doc/classes/@GlobalScope.xml:788 msgid "Ç key." msgstr "Ç Taste." #: doc/classes/@GlobalScope.xml:791 msgid "È key." msgstr "È Taste." #: doc/classes/@GlobalScope.xml:794 msgid "É key." msgstr "É Taste." #: doc/classes/@GlobalScope.xml:797 msgid "Ê key." msgstr "Ê Taste." #: doc/classes/@GlobalScope.xml:800 msgid "Ë key." msgstr "Ë Taste." #: doc/classes/@GlobalScope.xml:803 msgid "Ì key." msgstr "Ì Taste." #: doc/classes/@GlobalScope.xml:806 msgid "Í key." msgstr "Í Taste." #: doc/classes/@GlobalScope.xml:809 msgid "Î key." msgstr "Î Taste." #: doc/classes/@GlobalScope.xml:812 msgid "Ï key." msgstr "Ï Taste." #: doc/classes/@GlobalScope.xml:815 msgid "Ð key." msgstr "Ð Taste." #: doc/classes/@GlobalScope.xml:818 msgid "Ñ key." msgstr "Ñ Taste." #: doc/classes/@GlobalScope.xml:821 msgid "Ò key." msgstr "Ò Taste." #: doc/classes/@GlobalScope.xml:824 msgid "Ó key." msgstr "Ó Taste." #: doc/classes/@GlobalScope.xml:827 msgid "Ô key." msgstr "Ô Taste." #: doc/classes/@GlobalScope.xml:830 msgid "Õ key." msgstr "Õ Taste." #: doc/classes/@GlobalScope.xml:833 msgid "Ö key." msgstr "Ö Taste." #: doc/classes/@GlobalScope.xml:836 msgid "× key." msgstr "× Taste." #: doc/classes/@GlobalScope.xml:839 msgid "Ø key." msgstr "Ø Taste." #: doc/classes/@GlobalScope.xml:842 msgid "Ù key." msgstr "Ù Taste." #: doc/classes/@GlobalScope.xml:845 msgid "Ú key." msgstr "Ú Taste." #: doc/classes/@GlobalScope.xml:848 msgid "Û key." msgstr "Û Taste." #: doc/classes/@GlobalScope.xml:851 msgid "Ü key." msgstr "Ü Taste." #: doc/classes/@GlobalScope.xml:854 msgid "Ý key." msgstr "Ý Taste." #: doc/classes/@GlobalScope.xml:857 msgid "Þ key." msgstr "Þ Taste." #: doc/classes/@GlobalScope.xml:860 msgid "ß key." msgstr "ß Taste." #: doc/classes/@GlobalScope.xml:863 msgid "÷ key." msgstr "÷ Taste." #: doc/classes/@GlobalScope.xml:866 msgid "ÿ key." msgstr "ÿ Taste." #: doc/classes/@GlobalScope.xml:869 msgid "Key Code mask." msgstr "Taste Code-Maske." #: doc/classes/@GlobalScope.xml:872 msgid "Modifier key mask." msgstr "Modifikatorschlüsselmaske." #: doc/classes/@GlobalScope.xml:875 msgid "Shift key mask." msgstr "Shift-Tastenmaske." #: doc/classes/@GlobalScope.xml:878 msgid "Alt key mask." msgstr "Alt-Tastenmaske." #: doc/classes/@GlobalScope.xml:881 msgid "Meta key mask." msgstr "Meta-Tastenmaske." #: doc/classes/@GlobalScope.xml:884 msgid "Ctrl key mask." msgstr "Strg-Tastenmaske." #: doc/classes/@GlobalScope.xml:887 msgid "" "Command key mask. On macOS, this is equivalent to [constant KEY_MASK_META]. " "On other platforms, this is equivalent to [constant KEY_MASK_CTRL]. This " "mask should be preferred to [constant KEY_MASK_META] or [constant " "KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly." msgstr "" "Befehlstastenmaske. Unter macOS entspricht dies [constant KEY_MASK_META]. " "Auf anderen Plattformen ist dies äquivalent zu [constant KEY_MASK_CTRL]. " "Diese Maske sollte [constant KEY_MASK_META] oder [constant KEY_MASK_CTRL] " "für Systemkurzbefehle vorgezogen werden, da sie alle Plattformen korrekt " "behandelt." #: doc/classes/@GlobalScope.xml:890 msgid "Keypad key mask." msgstr "Tastatur-Tastenmaske." #: doc/classes/@GlobalScope.xml:893 msgid "Group Switch key mask." msgstr "Gruppenschalter-Tastenmaske." #: doc/classes/@GlobalScope.xml:896 msgid "Left mouse button." msgstr "Linke Maustaste." #: doc/classes/@GlobalScope.xml:899 msgid "Right mouse button." msgstr "Rechte Maustaste." #: doc/classes/@GlobalScope.xml:902 msgid "Middle mouse button." msgstr "Mittlere Maustaste." #: doc/classes/@GlobalScope.xml:905 msgid "Extra mouse button 1 (only present on some mice)." msgstr "Maus Zusatztaste 1 (nur auf einigen Mäusen vorhanden)." #: doc/classes/@GlobalScope.xml:908 msgid "Extra mouse button 2 (only present on some mice)." msgstr "Maus Zusatztaste 2 (nur auf einigen Mäusen vorhanden)." #: doc/classes/@GlobalScope.xml:911 msgid "Mouse wheel up." msgstr "Mausrad hoch." #: doc/classes/@GlobalScope.xml:914 msgid "Mouse wheel down." msgstr "Mausrad runter." #: doc/classes/@GlobalScope.xml:917 msgid "Mouse wheel left button (only present on some mice)." msgstr "Mausrad linke Taste (nur auf einigen Mäusen vorhanden)." #: doc/classes/@GlobalScope.xml:920 msgid "Mouse wheel right button (only present on some mice)." msgstr "Mausrad rechte Taste (nur auf einigen Mäusen vorhanden)." #: doc/classes/@GlobalScope.xml:923 msgid "Left mouse button mask." msgstr "Linke Maustastenmaske." #: doc/classes/@GlobalScope.xml:926 msgid "Right mouse button mask." msgstr "Rechte Maustastenmaske." #: doc/classes/@GlobalScope.xml:929 msgid "Middle mouse button mask." msgstr "Mittlere Maustastenmaske." #: doc/classes/@GlobalScope.xml:932 msgid "Extra mouse button 1 mask." msgstr "Extra Maustaste 1 Maske." #: doc/classes/@GlobalScope.xml:935 msgid "Extra mouse button 2 mask." msgstr "Extra Maustaste 2 Maske." #: doc/classes/@GlobalScope.xml:938 #, fuzzy msgid "Invalid button or axis." msgstr "ungültige Zeitdauer." #: doc/classes/@GlobalScope.xml:941 msgid "Gamepad button 0." msgstr "Gamepad-Taste 0." #: doc/classes/@GlobalScope.xml:944 #, fuzzy msgid "Gamepad button 1." msgstr "Extra Maustaste 1 Maske." #: doc/classes/@GlobalScope.xml:947 #, fuzzy msgid "Gamepad button 2." msgstr "Extra Maustaste 2 Maske." #: doc/classes/@GlobalScope.xml:950 msgid "Gamepad button 3." msgstr "Gamepad-Taste 3." #: doc/classes/@GlobalScope.xml:953 msgid "Gamepad button 4." msgstr "Gamepad-Taste 4." #: doc/classes/@GlobalScope.xml:956 msgid "Gamepad button 5." msgstr "Gamepad-Taste 5." #: doc/classes/@GlobalScope.xml:959 msgid "Gamepad button 6." msgstr "Gamepad-Taste 6." #: doc/classes/@GlobalScope.xml:962 msgid "Gamepad button 7." msgstr "Gamepad-Taste 7." #: doc/classes/@GlobalScope.xml:965 msgid "Gamepad button 8." msgstr "Gamepad-Taste 8." #: doc/classes/@GlobalScope.xml:968 msgid "Gamepad button 9." msgstr "Gamepad-Taste 9." #: doc/classes/@GlobalScope.xml:971 msgid "Gamepad button 10." msgstr "Gamepad-Taste 10." #: doc/classes/@GlobalScope.xml:974 msgid "Gamepad button 11." msgstr "Gamepad-Taste 11." #: doc/classes/@GlobalScope.xml:977 msgid "Gamepad button 12." msgstr "Gamepad-Taste 12." #: doc/classes/@GlobalScope.xml:980 msgid "Gamepad button 13." msgstr "Gamepad-Taste 13." #: doc/classes/@GlobalScope.xml:983 msgid "Gamepad button 14." msgstr "Gamepad-Taste 14." #: doc/classes/@GlobalScope.xml:986 msgid "Gamepad button 15." msgstr "Gamepad-Taste 15." #: doc/classes/@GlobalScope.xml:989 msgid "Gamepad button 16." msgstr "Gamepad-Taste 16." #: doc/classes/@GlobalScope.xml:992 msgid "Gamepad button 17." msgstr "Gamepad-Taste 17." #: doc/classes/@GlobalScope.xml:995 msgid "Gamepad button 18." msgstr "Gamepad-Taste 18." #: doc/classes/@GlobalScope.xml:998 msgid "Gamepad button 19." msgstr "Gamepad-Taste 19." #: doc/classes/@GlobalScope.xml:1001 msgid "Gamepad button 20." msgstr "Gamepad-Taste 20." #: doc/classes/@GlobalScope.xml:1004 msgid "Gamepad button 21." msgstr "Gamepad-Taste 21." #: doc/classes/@GlobalScope.xml:1007 msgid "Gamepad button 22." msgstr "Gamepad-Taste 22." #: doc/classes/@GlobalScope.xml:1010 #, fuzzy msgid "Represents the maximum number of joystick buttons supported." msgstr "Die maximale Anzahl der Tasten des Game Controllers." #: doc/classes/@GlobalScope.xml:1013 msgid "DualShock circle button." msgstr "DualShock-Kreis-Taste." #: doc/classes/@GlobalScope.xml:1016 msgid "DualShock X button." msgstr "DualShock-X-Taste." #: doc/classes/@GlobalScope.xml:1019 msgid "DualShock square button." msgstr "DualShock-Quadrat-Taste." #: doc/classes/@GlobalScope.xml:1022 msgid "DualShock triangle button." msgstr "DualShock-Dreieck-Taste." #: doc/classes/@GlobalScope.xml:1025 #, fuzzy msgid "Xbox controller B button." msgstr "Game-Controller SDL-Taste A." #: doc/classes/@GlobalScope.xml:1028 #, fuzzy msgid "Xbox controller A button." msgstr "Game-Controller SDL-Taste A." #: doc/classes/@GlobalScope.xml:1031 #, fuzzy msgid "Xbox controller X button." msgstr "Game-Controller SDL-Taste A." #: doc/classes/@GlobalScope.xml:1034 #, fuzzy msgid "Xbox controller Y button." msgstr "Game-Controller SDL-Taste A." #: doc/classes/@GlobalScope.xml:1037 #, fuzzy msgid "Nintendo controller A button." msgstr "Game-Controller SDL-Taste A." #: doc/classes/@GlobalScope.xml:1040 #, fuzzy msgid "Nintendo controller B button." msgstr "Game-Controller SDL-Taste A." #: doc/classes/@GlobalScope.xml:1043 #, fuzzy msgid "Nintendo controller X button." msgstr "Game-Controller SDL-Taste A." #: doc/classes/@GlobalScope.xml:1046 #, fuzzy msgid "Nintendo controller Y button." msgstr "Game-Controller SDL-Taste A." #: doc/classes/@GlobalScope.xml:1049 #, fuzzy msgid "Grip (side) buttons on a VR controller." msgstr "Grip (Seiten) Knopf an einem VR-Controller" #: doc/classes/@GlobalScope.xml:1052 msgid "Push down on the touchpad or main joystick on a VR controller." msgstr "" #: doc/classes/@GlobalScope.xml:1055 msgid "Trigger on a VR controller." msgstr "" #: doc/classes/@GlobalScope.xml:1058 msgid "" "A button on the right Oculus Touch controller, X button on the left " "controller (also when used in OpenVR)." msgstr "" "A-Taste auf dem rechten Oculus Touch Controller, X-Taste auf dem linken " "Controller (auch bei Verwendung in OpenVR)." #: doc/classes/@GlobalScope.xml:1061 msgid "" "B button on the right Oculus Touch controller, Y button on the left " "controller (also when used in OpenVR)." msgstr "" "B-Taste auf dem rechten Oculus Touch Controller, Y-Taste auf dem linken " "Controller (auch bei Verwendung in OpenVR)." #: doc/classes/@GlobalScope.xml:1064 msgid "Menu button on either Oculus Touch controller." msgstr "Menütaste auf einem der beiden Oculus Touch Controller." #: doc/classes/@GlobalScope.xml:1067 msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)." msgstr "" "Menütaste in OpenVR (außer wenn Oculus Touch Controller verwendet werden)." #: doc/classes/@GlobalScope.xml:1070 msgid "Gamepad button Select." msgstr "Gamepad-Taste Auswählen." #: doc/classes/@GlobalScope.xml:1073 msgid "Gamepad button Start." msgstr "Gamepad-Taste Start." #: doc/classes/@GlobalScope.xml:1076 msgid "Gamepad DPad up." msgstr "Gamepad DPad oben." #: doc/classes/@GlobalScope.xml:1079 msgid "Gamepad DPad down." msgstr "Gamepad DPad unten." #: doc/classes/@GlobalScope.xml:1082 msgid "Gamepad DPad left." msgstr "Gamepad DPad links." #: doc/classes/@GlobalScope.xml:1085 msgid "Gamepad DPad right." msgstr "Gamepad DPad rechts." #: doc/classes/@GlobalScope.xml:1088 #, fuzzy msgid "Gamepad SDL guide button." msgstr "Spiel-Controller SDL-Führungstaste." #: doc/classes/@GlobalScope.xml:1091 msgid "Gamepad SDL miscellaneous button." msgstr "" #: doc/classes/@GlobalScope.xml:1094 #, fuzzy msgid "Gamepad SDL paddle 1 button." msgstr "Game Controller SDL D-Pad linke Taste." #: doc/classes/@GlobalScope.xml:1097 #, fuzzy msgid "Gamepad SDL paddle 2 button." msgstr "Game Controller SDL D-Pad linke Taste." #: doc/classes/@GlobalScope.xml:1100 #, fuzzy msgid "Gamepad SDL paddle 3 button." msgstr "Game Controller SDL D-Pad linke Taste." #: doc/classes/@GlobalScope.xml:1103 #, fuzzy msgid "Gamepad SDL paddle 4 button." msgstr "Game Controller SDL D-Pad linke Taste." #: doc/classes/@GlobalScope.xml:1106 #, fuzzy msgid "Gamepad SDL touchpad button." msgstr "Game-Controller SDL D-Pad Taste nach oben." #: doc/classes/@GlobalScope.xml:1109 #, fuzzy msgid "Gamepad left Shoulder button." msgstr "Game-Controller SDL linke Schultertaste." #: doc/classes/@GlobalScope.xml:1112 #, fuzzy msgid "Gamepad left trigger." msgstr "Gamecontroller linke Triggerachse." #: doc/classes/@GlobalScope.xml:1115 msgid "Gamepad left stick click." msgstr "" #: doc/classes/@GlobalScope.xml:1118 #, fuzzy msgid "Gamepad right Shoulder button." msgstr "Game-Controller SDL rechte Schultertaste." #: doc/classes/@GlobalScope.xml:1121 #, fuzzy msgid "Gamepad right trigger." msgstr "Gamecontroller rechte Trigger-Achse." #: doc/classes/@GlobalScope.xml:1124 msgid "Gamepad right stick click." msgstr "" #: doc/classes/@GlobalScope.xml:1127 doc/classes/@GlobalScope.xml:1160 msgid "Gamepad left stick horizontal axis." msgstr "" #: doc/classes/@GlobalScope.xml:1130 doc/classes/@GlobalScope.xml:1163 #, fuzzy msgid "Gamepad left stick vertical axis." msgstr "Game Controller linker Joystick x-Achse." #: doc/classes/@GlobalScope.xml:1133 doc/classes/@GlobalScope.xml:1166 msgid "Gamepad right stick horizontal axis." msgstr "" #: doc/classes/@GlobalScope.xml:1136 doc/classes/@GlobalScope.xml:1169 #, fuzzy msgid "Gamepad right stick vertical axis." msgstr "Game Controller rechter Joystick x-Achse." #: doc/classes/@GlobalScope.xml:1139 msgid "Generic gamepad axis 4." msgstr "" #: doc/classes/@GlobalScope.xml:1142 msgid "Generic gamepad axis 5." msgstr "" #: doc/classes/@GlobalScope.xml:1145 #, fuzzy msgid "Gamepad left trigger analog axis." msgstr "Gamecontroller linke Triggerachse." #: doc/classes/@GlobalScope.xml:1148 #, fuzzy msgid "Gamepad right trigger analog axis." msgstr "Gamecontroller rechte Trigger-Achse." #: doc/classes/@GlobalScope.xml:1151 msgid "Generic gamepad axis 8." msgstr "" #: doc/classes/@GlobalScope.xml:1154 msgid "Generic gamepad axis 9." msgstr "" #: doc/classes/@GlobalScope.xml:1157 msgid "Represents the maximum number of joystick axes supported." msgstr "Stellt die maximale Anzahl der unterstützten Joystick-Achsen dar." #: doc/classes/@GlobalScope.xml:1172 msgid "Gamepad left analog trigger." msgstr "" #: doc/classes/@GlobalScope.xml:1175 msgid "Gamepad right analog trigger." msgstr "" #: doc/classes/@GlobalScope.xml:1178 #, fuzzy msgid "VR Controller analog trigger." msgstr "Gamecontroller linke Triggerachse." #: doc/classes/@GlobalScope.xml:1181 #, fuzzy msgid "VR Controller analog grip (side buttons)." msgstr "Spiel-Controller SDL-Führungstaste." #: doc/classes/@GlobalScope.xml:1184 msgid "" "OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR " "controllers)." msgstr "" "OpenVR-Touchpad X-Achse (Joystick-Achse bei Oculus Touch und Windows MR-" "Controllern)." #: doc/classes/@GlobalScope.xml:1187 msgid "" "OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR " "controllers)." msgstr "" "OpenVR-Touchpad Y-Achse (Joystick-Achse bei Oculus Touch und Windows MR-" "Controllern)." #: doc/classes/@GlobalScope.xml:1190 msgid "MIDI note OFF message." msgstr "MIDI-Note-OFF-Meldung." #: doc/classes/@GlobalScope.xml:1193 msgid "MIDI note ON message." msgstr "MIDI-Note-ON-Meldung." #: doc/classes/@GlobalScope.xml:1196 msgid "MIDI aftertouch message." msgstr "MIDI Aftertouch-Nachricht." #: doc/classes/@GlobalScope.xml:1199 msgid "MIDI control change message." msgstr "MIDI-Steuerelement-Änderungsmeldung." #: doc/classes/@GlobalScope.xml:1202 msgid "MIDI program change message." msgstr "MIDI-Programmwechselmeldung." #: doc/classes/@GlobalScope.xml:1205 msgid "MIDI channel pressure message." msgstr "MIDI-Kanal Druckmeldung." #: doc/classes/@GlobalScope.xml:1208 msgid "MIDI pitch bend message." msgstr "MIDI Pitch Bend Nachricht." #: doc/classes/@GlobalScope.xml:1211 msgid "" "Methods that return [enum Error] return [constant OK] when no error " "occurred. Note that many functions don't return an error code but will print " "error messages to standard output.\n" "Since [constant OK] has value 0, and all other failure codes are positive " "integers, it can also be used in boolean checks, e.g.:\n" "[codeblock]\n" "var err = method_that_returns_error()\n" "if err != OK:\n" " print(\"Failure!\")\n" "# Or, equivalent:\n" "if err:\n" " print(\"Still failing!\")\n" "[/codeblock]" msgstr "" "Methoden, die [enum Error] zurückgeben, geben [constant OK] zurück, wenn " "kein Fehler aufgetreten ist. Beachten Sie, dass viele Funktionen keinen " "Fehlercode zurückgeben, sondern Fehlermeldungen auf der Standardausgabe " "ausgeben.\n" "Da [constant OK] den Wert 0 hat und alle anderen Fehlercodes positive " "Ganzzahlen sind, kann sie auch in booleschen Prüfungen verwendet werden, z. " "B.:\n" "[codeblock]\n" "var err = method_that_returns_error()\n" "if err != OK:\n" " print(\"Failure!\")\n" "# Oder, äquivalent:\n" "if err:\n" " print(\"Immer noch fehlgeschlagen!\")\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml:1223 msgid "Generic error." msgstr "Allgemeiner Fehler." #: doc/classes/@GlobalScope.xml:1226 msgid "Unavailable error." msgstr "nicht vorhanden Fehler." #: doc/classes/@GlobalScope.xml:1229 msgid "Unconfigured error." msgstr "nicht konfiguriert Fehler." #: doc/classes/@GlobalScope.xml:1232 msgid "Unauthorized error." msgstr "nicht autorisiert Fehler." #: doc/classes/@GlobalScope.xml:1235 msgid "Parameter range error." msgstr "Parameterbereichsfehler." #: doc/classes/@GlobalScope.xml:1238 msgid "Out of memory (OOM) error." msgstr "Out of memory (OOM)-Fehler." #: doc/classes/@GlobalScope.xml:1241 msgid "File: Not found error." msgstr "Datei: Nicht gefunden - Fehler." #: doc/classes/@GlobalScope.xml:1244 msgid "File: Bad drive error." msgstr "Datei: Fehlerhaftes Laufwerk - Fehler." #: doc/classes/@GlobalScope.xml:1247 msgid "File: Bad path error." msgstr "Datei: Fehler im Pfad." #: doc/classes/@GlobalScope.xml:1250 msgid "File: No permission error." msgstr "Datei: Keine Berechtigung - Fehler." #: doc/classes/@GlobalScope.xml:1253 msgid "File: Already in use error." msgstr "Datei: Bereits in Verwendung Fehler." #: doc/classes/@GlobalScope.xml:1256 msgid "File: Can't open error." msgstr "Datei: Kann nicht geöffnet werden Fehler." #: doc/classes/@GlobalScope.xml:1259 msgid "File: Can't write error." msgstr "Datei: Kann nicht schreiben Fehler." #: doc/classes/@GlobalScope.xml:1262 msgid "File: Can't read error." msgstr "Datei: Kann nicht lesen Fehler." #: doc/classes/@GlobalScope.xml:1265 msgid "File: Unrecognized error." msgstr "Datei: Unbekannter Fehler." #: doc/classes/@GlobalScope.xml:1268 msgid "File: Corrupt error." msgstr "Datei: Beschädigt Fehler." #: doc/classes/@GlobalScope.xml:1271 msgid "File: Missing dependencies error." msgstr "Datei: Fehlende Abhängigkeiten Fehler." #: doc/classes/@GlobalScope.xml:1274 msgid "File: End of file (EOF) error." msgstr "Datei: Dateiende (EOF) Fehler." #: doc/classes/@GlobalScope.xml:1277 msgid "Can't open error." msgstr "Kann nicht geöffnet werden Fehler." #: doc/classes/@GlobalScope.xml:1280 msgid "Can't create error." msgstr "Kann nicht erstellt werden Fehler." #: doc/classes/@GlobalScope.xml:1283 msgid "Query failed error." msgstr "Abfrage fehlgeschlagen Fehler." #: doc/classes/@GlobalScope.xml:1286 msgid "Already in use error." msgstr "Bereits in Gebrauch Fehler." #: doc/classes/@GlobalScope.xml:1289 msgid "Locked error." msgstr "geblockt Fehler." #: doc/classes/@GlobalScope.xml:1292 msgid "Timeout error." msgstr "Timeout Fehler." #: doc/classes/@GlobalScope.xml:1295 msgid "Can't connect error." msgstr "Fehler: Kann keine Verbindung herstellen." #: doc/classes/@GlobalScope.xml:1298 msgid "Can't resolve error." msgstr "Kann nicht behoben werden Fehler." #: doc/classes/@GlobalScope.xml:1301 msgid "Connection error." msgstr "Verbindungs-Fehler." #: doc/classes/@GlobalScope.xml:1304 msgid "Can't acquire resource error." msgstr "Kann keine Ressource erfassen Fehler." #: doc/classes/@GlobalScope.xml:1307 msgid "Can't fork process error." msgstr "Kann nicht Prozess erben Fehler." #: doc/classes/@GlobalScope.xml:1310 msgid "Invalid data error." msgstr "Fehler aufgrund ungültiger Daten." #: doc/classes/@GlobalScope.xml:1313 msgid "Invalid parameter error." msgstr "Fehler aufgrund ungültiger Parameter." #: doc/classes/@GlobalScope.xml:1316 msgid "Already exists error." msgstr "Bereits vorhanden Fehler." #: doc/classes/@GlobalScope.xml:1319 msgid "Does not exist error." msgstr "Existiert nicht Fehler." #: doc/classes/@GlobalScope.xml:1322 msgid "Database: Read error." msgstr "Datenbank: Lesefehler." #: doc/classes/@GlobalScope.xml:1325 msgid "Database: Write error." msgstr "Datenbank: Schreibfehler." #: doc/classes/@GlobalScope.xml:1328 msgid "Compilation failed error." msgstr "Fehler bei der Kompilierung." #: doc/classes/@GlobalScope.xml:1331 msgid "Method not found error." msgstr "Methode nicht gefunden Fehler." #: doc/classes/@GlobalScope.xml:1334 msgid "Linking failed error." msgstr "Verknüpfen fehlgeschlagen Fehler." #: doc/classes/@GlobalScope.xml:1337 msgid "Script failed error." msgstr "Skript fehlgeschlagen Fehler." #: doc/classes/@GlobalScope.xml:1340 msgid "Cycling link (import cycle) error." msgstr "Cycling Link (Importzyklus) Fehler." #: doc/classes/@GlobalScope.xml:1343 msgid "Invalid declaration error." msgstr "Ungültige Deklaration Fehler." #: doc/classes/@GlobalScope.xml:1346 msgid "Duplicate symbol error." msgstr "Doppeltes Symbol Fehler." #: doc/classes/@GlobalScope.xml:1349 msgid "Parse error." msgstr "Übersetzungs-Fehler." #: doc/classes/@GlobalScope.xml:1352 msgid "Busy error." msgstr "besetzt (busy) Fehler." #: doc/classes/@GlobalScope.xml:1355 msgid "Skip error." msgstr "Fehler überspringen." #: doc/classes/@GlobalScope.xml:1358 msgid "Help error." msgstr "Hilfe Fehler." #: doc/classes/@GlobalScope.xml:1361 msgid "Bug error." msgstr "Bug Fehler." #: doc/classes/@GlobalScope.xml:1364 msgid "" "Printer on fire error. (This is an easter egg, no engine methods return this " "error code.)" msgstr "" "Drucker brennt Fehler. (Dies ist ein Easteregg, keine Enginemethoden geben " "diesen Fehlercode zurück.)" #: doc/classes/@GlobalScope.xml:1367 msgid "No hint for the edited property." msgstr "Kein Hinweis auf die bearbeitete Eigenschaft." #: doc/classes/@GlobalScope.xml:1370 msgid "" "Hints that an integer or float property should be within a range specified " "via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" "code]. The hint string can optionally include [code]\"or_greater\"[/code] " "and/or [code]\"or_lesser\"[/code] to allow manual input going respectively " "above the max or below the min values. Example: [code]\"-360,360,1," "or_greater,or_lesser\"[/code]." msgstr "" "Weist darauf hin, dass eine Integer- oder Float-Eigenschaft innerhalb eines " "Bereichs liegen sollte, der mit der Hinweiszeichenkette [code]\"min,max\"[/" "code] oder [code]\"min,max,step\"[/code] angegeben wird. Die " "Hinweiszeichenkette kann optional [code]\"or_greater\"[/code] und/oder " "[code]\"or_lesser\"[/code] enthalten, um eine manuelle Eingabe oberhalb der " "Höchst- bzw. unterhalb der Mindestwerte zu ermöglichen. Beispiel: " "[code]\"-360,360,1,or_greater,or_lesser\"[/code]." #: doc/classes/@GlobalScope.xml:1373 msgid "" "Hints that a float property should be within an exponential range specified " "via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" "code]. The hint string can optionally include [code]\"or_greater\"[/code] " "and/or [code]\"or_lesser\"[/code] to allow manual input going respectively " "above the max or below the min values. Example: [code]\"0.01,100,0.01," "or_greater\"[/code]." msgstr "" "Weist darauf hin, dass eine Float-Eigenschaft innerhalb eines exponentiellen " "Bereichs liegen sollte, der durch die Hinweiszeichenkette [code]\"min,max\"[/" "code] oder [code]\"min,max,step\"[/code] festgelegt wird. Die " "Hinweiszeichenkettekann optional [code]\"or_greater\"[/code] und/oder " "[code]\"or_lesser\"[/code] enthalten, um eine manuelle Eingabe oberhalb der " "Maximal- bzw. unterhalb der Minimalwerte zu ermöglichen. Beispiel: " "[code]\"0.01,100,0.01,or_greater\"[/code]." #: doc/classes/@GlobalScope.xml:1376 msgid "" "Hints that an integer, float or string property is an enumerated value to " "pick in a list specified via a hint string such as [code]\"Hello,Something," "Else\"[/code]." msgstr "" "Weist darauf hin, dass es sich bei einer Integer-, Float- oder Zeichenketten-" "Eigenschaft um einen Aufzählungswert handelt, der in einer über eine " "Hinweiszeichenkette wie [code]\"Hello,Something,Else\"[/code] angegebenen " "Liste auszuwählen ist." #: doc/classes/@GlobalScope.xml:1379 msgid "" "Hints that a float property should be edited via an exponential easing " "function. The hint string can include [code]\"attenuation\"[/code] to flip " "the curve horizontally and/or [code]\"inout\"[/code] to also include in/out " "easing." msgstr "" "Weist darauf hin, dass eine Float-Eigenschaft über eine exponentielle Easing-" "Funktion bearbeitet werden soll. Der Hinweisstring kann [code]\"attenuation" "\"[/code] enthalten, um die Kurve horizontal zu spiegeln und/oder " "[code]\"inout\"[/code], um auch eine In/Out-Easing-Funktion zu verwenden." #: doc/classes/@GlobalScope.xml:1382 doc/classes/@GlobalScope.xml:1385 msgid "Deprecated hint, unused." msgstr "Veralteter Hinweis, unbenutzt." #: doc/classes/@GlobalScope.xml:1388 msgid "" "Hints that an integer property is a bitmask with named bit flags. For " "example, to allow toggling bits 0, 1, 2 and 4, the hint could be something " "like [code]\"Bit0,Bit1,Bit2,,Bit4\"[/code]." msgstr "" "Weist darauf hin, dass eine Integer-Eigenschaft eine Bitmaske mit benannten " "Bit-Flags ist. Um z. B. das Umschalten der Bits 0, 1, 2 und 4 zu " "ermöglichen, könnte der Hinweis etwa so lauten: [code]\"Bit0,Bit1,Bit2,," "Bit4\"[/code]." #: doc/classes/@GlobalScope.xml:1391 msgid "" "Hints that an integer property is a bitmask using the optionally named 2D " "render layers." msgstr "" "Weist darauf hin, dass eine Integer-Eigenschaft eine Bitmaske ist, welche " "die optional benannten 2D-Renderebenen verwendet." #: doc/classes/@GlobalScope.xml:1394 msgid "" "Hints that an integer property is a bitmask using the optionally named 2D " "physics layers." msgstr "" "Weist darauf hin, dass eine Integer-Eigenschaft eine Bitmaske ist, welche " "die optional benannten 2D-Physikebenen verwendet." #: doc/classes/@GlobalScope.xml:1397 msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "render layers." msgstr "" "Weist darauf hin, dass es sich bei einer Integer-Eigenschaft um eine " "Bitmaske handelt, welche die optional benannten 3D-Renderebenen verwendet." #: doc/classes/@GlobalScope.xml:1400 msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "physics layers." msgstr "" "Weist darauf hin, dass eine Integer-Eigenschaft eine Bitmaske ist, welche " "die optional benannten 3D-Physikebenen verwendet." #: doc/classes/@GlobalScope.xml:1403 msgid "" "Hints that a string property is a path to a file. Editing it will show a " "file dialog for picking the path. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]." msgstr "" "Weist darauf hin, dass eine String-Eigenschaft ein Pfad zu einer Datei ist. " "Bei der Bearbeitung wird ein Dateidialog angezeigt, in dem Sie den Pfad " "auswählen können. Die Hinweiszeichenkette kann ein Satz von Filtern mit " "Platzhaltern sein, wie [code]\"*.png,*.jpg\"[/code]." #: doc/classes/@GlobalScope.xml:1406 msgid "" "Hints that a string property is a path to a directory. Editing it will show " "a file dialog for picking the path." msgstr "" "Weist darauf hin, dass eine String-Eigenschaft ein Pfad zu einem Verzeichnis " "ist. Beim Bearbeiten wird ein Dateidialog zum Auswählen des Pfades angezeigt." #: doc/classes/@GlobalScope.xml:1409 msgid "" "Hints that a string property is an absolute path to a file outside the " "project folder. Editing it will show a file dialog for picking the path. The " "hint string can be a set of filters with wildcards like [code]\"*.png,*.jpg" "\"[/code]." msgstr "" "Weist darauf hin, dass eine String-Eigenschaft ein absoluter Pfad zu einer " "Datei außerhalb des Projektordners ist. Beim Bearbeiten wird ein Dateidialog " "zum Auswählen des Pfades angezeigt. Der Hinweisstring kann ein Satz von " "Filtern mit Platzhaltern wie [code]\"*.png,*.jpg\"[/code] sein." #: doc/classes/@GlobalScope.xml:1412 msgid "" "Hints that a string property is an absolute path to a directory outside the " "project folder. Editing it will show a file dialog for picking the path." msgstr "" "Weist darauf hin, dass eine String-Eigenschaft ein absoluter Pfad zu einem " "Verzeichnis außerhalb des Projektordners ist. Beim Bearbeiten wird ein " "Dateidialog zum Auswählen des Pfades angezeigt." #: doc/classes/@GlobalScope.xml:1415 msgid "" "Hints that a property is an instance of a [Resource]-derived type, " "optionally specified via the hint string (e.g. [code]\"Texture\"[/code]). " "Editing it will show a popup menu of valid resource types to instantiate." msgstr "" "Weist darauf hin, dass es sich bei einer Eigenschaft um eine Instanz eines " "von [Resource] abgeleiteten Typs handelt, der optional über die " "Hinweiszeichenkette angegeben wird (z. B. [code]\"Textur\"[/code]). Bei der " "Bearbeitung wird ein Popup-Menü mit gültigen Ressourcentypen zum " "Instanziieren angezeigt." #: doc/classes/@GlobalScope.xml:1418 msgid "" "Hints that a string property is text with line breaks. Editing it will show " "a text input field where line breaks can be typed." msgstr "" "Weist darauf hin, dass eine String-Eigenschaft Text mit Zeilenumbrüchen ist. " "Beim Bearbeiten wird ein Texteingabefeld angezeigt, in das Zeilenumbrüche " "eingegeben werden können." #: doc/classes/@GlobalScope.xml:1421 msgid "" "Hints that a string property should have a placeholder text visible on its " "input field, whenever the property is empty. The hint string is the " "placeholder text to use." msgstr "" "Weist darauf hin, dass für eine String-Eigenschaft ein Platzhaltertext in " "ihrem Eingabefeld sichtbar sein soll, wenn die Eigenschaft leer ist. Der " "Hint-String ist der zu verwendende Platzhaltertext." #: doc/classes/@GlobalScope.xml:1424 msgid "" "Hints that a color property should be edited without changing its alpha " "component, i.e. only R, G and B channels are edited." msgstr "" "Weist darauf hin, dass eine Farbeigenschaft bearbeitet werden soll, ohne " "ihre Alphakomponente zu ändern, d. h. es werden nur die Kanäle R, G und B " "bearbeitet." #: doc/classes/@GlobalScope.xml:1427 msgid "Hints that an image is compressed using lossy compression." msgstr "" "Weist darauf hin, dass ein Bild mit verlustbehafteter Kompression " "komprimiert wurde." #: doc/classes/@GlobalScope.xml:1430 msgid "Hints that an image is compressed using lossless compression." msgstr "" "Weist darauf hin, dass ein Bild mit verlustfreier Kompression komprimiert " "wurde." #: doc/classes/@GlobalScope.xml:1433 msgid "The property is serialized and saved in the scene file (default)." msgstr "" "Die Eigenschaft wird serialisiert und in der Szenendatei gespeichert " "(Standard)." #: doc/classes/@GlobalScope.xml:1436 msgid "The property is shown in the editor inspector (default)." msgstr "Die Eigenschaft wird im Editor-Inspektor angezeigt (Standard)." #: doc/classes/@GlobalScope.xml:1439 doc/classes/@GlobalScope.xml:1442 msgid "Deprecated usage flag, unused." msgstr "Veraltete Nutzungsflag, nicht verwendet." #: doc/classes/@GlobalScope.xml:1445 msgid "The property can be checked in the editor inspector." msgstr "Die Eigenschaft kann im Editor-Inspektor überprüft werden." #: doc/classes/@GlobalScope.xml:1448 msgid "The property is checked in the editor inspector." msgstr "Die Eigenschaft wird im Editor-Inspektor überprüft." #: doc/classes/@GlobalScope.xml:1451 msgid "The property is a translatable string." msgstr "Die Eigenschaft ist eine übersetzbare Zeichenkette." #: doc/classes/@GlobalScope.xml:1454 msgid "Used to group properties together in the editor." msgstr "Wird verwendet, um Eigenschaften im Editor zu gruppieren." #: doc/classes/@GlobalScope.xml:1457 msgid "Used to categorize properties together in the editor." msgstr "Dient dazu, Eigenschaften im Editor gemeinsam zu kategorisieren." #: doc/classes/@GlobalScope.xml:1460 msgid "The property does not save its state in [PackedScene]." msgstr "Die Eigenschaft speichert ihren Zustand nicht in [PackedScene]." #: doc/classes/@GlobalScope.xml:1463 msgid "Editing the property prompts the user for restarting the editor." msgstr "" "Durch Bearbeiten der Eigenschaft wird der Benutzer aufgefordert, den Editor " "neu zu starten." #: doc/classes/@GlobalScope.xml:1466 msgid "" "The property is a script variable which should be serialized and saved in " "the scene file." msgstr "" "Die Eigenschaft ist eine Skriptvariable, die serialisiert und in der " "Szenendatei gespeichert werden soll." #: doc/classes/@GlobalScope.xml:1469 msgid "Default usage (storage, editor and network)." msgstr "Standardverwendung (Speicher, Editor und Netzwerk)." #: doc/classes/@GlobalScope.xml:1472 msgid "" "Default usage for translatable strings (storage, editor, network and " "internationalized)." msgstr "" "Standardverwendung für übersetzbare Strings (Speicher, Editor, Netzwerk und " "internationalisiert)." #: doc/classes/@GlobalScope.xml:1475 msgid "" "Default usage but without showing the property in the editor (storage, " "network)." msgstr "" "Standardmäßige Verwendung, aber ohne Anzeige der Eigenschaft im Editor " "(Speicher, Netzwerk)." #: doc/classes/@GlobalScope.xml:1478 msgid "Flag for a normal method." msgstr "Flag für eine normale Methode." #: doc/classes/@GlobalScope.xml:1481 msgid "Flag for an editor method." msgstr "Flag für eine Editor-Methode." #: doc/classes/@GlobalScope.xml:1484 doc/classes/@GlobalScope.xml:1490 #: doc/classes/@GlobalScope.xml:1496 msgid "Deprecated method flag, unused." msgstr "Veraltete Methoden-Flag, unbenutzt." #: doc/classes/@GlobalScope.xml:1487 msgid "Flag for a constant method." msgstr "Flag für eine konstante Methode." #: doc/classes/@GlobalScope.xml:1493 msgid "Flag for a virtual method." msgstr "Flag für eine virtuelle Methode." #: doc/classes/@GlobalScope.xml:1499 msgid "Default method flags." msgstr "Standard-Methodenflags." #: doc/classes/@GlobalScope.xml:1502 msgid "Variable is [code]null[/code]." msgstr "Variable ist [code]null[/code]." #: doc/classes/@GlobalScope.xml:1505 msgid "Variable is of type [bool]." msgstr "Variable ist vom Typ [bool]." #: doc/classes/@GlobalScope.xml:1508 msgid "Variable is of type [int]." msgstr "Variable ist vom Typ [int]." #: doc/classes/@GlobalScope.xml:1511 msgid "Variable is of type [float] (real)." msgstr "Die Variable ist vom Typ [float] (real)." #: doc/classes/@GlobalScope.xml:1514 msgid "Variable is of type [String]." msgstr "Variable ist vom Typ [String]." #: doc/classes/@GlobalScope.xml:1517 msgid "Variable is of type [Vector2]." msgstr "Variable ist vom Typ [Vector2]." #: doc/classes/@GlobalScope.xml:1520 msgid "Variable is of type [Rect2]." msgstr "Variable ist vom Typ [Rect2]." #: doc/classes/@GlobalScope.xml:1523 msgid "Variable is of type [Vector3]." msgstr "Variable ist vom Typ [Vector3]." #: doc/classes/@GlobalScope.xml:1526 msgid "Variable is of type [Transform2D]." msgstr "Variable ist vom Typ [Transform2D]." #: doc/classes/@GlobalScope.xml:1529 msgid "Variable is of type [Plane]." msgstr "Variable ist vom Typ [Plane]." #: doc/classes/@GlobalScope.xml:1532 msgid "Variable is of type [Quat]." msgstr "Variable ist vom Typ [Quat]." #: doc/classes/@GlobalScope.xml:1535 msgid "Variable is of type [AABB]." msgstr "Variable ist vom Typ [AABB]." #: doc/classes/@GlobalScope.xml:1538 msgid "Variable is of type [Basis]." msgstr "Variable ist vom Typ [Basis]." #: doc/classes/@GlobalScope.xml:1541 msgid "Variable is of type [Transform]." msgstr "Variable ist vom Typ [Transform]." #: doc/classes/@GlobalScope.xml:1544 msgid "Variable is of type [Color]." msgstr "Variable ist vom Typ [Color]." #: doc/classes/@GlobalScope.xml:1547 msgid "Variable is of type [NodePath]." msgstr "Variable ist vom Typ [NodePath]." #: doc/classes/@GlobalScope.xml:1550 msgid "Variable is of type [RID]." msgstr "Variable ist vom Typ [RID]." #: doc/classes/@GlobalScope.xml:1553 msgid "Variable is of type [Object]." msgstr "Variable ist vom Typ [Object]." #: doc/classes/@GlobalScope.xml:1556 msgid "Variable is of type [Dictionary]." msgstr "Variable ist vom Typ [Dictionary]." #: doc/classes/@GlobalScope.xml:1559 msgid "Variable is of type [Array]." msgstr "Variable ist vom Typ [Array]." #: doc/classes/@GlobalScope.xml:1562 msgid "Variable is of type [PoolByteArray]." msgstr "Variable ist vom Typ [PoolByteArray]." #: doc/classes/@GlobalScope.xml:1565 msgid "Variable is of type [PoolIntArray]." msgstr "Variable ist vom Typ [PoolIntArray]." #: doc/classes/@GlobalScope.xml:1568 msgid "Variable is of type [PoolRealArray]." msgstr "Variable ist vom Typ [PoolRealArray]." #: doc/classes/@GlobalScope.xml:1571 msgid "Variable is of type [PoolStringArray]." msgstr "Variable ist vom Typ [PoolStringArray]." #: doc/classes/@GlobalScope.xml:1574 msgid "Variable is of type [PoolVector2Array]." msgstr "Variable ist vom Typ [PoolVector2Array]." #: doc/classes/@GlobalScope.xml:1577 msgid "Variable is of type [PoolVector3Array]." msgstr "Variable ist vom Typ [PoolVector3Array]." #: doc/classes/@GlobalScope.xml:1580 msgid "Variable is of type [PoolColorArray]." msgstr "Variable ist vom Typ [PoolColorArray]." #: doc/classes/@GlobalScope.xml:1583 msgid "Represents the size of the [enum Variant.Type] enum." msgstr "Stellt die Größe dar des [enum Variant.Type] enum." #: doc/classes/@GlobalScope.xml:1586 msgid "Equality operator ([code]==[/code])." msgstr "Gleichheitsoperator ([code]==[/code])." #: doc/classes/@GlobalScope.xml:1589 msgid "Inequality operator ([code]!=[/code])." msgstr "Ungleichheitsoperator ([code]!=[/code])." #: doc/classes/@GlobalScope.xml:1592 msgid "Less than operator ([code]<[/code])." msgstr "Kleiner als Operator ([code]<[/code])." #: doc/classes/@GlobalScope.xml:1595 msgid "Less than or equal operator ([code]<=[/code])." msgstr "Kleiner-als-oder-gleich-Operator ([code]<=[/code])." #: doc/classes/@GlobalScope.xml:1598 msgid "Greater than operator ([code]>[/code])." msgstr "Größer-als-Operator ([code]>[/code])." #: doc/classes/@GlobalScope.xml:1601 msgid "Greater than or equal operator ([code]>=[/code])." msgstr "Größer als oder Gleich-Operator ([code]>=[/code])." #: doc/classes/@GlobalScope.xml:1604 msgid "Addition operator ([code]+[/code])." msgstr "Additionsoperator ([code]+[/code])." #: doc/classes/@GlobalScope.xml:1607 msgid "Subtraction operator ([code]-[/code])." msgstr "Subtraktionsoperator ([code]-[/code])." #: doc/classes/@GlobalScope.xml:1610 msgid "Multiplication operator ([code]*[/code])." msgstr "Multiplikationsoperator ([code]*[/code])." #: doc/classes/@GlobalScope.xml:1613 msgid "Division operator ([code]/[/code])." msgstr "Divisionsoperator ([code]/[/code])." #: doc/classes/@GlobalScope.xml:1616 msgid "Unary negation operator ([code]-[/code])." msgstr "Unärer Negationsoperator ([code]-[/code])." #: doc/classes/@GlobalScope.xml:1619 msgid "Unary plus operator ([code]+[/code])." msgstr "Unärer Plus-Operator ([code]+[/code])." #: doc/classes/@GlobalScope.xml:1622 msgid "Remainder/modulo operator ([code]%[/code])." msgstr "Rest/Modulo-Operator ([code]%[/code])." #: doc/classes/@GlobalScope.xml:1625 msgid "String concatenation operator ([code]+[/code])." msgstr "String-Verkettungsoperator ([code]+[/code])." #: doc/classes/@GlobalScope.xml:1628 msgid "Left shift operator ([code]<<[/code])." msgstr "Linksschiebe-Operator ([code]<<[/code])." #: doc/classes/@GlobalScope.xml:1631 msgid "Right shift operator ([code]>>[/code])." msgstr "Rechtsschiebe-Operator ([code]>>[/code])." #: doc/classes/@GlobalScope.xml:1634 msgid "Bitwise AND operator ([code]&[/code])." msgstr "Bitweiser UND Operator ([code]&[/code])." #: doc/classes/@GlobalScope.xml:1637 msgid "Bitwise OR operator ([code]|[/code])." msgstr "Bitweiser ODER-Operator ([code]|[/code])." #: doc/classes/@GlobalScope.xml:1640 msgid "Bitwise XOR operator ([code]^[/code])." msgstr "Bitweiser XOR-Operator ([code]^[/code])." #: doc/classes/@GlobalScope.xml:1643 msgid "Bitwise NOT operator ([code]~[/code])." msgstr "Bitweiser NICHT-Operator ([code]~[/code])." #: doc/classes/@GlobalScope.xml:1646 msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])." msgstr "Logischer UND-Operator ([code]und[/code] oder [code]&&[/code])." #: doc/classes/@GlobalScope.xml:1649 msgid "Logical OR operator ([code]or[/code] or [code]||[/code])." msgstr "Logischer ODER-Operator ([code]oder[/code] oder [code]||[/code])." #: doc/classes/@GlobalScope.xml:1652 msgid "Logical XOR operator (not implemented in GDScript)." msgstr "Logischer XOR-Operator (nicht in GDScript implementiert)." #: doc/classes/@GlobalScope.xml:1655 msgid "Logical NOT operator ([code]not[/code] or [code]![/code])." msgstr "Logischer NOT-Operator ([code]not[/code] oder [code]![/code])." #: doc/classes/@GlobalScope.xml:1658 msgid "Logical IN operator ([code]in[/code])." msgstr "Logischer IN-Operator ([code]in[/code])." #: doc/classes/@GlobalScope.xml:1661 msgid "Represents the size of the [enum Variant.Operator] enum." msgstr "Stellt die Größe dar des [enum Variant.Operator] enum." #: doc/classes/AABB.xml:4 msgid "Axis-Aligned Bounding Box." msgstr "Achsen-Ausgerichtete Begrenzungs Box." #: doc/classes/AABB.xml:7 msgid "" "[AABB] consists of a position, a size, and several utility functions. It is " "typically used for fast overlap tests.\n" "It uses floating-point coordinates. The 2D counterpart to [AABB] is " "[Rect2].\n" "[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses " "integer coordinates." msgstr "" "[AABB] besteht aus einer Position, einer Größe und mehreren Hilfsfunktionen. " "Es wird für schnelle Überlappungstest genutzt.\n" "Es benutzt Kommazahlen für die Koordinaten. Das Gegenstück in 2D zu [AABB] " "ist [Rect2].\n" "[b]Hinweis:[/b] Im Gegensatz zu [Rect2] hat [AABB] keine Variante die " "Ganzzahlen statt Kommazahlen nutzt." #: doc/classes/AABB.xml:12 doc/classes/Basis.xml:13 doc/classes/Plane.xml:10 #: doc/classes/Rect2.xml:12 doc/classes/Transform.xml:11 #: doc/classes/Transform2D.xml:11 doc/classes/Vector2.xml:11 #: doc/classes/Vector3.xml:11 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/math/index.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/math/index.html" #: doc/classes/AABB.xml:13 doc/classes/Rect2.xml:13 doc/classes/Vector2.xml:12 #: doc/classes/Vector3.xml:12 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/math/vector_math.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/math/index.html" #: doc/classes/AABB.xml:14 doc/classes/Rect2.xml:14 doc/classes/Vector2.xml:13 #: doc/classes/Vector3.xml:13 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/math/vectors_advanced.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/math/index.html" #: doc/classes/AABB.xml:22 msgid "Constructs an [AABB] from a position and size." msgstr "Konstruiert einen [AABB] aus einer Position und einer Größe." #: doc/classes/AABB.xml:28 msgid "" "Returns an AABB with equivalent position and size, modified so that the most-" "negative corner is the origin and the size is positive." msgstr "" "Gibt ein AABB mit entsprechender Position und Größe zurück, das so " "modifiziert wurde, dass die negativste Ecke der Ursprung ist und die Größe " "positiv ist." #: doc/classes/AABB.xml:35 msgid "" "Returns [code]true[/code] if this [AABB] completely encloses another one." msgstr "" "Gibt [code]true[/code] zurück, wenn dieses [AABB] ein anderes vollständig " "umschließt." #: doc/classes/AABB.xml:42 msgid "" "Returns a copy of this [AABB] expanded to include a given point.\n" "[b]Example:[/b]\n" "[codeblock]\n" "# position (-3, 2, 0), size (1, 1, 1)\n" "var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n" "# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and " "Vector3(0, -1, 2)\n" "var box2 = box.expand(Vector3(0, -1, 2))\n" "[/codeblock]" msgstr "" #: doc/classes/AABB.xml:55 msgid "Returns the volume of the [AABB]." msgstr "Gibt die Lautstärke des [AABB] zurück." #: doc/classes/AABB.xml:62 msgid "Gets the position of the 8 endpoints of the [AABB] in space." msgstr "Liefert die Position der 8 Endpunkte des [AABB] im Raum." #: doc/classes/AABB.xml:68 msgid "Returns the normalized longest axis of the [AABB]." msgstr "Liefert die normierte längste Achse des [AABB]." #: doc/classes/AABB.xml:74 msgid "" "Returns the index of the longest axis of the [AABB] (according to " "[Vector3]'s [code]AXIS_*[/code] constants)." msgstr "" "Liefert den Index der längsten Achse des [AABB] (gemäß den [code]AXIS_*[/" "code]-Konstanten von [Vector3])." #: doc/classes/AABB.xml:80 msgid "Returns the scalar length of the longest axis of the [AABB]." msgstr "Liefert die skalare Länge der längsten Achse des [AABB]." #: doc/classes/AABB.xml:86 msgid "Returns the normalized shortest axis of the [AABB]." msgstr "Liefert die normierte kürzeste Achse des [AABB]." #: doc/classes/AABB.xml:92 msgid "" "Returns the index of the shortest axis of the [AABB] (according to " "[Vector3]::AXIS* enum)." msgstr "" "Liefert den Index der kürzesten Achse des [AABB] (gemäß [Vector3]::AXIS* " "enum)." #: doc/classes/AABB.xml:98 msgid "Returns the scalar length of the shortest axis of the [AABB]." msgstr "Liefert die skalare Länge der kürzesten Achse des [AABB]." #: doc/classes/AABB.xml:105 msgid "" "Returns the support point in a given direction. This is useful for collision " "detection algorithms." msgstr "" "Gibt den Stützpunkt in einer bestimmten Richtung zurück. Dies ist nützlich " "für Algorithmen zur Kollisionserkennung." #: doc/classes/AABB.xml:112 msgid "" "Returns a copy of the [AABB] grown a given amount of units towards all the " "sides." msgstr "" "Gibt eine Kopie des [AABB] zurück, die um eine bestimmte Anzahl von " "Einheiten nach allen Seiten gewachsen ist." #: doc/classes/AABB.xml:118 msgid "Returns [code]true[/code] if the [AABB] is flat or empty." msgstr "Gibt [code]true[/code] zurück, wenn der [AABB] flach oder leer ist." #: doc/classes/AABB.xml:124 msgid "Returns [code]true[/code] if the [AABB] is empty." msgstr "Gibt [code]true[/code] zurück, wenn der [AABB] leer ist." #: doc/classes/AABB.xml:131 msgid "Returns [code]true[/code] if the [AABB] contains a point." msgstr "Gibt [code]true[/code] zurück, wenn der [AABB] einen Punkt enthält." #: doc/classes/AABB.xml:138 msgid "" "Returns the intersection between two [AABB]. An empty AABB (size 0,0,0) is " "returned on failure." msgstr "" "Liefert die Schnittmenge zwischen zwei [AABB]. Bei einem Fehler wird ein " "leerer AABB (Größe 0,0,0) zurückgegeben." #: doc/classes/AABB.xml:145 msgid "Returns [code]true[/code] if the [AABB] overlaps with another." msgstr "" "Gibt [code]true[/code] zurück, wenn sich das [AABB] mit einem anderen " "überschneidet." #: doc/classes/AABB.xml:152 msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane." msgstr "" "Gibt [code]true[/code] zurück, wenn der [AABB] auf beiden Seiten einer Ebene " "liegt." #: doc/classes/AABB.xml:160 msgid "" "Returns [code]true[/code] if the [AABB] intersects the line segment between " "[code]from[/code] and [code]to[/code]." msgstr "" "Gibt [code]true[/code] zurück, wenn der [AABB] das Liniensegment zwischen " "[code]from[/code] und [code]to[/code] schneidet." #: doc/classes/AABB.xml:167 msgid "" "Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are " "approximately equal, by calling [method @GDScript.is_equal_approx] on each " "component." msgstr "" "Gibt [code]true[/code] zurück, wenn dieses [AABB] und [code]aabb[/code] " "annähernd gleich sind, indem die [method @GDScript.is_equal_approx] für jede " "Komponente aufgerufen wird." #: doc/classes/AABB.xml:174 msgid "" "Returns a larger [AABB] that contains both this [AABB] and [code]with[/code]." msgstr "" "Gibt ein größeres [AABB] zurück, das sowohl dieses [AABB] als auch " "[code]mit[/code] enthält." #: doc/classes/AABB.xml:180 doc/classes/Rect2.xml:140 msgid "" "Ending corner. This is calculated as [code]position + size[/code]. Setting " "this value will change the size." msgstr "" "Endende Ecke. Dies wird berechnet als [code]Position + Größe[/code]. Wenn " "Sie diesen Wert einstellen, wird die Größe geändert." #: doc/classes/AABB.xml:183 doc/classes/Rect2.xml:143 msgid "Beginning corner. Typically has values lower than [member end]." msgstr "Beginnende Ecke. Hat typischerweise niedrigere Werte als [member end]." #: doc/classes/AABB.xml:186 doc/classes/Rect2.xml:146 #, fuzzy msgid "" "Size from [member position] to [member end]. Typically, all components are " "positive.\n" "If the size is negative, you can use [method abs] to fix it." msgstr "" "Größe von [member position] bis [member end]. Normalerweise sind alle " "Komponenten positiv.\n" "Wenn die Größe negativ ist, können Sie [method abs] verwenden, um sie zu " "fixieren." #: doc/classes/AcceptDialog.xml:4 msgid "Base dialog for user notification." msgstr "Basisdialog für Benutzerbenachrichtigung." #: doc/classes/AcceptDialog.xml:7 msgid "" "This dialog is useful for small notifications to the user about an event. It " "can only be accepted or closed, with the same result." msgstr "" "Dieser Dialog ist nützlich für kleine Benachrichtigungen an den Benutzer " "über ein Ereignis. Er kann nur angenommen oder geschlossen werden, mit dem " "gleichen Ergebnis." #: doc/classes/AcceptDialog.xml:18 #, fuzzy msgid "" "Adds a button with label [code]text[/code] and a custom [code]action[/code] " "to the dialog and returns the created button. [code]action[/code] will be " "passed to the [signal custom_action] signal when pressed.\n" "If [code]true[/code], [code]right[/code] will place the button to the right " "of any sibling buttons.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" "Fügt dem Dialog eine Schaltfläche mit Beschriftung [code]text[/code] und " "einer benutzerdefinierten [code]action[/code] hinzu und gibt die erstellte " "Schaltfläche zurück. Die [code]action[/code] wird beim Drücken an das Signal " "[signal custom_action] übergeben.\n" "Wenn [code]true[/code], platziert [code]right[/code] die Schaltfläche rechts " "von allen Geschwisterschaltflächen." #: doc/classes/AcceptDialog.xml:27 #, fuzzy msgid "" "Adds a button with label [code]name[/code] and a cancel action to the dialog " "and returns the created button.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" "Fügt dem Dialog eine Schaltfläche mit Beschriftung [code]name[/code] und " "einer Abbruchaktion hinzu und gibt die erstellte Schaltfläche zurück." #: doc/classes/AcceptDialog.xml:34 msgid "" "Returns the label used for built-in text.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/AcceptDialog.xml:41 msgid "" "Returns the OK [Button] instance.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/AcceptDialog.xml:49 msgid "" "Registers a [LineEdit] in the dialog. When the enter key is pressed, the " "dialog will be accepted." msgstr "" "Registriert ein [LineEdit] im Dialog. Wenn die Eingabetaste gedrückt ist, " "wird der Dialog übernommen." #: doc/classes/AcceptDialog.xml:56 msgid "" "Removes the [code]button[/code] from the dialog. Does NOT free the " "[code]button[/code]. The [code]button[/code] must be a [Button] added with " "[method add_button] or [method add_cancel] method. After removal, pressing " "the [code]button[/code] will no longer emit this dialog's [signal " "custom_action] signal or cancel this dialog." msgstr "" #: doc/classes/AcceptDialog.xml:62 msgid "Sets autowrapping for the text in the dialog." msgstr "Legt den automatischen Umbruch für den Text im Dialog fest." #: doc/classes/AcceptDialog.xml:65 msgid "" "If [code]true[/code], the dialog is hidden when the OK button is pressed. " "You can set it to [code]false[/code] if you want to do e.g. input validation " "when receiving the [signal confirmed] signal, and handle hiding the dialog " "in your own logic.\n" "[b]Note:[/b] Some nodes derived from this class can have a different default " "value, and potentially their own built-in logic overriding this setting. For " "example [FileDialog] defaults to [code]false[/code], and has its own input " "validation code that is called when you press OK, which eventually hides the " "dialog if the input is valid. As such, this property can't be used in " "[FileDialog] to disable hiding the dialog when pressing OK." msgstr "" "Wenn [code]true[/code], wird das Dialogfeld ausgeblendet, wenn die " "Schaltfläche OK gedrückt wird. Sie können ihn auf [code]false[/code] setzen, " "wenn Sie z. B. eine Eingabevalidierung beim Empfang des Signals [signal " "confirmed] durchführen und das Ausblenden des Dialogs in Ihrer eigenen Logik " "behandeln wollen.\n" "[b]Hinweis:[/b] Einige von dieser Klasse abgeleitete Knoten können einen " "anderen Standardwert haben und möglicherweise ihre eigene eingebaute Logik, " "die diese Einstellung überschreibt. Zum Beispiel hat [FileDialog] den " "Standardwert [code]false[/code] und verfügt über einen eigenen " "Eingabeüberprüfungscode, der aufgerufen wird, wenn Sie auf OK drücken, und " "der schließlich das Dialogfeld ausblendet, wenn die Eingabe gültig ist. " "Daher kann diese Eigenschaft in [FileDialog] nicht verwendet werden, um das " "Ausblenden des Dialogs beim Drücken von OK zu deaktivieren." #: doc/classes/AcceptDialog.xml:69 msgid "The text displayed by the dialog." msgstr "Der vom Dialog angezeigte Text." #: doc/classes/AcceptDialog.xml:76 msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed." msgstr "" "Wird ausgegeben, wenn der Dialog akzeptiert wird, d. h. die Schaltfläche OK " "gedrückt wird." #: doc/classes/AcceptDialog.xml:82 msgid "Emitted when a custom button is pressed. See [method add_button]." msgstr "" "Wird ausgegeben, wenn eine benutzerdefinierte Taste gedrückt wird. Siehe " "[method add_button]." #: doc/classes/AESContext.xml:4 msgid "Interface to low level AES encryption features." msgstr "Schnittstelle zu AES-Verschlüsselungsfunktionen auf niedriger Ebene." #: doc/classes/AESContext.xml:7 msgid "" "This class provides access to AES encryption/decryption of raw data. Both " "AES-ECB and AES-CBC mode are supported.\n" "[codeblock]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" " var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n" " var data = \"My secret text!!\" # Data size must be multiple of 16 " "bytes, apply padding if needed.\n" " # Encrypt ECB\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n" " var encrypted = aes.update(data.to_utf8())\n" " aes.finish()\n" " # Decrypt ECB\n" " aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n" " var decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # Check ECB\n" " assert(decrypted == data.to_utf8())\n" "\n" " var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n" " # Encrypt CBC\n" " aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n" " encrypted = aes.update(data.to_utf8())\n" " aes.finish()\n" " # Decrypt CBC\n" " aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n" " decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # Check CBC\n" " assert(decrypted == data.to_utf8())\n" "[/codeblock]" msgstr "" "Diese Klasse bietet Zugriff auf die AES-Verschlüsselung/Entschlüsselung von " "Rohdaten. Es werden sowohl der AES-ECB- als auch der AES-CBC-Modus " "unterstützt.\n" "[codeblock]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" " var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n" " var data = \"My secret text!!\" # Data size must be multiple of 16 " "bytes, apply padding if needed.\n" " # Encrypt ECB\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n" " var encrypted = aes.update(data.to_utf8())\n" " aes.finish()\n" " # Decrypt ECB\n" " aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n" " var decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # Check ECB\n" " assert(decrypted == data.to_utf8())\n" "\n" " var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n" " # Encrypt CBC\n" " aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n" " encrypted = aes.update(data.to_utf8())\n" " aes.finish()\n" " # Decrypt CBC\n" " aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n" " decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # Check CBC\n" " assert(decrypted == data.to_utf8())\n" "[/codeblock]" #: doc/classes/AESContext.xml:46 msgid "Close this AES context so it can be started again. See [method start]." msgstr "" "Schließen Sie diesen AES-Kontext, damit er erneut gestartet werden kann. " "Siehe [method start]." #: doc/classes/AESContext.xml:52 #, fuzzy msgid "" "Get the current IV state for this context (IV gets updated when calling " "[method update]). You normally don't need this function.\n" "[b]Note:[/b] This function only makes sense when the context is started with " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" "Holt den aktuellen IV-Status für diesen Kontext (IV wird beim Aufruf der " "[method update] aktualisiert). Normalerweise benötigen Sie diese Funktion " "nicht.\n" "Hinweis: Diese Funktion ist nur sinnvoll, wenn der Kontext mit der [constant " "MODE_CBC_ENCRYPT] oder [constant MODE_CBC_DECRYPT] gestartet wird." #: doc/classes/AESContext.xml:62 msgid "" "Start the AES context in the given [code]mode[/code]. A [code]key[/code] of " "either 16 or 32 bytes must always be provided, while an [code]iv[/code] " "(initialization vector) of exactly 16 bytes, is only needed when [code]mode[/" "code] is either [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" "Startet den AES-Kontext im angegebenen [code]mode[/code]. Ein [code]key[/" "code] von entweder 16 oder 32 Byte muss immer angegeben werden, während ein " "[code]iv[/code] (Initialisierungsvektor) von genau 16 Byte nur benötigt " "wird, wenn [code]mode[/code] entweder [constant MODE_CBC_ENCRYPT] oder " "[constant MODE_CBC_DECRYPT] ist." #: doc/classes/AESContext.xml:69 #, fuzzy msgid "" "Run the desired operation for this AES context. Will return a " "[PoolByteArray] containing the result of encrypting (or decrypting) the " "given [code]src[/code]. See [method start] for mode of operation.\n" "[b]Note:[/b] The size of [code]src[/code] must be a multiple of 16. Apply " "some padding if needed." msgstr "" "Führt die gewünschte Operation für diesen AES-Kontext aus. Gibt ein " "[PackedByteArray] zurück, welches das Ergebnis der Verschlüsselung (oder " "Entschlüsselung) der angegebenen [code]src[/code] enthält. Siehe [method " "start] für die Funktionsweise.\n" "Hinweis: Die Größe von [code]src[/code] muss ein Vielfaches von 16 sein. " "Wenden Sie bei Bedarf etwas Füllung an." #: doc/classes/AESContext.xml:76 msgid "AES electronic codebook encryption mode." msgstr "AES-Verschlüsselungsmodus für elektronisches Codebuch." #: doc/classes/AESContext.xml:79 msgid "AES electronic codebook decryption mode." msgstr "Entschlüsselungsmodus für elektronisches AES-Codebuch." #: doc/classes/AESContext.xml:82 msgid "AES cipher blocker chaining encryption mode." msgstr "AES Chiffre-Blockerverkettung Verschlüsselungsmodus." #: doc/classes/AESContext.xml:85 msgid "AES cipher blocker chaining decryption mode." msgstr "AES-Chiffre-Blocker Verkettung Entschlüsselungsmodus." #: doc/classes/AESContext.xml:88 msgid "Maximum value for the mode enum." msgstr "Maximaler Wert für das Modus-Enum." #: doc/classes/AnimatedSprite.xml:4 msgid "Sprite node that can use multiple textures for animation." msgstr "Sprite-Knoten, der mehrere Texturen für die Animation verwenden kann." #: doc/classes/AnimatedSprite.xml:7 msgid "" "Animations are created using a [SpriteFrames] resource, which can be " "configured in the editor via the SpriteFrames panel.\n" "[b]Note:[/b] You can associate a set of normal maps by creating additional " "[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " "having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" "code] will make it so the [code]run[/code] animation uses the normal map." msgstr "" #: doc/classes/AnimatedSprite.xml:11 doc/classes/AnimatedSprite3D.xml:10 #: doc/classes/AnimationPlayer.xml:13 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/2d/2d_sprite_animation.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/2d/2d_transforms.html" #: doc/classes/AnimatedSprite.xml:12 doc/classes/Area2D.xml:11 #: doc/classes/AudioStreamPlayer.xml:12 doc/classes/Button.xml:24 #: doc/classes/CanvasLayer.xml:12 doc/classes/CollisionShape2D.xml:11 #: doc/classes/ColorRect.xml:10 doc/classes/Input.xml:11 #: doc/classes/InputEvent.xml:12 doc/classes/InputEventAction.xml:11 #: doc/classes/Label.xml:12 doc/classes/Particles2D.xml:15 #: doc/classes/Timer.xml:11 doc/classes/VisibilityNotifier2D.xml:12 #, fuzzy msgid "https://godotengine.org/asset-library/asset/515" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/AnimatedSprite.xml:18 doc/classes/AnimatedSprite3D.xml:16 msgid "Returns [code]true[/code] if an animation is currently being played." msgstr "" "Gibt [code]true[/code] zurück, wenn gerade eine Animation abgespielt wird." #: doc/classes/AnimatedSprite.xml:26 msgid "" "Plays the animation named [code]anim[/code]. If no [code]anim[/code] is " "provided, the current animation is played. If [code]backwards[/code] is " "[code]true[/code], the animation will be played in reverse." msgstr "" "Spielt die Animation mit dem Namen [code]anim[/code] ab. Wenn keine " "[code]anim[/code] angegeben ist, wird die aktuelle Animation abgespielt. " "Wenn [code]backwards[/code] dann [code]true[/code] ist, wird die Animation " "rückwärts abgespielt." #: doc/classes/AnimatedSprite.xml:32 doc/classes/AnimatedSprite3D.xml:29 msgid "Stops the current animation (does not reset the frame counter)." msgstr "Hält die aktuelle Animation an (setzt den Bildzähler nicht zurück)." #: doc/classes/AnimatedSprite.xml:38 doc/classes/AnimatedSprite3D.xml:35 msgid "" "The current animation from the [code]frames[/code] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" "Die aktuelle Animation aus der Ressource [code]frames[/code]. Wenn sich " "dieser Wert ändert, wird der [code]frames[/code]-Zähler zurückgesetzt." #: doc/classes/AnimatedSprite.xml:41 doc/classes/SpriteBase3D.xml:48 msgid "If [code]true[/code], texture will be centered." msgstr "Wenn [code]true[/code], wird die Textur zentriert." #: doc/classes/AnimatedSprite.xml:44 doc/classes/Sprite.xml:39 #: doc/classes/SpriteBase3D.xml:54 doc/classes/TextureButton.xml:21 #: doc/classes/TextureRect.xml:20 msgid "If [code]true[/code], texture is flipped horizontally." msgstr "Wenn [code]true[/code], wird die Textur horizontal gespiegelt." #: doc/classes/AnimatedSprite.xml:47 doc/classes/Sprite.xml:42 #: doc/classes/SpriteBase3D.xml:57 doc/classes/TextureButton.xml:24 #: doc/classes/TextureRect.xml:23 msgid "If [code]true[/code], texture is flipped vertically." msgstr "Wenn [code]true[/code], wird die Textur vertikal gespiegelt." #: doc/classes/AnimatedSprite.xml:50 doc/classes/AnimatedSprite3D.xml:38 msgid "The displayed animation frame's index." msgstr "Der Index des angezeigten Animationsrahmens." #: doc/classes/AnimatedSprite.xml:53 doc/classes/AnimatedSprite3D.xml:41 msgid "The [SpriteFrames] resource containing the animation(s)." msgstr "Die [SpriteFrames]-Ressource, welche die Animation(en) enthält." #: doc/classes/AnimatedSprite.xml:56 doc/classes/Sprite.xml:58 #: doc/classes/SpriteBase3D.xml:63 msgid "The texture's drawing offset." msgstr "Der Zeichen-Offset der Textur." #: doc/classes/AnimatedSprite.xml:59 doc/classes/AnimatedSprite3D.xml:44 msgid "If [code]true[/code], the [member animation] is currently playing." msgstr "Wenn [code]true[/code], wird gerade [member animation]] abgespielt." #: doc/classes/AnimatedSprite.xml:62 msgid "The animation speed is multiplied by this value." msgstr "Die Animationsgeschwindigkeit wird mit diesem Wert multipliziert." #: doc/classes/AnimatedSprite.xml:68 doc/classes/AnimatedSprite3D.xml:50 msgid "" "Emitted when the animation is finished (when it plays the last frame). If " "the animation is looping, this signal is emitted every time the last frame " "is drawn." msgstr "" "Wird ausgegeben, wenn die Animation beendet ist (wenn sie das letzte Bild " "abspielt). Wenn die Animation eine Schleife bildet, wird dieses Signal jedes " "Mal ausgegeben, wenn das letzte Bild gezeichnet wird." #: doc/classes/AnimatedSprite.xml:73 doc/classes/AnimatedSprite3D.xml:55 msgid "Emitted when [member frame] changed." msgstr "Wird ausgegeben, wenn [member frame] geändert wurde." #: doc/classes/AnimatedSprite3D.xml:4 msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "" "2D-Sprite-Knoten in der 3D-Welt, der mehrere 2D-Texturen für die Animation " "verwenden kann." #: doc/classes/AnimatedSprite3D.xml:7 msgid "" "Animations are created using a [SpriteFrames] resource, which can be " "configured in the editor via the SpriteFrames panel." msgstr "" "Animationen werden mit einer [SpriteFrames]-Ressource erstellt, die im " "Editor über das Bedienfeld SpriteFrames konfiguriert werden kann." #: doc/classes/AnimatedSprite3D.xml:23 msgid "" "Plays the animation named [code]anim[/code]. If no [code]anim[/code] is " "provided, the current animation is played." msgstr "" "Spielt die Animation mit dem Namen [code]anim[/code] ab. Wenn keine " "[code]anim[/code] angegeben ist, wird die aktuelle Animation abgespielt." #: doc/classes/AnimatedTexture.xml:4 msgid "Proxy texture for simple frame-based animations." msgstr "Proxy-Textur für einfache framebasierte Animationen." #: doc/classes/AnimatedTexture.xml:7 #, fuzzy msgid "" "[AnimatedTexture] is a resource format for frame-based animations, where " "multiple textures can be chained automatically with a predefined delay for " "each frame. Unlike [AnimationPlayer] or [AnimatedSprite], it isn't a [Node], " "but has the advantage of being usable anywhere a [Texture] resource can be " "used, e.g. in a [TileSet].\n" "The playback of the animation is controlled by the [member fps] property as " "well as each frame's optional delay (see [method set_frame_delay]). The " "animation loops, i.e. it will restart at frame 0 automatically after playing " "the last frame.\n" "[AnimatedTexture] currently requires all frame textures to have the same " "size, otherwise the bigger ones will be cropped to match the smallest one.\n" "[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " "frame needs to be a separate [Texture]." msgstr "" "[AnimatedTexture] ist ein Ressourcenformat für Frame-basierte Animationen, " "bei denen mehrere Texturen automatisch mit einer vordefinierten Verzögerung " "für jeden Frame verkettet werden können. Im Gegensatz zu [AnimationPlayer] " "oder [AnimatedSprite2D] ist es kein [Node], hat aber den Vorteil, dass es " "überall verwendet werden kann, wo eine [Texture2D]-Ressource verwendet " "werden kann, z. B. in einem [TileSet].\n" "Die Wiedergabe der Animation wird durch die [member fps]-Eigenschaft sowie " "die optionale Verzögerung jedes Frames gesteuert (siehe [method " "set_frame_delay]). Die Animation wird in einer Schleife abgespielt, d. h. " "sie beginnt nach dem Abspielen des letzten Bildes automatisch wieder bei " "Bild 0.\n" "Die [AnimatedTexture] erfordert derzeit, dass alle Frame-Texturen die " "gleiche Größe haben, da sonst die größeren Texturen auf die kleinste " "zugeschnitten werden. Außerdem unterstützt es nicht [AtlasTexture]. Jeder " "Frame muss ein separates Bild sein." #: doc/classes/AnimatedTexture.xml:19 msgid "Returns the given frame's delay value." msgstr "Gibt den Verzögerungswert des angegebenen Frames zurück." #: doc/classes/AnimatedTexture.xml:26 #, fuzzy msgid "Returns the given frame's [Texture]." msgstr "Gibt die [Texture2D] des angegebenen Rahmens zurück." #: doc/classes/AnimatedTexture.xml:34 msgid "" "Sets an additional delay (in seconds) between this frame and the next one, " "that will be added to the time interval defined by [member fps]. By default, " "frames have no delay defined. If a delay value is defined, the final time " "interval between this frame and the next will be [code]1.0 / fps + delay[/" "code].\n" "For example, for an animation with 3 frames, 2 FPS and a frame delay on the " "second frame of 1.2, the resulting playback will be:\n" "[codeblock]\n" "Frame 0: 0.5 s (1 / fps)\n" "Frame 1: 1.7 s (1 / fps + 1.2)\n" "Frame 2: 0.5 s (1 / fps)\n" "Total duration: 2.7 s\n" "[/codeblock]" msgstr "" "Legt eine zusätzliche Verzögerung (in Sekunden) zwischen diesem und dem " "nächsten Frame fest, die zu dem durch [member fps] definierten Zeitintervall " "hinzugefügt wird. Standardmäßig ist für Frames keine Verzögerung definiert. " "Wenn ein Verzögerungswert definiert ist, beträgt das endgültige " "Zeitintervall zwischen diesem und dem nächsten Frame [code]1.0 / fps + " "delay[/code].\n" "Bei einer Animation mit 3 Frames, 2 FPS und einer Frame-Verzögerung auf dem " "zweiten Frame von 1,2 ist die resultierende Wiedergabe z. B:\n" "[codeblock]\n" "Bild 0: 0,5 s (1 / fps)\n" "Bild 1: 1,7 s (1 / fps + 1,2)\n" "Bild 2: 0,5 s (1 / fps)\n" "Gesamtdauer: 2,7 s\n" "[/codeblock]" #: doc/classes/AnimatedTexture.xml:49 #, fuzzy msgid "" "Assigns a [Texture] to the given frame. Frame IDs start at 0, so the first " "frame has ID 0, and the last frame of the animation has ID [member frames] - " "1.\n" "You can define any number of textures up to [constant MAX_FRAMES], but keep " "in mind that only frames from 0 to [member frames] - 1 will be part of the " "animation." msgstr "" "Weist dem angegebenen Frame eine [Texture2D] zu. Frame-IDs beginnen bei 0, " "also hat das erste Frame die ID 0 und das letzte Frame der Animation die ID " "[member frames] - 1.\n" "Sie können eine beliebige Anzahl von Texturen bis zur [constant MAX_FRAMES] " "definieren, aber beachten Sie, dass nur die Frames von 0 bis [member frames] " "- 1 Teil der Animation sein werden." #: doc/classes/AnimatedTexture.xml:56 msgid "Sets the currently visible frame of the texture." msgstr "Legt den aktuell sichtbaren Rahmen der Textur fest." #: doc/classes/AnimatedTexture.xml:60 msgid "" "Animation speed in frames per second. This value defines the default time " "interval between two frames of the animation, and thus the overall duration " "of the animation loop based on the [member frames] property. A value of 0 " "means no predefined number of frames per second, the animation will play " "according to each frame's frame delay (see [method set_frame_delay]).\n" "For example, an animation with 8 frames, no frame delay and a [code]fps[/" "code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds." msgstr "" "Animationsgeschwindigkeit in Bildern pro Sekunde. Dieser Wert definiert das " "Standard-Zeitintervall zwischen zwei Bildern der Animation und damit die " "Gesamtdauer der Animationsschleife basierend auf der Eigenschaft [member " "frames]. Ein Wert von 0 bedeutet keine vordefinierte Anzahl von Bildern pro " "Sekunde, die Animation wird entsprechend der Bildverzögerung jedes Bildes " "abgespielt (siehe [method set_frame_delay]).\n" "Eine Animation mit 8 Bildern, keiner Bildverzögerung und einem [code]fps[/" "code] Wert von 2 läuft beispielsweise 4 Sekunden lang, wobei jedes Bild 0,5 " "Sekunden dauert." #: doc/classes/AnimatedTexture.xml:64 msgid "" "Number of frames to use in the animation. While you can create the frames " "independently with [method set_frame_texture], you need to set this value " "for the animation to take new frames into account. The maximum number of " "frames is [constant MAX_FRAMES]." msgstr "" "Anzahl der Frames, die in der Animation verwendet werden sollen. Während Sie " "die Frames mit der [method set_frame_texture] selbständig erstellen können, " "müssen Sie diesen Wert setzen, damit die Animation neue Frames " "berücksichtigt. Die maximale Anzahl der Frames ist [constant MAX_FRAMES]." #: doc/classes/AnimatedTexture.xml:67 msgid "" "If [code]true[/code], the animation will only play once and will not loop " "back to the first frame after reaching the end. Note that reaching the end " "will not set [member pause] to [code]true[/code]." msgstr "" "Wenn [code]true[/code], wird die Animation nur einmal abgespielt und kehrt " "nach Erreichen des Endes nicht zum ersten Bild zurück. Beachten Sie, dass " "das Erreichen des Endes nicht dazu führt, dass [member pause] auf " "[code]true[/code] gesetzt wird." #: doc/classes/AnimatedTexture.xml:70 msgid "" "If [code]true[/code], the animation will pause where it currently is (i.e. " "at [member current_frame]). The animation will continue from where it was " "paused when changing this property to [code]false[/code]." msgstr "" "Wenn [code]true[/code], wird die Animation an der Stelle angehalten, an der " "sie sich gerade befindet (d. h. bei [member current_frame]). Die Animation " "wird an der Stelle fortgesetzt, an der sie angehalten wurde, wenn Sie diese " "Eigenschaft auf [code]false[/code] ändern." #: doc/classes/AnimatedTexture.xml:75 #, fuzzy msgid "" "The maximum number of frames supported by [AnimatedTexture]. If you need " "more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]." msgstr "" "Die maximale Anzahl von Bildern, die von [AnimatedTexture] unterstützt wird. " "Wenn Sie mehr Bilder in Ihrer Animation benötigen, verwenden Sie " "[AnimationPlayer] oder [AnimatedSprite2D]." #: doc/classes/Animation.xml:4 msgid "Contains data used to animate everything in the engine." msgstr "Enthält Daten, mit denen alles in der Engine animiert wird." #: doc/classes/Animation.xml:7 #, fuzzy msgid "" "An Animation resource contains data used to animate everything in the " "engine. Animations are divided into tracks, and each track must be linked to " "a node. The state of that node can be changed through time, by adding timed " "keys (events) to the track.\n" "[codeblock]\n" "# This creates an animation that makes the node \"Enemy\" move to the right " "by\n" "# 100 pixels in 0.5 seconds.\n" "var animation = Animation.new()\n" "var track_index = animation.add_track(Animation.TYPE_VALUE)\n" "animation.track_set_path(track_index, \"Enemy:position:x\")\n" "animation.track_insert_key(track_index, 0.0, 0)\n" "animation.track_insert_key(track_index, 0.5, 100)\n" "[/codeblock]\n" "Animations are just data containers, and must be added to nodes such as an " "[AnimationPlayer] or [AnimationTreePlayer] to be played back. Animation " "tracks have different types, each with its own set of dedicated methods. " "Check [enum TrackType] to see available types." msgstr "" "Eine Animationsressource enthält Daten, mit denen alles in der Engine " "animiert werden kann. Animationen sind in Spuren unterteilt, und jede Spur " "muss mit einem Knoten verknüpft sein. Der Zustand dieses Knotens kann über " "die Zeit geändert werden, indem zeitgesteuerte Tasten (Ereignisse) zur Spur " "hinzugefügt werden.\n" "[codeblock]\n" "# Dies erzeugt eine Animation, die den Knoten \"Feind\" nach rechts um\n" "# 100 Pixel in 0,5 Sekunden bewegt.\n" "var animation = Animation.new()\n" "var spur_index = animation.add_track(Animation.TYPE_VALUE)\n" "animation.track_set_path(track_index, \"Feind:Position:x\")\n" "animation.track_insert_key(track_index, 0.0, 0)\n" "animation.spur_einfuegen_taste(spur_index, 0.5, 100)\n" "[/codeblock]\n" "Animationen sind nur Datencontainer und müssen zu Knoten wie z. B. einem " "[AnimationPlayer] hinzugefügt werden, um abgespielt werden zu können. " "Animationsspuren haben verschiedene Typen, jeder mit seinem eigenen Satz an " "dedizierten Methoden. Prüfen Sie [enum TrackType], um die verfügbaren Typen " "zu sehen." #: doc/classes/Animation.xml:20 doc/classes/AnimationPlayer.xml:12 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/animation/index.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/animation/index.html" #: doc/classes/Animation.xml:28 msgid "Adds a track to the Animation." msgstr "Fügt der Animation eine Spur hinzu." #: doc/classes/Animation.xml:36 msgid "" "Returns the animation name at the key identified by [code]key_idx[/code]. " "The [code]track_idx[/code] must be the index of an Animation Track." msgstr "" "Gibt den Animationsnamen an dem durch [code]key_idx[/code] identifizierten " "Schlüssel zurück. Die [code]track_idx[/code] muss der Index einer " "Animationsspur sein." #: doc/classes/Animation.xml:45 msgid "" "Inserts a key with value [code]animation[/code] at the given [code]time[/" "code] (in seconds). The [code]track_idx[/code] must be the index of an " "Animation Track." msgstr "" "Fügt einen Schlüssel mit dem Wert [code]animation[/code] zur angegebenen " "[code]time[/code] (in Sekunden) ein. Die [code]track_idx[/code] muss der " "Index einer Animationsspur sein." #: doc/classes/Animation.xml:54 msgid "" "Sets the key identified by [code]key_idx[/code] to value [code]animation[/" "code]. The [code]track_idx[/code] must be the index of an Animation Track." msgstr "" "Setzt den durch [code]key_idx[/code] identifizierten Schlüssel auf den Wert " "[code]animation[/code]. Die [code]track_idx[/code] muss der Index einer " "Animationsspur sein." #: doc/classes/Animation.xml:62 msgid "" "Returns the end offset of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of an Audio Track.\n" "End offset is the number of seconds cut off at the ending of the audio " "stream." msgstr "" "Gibt den Endoffset des durch [code]key_idx[/code] identifizierten Schlüssels " "zurück. Die [code]track_idx[/code] muss der Index eines Audio-Tracks sein.\n" "End-Offset ist die Anzahl der Sekunden, die am Ende des Audio-Streams " "abgeschnitten werden." #: doc/classes/Animation.xml:71 msgid "" "Returns the start offset of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of an Audio Track.\n" "Start offset is the number of seconds cut off at the beginning of the audio " "stream." msgstr "" "Gibt den Startoffset des durch [code]key_idx[/code] identifizierten " "Schlüssels zurück. Die [code]track_idx[/code] muss der Index eines Audio-" "Tracks sein.\n" "Start-Offset ist die Anzahl der Sekunden, die am Anfang des Audio-Streams " "abgeschnitten werden." #: doc/classes/Animation.xml:80 msgid "" "Returns the audio stream of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of an Audio Track." msgstr "" "Gibt den Audio-Stream des durch [code]key_idx[/code] identifizierten " "Schlüssels zurück. Die [code]track_idx[/code] muss der Index eines Audio-" "Tracks sein." #: doc/classes/Animation.xml:91 msgid "" "Inserts an Audio Track key at the given [code]time[/code] in seconds. The " "[code]track_idx[/code] must be the index of an Audio Track.\n" "[code]stream[/code] is the [AudioStream] resource to play. " "[code]start_offset[/code] is the number of seconds cut off at the beginning " "of the audio stream, while [code]end_offset[/code] is at the ending." msgstr "" "Fügt einen Audio-Track-Schlüssel bei der angegebenen [code]Zeit[/code] in " "Sekunden ein. Die [code]track_idx[/code] muss der Index eines Audio-Tracks " "sein.\n" "[code]stream[/code] ist die [AudioStream]-Ressource, die abgespielt werden " "soll. [code]start_offset[/code] ist die Anzahl der Sekunden, die am Anfang " "des Audio-Streams abgeschnitten werden, während [code]end_offset[/code] am " "Ende steht." #: doc/classes/Animation.xml:101 msgid "" "Sets the end offset of the key identified by [code]key_idx[/code] to value " "[code]offset[/code]. The [code]track_idx[/code] must be the index of an " "Audio Track." msgstr "" "Setzt den Endoffset des durch [code]key_idx[/code] identifizierten " "Schlüssels auf den Wert [code]offset[/code]. Die [code]track_idx[/code] muss " "der Index eines Audio-Tracks sein." #: doc/classes/Animation.xml:110 msgid "" "Sets the start offset of the key identified by [code]key_idx[/code] to value " "[code]offset[/code]. The [code]track_idx[/code] must be the index of an " "Audio Track." msgstr "" "Setzt den Startoffset des durch [code]key_idx[/code] identifizierten " "Schlüssels auf den Wert [code]offset[/code]. Die [code]track_idx[/code] muss " "der Index eines Audio-Tracks sein." #: doc/classes/Animation.xml:119 #, fuzzy msgid "" "Sets the stream of the key identified by [code]key_idx[/code] to value " "[code]stream[/code]. The [code]track_idx[/code] must be the index of an " "Audio Track." msgstr "" "Setzt den Stream des durch [code]key_idx[/code] identifizierten Schlüssels " "auf den Wert [code]offset[/code]. Die [code]track_idx[/code] muss der Index " "eines Audio-Tracks sein." #: doc/classes/Animation.xml:127 msgid "" "Returns the in handle of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "Gibt das In-Handle des durch [code]key_idx[/code] identifizierten Schlüssels " "zurück. Die [code]track_idx[/code] muss der Index einer Bezier-Spur sein." #: doc/classes/Animation.xml:135 msgid "" "Returns the out handle of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "Gibt das Out-Handle des durch [code]key_idx[/code] identifizierten " "Schlüssels zurück. Die [code]track_idx[/code] muss der Index einer Bezier-" "Spur sein." #: doc/classes/Animation.xml:143 msgid "" "Returns the value of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "Gibt den Wert des durch [code]key_idx[/code] identifizierten Schlüssels " "zurück. Die [code]track_idx[/code] muss der Index einer Bezier-Spur sein." #: doc/classes/Animation.xml:154 msgid "" "Inserts a Bezier Track key at the given [code]time[/code] in seconds. The " "[code]track_idx[/code] must be the index of a Bezier Track.\n" "[code]in_handle[/code] is the left-side weight of the added Bezier curve " "point, [code]out_handle[/code] is the right-side one, while [code]value[/" "code] is the actual value at this point." msgstr "" "Fügt einen Bezier-Track-Schlüssel zur angegebenen [code]Zeit[/code] in " "Sekunden ein. Die [code]track_idx[/code] muss der Index einer Bezier-Spur " "sein.\n" "[code]in_handle[/code] ist die linksseitige Gewichtung des eingefügten " "Bezier-Kurvenpunkts, [code]out_handle[/code] die rechtsseitige, während " "[code]value[/code] der aktuelle Wert an diesem Punkt ist." #: doc/classes/Animation.xml:163 msgid "" "Returns the interpolated value at the given [code]time[/code] (in seconds). " "The [code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "Gibt den interpolierten Wert zur angegebenen [code]time[/code] (in Sekunden) " "zurück. Die [code]track_idx[/code] muss der Index einer Bezier-Spur sein." #: doc/classes/Animation.xml:172 msgid "" "Sets the in handle of the key identified by [code]key_idx[/code] to value " "[code]in_handle[/code]. The [code]track_idx[/code] must be the index of a " "Bezier Track." msgstr "" "Setzt das In-Handle des durch [code]key_idx[/code] identifizierten " "Schlüssels auf den Wert [code]in_handle[/code]. Die [code]track_idx[/code] " "muss der Index einer Bezier-Spur sein." #: doc/classes/Animation.xml:181 msgid "" "Sets the out handle of the key identified by [code]key_idx[/code] to value " "[code]out_handle[/code]. The [code]track_idx[/code] must be the index of a " "Bezier Track." msgstr "" "Setzt das Out-Handle des durch [code]key_idx[/code] identifizierten " "Schlüssels auf den Wert [code]out_handle[/code]. Die [code]track_idx[/code] " "muss der Index einer Bezier-Spur sein." #: doc/classes/Animation.xml:190 msgid "" "Sets the value of the key identified by [code]key_idx[/code] to the given " "value. The [code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "Setzt den Wert des durch [code]key_idx[/code] identifizierten Schlüssels auf " "den angegebenen Wert. Die [code]track_idx[/code] muss der Index einer Bezier-" "Spur sein." #: doc/classes/Animation.xml:196 msgid "Clear the animation (clear all tracks and reset all)." msgstr "" "Löschen Sie die Animation (löschen Sie alle Spuren und setzen Sie alle " "zurück)." #: doc/classes/Animation.xml:204 msgid "" "Adds a new track that is a copy of the given track from [code]to_animation[/" "code]." msgstr "" "Fügt eine neue Spur hinzu, die eine Kopie der angegebenen Spur aus " "[code]to_animation[/code] ist." #: doc/classes/Animation.xml:211 msgid "" "Returns the index of the specified track. If the track is not found, return " "-1." msgstr "" "Gibt den Index der angegebenen Spur zurück. Wenn die Spur nicht gefunden " "ist, wird -1 zurückgegeben." #: doc/classes/Animation.xml:217 msgid "Returns the amount of tracks in the animation." msgstr "Gibt die Anzahl der Spuren in der Animation zurück." #: doc/classes/Animation.xml:226 msgid "" "Returns all the key indices of a method track, given a position and delta " "time." msgstr "" "Liefert alle Schlüsselindizes eines Methoden-Tracks, gegeben eine Position " "und eine Delta-Zeit." #: doc/classes/Animation.xml:234 msgid "Returns the method name of a method track." msgstr "Gibt den Methodennamen einer Methodenspur zurück." #: doc/classes/Animation.xml:242 msgid "" "Returns the arguments values to be called on a method track for a given key " "in a given track." msgstr "" "Gibt die Werte der Argumente zurück, die auf einer Methodenspur für einen " "gegebenen Schlüssel in einer gegebenen Spur aufgerufen werden sollen." #: doc/classes/Animation.xml:249 msgid "Removes a track by specifying the track index." msgstr "Entfernt eine Spur durch Angabe des Spurindexes." #: doc/classes/Animation.xml:258 msgid "" "Finds the key index by time in a given track. Optionally, only find it if " "the exact time is given." msgstr "" "Findet den Tastenindex nach Zeit in einer gegebenen Spur. Findet ihn " "optional nur, wenn die genaue Zeit angegeben ist." #: doc/classes/Animation.xml:265 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 "" "Gibt [code]true[/code] zurück, wenn die Spur an [code]idx[/code] die " "Interpolationsschleife umschließt. Neue Spuren umschließen die " "Interpolationsschleife standardmäßig." #: doc/classes/Animation.xml:272 msgid "Returns the interpolation type of a given track." msgstr "Gibt den Interpolationstyp einer gegebenen Spur zurück." #: doc/classes/Animation.xml:279 msgid "Returns the amount of keys in a given track." msgstr "Gibt die Anzahl der Tasten in einer bestimmten Spur zurück." #: doc/classes/Animation.xml:287 msgid "Returns the time at which the key is located." msgstr "Gibt die Uhrzeit zurück, zu der sich der Schlüssel befindet." #: doc/classes/Animation.xml:295 msgid "" "Returns the transition curve (easing) for a specific key (see the built-in " "math function [method @GDScript.ease])." msgstr "" "Liefert die Übergangskurve (Easing) für eine bestimmte Taste (siehe die " "eingebaute Mathematikfunktion [method @GDScript.ease])." #: doc/classes/Animation.xml:303 msgid "Returns the value of a given key in a given track." msgstr "" "Gibt den Wert eines gegebenen Schlüssels in einer gegebenen Spur zurück." #: doc/classes/Animation.xml:310 msgid "" "Gets the path of a track. For more information on the path format, see " "[method track_set_path]." msgstr "" "Ruft den Pfad eines Tracks ab. Weitere Informationen zum Pfadformat finden " "Sie in [method track_set_path]." #: doc/classes/Animation.xml:317 msgid "Gets the type of a track." msgstr "Ruft den Typ einer Spur ab." #: doc/classes/Animation.xml:327 msgid "Insert a generic key in a given track." msgstr "Einfügen einer generischen Taste in eine bestimmte Spur." #: doc/classes/Animation.xml:334 msgid "" "Returns [code]true[/code] if the track at index [code]idx[/code] is enabled." msgstr "" "Gibt [code]true[/code] zurück, wenn die Spur bei Index [code]idx[/code] " "aktiviert ist." #: doc/classes/Animation.xml:341 msgid "" "Returns [code]true[/code] if the given track is imported. Else, return " "[code]false[/code]." msgstr "" "Gibt [code]true[/code] zurück, wenn der angegebene Track importiert ist. " "Andernfalls wird [code]false[/code] zurückgegeben." #: doc/classes/Animation.xml:348 msgid "Moves a track down." msgstr "Verschiebt eine Spur nach unten." #: doc/classes/Animation.xml:356 msgid "" "Changes the index position of track [code]idx[/code] to the one defined in " "[code]to_idx[/code]." msgstr "" "Ändert die Indexposition der Spur [code]idx[/code] auf die in [code]to_idx[/" "code] definierte." #: doc/classes/Animation.xml:363 msgid "Moves a track up." msgstr "Verschiebt eine Spur nach oben." #: doc/classes/Animation.xml:371 msgid "Removes a key by index in a given track." msgstr "Entfernt einen Schlüssel nach Index in einer bestimmten Spur." #: doc/classes/Animation.xml:379 msgid "Removes a key by position (seconds) in a given track." msgstr "Entfernt eine Taste nach Position (Sekunden) in einer bestimmten Spur." #: doc/classes/Animation.xml:387 msgid "Enables/disables the given track. Tracks are enabled by default." msgstr "" "Aktiviert/deaktiviert die angegebene Spur. Tracks sind standardmäßig " "aktiviert." #: doc/classes/Animation.xml:395 msgid "Sets the given track as imported or not." msgstr "Legt die angegebene Spur als importiert oder nicht importiert fest." #: doc/classes/Animation.xml:403 msgid "" "If [code]true[/code], the track at [code]idx[/code] wraps the interpolation " "loop." msgstr "" "Wenn [code]true[/code], umschließt die Spur an [code]idx[/code] die " "Interpolationsschleife." #: doc/classes/Animation.xml:411 msgid "Sets the interpolation type of a given track." msgstr "Legt den Interpolationstyp einer bestimmten Spur fest." #: doc/classes/Animation.xml:420 msgid "Sets the time of an existing key." msgstr "Setzt die Zeit eines vorhandenen Schlüssels." #: doc/classes/Animation.xml:429 msgid "" "Sets the transition curve (easing) for a specific key (see the built-in math " "function [method @GDScript.ease])." msgstr "" "Setzt die Übergangskurve (Easing) für eine bestimmte Taste (siehe die " "eingebaute Mathematikfunktion [method @GDScript.ease])." #: doc/classes/Animation.xml:438 msgid "Sets the value of an existing key." msgstr "Setzt den Wert eines vorhandenen Schlüssels." #: doc/classes/Animation.xml:446 #, fuzzy msgid "" "Sets the path of a track. Paths must be valid scene-tree paths to a node and " "must be specified starting from the parent node of the node that will " "reproduce the animation. Tracks that control properties or bones must append " "their name after the path, separated by [code]\":\"[/code].\n" "For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/" "mesh:transform/local\"[/code]." msgstr "" "Legt den Pfad einer Spur fest. Pfade müssen gültige Szenenbaumpfade zu einem " "Knoten sein und müssen ausgehend vom übergeordneten Knoten des Knotens, der " "die Animation wiedergeben wird, angegeben werden. Spuren, die Eigenschaften " "oder Bones steuern, müssen ihren Namen nach dem Pfad anhängen, getrennt " "durch [code]\":\"[/code].\n" "Beispiel: [code]\"character/skeleton:ankle\"[/code] oder [code]\"character/" "mesh:transform/local\"[/code]." #: doc/classes/Animation.xml:455 msgid "" "Swaps the track [code]idx[/code]'s index position with the track " "[code]with_idx[/code]." msgstr "" "Vertauscht die Indexposition der Spur [code]idx[/code] mit der Spur " "[code]mit_idx[/code]." #: doc/classes/Animation.xml:466 msgid "Insert a transform key for a transform track." msgstr "" "Fügen Sie eine Transformations-Taste für eine Transformations-Spur ein." #: doc/classes/Animation.xml:474 msgid "" "Returns the interpolated value of a transform track at a given time (in " "seconds). An array consisting of 3 elements: position ([Vector3]), rotation " "([Quat]) and scale ([Vector3])." msgstr "" "Liefert den interpolierten Wert einer Transformations-Spur zu einem " "bestimmten Zeitpunkt (in Sekunden). Ein Array bestehend aus 3 Elementen: " "Position ([Vector3]), Rotation ([Quat]) und Scale ([Vector3])." #: doc/classes/Animation.xml:483 msgid "" "Returns all the key indices of a value track, given a position and delta " "time." msgstr "" "Liefert alle Schlüsselindizes einer Wertespur, gegeben eine Position und " "eine Deltazeit." #: doc/classes/Animation.xml:490 msgid "Returns the update mode of a value track." msgstr "Gibt den Aktualisierungsmodus einer Wertespur zurück." #: doc/classes/Animation.xml:498 #, fuzzy 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 "" "Gibt den interpolierten Wert zur angegebenen [code]time[/code] (in Sekunden) " "zurück. Die [code]track_idx[/code] muss der Index einer Bezier-Spur sein." #: doc/classes/Animation.xml:506 msgid "Sets the update mode (see [enum UpdateMode]) of a value track." msgstr "" "Legt den Aktualisierungsmodus (siehe [enum UpdateMode]) einer Wertespur fest." #: doc/classes/Animation.xml:512 msgid "" "The total length of the animation (in seconds).\n" "[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 "" "Die Gesamtlänge der Animation (in Sekunden).\n" "[b]Hinweis:[/b] Die Länge wird nicht durch die letzte Taste begrenzt, da " "diese vor oder nach dem Ende liegen kann, um eine korrekte Interpolation und " "Schleifenbildung zu gewährleisten." #: doc/classes/Animation.xml:516 #, fuzzy msgid "" "A flag indicating that the animation must loop. This is used for correct " "interpolation of animation cycles, and for hinting the player that it must " "restart the animation." msgstr "" "Ein Flag, das anzeigt, dass die Animation in einer Schleife laufen muss. " "Dies wird für die korrekte Interpolation von Animationszyklen und für den " "Hinweis an den Spieler verwendet, dass er die Animation neu starten muss." #: doc/classes/Animation.xml:519 msgid "The animation step value." msgstr "Der Animationsschrittwert." #: doc/classes/Animation.xml:525 msgid "" "Emitted when there's a change in the list of tracks, e.g. tracks are added, " "moved or have changed paths." msgstr "" "Wird ausgegeben, wenn es eine Änderung in der Liste der Spuren gibt, z. B. " "wenn Spuren hinzugefügt, verschoben oder Pfade geändert wurden." #: doc/classes/Animation.xml:531 msgid "" "Value tracks set values in node properties, but only those which can be " "Interpolated." msgstr "" "Value verfolgt eingestellte Werte in Knoteneigenschaften, aber nur solche, " "die interpoliert werden können." #: doc/classes/Animation.xml:534 msgid "" "Transform tracks are used to change node local transforms or skeleton pose " "bones. Transitions are interpolated." msgstr "" "Transformationsspuren werden verwendet, um lokale Transformationen von " "Knoten oder Pose-Bones des Skeletts zu ändern. Übergänge werden interpoliert." #: doc/classes/Animation.xml:537 msgid "Method tracks call functions with given arguments per key." msgstr "" "Methode verfolgt den Aufruf von Funktionen mit gegebenen Argumenten pro " "Taste." #: doc/classes/Animation.xml:540 msgid "" "Bezier tracks are used to interpolate a value using custom curves. They can " "also be used to animate sub-properties of vectors and colors (e.g. alpha " "value of a [Color])." msgstr "" "Bezier-Spuren werden verwendet, um einen Wert mithilfe von " "benutzerdefinierten Kurven zu interpolieren. Sie können auch verwendet " "werden, um Untereigenschaften von Vektoren und Farben zu animieren (z. B. " "den Alphawert einer [Color])." #: doc/classes/Animation.xml:543 msgid "" "Audio tracks are used to play an audio stream with either type of " "[AudioStreamPlayer]. The stream can be trimmed and previewed in the " "animation." msgstr "" "Audiospuren werden verwendet, um einen Audiostream mit einem der beiden " "Typen von [AudioStreamPlayer] abzuspielen. Der Stream kann in der Animation " "getrimmt und als Vorschau angezeigt werden." #: doc/classes/Animation.xml:546 msgid "Animation tracks play animations in other [AnimationPlayer] nodes." msgstr "" "Animationsspuren spielen Animationen in anderen [AnimationPlayer]-Knoten ab." #: doc/classes/Animation.xml:549 msgid "No interpolation (nearest value)." msgstr "Keine Interpolation (nächstgelegener Wert)." #: doc/classes/Animation.xml:552 msgid "Linear interpolation." msgstr "lineare Interpolation." #: doc/classes/Animation.xml:555 msgid "Cubic interpolation." msgstr "Kubische Interpolation." #: doc/classes/Animation.xml:558 msgid "Update between keyframes." msgstr "Aktualisierung zwischen Keyframes." #: doc/classes/Animation.xml:561 msgid "Update at the keyframes and hold the value." msgstr "Aktualisieren Sie an den Keyframes und halten Sie den Wert." #: doc/classes/Animation.xml:564 msgid "Update at the keyframes." msgstr "Aktualisierung an den Keyframes." #: doc/classes/Animation.xml:567 msgid "" "Same as linear interpolation, but also interpolates from the current value " "(i.e. dynamically at runtime) if the first key isn't at 0 seconds." msgstr "" "Wie lineare Interpolation, interpoliert aber zusätzlich vom aktuellen Wert " "aus (d.h. dynamisch zur Laufzeit), wenn der erste Schlüssel nicht auf 0 " "Sekunden steht." #: doc/classes/AnimationNode.xml:4 msgid "Base resource for [AnimationTree] nodes." msgstr "Basisressource für [AnimationTree]-Knoten." #: doc/classes/AnimationNode.xml:7 msgid "" "Base resource for [AnimationTree] nodes. In general, it's not used directly, " "but you can create custom ones with custom blending formulas.\n" "Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], " "otherwise [AnimationRootNode] should be used instead." msgstr "" "Basisressource für [AnimationTree]-Knoten. Im Allgemeinen wird sie nicht " "direkt verwendet, aber Sie können benutzerdefinierte mit eigenen " "Überblendungsformeln erstellen.\n" "Vererben Sie dies, wenn Sie Knoten hauptsächlich für die Verwendung in " "[AnimationNodeBlendTree] erstellen, andernfalls sollte stattdessen " "[AnimationRootNode] verwendet werden." #: doc/classes/AnimationNode.xml:11 doc/classes/AnimationNodeAdd2.xml:10 #: doc/classes/AnimationNodeAdd3.xml:14 #: doc/classes/AnimationNodeAnimation.xml:10 #: doc/classes/AnimationNodeBlend2.xml:10 #: doc/classes/AnimationNodeBlend3.xml:14 #: doc/classes/AnimationNodeBlendSpace1D.xml:13 #: doc/classes/AnimationNodeBlendSpace2D.xml:12 #: doc/classes/AnimationNodeBlendTree.xml:10 #: doc/classes/AnimationNodeOneShot.xml:10 #: doc/classes/AnimationNodeOutput.xml:9 #: doc/classes/AnimationNodeStateMachine.xml:15 #: doc/classes/AnimationNodeStateMachinePlayback.xml:15 #: doc/classes/AnimationNodeStateMachineTransition.xml:8 #: doc/classes/AnimationNodeTimeScale.xml:10 #: doc/classes/AnimationNodeTimeSeek.xml:21 #: doc/classes/AnimationNodeTransition.xml:10 doc/classes/AnimationTree.xml:11 #: doc/classes/AnimationTreePlayer.xml:12 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/animation/animation_tree." "html" #: doc/classes/AnimationNode.xml:18 msgid "" "Adds an input to the node. This is only useful for nodes created for use in " "an [AnimationNodeBlendTree]." msgstr "" "Fügt dem Knoten einen Eingang hinzu. Dies ist nur für Knoten nützlich, die " "zur Verwendung in einem [AnimationNodeBlendTree] erstellt wurden." #: doc/classes/AnimationNode.xml:29 msgid "" "Blend an animation by [code]blend[/code] amount (name must be valid in the " "linked [AnimationPlayer]). A [code]time[/code] and [code]delta[/code] may be " "passed, as well as whether [code]seek[/code] happened." msgstr "" "Überblendet eine Animation um den Betrag [code]blend[/code] (Name muss im " "verknüpften [AnimationPlayer] gültig sein). Es kann eine [code]time[/code] " "und [code]delta[/code] übergeben werden, sowie ob [code]seek[/code] passiert " "ist." #: doc/classes/AnimationNode.xml:41 msgid "" "Blend an input. This is only useful for nodes created for an " "[AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative " "delta, unless [code]seek[/code] is [code]true[/code], in which case it is " "absolute. A filter mode may be optionally passed (see [enum FilterAction] " "for options)." msgstr "" "Überblendet einen Eingang. Dies ist nur für Knoten nützlich, die für einen " "[AnimationNodeBlendTree] erstellt wurden. Der Parameter [code]time[/code] " "ist ein relatives Delta, es sei denn, [code]seek[/code] ist [code]true[/" "code], in diesem Fall ist er absolut. Ein Filtermodus kann optional " "übergeben werden (siehe [enum FilterAction] für Optionen)." #: doc/classes/AnimationNode.xml:54 msgid "" "Blend another animation node (in case this node contains children animation " "nodes). This function is only useful if you inherit from [AnimationRootNode] " "instead, else editors will not display your node for addition." msgstr "" "Verschmelzen Sie einen anderen Animationsknoten (falls dieser Knoten " "untergeordnete Animationsknoten enthält). Diese Funktion ist nur nützlich, " "wenn Sie stattdessen von [AnimationRootNode] erben, da die Editoren Ihren " "Knoten nicht zur Addition anzeigen." #: doc/classes/AnimationNode.xml:60 msgid "Gets the text caption for this node (used by some editors)." msgstr "" "Ruft die Textbeschriftung für diesen Knoten ab (wird von einigen Editoren " "verwendet)." #: doc/classes/AnimationNode.xml:67 msgid "" "Gets a child node by index (used by editors inheriting from " "[AnimationRootNode])." msgstr "" "Ruft einen untergeordneten Knoten nach Index ab (wird von Editoren " "verwendet, die von [AnimationRootNode] erben)." #: doc/classes/AnimationNode.xml:73 msgid "" "Gets all children nodes in order as a [code]name: node[/code] dictionary. " "Only useful when inheriting [AnimationRootNode]." msgstr "" "Ruft alle Kindknoten in der Reihenfolge als [code]Name: Knoten[/code]-" "Wörterbuch ab. Nur nützlich beim Erben von [AnimationRootNode]." #: doc/classes/AnimationNode.xml:79 msgid "" "Amount of inputs in this node, only useful for nodes that go into " "[AnimationNodeBlendTree]." msgstr "" "Anzahl der Eingänge in der Node, nur nützlich für Knoten, die in " "[AnimationNodeBlendTree] gehen." #: doc/classes/AnimationNode.xml:86 msgid "Gets the name of an input by index." msgstr "Ruft den Namen eines Eingangs nach Index ab." #: doc/classes/AnimationNode.xml:93 msgid "" "Gets the value of a parameter. Parameters are custom local memory used for " "your nodes, given a resource can be reused in multiple trees." msgstr "" "Ruft den Wert eines Parameters ab. Parameter sind benutzerdefinierte lokale " "Speicher, die für Ihre Nodes verwendet werden, da eine Ressource in mehreren " "Bäumen wiederverwendet werden kann." #: doc/classes/AnimationNode.xml:100 msgid "" "Gets the default value of a parameter. Parameters are custom local memory " "used for your nodes, given a resource can be reused in multiple trees." msgstr "" "Ruft den Standardwert eines Parameters ab. Parameter sind benutzerdefinierte " "lokale Speicher, die für Ihre Knoten verwendet werden, da eine Ressource in " "mehreren Bäumen wiederverwendet werden kann." #: doc/classes/AnimationNode.xml:106 msgid "" "Gets the property information for parameter. Parameters are custom local " "memory used for your nodes, given a resource can be reused in multiple " "trees. Format is similar to [method Object.get_property_list]." msgstr "" "Ruft die Eigenschaftsinformationen für Parameter ab. Parameter sind " "benutzerdefinierter lokaler Speicher, der für Ihre Nodes verwendet wird, da " "eine Ressource in mehreren Bäumen wiederverwendet werden kann. Das Format " "ist ähnlich wie bei [method Object.get_property_list]." #: doc/classes/AnimationNode.xml:112 msgid "" "Returns [code]true[/code] whether you want the blend tree editor to display " "filter editing on this node." msgstr "" "Gibt [code]true[/code] zurück, ob der Mischbaum-Editor die Filterbearbeitung " "an diesem Node anzeigen soll." #: doc/classes/AnimationNode.xml:119 msgid "Returns [code]true[/code] whether a given path is filtered." msgstr "Gibt [code]true[/code] zurück, ob ein gegebener Pfad gefiltert ist." #: doc/classes/AnimationNode.xml:127 msgid "" "User-defined callback called when a custom node is processed. The " "[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is " "[code]true[/code], in which case it is absolute.\n" "Here, call the [method blend_input], [method blend_node] or [method " "blend_animation] functions. You can also use [method get_parameter] and " "[method set_parameter] to modify local memory.\n" "This function should return the time left for the current animation to " "finish (if unsure, pass the value from the main blend being called)." msgstr "" "Benutzerdefinierter Callback, der aufgerufen wird, wenn ein " "benutzerdefinierter Node verarbeitet wird. Der Parameter [code]time[/code] " "ist ein relatives Delta, es sei denn, [code]seek[/code] ist [code]true[/" "code], in diesem Fall ist es absolut.\n" "Rufen Sie hier die Funktionen [method blend_input], [method blend_node] oder " "[method blend_animation] auf. Sie können auch [method get_parameter] und " "[method set_parameter] verwenden, um den lokalen Speicher zu verändern.\n" "Diese Funktion sollte die verbleibende Zeit bis zum Ende der aktuellen " "Animation zurückgeben (wenn Sie unsicher sind, übergeben Sie den Wert aus " "der aufgerufenen Hauptmischung)." #: doc/classes/AnimationNode.xml:136 msgid "Removes an input, call this only when inactive." msgstr "Entfernt einen Eingang, rufen Sie dies nur bei Inaktivität auf." #: doc/classes/AnimationNode.xml:144 msgid "Adds or removes a path for the filter." msgstr "Fügt einen Pfad für den Filter hinzu oder entfernt ihn." #: doc/classes/AnimationNode.xml:152 msgid "" "Sets a custom parameter. These are used as local storage, because resources " "can be reused across the tree or scenes." msgstr "" "Setzt einen benutzerdefinierten Parameter. Diese werden als lokaler Speicher " "verwendet, da Ressourcen über den Baum oder die Szenen hinweg " "wiederverwendet werden können." #: doc/classes/AnimationNode.xml:158 msgid "If [code]true[/code], filtering is enabled." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: doc/classes/AnimationNode.xml:164 msgid "Called when the node was removed from the graph." msgstr "Wird aufgerufen, wenn das Node aus dem Graphen entfernt wurde." #: doc/classes/AnimationNode.xml:169 msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their nodes changes. The nodes that emit this signal are " "[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." msgstr "" "Wird von Knoten ausgesendet, die von dieser Klasse erben und die einen " "internen Baum haben, wenn sich einer ihrer Nodes ändert. Die Nodes, die " "dieses Signal aussenden, sind [AnimationNodeBlendSpace1D], " "[AnimationNodeBlendSpace2D], [AnimationNodeStateMachine] und " "[AnimationNodeBlendTree]." #: doc/classes/AnimationNode.xml:175 msgid "Do not use filtering." msgstr "Verwenden Sie keine Filterung." #: doc/classes/AnimationNode.xml:178 msgid "Paths matching the filter will be allowed to pass." msgstr "Pfade, die dem Filter entsprechen, werden durchgelassen." #: doc/classes/AnimationNode.xml:181 msgid "Paths matching the filter will be discarded." msgstr "Pfade, die dem Filter entsprechen, werden verworfen." #: doc/classes/AnimationNode.xml:184 msgid "Paths matching the filter will be blended (by the blend value)." msgstr "" "Pfade, die dem Filter entsprechen, werden überblendet (um den " "Überblendungswert)." #: doc/classes/AnimationNodeAdd2.xml:4 msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]." msgstr "" "Blendet zwei Animationen additiv innerhalb eines [AnimationNodeBlendTree] " "ein." #: doc/classes/AnimationNodeAdd2.xml:7 msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "additively based on an amount value in the [code][0.0, 1.0][/code] range." msgstr "" "Eine Ressource zum Hinzufügen zu einem [AnimationNodeBlendTree]. Blendet " "zwei Animationen additiv basierend auf einem Betragswert im Bereich [code]" "[0.0, 1.0][/code]." #: doc/classes/AnimationNodeAdd2.xml:16 doc/classes/AnimationNodeAdd3.xml:21 #: doc/classes/AnimationNodeBlend2.xml:18 #: doc/classes/AnimationNodeBlend3.xml:20 msgid "" "If [code]true[/code], sets the [code]optimization[/code] to [code]false[/" "code] when calling [method AnimationNode.blend_input], forcing the blended " "animations to update every frame." msgstr "" "Wenn [code]wahr[/code], wird beim Aufruf der [method AnimationNode." "blend_input] die [code]Optimierung[/code] auf [code]falsch[/code] gesetzt, " "wodurch die überblendeten Animationen gezwungen werden, jeden Frame zu " "aktualisieren." #: doc/classes/AnimationNodeAdd3.xml:4 msgid "" "Blends two of three animations additively inside of an " "[AnimationNodeBlendTree]." msgstr "" "Blendet zwei von drei Animationen additiv innerhalb eines " "[AnimationNodeBlendTree] ein." #: doc/classes/AnimationNodeAdd3.xml:7 msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "together additively out of three based on a value in the [code][-1.0, 1.0][/" "code] range.\n" "This node has three inputs:\n" "- The base animation to add to\n" "- A -add animation to blend with when the blend amount is in the [code]" "[-1.0, 0.0][/code] range.\n" "- A +add animation to blend with when the blend amount is in the [code][0.0, " "1.0][/code] range" msgstr "" "Eine Ressource zum Hinzufügen zu einem [AnimationNodeBlendTree]. Blendet " "zwei Animationen additiv aus drei basierend auf einem Wert im Bereich [code]" "[-1.0, 1.0][/code] zusammen.\n" "Dieses Node hat drei Eingänge:\n" "- Die Basisanimation, zu der addiert werden soll\n" "- Eine -Add-Animation, mit der überblendet wird, wenn der Überblendungswert " "im Bereich [code][-1.0, 0.0][/code] liegt.\n" "- Eine +Add-Animation, mit der überblendet werden soll, wenn der " "Überblendungswert im Bereich [code][0.0, 1.0][/code] liegt" #: doc/classes/AnimationNodeAdd3.xml:15 #: doc/classes/AnimationNodeAnimation.xml:12 #: doc/classes/AnimationNodeBlend2.xml:12 #: doc/classes/AnimationNodeBlendSpace2D.xml:13 #: doc/classes/AnimationNodeOneShot.xml:11 #: doc/classes/AnimationNodeOutput.xml:11 #: doc/classes/AnimationNodeTransition.xml:12 #: doc/classes/AnimationPlayer.xml:14 doc/classes/AnimationTree.xml:12 #: doc/classes/AudioEffectReverb.xml:11 doc/classes/Camera.xml:10 #: doc/classes/CollisionShape.xml:13 doc/classes/CylinderShape.xml:10 #: doc/classes/Environment.xml:19 doc/classes/GIProbe.xml:16 #: doc/classes/GIProbeData.xml:8 doc/classes/KinematicBody.xml:16 #: doc/classes/Light.xml:11 doc/classes/Material.xml:11 doc/classes/Mesh.xml:13 #: doc/classes/MeshInstance.xml:13 doc/classes/Particles.xml:14 #: doc/classes/Quat.xml:13 doc/classes/Skeleton.xml:13 #: doc/classes/SpotLight.xml:12 doc/classes/StaticBody.xml:12 #: doc/classes/WorldEnvironment.xml:15 #, fuzzy msgid "https://godotengine.org/asset-library/asset/678" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/AnimationNodeAnimation.xml:4 msgid "Input animation to use in an [AnimationNodeBlendTree]." msgstr "Eingangsanimation zur Verwendung in einem [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeAnimation.xml:7 msgid "" "A resource to add to an [AnimationNodeBlendTree]. Only features one output " "set using the [member animation] property. Use it as an input for " "[AnimationNode] that blend animations together." msgstr "" "Eine Ressource zum Hinzufügen zu einem [AnimationNodeBlendTree]. Verfügt nur " "über einen Ausgang, der über die Eigenschaft [member animation] festgelegt " "wird. Verwenden Sie sie als Eingabe für [AnimationNode], die Animationen " "zusammenmischen." #: doc/classes/AnimationNodeAnimation.xml:11 #: doc/classes/AnimationNodeBlend2.xml:11 #: doc/classes/AnimationNodeOutput.xml:10 #: doc/classes/AnimationNodeTimeScale.xml:11 #: doc/classes/AnimationNodeTransition.xml:11 doc/classes/Area.xml:10 #: doc/classes/Basis.xml:17 doc/classes/BoxShape.xml:12 #: doc/classes/CollisionShape.xml:12 modules/gridmap/doc_classes/GridMap.xml:15 #: doc/classes/KinematicBody.xml:14 doc/classes/Mesh.xml:12 #: doc/classes/MeshInstance.xml:12 doc/classes/MeshLibrary.xml:11 #: doc/classes/ProjectSettings.xml:14 doc/classes/Transform.xml:15 #, fuzzy msgid "https://godotengine.org/asset-library/asset/125" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/AnimationNodeAnimation.xml:18 msgid "" "Animation to use as an output. It is one of the animations provided by " "[member AnimationTree.anim_player]." msgstr "" "Animation, die als Ausgabe verwendet werden soll. Es ist eine der " "Animationen, die von [member AnimationTree.anim_player] bereitgestellt " "werden." #: doc/classes/AnimationNodeBlend2.xml:4 msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." msgstr "" "Blendet zwei Animationen linear innerhalb eines [AnimationNodeBlendTree] ein." #: doc/classes/AnimationNodeBlend2.xml:7 msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "linearly based on an amount value in the [code][0.0, 1.0][/code] range." msgstr "" "Eine Ressource zum Hinzufügen zu einem [AnimationNodeBlendTree]. Blendet " "zwei Animationen linear basierend auf einem Betragswert im Bereich [code]" "[0.0, 1.0][/code]." #: doc/classes/AnimationNodeBlend3.xml:4 msgid "" "Blends two of three animations linearly inside of an " "[AnimationNodeBlendTree]." msgstr "" "Blendet zwei von drei Animationen linear innerhalb eines " "[AnimationNodeBlendTree] ein." #: doc/classes/AnimationNodeBlend3.xml:7 msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "together linearly out of three based on a value in the [code][-1.0, 1.0][/" "code] range.\n" "This node has three inputs:\n" "- The base animation\n" "- A -blend animation to blend with when the blend amount is in the [code]" "[-1.0, 0.0][/code] range.\n" "- A +blend animation to blend with when the blend amount is in the [code]" "[0.0, 1.0][/code] range" msgstr "" "Eine Ressource zum Hinzufügen zu einem [AnimationNodeBlendTree]. Blendet " "zwei Animationen linear aus drei basierend auf einem Wert im Bereich [code]" "[-1.0, 1.0][/code] zusammen.\n" "Dieses Node hat drei Eingänge:\n" "- Die Basisanimation\n" "- Eine -Überblendanimation, mit der überblendet wird, wenn der " "Überblendungswert im Bereich [code][-1.0, 0.0][/code] liegt.\n" "- Eine +Überblendanimation, mit der überblendet wird, wenn der " "Überblendungswert im Bereich [code][0.0, 1.0][/code] liegt" #: doc/classes/AnimationNodeBlendSpace1D.xml:4 msgid "" "Blends linearly between two of any number of [AnimationNode] of any type " "placed on a virtual axis." msgstr "" "Blendet linear zwischen zwei oder einer beliebigen Anzahl von " "[AnimationNode] eines beliebigen Typs, die auf einer virtuellen Achse " "platziert sind." #: doc/classes/AnimationNodeBlendSpace1D.xml:7 msgid "" "A resource to add to an [AnimationNodeBlendTree].\n" "This is a virtual axis on which you can add any type of [AnimationNode] " "using [method add_blend_point].\n" "Outputs the linear blend of the two [AnimationNode]s closest to the node's " "current value.\n" "You can set the extents of the axis using the [member min_space] and [member " "max_space]." msgstr "" "Eine Ressource zum Hinzufügen zu einem [AnimationNodeBlendTree].\n" "Dies ist eine virtuelle Achse, auf der Sie jeden Typ von [AnimationNode] mit " "der [method add_blend_point] hinzufügen können.\n" "Gibt die lineare Überblendung der beiden [AnimationNode]s aus, die dem " "aktuellen Wert des Nodes am nächsten sind.\n" "Sie können die Ausmaße der Achse mit dem [member min_space] und [member " "max_space] einstellen." #: doc/classes/AnimationNodeBlendSpace1D.xml:22 msgid "" "Adds a new point that represents a [code]node[/code] on the virtual axis at " "a given position set by [code]pos[/code]. You can insert it at a specific " "index using the [code]at_index[/code] argument. If you use the default value " "for [code]at_index[/code], the point is inserted at the end of the blend " "points array." msgstr "" "Fügt einen neuen Punkt ein, der einen [code]Node[/code] auf der virtuellen " "Achse an einer bestimmten, mit [code]pos[/code] festgelegten Position " "darstellt. Sie können ihn mit dem Argument [code]at_index[/code] an einem " "bestimmten Index einfügen. Wenn Sie den Standardwert für [code]at_index[/" "code] verwenden, wird der Punkt am Ende des Überblendungspunkt-Arrays " "eingefügt." #: doc/classes/AnimationNodeBlendSpace1D.xml:28 msgid "Returns the number of points on the blend axis." msgstr "Gibt die Anzahl der Punkte auf der Blend-Achse zurück." #: doc/classes/AnimationNodeBlendSpace1D.xml:35 msgid "" "Returns the [AnimationNode] referenced by the point at index [code]point[/" "code]." msgstr "" "Gibt den [AnimationNode] zurück, auf den der Punkt am Index [code]point[/" "code] verweist." #: doc/classes/AnimationNodeBlendSpace1D.xml:42 #: doc/classes/AnimationNodeBlendSpace2D.xml:52 msgid "Returns the position of the point at index [code]point[/code]." msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]." #: doc/classes/AnimationNodeBlendSpace1D.xml:49 msgid "Removes the point at index [code]point[/code] from the blend axis." msgstr "" "Entfernt den Punkt bei Index [code]Punkt[/code] von der Überblendachse." #: doc/classes/AnimationNodeBlendSpace1D.xml:57 #: doc/classes/AnimationNodeBlendSpace2D.xml:88 msgid "" "Changes the [AnimationNode] referenced by the point at index [code]point[/" "code]." msgstr "" "Ändert den [AnimationNode], der von dem Punkt bei Index [code]Punkt[/code] " "referenziert wird." #: doc/classes/AnimationNodeBlendSpace1D.xml:65 #: doc/classes/AnimationNodeBlendSpace2D.xml:96 msgid "" "Updates the position of the point at index [code]point[/code] on the blend " "axis." msgstr "" "Aktualisiert die Position des Punktes bei Index [code]Punkt[/code] auf der " "Blend-Achse." #: doc/classes/AnimationNodeBlendSpace1D.xml:71 msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "" "Die obere Grenze der Achse des Blend Space für die Position der Punkte. " "Siehe [method add_blend_point]." #: doc/classes/AnimationNodeBlendSpace1D.xml:74 msgid "" "The blend space's axis's lower limit for the points' position. See [method " "add_blend_point]." msgstr "" "Die untere Grenze der Achse des Blend Space für die Position der Punkte. " "Siehe [method add_blend_point]." #: doc/classes/AnimationNodeBlendSpace1D.xml:77 msgid "Position increment to snap to when moving a point on the axis." msgstr "" "Positionsinkrement, auf das gefangen werden soll, wenn ein Punkt auf der " "Achse bewegt wird." #: doc/classes/AnimationNodeBlendSpace1D.xml:80 msgid "Label of the virtual axis of the blend space." msgstr "Beschriftung der virtuellen Achse des Mischraums." #: doc/classes/AnimationNodeBlendSpace2D.xml:4 msgid "" "Blends linearly between three [AnimationNode] of any type placed in a 2D " "space." msgstr "" "Blendet linear zwischen drei [AnimationNode] eines beliebigen Typs ein, die " "in einem 2D-Raum platziert sind." #: doc/classes/AnimationNodeBlendSpace2D.xml:7 msgid "" "A resource to add to an [AnimationNodeBlendTree].\n" "This node allows you to blend linearly between three animations using a " "[Vector2] weight.\n" "You can add vertices to the blend space with [method add_blend_point] and " "automatically triangulate it by setting [member auto_triangles] to " "[code]true[/code]. Otherwise, use [method add_triangle] and [method " "remove_triangle] to create up the blend space by hand." msgstr "" "Eine Ressource zum Hinzufügen zu einem [AnimationNodeBlendTree].\n" "Dieses Node ermöglicht die lineare Überblendung zwischen drei Animationen " "unter Verwendung eines [Vector2]-Gewichts.\n" "Sie können dem Überblendungsbereich mit [method add_blend_point] " "Scheitelpunkte hinzufügen und ihn automatisch triangulieren, indem Sie " "[member auto_triangles] auf [code]true[/code] setzen. Andernfalls verwenden " "Sie [method add_triangle] und [method remove_triangle], um den Blend Space " "von Hand zu erstellen." #: doc/classes/AnimationNodeBlendSpace2D.xml:22 msgid "" "Adds a new point that represents a [code]node[/code] at the position set by " "[code]pos[/code]. You can insert it at a specific index using the " "[code]at_index[/code] argument. If you use the default value for " "[code]at_index[/code], the point is inserted at the end of the blend points " "array." msgstr "" "Fügt einen neuen Punkt ein, der einen [code]node[/code] an der mit " "[code]pos[/code] festgelegten Position darstellt. Sie können ihn mit dem " "Argument [code]at_index[/code] an einem bestimmten Index einfügen. Wenn Sie " "den Standardwert für [code]at_index[/code] verwenden, wird der Punkt am Ende " "des Überblendungspunkt-Arrays eingefügt." #: doc/classes/AnimationNodeBlendSpace2D.xml:32 msgid "" "Creates a new triangle using three points [code]x[/code], [code]y[/code], " "and [code]z[/code]. Triangles can overlap. You can insert the triangle at a " "specific index using the [code]at_index[/code] argument. If you use the " "default value for [code]at_index[/code], the point is inserted at the end of " "the blend points array." msgstr "" "Erzeugt ein neues Dreieck mit drei Punkten [code]x[/code], [code]y[/code] " "und [code]z[/code]. Dreiecke können sich überlappen. Sie können das Dreieck " "an einem bestimmten Index mit dem Argument [code]at_index[/code] einfügen. " "Wenn Sie den Standardwert für [code]at_index[/code] verwenden, wird der " "Punkt am Ende des Blendpunkte-Arrays eingefügt." #: doc/classes/AnimationNodeBlendSpace2D.xml:38 msgid "Returns the number of points in the blend space." msgstr "Gibt die Anzahl der Punkte im Überblendungsbereich zurück." #: doc/classes/AnimationNodeBlendSpace2D.xml:45 msgid "" "Returns the [AnimationRootNode] referenced by the point at index " "[code]point[/code]." msgstr "" "Gibt den [AnimationRootNode] zurück, auf den der Punkt bei Index " "[code]Punkt[/code] verweist." #: doc/classes/AnimationNodeBlendSpace2D.xml:58 msgid "Returns the number of triangles in the blend space." msgstr "Gibt die Anzahl der Dreiecke im Überblendungsbereich zurück." #: doc/classes/AnimationNodeBlendSpace2D.xml:66 msgid "" "Returns the position of the point at index [code]point[/code] in the " "triangle of index [code]triangle[/code]." msgstr "" "Liefert die Position des Punktes bei Index [code]Punkt[/code] im Dreieck von " "Index [code]Dreieck[/code]." #: doc/classes/AnimationNodeBlendSpace2D.xml:73 msgid "Removes the point at index [code]point[/code] from the blend space." msgstr "" "Entfernt den Punkt bei Index [code]Punkt[/code] aus dem Überblendungsbereich." #: doc/classes/AnimationNodeBlendSpace2D.xml:80 msgid "" "Removes the triangle at index [code]triangle[/code] from the blend space." msgstr "" "Entfernt das Dreieck bei Index [code]Dreieck[/code] aus dem " "Überblendungsbereich." #: doc/classes/AnimationNodeBlendSpace2D.xml:102 msgid "" "If [code]true[/code], the blend space is triangulated automatically. The " "mesh updates every time you add or remove points with [method " "add_blend_point] and [method remove_blend_point]." msgstr "" "Wenn [code]true[/code], wird der Überblendungsbereich automatisch " "trianguliert. Das Mesh wird jedes Mal aktualisiert, wenn Sie mit [method " "add_blend_point] und [method remove_blend_point] Punkte hinzufügen oder " "entfernen." #: doc/classes/AnimationNodeBlendSpace2D.xml:105 msgid "" "Controls the interpolation between animations. See [enum BlendMode] " "constants." msgstr "" "Steuert die Interpolation zwischen den Animationen. Siehe Konstanten [enum " "BlendMode]." #: doc/classes/AnimationNodeBlendSpace2D.xml:108 msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." msgstr "" "Die obere Grenze der X- und Y-Achse des Blend Space für die Position der " "Punkte. Siehe [method add_blend_point]." #: doc/classes/AnimationNodeBlendSpace2D.xml:111 msgid "" "The blend space's X and Y axes' lower limit for the points' position. See " "[method add_blend_point]." msgstr "" "Die untere Grenze der X- und Y-Achse des Blend Space für die Position der " "Punkte. Siehe [method add_blend_point]." #: doc/classes/AnimationNodeBlendSpace2D.xml:114 msgid "Position increment to snap to when moving a point." msgstr "" "Positionsinkrement, auf das beim Verschieben eines Punktes zurückgesprungen " "wird." #: doc/classes/AnimationNodeBlendSpace2D.xml:117 msgid "Name of the blend space's X axis." msgstr "Name der X-Achse des Überblendungsbereichs." #: doc/classes/AnimationNodeBlendSpace2D.xml:120 msgid "Name of the blend space's Y axis." msgstr "Name der Y-Achse des Überblendungsbereichs." #: doc/classes/AnimationNodeBlendSpace2D.xml:126 msgid "" "Emitted every time the blend space's triangles are created, removed, or when " "one of their vertices changes position." msgstr "" "Wird jedes Mal ausgegeben, wenn die Dreiecke des Überblendungsbereichs " "erstellt oder entfernt werden oder wenn einer ihrer Scheitelpunkte seine " "Position ändert." #: doc/classes/AnimationNodeBlendSpace2D.xml:132 msgid "The interpolation between animations is linear." msgstr "Die Interpolation zwischen den Animationen ist linear." #: doc/classes/AnimationNodeBlendSpace2D.xml:135 msgid "" "The blend space plays the animation of the node the blending position is " "closest to. Useful for frame-by-frame 2D animations." msgstr "" "Der Überblendungsbereich spielt die Animation des Knotens ab, dem die " "Überblendungsposition am nächsten ist. Nützlich für Frame-by-Frame 2D-" "Animationen." #: doc/classes/AnimationNodeBlendSpace2D.xml:138 msgid "" "Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " "the last animation's playback position." msgstr "" "Ähnlich wie [constant BLEND_MODE_DISCRETE], startet aber die neue Animation " "an der Abspielposition der letzten Animation." #: doc/classes/AnimationNodeBlendTree.xml:4 msgid "[AnimationTree] node resource that contains many blend type nodes." msgstr "" "Node Ressource [AnimationTree], die viele Knoten vom Typ \"Blend\" enthält." #: doc/classes/AnimationNodeBlendTree.xml:7 msgid "" "This node may contain a sub-tree of any other blend type nodes, such as mix, " "blend2, blend3, one shot, etc. This is one of the most commonly used roots." msgstr "" "Dieses Node kann einen Unterbaum beliebiger anderer Nodes vom Typ Mischung " "enthalten, z. B. mix, blend2, blend3, one shot usw. Dies ist eine der am " "häufigsten verwendeten Wurzeln." #: doc/classes/AnimationNodeBlendTree.xml:19 msgid "" "Adds an [AnimationNode] at the given [code]position[/code]. The [code]name[/" "code] is used to identify the created sub-node later." msgstr "" "Fügt einen [AnimationNode] an der angegebenen [code]position[/code] hinzu. " "Der [code]name[/code] wird verwendet, um den erstellten Unterknoten später " "zu identifizieren." #: doc/classes/AnimationNodeBlendTree.xml:28 msgid "" "Connects the output of an [AnimationNode] as input for another " "[AnimationNode], at the input port specified by [code]input_index[/code]." msgstr "" "Verbindet den Ausgang eines [AnimationNode] als Eingang für einen anderen " "[AnimationNode], an dem durch [code]input_index[/code] angegebenen " "Eingangsschnittstelle." #: doc/classes/AnimationNodeBlendTree.xml:36 msgid "Disconnects the node connected to the specified input." msgstr "Trennt das Node, der mit dem angegebenen Eingang verbunden ist." #: doc/classes/AnimationNodeBlendTree.xml:43 msgid "Returns the sub-node with the specified [code]name[/code]." msgstr "Gibt das Unternodemit dem angegebenen [code]Namen[/code] zurück." #: doc/classes/AnimationNodeBlendTree.xml:50 msgid "" "Returns the position of the sub-node with the specified [code]name[/code]." msgstr "" "Gibt die Position des Unternodes mit dem angegebenen [code]Namen[/code] " "zurück." #: doc/classes/AnimationNodeBlendTree.xml:57 msgid "" "Returns [code]true[/code] if a sub-node with specified [code]name[/code] " "exists." msgstr "" "Gibt [code]true[/code] zurück, wenn ein Unternode mit dem angegebenen " "[code]name[/code] existiert." #: doc/classes/AnimationNodeBlendTree.xml:64 msgid "Removes a sub-node." msgstr "Entfernt ein Unternode." #: doc/classes/AnimationNodeBlendTree.xml:72 msgid "Changes the name of a sub-node." msgstr "Ändert den Namen eines Unternodes." #: doc/classes/AnimationNodeBlendTree.xml:80 msgid "Modifies the position of a sub-node." msgstr "Ändert die Position eines Unternodes." #: doc/classes/AnimationNodeBlendTree.xml:86 msgid "The global offset of all sub-nodes." msgstr "Der globale Offset aller Unternodes." #: doc/classes/AnimationNodeBlendTree.xml:91 msgid "The connection was successful." msgstr "Die Verbindung war erfolgreich." #: doc/classes/AnimationNodeBlendTree.xml:94 msgid "The input node is [code]null[/code]." msgstr "Das Eingangsnode ist [code]null[/code]." #: doc/classes/AnimationNodeBlendTree.xml:97 msgid "The specified input port is out of range." msgstr "Der angegebene Eingangsschnittstelle liegt außerhalb des Bereichs." #: doc/classes/AnimationNodeBlendTree.xml:100 msgid "The output node is [code]null[/code]." msgstr "Das Ausgangsnode ist [code]null[/code]." #: doc/classes/AnimationNodeBlendTree.xml:103 msgid "Input and output nodes are the same." msgstr "Eingangs- und Ausgangsnodes sind identisch." #: doc/classes/AnimationNodeBlendTree.xml:106 msgid "The specified connection already exists." msgstr "Die angegebene Verbindung existiert bereits." #: doc/classes/AnimationNodeOneShot.xml:4 msgid "Plays an animation once in [AnimationNodeBlendTree]." msgstr "Spielt eine Animation einmal in [AnimationNodeBlendTree] ab." #: doc/classes/AnimationNodeOneShot.xml:7 msgid "" "A resource to add to an [AnimationNodeBlendTree]. This node will execute a " "sub-animation and return once it finishes. Blend times for fading in and out " "can be customized, as well as filters." msgstr "" "Eine Ressource zum Hinzufügen zu einem [AnimationNodeBlendTree]. Dieses Node " "führt eine Sub-Animation aus und kehrt zurück, sobald sie beendet ist. Die " "Überblendungszeiten für das Ein- und Ausblenden sowie die Filter können " "angepasst werden." #: doc/classes/AnimationNodeOneShot.xml:28 msgid "" "If [code]true[/code], the sub-animation will restart automatically after " "finishing." msgstr "" "Wenn [code]true[/code], wird die Sub-Animation nach Beendigung automatisch " "neu gestartet." #: doc/classes/AnimationNodeOneShot.xml:31 msgid "The delay after which the automatic restart is triggered, in seconds." msgstr "" "Die Verzögerung, nach welcher der automatische Neustart ausgelöst wird, in " "Sekunden." #: doc/classes/AnimationNodeOneShot.xml:34 msgid "" "If [member autorestart] is [code]true[/code], a random additional delay (in " "seconds) between 0 and this value will be added to [member " "autorestart_delay]." msgstr "" "Wenn [member autorestart] [code]true[/code] ist, wird eine zufällige " "zusätzliche Verzögerung (in Sekunden) zwischen 0 und diesem Wert zu [member " "autorestart_delay] hinzugefügt." #: doc/classes/AnimationNodeOutput.xml:4 msgid "Generic output node to be added to [AnimationNodeBlendTree]." msgstr "" "Generisches Ausgangsnode, welches zu [AnimationNodeBlendTree] hinzugefügt " "wird." #: doc/classes/AnimationNodeStateMachine.xml:4 msgid "State machine for control of animations." msgstr "Zustandsautomat zur Steuerung von Animationen." #: doc/classes/AnimationNodeStateMachine.xml:7 msgid "" "Contains multiple nodes representing animation states, connected in a graph. " "Node transitions can be configured to happen automatically or via code, " "using a shortest-path algorithm. Retrieve the " "[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to " "control it programmatically.\n" "[b]Example:[/b]\n" "[codeblock]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/codeblock]" msgstr "" "Enthält mehrere Knoten, die Animationszustände darstellen und in einem " "Graphen verbunden sind. Die Knotenübergänge können so konfiguriert werden, " "dass sie automatisch oder über Code unter Verwendung eines Algorithmus mit " "dem kürzesten Weg erfolgen. Rufen Sie das Objekt " "[AnimationNodeStateMachinePlayback] vom Knoten [AnimationTree] ab, um es " "programmatisch zu steuern.\n" "[b]Beispiel:[/b]\n" "[codeblock]\n" "var state_machine = $AnimationTree.get(\"parameter/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/codeblock]" #: doc/classes/AnimationNodeStateMachine.xml:24 msgid "" "Adds a new node to the graph. The [code]position[/code] is used for display " "in the editor." msgstr "" "Fügt ein neues Node in den Graphen ein. Die [code]Position[/code] wird für " "die Anzeige im Editor verwendet." #: doc/classes/AnimationNodeStateMachine.xml:33 msgid "Adds a transition between the given nodes." msgstr "Fügt einen Übergang zwischen den gegebenen Nodes hinzu." #: doc/classes/AnimationNodeStateMachine.xml:39 #: doc/classes/AnimationNodeStateMachine.xml:72 msgid "Returns the graph's end node." msgstr "Gibt das letzte Node des Graphen zurück." #: doc/classes/AnimationNodeStateMachine.xml:45 msgid "Returns the draw offset of the graph. Used for display in the editor." msgstr "" "Gibt den Versatz des Graphen zurück. Wird zur Darstellung im Editor genutzt." #: doc/classes/AnimationNodeStateMachine.xml:52 msgid "Returns the animation node with the given name." msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." #: doc/classes/AnimationNodeStateMachine.xml:59 msgid "Returns the given animation node's name." msgstr "Gibt den Namen des übergebenen AnimationNode zurück." #: doc/classes/AnimationNodeStateMachine.xml:66 msgid "Returns the given node's coordinates. Used for display in the editor." msgstr "" "Gibt die Koordinaten des übergebenen Nodes zurück. Wird zur Anzeige im " "Editor genutzt." #: doc/classes/AnimationNodeStateMachine.xml:79 msgid "Returns the given transition." msgstr "Gibt den gegebenen Übergang zurück." #: doc/classes/AnimationNodeStateMachine.xml:85 msgid "Returns the number of connections in the graph." msgstr "Gibt die Anzahl der Verbindungen im Graphen zurück." #: doc/classes/AnimationNodeStateMachine.xml:92 msgid "Returns the given transition's start node." msgstr "Gibt das Anfangsnode des übergebenen Übergangs zurück." #: doc/classes/AnimationNodeStateMachine.xml:99 msgid "Returns the given transition's end node." msgstr "Gibt das Endnode des übergebenen Übergangs zurück." #: doc/classes/AnimationNodeStateMachine.xml:106 msgid "Returns [code]true[/code] if the graph contains the given node." msgstr "" "Gibt [code]true[/code] zurück, wenn der Graph das übergebene Node enthält." #: doc/classes/AnimationNodeStateMachine.xml:114 msgid "" "Returns [code]true[/code] if there is a transition between the given nodes." msgstr "" "Gibt [code]true[/code] zurück, wenn ein Übergang zwischen den übergebenen " "Nodes existiert." #: doc/classes/AnimationNodeStateMachine.xml:121 msgid "Deletes the given node from the graph." msgstr "Löscht das übergebene Node aus dem Graphen." #: doc/classes/AnimationNodeStateMachine.xml:129 msgid "Deletes the transition between the two specified nodes." msgstr "Löscht den Übergang zwischen den zwei spezifizierten Nodes." #: doc/classes/AnimationNodeStateMachine.xml:136 msgid "Deletes the given transition by index." msgstr "Löscht den Übergang mit dem übergebenen Index." #: doc/classes/AnimationNodeStateMachine.xml:144 msgid "Renames the given node." msgstr "Benennt das übergebene Node um." #: doc/classes/AnimationNodeStateMachine.xml:152 msgid "Replaces the node and keeps its transitions unchanged." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml:159 msgid "Sets the given node as the graph end point." msgstr "Legt das übergebene Node als das Ende des Graphen fest." #: doc/classes/AnimationNodeStateMachine.xml:166 msgid "Sets the draw offset of the graph. Used for display in the editor." msgstr "" "Legt den Versatz des Graphen fest. Wird zur Darstellung im Editor genutzt." #: doc/classes/AnimationNodeStateMachine.xml:174 msgid "Sets the node's coordinates. Used for display in the editor." msgstr "" "Legt die Koordinaten des Nodes fest. Wird zur Darstellung im Editor genutzt." #: doc/classes/AnimationNodeStateMachine.xml:181 msgid "Sets the given node as the graph start point." msgstr "Setzt das übergebene Node als Startpunkt des Graphen." #: doc/classes/AnimationNodeStateMachinePlayback.xml:4 msgid "Playback control for [AnimationNodeStateMachine]." msgstr "Wiedergabesteuerung für [AnimationNodeStateMachine]." #: doc/classes/AnimationNodeStateMachinePlayback.xml:7 msgid "" "Allows control of [AnimationTree] state machines created with " "[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree." "get(\"parameters/playback\")[/code].\n" "[b]Example:[/b]\n" "[codeblock]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/codeblock]" msgstr "" "Erlaubt die Steuerung von [AnimationTree] Zustandsmaschinen, die mit " "[AnimationNodeStateMachine] erstellt wurden. Abfrage mit " "[code]$AnimationTree.get(\"parameters/playback\")[/code].\n" "[b]Example:[/b]\n" "[codeblock]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/codeblock]" #: doc/classes/AnimationNodeStateMachinePlayback.xml:26 msgid "Returns the currently playing animation state." msgstr "Gibt den aktuell wiedergegebenen Animationszustand zurück." #: doc/classes/AnimationNodeStateMachinePlayback.xml:32 #, fuzzy msgid "Returns the playback position within the current animation state." msgstr "Gibt den aktuell wiedergegebenen Animationszustand zurück." #: doc/classes/AnimationNodeStateMachinePlayback.xml:38 msgid "" "Returns the current travel path as computed internally by the A* algorithm." msgstr "" "Gibt den aktuellen Reisepfad zurück, der intern vom A*-Algorithmus berechnet " "wurde." #: doc/classes/AnimationNodeStateMachinePlayback.xml:44 msgid "Returns [code]true[/code] if an animation is playing." msgstr "Gibt [code]true[/code] zurück, wenn eine Animation abgespielt wird." #: doc/classes/AnimationNodeStateMachinePlayback.xml:51 msgid "Starts playing the given animation." msgstr "Startet die Wiedergabe der angegebenen Animation." #: doc/classes/AnimationNodeStateMachinePlayback.xml:57 msgid "Stops the currently playing animation." msgstr "Hält die aktuell laufende Animation an." #: doc/classes/AnimationNodeStateMachinePlayback.xml:64 msgid "" "Transitions from the current state to another one, following the shortest " "path." msgstr "" "Geht vom aktuellen Zustand in einen anderen über und folgt dabei dem " "kürzesten Weg." #: doc/classes/AnimationNodeStateMachineTransition.xml:14 #, fuzzy msgid "" "Turn on auto advance when this condition is set. The provided name will " "become a boolean parameter on the [AnimationTree] that can be controlled " "from code (see [url=https://docs.godotengine.org/en/3.4/tutorials/animation/" "animation_tree.html#controlling-from-code][/url]). For example, if [member " "AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member " "advance_condition] is set to [code]\"idle\"[/code]:\n" "[codeblock]\n" "$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and " "(linear_velocity.x == 0)\n" "[/codeblock]" msgstr "" "Schaltet die automatische Weiterschaltung ein, wenn diese Bedingung gesetzt " "ist. Der angegebene Name wird zu einem booleschen Parameter für den " "[AnimationTree], der über den Code gesteuert werden kann (siehe [url=https://" "docs.godotengine.org/en/latest/tutorials/animation/animation_tree." "html#controlling-from-code][/url]). Zum Beispiel, wenn [member AnimationTree." "tree_root] eine [AnimationNodeStateMachine] ist und [member " "advance_condition] auf [code]\"idle\"[/code] gesetzt ist:\n" "[codeblock]\n" "$animation_tree[\"parameters/conditions/idle\"] = is_on_floor und " "(linear_velocity.x == 0)\n" "[/codeblock]" #: doc/classes/AnimationNodeStateMachineTransition.xml:20 msgid "" "Turn on the transition automatically when this state is reached. This works " "best with [constant SWITCH_MODE_AT_END]." msgstr "" "Aktiviere den Übergang automatisch wenn dieser Zustand erreicht wird. Dies " "funktioniert am besten mit [constant SWITCH_MODE_AT_END]." #: doc/classes/AnimationNodeStateMachineTransition.xml:23 msgid "" "Don't use this transition during [method AnimationNodeStateMachinePlayback." "travel] or [member auto_advance]." msgstr "" "Verwenden Sie diesen Übergang nicht während [method " "AnimationNodeStateMachinePlayback.travel] oder [member auto_advance]." #: doc/classes/AnimationNodeStateMachineTransition.xml:26 msgid "" "Lower priority transitions are preferred when travelling through the tree " "via [method AnimationNodeStateMachinePlayback.travel] or [member " "auto_advance]." msgstr "" "Übergänge mit geringerer Priorität werden bevorzugt, wenn der Baum mit " "[method AnimationNodeStateMachinePlayback.travel] oder [member auto_advance] " "durchlaufen wird." #: doc/classes/AnimationNodeStateMachineTransition.xml:29 msgid "The transition type." msgstr "Der Übergangstyp." #: doc/classes/AnimationNodeStateMachineTransition.xml:32 msgid "The time to cross-fade between this state and the next." msgstr "Die Überblendzeit zwischen diesem Zustand und dem nächsten." #: doc/classes/AnimationNodeStateMachineTransition.xml:38 msgid "Emitted when [member advance_condition] is changed." msgstr "Ausgesendet wenn [member advance_condition] verändert wird." #: doc/classes/AnimationNodeStateMachineTransition.xml:44 msgid "" "Switch to the next state immediately. The current state will end and blend " "into the beginning of the new one." msgstr "" "Wechsle unmittelbar in den nächsten Zustand. Der aktuelle Zustand wird " "beendet und geht in den Anfang des neuen über." #: doc/classes/AnimationNodeStateMachineTransition.xml:47 msgid "" "Switch to the next state immediately, but will seek the new state to the " "playback position of the old state." msgstr "" "Wechselt sofort in den nächsten Zustand, sucht aber den neuen Zustand an der " "Abspielposition des alten Zustands." #: doc/classes/AnimationNodeStateMachineTransition.xml:50 msgid "" "Wait for the current state playback to end, then switch to the beginning of " "the next state animation." msgstr "" "Wartet, bis die Wiedergabe des aktuellen Zustands beendet ist, und schaltet " "dann zum Beginn der nächsten Zustandsanimation um." #: doc/classes/AnimationNodeTimeScale.xml:4 msgid "A time-scaling animation node to be used with [AnimationTree]." msgstr "" "Ein zeitlich skalierender Animationsknoten, der mit [AnimationTree] " "verwendet wird." #: doc/classes/AnimationNodeTimeScale.xml:7 msgid "" "Allows scaling the speed of the animation (or reversing it) in any children " "nodes. Setting it to 0 will pause the animation." msgstr "" "Ermöglicht die Skalierung der Geschwindigkeit der Animation (oder deren " "Umkehrung) in beliebigen Kindknoten. Wenn Sie den Wert 0 einstellen, wird " "die Animation angehalten." #: doc/classes/AnimationNodeTimeSeek.xml:4 msgid "A time-seeking animation node to be used with [AnimationTree]." msgstr "" "Ein zeitabhängiger Animationsknoten, der mit [AnimationTree] verwendet wird." #: doc/classes/AnimationNodeTimeSeek.xml:7 msgid "" "This node can be used to cause a seek command to happen to any sub-children " "of the animation graph. Use this node type to play an [Animation] from the " "start or a certain playback position inside the [AnimationNodeBlendTree]. " "After setting the time and changing the animation playback, the seek node " "automatically goes into sleep mode on the next process frame by setting its " "[code]seek_position[/code] value to [code]-1.0[/code].\n" "[codeblock]\n" "# Play child animation from the start.\n" "animation_tree.set(\"parameters/Seek/seek_position\", 0.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Seek/seek_position\"] = 0.0\n" "\n" "# Play child animation from 12 second timestamp.\n" "animation_tree.set(\"parameters/Seek/seek_position\", 12.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n" "[/codeblock]" msgstr "" #: doc/classes/AnimationNodeTransition.xml:4 msgid "A generic animation transition node for [AnimationTree]." msgstr "Ein generischer Animationsübergangsknoten für [AnimationTree]." #: doc/classes/AnimationNodeTransition.xml:7 msgid "" "Simple state machine for cases which don't require a more advanced " "[AnimationNodeStateMachine]. Animations can be connected to the inputs and " "transition times can be specified." msgstr "" "Einfacher Zustandsautomat für Fälle, die keine erweiterte " "[AnimationNodeStateMachine] benötigen. An den Eingängen können Animationen " "angeschlossen und Übergangszeiten festgelegt werden." #: doc/classes/AnimationNodeTransition.xml:44 msgid "The number of available input ports for this node." msgstr "Die Anzahl der verfügbaren Eingangsanschlüsse für diesen Knoten." #: doc/classes/AnimationNodeTransition.xml:47 msgid "" "Cross-fading time (in seconds) between each animation connected to the " "inputs." msgstr "" "Überblendzeit (in Sekunden) zwischen jeder an den Eingängen angeschlossenen " "Animation." #: doc/classes/AnimationPlayer.xml:4 msgid "Container and player of [Animation] resources." msgstr "Container und Player von [Animation]-Ressourcen." #: doc/classes/AnimationPlayer.xml:7 msgid "" "An animation player is used for general-purpose playback of [Animation] " "resources. It contains a dictionary of animations (referenced by name) and " "custom blend times between their transitions. Additionally, animations can " "be played and blended in different channels.\n" "[AnimationPlayer] is more suited than [Tween] for animations where you know " "the final values in advance. For example, fading a screen in and out is more " "easily done with an [AnimationPlayer] node thanks to the animation tools " "provided by the editor. That particular example can also be implemented with " "a [Tween] node, but it requires doing everything by code.\n" "Updating the target properties of animations occurs at process time." msgstr "" "Ein Animations-Player wird für die allgemeine Wiedergabe von [Animation]-" "Ressourcen verwendet. Er enthält ein Wörterbuch mit Animationen (die über " "ihren Namen referenziert werden) und benutzerdefinierte Überblendzeiten " "zwischen ihren Übergängen. Außerdem können Animationen in verschiedenen " "Kanälen abgespielt und überblendet werden.\n" "Der [AnimationPlayer] ist besser als das [Tween] für Animationen geeignet, " "bei denen Sie die Endwerte im Voraus kennen. Das Ein- und Ausblenden eines " "Bildschirms beispielsweise lässt sich dank der vom Editor bereitgestellten " "Animationswerkzeuge leichter mit einem [AnimationPlayer]-Knoten realisieren. " "Dieses spezielle Beispiel kann auch mit einem [Tween]-Knoten implementiert " "werden, aber es erfordert, dass alles per Code ausgeführt wird.\n" "Das Aktualisieren der Zieleigenschaften von Animationen erfolgt zur " "Prozesszeit." #: doc/classes/AnimationPlayer.xml:22 msgid "" "Adds [code]animation[/code] to the player accessible with the key " "[code]name[/code]." msgstr "" "Fügt [code]animation[/code] zu dem mit der Taste [code]name[/code] " "erreichbaren Player hinzu." #: doc/classes/AnimationPlayer.xml:29 msgid "" "Shifts position in the animation timeline and immediately updates the " "animation. [code]delta[/code] is the time in seconds to shift. Events " "between the current frame and [code]delta[/code] are handled." msgstr "" "Verschiebt die Position in der Animationszeitleiste und aktualisiert die " "Animation sofort. [code]delta[/code] ist die Zeit in Sekunden für die " "Verschiebung. Ereignisse zwischen dem aktuellen Frame und [code]delta[/code] " "werden behandelt." #: doc/classes/AnimationPlayer.xml:36 msgid "Returns the name of the next animation in the queue." msgstr "Gibt den Namen der nächsten Animation in der Warteschlange zurück." #: doc/classes/AnimationPlayer.xml:44 msgid "" "Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] " "animation completes." msgstr "" "Löst die Animation [code]anim_to[/code] aus, wenn die Animation " "[code]anim_from[/code] abgeschlossen ist." #: doc/classes/AnimationPlayer.xml:50 msgid "" "[AnimationPlayer] caches animated nodes. It may not notice if a node " "disappears; [method clear_caches] forces it to update the cache again." msgstr "" "Der [AnimationPlayer] speichert animierte Knoten im Cache. Er bemerkt " "möglicherweise nicht, wenn ein Knoten verschwindet; [method clear_caches] " "zwingt ihn, den Cache erneut zu aktualisieren." #: doc/classes/AnimationPlayer.xml:56 msgid "Clears all queued, unplayed animations." msgstr "" "Löscht alle in der Warteschlange stehenden, nicht abgespielten Animationen." #: doc/classes/AnimationPlayer.xml:63 msgid "" "Returns the name of [code]animation[/code] or an empty string if not found." msgstr "" "Gibt den Namen von [code]animation[/code] zurück oder eine leere " "Zeichenkette, wenn nicht gefunden." #: doc/classes/AnimationPlayer.xml:70 msgid "" "Returns the [Animation] with key [code]name[/code] or [code]null[/code] if " "not found." msgstr "" "Liefert die [Animation] mit dem Schlüssel [code]name[/code] oder [code]null[/" "code], wenn nicht gefunden." #: doc/classes/AnimationPlayer.xml:76 msgid "Returns the list of stored animation names." msgstr "Gibt die Liste der gespeicherten Animationsnamen zurück." #: doc/classes/AnimationPlayer.xml:84 msgid "" "Gets the blend time (in seconds) between two animations, referenced by their " "names." msgstr "" "Ruft die Überblendzeit (in Sekunden) zwischen zwei Animationen ab, die durch " "ihre Namen referenziert werden." #: doc/classes/AnimationPlayer.xml:90 msgid "" "Gets the actual playing speed of current animation or 0 if not playing. This " "speed is the [member playback_speed] property multiplied by " "[code]custom_speed[/code] argument specified when calling the [method play] " "method." msgstr "" "Ruft die aktuelle Abspielgeschwindigkeit der aktuellen Animation ab oder 0, " "wenn nicht abgespielt wird. Diese Geschwindigkeit ist die Eigenschaft " "[member playback_speed] multipliziert mit dem Argument [code]custom_speed[/" "code], das beim Aufruf der [method play]-Methode angegeben wurde." #: doc/classes/AnimationPlayer.xml:96 msgid "" "Returns a list of the animation names that are currently queued to play." msgstr "" "Gibt eine Liste der Namen der Animationen zurück, die derzeit in der " "Warteschlange für die Wiedergabe stehen." #: doc/classes/AnimationPlayer.xml:103 msgid "" "Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] " "with key [code]name[/code]." msgstr "" "Gibt [code]true[/code] zurück, wenn der [AnimationPlayer] eine [Animation] " "mit Schlüssel [code]name[/code] speichert." #: doc/classes/AnimationPlayer.xml:109 msgid "Returns [code]true[/code] if playing an animation." msgstr "Gibt [code]true[/code] zurück, wenn eine Animation abgespielt wird." #: doc/classes/AnimationPlayer.xml:119 msgid "" "Plays the animation with key [code]name[/code]. Custom blend times and speed " "can be set. If [code]custom_speed[/code] is negative and [code]from_end[/" "code] is [code]true[/code], the animation will play backwards (which is " "equivalent to calling [method play_backwards]).\n" "The [AnimationPlayer] keeps track of its current or last played animation " "with [member assigned_animation]. If this method is called with that same " "animation [code]name[/code], or with no [code]name[/code] parameter, the " "assigned animation will resume playing if it was paused, or restart if it " "was stopped (see [method stop] for both pause and stop). If the animation " "was already playing, it will keep playing.\n" "[b]Note:[/b] The animation will be updated the next time the " "[AnimationPlayer] is processed. If other variables are updated at the same " "time this is called, they may be updated too early. To perform the update " "immediately, call [code]advance(0)[/code]." msgstr "" "Spielt die Animation mit der Taste [code]name[/code] wieder. " "Benutzerdefinierte Mischzeiten und Geschwindigkeit können eingestellt " "werden. Wenn [code]custom_speed[/code] negativ ist und [code]from_end [/" "code] ist [code]true[/code] ist, wird die Animation rückwärts wiedergegeben " "(was dem Aufruf von [method play_backwards] entspricht).\n" "Der [AnimationPlayer] verfolgt seine aktuelle oder zuletzt wiedergegebene " "Animation mit [member assigned_animation]. Wenn diese Methode mit derselben " "Animation [code]name[/code] oder ohne [code]name[/code] Parameter aufgerufen " "wird, dann wird die zugewiesene Animation wiedergegeben, wenn sie angehalten " "wurde, oder neu gestartet, wenn sie beendet wurde (siehe [method stop] für " "Pause und Stopp). Wenn die Animation bereits abgespielt wurde, wird sie " "weiterhin abgespielt.\n" "[b] Hinweis:[/b] Die Animation wird aktualisiert, wenn der [AnimationPlayer] " "das nächste Mal verarbeitet wird. Wenn andere Variablen gleichzeitig " "aktualisiert werden, wird dies aufgerufen, sie können zu früh aktualisiert " "werden. Um die Aktualisierung sofort durchzuführen, rufen Sie " "[code]advance(0)[/code] an." #: doc/classes/AnimationPlayer.xml:129 msgid "" "Plays the animation with key [code]name[/code] in reverse.\n" "This method is a shorthand for [method play] with [code]custom_speed = -1.0[/" "code] and [code]from_end = true[/code], so see its description for more " "information." msgstr "" "Spielt die Animation mit der Taste [code]name[/code] in umgekehrter " "Reihenfolge ab.\n" "Diese Methode ist ein Kürzel für [method play] mit [code]custom_speed = " "-1.0[/code] und [code]from_end = true[/code], daher finden Sie weitere " "Informationen in der Beschreibung." #: doc/classes/AnimationPlayer.xml:137 msgid "" "Queues an animation for playback once the current one is done.\n" "[b]Note:[/b] If a looped animation is currently playing, the queued " "animation will never play unless the looped animation is stopped somehow." msgstr "" "Stellt eine Animation in die Warteschlange, die abgespielt werden soll, " "sobald die aktuelle fertig ist.\n" "[b]Hinweis:[/b] Wenn gerade eine Animation in einer Schleife abgespielt " "wird, dann wird diese in der Warteschlange nicht abgespielt, es sei denn, " "die Animation in der Schleife wird irgendwie gestoppt." #: doc/classes/AnimationPlayer.xml:145 msgid "Removes the animation with key [code]name[/code]." msgstr "Entfernt die Animation mit dem key [code]name[/code]." #: doc/classes/AnimationPlayer.xml:153 msgid "" "Renames an existing animation with key [code]name[/code] to [code]newname[/" "code]." msgstr "" "Benennt eine vorhandene Animation mit der Taste [code]name[/code] in " "[code]newname[/code] um." #: doc/classes/AnimationPlayer.xml:161 msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " "[code]seconds[/code] are skipped." msgstr "" "Sucht die Animation bis zum Zeitpunkt [code]Sekunden[/code] (in Sekunden). " "Wenn [code]update[/code] ist [code]true[/code], wird auch die Animation " "aktualisiert, ansonsten wird sie zur Prozesszeit aktualisiert. Ereignisse " "zwischen dem aktuellen Frame und [code]Sekunden[/code] werden übersprungen." #: doc/classes/AnimationPlayer.xml:170 msgid "" "Specifies a blend time (in seconds) between two animations, referenced by " "their names." msgstr "" "Gibt eine Überblendzeit (in Sekunden) zwischen zwei Animationen an, auf die " "durch ihre Namen verwiesen wird." #: doc/classes/AnimationPlayer.xml:177 msgid "" "Stops or pauses the currently playing animation. If [code]reset[/code] is " "[code]true[/code], the animation position is reset to [code]0[/code] and the " "playback speed is reset to [code]1.0[/code].\n" "If [code]reset[/code] is [code]false[/code], the [member " "current_animation_position] will be kept and calling [method play] or " "[method play_backwards] without arguments or with the same animation name as " "[member assigned_animation] will resume the animation." msgstr "" "Stoppt oder pausiert die aktuell wiedergegebene Animation. Wenn [code]reset[/" "code] gleich [code]true[/code] ist, wird die Animationsposition auf [code]0[/" "code] und die Abspielgeschwindigkeit auf [code]1.0[/code] zurückgesetzt.\n" "Wenn [code]reset[/code] gleich [code]false[/code] ist, wird die [member " "current_animation_position] beibehalten und der Aufruf von [method play] " "oder [method play_backwards] ohne Argumente oder mit demselben " "Animationsnamen wie [member assigned_animation] setzt die Animation fort." #: doc/classes/AnimationPlayer.xml:184 msgid "" "If playing, the current animation; otherwise, the animation last played. " "When set, would change the animation, but would not play it unless currently " "playing. See also [member current_animation]." msgstr "" "Wenn sie abgespielt wird, die aktuelle Animation, sonst die zuletzt " "abgespielte Animation. Wenn gesetzt, wird die Animation geändert, aber nicht " "abgespielt, es sei denn, sie wird gerade abgespielt. Siehe auch [member " "current_animation]." #: doc/classes/AnimationPlayer.xml:187 msgid "The name of the animation to play when the scene loads." msgstr "" "Der Name der Animation, die beim Laden der Szene abgespielt werden soll." #: doc/classes/AnimationPlayer.xml:190 msgid "" "The name of the currently playing animation. If no animation is playing, the " "property's value is an empty string. Changing this value does not restart " "the animation. See [method play] for more information on playing " "animations.\n" "[b]Note:[/b] While this property appears in the inspector, it's not meant to " "be edited, and it's not saved in the scene. This property is mainly used to " "get the currently playing animation, and internally for animation playback " "tracks. For more information, see [Animation]." msgstr "" #: doc/classes/AnimationPlayer.xml:194 msgid "The length (in seconds) of the currently being played animation." msgstr "Die Länge (in Sekunden) der aktuell wiedergegebenen Animation." #: doc/classes/AnimationPlayer.xml:197 msgid "The position (in seconds) of the currently playing animation." msgstr "Die Position (in Sekunden) der aktuell spielenden Animation." #: doc/classes/AnimationPlayer.xml:200 msgid "The call mode to use for Call Method tracks." msgstr "Der Anrufmodus, der für Spuren der Anrufmethode verwendet werden soll." #: doc/classes/AnimationPlayer.xml:203 msgid "" "If [code]true[/code], updates animations in response to process-related " "notifications." msgstr "" "Wenn [code]true[/code], aktualisiert Animationen als Reaktion auf " "prozessbezogene Benachrichtigungen." #: doc/classes/AnimationPlayer.xml:206 msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." msgstr "" "Die Standardzeit, in der Animationen überblendet werden sollen. Der Bereich " "reicht von 0 bis 4096 mit einer Genauigkeit von 0,01." #: doc/classes/AnimationPlayer.xml:209 msgid "The process notification in which to update animations." msgstr "Die Prozessmeldung, in der die Animationen aktualisiert werden sollen." #: doc/classes/AnimationPlayer.xml:212 msgid "" "The speed scaling ratio. For instance, if this value is 1, then the " "animation plays at normal speed. If it's 0.5, then it plays at half speed. " "If it's 2, then it plays at double speed." msgstr "" "Das Skalierungsverhältnis der Geschwindigkeit. Wenn dieser Wert z. B. 1 ist, " "wird die Animation mit normaler Geschwindigkeit abgespielt. Bei einem Wert " "von 0,5 wird sie mit halber Geschwindigkeit abgespielt. Wenn der Wert 2 ist, " "wird die Animation mit doppelter Geschwindigkeit abgespielt." #: doc/classes/AnimationPlayer.xml:215 msgid "" "This is used by the editor. If set to [code]true[/code], the scene will be " "saved with the effects of the reset animation applied (as if it had been " "seeked to time 0), then reverted after saving.\n" "In other words, the saved scene file will contain the \"default pose\", as " "defined by the reset animation, if any, with the editor keeping the values " "that the nodes had before saving." msgstr "" #: doc/classes/AnimationPlayer.xml:219 msgid "The node from which node path references will travel." msgstr "Das Node, von dem aus Nodepfadreferenzen erfolgen." #: doc/classes/AnimationPlayer.xml:227 msgid "" "Emitted when a queued animation plays after the previous animation was " "finished. See [method queue].\n" "[b]Note:[/b] The signal is not emitted when the animation is changed via " "[method play] or from [AnimationTree]." msgstr "" #: doc/classes/AnimationPlayer.xml:234 msgid "Notifies when an animation finished playing." msgstr "Benachrichtigt, wenn die Wiedergabe einer Animation beendet ist." #: doc/classes/AnimationPlayer.xml:240 msgid "Notifies when an animation starts playing." msgstr "Benachrichtigt, wenn eine Animation abgespielt wird." #: doc/classes/AnimationPlayer.xml:245 msgid "" "Notifies when the caches have been cleared, either automatically, or " "manually via [method clear_caches]." msgstr "" "Benachrichtigt, wenn die Caches geleert wurden, entweder automatisch oder " "manuell über [method clear_caches]." #: doc/classes/AnimationPlayer.xml:251 doc/classes/AnimationTreePlayer.xml:505 msgid "" "Process animation during the physics process. This is especially useful when " "animating physics bodies." msgstr "" "Animation während des Physikprozesses verarbeiten. Dies ist besonders bei " "der Animation von Physikkörpern nützlich." #: doc/classes/AnimationPlayer.xml:254 doc/classes/AnimationTreePlayer.xml:508 msgid "Process animation during the idle process." msgstr "Prozessanimation während des Leerlaufs." #: doc/classes/AnimationPlayer.xml:257 msgid "" "Do not process animation. Use [method advance] to process the animation " "manually." msgstr "" "Animation nicht bearbeiten. Verwenden Sie [method advance], um die Animation " "manuell zu bearbeiten." #: doc/classes/AnimationPlayer.xml:260 msgid "" "Batch method calls during the animation process, then do the calls after " "events are processed. This avoids bugs involving deleting nodes or modifying " "the AnimationPlayer while playing." msgstr "" "Stapeln Sie Methodenaufrufe während des Animationsprozesses und führen Sie " "die Aufrufe dann nach der Verarbeitung der Ereignisse aus. Dadurch werden " "Fehler beim Löschen von Nodes oder beim Ändern des AnimationPlayers während " "der Wiedergabe vermieden." #: doc/classes/AnimationPlayer.xml:263 msgid "Make method calls immediately when reached in the animation." msgstr "Methodenaufrufe sofort bei Erreichen in der Animation durchführen." #: doc/classes/AnimationTree.xml:4 msgid "" "A node to be used for advanced animation transitions in an [AnimationPlayer]." msgstr "" "Ein Node, das für erweiterte Animationsübergänge in einem [AnimationPlayer] " "verwendet wird." #: doc/classes/AnimationTree.xml:7 #, fuzzy msgid "" "A node to be used for advanced animation transitions in an " "[AnimationPlayer].\n" "[b]Note:[/b] When linked with an [AnimationPlayer], several properties and " "methods of the corresponding [AnimationPlayer] will not function as " "expected. Playback and transitions should be handled using only the " "[AnimationTree] and its constituent [AnimationNode](s). The " "[AnimationPlayer] node should be used solely for adding, deleting, and " "editing animations." msgstr "" "Hinweis: Wenn mit einem [AnimationPlayer] verknüpft, funktionieren mehrere " "Eigenschaften und Methoden des entsprechenden [AnimationPlayer] nicht wie " "erwartet. Wiedergabe und Übergänge sollten nur mit dem [AnimationTree] und " "den zugehörigen [AnimationNode](s) gehandhabt werden. Der [AnimationPlayer]-" "Knoten sollte ausschließlich zum Hinzufügen, Löschen und Bearbeiten von " "Animationen verwendet werden." #: doc/classes/AnimationTree.xml:19 msgid "Manually advance the animations by the specified time (in seconds)." msgstr "" "Bewegt die Animationen manuell um die angegebene Zeit (in Sekunden) weiter." #: doc/classes/AnimationTree.xml:25 #, fuzzy msgid "" "Retrieve the motion of the [member root_motion_track] as a [Transform] that " "can be used elsewhere. If [member root_motion_track] is not a path to a " "track of type [constant Animation.TYPE_TRANSFORM], returns an identity " "transformation. See also [member root_motion_track] and [RootMotionView]." msgstr "" "Ruft die Bewegung der [member root_motion_track] als [Transform] ab, die an " "anderer Stelle verwendet werden kann. Wenn [member root_motion_track] kein " "Pfad zu einer Spur des Typs [constant Animation.TYPE_TRANSFORM] ist, wird " "eine Identitätstransformation zurückgegeben." #: doc/classes/AnimationTree.xml:38 msgid "If [code]true[/code], the [AnimationTree] will be processing." msgstr "Wenn [code]true[/code], wird der [AnimationTree] verarbeitet." #: doc/classes/AnimationTree.xml:41 msgid "The path to the [AnimationPlayer] used for animating." msgstr "Der Pfad zum [AnimationPlayer], der zum Animieren verwendet wird." #: doc/classes/AnimationTree.xml:44 msgid "" "The process mode of this [AnimationTree]. See [enum AnimationProcessMode] " "for available modes." msgstr "" "Der Prozessmodus dieses [AnimationTree]. Siehe [enum AnimationProcessMode] " "für verfügbare Modi." #: doc/classes/AnimationTree.xml:47 #, fuzzy msgid "" "The path to the Animation track used for root motion. Paths must be valid " "scene-tree paths to a node, and must be specified starting from the parent " "node of the node that will reproduce the animation. To specify a track that " "controls properties or bones, append its name after the path, separated by " "[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] " "or [code]\"character/mesh:transform/local\"[/code].\n" "If the track has type [constant Animation.TYPE_TRANSFORM], the " "transformation will be cancelled visually, and the animation will appear to " "stay in place. See also [method get_root_motion_transform] and " "[RootMotionView]." msgstr "" "Der Pfad zur Animationsspur, die für die Wurzelbewegung verwendet wird. " "Pfade müssen gültige Szenenbaumpfade zu einem Knoten sein und müssen " "ausgehend vom übergeordneten Knoten des Knotens angegeben werden, der die " "Animation wiedergeben wird. Um eine Spur anzugeben, die Eigenschaften oder " "Bones steuert, fügen Sie ihren Namen nach dem Pfad an, getrennt durch " "[code]\":\"[/code]. Zum Beispiel: [code]\"character/skeleton:ankle\"[/code] " "oder [code]\"character/mesh:transform/local\"[/code].\n" "Wenn die Spur den Typ [constant Animation.TYPE_TRANSFORM] hat, wird die " "Transformation visuell aufgehoben, und die Animation scheint an ihrem Platz " "zu bleiben." #: doc/classes/AnimationTree.xml:51 msgid "The root animation node of this [AnimationTree]. See [AnimationNode]." msgstr "" "Der Wurzel-Animationsknoten dieses [AnimationTree]. Siehe [AnimationNode]." #: doc/classes/AnimationTree.xml:56 msgid "" "The animations will progress during the physics frame (i.e. [method Node." "_physics_process])." msgstr "" "Die Animationen werden während des Physikframes (d. h. [method Node." "_physics_process]) fortgesetzt." #: doc/classes/AnimationTree.xml:59 msgid "" "The animations will progress during the idle frame (i.e. [method Node." "_process])." msgstr "" "Die Animationen werden während des Leerlaufs fortgesetzt (d. h. [method Node." "_process])." #: doc/classes/AnimationTree.xml:62 msgid "The animations will only progress manually (see [method advance])." msgstr "" "Die Animationen werden nur manuell fortgesetzt (siehe [method advance])." #: doc/classes/AnimationTreePlayer.xml:4 msgid "" "[i]Deprecated.[/i] Animation player that uses a node graph for blending " "animations. Superseded by [AnimationTree]." msgstr "" #: doc/classes/AnimationTreePlayer.xml:7 msgid "" "[i]Deprecated.[/i] A node graph tool for blending multiple animations bound " "to an [AnimationPlayer]. Especially useful for animating characters or other " "skeleton-based rigs. It can combine several animations to form a desired " "pose.\n" "It takes [Animation]s from an [AnimationPlayer] node and mixes them " "depending on the graph.\n" "See [AnimationTree] for a more full-featured replacement of this node." msgstr "" #: doc/classes/AnimationTreePlayer.xml:20 #, fuzzy msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]." msgstr "" "Fügt [code]animation[/code] zu dem mit der Taste [code]name[/code] " "erreichbaren Player hinzu." #: doc/classes/AnimationTreePlayer.xml:27 #, fuzzy msgid "" "Shifts position in the animation timeline. [code]delta[/code] is the time in " "seconds to shift. Events between the current frame and [code]delta[/code] " "are handled." msgstr "" "Verschiebt die Position in der Animationszeitleiste und aktualisiert die " "Animation sofort. [code]delta[/code] ist die Zeit in Sekunden für die " "Verschiebung. Ereignisse zwischen dem aktuellen Frame und [code]delta[/code] " "werden behandelt." #: doc/classes/AnimationTreePlayer.xml:34 #, fuzzy msgid "" "Returns the [AnimationPlayer]'s [Animation] bound to the " "[AnimationTreePlayer]'s animation node with name [code]id[/code]." msgstr "" "Gibt [code]true[/code] zurück, wenn der [AnimationPlayer] eine [Animation] " "mit Schlüssel [code]name[/code] speichert." #: doc/classes/AnimationTreePlayer.xml:41 #, fuzzy msgid "" "Returns the name of the [member master_player]'s [Animation] bound to this " "animation node." msgstr "Gibt den Namen der nächsten Animation in der Warteschlange zurück." #: doc/classes/AnimationTreePlayer.xml:48 #, fuzzy msgid "" "Returns the absolute playback timestamp of the animation node with name " "[code]id[/code]." msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]." #: doc/classes/AnimationTreePlayer.xml:56 msgid "" "Binds a new [Animation] from the [member master_player] to the " "[AnimationTreePlayer]'s animation node with name [code]id[/code]." msgstr "" #: doc/classes/AnimationTreePlayer.xml:65 msgid "" "If [code]enable[/code] is [code]true[/code], the animation node with ID " "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" #: doc/classes/AnimationTreePlayer.xml:73 msgid "" "Binds the [Animation] named [code]source[/code] from [member master_player] " "to the animation node [code]id[/code]. Recalculates caches." msgstr "" #: doc/classes/AnimationTreePlayer.xml:82 #, fuzzy msgid "" "Returns whether node [code]id[/code] and [code]dst_id[/code] are connected " "at the specified slot." msgstr "" "Liefert [code]wahr[/code] als Ergebnis wenn [code]a[/code] und [code]b[/" "code] ungefähr gleich sind." #: doc/classes/AnimationTreePlayer.xml:89 #, fuzzy msgid "Returns the blend amount of a Blend2 node given its name." msgstr "Gibt die Anzahl der Tasten in einer bestimmten Spur zurück." #: doc/classes/AnimationTreePlayer.xml:97 msgid "" "Sets the blend amount of a Blend2 node given its name and value.\n" "A Blend2 node blends two animations (A and B) with the amount between 0 and " "1.\n" "At 0, output is input A. Towards 1, the influence of A gets lessened, the " "influence of B gets raised. At 1, output is input B." msgstr "" #: doc/classes/AnimationTreePlayer.xml:108 msgid "" "If [code]enable[/code] is [code]true[/code], the Blend2 node with name " "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" #: doc/classes/AnimationTreePlayer.xml:115 #, fuzzy msgid "Returns the blend amount of a Blend3 node given its name." msgstr "Gibt die Anzahl der Tasten in einer bestimmten Spur zurück." #: doc/classes/AnimationTreePlayer.xml:123 msgid "" "Sets the blend amount of a Blend3 node given its name and value.\n" "A Blend3 Node blends three animations (A, B-, B+) with the amount between -1 " "and 1.\n" "At -1, output is input B-. From -1 to 0, the influence of B- gets lessened, " "the influence of A gets raised and the influence of B+ is 0. At 0, output is " "input A. From 0 to 1, the influence of A gets lessened, the influence of B+ " "gets raised and the influence of B+ is 0. At 1, output is input B+." msgstr "" #: doc/classes/AnimationTreePlayer.xml:132 #, fuzzy msgid "Returns the blend amount of a Blend4 node given its name." msgstr "Gibt die Anzahl der Tasten in einer bestimmten Spur zurück." #: doc/classes/AnimationTreePlayer.xml:140 msgid "" "Sets the blend amount of a Blend4 node given its name and value.\n" "A Blend4 Node blends two pairs of animations.\n" "The two pairs are blended like Blend2 and then added together." msgstr "" #: doc/classes/AnimationTreePlayer.xml:151 #, fuzzy msgid "" "Connects node [code]id[/code] to [code]dst_id[/code] at the specified input " "slot." msgstr "Trennt das Node, der mit dem angegebenen Eingang verbunden ist." #: doc/classes/AnimationTreePlayer.xml:159 #, fuzzy msgid "" "Disconnects nodes connected to [code]id[/code] at the specified input slot." msgstr "Trennt das Node, der mit dem angegebenen Eingang verbunden ist." #: doc/classes/AnimationTreePlayer.xml:165 msgid "Returns a [PoolStringArray] containing the name of all nodes." msgstr "" #: doc/classes/AnimationTreePlayer.xml:172 #, fuzzy msgid "Returns the mix amount of a Mix node given its name." msgstr "Gibt die Anzahl der Tasten in einer bestimmten Spur zurück." #: doc/classes/AnimationTreePlayer.xml:180 msgid "" "Sets the mix amount of a Mix node given its name and value.\n" "A Mix node adds input b to input a by the amount given by ratio." msgstr "" #: doc/classes/AnimationTreePlayer.xml:188 msgid "Check if a node exists (by name)." msgstr "" #: doc/classes/AnimationTreePlayer.xml:195 msgid "" "Returns the input count for a given node. Different types of nodes have " "different amount of inputs." msgstr "" #: doc/classes/AnimationTreePlayer.xml:203 #, fuzzy msgid "Returns the input source for a given node input." msgstr "Gibt den Interpolationstyp einer gegebenen Spur zurück." #: doc/classes/AnimationTreePlayer.xml:210 #, fuzzy msgid "Returns position of a node in the graph given its name." msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." #: doc/classes/AnimationTreePlayer.xml:217 msgid "Gets the node type, will return from [enum NodeType] enum." msgstr "" #: doc/classes/AnimationTreePlayer.xml:225 #, fuzzy msgid "Renames a node in the graph." msgstr "Löscht das übergebene Node aus dem Graphen." #: doc/classes/AnimationTreePlayer.xml:233 #, fuzzy msgid "Sets the position of a node in the graph given its name and position." msgstr "Legt das übergebene Node als das Ende des Graphen fest." #: doc/classes/AnimationTreePlayer.xml:240 #, fuzzy msgid "Returns the autostart delay of a OneShot node given its name." msgstr "" "Gibt den Wert eines gegebenen Schlüssels in einer gegebenen Spur zurück." #: doc/classes/AnimationTreePlayer.xml:247 #, fuzzy msgid "Returns the autostart random delay of a OneShot node given its name." msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." #: doc/classes/AnimationTreePlayer.xml:254 #, fuzzy msgid "Returns the fade in time of a OneShot node given its name." msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." #: doc/classes/AnimationTreePlayer.xml:261 #, fuzzy msgid "Returns the fade out time of a OneShot node given its name." msgstr "" "Gibt den Wert eines gegebenen Schlüssels in einer gegebenen Spur zurück." #: doc/classes/AnimationTreePlayer.xml:268 #, fuzzy msgid "Returns whether a OneShot node will auto restart given its name." msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." #: doc/classes/AnimationTreePlayer.xml:275 #, fuzzy msgid "Returns whether a OneShot node is active given its name." msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." #: doc/classes/AnimationTreePlayer.xml:283 msgid "" "Sets the autorestart property of a OneShot node given its name and value." msgstr "" #: doc/classes/AnimationTreePlayer.xml:291 msgid "" "Sets the autorestart delay of a OneShot node given its name and value in " "seconds." msgstr "" #: doc/classes/AnimationTreePlayer.xml:299 msgid "" "Sets the autorestart random delay of a OneShot node given its name and value " "in seconds." msgstr "" #: doc/classes/AnimationTreePlayer.xml:307 msgid "" "Sets the fade in time of a OneShot node given its name and value in seconds." msgstr "" #: doc/classes/AnimationTreePlayer.xml:315 msgid "" "Sets the fade out time of a OneShot node given its name and value in seconds." msgstr "" #: doc/classes/AnimationTreePlayer.xml:324 msgid "" "If [code]enable[/code] is [code]true[/code], the OneShot node with ID " "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" #: doc/classes/AnimationTreePlayer.xml:331 #, fuzzy msgid "Starts a OneShot node given its name." msgstr "Startet die Wiedergabe der angegebenen Animation." #: doc/classes/AnimationTreePlayer.xml:338 #, fuzzy msgid "Stops the OneShot node with name [code]id[/code]." msgstr "Entfernt die Animation mit dem key [code]name[/code]." #: doc/classes/AnimationTreePlayer.xml:344 msgid "" "Manually recalculates the cache of track information generated from " "animation nodes. Needed when external sources modify the animation nodes' " "state." msgstr "" #: doc/classes/AnimationTreePlayer.xml:351 #, fuzzy msgid "Removes the animation node with name [code]id[/code]." msgstr "Entfernt die Animation mit dem key [code]name[/code]." #: doc/classes/AnimationTreePlayer.xml:357 msgid "Resets this [AnimationTreePlayer]." msgstr "" #: doc/classes/AnimationTreePlayer.xml:364 #, fuzzy msgid "" "Returns the time scale value of the TimeScale node with name [code]id[/code]." msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]." #: doc/classes/AnimationTreePlayer.xml:372 msgid "" "Sets the time scale of the TimeScale node with name [code]id[/code] to " "[code]scale[/code].\n" "The TimeScale node is used to speed [Animation]s up if the scale is above 1 " "or slow them down if it is below 1.\n" "If applied after a blend or mix, affects all input animations to that blend " "or mix." msgstr "" #: doc/classes/AnimationTreePlayer.xml:382 msgid "" "Sets the time seek value of the TimeSeek node with name [code]id[/code] to " "[code]seconds[/code].\n" "This functions as a seek in the [Animation] or the blend or mix of " "[Animation]s input in it." msgstr "" #: doc/classes/AnimationTreePlayer.xml:391 #, fuzzy msgid "" "Deletes the input at [code]input_idx[/code] for the transition node with " "name [code]id[/code]." msgstr "" "Ändert die Indexposition der Spur [code]idx[/code] auf die in [code]to_idx[/" "code] definierte." #: doc/classes/AnimationTreePlayer.xml:398 #, fuzzy msgid "" "Returns the index of the currently evaluated input for the transition node " "with name [code]id[/code]." msgstr "" "Liefert die Position des Punktes bei Index [code]Punkt[/code] im Dreieck von " "Index [code]Dreieck[/code]." #: doc/classes/AnimationTreePlayer.xml:405 msgid "" "Returns the number of inputs for the transition node with name [code]id[/" "code]. You can add inputs by right-clicking on the transition node." msgstr "" #: doc/classes/AnimationTreePlayer.xml:412 #, fuzzy msgid "" "Returns the cross fade time for the transition node with name [code]id[/" "code]." msgstr "Gibt das Kreuzprodukt aus diesem Vektor und [code]mit[/code] zurück." #: doc/classes/AnimationTreePlayer.xml:420 msgid "" "Returns [code]true[/code] if the input at [code]input_idx[/code] on the " "transition node with name [code]id[/code] is set to automatically advance to " "the next input upon completion." msgstr "" #: doc/classes/AnimationTreePlayer.xml:428 #, fuzzy msgid "" "The transition node with name [code]id[/code] sets its current input at " "[code]input_idx[/code]." msgstr "" "Ändert die Indexposition der Spur [code]idx[/code] auf die in [code]to_idx[/" "code] definierte." #: doc/classes/AnimationTreePlayer.xml:437 msgid "" "The transition node with name [code]id[/code] advances to its next input " "automatically when the input at [code]input_idx[/code] completes." msgstr "" #: doc/classes/AnimationTreePlayer.xml:445 msgid "" "Resizes the number of inputs available for the transition node with name " "[code]id[/code]." msgstr "" #: doc/classes/AnimationTreePlayer.xml:453 #, fuzzy msgid "" "The transition node with name [code]id[/code] sets its cross fade time to " "[code]time_sec[/code]." msgstr "" "Ändert die Indexposition der Spur [code]idx[/code] auf die in [code]to_idx[/" "code] definierte." #: doc/classes/AnimationTreePlayer.xml:459 #, fuzzy msgid "" "If [code]true[/code], the [AnimationTreePlayer] is able to play animations." msgstr "Wenn [code]true[/code], wird der [AnimationTree] verarbeitet." #: doc/classes/AnimationTreePlayer.xml:462 msgid "" "The node from which to relatively access other nodes.\n" "It accesses the bones, so it should point to the same node the " "[AnimationPlayer] would point its Root Node at." msgstr "" #: doc/classes/AnimationTreePlayer.xml:466 msgid "" "The path to the [AnimationPlayer] from which this [AnimationTreePlayer] " "binds animations to animation nodes.\n" "Once set, [Animation] nodes can be added to the [AnimationTreePlayer]." msgstr "" #: doc/classes/AnimationTreePlayer.xml:470 #, fuzzy msgid "The thread in which to update animations." msgstr "Die Prozessmeldung, in der die Animationen aktualisiert werden sollen." #: doc/classes/AnimationTreePlayer.xml:475 msgid "Output node." msgstr "" #: doc/classes/AnimationTreePlayer.xml:478 #, fuzzy msgid "Animation node." msgstr "unbekanntes Node." #: doc/classes/AnimationTreePlayer.xml:481 #, fuzzy msgid "OneShot node." msgstr "Einmaliger Timer." #: doc/classes/AnimationTreePlayer.xml:484 msgid "Mix node." msgstr "" #: doc/classes/AnimationTreePlayer.xml:487 msgid "Blend2 node." msgstr "" #: doc/classes/AnimationTreePlayer.xml:490 msgid "Blend3 node." msgstr "" #: doc/classes/AnimationTreePlayer.xml:493 msgid "Blend4 node." msgstr "" #: doc/classes/AnimationTreePlayer.xml:496 msgid "TimeScale node." msgstr "" #: doc/classes/AnimationTreePlayer.xml:499 msgid "TimeSeek node." msgstr "" #: doc/classes/AnimationTreePlayer.xml:502 #, fuzzy msgid "Transition node." msgstr "Der Übergangstyp." #: doc/classes/Area.xml:4 #, fuzzy msgid "3D area for detection and physics and audio influence." msgstr "2D-Bereich zur Erkennung und 2D-Physik-Einfluss." #: doc/classes/Area.xml:7 #, fuzzy msgid "" "3D area that detects [CollisionObject] nodes overlapping, entering, or " "exiting. Can also alter or override local physics parameters (gravity, " "damping) and route audio to custom audio buses." msgstr "" "2D-Bereich, der [CollisionObject2D]-Knoten erkennt, die sich überlappen, " "eintreten oder austreten. Kann auch lokale Physikparameter (Schwerkraft, " "Dämpfung) ändern oder außer Kraft setzen." #: doc/classes/Area.xml:11 doc/classes/QuadMesh.xml:10 #: doc/classes/Viewport.xml:18 doc/classes/ViewportTexture.xml:11 #, fuzzy msgid "https://godotengine.org/asset-library/asset/127" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Area.xml:17 #, fuzzy msgid "" "Returns a list of intersecting [Area]s. The overlapping area's [member " "CollisionObject.collision_layer] must be part of this area's [member " "CollisionObject.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "Gibt eine Liste der sich schneidenden [PhysicsBody2D]s zurück. Aus " "Leistungsgründen (Kollisionen werden alle gleichzeitig verarbeitet) wird " "diese Liste einmal während des Physikschritts geändert, nicht sofort nach " "dem Verschieben von Objekten. Erwägen Sie stattdessen die Verwendung von " "Signalen." #: doc/classes/Area.xml:24 #, fuzzy msgid "" "Returns a list of intersecting [PhysicsBody]s. The overlapping body's " "[member CollisionObject.collision_layer] must be part of this area's [member " "CollisionObject.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "Gibt eine Liste der sich schneidenden [PhysicsBody2D]s zurück. Aus " "Leistungsgründen (Kollisionen werden alle gleichzeitig verarbeitet) wird " "diese Liste einmal während des Physikschritts geändert, nicht sofort nach " "dem Verschieben von Objekten. Erwägen Sie stattdessen die Verwendung von " "Signalen." #: doc/classes/Area.xml:32 #, fuzzy msgid "" "If [code]true[/code], the given area overlaps the Area.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" "Wenn [code]true[/code], überlappt der angegebene Bereich den Area2D.\n" "[b]Hinweis:[/b] Das Ergebnis dieses Tests ist nach dem Bewegen von Objekten " "nicht sofort sichtbar. Aus Performancegründen wird die Liste der " "Überlappungen einmal pro Frame und vor dem Physikschritt aktualisiert. " "Erwägen Sie stattdessen die Verwendung von Signalen." #: doc/classes/Area.xml:40 #, fuzzy msgid "" "If [code]true[/code], the given physics body overlaps the Area.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] " "instance (while GridMaps are not physics body themselves, they register " "their tiles with collision shapes as a virtual physics body)." msgstr "" "Wenn [code]true[/code], überlappt der angegebene Physikkörper die Area2D.\n" "[b]Hinweis:[/b] Das Ergebnis dieses Tests ist nicht unmittelbar nach dem " "Bewegen von Objekten. Aus Performancegründen wird die Liste der " "Überlappungen einmal pro Frame und vor dem Physikschritt aktualisiert. " "Erwägen Sie stattdessen die Verwendung von Signalen.\n" "Das Argument [code]body[/code] kann entweder ein [PhysicsBody2D] oder eine " "[TileMap]-Instanz sein (während TileMaps selbst keine Physikkörper sind, " "registrieren sie ihre Kacheln mit Kollisionsformen als virtuellen " "Physikkörper)." #: doc/classes/Area.xml:48 #, fuzzy msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" "Die Rate, mit der Objekte in diesem Bereich aufhören, sich zu drehen. Stellt " "den Winkelgeschwindigkeitsverlust pro Sekunde dar. Die Werte reichen von " "[code]0[/code] (keine Dämpfung) bis [code]1[/code] (volle Dämpfung)." #: doc/classes/Area.xml:52 doc/classes/Area2D.xml:54 msgid "The name of the area's audio bus." msgstr "Der Name des Audiobusses des Bereichs." #: doc/classes/Area.xml:55 doc/classes/Area2D.xml:57 msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." msgstr "" "Wenn [code]true[/code], hat der Audiobus des Bereichs Vorrang vor dem " "Standard-Audiobus." #: doc/classes/Area.xml:58 #, fuzzy msgid "" "The area's gravity intensity (in meters per second squared). This value " "multiplies the gravity vector. This is useful to alter the force of gravity " "without altering its direction." msgstr "" "Die Schwerkraftintensität des Bereichs (reicht von -1024 bis 1024). Dieser " "Wert multipliziert den Schwerkraftvektor. Dies ist nützlich, um die " "Schwerkraft zu ändern, ohne ihre Richtung zu ändern." #: doc/classes/Area.xml:61 doc/classes/Area2D.xml:63 msgid "" "The falloff factor for point gravity. The greater the value, the faster " "gravity decreases with distance." msgstr "" "Der Falloff-Faktor für die Punktgravitation. Je größer der Wert, desto " "schneller nimmt die Schwerkraft mit der Entfernung ab." #: doc/classes/Area.xml:64 doc/classes/Area2D.xml:66 msgid "" "If [code]true[/code], gravity is calculated from a point (set via [member " "gravity_vec]). See also [member space_override]." msgstr "" "Wenn [code]true[/code], wird die Schwerkraft von einem Punkt aus berechnet " "(eingestellt über [member gravity_vec]). Siehe auch [member space_override]." #: doc/classes/Area.xml:67 doc/classes/Area2D.xml:69 msgid "" "The area's gravity vector (not normalized). If gravity is a point (see " "[member gravity_point]), this will be the point of attraction." msgstr "" "Der Gravitationsvektor der Fläche (nicht normiert). Wenn die Schwerkraft ein " "Punkt ist (siehe [member gravity_point]), wird dies der Anziehungspunkt sein." #: doc/classes/Area.xml:70 #, fuzzy msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" "Die Rate, mit der sich Objekte in diesem Bereich nicht mehr bewegen. Stellt " "den linearen Geschwindigkeitsverlust pro Sekunde dar. Die Werte reichen von " "[code]0[/code] (keine Dämpfung) bis [code]1[/code] (volle Dämpfung)." #: doc/classes/Area.xml:74 doc/classes/Area2D.xml:76 msgid "If [code]true[/code], other monitoring areas can detect this area." msgstr "" "Wenn [code]true[/code], können andere Überwachungsbereiche diesen Bereich " "erkennen." #: doc/classes/Area.xml:77 doc/classes/Area2D.xml:79 msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." msgstr "" "If [code]true[/code], erkennt die area ob andere Körper oder area's ihn " "betreten oder verlassen." #: doc/classes/Area.xml:80 doc/classes/Area2D.xml:82 msgid "The area's priority. Higher priority areas are processed first." msgstr "" "Die Area Priorität. Area's mit höherer Priorität werden zuerst bearbeitet." #: doc/classes/Area.xml:83 msgid "" "The degree to which this area applies reverb to its associated audio. Ranges " "from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" #: doc/classes/Area.xml:86 msgid "If [code]true[/code], the area applies reverb to its associated audio." msgstr "" #: doc/classes/Area.xml:89 msgid "The reverb bus name to use for this area's associated audio." msgstr "" #: doc/classes/Area.xml:92 msgid "" "The degree to which this area's reverb is a uniform effect. Ranges from " "[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" #: doc/classes/Area.xml:95 doc/classes/Area2D.xml:85 msgid "" "Override mode for gravity and damping calculations within this area. See " "[enum SpaceOverride] for possible values." msgstr "" "Überschreibungsmodus für Schwerkraft- und Dämpfungsberechnungen innerhalb " "dieses Bereichs. Siehe [enum SpaceOverride] für mögliche Werte." #: doc/classes/Area.xml:102 msgid "" "Emitted when another Area enters this Area. Requires [member monitoring] to " "be set to [code]true[/code].\n" "[code]area[/code] the other Area." msgstr "" #: doc/classes/Area.xml:109 msgid "" "Emitted when another Area exits this Area. Requires [member monitoring] to " "be set to [code]true[/code].\n" "[code]area[/code] the other Area." msgstr "" #: doc/classes/Area.xml:119 doc/classes/Area.xml:132 msgid "" "Emitted when one of another Area's [Shape]s enters one of this Area's " "[Shape]s. Requires [member monitoring] to be set to [code]true[/code].\n" "[code]area_rid[/code] the [RID] of the other Area's [CollisionObject] used " "by the [PhysicsServer].\n" "[code]area[/code] the other Area.\n" "[code]area_shape_index[/code] the index of the [Shape] of the other Area " "used by the [PhysicsServer]. Get the [CollisionShape] node with [code]area." "shape_owner_get_owner(area_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape] of this Area used by " "the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/Area.xml:142 msgid "" "Emitted when a [PhysicsBody] or [GridMap] enters this Area. Requires [member " "monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the " "[MeshLibrary] has Collision [Shape]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" #: doc/classes/Area.xml:149 msgid "" "Emitted when a [PhysicsBody] or [GridMap] exits this Area. Requires [member " "monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the " "[MeshLibrary] has Collision [Shape]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" #: doc/classes/Area.xml:159 doc/classes/Area.xml:172 msgid "" "Emitted when one of a [PhysicsBody] or [GridMap]'s [Shape]s enters one of " "this Area's [Shape]s. Requires [member monitoring] to be set to [code]true[/" "code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n" "[code]body_rid[/code] the [RID] of the [PhysicsBody] or [MeshLibrary]'s " "[CollisionObject] used by the [PhysicsServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody] " "or [GridMap].\n" "[code]body_shape_index[/code] the index of the [Shape] of the [PhysicsBody] " "or [GridMap] used by the [PhysicsServer]. Get the [CollisionShape] node with " "[code]body.shape_owner_get_owner(body_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape] of this Area used by " "the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/Area.xml:182 doc/classes/Area2D.xml:172 msgid "This area does not affect gravity/damping." msgstr "Diese Area hat keinen Einfluss auf die Gravitation/Dämpfung." #: doc/classes/Area.xml:185 doc/classes/Area2D.xml:175 msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order)." msgstr "" #: doc/classes/Area.xml:188 doc/classes/Area2D.xml:178 msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order), ignoring any lower priority areas." msgstr "" #: doc/classes/Area.xml:191 doc/classes/Area2D.xml:181 msgid "" "This area replaces any gravity/damping, even the defaults, ignoring any " "lower priority areas." msgstr "" #: doc/classes/Area.xml:194 doc/classes/Area2D.xml:184 msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." msgstr "" #: doc/classes/Area2D.xml:4 #, fuzzy msgid "2D area for detection and physics and audio influence." msgstr "2D-Bereich zur Erkennung und 2D-Physik-Einfluss." #: doc/classes/Area2D.xml:7 #, fuzzy msgid "" "2D area that detects [CollisionObject2D] nodes overlapping, entering, or " "exiting. Can also alter or override local physics parameters (gravity, " "damping) and route audio to a custom audio bus." msgstr "" "2D-Bereich, der [CollisionObject2D]-Knoten erkennt, die sich überlappen, " "eintreten oder austreten. Kann auch lokale Physikparameter (Schwerkraft, " "Dämpfung) ändern oder außer Kraft setzen." #: doc/classes/Area2D.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/physics/using_area_2d.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html" #: doc/classes/Area2D.xml:12 doc/classes/CollisionShape2D.xml:12 #: doc/classes/RectangleShape2D.xml:10 #, fuzzy msgid "https://godotengine.org/asset-library/asset/121" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Area2D.xml:13 doc/classes/Camera2D.xml:12 #: doc/classes/KinematicBody2D.xml:15 doc/classes/TileMap.xml:12 #: doc/classes/TileSet.xml:12 #, fuzzy msgid "https://godotengine.org/asset-library/asset/120" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Area2D.xml:19 #, fuzzy msgid "" "Returns a list of intersecting [Area2D]s. The overlapping area's [member " "CollisionObject2D.collision_layer] must be part of this area's [member " "CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "Gibt eine Liste der sich schneidenden [Area2D]s zurück. Aus Leistungsgründen " "(Kollisionen werden alle gleichzeitig verarbeitet) wird diese Liste einmal " "während des Physikschritts geändert, nicht sofort nach dem Verschieben von " "Objekten. Erwägen Sie stattdessen die Verwendung von Signalen." #: doc/classes/Area2D.xml:26 #, fuzzy msgid "" "Returns a list of intersecting [PhysicsBody2D]s. The overlapping body's " "[member CollisionObject2D.collision_layer] must be part of this area's " "[member CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "Gibt eine Liste der sich schneidenden [PhysicsBody2D]s zurück. Aus " "Leistungsgründen (Kollisionen werden alle gleichzeitig verarbeitet) wird " "diese Liste einmal während des Physikschritts geändert, nicht sofort nach " "dem Verschieben von Objekten. Erwägen Sie stattdessen die Verwendung von " "Signalen." #: doc/classes/Area2D.xml:34 #, fuzzy msgid "" "If [code]true[/code], the given area overlaps the Area2D.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, the list of overlaps is updated once per frame and before " "the physics step. Consider using signals instead." msgstr "" "Wenn [code]true[/code], überlappt der angegebene Bereich den Area2D.\n" "[b]Hinweis:[/b] Das Ergebnis dieses Tests ist nach dem Bewegen von Objekten " "nicht sofort sichtbar. Aus Performancegründen wird die Liste der " "Überlappungen einmal pro Frame und vor dem Physikschritt aktualisiert. " "Erwägen Sie stattdessen die Verwendung von Signalen." #: doc/classes/Area2D.xml:42 #, fuzzy msgid "" "If [code]true[/code], the given physics body overlaps the Area2D.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " "[TileMap] instance (while TileMaps are not physics bodies themselves, they " "register their tiles with collision shapes as a virtual physics body)." msgstr "" "Wenn [code]true[/code], überlappt der angegebene Physikkörper die Area2D.\n" "[b]Hinweis:[/b] Das Ergebnis dieses Tests ist nicht unmittelbar nach dem " "Bewegen von Objekten. Aus Performancegründen wird die Liste der " "Überlappungen einmal pro Frame und vor dem Physikschritt aktualisiert. " "Erwägen Sie stattdessen die Verwendung von Signalen.\n" "Das Argument [code]body[/code] kann entweder ein [PhysicsBody2D] oder eine " "[TileMap]-Instanz sein (während TileMaps selbst keine Physikkörper sind, " "registrieren sie ihre Kacheln mit Kollisionsformen als virtuellen " "Physikkörper)." #: doc/classes/Area2D.xml:50 #, fuzzy msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" "Die Rate, mit der Objekte in diesem Bereich aufhören, sich zu drehen. Stellt " "den Winkelgeschwindigkeitsverlust pro Sekunde dar. Die Werte reichen von " "[code]0[/code] (keine Dämpfung) bis [code]1[/code] (volle Dämpfung)." #: doc/classes/Area2D.xml:60 #, fuzzy msgid "" "The area's gravity intensity (in pixels per second squared). This value " "multiplies the gravity vector. This is useful to alter the force of gravity " "without altering its direction." msgstr "" "Die Schwerkraftintensität des Bereichs (reicht von -1024 bis 1024). Dieser " "Wert multipliziert den Schwerkraftvektor. Dies ist nützlich, um die " "Schwerkraft zu ändern, ohne ihre Richtung zu ändern." #: doc/classes/Area2D.xml:72 #, fuzzy msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" "Die Rate, mit der sich Objekte in diesem Bereich nicht mehr bewegen. Stellt " "den linearen Geschwindigkeitsverlust pro Sekunde dar. Die Werte reichen von " "[code]0[/code] (keine Dämpfung) bis [code]1[/code] (volle Dämpfung)." #: doc/classes/Area2D.xml:92 msgid "" "Emitted when another Area2D enters this Area2D. Requires [member monitoring] " "to be set to [code]true[/code].\n" "[code]area[/code] the other Area2D." msgstr "" #: doc/classes/Area2D.xml:99 msgid "" "Emitted when another Area2D exits this Area2D. Requires [member monitoring] " "to be set to [code]true[/code].\n" "[code]area[/code] the other Area2D." msgstr "" #: doc/classes/Area2D.xml:109 msgid "" "Emitted when one of another Area2D's [Shape2D]s enters one of this Area2D's " "[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n" "[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] " "used by the [Physics2DServer].\n" "[code]area[/code] the other Area2D.\n" "[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]area.shape_owner_get_owner(area_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/Area2D.xml:122 msgid "" "Emitted when one of another Area2D's [Shape2D]s exits one of this Area2D's " "[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n" "[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] " "used by the [Physics2DServer].\n" "[code]area[/code] the other Area2D.\n" "[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]area.shape_owner_get_owner(area_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/Area2D.xml:132 msgid "" "Emitted when a [PhysicsBody2D] or [TileMap] enters this Area2D. Requires " "[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected " "if the [TileSet] has Collision [Shape2D]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" #: doc/classes/Area2D.xml:139 msgid "" "Emitted when a [PhysicsBody2D] or [TileMap] exits this Area2D. Requires " "[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected " "if the [TileSet] has Collision [Shape2D]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" #: doc/classes/Area2D.xml:149 msgid "" "Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s enters one " "of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to " "[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision " "[Shape2D]s.\n" "[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s " "[CollisionObject2D] used by the [Physics2DServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the " "[PhysicsBody2D] or [TileMap].\n" "[code]body_shape_index[/code] the index of the [Shape2D] of the " "[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the " "[CollisionShape2D] node with [code]body." "shape_owner_get_owner(body_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/Area2D.xml:162 msgid "" "Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s exits one of " "this Area2D's [Shape2D]s. Requires [member monitoring] to be set to " "[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision " "[Shape2D]s.\n" "[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s " "[CollisionObject2D] used by the [Physics2DServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the " "[PhysicsBody2D] or [TileMap].\n" "[code]body_shape_index[/code] the index of the [Shape2D] of the " "[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the " "[CollisionShape2D] node with [code]body." "shape_owner_get_owner(body_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/Array.xml:4 msgid "A generic array datatype." msgstr "" #: doc/classes/Array.xml:7 msgid "" "A generic array that can contain several elements of any type, accessible by " "a numerical index starting at 0. Negative indices can be used to count from " "the back, like in Python (-1 is the last element, -2 is the second to last, " "etc.).\n" "[b]Example:[/b]\n" "[codeblock]\n" "var array = [\"One\", 2, 3, \"Four\"]\n" "print(array[0]) # One.\n" "print(array[2]) # 3.\n" "print(array[-1]) # Four.\n" "array[2] = \"Three\"\n" "print(array[-2]) # Three.\n" "[/codeblock]\n" "Arrays can be concatenated using the [code]+[/code] operator:\n" "[codeblock]\n" "var array1 = [\"One\", 2]\n" "var array2 = [3, \"Four\"]\n" "print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n" "[/codeblock]\n" "[b]Note:[/b] Concatenating with the [code]+=[/code] operator will create a " "new array, which has a cost. If you want to append another array to an " "existing array, [method append_array] is more efficient.\n" "[b]Note:[/b] Arrays are always passed by reference. To get a copy of an " "array that can be modified independently of the original array, use [method " "duplicate].\n" "[b]Note:[/b] When declaring an array with [code]const[/code], the array " "itself can still be mutated by defining the values at individual indices or " "pushing/removing elements. Using [code]const[/code] will only prevent " "assigning the constant with another value after it was initialized." msgstr "" #: doc/classes/Array.xml:34 #, fuzzy msgid "Constructs an array from a [PoolColorArray]." msgstr "Konstruiert einen Transform aus einem [Transform2D]." #: doc/classes/Array.xml:41 #, fuzzy msgid "Constructs an array from a [PoolVector3Array]." msgstr "Erzeugt einen neuen [Vector2] aus einem [Vector2i]." #: doc/classes/Array.xml:48 #, fuzzy msgid "Constructs an array from a [PoolVector2Array]." msgstr "Erzeugt einen neuen [Vector2] aus einem [Vector2i]." #: doc/classes/Array.xml:55 #, fuzzy msgid "Constructs an array from a [PoolStringArray]." msgstr "Konstruiert einen Transform aus einem [Transform2D]." #: doc/classes/Array.xml:62 #, fuzzy msgid "Constructs an array from a [PoolRealArray]." msgstr "Konstruiert einen Transform aus einem [Transform2D]." #: doc/classes/Array.xml:69 #, fuzzy msgid "Constructs an array from a [PoolIntArray]." msgstr "Konstruiert einen Transform aus einem [Transform2D]." #: doc/classes/Array.xml:76 #, fuzzy msgid "Constructs an array from a [PoolByteArray]." msgstr "Konstruiert einen Transform aus einem [Transform2D]." #: doc/classes/Array.xml:82 doc/classes/PoolByteArray.xml:23 #: doc/classes/PoolColorArray.xml:23 doc/classes/PoolIntArray.xml:24 #: doc/classes/PoolRealArray.xml:24 doc/classes/PoolStringArray.xml:24 #: doc/classes/PoolVector2Array.xml:24 doc/classes/PoolVector3Array.xml:23 msgid "" "Appends an element at the end of the array (alias of [method push_back])." msgstr "" "Hängt ein Element am Ende des Arrays an (Alias für [method push_back])." #: doc/classes/Array.xml:88 msgid "" "Appends another array at the end of this array.\n" "[codeblock]\n" "var array1 = [1, 2, 3]\n" "var array2 = [4, 5, 6]\n" "array1.append_array(array2)\n" "print(array1) # Prints [1, 2, 3, 4, 5, 6].\n" "[/codeblock]" msgstr "" #: doc/classes/Array.xml:100 msgid "" "Returns the last element of the array. Prints an error and returns " "[code]null[/code] if the array is empty.\n" "[b]Note:[/b] Calling this function is not the same as writing [code]array[-1]" "[/code]. If the array is empty, accessing by index will pause project " "execution when running from the editor." msgstr "" #: doc/classes/Array.xml:109 msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " "search. Optionally, a [code]before[/code] specifier can be passed. If " "[code]false[/code], the returned index comes after all existing entries of " "the value in the array.\n" "[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " "unexpected behavior." msgstr "" #: doc/classes/Array.xml:120 msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " "search and a custom comparison method declared in the [code]obj[/code]. " "Optionally, a [code]before[/code] specifier can be passed. If [code]false[/" "code], the returned index comes after all existing entries of the value in " "the array. The custom method receives two arguments (an element from the " "array and the value searched for) and must return [code]true[/code] if the " "first argument is less than the second, and return [code]false[/code] " "otherwise.\n" "[codeblock]\n" "func cardinal_to_algebraic(a):\n" " match a:\n" " \"one\":\n" " return 1\n" " \"two\":\n" " return 2\n" " \"three\":\n" " return 3\n" " \"four\":\n" " return 4\n" " _:\n" " return 0\n" "\n" "func compare(a, b):\n" " return cardinal_to_algebraic(a) < cardinal_to_algebraic(b)\n" "\n" "func _ready():\n" " var a = [\"one\", \"two\", \"three\", \"four\"]\n" " # `compare` is defined in this object, so we use `self` as the `obj` " "parameter.\n" " print(a.bsearch_custom(\"three\", self, \"compare\", true)) # Expected " "value is 2.\n" "[/codeblock]\n" "[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in " "unexpected behavior." msgstr "" #: doc/classes/Array.xml:148 msgid "" "Clears the array. This is equivalent to using [method resize] with a size of " "[code]0[/code]." msgstr "" #: doc/classes/Array.xml:155 msgid "Returns the number of times an element is in the array." msgstr "" #: doc/classes/Array.xml:162 msgid "" "Returns a copy of the array.\n" "If [code]deep[/code] is [code]true[/code], a deep copy is performed: all " "nested arrays and dictionaries are duplicated and will not be shared with " "the original array. If [code]false[/code], a shallow copy is made and " "references to the original nested arrays and dictionaries are kept, so that " "modifying a sub-array or dictionary in the copy will also impact those " "referenced in the source array." msgstr "" #: doc/classes/Array.xml:169 doc/classes/PoolByteArray.xml:61 #: doc/classes/PoolColorArray.xml:35 doc/classes/PoolIntArray.xml:36 #: doc/classes/PoolRealArray.xml:36 doc/classes/PoolStringArray.xml:36 #: doc/classes/PoolVector2Array.xml:36 doc/classes/PoolVector3Array.xml:35 msgid "Returns [code]true[/code] if the array is empty." msgstr "Gibt [code]true[/code] zurück falls das Array leer ist." #: doc/classes/Array.xml:175 msgid "" "Removes the first occurrence of a value from the array. 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 "" #: doc/classes/Array.xml:185 msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " "not found. Optionally, the initial search index can be passed." msgstr "" #: doc/classes/Array.xml:192 msgid "" "Searches the array in reverse order for a value and returns its index or " "[code]-1[/code] if not found." msgstr "" #: doc/classes/Array.xml:198 msgid "" "Returns the first element of the array. Prints an error and returns " "[code]null[/code] if the array is empty.\n" "[b]Note:[/b] Calling this function is not the same as writing [code]array[0]" "[/code]. If the array is empty, accessing by index will pause project " "execution when running from the editor." msgstr "" #: doc/classes/Array.xml:206 msgid "" "Returns [code]true[/code] if the array contains the given value.\n" "[codeblock]\n" "[\"inside\", 7].has(\"inside\") # True\n" "[\"inside\", 7].has(\"outside\") # False\n" "[\"inside\", 7].has(7) # True\n" "[\"inside\", 7].has(\"7\") # False\n" "[/codeblock]\n" "[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as " "follows:\n" "[codeblock]\n" "# Will evaluate to `true`.\n" "if 2 in [2, 4, 6, 8]:\n" " pass\n" "[/codeblock]" msgstr "" #: doc/classes/Array.xml:224 msgid "" "Returns a hashed integer value representing the array and its contents.\n" "[b]Note:[/b] Arrays with equal contents can still produce different hashes. " "Only the exact same arrays will produce the same hashed integer value." msgstr "" #: doc/classes/Array.xml:232 msgid "" "Inserts a new element at a given position in the array. The position must be " "valid, or at the end of the array ([code]pos == size()[/code]).\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 inserted " "element is close to the beginning of the array (index 0). This is because " "all elements placed after the newly inserted element have to be reindexed." msgstr "" #: doc/classes/Array.xml:239 doc/classes/PoolByteArray.xml:96 #: doc/classes/PoolColorArray.xml:48 doc/classes/PoolIntArray.xml:49 #: doc/classes/PoolRealArray.xml:49 doc/classes/PoolStringArray.xml:49 #: doc/classes/PoolVector2Array.xml:49 doc/classes/PoolVector3Array.xml:48 msgid "Reverses the order of the elements in the array." msgstr "Kehrt die Reihenfolge der Elemente des Arrays um." #: doc/classes/Array.xml:245 msgid "" "Returns the maximum value contained in the array if all elements are of " "comparable types. If the elements can't be compared, [code]null[/code] is " "returned." msgstr "" #: doc/classes/Array.xml:251 msgid "" "Returns the minimum value contained in the array if all elements are of " "comparable types. If the elements can't be compared, [code]null[/code] is " "returned." msgstr "" #: doc/classes/Array.xml:258 msgid "" "Removes and returns the element of the array at index [code]position[/code]. " "If negative, [code]position[/code] is considered relative to the end of the " "array. Leaves the array untouched and returns [code]null[/code] if the array " "is empty or if it's accessed out of bounds. An error message is printed when " "the array is accessed out of bounds, but not when the array is empty.\n" "[b]Note:[/b] On large arrays, this method can be slower than [method " "pop_back] as it will reindex the array's elements that are located after the " "removed element. The larger the array and the lower the index of the removed " "element, the slower [method pop_at] will be." msgstr "" #: doc/classes/Array.xml:265 msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without printing an error message. See also [method " "pop_front]." msgstr "" #: doc/classes/Array.xml:271 msgid "" "Removes and returns the first element of the array. Returns [code]null[/" "code] if the array is empty, without printing an error message. See also " "[method pop_back].\n" "[b]Note:[/b] On large arrays, this method is much slower than [method " "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 "" #: doc/classes/Array.xml:278 #, fuzzy msgid "" "Appends an element at the end of the array. See also [method push_front]." msgstr "" "Hängt ein Element am Ende des Arrays an (Alias für [method push_back])." #: doc/classes/Array.xml:284 msgid "" "Adds an element at the beginning of the array. See also [method push_back].\n" "[b]Note:[/b] On large arrays, this method is much slower than [method " "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 "" #: doc/classes/Array.xml:291 msgid "" "Removes an element from the array by index. If the index does not exist in " "the array, nothing happens. To remove an element by searching for its value, " "use [method erase] 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 "" #: doc/classes/Array.xml:299 msgid "" "Resizes the array to contain a different number of elements. If the array " "size is smaller, elements are cleared, if bigger, new elements are " "[code]null[/code]." msgstr "" #: doc/classes/Array.xml:307 msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " "the array." msgstr "" #: doc/classes/Array.xml:312 msgid "" "Shuffles the array such that the items will have a random order. This method " "uses the global random number generator common to methods such as [method " "@GDScript.randi]. Call [method @GDScript.randomize] to ensure that a new " "seed will be used each time if you want non-reproducible shuffling." msgstr "" #: doc/classes/Array.xml:318 msgid "Returns the number of elements in the array." msgstr "Gibt die Nummer von Elementen innerhalb eines Arrays wieder." #: doc/classes/Array.xml:328 msgid "" "Duplicates the subset described in the function and returns it in an array, " "deeply copying the array if [code]deep[/code] is [code]true[/code]. Lower " "and upper index are inclusive, with the [code]step[/code] describing the " "change between indices while slicing." msgstr "" #: doc/classes/Array.xml:333 msgid "" "Sorts the array.\n" "[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural " "order). This may lead to unexpected behavior when sorting an array of " "strings ending with a sequence of numbers. Consider the following example:\n" "[codeblock]\n" "var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n" "strings.sort()\n" "print(strings) # Prints [string1, string10, string11, string2]\n" "[/codeblock]" msgstr "" #: doc/classes/Array.xml:346 msgid "" "Sorts the array using a custom method. The arguments are an object that " "holds the method and the name of such method. The custom method receives two " "arguments (a pair of elements from the array) and must return either " "[code]true[/code] or [code]false[/code].\n" "For two elements [code]a[/code] and [code]b[/code], if the given method " "returns [code]true[/code], element [code]b[/code] will be after element " "[code]a[/code] in the array.\n" "[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm " "expects a deterministic result. Doing so will result in unexpected " "behavior.\n" "[codeblock]\n" "class MyCustomSorter:\n" " static func sort_ascending(a, b):\n" " if a[0] < b[0]:\n" " return true\n" " return false\n" "\n" "var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n" "my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n" "print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n" "[/codeblock]" msgstr "" #: doc/classes/ArrayMesh.xml:4 msgid "" "[Mesh] type that provides utility for constructing a surface from arrays." msgstr "" #: doc/classes/ArrayMesh.xml:7 msgid "" "The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes " "as arrays.\n" "The most basic example is the creation of a single triangle:\n" "[codeblock]\n" "var vertices = PoolVector3Array()\n" "vertices.push_back(Vector3(0, 1, 0))\n" "vertices.push_back(Vector3(1, 0, 0))\n" "vertices.push_back(Vector3(0, 0, 1))\n" "# Initialize the ArrayMesh.\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(ArrayMesh.ARRAY_MAX)\n" "arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n" "# Create the Mesh.\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" "var m = MeshInstance.new()\n" "m.mesh = arr_mesh\n" "[/codeblock]\n" "The [MeshInstance] is ready to be added to the [SceneTree] to be shown.\n" "See also [ImmediateGeometry], [MeshDataTool] and [SurfaceTool] for " "procedural geometry generation.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" #: doc/classes/ArrayMesh.xml:29 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/3d/procedural_geometry/" "arraymesh.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/" "arraymesh.html" #: doc/classes/ArrayMesh.xml:36 msgid "" "Adds name for a blend shape that will be added with [method " "add_surface_from_arrays]. Must be called before surface is added." msgstr "" #: doc/classes/ArrayMesh.xml:46 msgid "" "Creates a new surface.\n" "Surfaces are created to be rendered using a [code]primitive[/code], which " "may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, " "when using indices, it is recommended to only use points, lines, or " "triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/" "code] for this new surface.\n" "The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] " "for the values used in this array. For example, [code]arrays[0][/code] is " "the array of vertices. That first vertex sub-array is always required; the " "others are optional. Adding an index array puts this function into \"index " "mode\" where the vertex and other arrays become the sources of data and the " "index array defines the vertex order. All sub-arrays must have the same " "length as the vertex array or be empty, except for [constant ARRAY_INDEX] if " "it is used." msgstr "" #: doc/classes/ArrayMesh.xml:54 msgid "Removes all blend shapes from this [ArrayMesh]." msgstr "" #: doc/classes/ArrayMesh.xml:60 msgid "Removes all surfaces from this [ArrayMesh]." msgstr "" #: doc/classes/ArrayMesh.xml:66 msgid "Returns the number of blend shapes that the [ArrayMesh] holds." msgstr "" #: doc/classes/ArrayMesh.xml:73 msgid "Returns the name of the blend shape at this index." msgstr "" #: doc/classes/ArrayMesh.xml:81 msgid "" "Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for " "lightmapping." msgstr "" #: doc/classes/ArrayMesh.xml:87 msgid "Will regenerate normal maps for the [ArrayMesh]." msgstr "" #: doc/classes/ArrayMesh.xml:101 msgid "" "Returns the index of the first surface with this name held within this " "[ArrayMesh]. If none are found, -1 is returned." msgstr "" #: doc/classes/ArrayMesh.xml:108 msgid "" "Returns the length in indices of the index array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" #: doc/classes/ArrayMesh.xml:115 msgid "" "Returns the length in vertices of the vertex array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" #: doc/classes/ArrayMesh.xml:122 msgid "" "Returns the format mask of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" #: doc/classes/ArrayMesh.xml:129 msgid "Gets the name assigned to this surface." msgstr "" #: doc/classes/ArrayMesh.xml:136 msgid "" "Returns the primitive type of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" #: doc/classes/ArrayMesh.xml:143 msgid "" "Removes a surface at position [code]surf_idx[/code], shifting greater " "surfaces one [code]surf_idx[/code] slot down." msgstr "" #: doc/classes/ArrayMesh.xml:151 msgid "Sets a name for a given surface." msgstr "" #: doc/classes/ArrayMesh.xml:160 msgid "" "Updates a specified region of mesh arrays on the GPU.\n" "[b]Warning:[/b] Only use if you know what you are doing. You can easily " "cause crashes by calling this function with improper arguments." msgstr "" #: doc/classes/ArrayMesh.xml:167 msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]." msgstr "" #: doc/classes/ArrayMesh.xml:170 doc/classes/PrimitiveMesh.xml:26 msgid "" "Overrides the [AABB] with one defined by user for use with frustum culling. " "Especially useful to avoid unexpected culling when using a shader to offset " "vertices." msgstr "" #: doc/classes/ArrayMesh.xml:175 msgid "Default value used for index_array_len when no indices are present." msgstr "" #: doc/classes/ArrayMesh.xml:178 msgid "Amount of weights/bone indices per vertex (always 4)." msgstr "" #: doc/classes/ArrayMesh.xml:181 msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions." msgstr "" #: doc/classes/ArrayMesh.xml:184 msgid "[PoolVector3Array] of vertex normals." msgstr "" #: doc/classes/ArrayMesh.xml:187 msgid "" "[PoolRealArray] of vertex tangents. Each element in groups of 4 floats, " "first 3 floats determine the tangent, and the last the binormal direction as " "-1 or 1." msgstr "" #: doc/classes/ArrayMesh.xml:190 msgid "[PoolColorArray] of vertex colors." msgstr "" #: doc/classes/ArrayMesh.xml:193 msgid "[PoolVector2Array] for UV coordinates." msgstr "" #: doc/classes/ArrayMesh.xml:196 msgid "[PoolVector2Array] for second UV coordinates." msgstr "" #: doc/classes/ArrayMesh.xml:199 msgid "" "[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of " "4 floats." msgstr "" #: doc/classes/ArrayMesh.xml:202 msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats." msgstr "" #: doc/classes/ArrayMesh.xml:205 msgid "" "[PoolIntArray] of integers used as indices referencing vertices, colors, " "normals, tangents, and textures. All of those arrays must have the same " "number of elements as the vertex array. No index can be beyond the vertex " "array size. When this index array is present, it puts the function into " "\"index mode,\" where the index selects the *i*'th vertex, normal, tangent, " "color, UV, etc. This means if you want to have different normals or colors " "along an edge, you have to duplicate the vertices.\n" "For triangles, the index array is interpreted as triples, referring to the " "vertices of each triangle. For lines, the index array is in pairs indicating " "the start and end of each line." msgstr "" #: doc/classes/ArrayMesh.xml:209 doc/classes/Mesh.xml:225 #: doc/classes/VisualServer.xml:3270 msgid "Represents the size of the [enum ArrayType] enum." msgstr "" #: doc/classes/ArrayMesh.xml:212 msgid "Array format will include vertices (mandatory)." msgstr "" #: doc/classes/ArrayMesh.xml:215 msgid "Array format will include normals." msgstr "" #: doc/classes/ArrayMesh.xml:218 msgid "Array format will include tangents." msgstr "" #: doc/classes/ArrayMesh.xml:221 msgid "Array format will include a color array." msgstr "" #: doc/classes/ArrayMesh.xml:224 msgid "Array format will include UVs." msgstr "" #: doc/classes/ArrayMesh.xml:227 msgid "Array format will include another set of UVs." msgstr "" #: doc/classes/ArrayMesh.xml:230 msgid "Array format will include bone indices." msgstr "" #: doc/classes/ArrayMesh.xml:233 msgid "Array format will include bone weights." msgstr "" #: doc/classes/ArrayMesh.xml:236 msgid "Index array will be used." msgstr "" #: doc/classes/ARVRAnchor.xml:4 msgid "An anchor point in AR space." msgstr "" #: doc/classes/ARVRAnchor.xml:7 msgid "" "The [ARVRAnchor] point is a spatial node that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " "update the position of planes (tables, floors, etc) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " "your scene for that anchor. You can predefine nodes and set the ID; the " "nodes will simply remain on 0,0,0 until a plane is recognized.\n" "Keep in mind that, as long as plane detection is enabled, the size, placing " "and orientation of an anchor will be updated as the detection logic learns " "more about the real world out there especially if only part of the surface " "is in view." msgstr "" #: doc/classes/ARVRAnchor.xml:17 msgid "Returns the name given to this anchor." msgstr "" #: doc/classes/ARVRAnchor.xml:23 msgid "" "Returns [code]true[/code] if the anchor is being tracked and [code]false[/" "code] if no anchor with this ID is currently known." msgstr "" #: doc/classes/ARVRAnchor.xml:29 msgid "" "If provided by the [ARVRInterface], this returns a mesh object for the " "anchor. For an anchor, this can be a shape related to the object being " "tracked or it can be a mesh that provides topology related to the anchor and " "can be used to create shadows/reflections on surfaces or for generating " "collision shapes." msgstr "" #: doc/classes/ARVRAnchor.xml:35 msgid "" "Returns a plane aligned with our anchor; handy for intersection testing." msgstr "" #: doc/classes/ARVRAnchor.xml:41 msgid "" "Returns the estimated size of the plane that was detected. Say when the " "anchor relates to a table in the real world, this is the estimated size of " "the surface of that table." msgstr "" #: doc/classes/ARVRAnchor.xml:47 msgid "" "The anchor's ID. You can set this before the anchor itself exists. The first " "anchor gets an ID of [code]1[/code], the second an ID of [code]2[/code], " "etc. When anchors get removed, the engine can then assign the corresponding " "ID to new anchors. The most common situation where anchors \"disappear\" is " "when the AR server identifies that two anchors represent different parts of " "the same plane and merges them." msgstr "" #: doc/classes/ARVRAnchor.xml:54 msgid "" "Emitted when the mesh associated with the anchor changes or when one becomes " "available. This is especially important for topology that is constantly " "being [code]mesh_updated[/code]." msgstr "" #: doc/classes/ARVRCamera.xml:4 msgid "" "A camera node with a few overrules for AR/VR applied, such as location " "tracking." msgstr "" #: doc/classes/ARVRCamera.xml:7 msgid "" "This is a helper spatial node for our camera; note that, if stereoscopic " "rendering is applicable (VR-HMD), most of the camera properties are ignored, " "as the HMD information overrides them. The only properties that can be " "trusted are the near and far planes.\n" "The position and orientation of this node is automatically updated by the " "ARVR Server to represent the location of the HMD if such tracking is " "available and can thus be used by game logic. Note that, in contrast to the " "ARVR Controller, the render thread has access to the most up-to-date " "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 "" #: doc/classes/ARVRCamera.xml:11 doc/classes/ARVRController.xml:12 #: doc/classes/ARVRInterface.xml:11 doc/classes/ARVROrigin.xml:13 #: doc/classes/ARVRPositionalTracker.xml:12 doc/classes/ARVRServer.xml:10 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/vr/index.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/ARVRController.xml:4 msgid "A spatial node representing a spatially-tracked controller." msgstr "" #: doc/classes/ARVRController.xml:7 msgid "" "This is a helper spatial node that is linked to the tracking of controllers. " "It also offers several handy passthroughs to the state of buttons and such " "on the controllers.\n" "Controllers are linked by their ID. You can create controller nodes before " "the controllers are available. If your game always uses two controllers (one " "for each hand), you can predefine the controllers with ID 1 and 2; they will " "become active as soon as the controllers are identified. If you expect " "additional controllers to be used, you should react to the signals and add " "ARVRController nodes to your scene.\n" "The position of the controller node is automatically updated by the " "[ARVRServer]. This makes this node ideal to add child nodes to visualize the " "controller." msgstr "" #: doc/classes/ARVRController.xml:18 msgid "" "If active, returns the name of the associated controller if provided by the " "AR/VR SDK used." msgstr "" #: doc/classes/ARVRController.xml:24 msgid "" "Returns the hand holding this controller, if known. See [enum " "ARVRPositionalTracker.TrackerHand]." msgstr "" #: doc/classes/ARVRController.xml:30 #, fuzzy msgid "" "Returns [code]true[/code] if the bound controller is active. ARVR systems " "attempt to track active controllers." msgstr "" "Gibt [code]true[/code] zurück, wenn ein Übergang zwischen den übergebenen " "Nodes existiert." #: doc/classes/ARVRController.xml:37 msgid "" "Returns the value of the given axis for things like triggers, touchpads, " "etc. that are embedded into the controller." msgstr "" #: doc/classes/ARVRController.xml:43 msgid "" "Returns the ID of the joystick object bound to this. Every controller " "tracked by the [ARVRServer] that has buttons and axis will also be " "registered as a joystick within Godot. This means that all the normal " "joystick tracking and input mapping will work for buttons and axis found on " "the AR/VR controllers. This ID is purely offered as information so you can " "link up the controller with its joystick entry." msgstr "" #: doc/classes/ARVRController.xml:49 msgid "" "If provided by the [ARVRInterface], this returns a mesh associated with the " "controller. This can be used to visualize the controller." msgstr "" #: doc/classes/ARVRController.xml:56 msgid "" "Returns [code]true[/code] if the button at index [code]button[/code] is " "pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] " "constants." msgstr "" #: doc/classes/ARVRController.xml:62 msgid "" "The controller's ID.\n" "A controller ID of 0 is unbound and will always result in an inactive node. " "Controller ID 1 is reserved for the first controller that identifies itself " "as the left-hand controller and ID 2 is reserved for the first controller " "that identifies itself as the right-hand controller.\n" "For any other controller that the [ARVRServer] detects, we continue with " "controller ID 3.\n" "When a controller is turned off, its slot is freed. This ensures controllers " "will keep the same ID even when controllers with lower IDs are turned off." msgstr "" #: doc/classes/ARVRController.xml:68 msgid "" "The degree to which the controller vibrates. Ranges from [code]0.0[/code] to " "[code]1.0[/code] with precision [code].01[/code]. If changed, updates " "[member ARVRPositionalTracker.rumble] accordingly.\n" "This is a useful property to animate if you want the controller to vibrate " "for a limited duration." msgstr "" #: doc/classes/ARVRController.xml:76 msgid "Emitted when a button on this controller is pressed." msgstr "" #: doc/classes/ARVRController.xml:82 msgid "Emitted when a button on this controller is released." msgstr "" #: doc/classes/ARVRController.xml:88 msgid "" "Emitted when the mesh associated with the controller changes or when one " "becomes available. Generally speaking this will be a static mesh after " "becoming available." msgstr "" #: doc/classes/ARVRInterface.xml:4 msgid "Base class for an AR/VR interface implementation." msgstr "" #: doc/classes/ARVRInterface.xml:7 msgid "" "This class needs to be implemented to make an AR or VR platform available to " "Godot and these should be implemented as C++ modules or GDNative modules " "(note that for GDNative the subclass ARVRScriptInterface should be used). " "Part of the interface is exposed to GDScript so you can detect, enable and " "configure an AR or VR platform.\n" "Interfaces should be written in such a way that simply enabling them will " "give us a working setup. You can query the available interfaces through " "[ARVRServer]." msgstr "" #: doc/classes/ARVRInterface.xml:17 msgid "" "If this is an AR interface that requires displaying a camera feed as the " "background, this method returns the feed ID in the [CameraServer] for this " "interface." msgstr "" #: doc/classes/ARVRInterface.xml:23 msgid "" "Returns a combination of [enum Capabilities] flags providing information " "about the capabilities of this interface." msgstr "" #: doc/classes/ARVRInterface.xml:29 msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)." msgstr "" #: doc/classes/ARVRInterface.xml:35 msgid "" "Returns the resolution at which we should render our intermediate results " "before things like lens distortion are applied by the VR platform." msgstr "" #: doc/classes/ARVRInterface.xml:41 msgid "" "If supported, returns the status of our tracking. This will allow you to " "provide feedback to the user whether there are issues with positional " "tracking." msgstr "" #: doc/classes/ARVRInterface.xml:47 msgid "" "Call this to initialize this interface. The first interface that is " "initialized is identified as the primary interface and it will be used for " "rendering output.\n" "After initializing the interface you want to use you then need to enable the " "AR/VR mode of a viewport and rendering should commence.\n" "[b]Note:[/b] You must enable the AR/VR mode on the main viewport for any " "device that uses the main output of Godot, such as for mobile VR.\n" "If you do this for a platform that handles its own output (such as OpenVR) " "Godot will show just one eye without distortion on screen. Alternatively, " "you can add a separate viewport node to your scene and enable AR/VR on that " "viewport. It will be used to output to the HMD, leaving you free to do " "anything you like in the main window, such as using a separate camera as a " "spectator camera or rendering something completely different.\n" "While currently not used, you can activate additional interfaces. You may " "wish to do this if you want to track controllers from other platforms. " "However, at this point in time only one interface can render to an HMD." msgstr "" #: doc/classes/ARVRInterface.xml:57 msgid "" "Returns [code]true[/code] if the current output of this interface is in " "stereo." msgstr "" #: doc/classes/ARVRInterface.xml:63 msgid "Turns the interface off." msgstr "" #: doc/classes/ARVRInterface.xml:69 msgid "On an AR interface, [code]true[/code] if anchor detection is enabled." msgstr "" #: doc/classes/ARVRInterface.xml:72 msgid "[code]true[/code] if this interface been initialized." msgstr "" #: doc/classes/ARVRInterface.xml:75 msgid "[code]true[/code] if this is the primary interface." msgstr "" #: doc/classes/ARVRInterface.xml:80 msgid "No ARVR capabilities." msgstr "" #: doc/classes/ARVRInterface.xml:83 msgid "" "This interface can work with normal rendering output (non-HMD based AR)." msgstr "" #: doc/classes/ARVRInterface.xml:86 msgid "This interface supports stereoscopic rendering." msgstr "" #: doc/classes/ARVRInterface.xml:89 msgid "This interface supports AR (video background and real world tracking)." msgstr "" #: doc/classes/ARVRInterface.xml:92 msgid "" "This interface outputs to an external device. If the main viewport is used, " "the on screen output is an unmodified buffer of either the left or right eye " "(stretched if the viewport size is not changed to the same aspect ratio of " "[method get_render_targetsize]). Using a separate viewport node frees up the " "main viewport for other purposes." msgstr "" #: doc/classes/ARVRInterface.xml:95 msgid "" "Mono output, this is mostly used internally when retrieving positioning " "information for our camera node or when stereo scopic rendering is not " "supported." msgstr "" #: doc/classes/ARVRInterface.xml:98 msgid "" "Left eye output, this is mostly used internally when rendering the image for " "the left eye and obtaining positioning and projection information." msgstr "" #: doc/classes/ARVRInterface.xml:101 msgid "" "Right eye output, this is mostly used internally when rendering the image " "for the right eye and obtaining positioning and projection information." msgstr "" #: doc/classes/ARVRInterface.xml:104 msgid "Tracking is behaving as expected." msgstr "" #: doc/classes/ARVRInterface.xml:107 msgid "" "Tracking is hindered by excessive motion (the player is moving faster than " "tracking can keep up)." msgstr "" #: doc/classes/ARVRInterface.xml:110 msgid "" "Tracking is hindered by insufficient features, it's too dark (for camera-" "based tracking), player is blocked, etc." msgstr "" #: doc/classes/ARVRInterface.xml:113 msgid "" "We don't know the status of the tracking or this interface does not provide " "feedback." msgstr "" #: doc/classes/ARVRInterface.xml:116 msgid "" "Tracking is not functional (camera not plugged in or obscured, lighthouses " "turned off, etc.)." msgstr "" #: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml:4 msgid "GDNative wrapper for an ARVR interface." msgstr "" #: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml:7 msgid "" "This is a wrapper class for GDNative implementations of the ARVR interface. " "To use a GDNative ARVR interface, simply instantiate this object and set " "your GDNative library containing the ARVR interface implementation." msgstr "" #: doc/classes/ARVROrigin.xml:4 msgid "The origin point in AR/VR." msgstr "" #: doc/classes/ARVROrigin.xml:7 msgid "" "This is a special node within the AR/VR system that maps the physical " "location of the center of our tracking space to the virtual location within " "our game world.\n" "There should be only one of these nodes in your scene and you must have one. " "All the ARVRCamera, ARVRController and ARVRAnchor nodes should be direct " "children of this node for spatial tracking to work correctly.\n" "It is the position of this node that you update when your character needs to " "move through your game world while we're not moving in the real world. " "Movement in the real world is always in relation to this origin point.\n" "For example, if your character is driving a car, the ARVROrigin node should " "be a child node of this car. Or, if you're implementing a teleport system to " "move your character, you should change the position of this node." msgstr "" #: doc/classes/ARVROrigin.xml:19 msgid "" "Allows you to adjust the scale to your game's units. Most AR/VR platforms " "assume a scale of 1 game world unit = 1 real world meter.\n" "[b]Note:[/b] This method is a passthrough to the [ARVRServer] itself." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:4 msgid "A tracked object." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:7 msgid "" "An instance of this object represents a device that is tracked, such as a " "controller or anchor point. HMDs aren't represented here as they are handled " "internally.\n" "As controllers are turned on and the AR/VR interface detects them, instances " "of this object are automatically added to this list of active tracking " "objects accessible through the [ARVRServer].\n" "The [ARVRController] and [ARVRAnchor] both consume objects of this type and " "should be used in your project. The positional trackers are just under-the-" "hood objects that make this all work. These are mostly exposed so that " "GDNative-based interfaces can interact with them." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:18 msgid "" "Returns the hand holding this tracker, if known. See [enum TrackerHand] " "constants." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:24 msgid "" "If this is a controller that is being tracked, the controller will also be " "represented by a joystick entry with this ID." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:30 msgid "" "Returns the mesh related to a controller or anchor point if one is available." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:36 msgid "Returns the controller or anchor point's name if available." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:42 msgid "Returns the controller's orientation matrix." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:48 msgid "Returns the world-space controller position." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:54 msgid "" "Returns the internal tracker ID. This uniquely identifies the tracker per " "tracker type and matches the ID you need to specify for nodes such as the " "[ARVRController] and [ARVRAnchor] nodes." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:60 msgid "Returns [code]true[/code] if this device tracks orientation." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:66 msgid "Returns [code]true[/code] if this device tracks position." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:73 msgid "Returns the transform combining this device's orientation and position." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:79 msgid "Returns the tracker's type." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:85 msgid "" "The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to " "[code]1.0[/code] with precision [code].01[/code]." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:90 msgid "The hand this tracker is held in is unknown or not applicable." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:93 msgid "This tracker is the left hand controller." msgstr "" #: doc/classes/ARVRPositionalTracker.xml:96 msgid "This tracker is the right hand controller." msgstr "" #: doc/classes/ARVRServer.xml:4 msgid "Server for AR and VR features." msgstr "" #: doc/classes/ARVRServer.xml:7 msgid "" "The AR/VR server is the heart of our Advanced and Virtual Reality solution " "and handles all the processing." msgstr "" #: doc/classes/ARVRServer.xml:17 msgid "Registers an [ARVRInterface] object." msgstr "" #: doc/classes/ARVRServer.xml:24 msgid "" "Registers a new [ARVRPositionalTracker] that tracks a spatial location in " "real space." msgstr "" #: doc/classes/ARVRServer.xml:32 msgid "" "This is an important function to understand correctly. AR and VR platforms " "all handle positioning slightly differently.\n" "For platforms that do not offer spatial tracking, our origin point (0,0,0) " "is the location of our HMD, but you have little control over the direction " "the player is facing in the real world.\n" "For platforms that do offer spatial tracking, our origin point depends very " "much on the system. For OpenVR, our origin point is usually the center of " "the tracking space, on the ground. For other platforms, it's often the " "location of the tracking camera.\n" "This method allows you to center your tracker on the location of the HMD. It " "will take the current location of the HMD and use that to adjust all your " "tracking data; in essence, realigning the real world to your player's " "current position in the game world.\n" "For this method to produce usable results, tracking information must be " "available. This often takes a few frames after starting your game.\n" "You should call this method after a few seconds have passed. For instance, " "when the user requests a realignment of the display holding a designated " "button on a controller for a short period of time, or when implementing a " "teleport mechanism." msgstr "" #: doc/classes/ARVRServer.xml:44 msgid "" "Clears our current primary interface if it is set to the provided interface." msgstr "" #: doc/classes/ARVRServer.xml:51 msgid "" "Finds an interface by its name. For instance, if your project uses " "capabilities of an AR/VR platform, you can find the interface for that " "platform by name and initialize it." msgstr "" #: doc/classes/ARVRServer.xml:57 msgid "Returns the primary interface's transformation." msgstr "" #: doc/classes/ARVRServer.xml:64 msgid "" "Returns the interface registered at a given index in our list of interfaces." msgstr "" #: doc/classes/ARVRServer.xml:70 msgid "" "Returns the number of interfaces currently registered with the AR/VR server. " "If your project supports multiple AR/VR platforms, you can look through the " "available interface, and either present the user with a selection or simply " "try to initialize each interface and use the first one that returns " "[code]true[/code]." msgstr "" #: doc/classes/ARVRServer.xml:76 msgid "" "Returns a list of available interfaces the ID and name of each interface." msgstr "" #: doc/classes/ARVRServer.xml:82 msgid "" "Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of " "the AR/VR eyes to [VisualServer]. The value comes from an internal call to " "[method OS.get_ticks_usec]." msgstr "" #: doc/classes/ARVRServer.xml:88 msgid "" "Returns the duration (in μs) of the last frame. This is computed as the " "difference between [method get_last_commit_usec] and [method " "get_last_process_usec] when committing." msgstr "" #: doc/classes/ARVRServer.xml:94 msgid "" "Returns the absolute timestamp (in μs) of the last [ARVRServer] process " "callback. The value comes from an internal call to [method OS." "get_ticks_usec]." msgstr "" #: doc/classes/ARVRServer.xml:100 msgid "" "Returns the reference frame transform. Mostly used internally and exposed " "for GDNative build interfaces." msgstr "" #: doc/classes/ARVRServer.xml:107 msgid "Returns the positional tracker at the given ID." msgstr "" #: doc/classes/ARVRServer.xml:113 msgid "Returns the number of trackers currently registered." msgstr "" #: doc/classes/ARVRServer.xml:120 msgid "Removes this interface." msgstr "" #: doc/classes/ARVRServer.xml:127 msgid "Removes this positional tracker." msgstr "" #: doc/classes/ARVRServer.xml:133 msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]." msgstr "" #: doc/classes/ARVRServer.xml:136 msgid "" "Allows you to adjust the scale to your game's units. Most AR/VR platforms " "assume a scale of 1 game world unit = 1 real world meter." msgstr "" #: doc/classes/ARVRServer.xml:143 msgid "Emitted when a new interface has been added." msgstr "" #: doc/classes/ARVRServer.xml:149 msgid "Emitted when an interface is removed." msgstr "" #: doc/classes/ARVRServer.xml:157 msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " "of controllers or if you're using [ARVRAnchor]s for an AR solution, it is " "important to react to this signal to add the appropriate [ARVRController] or " "[ARVRAnchor] nodes related to this new tracker." msgstr "" #: doc/classes/ARVRServer.xml:165 msgid "" "Emitted when a tracker is removed. You should remove any [ARVRController] or " "[ARVRAnchor] points if applicable. This is not mandatory, the nodes simply " "become inactive and will be made active again when a new tracker becomes " "available (i.e. a new controller is switched on that takes the place of the " "previous one)." msgstr "" #: doc/classes/ARVRServer.xml:171 msgid "The tracker tracks the location of a controller." msgstr "" #: doc/classes/ARVRServer.xml:174 msgid "The tracker tracks the location of a base station." msgstr "" #: doc/classes/ARVRServer.xml:177 msgid "The tracker tracks the location and size of an AR anchor." msgstr "" #: doc/classes/ARVRServer.xml:180 msgid "Used internally to filter trackers of any known type." msgstr "" #: doc/classes/ARVRServer.xml:183 msgid "Used internally if we haven't set the tracker type yet." msgstr "" #: doc/classes/ARVRServer.xml:186 msgid "Used internally to select all trackers." msgstr "" #: doc/classes/ARVRServer.xml:189 msgid "" "Fully reset the orientation of the HMD. Regardless of what direction the " "user is looking to in the real world. The user will look dead ahead in the " "virtual world." msgstr "" #: doc/classes/ARVRServer.xml:192 msgid "" "Resets the orientation but keeps the tilt of the device. So if we're looking " "down, we keep looking down but heading will be reset." msgstr "" #: doc/classes/ARVRServer.xml:195 msgid "" "Does not reset the orientation of the HMD, only the position of the player " "gets centered." msgstr "" #: doc/classes/AspectRatioContainer.xml:4 msgid "Container that preserves its child controls' aspect ratio." msgstr "" #: doc/classes/AspectRatioContainer.xml:7 msgid "" "Arranges child controls in a way to preserve their aspect ratio " "automatically whenever the container is resized. Solves the problem where " "the container size is dynamic and the contents' size needs to adjust " "accordingly without losing proportions." msgstr "" #: doc/classes/AspectRatioContainer.xml:15 msgid "Specifies the horizontal relative position of child controls." msgstr "" #: doc/classes/AspectRatioContainer.xml:18 msgid "Specifies the vertical relative position of child controls." msgstr "" #: doc/classes/AspectRatioContainer.xml:21 msgid "" "The aspect ratio to enforce on child controls. This is the width divided by " "the height. The ratio depends on the [member stretch_mode]." msgstr "" #: doc/classes/AspectRatioContainer.xml:24 #, fuzzy msgid "The stretch mode used to align child controls." msgstr "Der Anrufmodus, der für Spuren der Anrufmethode verwendet werden soll." #: doc/classes/AspectRatioContainer.xml:29 msgid "" "The height of child controls is automatically adjusted based on the width of " "the container." msgstr "" #: doc/classes/AspectRatioContainer.xml:32 msgid "" "The width of child controls is automatically adjusted based on the height of " "the container." msgstr "" #: doc/classes/AspectRatioContainer.xml:35 msgid "" "The bounding rectangle of child controls is automatically adjusted to fit " "inside the container while keeping the aspect ratio." msgstr "" #: doc/classes/AspectRatioContainer.xml:38 msgid "" "The width and height of child controls is automatically adjusted to make " "their bounding rectangle cover the entire area of the container while " "keeping the aspect ratio.\n" "When the bounding rectangle of child controls exceed the container's size " "and [member Control.rect_clip_content] is enabled, this allows to show only " "the container's area restricted by its own bounding rectangle." msgstr "" #: doc/classes/AspectRatioContainer.xml:42 msgid "" "Aligns child controls with the beginning (left or top) of the container." msgstr "" #: doc/classes/AspectRatioContainer.xml:45 msgid "Aligns child controls with the center of the container." msgstr "" #: doc/classes/AspectRatioContainer.xml:48 msgid "Aligns child controls with the end (right or bottom) of the container." msgstr "" #: doc/classes/AStar.xml:4 msgid "" "An implementation of A* to find the shortest paths among connected points in " "space." msgstr "" #: doc/classes/AStar.xml:7 msgid "" "A* (A star) is a computer algorithm that is widely used in pathfinding and " "graph traversal, the process of plotting short paths among vertices " "(points), passing through a given set of edges (segments). It enjoys " "widespread use due to its performance and accuracy. Godot's A* " "implementation uses points in three-dimensional space and Euclidean " "distances by default.\n" "You must add points manually with [method add_point] and create segments " "manually with [method connect_points]. Then you can test if there is a path " "between two points with the [method are_points_connected] function, get a " "path containing indices by [method get_id_path], or one containing actual " "coordinates with [method get_point_path].\n" "It is also possible to use non-Euclidean distances. To do so, create a class " "that extends [code]AStar[/code] and override methods [method _compute_cost] " "and [method _estimate_cost]. Both take two indices and return a length, as " "is shown in the following example.\n" "[codeblock]\n" "class MyAStar:\n" " extends AStar\n" "\n" " func _compute_cost(u, v):\n" " return abs(u - v)\n" "\n" " func _estimate_cost(u, v):\n" " return min(0, abs(u - v) - 1)\n" "[/codeblock]\n" "[method _estimate_cost] should return a lower bound of the distance, i.e. " "[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a " "hint to the algorithm because the custom [code]_compute_cost[/code] might be " "computation-heavy. If this is not the case, make [method _estimate_cost] " "return the same value as [method _compute_cost] to provide the algorithm " "with the most accurate information.\n" "If the default [method _estimate_cost] and [method _compute_cost] methods " "are used, or if the supplied [method _estimate_cost] method returns a lower " "bound of the cost, then the paths returned by A* will be the lowest-cost " "paths. Here, the cost of a path equals the sum of the [method _compute_cost] " "results of all segments in the path multiplied by the [code]weight_scale[/" "code]s of the endpoints of the respective segments. If the default methods " "are used and the [code]weight_scale[/code]s of all points are set to " "[code]1.0[/code], then this equals the sum of Euclidean distances of all " "segments in the path." msgstr "" #: doc/classes/AStar.xml:31 msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [code]AStar[/code] class." msgstr "" #: doc/classes/AStar.xml:40 msgid "" "Called when estimating the cost between a point and the path's ending " "point.\n" "Note that this function is hidden in the default [code]AStar[/code] class." msgstr "" #: doc/classes/AStar.xml:50 msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " "be 1 or larger.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " "the algorithm prefers points with lower [code]weight_scale[/code]s to form a " "path.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with " "weight_scale 4 and id 1\n" "[/codeblock]\n" "If there already exists a point for the given [code]id[/code], its position " "and weight scale are updated to the given values." msgstr "" #: doc/classes/AStar.xml:65 msgid "" "Returns whether the two given points are directly connected by a segment. If " "[code]bidirectional[/code] is [code]false[/code], returns whether movement " "from [code]id[/code] to [code]to_id[/code] is possible through this segment." msgstr "" #: doc/classes/AStar.xml:71 doc/classes/AStar2D.xml:56 msgid "Clears all the points and segments." msgstr "" #: doc/classes/AStar.xml:80 msgid "" "Creates a segment between the given points. If [code]bidirectional[/code] is " "[code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] " "is allowed, not the reverse direction.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(1, 1, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2, false)\n" "[/codeblock]" msgstr "" #: doc/classes/AStar.xml:95 msgid "" "Deletes the segment between the given points. If [code]bidirectional[/code] " "is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/" "code] is prevented, and a unidirectional segment possibly remains." msgstr "" #: doc/classes/AStar.xml:101 doc/classes/AStar2D.xml:85 msgid "Returns the next available point ID with no point associated to it." msgstr "" #: doc/classes/AStar.xml:109 doc/classes/AStar2D.xml:93 msgid "" "Returns the ID of the closest point to [code]to_position[/code], optionally " "taking disabled points into account. Returns [code]-1[/code] if there are no " "points in the points pool.\n" "[b]Note:[/b] If several points are the closest to [code]to_position[/code], " "the one with the smallest ID will be returned, ensuring a deterministic " "result." msgstr "" #: doc/classes/AStar.xml:117 msgid "" "Returns the closest position to [code]to_position[/code] that resides inside " "a segment between two connected points.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns " "(0, 3, 0)\n" "[/codeblock]\n" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" #: doc/classes/AStar.xml:133 msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar between the given points. The array is ordered from the starting point " "to the ending point of the path.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/codeblock]\n" "If you change the 2nd point's weight to 3, then the result will be [code][1, " "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" #: doc/classes/AStar.xml:154 doc/classes/AStar2D.xml:138 msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [code]reserve_space[/code]." msgstr "" #: doc/classes/AStar.xml:161 msgid "" "Returns an array with the IDs of the points that form the connection with " "the given point.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0))\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/codeblock]" msgstr "" #: doc/classes/AStar.xml:179 doc/classes/AStar2D.xml:163 msgid "Returns the number of points currently in the points pool." msgstr "" #: doc/classes/AStar.xml:187 msgid "" "Returns an array with the points that are in the path found by AStar between " "the given points. The array is ordered from the starting point to the ending " "point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PoolVector3Array] and will print an error message." msgstr "" #: doc/classes/AStar.xml:195 doc/classes/AStar2D.xml:179 msgid "" "Returns the position of the point associated with the given [code]id[/code]." msgstr "" #: doc/classes/AStar.xml:202 doc/classes/AStar2D.xml:186 msgid "" "Returns the weight scale of the point associated with the given [code]id[/" "code]." msgstr "" #: doc/classes/AStar.xml:208 doc/classes/AStar2D.xml:192 msgid "Returns an array of all points." msgstr "" #: doc/classes/AStar.xml:215 doc/classes/AStar2D.xml:199 msgid "" "Returns whether a point associated with the given [code]id[/code] exists." msgstr "" #: doc/classes/AStar.xml:222 doc/classes/AStar2D.xml:206 msgid "" "Returns whether a point is disabled or not for pathfinding. By default, all " "points are enabled." msgstr "" #: doc/classes/AStar.xml:229 doc/classes/AStar2D.xml:213 msgid "" "Removes the point associated with the given [code]id[/code] from the points " "pool." msgstr "" #: doc/classes/AStar.xml:236 doc/classes/AStar2D.xml:220 msgid "" "Reserves space internally for [code]num_nodes[/code] points, useful if " "you're adding a known large number of points at once, for a grid for " "instance. New capacity must be greater or equals to old capacity." msgstr "" #: doc/classes/AStar.xml:244 doc/classes/AStar2D.xml:228 msgid "" "Disables or enables the specified point for pathfinding. Useful for making a " "temporary obstacle." msgstr "" #: doc/classes/AStar.xml:252 doc/classes/AStar2D.xml:236 msgid "" "Sets the [code]position[/code] for the point with the given [code]id[/code]." msgstr "" #: doc/classes/AStar.xml:260 doc/classes/AStar2D.xml:244 msgid "" "Sets the [code]weight_scale[/code] for the point with the given [code]id[/" "code]. The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point." msgstr "" #: doc/classes/AStar2D.xml:4 msgid "AStar class representation that uses 2D vectors as edges." msgstr "" #: doc/classes/AStar2D.xml:7 msgid "" "This is a wrapper for the [AStar] class which uses 2D vectors instead of 3D " "vectors." msgstr "" #: doc/classes/AStar2D.xml:17 msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [code]AStar2D[/code] class." msgstr "" #: doc/classes/AStar2D.xml:26 msgid "" "Called when estimating the cost between a point and the path's ending " "point.\n" "Note that this function is hidden in the default [code]AStar2D[/code] class." msgstr "" #: doc/classes/AStar2D.xml:36 msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " "be 1 or larger.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " "the algorithm prefers points with lower [code]weight_scale[/code]s to form a " "path.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with " "weight_scale 4 and id 1\n" "[/codeblock]\n" "If there already exists a point for the given [code]id[/code], its position " "and weight scale are updated to the given values." msgstr "" #: doc/classes/AStar2D.xml:50 msgid "Returns whether there is a connection/segment between the given points." msgstr "" #: doc/classes/AStar2D.xml:65 msgid "" "Creates a segment between the given points. If [code]bidirectional[/code] is " "[code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] " "is allowed, not the reverse direction.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 1))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2, false)\n" "[/codeblock]" msgstr "" #: doc/classes/AStar2D.xml:79 msgid "Deletes the segment between the given points." msgstr "" #: doc/classes/AStar2D.xml:101 msgid "" "Returns the closest position to [code]to_position[/code] that resides inside " "a segment between two connected points.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, " "3)\n" "[/codeblock]\n" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" #: doc/classes/AStar2D.xml:117 msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar2D between the given points. The array is ordered from the starting " "point to the ending point of the path.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/codeblock]\n" "If you change the 2nd point's weight to 3, then the result will be [code][1, " "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" #: doc/classes/AStar2D.xml:145 msgid "" "Returns an array with the IDs of the points that form the connection with " "the given point.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1))\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/codeblock]" msgstr "" #: doc/classes/AStar2D.xml:171 msgid "" "Returns an array with the points that are in the path found by AStar2D " "between the given points. The array is ordered from the starting point to " "the ending point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PoolVector2Array] and will print an error message." msgstr "" #: doc/classes/AtlasTexture.xml:4 msgid "" "Crops out one part of a texture, such as a texture from a texture atlas." msgstr "" #: doc/classes/AtlasTexture.xml:7 msgid "" "[Texture] resource that crops out one part of the [member atlas] texture, " "defined by [member region]. The main use case is cropping out textures from " "a texture atlas, which is a big texture file that packs multiple smaller " "textures. Consists of a [Texture] for the [member atlas], a [member region] " "that defines the area of [member atlas] to use, and a [member margin] that " "defines the border width.\n" "[AtlasTexture] cannot be used in an [AnimatedTexture], cannot be tiled in " "nodes such as [TextureRect], and does not work properly if used inside of " "other [AtlasTexture] resources. Multiple [AtlasTexture] resources can be " "used to crop multiple textures from the atlas. Using a texture atlas helps " "to optimize video memory costs and render calls compared to using multiple " "small files.\n" "[b]Note:[/b] AtlasTextures don't support repetition. The [constant Texture." "FLAG_REPEAT] and [constant Texture.FLAG_MIRRORED_REPEAT] flags are ignored " "when using an AtlasTexture." msgstr "" #: doc/classes/AtlasTexture.xml:17 msgid "The texture that contains the atlas. Can be any [Texture] subtype." msgstr "" #: doc/classes/AtlasTexture.xml:20 msgid "" "If [code]true[/code], clips the area outside of the region to avoid bleeding " "of the surrounding texture pixels." msgstr "" #: doc/classes/AtlasTexture.xml:24 msgid "" "The margin around the region. The [Rect2]'s [member Rect2.size] parameter " "(\"w\" and \"h\" in the editor) resizes the texture so it fits within the " "margin." msgstr "" #: doc/classes/AtlasTexture.xml:27 msgid "The AtlasTexture's used region." msgstr "" #: doc/classes/AudioBusLayout.xml:4 msgid "Stores information about the audio buses." msgstr "" #: doc/classes/AudioBusLayout.xml:7 msgid "" "Stores position, muting, solo, bypass, effects, effect position, volume, and " "the connections between buses. See [AudioServer] for usage." msgstr "" #: doc/classes/AudioEffect.xml:4 msgid "Audio effect for audio." msgstr "" #: doc/classes/AudioEffect.xml:7 msgid "" "Base resource for audio bus. Applies an audio effect on the bus that the " "resource is applied on." msgstr "" #: doc/classes/AudioEffect.xml:10 doc/classes/AudioEffectRecord.xml:11 #: doc/classes/AudioServer.xml:12 doc/classes/AudioStream.xml:12 #: doc/classes/AudioStreamPlayer.xml:15 #, fuzzy msgid "https://godotengine.org/asset-library/asset/527" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/AudioEffectAmplify.xml:4 msgid "" "Adds an amplifying audio effect to an audio bus.\n" "Increases or decreases the volume of the selected audio bus." msgstr "" #: doc/classes/AudioEffectAmplify.xml:8 msgid "Increases or decreases the volume being routed through the audio bus." msgstr "" #: doc/classes/AudioEffectAmplify.xml:16 msgid "" "Amount of amplification in decibels. Positive values make the sound louder, " "negative values make it quieter. Value can range from -80 to 24." msgstr "" #: doc/classes/AudioEffectBandLimitFilter.xml:4 msgid "Adds a band limit filter to the audio bus." msgstr "" #: doc/classes/AudioEffectBandLimitFilter.xml:7 msgid "" "Limits the frequencies in a range around the [member AudioEffectFilter." "cutoff_hz] and allows frequencies outside of this range to pass." msgstr "" #: doc/classes/AudioEffectBandPassFilter.xml:4 msgid "Adds a band pass filter to the audio bus." msgstr "" #: doc/classes/AudioEffectBandPassFilter.xml:7 msgid "" "Attenuates the frequencies inside of a range around the [member " "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band." msgstr "" #: doc/classes/AudioEffectCapture.xml:4 msgid "Captures audio from an audio bus in real-time." msgstr "" #: doc/classes/AudioEffectCapture.xml:7 msgid "" "AudioEffectCapture is an AudioEffect which copies all audio frames from the " "attached audio effect bus into its internal ring buffer.\n" "Application code should consume these audio frames from this ring buffer " "using [method get_buffer] and process it as needed, for example to capture " "data from a microphone, implement application defined effects, or to " "transmit audio over the network." msgstr "" #: doc/classes/AudioEffectCapture.xml:17 #, fuzzy msgid "" "Returns [code]true[/code] if at least [code]frames[/code] audio frames are " "available to read in the internal ring buffer." msgstr "" "Liefert [code]wahr[/code] als Ergebnis wenn [code]a[/code] und [code]b[/" "code] ungefähr gleich sind." #: doc/classes/AudioEffectCapture.xml:23 msgid "Clears the internal ring buffer." msgstr "" #: doc/classes/AudioEffectCapture.xml:30 msgid "" "Gets the next [code]frames[/code] audio samples from the internal ring " "buffer.\n" "Returns a [PoolVector2Array] containing exactly [code]frames[/code] audio " "samples if available, or an empty [PoolVector2Array] if insufficient data " "was available." msgstr "" #: doc/classes/AudioEffectCapture.xml:37 #, fuzzy msgid "Returns the total size of the internal ring buffer in frames." msgstr "Gibt den Rest einer Division zweier Vektoren zurück." #: doc/classes/AudioEffectCapture.xml:43 msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." msgstr "" #: doc/classes/AudioEffectCapture.xml:49 msgid "" "Returns the number of frames available to read using [method get_buffer]." msgstr "" #: doc/classes/AudioEffectCapture.xml:55 #, fuzzy msgid "Returns the number of audio frames inserted from the audio bus." msgstr "Gibt die Anzahl der Punkte auf der Blend-Achse zurück." #: doc/classes/AudioEffectCapture.xml:61 msgid "" "Length of the internal ring buffer, in seconds. Setting the buffer length " "will have no effect if already initialized." msgstr "" #: doc/classes/AudioEffectChorus.xml:4 msgid "Adds a chorus audio effect." msgstr "" #: doc/classes/AudioEffectChorus.xml:7 msgid "" "Adds a chorus audio effect. The effect applies a filter with voices to " "duplicate the audio source and manipulate it through the filter." msgstr "" #: doc/classes/AudioEffectChorus.xml:93 msgid "The effect's raw signal." msgstr "" #: doc/classes/AudioEffectChorus.xml:96 doc/classes/AudioEffectChorus.xml:114 #: doc/classes/AudioEffectChorus.xml:132 doc/classes/AudioEffectChorus.xml:150 msgid "The voice's cutoff frequency." msgstr "" #: doc/classes/AudioEffectChorus.xml:99 doc/classes/AudioEffectChorus.xml:117 #: doc/classes/AudioEffectChorus.xml:135 doc/classes/AudioEffectChorus.xml:153 msgid "The voice's signal delay." msgstr "" #: doc/classes/AudioEffectChorus.xml:102 doc/classes/AudioEffectChorus.xml:120 #: doc/classes/AudioEffectChorus.xml:138 doc/classes/AudioEffectChorus.xml:156 msgid "The voice filter's depth." msgstr "" #: doc/classes/AudioEffectChorus.xml:105 doc/classes/AudioEffectChorus.xml:123 #: doc/classes/AudioEffectChorus.xml:141 doc/classes/AudioEffectChorus.xml:159 msgid "The voice's volume." msgstr "Die Lautstärke der Stimme." #: doc/classes/AudioEffectChorus.xml:108 doc/classes/AudioEffectChorus.xml:126 #: doc/classes/AudioEffectChorus.xml:144 doc/classes/AudioEffectChorus.xml:162 msgid "The voice's pan level." msgstr "" #: doc/classes/AudioEffectChorus.xml:111 doc/classes/AudioEffectChorus.xml:129 #: doc/classes/AudioEffectChorus.xml:147 doc/classes/AudioEffectChorus.xml:165 msgid "The voice's filter rate." msgstr "" #: doc/classes/AudioEffectChorus.xml:168 msgid "The amount of voices in the effect." msgstr "" #: doc/classes/AudioEffectChorus.xml:171 msgid "The effect's processed signal." msgstr "" #: doc/classes/AudioEffectCompressor.xml:4 msgid "" "Adds a compressor audio effect to an audio bus.\n" "Reduces sounds that exceed a certain threshold level, smooths out the " "dynamics and increases the overall volume." msgstr "" #: doc/classes/AudioEffectCompressor.xml:8 msgid "" "Dynamic range compressor reduces the level of the sound when the amplitude " "goes over a certain threshold in Decibels. One of the main uses of a " "compressor is to increase the dynamic range by clipping as little as " "possible (when sound goes over 0dB).\n" "Compressor has many uses in the mix:\n" "- In the Master bus to compress the whole output (although an " "[AudioEffectLimiter] is probably better).\n" "- In voice channels to ensure they sound as balanced as possible.\n" "- Sidechained. This can reduce the sound level sidechained with another " "audio bus for threshold detection. This technique is common in video game " "mixing to the level of music and SFX while voices are being heard.\n" "- Accentuates transients by using a wider attack, making effects sound more " "punchy." msgstr "" #: doc/classes/AudioEffectCompressor.xml:21 msgid "" "Compressor's reaction time when the signal exceeds the threshold, in " "microseconds. Value can range from 20 to 2000." msgstr "" #: doc/classes/AudioEffectCompressor.xml:24 msgid "Gain applied to the output signal." msgstr "" #: doc/classes/AudioEffectCompressor.xml:27 msgid "" "Balance between original signal and effect signal. Value can range from 0 " "(totally dry) to 1 (totally wet)." msgstr "" #: doc/classes/AudioEffectCompressor.xml:30 msgid "" "Amount of compression applied to the audio once it passes the threshold " "level. The higher the ratio, the more the loud parts of the audio will be " "compressed. Value can range from 1 to 48." msgstr "" #: doc/classes/AudioEffectCompressor.xml:33 msgid "" "Compressor's delay time to stop reducing the signal after the signal level " "falls below the threshold, in milliseconds. Value can range from 20 to 2000." msgstr "" #: doc/classes/AudioEffectCompressor.xml:36 msgid "Reduce the sound level using another audio bus for threshold detection." msgstr "" #: doc/classes/AudioEffectCompressor.xml:39 msgid "" "The level above which compression is applied to the audio. Value can range " "from -60 to 0." msgstr "" #: doc/classes/AudioEffectDelay.xml:4 msgid "" "Adds a delay audio effect to an audio bus. Plays input signal back after a " "period of time.\n" "Two tap delay and feedback options." msgstr "" #: doc/classes/AudioEffectDelay.xml:8 msgid "" "Plays input signal back after a period of time. The delayed signal may be " "played back multiple times to create the sound of a repeating, decaying " "echo. Delay effects range from a subtle echo effect to a pronounced blending " "of previous sounds with new sounds." msgstr "" #: doc/classes/AudioEffectDelay.xml:16 msgid "" "Output percent of original sound. At 0, only delayed sounds are output. " "Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectDelay.xml:19 msgid "If [code]true[/code], feedback is enabled." msgstr "" #: doc/classes/AudioEffectDelay.xml:22 msgid "Feedback delay time in milliseconds." msgstr "" #: doc/classes/AudioEffectDelay.xml:25 doc/classes/AudioEffectDelay.xml:37 msgid "Sound level for [code]tap1[/code]." msgstr "" #: doc/classes/AudioEffectDelay.xml:28 msgid "" "Low-pass filter for feedback, in Hz. Frequencies below this value are " "filtered out of the source signal." msgstr "" #: doc/classes/AudioEffectDelay.xml:31 msgid "If [code]true[/code], [code]tap1[/code] will be enabled." msgstr "" #: doc/classes/AudioEffectDelay.xml:34 msgid "[code]tap1[/code] delay time in milliseconds." msgstr "" #: doc/classes/AudioEffectDelay.xml:40 msgid "" "Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to " "1 (fully right)." msgstr "" #: doc/classes/AudioEffectDelay.xml:43 msgid "If [code]true[/code], [code]tap2[/code] will be enabled." msgstr "" #: doc/classes/AudioEffectDelay.xml:46 msgid "[b]Tap2[/b] delay time in milliseconds." msgstr "" #: doc/classes/AudioEffectDelay.xml:49 msgid "Sound level for [code]tap2[/code]." msgstr "" #: doc/classes/AudioEffectDelay.xml:52 msgid "" "Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to " "1 (fully right)." msgstr "" #: doc/classes/AudioEffectDistortion.xml:4 msgid "" "Adds a distortion audio effect to an Audio bus.\n" "Modify the sound to make it distorted." msgstr "" #: doc/classes/AudioEffectDistortion.xml:8 msgid "" "Different types are available: clip, tan, lo-fi (bit crushing), overdrive, " "or waveshape.\n" "By distorting the waveform the frequency content change, which will often " "make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound " "coming from some saturated device or speaker very efficiently." msgstr "" #: doc/classes/AudioEffectDistortion.xml:12 #: doc/classes/AudioEffectFilter.xml:10 #: doc/classes/AudioEffectHighShelfFilter.xml:9 #: doc/classes/AudioEffectLowShelfFilter.xml:9 doc/classes/AudioServer.xml:10 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html" #: doc/classes/AudioEffectDistortion.xml:18 msgid "Distortion power. Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectDistortion.xml:21 msgid "" "High-pass filter, in Hz. Frequencies higher than this value will not be " "affected by the distortion. Value can range from 1 to 20000." msgstr "" #: doc/classes/AudioEffectDistortion.xml:24 msgid "Distortion type." msgstr "Verzerrungstyp." #: doc/classes/AudioEffectDistortion.xml:27 msgid "" "Increases or decreases the volume after the effect. Value can range from -80 " "to 24." msgstr "" #: doc/classes/AudioEffectDistortion.xml:30 msgid "" "Increases or decreases the volume before the effect. Value can range from " "-60 to 60." msgstr "" #: doc/classes/AudioEffectDistortion.xml:35 msgid "" "Digital distortion effect which cuts off peaks at the top and bottom of the " "waveform." msgstr "" #: doc/classes/AudioEffectDistortion.xml:40 msgid "" "Low-resolution digital distortion effect. You can use it to emulate the " "sound of early digital audio devices." msgstr "" #: doc/classes/AudioEffectDistortion.xml:43 msgid "" "Emulates the warm distortion produced by a field effect transistor, which is " "commonly used in solid-state musical instrument amplifiers." msgstr "" #: doc/classes/AudioEffectDistortion.xml:46 msgid "" "Waveshaper distortions are used mainly by electronic musicians to achieve an " "extra-abrasive sound." msgstr "" #: doc/classes/AudioEffectEQ.xml:4 msgid "" "Base class for audio equalizers. Gives you control over frequencies.\n" "Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] " "or [AudioEffectEQ21] don't fit your needs." msgstr "" #: doc/classes/AudioEffectEQ.xml:8 msgid "" "AudioEffectEQ gives you control over frequencies. Use it to compensate for " "existing deficiencies in audio. AudioEffectEQs are useful on the Master bus " "to completely master a mix and give it more character. They are also useful " "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 "" #: doc/classes/AudioEffectEQ.xml:16 msgid "Returns the number of bands of the equalizer." msgstr "" #: doc/classes/AudioEffectEQ.xml:23 msgid "Returns the band's gain at the specified index, in dB." msgstr "" #: doc/classes/AudioEffectEQ.xml:31 msgid "Sets band's gain at the specified index, in dB." msgstr "" #: doc/classes/AudioEffectEQ10.xml:4 msgid "" "Adds a 10-band equalizer audio effect to an Audio bus. Gives you control " "over frequencies from 31 Hz to 16000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" #: doc/classes/AudioEffectEQ10.xml:8 msgid "" "Frequency bands:\n" "Band 1: 31 Hz\n" "Band 2: 62 Hz\n" "Band 3: 125 Hz\n" "Band 4: 250 Hz\n" "Band 5: 500 Hz\n" "Band 6: 1000 Hz\n" "Band 7: 2000 Hz\n" "Band 8: 4000 Hz\n" "Band 9: 8000 Hz\n" "Band 10: 16000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]." msgstr "" #: doc/classes/AudioEffectEQ21.xml:4 msgid "" "Adds a 21-band equalizer audio effect to an Audio bus. Gives you control " "over frequencies from 22 Hz to 22000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" #: doc/classes/AudioEffectEQ21.xml:8 msgid "" "Frequency bands:\n" "Band 1: 22 Hz\n" "Band 2: 32 Hz\n" "Band 3: 44 Hz\n" "Band 4: 63 Hz\n" "Band 5: 90 Hz\n" "Band 6: 125 Hz\n" "Band 7: 175 Hz\n" "Band 8: 250 Hz\n" "Band 9: 350 Hz\n" "Band 10: 500 Hz\n" "Band 11: 700 Hz\n" "Band 12: 1000 Hz\n" "Band 13: 1400 Hz\n" "Band 14: 2000 Hz\n" "Band 15: 2800 Hz\n" "Band 16: 4000 Hz\n" "Band 17: 5600 Hz\n" "Band 18: 8000 Hz\n" "Band 19: 11000 Hz\n" "Band 20: 16000 Hz\n" "Band 21: 22000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]." msgstr "" #: doc/classes/AudioEffectEQ6.xml:4 msgid "" "Adds a 6-band equalizer audio effect to an Audio bus. Gives you control over " "frequencies from 32 Hz to 10000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" #: doc/classes/AudioEffectEQ6.xml:8 msgid "" "Frequency bands:\n" "Band 1: 32 Hz\n" "Band 2: 100 Hz\n" "Band 3: 320 Hz\n" "Band 4: 1000 Hz\n" "Band 5: 3200 Hz\n" "Band 6: 10000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]." msgstr "" #: doc/classes/AudioEffectFilter.xml:4 msgid "Adds a filter to the audio bus." msgstr "" #: doc/classes/AudioEffectFilter.xml:7 msgid "Allows frequencies other than the [member cutoff_hz] to pass." msgstr "" #: doc/classes/AudioEffectFilter.xml:16 msgid "Threshold frequency for the filter, in Hz." msgstr "" #: doc/classes/AudioEffectFilter.xml:21 msgid "Gain amount of the frequencies after the filter." msgstr "" #: doc/classes/AudioEffectFilter.xml:24 msgid "Amount of boost in the frequency range near the cutoff frequency." msgstr "" #: doc/classes/AudioEffectHighPassFilter.xml:4 msgid "Adds a high-pass filter to the Audio Bus." msgstr "" #: doc/classes/AudioEffectHighPassFilter.xml:7 msgid "" "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and " "allows higher frequencies to pass." msgstr "" #: doc/classes/AudioEffectHighShelfFilter.xml:4 msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." msgstr "" #: doc/classes/AudioEffectLimiter.xml:4 msgid "Adds a soft-clip limiter audio effect to an Audio bus." msgstr "" #: doc/classes/AudioEffectLimiter.xml:7 msgid "" "A limiter is similar to a compressor, but it's less flexible and designed to " "disallow sound going over a given dB threshold. Adding one in the Master bus " "is always recommended to reduce the effects of clipping.\n" "Soft clipping starts to reduce the peaks a little below the threshold level " "and progressively increases its effect as the input level increases such " "that the threshold is never exceeded." msgstr "" #: doc/classes/AudioEffectLimiter.xml:16 msgid "" "The waveform's maximum allowed value, in decibels. Value can range from -20 " "to -0.1." msgstr "" #: doc/classes/AudioEffectLimiter.xml:19 msgid "" "Applies a gain to the limited waves, in decibels. Value can range from 0 to " "6." msgstr "" #: doc/classes/AudioEffectLimiter.xml:24 msgid "" "Threshold from which the limiter begins to be active, in decibels. Value can " "range from -30 to 0." msgstr "" #: doc/classes/AudioEffectLowPassFilter.xml:4 msgid "Adds a low-pass filter to the Audio bus." msgstr "" #: doc/classes/AudioEffectLowPassFilter.xml:7 msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." msgstr "" #: doc/classes/AudioEffectLowShelfFilter.xml:4 msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]." msgstr "" #: doc/classes/AudioEffectNotchFilter.xml:4 msgid "Adds a notch filter to the Audio bus." msgstr "" #: doc/classes/AudioEffectNotchFilter.xml:7 msgid "" "Attenuates frequencies in a narrow band around the [member AudioEffectFilter." "cutoff_hz] and cuts frequencies outside of this range." msgstr "" #: doc/classes/AudioEffectPanner.xml:4 msgid "Adds a panner audio effect to an Audio bus. Pans sound left or right." msgstr "" #: doc/classes/AudioEffectPanner.xml:7 msgid "" "Determines how much of an audio signal is sent to the left and right buses." msgstr "" #: doc/classes/AudioEffectPanner.xml:15 msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)." msgstr "" #: doc/classes/AudioEffectPhaser.xml:4 msgid "" "Adds a phaser audio effect to an Audio bus.\n" "Combines the original signal with a copy that is slightly out of phase with " "the original." msgstr "" #: doc/classes/AudioEffectPhaser.xml:8 msgid "" "Combines phase-shifted signals with the original signal. The movement of the " "phase-shifted signals is controlled using a low-frequency oscillator." msgstr "" #: doc/classes/AudioEffectPhaser.xml:16 msgid "" "Governs how high the filter frequencies sweep. Low value will primarily " "affect bass frequencies. High value can sweep high into the treble. Value " "can range from 0.1 to 4." msgstr "" #: doc/classes/AudioEffectPhaser.xml:19 msgid "Output percent of modified sound. Value can range from 0.1 to 0.9." msgstr "" #: doc/classes/AudioEffectPhaser.xml:22 msgid "" "Determines the maximum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "" #: doc/classes/AudioEffectPhaser.xml:25 msgid "" "Determines the minimum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "" #: doc/classes/AudioEffectPhaser.xml:28 msgid "" "Adjusts the rate in Hz at which the effect sweeps up and down across the " "frequency range." msgstr "" #: doc/classes/AudioEffectPitchShift.xml:4 msgid "" "Adds a pitch-shifting audio effect to an Audio bus.\n" "Raises or lowers the pitch of original sound." msgstr "" #: doc/classes/AudioEffectPitchShift.xml:8 msgid "" "Allows modulation of pitch independently of tempo. All frequencies can be " "increased/decreased with minimal effect on transients." msgstr "" #: doc/classes/AudioEffectPitchShift.xml:16 msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values " "smooth out the effect over time, but have greater latency. The effects of " "this higher latency are especially noticeable on sounds that have sudden " "amplitude changes." msgstr "" #: doc/classes/AudioEffectPitchShift.xml:19 msgid "" "The oversampling factor to use. Higher values result in better quality, but " "are more demanding on the CPU and may cause audio cracking if the CPU can't " "keep up." msgstr "" #: doc/classes/AudioEffectPitchShift.xml:22 msgid "" "The pitch scale to use. [code]1.0[/code] is the default pitch and plays " "sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] " "(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than " "the initial pitch)." msgstr "" #: doc/classes/AudioEffectPitchShift.xml:27 #: doc/classes/AudioEffectSpectrumAnalyzer.xml:28 msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml:30 #: doc/classes/AudioEffectSpectrumAnalyzer.xml:31 msgid "" "Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but " "less stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml:33 #: doc/classes/AudioEffectSpectrumAnalyzer.xml:34 msgid "" "Use a buffer of 1024 samples for the Fast Fourier transform. This is a " "compromise between latency and stability over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml:36 #: doc/classes/AudioEffectSpectrumAnalyzer.xml:37 msgid "" "Use a buffer of 2048 samples for the Fast Fourier transform. High latency, " "but stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml:39 #: doc/classes/AudioEffectSpectrumAnalyzer.xml:40 msgid "" "Use a buffer of 4096 samples for the Fast Fourier transform. Highest " "latency, but most stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml:42 #: doc/classes/AudioEffectSpectrumAnalyzer.xml:43 msgid "Represents the size of the [enum FFT_Size] enum." msgstr "" #: doc/classes/AudioEffectRecord.xml:4 msgid "Audio effect used for recording sound from a microphone." msgstr "" #: doc/classes/AudioEffectRecord.xml:7 msgid "" "Allows the user to record sound from a microphone. It sets and gets the " "format in which the audio file will be recorded (8-bit, 16-bit, or " "compressed). It checks whether or not the recording is active, and if it is, " "records the sound. It then returns the recorded sample." msgstr "" #: doc/classes/AudioEffectRecord.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/audio/" "recording_with_microphone.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/audio/" "recording_with_microphone.html" #: doc/classes/AudioEffectRecord.xml:17 msgid "Returns the recorded sample." msgstr "" #: doc/classes/AudioEffectRecord.xml:23 msgid "Returns whether the recording is active or not." msgstr "" #: doc/classes/AudioEffectRecord.xml:30 msgid "" "If [code]true[/code], the sound will be recorded. Note that restarting the " "recording will remove the previously recorded sample." msgstr "" #: doc/classes/AudioEffectRecord.xml:36 msgid "" "Specifies the format in which the sample will be recorded. See [enum " "AudioStreamSample.Format] for available formats." msgstr "" #: doc/classes/AudioEffectReverb.xml:4 msgid "" "Adds a reverberation audio effect to an Audio bus.\n" "Simulates the sound of acoustic environments such as rooms, concert halls, " "caverns, or an open spaces." msgstr "" #: doc/classes/AudioEffectReverb.xml:8 msgid "" "Simulates rooms of different sizes. Its parameters can be adjusted to " "simulate the sound of a specific room." msgstr "" #: doc/classes/AudioEffectReverb.xml:17 msgid "" "Defines how reflective the imaginary room's walls are. Value can range from " "0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml:20 msgid "" "Output percent of original sound. At 0, only modified sound is outputted. " "Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml:23 msgid "" "High-pass filter passes signals with a frequency higher than a certain " "cutoff frequency and attenuates signals with frequencies lower than the " "cutoff frequency. Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml:26 msgid "Output percent of predelay. Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml:29 msgid "" "Time between the original signal and the early reflections of the reverb " "signal, in milliseconds." msgstr "" #: doc/classes/AudioEffectReverb.xml:32 msgid "" "Dimensions of simulated room. Bigger means more echoes. Value can range from " "0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml:35 msgid "" "Widens or narrows the stereo image of the reverb tail. 1 means fully widens. " "Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml:38 msgid "" "Output percent of modified sound. At 0, only original sound is outputted. " "Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml:4 msgid "Audio effect that can be used for real-time audio visualizations." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml:7 msgid "" "This audio effect does not affect sound output, but can be used for real-" "time audio visualizations.\n" "See also [AudioStreamGenerator] for procedurally generating sounds." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml:11 msgid "Audio Spectrum Demo" msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml:12 #: doc/classes/AudioStreamGenerator.xml:13 #: doc/classes/AudioStreamGeneratorPlayback.xml:11 msgid "Godot 3.2 will get new audio features" msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml:18 msgid "" "The length of the buffer to keep (in seconds). Higher values keep data " "around for longer, but require more memory." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml:21 msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values " "smooth out the spectrum analysis over time, but have greater latency. The " "effects of this higher latency are especially noticeable with sudden " "amplitude changes." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml:21 msgid "Use the average value as magnitude." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml:24 msgid "Use the maximum value as magnitude." msgstr "" #: doc/classes/AudioServer.xml:4 msgid "Server interface for low-level audio access." msgstr "" #: doc/classes/AudioServer.xml:7 msgid "" "[AudioServer] is a low-level server interface for audio access. It is in " "charge of creating sample data (playable audio) as well as its playback via " "a voice interface." msgstr "" #: doc/classes/AudioServer.xml:11 doc/classes/AudioStreamPlayer.xml:13 #, fuzzy msgid "https://godotengine.org/asset-library/asset/525" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/AudioServer.xml:13 doc/classes/AudioStream.xml:13 #: doc/classes/AudioStreamPlayer.xml:16 doc/classes/CanvasItem.xml:17 #, fuzzy msgid "https://godotengine.org/asset-library/asset/528" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/AudioServer.xml:20 msgid "Adds a bus at [code]at_position[/code]." msgstr "" #: doc/classes/AudioServer.xml:29 msgid "" "Adds an [AudioEffect] effect to the bus [code]bus_idx[/code] at " "[code]at_position[/code]." msgstr "" #: doc/classes/AudioServer.xml:35 msgid "" "Name of the current device for audio input (see [method " "capture_get_device_list])." msgstr "" #: doc/classes/AudioServer.xml:41 msgid "Returns the names of all audio input devices detected on the system." msgstr "" #: doc/classes/AudioServer.xml:48 msgid "Sets which audio input device is used for audio capture." msgstr "" #: doc/classes/AudioServer.xml:54 msgid "Generates an [AudioBusLayout] using the available buses and effects." msgstr "" #: doc/classes/AudioServer.xml:61 msgid "" "Returns the amount of channels of the bus at index [code]bus_idx[/code]." msgstr "" #: doc/classes/AudioServer.xml:69 msgid "" "Returns the [AudioEffect] at position [code]effect_idx[/code] in bus " "[code]bus_idx[/code]." msgstr "" #: doc/classes/AudioServer.xml:76 msgid "Returns the number of effects on the bus at [code]bus_idx[/code]." msgstr "" #: doc/classes/AudioServer.xml:85 msgid "" "Returns the [AudioEffectInstance] assigned to the given bus and effect " "indices (and optionally channel)." msgstr "" #: doc/classes/AudioServer.xml:92 msgid "Returns the index of the bus with the name [code]bus_name[/code]." msgstr "" #: doc/classes/AudioServer.xml:99 msgid "Returns the name of the bus with the index [code]bus_idx[/code]." msgstr "" #: doc/classes/AudioServer.xml:107 msgid "" "Returns the peak volume of the left speaker at bus index [code]bus_idx[/" "code] and channel index [code]channel[/code]." msgstr "" #: doc/classes/AudioServer.xml:115 msgid "" "Returns the peak volume of the right speaker at bus index [code]bus_idx[/" "code] and channel index [code]channel[/code]." msgstr "" #: doc/classes/AudioServer.xml:122 msgid "" "Returns the name of the bus that the bus at index [code]bus_idx[/code] sends " "to." msgstr "" #: doc/classes/AudioServer.xml:129 msgid "Returns the volume of the bus at index [code]bus_idx[/code] in dB." msgstr "" #: doc/classes/AudioServer.xml:135 msgid "Returns the names of all audio devices detected on the system." msgstr "" #: doc/classes/AudioServer.xml:141 msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "" #: doc/classes/AudioServer.xml:147 msgid "Returns the audio driver's output latency." msgstr "" #: doc/classes/AudioServer.xml:153 msgid "Returns the speaker configuration." msgstr "" #: doc/classes/AudioServer.xml:159 msgid "Returns the relative time since the last mix occurred." msgstr "" #: doc/classes/AudioServer.xml:165 msgid "Returns the relative time until the next mix occurs." msgstr "" #: doc/classes/AudioServer.xml:172 doc/classes/AudioServer.xml:232 msgid "" "If [code]true[/code], the bus at index [code]bus_idx[/code] is bypassing " "effects." msgstr "" #: doc/classes/AudioServer.xml:180 doc/classes/AudioServer.xml:241 msgid "" "If [code]true[/code], the effect at index [code]effect_idx[/code] on the bus " "at index [code]bus_idx[/code] is enabled." msgstr "" #: doc/classes/AudioServer.xml:187 doc/classes/AudioServer.xml:256 msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted." msgstr "" #: doc/classes/AudioServer.xml:194 doc/classes/AudioServer.xml:280 msgid "" "If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode." msgstr "" #: doc/classes/AudioServer.xml:200 msgid "" "Locks the audio driver's main loop.\n" "[b]Note:[/b] Remember to unlock it afterwards." msgstr "" #: doc/classes/AudioServer.xml:209 msgid "" "Moves the bus from index [code]index[/code] to index [code]to_index[/code]." msgstr "" #: doc/classes/AudioServer.xml:216 msgid "Removes the bus at index [code]index[/code]." msgstr "" #: doc/classes/AudioServer.xml:224 msgid "" "Removes the effect at index [code]effect_idx[/code] from the bus at index " "[code]bus_idx[/code]." msgstr "" #: doc/classes/AudioServer.xml:248 msgid "Overwrites the currently used [AudioBusLayout]." msgstr "" #: doc/classes/AudioServer.xml:264 msgid "" "Sets the name of the bus at index [code]bus_idx[/code] to [code]name[/code]." msgstr "" #: doc/classes/AudioServer.xml:272 msgid "" "Connects the output of the bus at [code]bus_idx[/code] to the bus named " "[code]send[/code]." msgstr "" #: doc/classes/AudioServer.xml:288 msgid "" "Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/" "code]." msgstr "" #: doc/classes/AudioServer.xml:297 msgid "Swaps the position of two effects in bus [code]bus_idx[/code]." msgstr "" #: doc/classes/AudioServer.xml:303 msgid "" "Unlocks the audio driver's main loop. (After locking it, you should always " "unlock it.)" msgstr "" #: doc/classes/AudioServer.xml:309 msgid "Number of available audio buses." msgstr "" #: doc/classes/AudioServer.xml:312 msgid "" "Name of the current device for audio output (see [method get_device_list])." msgstr "" #: doc/classes/AudioServer.xml:315 msgid "" "Scales the rate at which audio is played (i.e. setting it to [code]0.5[/" "code] will make the audio be played twice as fast)." msgstr "" #: doc/classes/AudioServer.xml:321 msgid "Emitted when the [AudioBusLayout] changes." msgstr "" #: doc/classes/AudioServer.xml:327 msgid "Two or fewer speakers were detected." msgstr "Zwei oder weniger Lautsprecher wurden erkannt." #: doc/classes/AudioServer.xml:330 msgid "A 3.1 channel surround setup was detected." msgstr "Ein 3.1 Kanal Surround Setup wurde erkannt." #: doc/classes/AudioServer.xml:333 msgid "A 5.1 channel surround setup was detected." msgstr "Ein 5.1 Kanal Surround Setup wurde erkannt." #: doc/classes/AudioServer.xml:336 msgid "A 7.1 channel surround setup was detected." msgstr "Ein 7.1 Kanal Surround Setup wurde erkannt." #: doc/classes/AudioStream.xml:4 msgid "Base class for audio streams." msgstr "" #: doc/classes/AudioStream.xml:7 msgid "" "Base class for audio streams. Audio streams are used for sound effects and " "music playback, and support WAV (via [AudioStreamSample]) and OGG (via " "[AudioStreamOGGVorbis]) file formats." msgstr "" #: doc/classes/AudioStream.xml:10 doc/classes/AudioStreamPlayer.xml:11 #: doc/classes/AudioStreamPlayer2D.xml:12 #: doc/classes/AudioStreamPlayer3D.xml:13 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/audio/audio_streams.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html" #: doc/classes/AudioStream.xml:11 doc/classes/AudioStreamGenerator.xml:12 #: doc/classes/AudioStreamGeneratorPlayback.xml:10 #: doc/classes/AudioStreamPlayback.xml:10 doc/classes/AudioStreamPlayer.xml:14 #, fuzzy msgid "https://godotengine.org/asset-library/asset/526" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/AudioStream.xml:19 msgid "Returns the length of the audio stream in seconds." msgstr "Liefert die Länge des Audio Streams in Sekunden zurück." #: doc/classes/AudioStreamGenerator.xml:4 msgid "Audio stream that generates sounds procedurally." msgstr "" #: doc/classes/AudioStreamGenerator.xml:7 msgid "" "This audio stream does not play back sounds, but expects a script to " "generate audio data for it instead. See also " "[AudioStreamGeneratorPlayback].\n" "See also [AudioEffectSpectrumAnalyzer] for performing real-time audio " "spectrum analysis.\n" "[b]Note:[/b] Due to performance constraints, this class is best used from C# " "or from a compiled language via GDNative. If you still want to use this " "class from GDScript, consider using a lower [member mix_rate] such as 11,025 " "Hz or 22,050 Hz." msgstr "" #: doc/classes/AudioStreamGenerator.xml:19 msgid "" "The length of the buffer to generate (in seconds). Lower values result in " "less latency, but require the script to generate audio data faster, " "resulting in increased CPU usage and more risk for audio cracking if the CPU " "can't keep up." msgstr "" #: doc/classes/AudioStreamGenerator.xml:22 msgid "" "The sample rate to use (in Hz). Higher values are more demanding for the CPU " "to generate, but result in better quality.\n" "In games, common sample rates in use are [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " "[code]48000[/code].\n" "According to the [url=https://en.wikipedia.org/wiki/Nyquist" "%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/url], " "there is no quality difference to human hearing when going past 40,000 Hz " "(since most humans can only hear up to ~20,000 Hz, often less). If you are " "generating lower-pitched sounds such as voices, lower sample rates such as " "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml:4 msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml:7 msgid "" "This class is meant to be used with [AudioStreamGenerator] to play back the " "generated audio in real-time." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml:18 #, fuzzy msgid "" "Returns [code]true[/code] if a buffer of the size [code]amount[/code] can be " "pushed to the audio sample data buffer without overflowing it, [code]false[/" "code] otherwise." msgstr "" "Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/" "code]angegeben ist, existiert, ansonsten [code]false[/code]." #: doc/classes/AudioStreamGeneratorPlayback.xml:24 #, fuzzy msgid "Clears the audio sample data buffer." msgstr "Enthält die Audio Daten in Bytes." #: doc/classes/AudioStreamGeneratorPlayback.xml:30 msgid "" "Returns the number of audio data frames left to play. If this returned " "number reaches [code]0[/code], the audio will stop playing until frames are " "added again. Therefore, make sure your script can always generate and push " "new audio frames fast enough to avoid audio cracking." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml:42 msgid "" "Pushes several audio data frames to the buffer. This is usually more " "efficient than [method push_frame] in C# and compiled languages via " "GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml:49 msgid "" "Pushes a single audio data frame to the buffer. This is usually less " "efficient than [method push_buffer] in C# and compiled languages via " "GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript." msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml:4 #: modules/minimp3/doc_classes/AudioStreamMP3.xml:7 #, fuzzy msgid "MP3 audio stream driver." msgstr "OGG Vorbis Audio Stream Treiber." #: modules/minimp3/doc_classes/AudioStreamMP3.xml:15 #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:15 msgid "Contains the audio data in bytes." msgstr "Enthält die Audio Daten in Bytes." #: modules/minimp3/doc_classes/AudioStreamMP3.xml:18 #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:18 msgid "" "If [code]true[/code], the stream will automatically loop when it reaches the " "end." msgstr "" "Wenn [code]wahr[/code] wird der Stream automatisch neu gestartet wenn er das " "Ende erreicht." #: modules/minimp3/doc_classes/AudioStreamMP3.xml:21 #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:21 msgid "Time in seconds at which the stream starts after being looped." msgstr "" #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:4 #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:7 msgid "OGG Vorbis audio stream driver." msgstr "OGG Vorbis Audio Stream Treiber." #: doc/classes/AudioStreamPlayback.xml:4 msgid "Meta class for playing back audio." msgstr "" #: doc/classes/AudioStreamPlayback.xml:7 msgid "" "Can play, loop, pause a scroll through audio. See [AudioStream] and " "[AudioStreamOGGVorbis] for usage." msgstr "" #: doc/classes/AudioStreamPlayer.xml:4 msgid "Plays back audio non-positionally." msgstr "" #: doc/classes/AudioStreamPlayer.xml:7 msgid "" "Plays an audio stream non-positionally.\n" "To play audio positionally, use [AudioStreamPlayer2D] or " "[AudioStreamPlayer3D] instead of [AudioStreamPlayer]." msgstr "" #: doc/classes/AudioStreamPlayer.xml:22 msgid "Returns the position in the [AudioStream] in seconds." msgstr "" #: doc/classes/AudioStreamPlayer.xml:28 msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer]." msgstr "" #: doc/classes/AudioStreamPlayer.xml:35 msgid "Plays the audio from the given [code]from_position[/code], in seconds." msgstr "" #: doc/classes/AudioStreamPlayer.xml:42 doc/classes/AudioStreamPlayer2D.xml:38 #: doc/classes/AudioStreamPlayer3D.xml:39 msgid "Sets the position from which audio will be played, in seconds." msgstr "Legt die Position in Sekunden fest, ab der die Tonausgabe startet." #: doc/classes/AudioStreamPlayer.xml:48 doc/classes/AudioStreamPlayer2D.xml:44 #: doc/classes/AudioStreamPlayer3D.xml:45 msgid "Stops the audio." msgstr "Beendet die Tonausgabe." #: doc/classes/AudioStreamPlayer.xml:54 doc/classes/AudioStreamPlayer2D.xml:56 msgid "If [code]true[/code], audio plays when added to scene tree." msgstr "" #: doc/classes/AudioStreamPlayer.xml:57 doc/classes/AudioStreamPlayer2D.xml:59 msgid "Bus on which this audio is playing." msgstr "" #: doc/classes/AudioStreamPlayer.xml:60 msgid "" "If the audio configuration has more than two speakers, this sets the target " "channels. See [enum MixTarget] constants." msgstr "" #: doc/classes/AudioStreamPlayer.xml:63 doc/classes/AudioStreamPlayer2D.xml:65 #: doc/classes/AudioStreamPlayer3D.xml:91 msgid "" "The pitch and the tempo of the audio, as a multiplier of the audio sample's " "sample rate." msgstr "" #: doc/classes/AudioStreamPlayer.xml:66 doc/classes/AudioStreamPlayer2D.xml:68 #: doc/classes/AudioStreamPlayer3D.xml:94 msgid "If [code]true[/code], audio is playing." msgstr "Falls [code]wahr[/code] wir Audio gerade abgespielt." #: doc/classes/AudioStreamPlayer.xml:69 doc/classes/AudioStreamPlayer2D.xml:71 msgid "The [AudioStream] object to be played." msgstr "" #: doc/classes/AudioStreamPlayer.xml:72 doc/classes/AudioStreamPlayer2D.xml:74 msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[code]stream_paused[/code] to [code]false[/code]." msgstr "" #: doc/classes/AudioStreamPlayer.xml:75 msgid "Volume of sound, in dB." msgstr "Lautstärke der Tonausgabe in dB." #: doc/classes/AudioStreamPlayer.xml:81 doc/classes/AudioStreamPlayer2D.xml:83 #: doc/classes/AudioStreamPlayer3D.xml:112 msgid "Emitted when the audio stops playing." msgstr "" #: doc/classes/AudioStreamPlayer.xml:87 msgid "The audio will be played only on the first channel." msgstr "" #: doc/classes/AudioStreamPlayer.xml:90 msgid "The audio will be played on all surround channels." msgstr "" #: doc/classes/AudioStreamPlayer.xml:93 msgid "" "The audio will be played on the second channel, which is usually the center." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml:4 #, fuzzy msgid "Plays positional sound in 2D space." msgstr "Spielt Audio in 2D." #: doc/classes/AudioStreamPlayer2D.xml:7 msgid "" "Plays audio that dampens with distance from screen center.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set " "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml:18 #: doc/classes/AudioStreamPlayer3D.xml:19 msgid "Returns the position in the [AudioStream]." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml:24 msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer2D]." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml:31 #: doc/classes/AudioStreamPlayer3D.xml:32 msgid "" "Plays the audio from the given position [code]from_position[/code], in " "seconds." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml:50 #: doc/classes/AudioStreamPlayer3D.xml:51 msgid "Areas in which this sound plays." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml:53 msgid "Dampens audio over distance with this as an exponent." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml:62 msgid "Maximum distance from which audio is still hearable." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml:77 msgid "Base volume without dampening." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:4 msgid "Plays positional sound in 3D space." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:7 msgid "" "Plays a sound effect with directed sound effects, dampens with distance if " "needed, generates effect of hearable position in space. For greater realism, " "a low-pass filter is automatically applied to distant sounds. This can be " "disabled by setting [member attenuation_filter_cutoff_hz] to [code]20500[/" "code].\n" "By default, audio is heard from the camera position. This can be changed by " "adding a [Listener] node to the scene and enabling it by calling [method " "Listener.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set " "[member unit_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:25 msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer3D]." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:54 msgid "" "Dampens audio using a low-pass filter above this frequency, in Hz. To " "disable the dampening effect entirely, set this to [code]20500[/code] as " "this frequency is above the human hearing limit." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:57 msgid "Amount how much the filter affects the loudness, in decibels." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:60 msgid "" "Decides if audio should get quieter with distance linearly, quadratically, " "logarithmically, or not be affected by distance, effectively disabling " "attenuation." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:63 msgid "" "If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added " "to scene tree." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:66 msgid "The bus on which this audio is playing." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:69 msgid "" "Decides in which step the [url=https://en.wikipedia.org/wiki/" "Doppler_effect]Doppler effect[/url] should be calculated.\n" "[b]Note:[/b] Only effective if the current [Camera]'s [member Camera." "doppler_tracking] property is set to a value other than [constant Camera." "DOPPLER_TRACKING_DISABLED]." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:73 msgid "The angle in which the audio reaches cameras undampened." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:76 msgid "" "If [code]true[/code], the audio should be dampened according to the " "direction of the sound." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:79 msgid "" "Dampens audio if camera is outside of [member emission_angle_degrees] and " "[member emission_angle_enabled] is set by this factor, in decibels." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:82 msgid "Sets the absolute maximum of the soundlevel, in decibels." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:85 msgid "" "Sets the distance from which the [member out_of_range_mode] takes effect. " "Has no effect if set to 0." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:88 msgid "" "Decides if audio should pause when source is outside of [member " "max_distance] range." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:97 msgid "The [AudioStream] resource to be played." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:100 msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[member stream_paused] to [code]false[/code]." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:103 msgid "The base sound level unaffected by dampening, in decibels." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:106 msgid "" "The factor for the attenuation effect. Higher values make the sound audible " "over a larger distance." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:118 msgid "Linear dampening of loudness according to distance." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:121 msgid "Squared dampening of loudness according to distance." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:124 msgid "Logarithmic dampening of loudness according to distance." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:127 msgid "" "No dampening of loudness according to distance. The sound will still be " "heard positionally, unlike an [AudioStreamPlayer]. [constant " "ATTENUATION_DISABLED] can be combined with a [member max_distance] value " "greater than [code]0.0[/code] to achieve linear attenuation clamped to a " "sphere of a defined size." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:130 msgid "" "Mix this audio in, even when it's out of range. This increases CPU usage, " "but keeps the sound playing at the correct position if the camera leaves and " "enters the [AudioStreamPlayer3D]'s [member max_distance] radius." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:133 msgid "" "Pause this audio when it gets out of range. This decreases CPU usage, but " "will cause the sound to restart if the camera leaves and enters the " "[AudioStreamPlayer3D]'s [member max_distance] radius." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:136 msgid "Disables doppler tracking." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:139 msgid "Executes doppler tracking in idle step (every rendered frame)." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:142 msgid "" "Executes doppler tracking in physics step (every simulated physics frame)." msgstr "" #: doc/classes/AudioStreamRandomPitch.xml:4 msgid "Plays audio with random pitch shifting." msgstr "" #: doc/classes/AudioStreamRandomPitch.xml:7 msgid "Randomly varies pitch on each start." msgstr "" #: doc/classes/AudioStreamRandomPitch.xml:15 msgid "The current [AudioStream]." msgstr "" #: doc/classes/AudioStreamRandomPitch.xml:18 msgid "The intensity of random pitch variation." msgstr "" #: doc/classes/AudioStreamSample.xml:4 msgid "Stores audio data loaded from WAV files." msgstr "" #: doc/classes/AudioStreamSample.xml:7 msgid "" "AudioStreamSample stores sound samples loaded from WAV files. To play the " "stored sound, use an [AudioStreamPlayer] (for non-positional audio) or " "[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The " "sound can be looped.\n" "This class can also be used to store dynamically-generated PCM audio data. " "See also [AudioStreamGenerator] for procedural audio generation." msgstr "" #: doc/classes/AudioStreamSample.xml:17 msgid "" "Saves the AudioStreamSample as a WAV file to [code]path[/code]. Samples with " "IMA ADPCM format can't be saved.\n" "[b]Note:[/b] A [code].wav[/code] extension is automatically appended to " "[code]path[/code] if it is missing." msgstr "" #: doc/classes/AudioStreamSample.xml:24 msgid "" "Contains the audio data in bytes.\n" "[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned " "PCM8 to signed PCM8, subtract 128 from each byte." msgstr "" #: doc/classes/AudioStreamSample.xml:28 msgid "Audio format. See [enum Format] constants for values." msgstr "" #: doc/classes/AudioStreamSample.xml:31 msgid "" "The loop start point (in number of samples, relative to the beginning of the " "sample). This information will be imported automatically from the WAV file " "if present." msgstr "" #: doc/classes/AudioStreamSample.xml:34 msgid "" "The loop end point (in number of samples, relative to the beginning of the " "sample). This information will be imported automatically from the WAV file " "if present." msgstr "" #: doc/classes/AudioStreamSample.xml:37 msgid "" "The loop mode. This information will be imported automatically from the WAV " "file if present. See [enum LoopMode] constants for values." msgstr "" #: doc/classes/AudioStreamSample.xml:40 msgid "" "The sample rate for mixing this audio. Higher values require more storage " "space, but result in better quality.\n" "In games, common sample rates in use are [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " "[code]48000[/code].\n" "According to the [url=https://en.wikipedia.org/wiki/Nyquist" "%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/url], " "there is no quality difference to human hearing when going past 40,000 Hz " "(since most humans can only hear up to ~20,000 Hz, often less). If you are " "using lower-pitched sounds such as voices, lower sample rates such as " "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" #: doc/classes/AudioStreamSample.xml:45 msgid "If [code]true[/code], audio is stereo." msgstr "" #: doc/classes/AudioStreamSample.xml:50 msgid "8-bit audio codec." msgstr "" #: doc/classes/AudioStreamSample.xml:53 msgid "16-bit audio codec." msgstr "" #: doc/classes/AudioStreamSample.xml:56 msgid "Audio is compressed using IMA ADPCM." msgstr "" #: doc/classes/AudioStreamSample.xml:59 msgid "Audio does not loop." msgstr "" #: doc/classes/AudioStreamSample.xml:62 msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing forward only." msgstr "" #: doc/classes/AudioStreamSample.xml:65 msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing back and forth." msgstr "" #: doc/classes/AudioStreamSample.xml:68 msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing backward only." msgstr "" #: doc/classes/BackBufferCopy.xml:4 msgid "" "Copies a region of the screen (or the whole screen) to a buffer so it can be " "accessed in your shader scripts through the " "[code]texture(SCREEN_TEXTURE, ...)[/code] function." msgstr "" #: doc/classes/BackBufferCopy.xml:7 msgid "" "Node for back-buffering the currently-displayed screen. The region defined " "in the BackBufferCopy node is buffered with the content of the screen it " "covers, or the entire screen according to the copy mode set. Use the " "[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to " "access the buffer.\n" "[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), " "anchors and margins won't apply to child [Control]-derived nodes. This can " "be problematic when resizing the window. To avoid this, add [Control]-" "derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of " "adding them as children." msgstr "" #: doc/classes/BackBufferCopy.xml:16 msgid "Buffer mode. See [enum CopyMode] constants." msgstr "" #: doc/classes/BackBufferCopy.xml:19 msgid "" "The area covered by the BackBufferCopy. Only used if [member copy_mode] is " "[constant COPY_MODE_RECT]." msgstr "" #: doc/classes/BackBufferCopy.xml:24 msgid "" "Disables the buffering mode. This means the BackBufferCopy node will " "directly use the portion of screen it covers." msgstr "" #: doc/classes/BackBufferCopy.xml:27 msgid "BackBufferCopy buffers a rectangular region." msgstr "" #: doc/classes/BackBufferCopy.xml:30 msgid "BackBufferCopy buffers the entire screen." msgstr "" #: doc/classes/BakedLightmap.xml:4 msgid "Prerendered indirect light map for a scene." msgstr "" #: doc/classes/BakedLightmap.xml:7 msgid "" "Baked lightmaps are an alternative workflow for adding indirect (or baked) " "lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work " "fine on low-end PCs and mobile devices as they consume almost no resources " "in run-time.\n" "[b]Procedural generation:[/b] Lightmap baking functionality is only " "available in the editor. This means [BakedLightmap] is not suited to " "procedurally generated or user-built levels. For procedurally generated or " "user-built levels, use [GIProbe] instead.\n" "[b]Note:[/b] Due to how lightmaps work, most properties only have a visible " "effect once lightmaps are baked again." msgstr "" #: doc/classes/BakedLightmap.xml:12 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/baked_lightmaps.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/3d/using_gridmaps.html" #: doc/classes/BakedLightmap.xml:20 msgid "" "Bakes the lightmap, scanning from the given [code]from_node[/code] root and " "saves the resulting [BakedLightmapData] in [code]data_save_path[/code]. If " "no root node is provided, parent of this node will be used as root instead. " "If no save path is provided it will try to match the path from the current " "[member light_data]." msgstr "" #: doc/classes/BakedLightmap.xml:26 msgid "" "When enabled, the lightmapper will merge the textures for all meshes into a " "single large layered texture. Not supported in GLES2." msgstr "" #: doc/classes/BakedLightmap.xml:29 msgid "" "Maximum size of each lightmap layer, only used when [member atlas_generate] " "is enabled." msgstr "" #: doc/classes/BakedLightmap.xml:32 msgid "" "Raycasting bias used during baking to avoid floating point precision issues." msgstr "" #: doc/classes/BakedLightmap.xml:35 msgid "" "The energy multiplier for each bounce. Higher values will make indirect " "lighting brighter. A value of [code]1.0[/code] represents physically " "accurate behavior, but higher values can be used to make indirect lighting " "propagate more visibly when using a low number of bounces. This can be used " "to speed up bake times by lowering the number of [member bounces] then " "increasing [member bounce_indirect_energy]. Unlike [member BakedLightmapData." "energy], this property does not affect direct lighting emitted by light " "nodes, emissive materials and the environment.\n" "[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member " "bounces] is set to a value greater than or equal to [code]1[/code]." msgstr "" #: doc/classes/BakedLightmap.xml:39 msgid "" "Number of light bounces that are taken into account during baking. See also " "[member bounce_indirect_energy]." msgstr "" #: doc/classes/BakedLightmap.xml:42 msgid "Grid size used for real-time capture information on dynamic objects." msgstr "" #: doc/classes/BakedLightmap.xml:45 msgid "" "When enabled, an octree containing the scene's lighting information will be " "computed. This octree will then be used to light dynamic objects in the " "scene." msgstr "" #: doc/classes/BakedLightmap.xml:48 msgid "" "Bias value to reduce the amount of light proagation in the captured octree." msgstr "" #: doc/classes/BakedLightmap.xml:51 msgid "Bake quality of the capture data." msgstr "" #: doc/classes/BakedLightmap.xml:54 msgid "" "If a baked mesh doesn't have a UV2 size hint, this value will be used to " "roughly compute a suitable lightmap size." msgstr "" #: doc/classes/BakedLightmap.xml:57 msgid "" "The environment color when [member environment_mode] is set to [constant " "ENVIRONMENT_MODE_CUSTOM_COLOR]." msgstr "" #: doc/classes/BakedLightmap.xml:60 msgid "" "The energy scaling factor when when [member environment_mode] is set to " "[constant ENVIRONMENT_MODE_CUSTOM_COLOR] or [constant " "ENVIRONMENT_MODE_CUSTOM_SKY]." msgstr "" #: doc/classes/BakedLightmap.xml:63 msgid "" "The [Sky] resource to use when [member environment_mode] is set o [constant " "ENVIRONMENT_MODE_CUSTOM_SKY]." msgstr "" #: doc/classes/BakedLightmap.xml:66 #, fuzzy msgid "The rotation of the baked custom sky." msgstr "Der Name des Audiobusses des Bereichs." #: doc/classes/BakedLightmap.xml:69 msgid "" "Minimum ambient light for all the lightmap texels. This doesn't take into " "account any occlusion from the scene's geometry, it simply ensures a minimum " "amount of light on all the lightmap texels. Can be used for artistic control " "on shadow color." msgstr "" #: doc/classes/BakedLightmap.xml:72 msgid "Decides which environment to use during baking." msgstr "" #: doc/classes/BakedLightmap.xml:75 msgid "" "Size of the baked lightmap. Only meshes inside this region will be included " "in the baked lightmap, also used as the bounds of the captured region for " "dynamic lighting." msgstr "" #: doc/classes/BakedLightmap.xml:78 msgid "" "Deprecated, in previous versions it determined the location where lightmaps " "were be saved." msgstr "" #: doc/classes/BakedLightmap.xml:81 msgid "The calculated light data." msgstr "" #: doc/classes/BakedLightmap.xml:84 msgid "" "Determines the amount of samples per texel used in indrect light baking. The " "amount of samples for each quality level can be configured in the project " "settings." msgstr "" #: doc/classes/BakedLightmap.xml:87 msgid "" "Store full color values in the lightmap textures. When disabled, lightmap " "textures will store a single brightness channel. Can be disabled to reduce " "disk usage if the scene contains only white lights or you don't mind losing " "color information in indirect lighting." msgstr "" #: doc/classes/BakedLightmap.xml:90 msgid "" "When enabled, a lightmap denoiser will be used to reduce the noise inherent " "to Monte Carlo based global illumination." msgstr "" #: doc/classes/BakedLightmap.xml:93 msgid "" "If [code]true[/code], stores the lightmap textures in a high dynamic range " "format (EXR). If [code]false[/code], stores the lightmap texture in a low " "dynamic range PNG image. This can be set to [code]false[/code] to reduce " "disk usage, but light values over 1.0 will be clamped and you may see " "banding caused by the reduced precision.\n" "[b]Note:[/b] Setting [member use_hdr] to [code]true[/code] will decrease " "lightmap banding even when using the GLES2 backend or if [member " "ProjectSettings.rendering/quality/depth/hdr] is [code]false[/code]." msgstr "" #: doc/classes/BakedLightmap.xml:99 msgid "The lowest bake quality mode. Fastest to calculate." msgstr "" #: doc/classes/BakedLightmap.xml:102 msgid "The default bake quality mode." msgstr "" #: doc/classes/BakedLightmap.xml:105 msgid "A higher bake quality mode. Takes longer to calculate." msgstr "" #: doc/classes/BakedLightmap.xml:108 msgid "The highest bake quality mode. Takes the longest to calculate." msgstr "" #: doc/classes/BakedLightmap.xml:111 #, fuzzy msgid "Baking was successful." msgstr "Die Verbindung war erfolgreich." #: doc/classes/BakedLightmap.xml:114 msgid "" "Returns if no viable save path is found. This can happen where an [member " "image_path] is not specified or when the save location is invalid." msgstr "" #: doc/classes/BakedLightmap.xml:117 doc/classes/SpatialMaterial.xml:622 msgid "Currently unused." msgstr "zu Zeit ungenutzt." #: doc/classes/BakedLightmap.xml:120 #, fuzzy msgid "Returns when the baker cannot save per-mesh textures to file." msgstr "Gibt den Arkuskosinus2 der Parameter zurück." #: doc/classes/BakedLightmap.xml:123 msgid "The size of the generated lightmaps is too large." msgstr "" #: doc/classes/BakedLightmap.xml:126 msgid "Some mesh contains UV2 values outside the [code][0,1][/code] range." msgstr "" #: doc/classes/BakedLightmap.xml:129 msgid "Returns if user cancels baking." msgstr "" #: doc/classes/BakedLightmap.xml:132 msgid "" "Returns if lightmapper can't be created. Unless you are using a custom " "lightmapper, please report this as bug." msgstr "" #: doc/classes/BakedLightmap.xml:135 msgid "" "There is no root node to start baking from. Either provide [code]from_node[/" "code] argument or attach this node to a parent that should be used as root." msgstr "" #: doc/classes/BakedLightmap.xml:138 msgid "No environment is used during baking." msgstr "" #: doc/classes/BakedLightmap.xml:141 msgid "The baked environment is automatically picked from the current scene." msgstr "" #: doc/classes/BakedLightmap.xml:144 msgid "A custom sky is used as environment during baking." msgstr "" #: doc/classes/BakedLightmap.xml:147 msgid "A custom solid color is used as environment during baking." msgstr "" #: doc/classes/BakedLightmapData.xml:56 msgid "" "Global energy multiplier for baked and dynamic capture objects. This can be " "changed at run-time without having to bake lightmaps again.\n" "To adjust only the energy of indirect lighting (without affecting direct " "lighting or emissive materials), adjust [member BakedLightmap." "bounce_indirect_energy] and bake lightmaps again." msgstr "" #: doc/classes/BakedLightmapData.xml:60 msgid "" "Controls whether dynamic capture objects receive environment lighting or not." msgstr "" #: doc/classes/BaseButton.xml:4 msgid "Base class for different kinds of buttons." msgstr "" #: doc/classes/BaseButton.xml:7 msgid "" "BaseButton is the abstract base class for buttons, so it shouldn't be used " "directly (it doesn't display anything). Other types of buttons inherit from " "it." msgstr "" #: doc/classes/BaseButton.xml:15 msgid "" "Called when the button is pressed. If you need to know the button's pressed " "state (and [member toggle_mode] is active), use [method _toggled] instead." msgstr "" #: doc/classes/BaseButton.xml:22 msgid "" "Called when the button is toggled (only if [member toggle_mode] is active)." msgstr "" #: doc/classes/BaseButton.xml:28 msgid "" "Returns the visual state used to draw the button. This is useful mainly when " "implementing your own draw code by either overriding _draw() or connecting " "to \"draw\" signal. The visual state of the button is defined by the [enum " "DrawMode] enum." msgstr "" #: doc/classes/BaseButton.xml:34 msgid "" "Returns [code]true[/code] if the mouse has entered the button and has not " "left it yet." msgstr "" #: doc/classes/BaseButton.xml:41 msgid "" "Changes the [member pressed] state of the button, without emitting [signal " "toggled]. Use when you just want to change the state of the button without " "sending the pressed event (e.g. when initializing scene). Only works if " "[member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] This method doesn't unpress other buttons in its button [member " "group]." msgstr "" #: doc/classes/BaseButton.xml:48 msgid "" "Determines when the button is considered clicked, one of the [enum " "ActionMode] constants." msgstr "" #: doc/classes/BaseButton.xml:51 msgid "" "Binary mask to choose which mouse buttons this button will respond to.\n" "To allow both left-click and right-click, use [code]BUTTON_MASK_LEFT | " "BUTTON_MASK_RIGHT[/code]." msgstr "" #: doc/classes/BaseButton.xml:55 msgid "" "If [code]true[/code], the button is in disabled state and can't be clicked " "or toggled." msgstr "" #: doc/classes/BaseButton.xml:58 msgid "" "[i]Deprecated.[/i] This property has been deprecated due to redundancy and " "will be removed in Godot 4.0. This property no longer has any effect when " "set. Please use [member Control.focus_mode] instead." msgstr "" #: doc/classes/BaseButton.xml:62 msgid "[ButtonGroup] associated to the button." msgstr "" #: doc/classes/BaseButton.xml:65 msgid "" "If [code]true[/code], the button stays pressed when moving the cursor " "outside the button while pressing it.\n" "[b]Note:[/b] This property only affects the button's visual appearance. " "Signals will be emitted at the same moment regardless of this property's " "value." msgstr "" #: doc/classes/BaseButton.xml:69 msgid "" "If [code]true[/code], the button's state is pressed. Means the button is " "pressed down or toggled (if [member toggle_mode] is active). Only works if " "[member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] Setting [member pressed] will result in [signal toggled] to be " "emitted. If you want to change the pressed state without emitting that " "signal, use [method set_pressed_no_signal]." msgstr "" #: doc/classes/BaseButton.xml:73 msgid "[ShortCut] associated to the button." msgstr "" #: doc/classes/BaseButton.xml:76 msgid "" "If [code]true[/code], the button will add information about its shortcut in " "the tooltip." msgstr "" #: doc/classes/BaseButton.xml:79 msgid "" "If [code]true[/code], the button is in toggle mode. Makes the button flip " "state between pressed and unpressed each time its area is clicked." msgstr "" #: doc/classes/BaseButton.xml:85 msgid "Emitted when the button starts being held down." msgstr "" #: doc/classes/BaseButton.xml:90 msgid "Emitted when the button stops being held down." msgstr "" #: doc/classes/BaseButton.xml:95 msgid "" "Emitted when the button is toggled or pressed. This is on [signal " "button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] " "and on [signal button_up] otherwise.\n" "If you need to know the button's pressed state (and [member toggle_mode] is " "active), use [signal toggled] instead." msgstr "" #: doc/classes/BaseButton.xml:102 msgid "" "Emitted when the button was just toggled between pressed and normal states " "(only if [member toggle_mode] is active). The new state is contained in the " "[code]button_pressed[/code] argument." msgstr "" #: doc/classes/BaseButton.xml:108 msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " "buttons." msgstr "" #: doc/classes/BaseButton.xml:111 msgid "The state of buttons are pressed." msgstr "" #: doc/classes/BaseButton.xml:114 msgid "The state of buttons are hovered." msgstr "" #: doc/classes/BaseButton.xml:117 msgid "The state of buttons are disabled." msgstr "" #: doc/classes/BaseButton.xml:120 msgid "The state of buttons are both hovered and pressed." msgstr "" #: doc/classes/BaseButton.xml:123 msgid "Require just a press to consider the button clicked." msgstr "" #: doc/classes/BaseButton.xml:126 msgid "" "Require a press and a subsequent release before considering the button " "clicked." msgstr "" #: doc/classes/Basis.xml:4 msgid "3×3 matrix datatype." msgstr "" #: doc/classes/Basis.xml:7 msgid "" "3×3 matrix used for 3D rotation and scale. Almost always used as an " "orthogonal basis for a Transform.\n" "Contains 3 vector fields X, Y and Z as its columns, which are typically " "interpreted as the local basis vectors of a transformation. For such use, it " "is composed of a scaling and a rotation matrix, in that order (M = R.S).\n" "Can also be accessed as array of 3D vectors. These vectors are normally " "orthogonal to each other, but are not necessarily normalized (due to " "scaling).\n" "For more information, read the \"Matrices and transforms\" documentation " "article." msgstr "" #: doc/classes/Basis.xml:14 doc/classes/Transform.xml:12 #: doc/classes/Transform2D.xml:12 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/math/matrices_and_transforms." "html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/math/" "matrices_and_transforms.html" #: doc/classes/Basis.xml:15 doc/classes/Transform.xml:13 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/using_transforms.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/3d/using_transforms.html" #: doc/classes/Basis.xml:16 doc/classes/Line2D.xml:11 #: doc/classes/Transform.xml:14 doc/classes/Transform2D.xml:13 #: doc/classes/Vector2.xml:15 doc/classes/Vector3.xml:15 #, fuzzy msgid "https://godotengine.org/asset-library/asset/584" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Basis.xml:18 doc/classes/CylinderShape.xml:12 #: doc/classes/Dictionary.xml:88 doc/classes/DynamicFont.xml:18 #: doc/classes/DynamicFontData.xml:10 doc/classes/File.xml:29 #: doc/classes/Input.xml:12 doc/classes/InputEvent.xml:13 #: doc/classes/InputEventAction.xml:12 doc/classes/InputEventMouseMotion.xml:12 #: doc/classes/KinematicBody.xml:15 doc/classes/RayCast.xml:15 #: doc/classes/StaticBody.xml:13 doc/classes/SurfaceTool.xml:22 #: doc/classes/TextureButton.xml:12 doc/classes/TextureRect.xml:11 #: doc/classes/Thread.xml:13 doc/classes/VBoxContainer.xml:10 #, fuzzy msgid "https://godotengine.org/asset-library/asset/676" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Basis.xml:19 doc/classes/Line2D.xml:12 #: doc/classes/Transform.xml:16 doc/classes/Transform2D.xml:14 #, fuzzy msgid "https://godotengine.org/asset-library/asset/583" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Basis.xml:26 msgid "Constructs a pure rotation basis matrix from the given quaternion." msgstr "" #: doc/classes/Basis.xml:33 msgid "" "Constructs a pure rotation basis matrix from the given Euler angles (in the " "YXZ convention: when *composing*, first Y, then X, and Z last), given in the " "vector format as (X angle, Y angle, Z angle).\n" "Consider using the [Quat] constructor instead, which uses a quaternion " "instead of Euler angles." msgstr "" #: doc/classes/Basis.xml:42 msgid "" "Constructs a pure rotation basis matrix, rotated around the given " "[code]axis[/code] by [code]phi[/code], in radians. The axis must be a " "normalized vector." msgstr "" #: doc/classes/Basis.xml:51 msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)." msgstr "" #: doc/classes/Basis.xml:57 msgid "" "Returns the determinant of the basis matrix. If the basis is uniformly " "scaled, its determinant is the square of the scale.\n" "A negative determinant means the basis has a negative scale. A zero " "determinant means the basis isn't invertible, and is usually considered " "invalid." msgstr "" #: doc/classes/Basis.xml:64 msgid "" "Returns the basis's rotation in the form of Euler angles (in the YXZ " "convention: when decomposing, first Z, then X, and Y last). The returned " "vector contains the rotation angles in the format (X angle, Y angle, Z " "angle).\n" "Consider using the [method get_rotation_quat] method instead, which returns " "a [Quat] quaternion instead of Euler angles." msgstr "" #: doc/classes/Basis.xml:71 msgid "" "This function considers a discretization of rotations into 24 points on unit " "sphere, lying along the vectors (x,y,z) with each component being either -1, " "0, or 1, and returns the index of the point best representing the " "orientation of the object. It is mainly used by the [GridMap] editor. For " "further details, refer to the Godot source code." msgstr "" #: doc/classes/Basis.xml:77 msgid "" "Returns the basis's rotation in the form of a quaternion. See [method " "get_euler] if you need Euler angles, but keep in mind quaternions should " "generally be preferred to Euler angles." msgstr "" #: doc/classes/Basis.xml:83 msgid "" "Assuming that the matrix is the combination of a rotation and scaling, " "return the absolute value of scaling factors along each axis." msgstr "" #: doc/classes/Basis.xml:89 msgid "Returns the inverse of the matrix." msgstr "" #: doc/classes/Basis.xml:97 #, fuzzy msgid "" "Returns [code]true[/code] if this basis and [code]b[/code] are approximately " "equal, by calling [code]is_equal_approx[/code] on each component.\n" "[b]Note:[/b] For complicated reasons, the epsilon argument is always " "discarded. Don't use the epsilon argument, it does nothing." msgstr "" "Gibt [code]true[/code] zurück, wenn dieses [AABB] und [code]aabb[/code] " "annähernd gleich sind, indem die [method @GDScript.is_equal_approx] für jede " "Komponente aufgerufen wird." #: doc/classes/Basis.xml:104 msgid "" "Returns the orthonormalized version of the matrix (useful to call from time " "to time to avoid rounding error for orthogonal matrices). This performs a " "Gram-Schmidt orthonormalization on the basis of the matrix." msgstr "" #: doc/classes/Basis.xml:112 msgid "" "Introduce an additional rotation around the given axis by phi (radians). The " "axis must be a normalized vector." msgstr "" #: doc/classes/Basis.xml:119 msgid "" "Introduce an additional scaling specified by the given 3D scaling factor." msgstr "" #: doc/classes/Basis.xml:127 msgid "" "Assuming that the matrix is a proper rotation matrix, slerp performs a " "spherical-linear interpolation with another rotation matrix." msgstr "" #: doc/classes/Basis.xml:134 msgid "Transposed dot product with the X axis of the matrix." msgstr "" #: doc/classes/Basis.xml:141 msgid "Transposed dot product with the Y axis of the matrix." msgstr "" #: doc/classes/Basis.xml:148 msgid "Transposed dot product with the Z axis of the matrix." msgstr "" #: doc/classes/Basis.xml:154 msgid "Returns the transposed version of the matrix." msgstr "" #: doc/classes/Basis.xml:161 msgid "Returns a vector transformed (multiplied) by the matrix." msgstr "" #: doc/classes/Basis.xml:168 msgid "" "Returns a vector transformed (multiplied) by the transposed basis matrix.\n" "[b]Note:[/b] This results in a multiplication by the inverse of the matrix " "only if it represents a rotation-reflection." msgstr "" #: doc/classes/Basis.xml:175 doc/classes/Transform2D.xml:150 msgid "" "The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" "code]." msgstr "" #: doc/classes/Basis.xml:178 doc/classes/Transform2D.xml:153 msgid "" "The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" "code]." msgstr "" #: doc/classes/Basis.xml:181 msgid "" "The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/" "code]." msgstr "" #: doc/classes/Basis.xml:186 msgid "" "The identity basis, with no rotation or scaling applied.\n" "This is identical to calling [code]Basis()[/code] without any parameters. " "This constant can be used to make your code clearer, and for consistency " "with C#." msgstr "" #: doc/classes/Basis.xml:190 msgid "" "The basis that will flip something along the X axis when used in a " "transformation." msgstr "" #: doc/classes/Basis.xml:193 msgid "" "The basis that will flip something along the Y axis when used in a " "transformation." msgstr "" #: doc/classes/Basis.xml:196 msgid "" "The basis that will flip something along the Z axis when used in a " "transformation." msgstr "" #: doc/classes/BitMap.xml:4 msgid "Boolean matrix." msgstr "Boolesche Matrix." #: doc/classes/BitMap.xml:7 msgid "" "A two-dimensional array of boolean values, can be used to efficiently store " "a binary matrix (every matrix element takes only one bit) and query the " "values using natural cartesian coordinates." msgstr "" #: doc/classes/BitMap.xml:16 msgid "" "Creates a bitmap with the specified size, filled with [code]false[/code]." msgstr "" #: doc/classes/BitMap.xml:24 msgid "" "Creates a bitmap that matches the given image dimensions, every element of " "the bitmap is set to [code]false[/code] if the alpha value of the image at " "that position is equal to [code]threshold[/code] or less, and [code]true[/" "code] in other case." msgstr "" #: doc/classes/BitMap.xml:31 msgid "Returns bitmap's value at the specified position." msgstr "" #: doc/classes/BitMap.xml:37 msgid "Returns bitmap's dimensions." msgstr "" #: doc/classes/BitMap.xml:43 msgid "" "Returns the amount of bitmap elements that are set to [code]true[/code]." msgstr "" #: doc/classes/BitMap.xml:51 msgid "" "Applies morphological dilation or erosion to the bitmap. If [code]pixels[/" "code] is positive, dilation is applied to the bitmap. If [code]pixels[/code] " "is negative, erosion is applied to the bitmap. [code]rect[/code] defines the " "area where the morphological operation is applied. Pixels located outside " "the [code]rect[/code] are unaffected by [method grow_mask]." msgstr "" #: doc/classes/BitMap.xml:66 msgid "" "Sets the bitmap's element at the specified position, to the specified value." msgstr "" #: doc/classes/BitMap.xml:74 msgid "Sets a rectangular portion of the bitmap to the specified value." msgstr "" #: doc/classes/BitmapFont.xml:4 msgid "" "Renders text using fonts under the [url=https://www.angelcode.com/products/" "bmfont/]BMFont[/url] format.\n" "Handles files with the [code].fnt[/code] extension." msgstr "" #: doc/classes/BitmapFont.xml:8 msgid "" "Renders text using [code]*.fnt[/code] fonts containing texture atlases. " "Supports distance fields. For using vector font files like TTF directly, see " "[DynamicFont]." msgstr "" #: doc/classes/BitmapFont.xml:21 msgid "" "Adds a character to the font, where [code]character[/code] is the Unicode " "value, [code]texture[/code] is the texture index, [code]rect[/code] is the " "region in the texture (in pixels!), [code]align[/code] is the (optional) " "alignment for the character and [code]advance[/code] is the (optional) " "advance." msgstr "" #: doc/classes/BitmapFont.xml:30 msgid "" "Adds a kerning pair to the [BitmapFont] as a difference. Kerning pairs are " "special cases where a typeface advance is determined by the next character." msgstr "" #: doc/classes/BitmapFont.xml:37 msgid "Adds a texture to the [BitmapFont]." msgstr "" #: doc/classes/BitmapFont.xml:43 msgid "Clears all the font data and settings." msgstr "" #: doc/classes/BitmapFont.xml:50 msgid "" "Creates a BitmapFont from the [code]*.fnt[/code] file at [code]path[/code]." msgstr "" #: doc/classes/BitmapFont.xml:58 msgid "Returns a kerning pair as a difference." msgstr "" #: doc/classes/BitmapFont.xml:65 msgid "Returns the font atlas texture at index [code]idx[/code]." msgstr "" #: doc/classes/BitmapFont.xml:71 msgid "Returns the number of textures in the BitmapFont atlas." msgstr "" #: doc/classes/BitmapFont.xml:77 msgid "Ascent (number of pixels above the baseline)." msgstr "" #: doc/classes/BitmapFont.xml:80 msgid "If [code]true[/code], distance field hint is enabled." msgstr "" #: doc/classes/BitmapFont.xml:83 msgid "The fallback font." msgstr "" #: doc/classes/BitmapFont.xml:86 msgid "Total font height (ascent plus descent) in pixels." msgstr "" #: doc/classes/Bone2D.xml:4 msgid "Joint used with [Skeleton2D] to control and animate other nodes." msgstr "" #: doc/classes/Bone2D.xml:7 msgid "" "Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, " "and animate other [Node2D] nodes.\n" "You can use [code]Bone2D[/code] and [code]Skeleton2D[/code] nodes to animate " "2D meshes created with the Polygon 2D UV editor.\n" "Each bone has a [member rest] transform that you can reset to with [method " "apply_rest]. These rest poses are relative to the bone's parent.\n" "If in the editor, you can set the rest pose of an entire skeleton using a " "menu option, from the code, you need to iterate over the bones to set their " "individual rest poses." msgstr "" #: doc/classes/Bone2D.xml:18 msgid "Stores the node's current transforms in [member rest]." msgstr "" #: doc/classes/Bone2D.xml:24 msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." msgstr "" #: doc/classes/Bone2D.xml:30 msgid "" "Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have " "a parent, or its rest pose relative to its parent." msgstr "" #: doc/classes/Bone2D.xml:36 msgid "" "Length of the bone's representation drawn in the editor's viewport in pixels." msgstr "" #: doc/classes/Bone2D.xml:39 msgid "" "Rest transform of the bone. You can reset the node's transforms to this " "value using [method apply_rest]." msgstr "" #: doc/classes/BoneAttachment.xml:4 msgid "A node that will attach to a bone." msgstr "" #: doc/classes/BoneAttachment.xml:7 msgid "" "This node must be the child of a [Skeleton] node. You can then select a bone " "for this node to attach to. The BoneAttachment node will copy the transform " "of the selected bone." msgstr "" #: doc/classes/BoneAttachment.xml:15 msgid "The name of the attached bone." msgstr "" #: doc/classes/bool.xml:4 msgid "Boolean built-in type." msgstr "" #: doc/classes/bool.xml:7 msgid "" "Boolean is a built-in type. There are two boolean values: [code]true[/code] " "and [code]false[/code]. You can think of it as a switch with on or off (1 or " "0) setting. Booleans are used in programming for logic in condition " "statements, like [code]if[/code] statements.\n" "Booleans can be directly used in [code]if[/code] statements. The code below " "demonstrates this on the [code]if can_shoot:[/code] line. You don't need to " "use [code]== true[/code], you only need [code]if can_shoot:[/code]. " "Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/" "code].\n" "[codeblock]\n" "var can_shoot = true\n" "\n" "func shoot():\n" " if can_shoot:\n" " pass # Perform shooting actions here.\n" "[/codeblock]\n" "The following code will only create a bullet if both conditions are met: " "action \"shoot\" is pressed and if [code]can_shoot[/code] is [code]true[/" "code].\n" "[b]Note:[/b] [code]Input.is_action_pressed(\"shoot\")[/code] is also a " "boolean that is [code]true[/code] when \"shoot\" is pressed and [code]false[/" "code] when \"shoot\" isn't pressed.\n" "[codeblock]\n" "var can_shoot = true\n" "\n" "func shoot():\n" " if can_shoot and Input.is_action_pressed(\"shoot\"):\n" " create_bullet()\n" "[/codeblock]\n" "The following code will set [code]can_shoot[/code] to [code]false[/code] and " "start a timer. This will prevent player from shooting until the timer runs " "out. Next [code]can_shoot[/code] will be set to [code]true[/code] again " "allowing player to shoot once again.\n" "[codeblock]\n" "var can_shoot = true\n" "onready var cool_down = $CoolDownTimer\n" "\n" "func shoot():\n" " if can_shoot and Input.is_action_pressed(\"shoot\"):\n" " create_bullet()\n" " can_shoot = false\n" " cool_down.start()\n" "\n" "func _on_CoolDownTimer_timeout():\n" " can_shoot = true\n" "[/codeblock]" msgstr "" #: doc/classes/bool.xml:47 msgid "" "Cast an [int] value to a boolean value, this method will return [code]false[/" "code] if [code]0[/code] is passed in, and [code]true[/code] for all other " "ints." msgstr "" #: doc/classes/bool.xml:54 msgid "" "Cast a [float] value to a boolean value, this method will return " "[code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] " "for all other floats." msgstr "" #: doc/classes/bool.xml:61 msgid "" "Cast a [String] value to a boolean value, this method will return " "[code]false[/code] if [code]\"\"[/code] is passed in, and [code]true[/code] " "for all non-empty strings.\n" "Examples: [code]bool(\"False\")[/code] returns [code]true[/code], " "[code]bool(\"\")[/code] returns [code]false[/code]." msgstr "" #: doc/classes/BoxContainer.xml:4 msgid "Base class for box containers." msgstr "" #: doc/classes/BoxContainer.xml:7 msgid "" "Arranges child controls vertically or horizontally, and rearranges the " "controls automatically when their minimum size changes." msgstr "" #: doc/classes/BoxContainer.xml:16 msgid "" "Adds a control to the box as a spacer. If [code]true[/code], [code]begin[/" "code] will insert the spacer control in front of other children." msgstr "" #: doc/classes/BoxContainer.xml:22 msgid "" "The alignment of the container's children (must be one of [constant " "ALIGN_BEGIN], [constant ALIGN_CENTER] or [constant ALIGN_END])." msgstr "" #: doc/classes/BoxContainer.xml:28 msgid "Aligns children with the beginning of the container." msgstr "" #: doc/classes/BoxContainer.xml:31 msgid "Aligns children with the center of the container." msgstr "" #: doc/classes/BoxContainer.xml:34 msgid "Aligns children with the end of the container." msgstr "" #: doc/classes/BoxShape.xml:4 msgid "Box shape resource." msgstr "" #: doc/classes/BoxShape.xml:7 msgid "3D box shape that can be a child of a [PhysicsBody] or [Area]." msgstr "" #: doc/classes/BoxShape.xml:10 doc/classes/CapsuleShape.xml:10 #: doc/classes/ConcavePolygonShape.xml:11 doc/classes/ConvexPolygonShape.xml:10 #: doc/classes/CylinderShape.xml:11 doc/classes/ProjectSettings.xml:13 #: doc/classes/RigidBody.xml:16 doc/classes/SphereShape.xml:10 #: doc/classes/StaticBody.xml:11 #, fuzzy msgid "https://godotengine.org/asset-library/asset/675" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/BoxShape.xml:11 doc/classes/CollisionShape.xml:11 #: modules/gridmap/doc_classes/GridMap.xml:16 doc/classes/KinematicBody.xml:13 #: doc/classes/Mesh.xml:11 doc/classes/MeshInstance.xml:11 #: doc/classes/MeshLibrary.xml:10 #, fuzzy msgid "https://godotengine.org/asset-library/asset/126" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/BoxShape.xml:18 msgid "" "The box's half extents. The width, height and depth of this shape is twice " "the half extents." msgstr "" #: doc/classes/Button.xml:4 msgid "Standard themed Button." msgstr "" #: doc/classes/Button.xml:7 msgid "" "Button is the standard themed button. It can contain text and an icon, and " "will display them according to the current [Theme].\n" "[b]Example of creating a button and assigning an action when pressed by code:" "[/b]\n" "[codeblock]\n" "func _ready():\n" " var button = Button.new()\n" " button.text = \"Click me\"\n" " button.connect(\"pressed\", self, \"_button_pressed\")\n" " add_child(button)\n" "\n" "func _button_pressed():\n" " print(\"Hello world!\")\n" "[/codeblock]\n" "Buttons (like all Control nodes) can also be created in the editor, but some " "situations may require creating them from code.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node.\n" "[b]Note:[/b] Buttons do not interpret touch input and therefore don't " "support multitouch, since mouse emulation can only press one button at a " "given time. Use [TouchScreenButton] for buttons that trigger gameplay " "movement or actions, as [TouchScreenButton] supports multitouch." msgstr "" #: doc/classes/Button.xml:25 doc/classes/Dictionary.xml:89 #: doc/classes/GridContainer.xml:12 doc/classes/OS.xml:10 #: doc/classes/PoolStringArray.xml:11 doc/classes/ProjectSettings.xml:15 #: doc/classes/ResourceLoader.xml:11 doc/classes/RichTextLabel.xml:17 #, fuzzy msgid "https://godotengine.org/asset-library/asset/677" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Button.xml:31 msgid "" "Text alignment policy for the button's text, use one of the [enum TextAlign] " "constants." msgstr "" #: doc/classes/Button.xml:34 msgid "" "When this property is enabled, text that is too large to fit the button is " "clipped, when disabled the Button will always be wide enough to hold the " "text." msgstr "" #: doc/classes/Button.xml:37 msgid "" "When enabled, the button's icon will expand/shrink to fit the button's size " "while keeping its aspect." msgstr "" #: doc/classes/Button.xml:40 msgid "Flat buttons don't display decoration." msgstr "" #: doc/classes/Button.xml:43 msgid "" "Button's icon, if text is present the icon will be placed before the text.\n" "To edit margin and spacing of the icon, use [code]hseparation[/code] theme " "property of [Button] and [code]content_margin_*[/code] properties of the " "used [StyleBox]es." msgstr "" #: doc/classes/Button.xml:47 doc/classes/LinkButton.xml:18 msgid "The button's text that will be displayed inside the button's area." msgstr "" #: doc/classes/Button.xml:52 msgid "Align the text to the left." msgstr "" #: doc/classes/Button.xml:55 msgid "Align the text to the center." msgstr "" #: doc/classes/Button.xml:58 msgid "Align the text to the right." msgstr "" #: doc/classes/Button.xml:63 msgid "Default text [Color] of the [Button]." msgstr "" #: doc/classes/Button.xml:66 msgid "Text [Color] used when the [Button] is disabled." msgstr "" #: doc/classes/Button.xml:69 msgid "" "Text [Color] used when the [Button] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/Button.xml:72 msgid "Text [Color] used when the [Button] is being hovered." msgstr "" #: doc/classes/Button.xml:75 msgid "Text [Color] used when the [Button] is being pressed." msgstr "" #: doc/classes/Button.xml:78 msgid "The horizontal space between [Button]'s icon and text." msgstr "" #: doc/classes/Button.xml:81 msgid "[Font] of the [Button]'s text." msgstr "" #: doc/classes/Button.xml:84 msgid "[StyleBox] used when the [Button] is disabled." msgstr "" #: doc/classes/Button.xml:87 msgid "" "[StyleBox] used when the [Button] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" #: doc/classes/Button.xml:90 msgid "[StyleBox] used when the [Button] is being hovered." msgstr "" #: doc/classes/Button.xml:93 msgid "Default [StyleBox] for the [Button]." msgstr "" #: doc/classes/Button.xml:96 msgid "[StyleBox] used when the [Button] is being pressed." msgstr "" #: doc/classes/ButtonGroup.xml:4 msgid "Group of Buttons." msgstr "" #: doc/classes/ButtonGroup.xml:7 msgid "" "Group of [Button]. All direct and indirect children buttons become radios. " "Only one allows being pressed.\n" "[member BaseButton.toggle_mode] should be [code]true[/code]." msgstr "" #: doc/classes/ButtonGroup.xml:16 msgid "" "Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see " "[member BaseButton.group])." msgstr "" #: doc/classes/ButtonGroup.xml:22 msgid "Returns the current pressed button." msgstr "" #: doc/classes/ButtonGroup.xml:33 #, fuzzy msgid "Emitted when one of the buttons of the group is pressed." msgstr "" "Wird ausgegeben, wenn der Dialog akzeptiert wird, d. h. die Schaltfläche OK " "gedrückt wird." #: doc/classes/Camera.xml:4 msgid "Camera node, displays from a point of view." msgstr "" #: doc/classes/Camera.xml:7 msgid "" "Camera is a special node that displays what is visible from its current " "location. Cameras register themselves in the nearest [Viewport] node (when " "ascending the tree). Only one camera can be active per viewport. If no " "viewport is available ascending the tree, the camera will register in the " "global viewport. In other words, a camera just provides 3D display " "capabilities to a [Viewport], and, without one, a scene registered in that " "[Viewport] (or higher viewports) can't be displayed." msgstr "" #: doc/classes/Camera.xml:17 msgid "" "If this is the current camera, remove it from being current. If " "[code]enable_next[/code] is [code]true[/code], request to make the next " "camera current, if any." msgstr "" #: doc/classes/Camera.xml:23 #, fuzzy msgid "Returns the camera's RID from the [VisualServer]." msgstr "Liefert die Fläche des [Rect2i]." #: doc/classes/Camera.xml:29 msgid "" "Returns the transform of the camera plus the vertical ([member v_offset]) " "and horizontal ([member h_offset]) offsets; and any other adjustments made " "to the position and orientation of the camera by subclassed cameras such as " "[ClippedCamera], [InterpolatedCamera] and [ARVRCamera]." msgstr "" #: doc/classes/Camera.xml:36 msgid "" "Returns [code]true[/code] if the given [code]layer[/code] in the [member " "cull_mask] is enabled, [code]false[/code] otherwise." msgstr "" #: doc/classes/Camera.xml:42 msgid "" "Returns the camera's frustum planes in world space units as an array of " "[Plane]s in the following order: near, far, left, top, right, bottom. Not to " "be confused with [member frustum_offset]." msgstr "" #: doc/classes/Camera.xml:49 msgid "" "Returns [code]true[/code] if the given position is behind the camera.\n" "[b]Note:[/b] A position which returns [code]false[/code] may still be " "outside the camera's field of view." msgstr "" #: doc/classes/Camera.xml:56 msgid "" "Makes this camera the current camera for the [Viewport] (see class " "description). If the camera node is outside the scene tree, it will attempt " "to become current once it's added." msgstr "" #: doc/classes/Camera.xml:63 msgid "" "Returns a normal vector from the screen point location directed along the " "camera. Orthogonal cameras are normalized. Perspective cameras account for " "perspective, screen width/height, etc." msgstr "" #: doc/classes/Camera.xml:71 msgid "" "Returns the 3D point in world space that maps to the given 2D coordinate in " "the [Viewport] rectangle on a plane that is the given [code]z_depth[/code] " "distance into the scene away from the camera." msgstr "" #: doc/classes/Camera.xml:78 msgid "" "Returns a normal vector in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the camera projection. This is useful " "for casting rays in the form of (origin, normal) for object intersection or " "picking." msgstr "" #: doc/classes/Camera.xml:85 msgid "" "Returns a 3D position in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the camera projection. This is useful " "for casting rays in the form of (origin, normal) for object intersection or " "picking." msgstr "" #: doc/classes/Camera.xml:93 msgid "" "Enables or disables the given [code]layer[/code] in the [member cull_mask]." msgstr "" #: doc/classes/Camera.xml:103 msgid "" "Sets the camera projection to frustum mode (see [constant " "PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/" "code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in " "world space units." msgstr "" #: doc/classes/Camera.xml:112 msgid "" "Sets the camera projection to orthogonal mode (see [constant " "PROJECTION_ORTHOGONAL]), by specifying a [code]size[/code], and the " "[code]z_near[/code] and [code]z_far[/code] clip planes in world space units. " "(As a hint, 2D games often use this projection, with values specified in " "pixels.)" msgstr "" #: doc/classes/Camera.xml:121 msgid "" "Sets the camera projection to perspective mode (see [constant " "PROJECTION_PERSPECTIVE]), by specifying a [code]fov[/code] (field of view) " "angle in degrees, and the [code]z_near[/code] and [code]z_far[/code] clip " "planes in world space units." msgstr "" #: doc/classes/Camera.xml:128 msgid "" "Returns the 2D coordinate in the [Viewport] rectangle that maps to the given " "3D point in world space.\n" "[b]Note:[/b] When using this to position GUI elements over a 3D viewport, " "use [method is_position_behind] to prevent them from appearing if the 3D " "point is behind the camera:\n" "[codeblock]\n" "# This code block is part of a script that inherits from Spatial.\n" "# `control` is a reference to a node inheriting from Control.\n" "control.visible = not get_viewport().get_camera()." "is_position_behind(global_transform.origin)\n" "control.rect_position = get_viewport().get_camera()." "unproject_position(global_transform.origin)\n" "[/codeblock]" msgstr "" #: doc/classes/Camera.xml:141 msgid "" "The culling mask that describes which 3D render layers are rendered by this " "camera." msgstr "" #: doc/classes/Camera.xml:144 msgid "" "If [code]true[/code], the ancestor [Viewport] is currently using this camera." msgstr "" #: doc/classes/Camera.xml:147 msgid "" "If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the " "[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for " "objects changed in particular [code]_process[/code] methods. The Doppler " "effect is only simulated for [AudioStreamPlayer3D] nodes that have [member " "AudioStreamPlayer3D.doppler_tracking] set to a value other than [constant " "AudioStreamPlayer3D.DOPPLER_TRACKING_DISABLED].\n" "[b]Note:[/b] To toggle the Doppler effect preview in the editor, use the " "Perspective menu in the top-left corner of the 3D viewport and toggle " "[b]Enable Doppler[/b]." msgstr "" #: doc/classes/Camera.xml:151 msgid "The [Environment] to use for this camera." msgstr "" #: doc/classes/Camera.xml:154 msgid "" "The distance to the far culling boundary for this camera relative to its " "local Z axis." msgstr "" #: doc/classes/Camera.xml:157 msgid "" "The camera's field of view angle (in degrees). Only applicable in " "perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/" "code] sets the other axis' field of view angle.\n" "For reference, the default vertical field of view value ([code]70.0[/code]) " "is equivalent to a horizontal FOV of:\n" "- ~86.07 degrees in a 4:3 viewport\n" "- ~96.50 degrees in a 16:10 viewport\n" "- ~102.45 degrees in a 16:9 viewport\n" "- ~117.06 degrees in a 21:9 viewport" msgstr "" #: doc/classes/Camera.xml:165 msgid "" "The camera's frustum offset. This can be changed from the default to create " "\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-" "shearing[/url]." msgstr "" #: doc/classes/Camera.xml:168 msgid "The horizontal (X) offset of the camera viewport." msgstr "" #: doc/classes/Camera.xml:171 msgid "" "The axis to lock during [member fov]/[member size] adjustments. Can be " "either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." msgstr "" #: doc/classes/Camera.xml:174 msgid "" "The distance to the near culling boundary for this camera relative to its " "local Z axis." msgstr "" #: doc/classes/Camera.xml:177 msgid "" "The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, " "objects' Z distance from the camera's local space scales their perceived " "size." msgstr "" #: doc/classes/Camera.xml:180 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." msgstr "" #: doc/classes/Camera.xml:183 msgid "The vertical (Y) offset of the camera viewport." msgstr "" #: doc/classes/Camera.xml:188 msgid "" "Perspective projection. Objects on the screen becomes smaller when they are " "far away." msgstr "" #: doc/classes/Camera.xml:191 msgid "" "Orthogonal projection, also known as orthographic projection. Objects remain " "the same size on the screen no matter how far away they are." msgstr "" #: doc/classes/Camera.xml:194 msgid "" "Frustum projection. This mode allows adjusting [member frustum_offset] to " "create \"tilted frustum\" effects." msgstr "" #: doc/classes/Camera.xml:197 msgid "" "Preserves the horizontal aspect ratio; also known as Vert- scaling. This is " "usually the best option for projects running in portrait mode, as taller " "aspect ratios will benefit from a wider vertical FOV." msgstr "" #: doc/classes/Camera.xml:200 msgid "" "Preserves the vertical aspect ratio; also known as Hor+ scaling. This is " "usually the best option for projects running in landscape mode, as wider " "aspect ratios will automatically benefit from a wider horizontal FOV." msgstr "" #: doc/classes/Camera.xml:203 msgid "" "Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] simulation (default)." msgstr "" #: doc/classes/Camera.xml:206 msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in [code]_process[/" "code]. Changes in the relative velocity of this camera compared to those " "objects affect how Audio is perceived (changing the Audio's [code]pitch " "shift[/code])." msgstr "" #: doc/classes/Camera.xml:209 msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in " "[code]_physics_process[/code]. Changes in the relative velocity of this " "camera compared to those objects affect how Audio is perceived (changing the " "Audio's [code]pitch shift[/code])." msgstr "" #: doc/classes/Camera2D.xml:4 msgid "Camera node for 2D scenes." msgstr "" #: doc/classes/Camera2D.xml:7 msgid "" "Camera node for 2D scenes. It forces the screen (current layer) to scroll " "following this node. This makes it easier (and faster) to program scrollable " "scenes than manually changing the position of [CanvasItem]-based nodes.\n" "This node is intended to be a simple helper to get things going quickly, but " "more functionality may be desired to change how the camera works. To make " "your own custom camera node, inherit it from [Node2D] and change the " "transform of the canvas by setting [member Viewport.canvas_transform] in " "[Viewport] (you can obtain the current [Viewport] by using [method Node." "get_viewport]).\n" "Note that the [Camera2D] node's [code]position[/code] doesn't represent the " "actual position of the screen, which may differ due to applied smoothing or " "limits. You can use [method get_camera_screen_center] to get the real " "position." msgstr "" #: doc/classes/Camera2D.xml:13 doc/classes/TileMap.xml:13 #: doc/classes/TileSet.xml:13 #, fuzzy msgid "https://godotengine.org/asset-library/asset/112" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Camera2D.xml:14 doc/classes/Environment.xml:18 #: doc/classes/WorldEnvironment.xml:14 #, fuzzy msgid "https://godotengine.org/asset-library/asset/110" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Camera2D.xml:20 msgid "Aligns the camera to the tracked node." msgstr "" #: doc/classes/Camera2D.xml:26 msgid "" "Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-" "assigned camera." msgstr "" #: doc/classes/Camera2D.xml:32 msgid "Forces the camera to update scroll immediately." msgstr "" #: doc/classes/Camera2D.xml:38 msgid "Returns the camera position." msgstr "" #: doc/classes/Camera2D.xml:44 msgid "" "Returns the location of the [Camera2D]'s screen-center, relative to the " "origin." msgstr "" #: doc/classes/Camera2D.xml:51 msgid "" "Returns the specified margin. See also [member drag_margin_bottom], [member " "drag_margin_top], [member drag_margin_left], and [member drag_margin_right]." msgstr "" #: doc/classes/Camera2D.xml:58 msgid "" "Returns the specified camera limit. See also [member limit_bottom], [member " "limit_top], [member limit_left], and [member limit_right]." msgstr "" #: doc/classes/Camera2D.xml:64 msgid "" "Make this the current 2D camera for the scene (viewport and layer), in case " "there are many cameras in the scene." msgstr "" #: doc/classes/Camera2D.xml:70 msgid "" "Sets the camera's position immediately to its current smoothing " "destination.\n" "This has no effect if smoothing is disabled." msgstr "" #: doc/classes/Camera2D.xml:79 msgid "" "Sets the specified margin. See also [member drag_margin_bottom], [member " "drag_margin_top], [member drag_margin_left], and [member drag_margin_right]." msgstr "" #: doc/classes/Camera2D.xml:87 msgid "" "Sets the specified camera limit. See also [member limit_bottom], [member " "limit_top], [member limit_left], and [member limit_right]." msgstr "" #: doc/classes/Camera2D.xml:93 msgid "The Camera2D's anchor point. See [enum AnchorMode] constants." msgstr "" #: doc/classes/Camera2D.xml:96 msgid "" "If [code]true[/code], the camera is the active camera for the current scene. " "Only one camera can be current, so setting a different camera [code]current[/" "code] will disable this one." msgstr "" #: doc/classes/Camera2D.xml:99 msgid "" "The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] " "or not a [Viewport], uses the default viewport instead." msgstr "" #: doc/classes/Camera2D.xml:102 msgid "" "Bottom margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" #: doc/classes/Camera2D.xml:105 msgid "" "If [code]true[/code], the camera only moves when reaching the horizontal " "drag margins. If [code]false[/code], the camera moves horizontally " "regardless of margins." msgstr "" #: doc/classes/Camera2D.xml:108 msgid "" "Left margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" #: doc/classes/Camera2D.xml:111 msgid "" "Right margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" #: doc/classes/Camera2D.xml:114 msgid "" "Top margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" #: doc/classes/Camera2D.xml:117 msgid "" "If [code]true[/code], the camera only moves when reaching the vertical drag " "margins. If [code]false[/code], the camera moves vertically regardless of " "margins." msgstr "" #: doc/classes/Camera2D.xml:120 msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml:123 msgid "" "If [code]true[/code], draws the camera's limits rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml:126 msgid "" "If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml:129 msgid "" "Bottom scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" #: doc/classes/Camera2D.xml:132 msgid "" "Left scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" #: doc/classes/Camera2D.xml:135 msgid "" "Right scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" #: doc/classes/Camera2D.xml:138 msgid "" "If [code]true[/code], the camera smoothly stops when reaches its limits.\n" "This has no effect if smoothing is disabled.\n" "[b]Note:[/b] To immediately update the camera's position to be within limits " "without smoothing, even with this setting enabled, invoke [method " "reset_smoothing]." msgstr "" #: doc/classes/Camera2D.xml:143 msgid "" "Top scroll limit in pixels. The camera stops moving when reaching this value." msgstr "" #: doc/classes/Camera2D.xml:146 msgid "" "The camera's offset, useful for looking around or camera shake animations." msgstr "" #: doc/classes/Camera2D.xml:149 msgid "" "The horizontal offset of the camera, relative to the drag margins.\n" "[b]Note:[/b] Offset H is used only to force offset relative to margins. It's " "not updated in any way if drag margins are enabled and can be used to set " "initial offset." msgstr "" #: doc/classes/Camera2D.xml:153 msgid "" "The vertical offset of the camera, relative to the drag margins.\n" "[b]Note:[/b] Used the same as [member offset_h]." msgstr "" #: doc/classes/Camera2D.xml:157 msgid "The camera's process callback. See [enum Camera2DProcessMode]." msgstr "" #: doc/classes/Camera2D.xml:160 msgid "If [code]true[/code], the camera rotates with the target." msgstr "" #: doc/classes/Camera2D.xml:163 msgid "" "If [code]true[/code], the camera smoothly moves towards the target at " "[member smoothing_speed]." msgstr "" #: doc/classes/Camera2D.xml:166 msgid "" "Speed in pixels per second of the camera's smoothing effect when [member " "smoothing_enabled] is [code]true[/code]." msgstr "" #: doc/classes/Camera2D.xml:169 msgid "" "The camera's zoom relative to the viewport. Values larger than " "[code]Vector2(1, 1)[/code] zoom out and smaller values zoom in. For an " "example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and " "[code]Vector2(4, 4)[/code] for a 4× zoom-out." msgstr "" #: doc/classes/Camera2D.xml:174 msgid "" "The camera's position is fixed so that the top-left corner is always at the " "origin." msgstr "" #: doc/classes/Camera2D.xml:177 msgid "" "The camera's position takes into account vertical/horizontal offsets and the " "screen size." msgstr "" #: doc/classes/Camera2D.xml:180 doc/classes/ClippedCamera.xml:89 msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml:183 doc/classes/ClippedCamera.xml:92 msgid "The camera updates with the [code]_process[/code] callback." msgstr "" #: doc/classes/CameraFeed.xml:4 msgid "" "A camera feed gives you access to a single physical camera attached to your " "device." msgstr "" #: doc/classes/CameraFeed.xml:7 msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " "which can then be used.\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " "background." msgstr "" #: doc/classes/CameraFeed.xml:16 #, fuzzy msgid "Returns the unique ID for this feed." msgstr "Gibt den Sinus des Parameters zurück." #: doc/classes/CameraFeed.xml:22 #, fuzzy msgid "Returns the camera's name." msgstr "Gibt das letzte Node des Graphen zurück." #: doc/classes/CameraFeed.xml:28 #, fuzzy msgid "Returns the position of camera on the device." msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]." #: doc/classes/CameraFeed.xml:34 #, fuzzy msgid "If [code]true[/code], the feed is active." msgstr "Falls [code]wahr[/code] wir Audio gerade abgespielt." #: doc/classes/CameraFeed.xml:37 msgid "The transform applied to the camera's image." msgstr "" #: doc/classes/CameraFeed.xml:42 #, fuzzy msgid "No image set for the feed." msgstr "Kein Hinweis auf die bearbeitete Eigenschaft." #: doc/classes/CameraFeed.xml:45 msgid "Feed supplies RGB images." msgstr "" #: doc/classes/CameraFeed.xml:48 msgid "Feed supplies YCbCr images that need to be converted to RGB." msgstr "" #: doc/classes/CameraFeed.xml:51 msgid "" "Feed supplies separate Y and CbCr images that need to be combined and " "converted to RGB." msgstr "" #: doc/classes/CameraFeed.xml:54 msgid "Unspecified position." msgstr "" #: doc/classes/CameraFeed.xml:57 msgid "Camera is mounted at the front of the device." msgstr "" #: doc/classes/CameraFeed.xml:60 msgid "Camera is mounted at the back of the device." msgstr "" #: doc/classes/CameraServer.xml:4 msgid "Server keeping track of different cameras accessible in Godot." msgstr "" #: doc/classes/CameraServer.xml:7 msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" "It is notably used to provide AR modules with a video feed from the camera." msgstr "" #: doc/classes/CameraServer.xml:17 msgid "Adds a camera feed to the camera server." msgstr "" #: doc/classes/CameraServer.xml:23 msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml:30 #, fuzzy msgid "Returns the [CameraFeed] with this id." msgstr "Gibt die Uhrzeit zurück, zu der sich der Schlüssel befindet." #: doc/classes/CameraServer.xml:36 msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml:43 msgid "Removes a [CameraFeed]." msgstr "" #: doc/classes/CameraServer.xml:51 msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml:57 msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml:63 msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml:66 msgid "The YCbCr camera image." msgstr "" #: doc/classes/CameraServer.xml:69 msgid "The Y component camera image." msgstr "" #: doc/classes/CameraServer.xml:72 msgid "The CbCr component camera image." msgstr "" #: doc/classes/CameraTexture.xml:4 msgid "Texture provided by a [CameraFeed]." msgstr "" #: doc/classes/CameraTexture.xml:7 msgid "" "This texture gives access to the camera texture provided by a [CameraFeed].\n" "[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in " "a shader." msgstr "" #: doc/classes/CameraTexture.xml:16 msgid "The ID of the [CameraFeed] for which we want to display the image." msgstr "" #: doc/classes/CameraTexture.xml:19 msgid "" "Convenience property that gives access to the active property of the " "[CameraFeed]." msgstr "" #: doc/classes/CameraTexture.xml:23 msgid "" "Which image within the [CameraFeed] we want access to, important if the " "camera image is split in a Y and CbCr component." msgstr "" #: doc/classes/CanvasItem.xml:4 msgid "Base class of anything 2D." msgstr "" #: doc/classes/CanvasItem.xml:7 msgid "" "Base class of anything 2D. Canvas items are laid out in a tree; children " "inherit and extend their parent's transform. [CanvasItem] is extended by " "[Control] for anything GUI-related, and by [Node2D] for anything related to " "the 2D engine.\n" "Any [CanvasItem] can draw. For this, [method update] must be called, then " "[constant NOTIFICATION_DRAW] will be received on idle time to request " "redraw. Because of this, canvas items don't need to be redrawn on every " "frame, improving the performance significantly. Several functions for " "drawing on the [CanvasItem] are provided (see [code]draw_*[/code] " "functions). However, they can only be used inside the [method Object." "_notification], signal or [method _draw] virtual functions.\n" "Canvas items are drawn in tree order. By default, children are on top of " "their parents so a root [CanvasItem] will be drawn behind everything. This " "behavior can be changed on a per-item basis.\n" "A [CanvasItem] can also be hidden, which will also hide its children. It " "provides many ways to change parameters such as modulation (for itself and " "its children) and self modulation (only for itself), as well as its blend " "mode.\n" "Ultimately, a transform notification can be requested, which will notify the " "node that its global position changed in case the parent tree changed.\n" "[b]Note:[/b] Unless otherwise specified, all methods that have angle " "parameters must have angles specified as [i]radians[/i]. To convert degrees " "to radians, use [method @GDScript.deg2rad]." msgstr "" #: doc/classes/CanvasItem.xml:15 doc/classes/CanvasLayer.xml:10 #: doc/classes/InputEvent.xml:11 doc/classes/Viewport.xml:16 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/2d/2d_transforms.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/2d/2d_transforms.html" #: doc/classes/CanvasItem.xml:16 doc/classes/Control.xml:18 #: doc/classes/Node2D.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/2d/custom_drawing_in_2d.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html" #: doc/classes/CanvasItem.xml:23 msgid "" "Overridable function called by the engine (if defined) to draw the canvas " "item." msgstr "" #: doc/classes/CanvasItem.xml:37 msgid "" "Draws an arc between the given angles. The larger the value of " "[code]point_count[/code], the smoother the curve." msgstr "" #: doc/classes/CanvasItem.xml:48 msgid "" "Draws a string character using a custom font. Returns the advance, depending " "on the character width and kerning with an optional next character." msgstr "" #: doc/classes/CanvasItem.xml:57 msgid "Draws a colored circle." msgstr "" #: doc/classes/CanvasItem.xml:69 msgid "Draws a colored polygon of any amount of points, convex or concave." msgstr "" #: doc/classes/CanvasItem.xml:80 msgid "" "Draws a line from a 2D point to another, with a given color and width. It " "can be optionally antialiased." msgstr "" #: doc/classes/CanvasItem.xml:91 msgid "" "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for " "related documentation." msgstr "" #: doc/classes/CanvasItem.xml:101 msgid "" "Draws multiple, parallel lines with a uniform [code]color[/code].\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml:112 msgid "" "Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" "by-segment coloring. Colors assigned to line segments match by index between " "[code]points[/code] and [code]colors[/code].\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" #: doc/classes/CanvasItem.xml:122 msgid "" "Draws a [MultiMesh] in 2D with the provided texture. See " "[MultiMeshInstance2D] for related documentation." msgstr "" #: doc/classes/CanvasItem.xml:134 msgid "Draws a polygon of any amount of points, convex or concave." msgstr "" #: doc/classes/CanvasItem.xml:144 msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " "[code]width[/code] and optional antialiasing." msgstr "" #: doc/classes/CanvasItem.xml:154 msgid "" "Draws interconnected line segments with a uniform [code]width[/code], " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" "code]." msgstr "" #: doc/classes/CanvasItem.xml:166 msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " "for a triangle and 4 points for a quad." msgstr "" #: doc/classes/CanvasItem.xml:177 msgid "" "Draws a rectangle. If [code]filled[/code] is [code]true[/code], the " "rectangle will be filled with the [code]color[/code] specified. If " "[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a " "stroke with the [code]color[/code] and [code]width[/code] specified. If " "[code]antialiased[/code] is [code]true[/code], the lines will be " "antialiased.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only " "effective if [code]filled[/code] is [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml:187 msgid "" "Sets a custom transform for drawing via components. Anything drawn " "afterwards will be transformed by this." msgstr "" #: doc/classes/CanvasItem.xml:194 msgid "" "Sets a custom transform for drawing via matrix. Anything drawn afterwards " "will be transformed by this." msgstr "" #: doc/classes/CanvasItem.xml:205 msgid "" "Draws [code]text[/code] using the specified [code]font[/code] at the " "[code]position[/code] (bottom-left corner using the baseline of the font). " "The text will have its color multiplied by [code]modulate[/code]. If " "[code]clip_w[/code] is greater than or equal to 0, the text will be clipped " "if it exceeds the specified width.\n" "[b]Example using the default project font:[/b]\n" "[codeblock]\n" "# If using this method in a script that redraws constantly, move the\n" "# `default_font` declaration to a member variable assigned in `_ready()`\n" "# so the Control is only created once.\n" "var default_font = Control.new().get_font(\"font\")\n" "draw_string(default_font, Vector2(64, 64), \"Hello world\")\n" "[/codeblock]\n" "See also [method Font.draw]." msgstr "" #: doc/classes/CanvasItem.xml:222 msgid "Draws a styled rectangle." msgstr "" #: doc/classes/CanvasItem.xml:232 msgid "Draws a texture at a given position." msgstr "" #: doc/classes/CanvasItem.xml:244 msgid "" "Draws a textured rectangle at a given position, optionally modulated by a " "color. If [code]transpose[/code] is [code]true[/code], the texture will have " "its X and Y coordinates swapped." msgstr "" #: doc/classes/CanvasItem.xml:257 msgid "" "Draws a textured rectangle region at a given position, optionally modulated " "by a color. If [code]transpose[/code] is [code]true[/code], the texture will " "have its X and Y coordinates swapped." msgstr "" #: doc/classes/CanvasItem.xml:263 doc/classes/Spatial.xml:19 msgid "" "Forces the transform to update. Transform changes in physics are not instant " "for performance reasons. Transforms are accumulated and then set. Use this " "if you need an up-to-date transform when doing physics operations." msgstr "" #: doc/classes/CanvasItem.xml:269 msgid "Returns the [RID] of the [World2D] canvas where this item is in." msgstr "" #: doc/classes/CanvasItem.xml:275 msgid "Returns the canvas item RID used by [VisualServer] for this item." msgstr "" #: doc/classes/CanvasItem.xml:281 msgid "Returns the transform matrix of this item's canvas." msgstr "" #: doc/classes/CanvasItem.xml:287 msgid "Returns the global position of the mouse." msgstr "" #: doc/classes/CanvasItem.xml:293 msgid "Returns the global transform matrix of this item." msgstr "" #: doc/classes/CanvasItem.xml:299 msgid "" "Returns the global transform matrix of this item in relation to the canvas." msgstr "" #: doc/classes/CanvasItem.xml:305 msgid "Returns the mouse position relative to this item's position." msgstr "" #: doc/classes/CanvasItem.xml:311 msgid "Returns the transform matrix of this item." msgstr "" #: doc/classes/CanvasItem.xml:317 msgid "Returns the viewport's boundaries as a [Rect2]." msgstr "" #: doc/classes/CanvasItem.xml:323 msgid "Returns this item's transform in relation to the viewport." msgstr "" #: doc/classes/CanvasItem.xml:329 msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml:335 msgid "Hide the [CanvasItem] if it's currently visible." msgstr "" #: doc/classes/CanvasItem.xml:341 msgid "" "Returns [code]true[/code] if local transform notifications are communicated " "to children." msgstr "" #: doc/classes/CanvasItem.xml:347 msgid "" "Returns [code]true[/code] if the node is set as top-level. See [method " "set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml:353 msgid "" "Returns [code]true[/code] if global transform notifications are communicated " "to children." msgstr "" #: doc/classes/CanvasItem.xml:359 doc/classes/Spatial.xml:89 msgid "" "Returns [code]true[/code] if the node is present in the [SceneTree], its " "[member visible] property is [code]true[/code] and all its antecedents are " "also visible. If any antecedent is hidden, this node will not be visible in " "the scene tree." msgstr "" #: doc/classes/CanvasItem.xml:366 msgid "Assigns [code]screen_point[/code] as this node's new local transform." msgstr "" #: doc/classes/CanvasItem.xml:373 msgid "" "Transformations issued by [code]event[/code]'s inputs are applied in local " "space instead of global space." msgstr "" #: doc/classes/CanvasItem.xml:380 msgid "" "If [code]enable[/code] is [code]true[/code], the node won't inherit its " "transform from parent canvas items." msgstr "" #: doc/classes/CanvasItem.xml:387 msgid "" "If [code]enable[/code] is [code]true[/code], children will be updated with " "local transform data." msgstr "" #: doc/classes/CanvasItem.xml:394 msgid "" "If [code]enable[/code] is [code]true[/code], children will be updated with " "global transform data." msgstr "" #: doc/classes/CanvasItem.xml:400 msgid "" "Show the [CanvasItem] if it's currently hidden. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" #: doc/classes/CanvasItem.xml:406 msgid "" "Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be " "called on idle time to request redraw." msgstr "" #: doc/classes/CanvasItem.xml:412 msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "" #: doc/classes/CanvasItem.xml:415 msgid "The material applied to textures on this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml:418 msgid "The color applied to textures on this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml:421 msgid "" "The color applied to textures on this [CanvasItem]. This is not inherited by " "children [CanvasItem]s." msgstr "" "Die Farbe die auf die Textur dieses [CanvasItem] angewendet wird. Dies wird " "nicht auf weitere [CanvasItem] vererbt." #: doc/classes/CanvasItem.xml:424 msgid "If [code]true[/code], the object draws behind its parent." msgstr "" #: doc/classes/CanvasItem.xml:427 msgid "If [code]true[/code], the object draws on top of its parent." msgstr "" #: doc/classes/CanvasItem.xml:430 msgid "" "If [code]true[/code], the parent [CanvasItem]'s [member material] property " "is used as this one's material." msgstr "" #: doc/classes/CanvasItem.xml:433 msgid "" "If [code]true[/code], this [CanvasItem] is drawn. The node is only visible " "if all of its antecedents are visible as well (in other words, [method " "is_visible_in_tree] must return [code]true[/code]).\n" "[b]Note:[/b] For controls that inherit [Popup], the correct way to make them " "visible is to call one of the multiple [code]popup*()[/code] functions " "instead." msgstr "" #: doc/classes/CanvasItem.xml:440 msgid "" "Emitted when the [CanvasItem] must redraw. This can only be connected " "realtime, as deferred will not allow drawing." msgstr "" #: doc/classes/CanvasItem.xml:445 msgid "Emitted when becoming hidden." msgstr "Gesendet wenn es versteckt wird." #: doc/classes/CanvasItem.xml:450 msgid "" "Emitted when the item's [Rect2] boundaries (position or size) have changed, " "or when an action is taking place that may have impacted these boundaries (e." "g. changing [member Sprite.texture])." msgstr "" #: doc/classes/CanvasItem.xml:455 msgid "Emitted when the visibility (hidden/visible) changes." msgstr "Gesendet wenn die Sichtbarkeit (versteckt/sichtbar) sich verändert." #: doc/classes/CanvasItem.xml:461 doc/classes/CanvasItemMaterial.xml:39 msgid "" "Mix blending mode. Colors are assumed to be independent of the alpha " "(opacity) value." msgstr "" #: doc/classes/CanvasItem.xml:464 doc/classes/CanvasItemMaterial.xml:42 msgid "Additive blending mode." msgstr "" #: doc/classes/CanvasItem.xml:467 doc/classes/CanvasItemMaterial.xml:45 msgid "Subtractive blending mode." msgstr "" #: doc/classes/CanvasItem.xml:470 doc/classes/CanvasItemMaterial.xml:48 msgid "Multiplicative blending mode." msgstr "" #: doc/classes/CanvasItem.xml:473 doc/classes/CanvasItemMaterial.xml:51 msgid "" "Mix blending mode. Colors are assumed to be premultiplied by the alpha " "(opacity) value." msgstr "" #: doc/classes/CanvasItem.xml:476 msgid "" "Disables blending mode. Colors including alpha are written as-is. Only " "applicable for render targets with a transparent background. No lighting " "will be applied." msgstr "" #: doc/classes/CanvasItem.xml:479 msgid "" "The [CanvasItem]'s transform has changed. This notification is only received " "if enabled by [method set_notify_transform] or [method " "set_notify_local_transform]." msgstr "" #: doc/classes/CanvasItem.xml:482 msgid "The [CanvasItem] is requested to draw." msgstr "[CanvasItem] wird aufgefordert zu zeichnen." #: doc/classes/CanvasItem.xml:485 msgid "The [CanvasItem]'s visibility has changed." msgstr "[CanvasItem] Sichtbar/Unsichtbar Modus geändert." #: doc/classes/CanvasItem.xml:488 msgid "The [CanvasItem] has entered the canvas." msgstr "" #: doc/classes/CanvasItem.xml:491 msgid "The [CanvasItem] has exited the canvas." msgstr "" #: doc/classes/CanvasItemMaterial.xml:4 msgid "A material for [CanvasItem]s." msgstr "Ein Material für [CanvasItem]." #: doc/classes/CanvasItemMaterial.xml:7 msgid "" "[CanvasItemMaterial]s provide a means of modifying the textures associated " "with a CanvasItem. They specialize in describing blend and lighting " "behaviors for textures. Use a [ShaderMaterial] to more fully customize a " "material's interactions with a [CanvasItem]." msgstr "" #: doc/classes/CanvasItemMaterial.xml:15 msgid "" "The manner in which a material's rendering is applied to underlying textures." msgstr "" #: doc/classes/CanvasItemMaterial.xml:18 msgid "The manner in which material reacts to lighting." msgstr "Die Art wie ein Material auf Licht reagiert." #: doc/classes/CanvasItemMaterial.xml:21 #, fuzzy msgid "" "The number of columns in the spritesheet assigned as [Texture] for a " "[Particles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" "Die Anzahl der Spalten in dem Spritesheet sind wie folgt zugewiesen: " "[Texture2D] für ein [GPUParticles2D] oder [CPUParticles2D].\n" "[b]Note:[/b] Dieses Merkmal wird nur im Editor genutzt und ist nur dort " "sichtbar wenn [member particles_animation] [code]true[/code] ist." #: doc/classes/CanvasItemMaterial.xml:25 msgid "" "If [code]true[/code], the particles animation will loop.\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" #: doc/classes/CanvasItemMaterial.xml:29 #, fuzzy msgid "" "The number of rows in the spritesheet assigned as [Texture] for a " "[Particles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" "Die Anzahl der Spalten in dem Spritesheet sind wie folgt zugewiesen: " "[Texture2D] für ein [GPUParticles2D] oder [CPUParticles2D].\n" "[b]Note:[/b] Dieses Merkmal wird nur im Editor genutzt und ist nur dort " "sichtbar wenn [member particles_animation] [code]true[/code] ist." #: doc/classes/CanvasItemMaterial.xml:33 msgid "" "If [code]true[/code], enable spritesheet-based animation features when " "assigned to [Particles2D] and [CPUParticles2D] nodes. The [member " "ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should " "also be set to a positive value for the animation to play.\n" "This property (and other [code]particles_anim_*[/code] properties that " "depend on it) has no effect on other types of nodes." msgstr "" #: doc/classes/CanvasItemMaterial.xml:54 msgid "" "Render the material using both light and non-light sensitive material " "properties." msgstr "" #: doc/classes/CanvasItemMaterial.xml:57 msgid "Render the material as if there were no light." msgstr "" #: doc/classes/CanvasItemMaterial.xml:60 msgid "Render the material as if there were only light." msgstr "" #: doc/classes/CanvasLayer.xml:4 msgid "Canvas drawing layer." msgstr "" #: doc/classes/CanvasLayer.xml:7 msgid "" "Canvas drawing layer. [CanvasItem] nodes that are direct or indirect " "children of a [CanvasLayer] will be drawn in that layer. The layer is a " "numeric index that defines the draw order. The default 2D scene renders with " "index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with " "index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or " "above), or backgrounds (in layer -1 or below)." msgstr "" #: doc/classes/CanvasLayer.xml:11 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/2d/canvas_layers.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/2d/canvas_layers.html" #: doc/classes/CanvasLayer.xml:18 msgid "Returns the RID of the canvas used by this layer." msgstr "" #: doc/classes/CanvasLayer.xml:24 msgid "" "The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/" "code], uses the default viewport instead." msgstr "" #: doc/classes/CanvasLayer.xml:27 msgid "" "Sets the layer to follow the viewport in order to simulate a pseudo 3D " "effect." msgstr "" #: doc/classes/CanvasLayer.xml:30 msgid "" "Scales the layer when using [member follow_viewport_enable]. Layers moving " "into the foreground should have increasing scales, while layers moving into " "the background should have decreasing scales." msgstr "" #: doc/classes/CanvasLayer.xml:33 msgid "Layer index for draw order. Lower values are drawn first." msgstr "" #: doc/classes/CanvasLayer.xml:36 msgid "The layer's base offset." msgstr "" #: doc/classes/CanvasLayer.xml:39 msgid "The layer's rotation in radians." msgstr "" #: doc/classes/CanvasLayer.xml:42 msgid "The layer's rotation in degrees." msgstr "" #: doc/classes/CanvasLayer.xml:45 msgid "The layer's scale." msgstr "" #: doc/classes/CanvasLayer.xml:48 msgid "The layer's transform." msgstr "" #: doc/classes/CanvasModulate.xml:4 msgid "Tint the entire canvas." msgstr "" #: doc/classes/CanvasModulate.xml:7 msgid "" "[CanvasModulate] tints the canvas elements using its assigned [member color]." msgstr "" #: doc/classes/CanvasModulate.xml:15 msgid "The tint color to apply." msgstr "" #: doc/classes/CapsuleMesh.xml:4 doc/classes/CapsuleMesh.xml:7 msgid "Class representing a capsule-shaped [PrimitiveMesh]." msgstr "" #: doc/classes/CapsuleMesh.xml:15 msgid "" "Height of the middle cylindrical part of the capsule (without the " "hemispherical ends).\n" "[b]Note:[/b] The capsule's total height is equal to [member mid_height] + 2 " "* [member radius]." msgstr "" #: doc/classes/CapsuleMesh.xml:19 msgid "Number of radial segments on the capsule mesh." msgstr "" #: doc/classes/CapsuleMesh.xml:22 msgid "Radius of the capsule mesh." msgstr "" #: doc/classes/CapsuleMesh.xml:25 msgid "Number of rings along the height of the capsule." msgstr "" #: doc/classes/CapsuleShape.xml:4 doc/classes/CapsuleShape.xml:7 msgid "Capsule shape for collisions." msgstr "" #: doc/classes/CapsuleShape.xml:16 doc/classes/CapsuleShape2D.xml:15 msgid "The capsule's height." msgstr "" #: doc/classes/CapsuleShape.xml:19 doc/classes/CapsuleShape2D.xml:18 msgid "The capsule's radius." msgstr "" #: doc/classes/CapsuleShape2D.xml:4 doc/classes/CapsuleShape2D.xml:7 msgid "Capsule shape for 2D collisions." msgstr "" #: doc/classes/CenterContainer.xml:4 msgid "Keeps children controls centered." msgstr "" #: doc/classes/CenterContainer.xml:7 msgid "" "CenterContainer keeps children controls centered. This container keeps all " "children to their minimum size, in the center." msgstr "" #: doc/classes/CenterContainer.xml:15 msgid "" "If [code]true[/code], centers children relative to the [CenterContainer]'s " "top left corner." msgstr "" #: doc/classes/CharFXTransform.xml:4 msgid "" "Controls how an individual character will be displayed in a [RichTextEffect]." msgstr "" #: doc/classes/CharFXTransform.xml:7 msgid "" "By setting various properties on this object, you can control how individual " "characters will be displayed in a [RichTextEffect]." msgstr "" #: doc/classes/CharFXTransform.xml:10 doc/classes/RichTextEffect.xml:16 #: doc/classes/RichTextLabel.xml:15 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/ui/bbcode_in_richtextlabel.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/gui/bbcode_in_richtextlabel." "html" #: doc/classes/CharFXTransform.xml:11 doc/classes/RichTextEffect.xml:17 msgid "" "https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project" msgstr "" "https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project" #: doc/classes/CharFXTransform.xml:17 doc/classes/CharFXTransform.xml:45 msgid "" "The index of the current character (starting from 0). Setting this property " "won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml:20 msgid "" "The Unicode codepoint the character will use. This only affects non-" "whitespace characters. [method @GDScript.ord] can be useful here. For " "example, the following will replace all characters with asterisks:\n" "[codeblock]\n" "# `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`.\n" "# See the RichTextEffect documentation for details.\n" "char_fx.character = ord(\"*\")\n" "[/codeblock]" msgstr "" #: doc/classes/CharFXTransform.xml:28 msgid "The color the character will be drawn with." msgstr "" #: doc/classes/CharFXTransform.xml:31 msgid "" "The time elapsed since the [RichTextLabel] was added to the scene tree (in " "seconds). Time stops when the [RichTextLabel] is paused (see [member Node." "pause_mode]). Resets when the text in the [RichTextLabel] is changed.\n" "[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden." msgstr "" #: doc/classes/CharFXTransform.xml:35 msgid "" "Contains the arguments passed in the opening BBCode tag. By default, " "arguments are strings; if their contents match a type such as [bool], [int] " "or [float], they will be converted automatically. Color codes in the form " "[code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque " "[Color]. String arguments may not contain spaces, even if they're quoted. If " "present, quotes will also be present in the final string.\n" "For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 " "color=#ffffff][/code] will map to the following [Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" "[/codeblock]" msgstr "" #: doc/classes/CharFXTransform.xml:42 msgid "The position offset the character will be drawn with (in pixels)." msgstr "" #: doc/classes/CharFXTransform.xml:48 msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " "their [member color] to [code]Color(1, 1, 1, 0)[/code] instead." msgstr "" #: doc/classes/CheckBox.xml:4 msgid "Binary choice user interface widget. See also [CheckButton]." msgstr "" #: doc/classes/CheckBox.xml:7 msgid "" "A checkbox allows the user to make a binary choice (choosing only one of two " "possible options). It's similar to [CheckButton] in functionality, but it " "has a different appearance. To follow established UX patterns, it's " "recommended to use CheckBox when toggling it has [b]no[/b] immediate effect " "on something. For instance, it should be used when toggling it will only do " "something once a confirmation button is pressed.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" #: doc/classes/CheckBox.xml:22 msgid "The [CheckBox] text's font color." msgstr "" #: doc/classes/CheckBox.xml:25 msgid "The [CheckBox] text's font color when it's disabled." msgstr "" #: doc/classes/CheckBox.xml:28 msgid "" "The [CheckBox] text's font color when it's focused. Only replaces the normal " "text color of the checkbox. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/CheckBox.xml:31 msgid "The [CheckBox] text's font color when it's hovered." msgstr "" #: doc/classes/CheckBox.xml:34 msgid "The [CheckBox] text's font color when it's hovered and pressed." msgstr "" #: doc/classes/CheckBox.xml:37 msgid "The [CheckBox] text's font color when it's pressed." msgstr "" #: doc/classes/CheckBox.xml:40 msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "" #: doc/classes/CheckBox.xml:43 msgid "The separation between the check icon and the text (in pixels)." msgstr "" #: doc/classes/CheckBox.xml:46 msgid "The [Font] to use for the [CheckBox] text." msgstr "" #: doc/classes/CheckBox.xml:49 msgid "The check icon to display when the [CheckBox] is checked." msgstr "" #: doc/classes/CheckBox.xml:52 msgid "The check icon to display when the [CheckBox] is checked and disabled." msgstr "" #: doc/classes/CheckBox.xml:55 msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is checked." msgstr "" #: doc/classes/CheckBox.xml:60 msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is unchecked." msgstr "" #: doc/classes/CheckBox.xml:65 msgid "The check icon to display when the [CheckBox] is unchecked." msgstr "" #: doc/classes/CheckBox.xml:68 msgid "" "The check icon to display when the [CheckBox] is unchecked and disabled." msgstr "" #: doc/classes/CheckBox.xml:71 msgid "" "The [StyleBox] to display as a background when the [CheckBox] is disabled." msgstr "" #: doc/classes/CheckBox.xml:74 msgid "" "The [StyleBox] to display as a background when the [CheckBox] is focused." msgstr "" #: doc/classes/CheckBox.xml:77 msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered." msgstr "" #: doc/classes/CheckBox.xml:80 msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered and " "pressed." msgstr "" #: doc/classes/CheckBox.xml:83 doc/classes/CheckButton.xml:73 msgid "The [StyleBox] to display as a background." msgstr "" #: doc/classes/CheckBox.xml:86 msgid "" "The [StyleBox] to display as a background when the [CheckBox] is pressed." msgstr "" #: doc/classes/CheckButton.xml:4 msgid "Checkable button. See also [CheckBox]." msgstr "" #: doc/classes/CheckButton.xml:7 msgid "" "CheckButton is a toggle button displayed as a check field. It's similar to " "[CheckBox] in functionality, but it has a different appearance. To follow " "established UX patterns, it's recommended to use CheckButton when toggling " "it has an [b]immediate[/b] effect on something. For instance, it should be " "used if toggling it enables/disables a setting without requiring the user to " "press a confirmation button.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" #: doc/classes/CheckButton.xml:22 msgid "The [CheckButton] text's font color." msgstr "" #: doc/classes/CheckButton.xml:25 msgid "The [CheckButton] text's font color when it's disabled." msgstr "" #: doc/classes/CheckButton.xml:28 msgid "" "The [CheckButton] text's font color when it's focused. Only replaces the " "normal text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/CheckButton.xml:31 msgid "The [CheckButton] text's font color when it's hovered." msgstr "" #: doc/classes/CheckButton.xml:34 msgid "The [CheckButton] text's font color when it's hovered and pressed." msgstr "" #: doc/classes/CheckButton.xml:37 msgid "The [CheckButton] text's font color when it's pressed." msgstr "" #: doc/classes/CheckButton.xml:40 msgid "The vertical offset used when rendering the toggle icons (in pixels)." msgstr "" #: doc/classes/CheckButton.xml:43 msgid "The separation between the toggle icon and the text (in pixels)." msgstr "" #: doc/classes/CheckButton.xml:46 msgid "The [Font] to use for the [CheckButton] text." msgstr "" #: doc/classes/CheckButton.xml:49 msgid "The icon to display when the [CheckButton] is unchecked." msgstr "" #: doc/classes/CheckButton.xml:52 msgid "The icon to display when the [CheckButton] is unchecked and disabled." msgstr "" #: doc/classes/CheckButton.xml:55 msgid "The icon to display when the [CheckButton] is checked." msgstr "" #: doc/classes/CheckButton.xml:58 msgid "The icon to display when the [CheckButton] is checked and disabled." msgstr "" #: doc/classes/CheckButton.xml:61 msgid "" "The [StyleBox] to display as a background when the [CheckButton] is disabled." msgstr "" #: doc/classes/CheckButton.xml:64 msgid "" "The [StyleBox] to display as a background when the [CheckButton] is focused." msgstr "" #: doc/classes/CheckButton.xml:67 msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered." msgstr "" #: doc/classes/CheckButton.xml:70 msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered " "and pressed." msgstr "" #: doc/classes/CheckButton.xml:76 msgid "" "The [StyleBox] to display as a background when the [CheckButton] is pressed." msgstr "" #: doc/classes/CircleShape2D.xml:4 msgid "Circular shape for 2D collisions." msgstr "" #: doc/classes/CircleShape2D.xml:7 msgid "" "Circular shape for 2D collisions. This shape is useful for modeling balls or " "small characters and its collision detection with everything else is very " "fast." msgstr "" #: doc/classes/CircleShape2D.xml:15 msgid "The circle's radius." msgstr "Radius des Kreises." #: doc/classes/ClassDB.xml:4 msgid "Class information repository." msgstr "" #: doc/classes/ClassDB.xml:7 msgid "Provides access to metadata stored for every available class." msgstr "" #: doc/classes/ClassDB.xml:16 msgid "" "Returns [code]true[/code] if you can instance objects from the specified " "[code]class[/code], [code]false[/code] in other case." msgstr "" #: doc/classes/ClassDB.xml:23 msgid "Returns whether the specified [code]class[/code] is available or not." msgstr "" #: doc/classes/ClassDB.xml:30 msgid "" "Returns a category associated with the class for use in documentation and " "the Asset Library. Debug mode required." msgstr "" #: doc/classes/ClassDB.xml:39 #, fuzzy msgid "" "Returns an array with all the keys in [code]enum[/code] of [code]class[/" "code] or its ancestry." msgstr "" "Liefert die [Animation] mit dem Schlüssel [code]name[/code] oder [code]null[/" "code], wenn nicht gefunden." #: doc/classes/ClassDB.xml:47 #, fuzzy msgid "" "Returns an array with all the enums of [code]class[/code] or its ancestry." msgstr "" "Gibt ein Array aller Zellen mit der angegebenen Kachel [code]index[/code] " "zurück." #: doc/classes/ClassDB.xml:55 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 "" #: doc/classes/ClassDB.xml:64 #, fuzzy msgid "" "Returns which enum the integer constant [code]name[/code] of [code]class[/" "code] or its ancestry belongs to." msgstr "" "Liefert die [Animation] mit dem Schlüssel [code]name[/code] oder [code]null[/" "code], wenn nicht gefunden." #: doc/classes/ClassDB.xml:72 msgid "" "Returns an array with the names all the integer constants of [code]class[/" "code] or its ancestry." msgstr "" #: doc/classes/ClassDB.xml:80 msgid "" "Returns an array with all the methods of [code]class[/code] or its ancestry " "if [code]no_inheritance[/code] is [code]false[/code]. Every element of the " "array is a [Dictionary] with the following keys: [code]args[/code], " "[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/" "code], [code]return: (class_name, hint, hint_string, name, type, usage)[/" "code].\n" "[b]Note:[/b] In exported release builds the debug info is not available, so " "the returned dictionaries will contain only method names." msgstr "" #: doc/classes/ClassDB.xml:89 msgid "" "Returns the value of [code]property[/code] of [code]class[/code] or its " "ancestry." msgstr "" #: doc/classes/ClassDB.xml:97 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 "" #: doc/classes/ClassDB.xml:105 msgid "" "Returns the [code]signal[/code] data of [code]class[/code] or its ancestry. " "The returned value is a [Dictionary] with the following keys: [code]args[/" "code], [code]default_args[/code], [code]flags[/code], [code]id[/code], " "[code]name[/code], [code]return: (class_name, hint, hint_string, name, type, " "usage)[/code]." msgstr "" #: doc/classes/ClassDB.xml:113 msgid "" "Returns an array with all the signals of [code]class[/code] or its ancestry " "if [code]no_inheritance[/code] is [code]false[/code]. Every element of the " "array is a [Dictionary] as described in [method class_get_signal]." msgstr "" #: doc/classes/ClassDB.xml:122 #, fuzzy msgid "" "Returns whether [code]class[/code] or its ancestry has an enum called " "[code]name[/code] or not." msgstr "" "Gibt [code]true[/code] zurück, wenn ein Unternode mit dem angegebenen " "[code]name[/code] existiert." #: doc/classes/ClassDB.xml:130 msgid "" "Returns whether [code]class[/code] or its ancestry has an integer constant " "called [code]name[/code] or not." msgstr "" #: doc/classes/ClassDB.xml:139 msgid "" "Returns whether [code]class[/code] (or its ancestry if [code]no_inheritance[/" "code] is [code]false[/code]) has a method called [code]method[/code] or not." msgstr "" #: doc/classes/ClassDB.xml:147 msgid "" "Returns whether [code]class[/code] or its ancestry has a signal called " "[code]signal[/code] or not." msgstr "" #: doc/classes/ClassDB.xml:156 msgid "" "Sets [code]property[/code] value of [code]class[/code] to [code]value[/code]." msgstr "" #: doc/classes/ClassDB.xml:162 msgid "Returns the names of all the classes available." msgstr "" #: doc/classes/ClassDB.xml:169 msgid "" "Returns the names of all the classes that directly or indirectly inherit " "from [code]class[/code]." msgstr "" #: doc/classes/ClassDB.xml:176 msgid "Returns the parent class of [code]class[/code]." msgstr "" #: doc/classes/ClassDB.xml:183 msgid "Creates an instance of [code]class[/code]." msgstr "" #: doc/classes/ClassDB.xml:190 msgid "Returns whether this [code]class[/code] is enabled or not." msgstr "" #: doc/classes/ClassDB.xml:198 msgid "" "Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] " "or not." msgstr "" #: doc/classes/ClippedCamera.xml:4 msgid "A [Camera] that includes collision." msgstr "" #: doc/classes/ClippedCamera.xml:7 msgid "" "This node extends [Camera] to add collisions with [Area] and/or " "[PhysicsBody] nodes. The camera cannot move through colliding objects." msgstr "" #: doc/classes/ClippedCamera.xml:16 msgid "" "Adds a collision exception so the camera does not collide with the specified " "node." msgstr "" #: doc/classes/ClippedCamera.xml:23 msgid "" "Adds a collision exception so the camera does not collide with the specified " "[RID]." msgstr "" #: doc/classes/ClippedCamera.xml:29 msgid "Removes all collision exceptions." msgstr "" #: doc/classes/ClippedCamera.xml:35 msgid "Returns the distance the camera has been offset due to a collision." msgstr "" #: doc/classes/ClippedCamera.xml:42 msgid "" "Returns [code]true[/code] if the specified bit index is on.\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" #: doc/classes/ClippedCamera.xml:50 msgid "Removes a collision exception with the specified node." msgstr "" #: doc/classes/ClippedCamera.xml:57 msgid "Removes a collision exception with the specified [RID]." msgstr "" #: doc/classes/ClippedCamera.xml:65 msgid "" "Sets the specified bit index to the [code]value[/code].\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" #: doc/classes/ClippedCamera.xml:72 #, fuzzy msgid "If [code]true[/code], the camera stops on contact with [Area]s." msgstr "" "Wenn [code]true[/code], können andere Überwachungsbereiche diesen Bereich " "erkennen." #: doc/classes/ClippedCamera.xml:75 #, fuzzy msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s." msgstr "" "Wenn [code]true[/code], können andere Überwachungsbereiche diesen Bereich " "erkennen." #: doc/classes/ClippedCamera.xml:78 msgid "" "The camera's collision mask. Only objects in at least one collision layer " "matching the mask will be detected. See [url=https://docs.godotengine.org/" "en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/ClippedCamera.xml:81 msgid "" "The camera's collision margin. The camera can't get closer than this " "distance to a colliding object." msgstr "" #: doc/classes/ClippedCamera.xml:84 msgid "The camera's process callback. See [enum ProcessMode]." msgstr "" #: doc/classes/CollisionObject.xml:4 msgid "Base node for collision objects." msgstr "" #: doc/classes/CollisionObject.xml:7 msgid "" "CollisionObject is the base class for physics objects. It can hold any " "number of collision [Shape]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject 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." msgstr "" #: doc/classes/CollisionObject.xml:20 msgid "" "Receives unhandled [InputEvent]s. [code]position[/code] is the location in " "world space of the mouse pointer on the surface of the shape with index " "[code]shape_idx[/code] and [code]normal[/code] is the normal vector of the " "surface at that point. Connect to the [signal input_event] signal to easily " "pick up these events." msgstr "" #: doc/classes/CollisionObject.xml:27 doc/classes/CollisionObject2D.xml:25 msgid "" "Creates a new shape owner for the given object. Returns [code]owner_id[/" "code] of the new owner for future reference." msgstr "" #: doc/classes/CollisionObject.xml:34 doc/classes/CollisionObject2D.xml:32 msgid "" "Returns whether or not the specified [code]bit[/code] of the [member " "collision_layer] is set." msgstr "" #: doc/classes/CollisionObject.xml:41 doc/classes/CollisionObject2D.xml:39 msgid "" "Returns whether or not the specified [code]bit[/code] of the [member " "collision_mask] is set." msgstr "" #: doc/classes/CollisionObject.xml:47 doc/classes/CollisionObject2D.xml:45 msgid "Returns the object's [RID]." msgstr "" #: doc/classes/CollisionObject.xml:53 doc/classes/CollisionObject2D.xml:58 msgid "" "Returns an [Array] of [code]owner_id[/code] identifiers. You can use these " "ids in other methods that take [code]owner_id[/code] as an argument." msgstr "" #: doc/classes/CollisionObject.xml:60 doc/classes/CollisionObject2D.xml:65 msgid "If [code]true[/code], the shape owner and its shapes are disabled." msgstr "" #: doc/classes/CollisionObject.xml:67 doc/classes/CollisionObject2D.xml:79 msgid "Removes the given shape owner." msgstr "" #: doc/classes/CollisionObject.xml:75 doc/classes/CollisionObject2D.xml:87 msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" "code] in the the [member collision_layer].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" "code] in the the [member collision_layer]." msgstr "" #: doc/classes/CollisionObject.xml:84 doc/classes/CollisionObject2D.xml:96 msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" "code] in the the [member collision_mask].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" "code] in the the [member collision_mask]." msgstr "" #: doc/classes/CollisionObject.xml:92 doc/classes/CollisionObject2D.xml:104 msgid "Returns the [code]owner_id[/code] of the given shape." msgstr "" #: doc/classes/CollisionObject.xml:100 #, fuzzy msgid "Adds a [Shape] to the shape owner." msgstr "Fügt der Animation eine Spur hinzu." #: doc/classes/CollisionObject.xml:107 doc/classes/CollisionObject2D.xml:119 msgid "Removes all shapes from the shape owner." msgstr "" #: doc/classes/CollisionObject.xml:114 doc/classes/CollisionObject2D.xml:126 msgid "Returns the parent object of the given shape owner." msgstr "" #: doc/classes/CollisionObject.xml:122 #, fuzzy msgid "Returns the [Shape] with the given id from the given shape owner." msgstr "Gibt den Rest einer Division zweier Vektoren zurück." #: doc/classes/CollisionObject.xml:129 doc/classes/CollisionObject2D.xml:141 msgid "Returns the number of shapes the given shape owner contains." msgstr "" #: doc/classes/CollisionObject.xml:137 msgid "" "Returns the child index of the [Shape] with the given id from the given " "shape owner." msgstr "" #: doc/classes/CollisionObject.xml:144 msgid "Returns the shape owner's [Transform]." msgstr "" #: doc/classes/CollisionObject.xml:152 doc/classes/CollisionObject2D.xml:164 msgid "Removes a shape from the given shape owner." msgstr "" #: doc/classes/CollisionObject.xml:160 doc/classes/CollisionObject2D.xml:172 msgid "If [code]true[/code], disables the given shape owner." msgstr "" #: doc/classes/CollisionObject.xml:168 msgid "Sets the [Transform] of the given shape owner." msgstr "" #: doc/classes/CollisionObject.xml:174 #, fuzzy msgid "" "The physics layers this CollisionObject3D is in. Collision objects can exist " "in one or more of 32 different layers. See also [member collision_mask].\n" "[b]Note:[/b] A contact is detected if object A is in any of the layers that " "object B scans, or object B is in any layers that object A scans. See " "[url=https://docs.godotengine.org/en/latest/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" "Die Physikebene(n) des Bereichs. Kollidierbare Objekte können in jeder der " "32 verschiedenen Schichten vorhanden sein. Ein Kontakt wird erkannt, wenn " "sich Objekt A in einer der Ebenen befindet, die Objekt B abtastet, oder wenn " "sich Objekt B in einer der Ebenen befindet, die Objekt A abtastet. Siehe " "auch [member collision_mask]." #: doc/classes/CollisionObject.xml:178 #, fuzzy msgid "" "The physics layers this CollisionObject3D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] A contact is detected if object A is in any of the layers that " "object B scans, or object B is in any layers that object A scans. See " "[url=https://docs.godotengine.org/en/latest/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" "Die Physikebene(n) des Bereichs. Kollidierbare Objekte können in jeder der " "32 verschiedenen Schichten vorhanden sein. Ein Kontakt wird erkannt, wenn " "sich Objekt A in einer der Ebenen befindet, die Objekt B abtastet, oder wenn " "sich Objekt B in einer der Ebenen befindet, die Objekt A abtastet. Siehe " "auch [member collision_mask]." #: doc/classes/CollisionObject.xml:182 msgid "" "If [code]true[/code], the [CollisionObject] will continue to receive input " "events as the mouse is dragged across its shapes." msgstr "" #: doc/classes/CollisionObject.xml:185 #, fuzzy msgid "" "If [code]true[/code], the [CollisionObject]'s shapes will respond to " "[RayCast]s." msgstr "Wenn [code]true[/code], wird der [AnimationTree] verarbeitet." #: doc/classes/CollisionObject.xml:196 msgid "" "Emitted when the object receives an unhandled [InputEvent]. [code]position[/" "code] is the location in world space of the mouse pointer on the surface of " "the shape with index [code]shape_idx[/code] and [code]normal[/code] is the " "normal vector of the surface at that point." msgstr "" #: doc/classes/CollisionObject.xml:201 msgid "Emitted when the mouse pointer enters any of this object's shapes." msgstr "" #: doc/classes/CollisionObject.xml:206 msgid "Emitted when the mouse pointer exits all this object's shapes." msgstr "" #: doc/classes/CollisionObject2D.xml:4 msgid "Base node for 2D collision objects." msgstr "" #: doc/classes/CollisionObject2D.xml:7 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." msgstr "" #: doc/classes/CollisionObject2D.xml:18 msgid "" "Accepts unhandled [InputEvent]s. Requires [member input_pickable] to be " "[code]true[/code]. [code]shape_idx[/code] is the child index of the clicked " "[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up " "these events." msgstr "" #: doc/classes/CollisionObject2D.xml:52 msgid "" "Returns the [code]one_way_collision_margin[/code] of the shape owner " "identified by given [code]owner_id[/code]." msgstr "" #: doc/classes/CollisionObject2D.xml:72 msgid "" "Returns [code]true[/code] if collisions for the shape owner originating from " "this [CollisionObject2D] will not be reported to collided with " "[CollisionObject2D]s." msgstr "" #: doc/classes/CollisionObject2D.xml:112 msgid "Adds a [Shape2D] to the shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml:134 msgid "Returns the [Shape2D] with the given id from the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml:149 msgid "" "Returns the child index of the [Shape2D] with the given id from the given " "shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml:156 msgid "Returns the shape owner's [Transform2D]." msgstr "" #: doc/classes/CollisionObject2D.xml:180 msgid "" "If [code]enable[/code] is [code]true[/code], collisions for the shape owner " "originating from this [CollisionObject2D] will not be reported to collided " "with [CollisionObject2D]s." msgstr "" #: doc/classes/CollisionObject2D.xml:188 msgid "" "Sets the [code]one_way_collision_margin[/code] of the shape owner identified " "by given [code]owner_id[/code] to [code]margin[/code] pixels." msgstr "" #: doc/classes/CollisionObject2D.xml:196 msgid "Sets the [Transform2D] of the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml:202 #, fuzzy msgid "" "The physics layers this CollisionObject2D is in. Collision objects can exist " "in one or more of 32 different layers. See also [member collision_mask].\n" "[b]Note:[/b] A contact is detected if object A is in any of the layers that " "object B scans, or object B is in any layers that object A scans. See " "[url=https://docs.godotengine.org/en/latest/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" "Die Physikebene(n) des Bereichs. Kollidierbare Objekte können in jeder der " "32 verschiedenen Schichten vorhanden sein. Ein Kontakt wird erkannt, wenn " "sich Objekt A in einer der Ebenen befindet, die Objekt B abtastet, oder wenn " "sich Objekt B in einer der Ebenen befindet, die Objekt A abtastet. Siehe " "auch [member collision_mask]." #: doc/classes/CollisionObject2D.xml:206 #, fuzzy msgid "" "The physics layers this CollisionObject2D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] A contact is detected if object A is in any of the layers that " "object B scans, or object B is in any layers that object A scans. See " "[url=https://docs.godotengine.org/en/latest/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" "Die Physikebene(n) des Bereichs. Kollidierbare Objekte können in jeder der " "32 verschiedenen Schichten vorhanden sein. Ein Kontakt wird erkannt, wenn " "sich Objekt A in einer der Ebenen befindet, die Objekt B abtastet, oder wenn " "sich Objekt B in einer der Ebenen befindet, die Objekt A abtastet. Siehe " "auch [member collision_mask]." #: doc/classes/CollisionObject2D.xml:210 msgid "" "If [code]true[/code], this object is pickable. A pickable object can detect " "the mouse pointer entering/leaving, and if the mouse is inside it, report " "input events. Requires at least one [code]collision_layer[/code] bit to be " "set." msgstr "" #: doc/classes/CollisionObject2D.xml:219 msgid "" "Emitted when an input event occurs. Requires [member input_pickable] to be " "[code]true[/code] and at least one [code]collision_layer[/code] bit to be " "set. See [method _input_event] for details." msgstr "" #: doc/classes/CollisionObject2D.xml:224 msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one " "[code]collision_layer[/code] bit to be set." msgstr "" #: doc/classes/CollisionObject2D.xml:229 msgid "" "Emitted when the mouse pointer exits all this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one " "[code]collision_layer[/code] bit to be set." msgstr "" #: doc/classes/CollisionPolygon.xml:4 msgid "Editor-only class for defining a collision polygon in 3D space." msgstr "" #: doc/classes/CollisionPolygon.xml:7 msgid "" "Allows editing a collision polygon's vertices on a selected plane. Can also " "set a depth perpendicular to that plane. This class is only available in the " "editor. It will not appear in the scene tree at run-time. Creates a [Shape] " "for gameplay. Properties modified during gameplay will have no effect." msgstr "" #: doc/classes/CollisionPolygon.xml:15 msgid "" "Length that the resulting collision extends in either direction " "perpendicular to its polygon." msgstr "" #: doc/classes/CollisionPolygon.xml:18 msgid "If [code]true[/code], no collision will be produced." msgstr "" #: doc/classes/CollisionPolygon.xml:21 msgid "" "The collision margin for the generated [Shape]. See [member Shape.margin] " "for more details." msgstr "" #: doc/classes/CollisionPolygon.xml:24 msgid "" "Array of vertices which define the polygon.\n" "[b]Note:[/b] The returned value is a copy of the original. Methods which " "mutate the size or properties of the return value will not impact the " "original polygon. To change properties of the polygon, assign it to a " "temporary variable and make changes before reassigning the [code]polygon[/" "code] member." msgstr "" #: doc/classes/CollisionPolygon2D.xml:4 msgid "Defines a 2D collision polygon." msgstr "" #: doc/classes/CollisionPolygon2D.xml:7 msgid "" "Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons " "can be drawn in the editor or specified by a list of vertices." msgstr "" #: doc/classes/CollisionPolygon2D.xml:15 msgid "Collision build mode. Use one of the [enum BuildMode] constants." msgstr "" #: doc/classes/CollisionPolygon2D.xml:18 msgid "If [code]true[/code], no collisions will be detected." msgstr "" #: doc/classes/CollisionPolygon2D.xml:21 msgid "" "If [code]true[/code], only edges that face up, relative to " "[CollisionPolygon2D]'s rotation, will collide with other objects." msgstr "" #: doc/classes/CollisionPolygon2D.xml:24 msgid "" "The margin used for one-way collision (in pixels). Higher values will make " "the shape thicker, and work better for colliders that enter the polygon at a " "high velocity." msgstr "" #: doc/classes/CollisionPolygon2D.xml:27 msgid "" "The polygon's list of vertices. The final point will be connected to the " "first. The returned value is a clone of the [PoolVector2Array], not a " "reference." msgstr "" #: doc/classes/CollisionPolygon2D.xml:32 msgid "Collisions will include the polygon and its contained area." msgstr "" #: doc/classes/CollisionPolygon2D.xml:35 msgid "Collisions will only include the polygon edges." msgstr "" #: doc/classes/CollisionShape.xml:4 msgid "Node that represents collision shape data in 3D space." msgstr "" #: doc/classes/CollisionShape.xml:7 msgid "" "Editor facility for creating and editing collision shapes in 3D space. You " "can use this node to represent all sorts of collision shapes, for example, " "add this to an [Area] to give it a detection shape, or add it to a " "[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-" "only helper to create shapes, use [method CollisionObject." "shape_owner_get_shape] to get the actual shape." msgstr "" #: doc/classes/CollisionShape.xml:10 doc/classes/CollisionShape2D.xml:10 #: doc/classes/Physics2DDirectBodyState.xml:10 #: doc/classes/Physics2DDirectSpaceState.xml:10 doc/classes/PhysicsBody.xml:10 #: doc/classes/PhysicsBody2D.xml:10 doc/classes/PhysicsDirectBodyState.xml:10 #: doc/classes/PhysicsDirectSpaceState.xml:10 doc/classes/RigidBody.xml:14 #: doc/classes/Shape.xml:10 doc/classes/Shape2D.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction." "html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/physics/" "physics_introduction.html" #: doc/classes/CollisionShape.xml:19 msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance] siblings geometry." msgstr "" #: doc/classes/CollisionShape.xml:26 msgid "" "If this method exists within a script it will be called whenever the shape " "resource has been modified." msgstr "" #: doc/classes/CollisionShape.xml:32 msgid "A disabled collision shape has no effect in the world." msgstr "" #: doc/classes/CollisionShape.xml:35 doc/classes/CollisionShape2D.xml:28 msgid "The actual shape owned by this collision shape." msgstr "" #: doc/classes/CollisionShape2D.xml:4 msgid "Node that represents collision shape data in 2D space." msgstr "" #: doc/classes/CollisionShape2D.xml:7 msgid "" "Editor facility for creating and editing collision shapes in 2D space. You " "can use this node to represent all sorts of collision shapes, for example, " "add this to an [Area2D] to give it a detection shape, or add it to a " "[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an " "Editor-only helper to create shapes, use [method CollisionObject2D." "shape_owner_get_shape] to get the actual shape." msgstr "" #: doc/classes/CollisionShape2D.xml:13 doc/classes/KinematicBody2D.xml:14 #: doc/classes/RectangleShape2D.xml:11 doc/classes/TileMap.xml:17 #: doc/classes/TileSet.xml:17 #, fuzzy msgid "https://godotengine.org/asset-library/asset/113" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/CollisionShape2D.xml:19 msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." msgstr "" #: doc/classes/CollisionShape2D.xml:22 msgid "" "Sets whether this collision shape should only detect collision on one side " "(top or bottom)." msgstr "" #: doc/classes/CollisionShape2D.xml:25 msgid "" "The margin used for one-way collision (in pixels). Higher values will make " "the shape thicker, and work better for colliders that enter the shape at a " "high velocity." msgstr "" #: doc/classes/Color.xml:4 msgid "Color in RGBA format using floats on the range of 0 to 1." msgstr "" #: doc/classes/Color.xml:7 msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " "alpha component is often used for transparency. Values are in floating-point " "and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " "may accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" "X11_color_names]X11 color names[/url].\n" "If you want to supply values in a range of 0 to 255, you should use [method " "@GDScript.Color8].\n" "[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/" "code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). " "Otherwise, a Color will always evaluate to [code]true[/code].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "color_constants.png]Color constants cheatsheet[/url]" msgstr "" #: doc/classes/Color.xml:14 doc/classes/ColorPickerButton.xml:13 #, fuzzy msgid "https://godotengine.org/asset-library/asset/517" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Color.xml:15 doc/classes/ColorPicker.xml:11 #, fuzzy msgid "https://godotengine.org/asset-library/asset/146" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Color.xml:16 doc/classes/ColorPickerButton.xml:12 #, fuzzy msgid "https://godotengine.org/asset-library/asset/133" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Color.xml:23 msgid "" "Constructs a color from an HTML hexadecimal color string in ARGB or RGB " "format. See also [method @GDScript.ColorN].\n" "[codeblock]\n" "# Each of the following creates the same color RGBA(178, 217, 10, 255).\n" "var c1 = Color(\"#ffb2d90a\") # ARGB format with \"#\".\n" "var c2 = Color(\"ffb2d90a\") # ARGB format.\n" "var c3 = Color(\"#b2d90a\") # RGB format with \"#\".\n" "var c4 = Color(\"b2d90a\") # RGB format.\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:37 msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" "var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:49 msgid "" "Constructs a color from RGB values, typically between 0 and 1. Alpha will be " "1.\n" "[codeblock]\n" "var color = Color(0.2, 1.0, 0.7) # Similar to Color8(51, 255, 178, 255)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:62 msgid "" "Constructs a color from RGBA values, typically between 0 and 1.\n" "[codeblock]\n" "var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to Color8(51, 255, 178, " "204)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:72 msgid "" "Returns a new color resulting from blending this color over another. If the " "color is opaque, the result is also opaque. The second color may have a " "range of alpha values.\n" "[codeblock]\n" "var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n" "var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n" "var blended_color = bg.blend(fg) # Brown with alpha of 75%\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:83 msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" "var c = Color(0.3, 0.4, 0.9)\n" "var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " "255)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:94 msgid "" "Returns a new color resulting from making this color darker by the specified " "percentage (ratio from 0 to 1).\n" "[codeblock]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var darkgreen = green.darkened(0.2) # 20% darker than regular green\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:108 msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" "var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " "79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:117 msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" "var c = Color(0.2, 0.45, 0.82)\n" "var gray = c.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:128 msgid "" "Returns the inverted color [code](1 - r, 1 - g, 1 - b, a)[/code].\n" "[codeblock]\n" "var color = Color(0.3, 0.4, 0.9)\n" "var inverted_color = color.inverted() # Equivalent to Color(0.7, 0.6, 0.1)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:139 msgid "" "Returns [code]true[/code] if this color and [code]color[/code] are " "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" #: doc/classes/Color.xml:146 msgid "" "Returns a new color resulting from making this color lighter by the " "specified percentage (ratio from 0 to 1).\n" "[codeblock]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var lightgreen = green.lightened(0.2) # 20% lighter than regular green\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:158 msgid "" "Returns the linear interpolation with another color. The interpolation " "factor [code]weight[/code] is between 0 and 1.\n" "[codeblock]\n" "var c1 = Color(1.0, 0.0, 0.0)\n" "var c2 = Color(0.0, 1.0, 0.0)\n" "var li_c = c1.linear_interpolate(c2, 0.5) # Equivalent to Color(0.5, 0.5, " "0.0)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:169 msgid "" "Returns the color converted to a 32-bit integer in ABGR format (each byte " "represents a color channel). ABGR is the reversed version of the default " "format.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr32()) # Prints 4281565439\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:179 msgid "" "Returns the color converted to a 64-bit integer in ABGR format (each word " "represents a color channel). ABGR is the reversed version of the default " "format.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr64()) # Prints -225178692812801\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:189 msgid "" "Returns the color converted to a 32-bit integer in ARGB format (each byte " "represents a color channel). ARGB is more compatible with DirectX.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb32()) # Prints 4294934323\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:199 msgid "" "Returns the color converted to a 64-bit integer in ARGB format (each word " "represents a color channel). ARGB is more compatible with DirectX.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb64()) # Prints -2147470541\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:210 msgid "" "Returns the color's HTML hexadecimal color string in ARGB format (ex: " "[code]ff34f822[/code]).\n" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" "var c = Color(1, 1, 1, 0.5)\n" "var s1 = c.to_html() # Returns \"7fffffff\"\n" "var s2 = c.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:222 msgid "" "Returns the color converted to a 32-bit integer in RGBA format (each byte " "represents a color channel). RGBA is Godot's default format.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba32()) # Prints 4286526463\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:232 msgid "" "Returns the color converted to a 64-bit integer in RGBA format (each word " "represents a color channel). RGBA is Godot's default format.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba64()) # Prints -140736629309441\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:242 msgid "" "The color's alpha (transparency) component, typically on the range of 0 to 1." msgstr "" "Die Alpha-Komponente (Transparenz) der Farbe, normalerweise im Bereich von 0 " "bis 1." #: doc/classes/Color.xml:245 msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1." msgstr "" "Wrapper für [member a], der den Bereich 0 bis 255 anstelle von 0 bis 1 " "verwendet." #: doc/classes/Color.xml:248 msgid "The color's blue component, typically on the range of 0 to 1." msgstr "Der Blauanteil der Farbe, normalerweise im Bereich von 0 bis 1." #: doc/classes/Color.xml:251 msgid "Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1." msgstr "" "Wrapper für [member b], der den Bereich 0 bis 255 anstelle von 0 bis 1 " "verwendet." #: doc/classes/Color.xml:254 msgid "The color's green component, typically on the range of 0 to 1." msgstr "Der Grünanteil der Farbe, normalerweise im Bereich von 0 bis 1." #: doc/classes/Color.xml:257 msgid "Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1." msgstr "" "Wrapper für [member g], der den Bereich 0 bis 255 anstelle von 0 bis 1 " "verwendet." #: doc/classes/Color.xml:260 msgid "The HSV hue of this color, on the range 0 to 1." msgstr "Der HSV-Farbton dieser Farbe, im Bereich von 0 bis 1." #: doc/classes/Color.xml:263 msgid "The color's red component, typically on the range of 0 to 1." msgstr "Der Rotanteil der Farbe, normalerweise im Bereich von 0 bis 1." #: doc/classes/Color.xml:266 msgid "Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1." msgstr "" "Wrapper für [member r], der den Bereich 0 bis 255 anstelle von 0 bis 1 " "verwendet." #: doc/classes/Color.xml:269 msgid "The HSV saturation of this color, on the range 0 to 1." msgstr "Die HSV-Sättigung dieser Farbe, im Bereich von 0 bis 1." #: doc/classes/Color.xml:272 msgid "The HSV value (brightness) of this color, on the range 0 to 1." msgstr "Der HSV-Wert (Helligkeit) dieser Farbe, im Bereich von 0 bis 1." #: doc/classes/Color.xml:277 msgid "Alice blue color." msgstr "Aliceblau Farbe." #: doc/classes/Color.xml:280 msgid "Antique white color." msgstr "" #: doc/classes/Color.xml:283 msgid "Aqua color." msgstr "Aqua Farbe." #: doc/classes/Color.xml:286 msgid "Aquamarine color." msgstr "Aquamarin Farbe." #: doc/classes/Color.xml:289 msgid "Azure color." msgstr "Azurblau Farbe." #: doc/classes/Color.xml:292 msgid "Beige color." msgstr "Beige Farbe." #: doc/classes/Color.xml:295 msgid "Bisque color." msgstr "Biskuit Farbe." #: doc/classes/Color.xml:298 msgid "Black color." msgstr "Schwarze Farbe." #: doc/classes/Color.xml:301 msgid "Blanche almond color." msgstr "Blanche Mandel Farbe." #: doc/classes/Color.xml:304 msgid "Blue color." msgstr "Blaue Farbe." #: doc/classes/Color.xml:307 msgid "Blue violet color." msgstr "Blauviolette Farbe." #: doc/classes/Color.xml:310 msgid "Brown color." msgstr "Braune Farbe." #: doc/classes/Color.xml:313 msgid "Burly wood color." msgstr "Kräftige Holzfarbe." #: doc/classes/Color.xml:316 msgid "Cadet blue color." msgstr "Kadettblaue Farbe." #: doc/classes/Color.xml:319 msgid "Chartreuse color." msgstr "Chartreuse Farbe." #: doc/classes/Color.xml:322 msgid "Chocolate color." msgstr "Schokolade Farbe." #: doc/classes/Color.xml:325 msgid "Coral color." msgstr "Korallenrote Farbe." #: doc/classes/Color.xml:328 msgid "Cornflower color." msgstr "Kornblumenblaue Farbe." #: doc/classes/Color.xml:331 msgid "Corn silk color." msgstr "Maisseide Farbe." #: doc/classes/Color.xml:334 msgid "Crimson color." msgstr "Karminrote Farbe." #: doc/classes/Color.xml:337 msgid "Cyan color." msgstr "Cyan Farbe." #: doc/classes/Color.xml:340 msgid "Dark blue color." msgstr "Dunkelblaue Farbe." #: doc/classes/Color.xml:343 msgid "Dark cyan color." msgstr "Dunkelcyan Farben." #: doc/classes/Color.xml:346 msgid "Dark goldenrod color." msgstr "Dunkle goldgelbe Farbe." #: doc/classes/Color.xml:349 msgid "Dark gray color." msgstr "Dunkelgraue Farbe." #: doc/classes/Color.xml:352 msgid "Dark green color." msgstr "Dunkelgrüne Farbe." #: doc/classes/Color.xml:355 msgid "Dark khaki color." msgstr "Dunkel Khaki Farbe." #: doc/classes/Color.xml:358 msgid "Dark magenta color." msgstr "Dunkle Magenta Farbe." #: doc/classes/Color.xml:361 msgid "Dark olive green color." msgstr "Dunkle olivgrüne Farbe." #: doc/classes/Color.xml:364 msgid "Dark orange color." msgstr "Dunkelorange Farbe." #: doc/classes/Color.xml:367 msgid "Dark orchid color." msgstr "Dunkle Orchidee Farbe." #: doc/classes/Color.xml:370 msgid "Dark red color." msgstr "Dunkelrote Farbe." #: doc/classes/Color.xml:373 msgid "Dark salmon color." msgstr "Dunkle lachsfarbene Farbe." #: doc/classes/Color.xml:376 msgid "Dark sea green color." msgstr "Dunkle meergrüne Farbe." #: doc/classes/Color.xml:379 msgid "Dark slate blue color." msgstr "Dunkle schieferblaue Farbe." #: doc/classes/Color.xml:382 msgid "Dark slate gray color." msgstr "Dunkle schiefergraue Farbe." #: doc/classes/Color.xml:385 msgid "Dark turquoise color." msgstr "Dunkeltürkise Farbe." #: doc/classes/Color.xml:388 msgid "Dark violet color." msgstr "Dunkelviolette Farbe." #: doc/classes/Color.xml:391 msgid "Deep pink color." msgstr "Tiefrosa Farbe." #: doc/classes/Color.xml:394 msgid "Deep sky blue color." msgstr "Tiefe himmelblaue Farbe." #: doc/classes/Color.xml:397 msgid "Dim gray color." msgstr "Gedämpfte graue Farbe." #: doc/classes/Color.xml:400 msgid "Dodger blue color." msgstr "Dodgerblaue Farbe." #: doc/classes/Color.xml:403 msgid "Firebrick color." msgstr "Feuerstein Farbe." #: doc/classes/Color.xml:406 msgid "Floral white color." msgstr "Florale weiße Farbe." #: doc/classes/Color.xml:409 msgid "Forest green color." msgstr "Waldgrüne Farbe." #: doc/classes/Color.xml:412 msgid "Fuchsia color." msgstr "Fuchsia Farbe." #: doc/classes/Color.xml:415 msgid "Gainsboro color." msgstr "Gainsboro Farbe." #: doc/classes/Color.xml:418 msgid "Ghost white color." msgstr "Geisterweiße Farbe." #: doc/classes/Color.xml:421 msgid "Gold color." msgstr "Goldene Farbe." #: doc/classes/Color.xml:424 msgid "Goldenrod color." msgstr "Goldrute Farbe." #: doc/classes/Color.xml:427 msgid "Gray color." msgstr "Graue Farbe." #: doc/classes/Color.xml:430 msgid "Green color." msgstr "Grüne Farbe." #: doc/classes/Color.xml:433 msgid "Green yellow color." msgstr "Grün-gelbe Farbe." #: doc/classes/Color.xml:436 msgid "Honeydew color." msgstr "Honigtau Farbe." #: doc/classes/Color.xml:439 msgid "Hot pink color." msgstr "Heiße rosa Farbe." #: doc/classes/Color.xml:442 msgid "Indian red color." msgstr "Indisch rote Farbe." #: doc/classes/Color.xml:445 msgid "Indigo color." msgstr "Indigo Farbe." #: doc/classes/Color.xml:448 msgid "Ivory color." msgstr "Elfenbein Farbe." #: doc/classes/Color.xml:451 msgid "Khaki color." msgstr "Khaki Farbe." #: doc/classes/Color.xml:454 msgid "Lavender color." msgstr "Lavendel Farbe." #: doc/classes/Color.xml:457 msgid "Lavender blush color." msgstr "Lavendelrote Farbe." #: doc/classes/Color.xml:460 msgid "Lawn green color." msgstr "Rasengrüne Farbe." #: doc/classes/Color.xml:463 msgid "Lemon chiffon color." msgstr "Zitrone Chiffon Farbe." #: doc/classes/Color.xml:466 msgid "Light blue color." msgstr "Hellblaue Farbe." #: doc/classes/Color.xml:469 msgid "Light coral color." msgstr "Helle korallenrote Farbe." #: doc/classes/Color.xml:472 msgid "Light cyan color." msgstr "Helle Cyan Farbe." #: doc/classes/Color.xml:475 msgid "Light goldenrod color." msgstr "Helle Goldrute Farbe." #: doc/classes/Color.xml:478 msgid "Light gray color." msgstr "Hellgraue Farbe." #: doc/classes/Color.xml:481 msgid "Light green color." msgstr "Hellgrüne Farbe." #: doc/classes/Color.xml:484 msgid "Light pink color." msgstr "Hellrosa Farbe." #: doc/classes/Color.xml:487 msgid "Light salmon color." msgstr "Helle lachsfarbene Farbe." #: doc/classes/Color.xml:490 msgid "Light sea green color." msgstr "Helle meergrüne Farbe." #: doc/classes/Color.xml:493 msgid "Light sky blue color." msgstr "Helle himmelblaue Farbe." #: doc/classes/Color.xml:496 msgid "Light slate gray color." msgstr "Helle schiefergraue Farbe." #: doc/classes/Color.xml:499 msgid "Light steel blue color." msgstr "Helle stahlblaue Farbe." #: doc/classes/Color.xml:502 msgid "Light yellow color." msgstr "Hellgelbe Farbe." #: doc/classes/Color.xml:505 msgid "Lime color." msgstr "Limette Farbe." #: doc/classes/Color.xml:508 msgid "Lime green color." msgstr "Limonengrüne Farbe." #: doc/classes/Color.xml:511 msgid "Linen color." msgstr "Leinen Farbe." #: doc/classes/Color.xml:514 msgid "Magenta color." msgstr "Magenta Farbe." #: doc/classes/Color.xml:517 msgid "Maroon color." msgstr "Kastanienbraune Farbe." #: doc/classes/Color.xml:520 msgid "Medium aquamarine color." msgstr "Mittlere Aquamarin Farbe." #: doc/classes/Color.xml:523 msgid "Medium blue color." msgstr "Mittelblaue Farbe." #: doc/classes/Color.xml:526 msgid "Medium orchid color." msgstr "Mittlere Orchideen Farbe." #: doc/classes/Color.xml:529 msgid "Medium purple color." msgstr "Mittlere violette Farbe." #: doc/classes/Color.xml:532 msgid "Medium sea green color." msgstr "Mittlere meergrüne Farbe." #: doc/classes/Color.xml:535 msgid "Medium slate blue color." msgstr "Mittlere schieferblaue Farbe." #: doc/classes/Color.xml:538 msgid "Medium spring green color." msgstr "Mittlere frühlingsgrüne Farbe." #: doc/classes/Color.xml:541 msgid "Medium turquoise color." msgstr "Mittlere türkise Farbe." #: doc/classes/Color.xml:544 msgid "Medium violet red color." msgstr "Mittlere violettrote Farbe." #: doc/classes/Color.xml:547 msgid "Midnight blue color." msgstr "Mitternachtsblaue Farbe." #: doc/classes/Color.xml:550 msgid "Mint cream color." msgstr "Mint-Creme Farbe." #: doc/classes/Color.xml:553 msgid "Misty rose color." msgstr "Neblige rosa Farbe." #: doc/classes/Color.xml:556 msgid "Moccasin color." msgstr "Mokassin Farbe." #: doc/classes/Color.xml:559 msgid "Navajo white color." msgstr "Navajo weiße Farbe." #: doc/classes/Color.xml:562 msgid "Navy blue color." msgstr "Marineblaue Farbe." #: doc/classes/Color.xml:565 msgid "Old lace color." msgstr "Alte Spitze Farbe." #: doc/classes/Color.xml:568 msgid "Olive color." msgstr "Olive Farbe." #: doc/classes/Color.xml:571 msgid "Olive drab color." msgstr "Olivgrüne Farbe." #: doc/classes/Color.xml:574 msgid "Orange color." msgstr "Orange Farbe." #: doc/classes/Color.xml:577 msgid "Orange red color." msgstr "Orangerote Farbe." #: doc/classes/Color.xml:580 msgid "Orchid color." msgstr "Orchidee Farbe." #: doc/classes/Color.xml:583 msgid "Pale goldenrod color." msgstr "Blasse Goldrute Farbe." #: doc/classes/Color.xml:586 msgid "Pale green color." msgstr "Blassgrüne Farbe." #: doc/classes/Color.xml:589 msgid "Pale turquoise color." msgstr "Blasse türkise Farbe." #: doc/classes/Color.xml:592 msgid "Pale violet red color." msgstr "Blass violettrote Farbe." #: doc/classes/Color.xml:595 msgid "Papaya whip color." msgstr "Papaya-Peitsche Farbe." #: doc/classes/Color.xml:598 msgid "Peach puff color." msgstr "Pfirsich Puff Farbe." #: doc/classes/Color.xml:601 msgid "Peru color." msgstr "Peru Farbe." #: doc/classes/Color.xml:604 msgid "Pink color." msgstr "Rosa Farbe." #: doc/classes/Color.xml:607 msgid "Plum color." msgstr "Pflaume Farbe." #: doc/classes/Color.xml:610 msgid "Powder blue color." msgstr "Pulverblaue Farbe." #: doc/classes/Color.xml:613 msgid "Purple color." msgstr "Violette Farbe." #: doc/classes/Color.xml:616 msgid "Rebecca purple color." msgstr "Rebecca violette Farbe." #: doc/classes/Color.xml:619 msgid "Red color." msgstr "Rote Farbe." #: doc/classes/Color.xml:622 msgid "Rosy brown color." msgstr "Rosigbraune Farbe." #: doc/classes/Color.xml:625 msgid "Royal blue color." msgstr "Königsblaue Farbe." #: doc/classes/Color.xml:628 msgid "Saddle brown color." msgstr "Sattelbraune Farbe." #: doc/classes/Color.xml:631 msgid "Salmon color." msgstr "Lachsfarbige Farbe." #: doc/classes/Color.xml:634 msgid "Sandy brown color." msgstr "Sandige braune Farbe." #: doc/classes/Color.xml:637 msgid "Sea green color." msgstr "Meeresgrüne Farbe." #: doc/classes/Color.xml:640 msgid "Seashell color." msgstr "Muschel Farbe." #: doc/classes/Color.xml:643 msgid "Sienna color." msgstr "Siena Farbe." #: doc/classes/Color.xml:646 msgid "Silver color." msgstr "Silberne Farbe." #: doc/classes/Color.xml:649 msgid "Sky blue color." msgstr "Himmelblaue Farbe." #: doc/classes/Color.xml:652 msgid "Slate blue color." msgstr "Schieferblaue Farbe." #: doc/classes/Color.xml:655 msgid "Slate gray color." msgstr "Schiefergraue Farbe." #: doc/classes/Color.xml:658 msgid "Snow color." msgstr "Schnee Farbe." #: doc/classes/Color.xml:661 msgid "Spring green color." msgstr "Frühlingsgrüne Farbe." #: doc/classes/Color.xml:664 msgid "Steel blue color." msgstr "Stahlblaue Farbe." #: doc/classes/Color.xml:667 msgid "Tan color." msgstr "Hellbraune Farbe." #: doc/classes/Color.xml:670 msgid "Teal color." msgstr "Blaugrüne Farbe." #: doc/classes/Color.xml:673 msgid "Thistle color." msgstr "Distel Farbe." #: doc/classes/Color.xml:676 msgid "Tomato color." msgstr "Tomaten Farbe." #: doc/classes/Color.xml:679 msgid "Transparent color (white with no alpha)." msgstr "Transparente Farbe (weiß ohne Alpha)." #: doc/classes/Color.xml:682 msgid "Turquoise color." msgstr "Türkise Farbe." #: doc/classes/Color.xml:685 msgid "Violet color." msgstr "Violette Farbe." #: doc/classes/Color.xml:688 msgid "Web gray color." msgstr "Web graue Farbe." #: doc/classes/Color.xml:691 msgid "Web green color." msgstr "Web grüne Farbe." #: doc/classes/Color.xml:694 msgid "Web maroon color." msgstr "Web kastanienbraune Farbe." #: doc/classes/Color.xml:697 msgid "Web purple color." msgstr "Web violette Farbe." #: doc/classes/Color.xml:700 msgid "Wheat color." msgstr "Weizen Farbe." #: doc/classes/Color.xml:703 msgid "White color." msgstr "Weiße Farbe." #: doc/classes/Color.xml:706 msgid "White smoke color." msgstr "Rauchweiße Farbe." #: doc/classes/Color.xml:709 msgid "Yellow color." msgstr "Gelbe Farbe." #: doc/classes/Color.xml:712 msgid "Yellow green color." msgstr "Gelbgrüne Farbe." #: doc/classes/ColorPicker.xml:4 msgid "Color picker control." msgstr "Farbauswahl-Steuerung." #: doc/classes/ColorPicker.xml:7 msgid "" "Displays a color picker widget. Useful for selecting a color from an RGB/" "RGBA colorspace.\n" "[b]Note:[/b] This control is the color picker widget itself. You can use a " "[ColorPickerButton] instead if you need a button that brings up a " "[ColorPicker] in a pop-up." msgstr "" "Zeigt ein Element zur Farbauswahl an. Nützlich für die Auswahl einer Farbe " "aus einem RGB/RGBA-Farbraum.\n" "[b]Hinweis:[/b] Dieses Steuerelement ist das Farbwähler-Element selbst. Sie " "können stattdessen einen [ColorPickerButton] verwenden, wenn Sie eine " "Schaltfläche benötigen, die einen [ColorPicker] in einem Popup-Fenster " "aufruft." #: doc/classes/ColorPicker.xml:18 msgid "" "Adds the given color to a list of color presets. The presets are displayed " "in the color picker and the user will be able to select them.\n" "[b]Note:[/b] The presets list is only for [i]this[/i] color picker." msgstr "" "Fügt die angegebene Farbe zu einer Liste von Farbvorlagen hinzu. Die " "Vorlagen werden in der Farbauswahl angezeigt und der Benutzer kann sie " "auswählen.\n" "[b]Hinweis:[/b] Die Liste der Vorlagen gilt nur für [i]diesen[/i] Farbwähler." #: doc/classes/ColorPicker.xml:26 msgid "" "Removes the given color from the list of color presets of this color picker." msgstr "" "Entfernt die angegebene Farbe aus der Liste der Farbvorlagen für diesen " "Farbwähler." #: doc/classes/ColorPicker.xml:32 msgid "Returns the list of colors in the presets of the color picker." msgstr "Gibt die Liste der Farben in den Vorlagen des Farbwählers zurück." #: doc/classes/ColorPicker.xml:38 doc/classes/ColorPickerButton.xml:33 msgid "The currently selected color." msgstr "Die aktuell ausgewählte Farbe." #: doc/classes/ColorPicker.xml:41 msgid "" "If [code]true[/code], the color will apply only after the user releases the " "mouse button, otherwise it will apply immediately even in mouse motion event " "(which can cause performance issues)." msgstr "" "Wenn [code]true[/code], wird die Farbe erst angewendet, wenn der Benutzer " "die Maustaste loslässt, andernfalls wird sie auch bei Mausbewegungen sofort " "angewendet (was zu Leistungsproblemen führen kann)." #: doc/classes/ColorPicker.xml:44 msgid "If [code]true[/code], shows an alpha channel slider (transparency)." msgstr "" "Wenn [code]true[/code], wird ein Alphakanal-Schieberegler (Transparenz) " "angezeigt." #: doc/classes/ColorPicker.xml:47 msgid "" "If [code]true[/code], allows editing the color with Hue/Saturation/Value " "sliders.\n" "[b]Note:[/b] Cannot be enabled if raw mode is on." msgstr "" "Wenn [code]true[/code], kann die Farbe mit den Schiebereglern Farbton/" "Sättigung/Wert bearbeitet werden.\n" "[b]Hinweis:[/b] Kann nicht aktiviert werden, wenn der Raw-Modus aktiviert " "ist." #: doc/classes/ColorPicker.xml:51 msgid "If [code]true[/code], the \"add preset\" button is enabled." msgstr "" "Wenn [code]true[/code], ist die Schaltfläche \"Vorlage hinzufügen\" " "aktiviert." #: doc/classes/ColorPicker.xml:54 msgid "If [code]true[/code], saved color presets are visible." msgstr "Wenn [code]true[/code], sind gespeicherte Farbvorlagen sichtbar." #: doc/classes/ColorPicker.xml:57 msgid "" "If [code]true[/code], allows the color R, G, B component values to go beyond " "1.0, which can be used for certain special operations that require it (like " "tinting without darkening or rendering sprites in HDR).\n" "[b]Note:[/b] Cannot be enabled if HSV mode is on." msgstr "" "Wenn [code]true[/code], können die Farbwerte der R, G, B Komponenten über " "1.0 hinausgehen, was für bestimmte spezielle Operationen, die dies " "erfordern, verwendet werden kann (z. B. Abtönen ohne Abdunkeln oder Rendern " "von Sprites in HDR).\n" "[b]Hinweis:[/b] Kann nicht aktiviert werden, wenn der HSV-Modus aktiviert " "ist." #: doc/classes/ColorPicker.xml:65 msgid "Emitted when the color is changed." msgstr "Wird ausgegeben, wenn die Farbe geändert wird." #: doc/classes/ColorPicker.xml:71 msgid "Emitted when a preset is added." msgstr "Wird ausgegeben, wenn eine Vorlage hinzugefügt wird." #: doc/classes/ColorPicker.xml:77 msgid "Emitted when a preset is removed." msgstr "Wird ausgegeben, wenn eine Vorlage entfernt wird." #: doc/classes/ColorPicker.xml:85 msgid "The width of the hue selection slider." msgstr "Die Breite des Schiebereglers für die Farbauswahl." #: doc/classes/ColorPicker.xml:90 msgid "The margin around the [ColorPicker]." msgstr "Der Rand um den [ColorPicker]." #: doc/classes/ColorPicker.xml:93 msgid "The height of the saturation-value selection box." msgstr "Die Höhe des Auswahlfeldes für den Sättigungswert." #: doc/classes/ColorPicker.xml:96 msgid "The width of the saturation-value selection box." msgstr "Die Breite des Auswahlfeldes für den Sättigungswert." #: doc/classes/ColorPicker.xml:99 msgid "The icon for the \"Add Preset\" button." msgstr "Das Symbol für die Schaltfläche \" Vorlage hinzufügen\"." #: doc/classes/ColorPicker.xml:102 msgid "Custom texture for the hue selection slider on the right." msgstr "" "Benutzerdefinierte Textur für den Schieberegler zur Farbauswahl auf der " "rechten Seite." #: doc/classes/ColorPicker.xml:107 msgid "" "The indicator used to signalize that the color value is outside the 0-1 " "range." msgstr "" "Der Indikator, der signalisiert, dass der Farbwert außerhalb des Bereichs " "0-1 liegt." #: doc/classes/ColorPicker.xml:112 msgid "The icon for the screen color picker button." msgstr "Das Symbol für die Schaltfläche des Bildschirmfarbwählers." #: doc/classes/ColorPickerButton.xml:4 msgid "Button that pops out a [ColorPicker]." msgstr "Schaltfläche, die einen [ColorPicker] erscheinen lässt." #: doc/classes/ColorPickerButton.xml:7 msgid "" "Encapsulates a [ColorPicker] making it accessible by pressing a button. " "Pressing the button will toggle the [ColorPicker] visibility.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node.\n" "[b]Note:[/b] By default, the button may not be wide enough for the color " "preview swatch to be visible. Make sure to set [member Control." "rect_min_size] to a big enough value to give the button enough space." msgstr "" "Verkapselt einen [ColorPicker] und macht ihn durch Drücken einer " "Schaltfläche zugänglich. Durch Drücken der Schaltfläche wird die " "Sichtbarkeit des [ColorPicker] umgeschaltet.\n" "Siehe auch [BaseButton], das allgemeine Eigenschaften und Methoden im " "Zusammenhang mit diesem Node enthält.\n" "[b]Hinweis:[/b] Standardmäßig ist die Schaltfläche möglicherweise nicht " "breit genug, damit das Farbvorschaumuster sichtbar ist. Achte darauf, " "[member Control.rect_min_size] auf einen ausreichend großen Wert zu setzen, " "damit die Schaltfläche genügend Platz hat." #: doc/classes/ColorPickerButton.xml:19 msgid "" "Returns the [ColorPicker] that this node toggles.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Gibt den [ColorPicker] aus, den dieser Node umschaltet.\n" "[b]Warnung:[/b] Dies ist ein erforderlicher interner Node, sein Entfernen " "und Freigeben kann zu einem Absturz führen. Wenn Sie ihn oder eines seiner " "Kinder ausblenden möchten, verwenden Sie deren Eigenschaft [member " "CanvasItem.visible]." #: doc/classes/ColorPickerButton.xml:26 msgid "" "Returns the control's [PopupPanel] which allows you to connect to popup " "signals. This allows you to handle events when the ColorPicker is shown or " "hidden.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Gibt das [PopupPanel] des Steuerelements aus, mit dem Sie eine Verbindung zu " "Popup-Signalen herstellen können. So können Sie Ereignisse handhaben, wenn " "der Farbwähler angezeigt oder ausgeblendet wird.\n" "[b]Warnung:[/b] Dies ist ein erforderlicher interner Node, sein Entfernen " "und Freigeben kann zu einem Absturz führen. Wenn Sie ihn oder eines seiner " "Kinder ausblenden möchten, verwenden Sie deren Eigenschaft [member " "CanvasItem.visible]." #: doc/classes/ColorPickerButton.xml:36 msgid "" "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will " "be visible." msgstr "" "Wenn [code]true[/code], wird der Alphakanal im angezeigten [ColorPicker] " "sichtbar sein." #: doc/classes/ColorPickerButton.xml:44 msgid "Emitted when the color changes." msgstr "Wird ausgegeben, wenn sich die Farbe ändert." #: doc/classes/ColorPickerButton.xml:49 msgid "" "Emitted when the [ColorPicker] is created (the button is pressed for the " "first time)." msgstr "" "Wird ausgegeben, wenn der [ColorPicker] erstellt wird (wenn die Schaltfläche " "zum ersten Mal gedrückt wird)." #: doc/classes/ColorPickerButton.xml:54 msgid "Emitted when the [ColorPicker] is closed." msgstr "Wird ausgegeben, wenn der [ColorPicker] geschlossen wird." #: doc/classes/ColorPickerButton.xml:62 msgid "Default text [Color] of the [ColorPickerButton]." msgstr "" #: doc/classes/ColorPickerButton.xml:65 msgid "Text [Color] used when the [ColorPickerButton] is disabled." msgstr "" #: doc/classes/ColorPickerButton.xml:68 msgid "" "Text [Color] used when the [ColorPickerButton] is focused. Only replaces the " "normal text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/ColorPickerButton.xml:71 msgid "Text [Color] used when the [ColorPickerButton] is being hovered." msgstr "" #: doc/classes/ColorPickerButton.xml:74 msgid "Text [Color] used when the [ColorPickerButton] is being pressed." msgstr "" #: doc/classes/ColorPickerButton.xml:77 msgid "The horizontal space between [ColorPickerButton]'s icon and text." msgstr "" #: doc/classes/ColorPickerButton.xml:80 msgid "[Font] of the [ColorPickerButton]'s text." msgstr "" #: doc/classes/ColorPickerButton.xml:83 msgid "The background of the color preview rect on the button." msgstr "" #: doc/classes/ColorPickerButton.xml:86 msgid "[StyleBox] used when the [ColorPickerButton] is disabled." msgstr "" #: doc/classes/ColorPickerButton.xml:89 msgid "" "[StyleBox] used when the [ColorPickerButton] is focused. It is displayed " "over the current [StyleBox], so using [StyleBoxEmpty] will just disable the " "focus visual effect." msgstr "" #: doc/classes/ColorPickerButton.xml:92 msgid "[StyleBox] used when the [ColorPickerButton] is being hovered." msgstr "" #: doc/classes/ColorPickerButton.xml:95 msgid "Default [StyleBox] for the [ColorPickerButton]." msgstr "" #: doc/classes/ColorPickerButton.xml:98 msgid "[StyleBox] used when the [ColorPickerButton] is being pressed." msgstr "" #: doc/classes/ColorRect.xml:4 msgid "Colored rectangle." msgstr "" #: doc/classes/ColorRect.xml:7 msgid "" "Displays a rectangle filled with a solid [member color]. If you need to " "display the border alone, consider using [ReferenceRect] instead." msgstr "" #: doc/classes/ColorRect.xml:16 msgid "" "The fill color.\n" "[codeblock]\n" "$ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red.\n" "[/codeblock]" msgstr "" #: doc/classes/ConcavePolygonShape.xml:4 msgid "Concave polygon shape." msgstr "" #: doc/classes/ConcavePolygonShape.xml:7 msgid "" "Concave polygon shape resource, which can be set into a [PhysicsBody] or " "area. This shape is created by feeding a list of triangles.\n" "[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to " "work with static [PhysicsBody] nodes like [StaticBody] and will not work " "with [KinematicBody] or [RigidBody] with a mode other than Static." msgstr "" #: doc/classes/ConcavePolygonShape.xml:17 msgid "Returns the faces (an array of triangles)." msgstr "" #: doc/classes/ConcavePolygonShape.xml:24 msgid "Sets the faces (an array of triangles)." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml:4 msgid "Concave polygon 2D shape resource for physics." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml:7 msgid "" "Concave polygon 2D shape resource for physics. It is made out of segments " "and is optimal for complex polygonal concave collisions. However, it is not " "advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex " "decomposition mode (solids) or several convex objects are advised for that " "instead. Otherwise, a concave polygon 2D shape is better for static " "collisions.\n" "The main difference between a [ConvexPolygonShape2D] and a " "[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and " "uses a more complex method of collision detection, and a convex one forces " "itself to be convex in order to speed up collision detection." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml:16 msgid "" "The array of points that make up the [ConcavePolygonShape2D]'s line segments." msgstr "" #: doc/classes/ConeTwistJoint.xml:4 msgid "A twist joint between two 3D PhysicsBodies." msgstr "" #: doc/classes/ConeTwistJoint.xml:7 msgid "" "The joint can rotate the bodies across an axis defined by the local x-axes " "of the [Joint].\n" "The twist axis is initiated as the X axis of the [Joint].\n" "Once the Bodies swing, the twist axis is calculated as the middle of the x-" "axes of the Joint in the local space of the two Bodies. See also " "[Generic6DOFJoint]." msgstr "" #: doc/classes/ConeTwistJoint.xml:30 doc/classes/ConeTwistJoint.xml:62 #: doc/classes/PhysicsServer.xml:1076 msgid "" "The speed with which the swing or twist will take place.\n" "The higher, the faster." msgstr "" #: doc/classes/ConeTwistJoint.xml:34 doc/classes/ConeTwistJoint.xml:69 #: doc/classes/PhysicsServer.xml:1083 msgid "" "Defines, how fast the swing- and twist-speed-difference on both sides gets " "synced." msgstr "" #: doc/classes/ConeTwistJoint.xml:37 doc/classes/ConeTwistJoint.xml:66 msgid "" "The ease with which the joint starts to twist. If it's too low, it takes " "more force to start twisting the joint." msgstr "" #: doc/classes/ConeTwistJoint.xml:40 doc/classes/ConeTwistJoint.xml:52 #: doc/classes/PhysicsServer.xml:1066 msgid "" "Swing is rotation from side to side, around the axis perpendicular to the " "twist axis.\n" "The swing span defines, how much rotation will not get corrected along the " "swing axis.\n" "Could be defined as looseness in the [ConeTwistJoint].\n" "If below 0.05, this behavior is locked." msgstr "" #: doc/classes/ConeTwistJoint.xml:46 doc/classes/ConeTwistJoint.xml:58 #: doc/classes/PhysicsServer.xml:1072 msgid "" "Twist is the rotation around the twist axis, this value defined how far the " "joint can twist.\n" "Twist is locked if below 0.05." msgstr "" #: doc/classes/ConeTwistJoint.xml:72 doc/classes/Generic6DOFJoint.xml:384 #: doc/classes/HingeJoint.xml:99 doc/classes/Light.xml:124 #: doc/classes/SliderJoint.xml:165 msgid "Represents the size of the [enum Param] enum." msgstr "" #: doc/classes/ConfigFile.xml:4 msgid "Helper class to handle INI-style files." msgstr "" #: doc/classes/ConfigFile.xml:7 msgid "" "This helper class can be used to store [Variant] values on the filesystem " "using INI-style formatting. The stored values are identified by a section " "and a key:\n" "[codeblock]\n" "[section]\n" "some_key=42\n" "string_example=\"Hello World!\"\n" "a_vector=Vector3( 1, 0, 2 )\n" "[/codeblock]\n" "The stored data can be saved to or parsed from a file, though ConfigFile " "objects can also be used directly without accessing the filesystem.\n" "The following example shows how to create a simple [ConfigFile] and save it " "on disk:\n" "[codeblock]\n" "# Create new ConfigFile object.\n" "var config = ConfigFile.new()\n" "\n" "# Store some values.\n" "config.set_value(\"Player1\", \"player_name\", \"Steve\")\n" "config.set_value(\"Player1\", \"best_score\", 10)\n" "config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n" "config.set_value(\"Player2\", \"best_score\", 9001)\n" "\n" "# Save it to a file (overwrite if already exists).\n" "config.save(\"user://scores.cfg\")\n" "[/codeblock]\n" "This example shows how the above file could be loaded:\n" "[codeblock]\n" "var score_data = {}\n" "var config = ConfigFile.new()\n" "\n" "# Load data from a file.\n" "var err = config.load(\"user://scores.cfg\")\n" "\n" "# If the file didn't load, ignore it.\n" "if err != OK:\n" " return\n" "\n" "# Iterate over all sections.\n" "for player in config.get_sections():\n" " # Fetch the data for each section.\n" " var player_name = config.get_value(player, \"player_name\")\n" " var player_score = config.get_value(player, \"best_score\")\n" " score_data[player_name] = player_score\n" "[/codeblock]\n" "Any operation that mutates the ConfigFile such as [method set_value], " "[method clear], or [method erase_section], only changes what is loaded in " "memory. If you want to write the change to a file, you have to save the " "changes with [method save], [method save_encrypted], or [method " "save_encrypted_pass].\n" "Keep in mind that section and property names can't contain spaces. Anything " "after a space will be ignored on save and on load.\n" "ConfigFiles can also contain manually written comment lines starting with a " "semicolon ([code];[/code]). Those lines will be ignored when parsing the " "file. Note that comments will be lost when saving the ConfigFile. This can " "still be useful for dedicated server configuration files, which are " "typically never overwritten without explicit user action.\n" "[b]Note:[/b] The file extension given to a ConfigFile does not have any " "impact on its formatting or behavior. By convention, the [code].cfg[/code] " "extension is used here, but any other extension such as [code].ini[/code] is " "also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are " "standardized, Godot's ConfigFile formatting may differ from files written by " "other programs." msgstr "" #: doc/classes/ConfigFile.xml:59 msgid "Removes the entire contents of the config." msgstr "" #: doc/classes/ConfigFile.xml:66 msgid "" "Deletes the specified section along with all the key-value pairs inside. " "Raises an error if the section does not exist." msgstr "" #: doc/classes/ConfigFile.xml:74 msgid "" "Deletes the specified key in a section. Raises an error if either the " "section or the key do not exist." msgstr "" #: doc/classes/ConfigFile.xml:81 msgid "" "Returns an array of all defined key identifiers in the specified section. " "Raises an error and returns an empty array if the section does not exist." msgstr "" #: doc/classes/ConfigFile.xml:87 msgid "Returns an array of all defined section identifiers." msgstr "" #: doc/classes/ConfigFile.xml:96 msgid "" "Returns the current value for the specified section and key. If either the " "section or the key do not exist, the method returns the fallback " "[code]default[/code] value. If [code]default[/code] is not specified or set " "to [code]null[/code], an error is also raised." msgstr "" #: doc/classes/ConfigFile.xml:103 msgid "Returns [code]true[/code] if the specified section exists." msgstr "" #: doc/classes/ConfigFile.xml:111 msgid "Returns [code]true[/code] if the specified section-key pair exists." msgstr "" #: doc/classes/ConfigFile.xml:118 msgid "" "Loads the config file specified as a parameter. The file's contents are " "parsed and loaded in the [ConfigFile] object which the method was called " "on.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/ConfigFile.xml:127 msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[code]key[/code] to decrypt it. The file's contents are parsed and loaded in " "the [ConfigFile] object which the method was called on.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/ConfigFile.xml:136 msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[code]password[/code] to decrypt it. The file's contents are parsed and " "loaded in the [ConfigFile] object which the method was called on.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/ConfigFile.xml:144 msgid "" "Parses the passed string as the contents of a config file. The string is " "parsed and loaded in the ConfigFile object which the method was called on.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/ConfigFile.xml:152 msgid "" "Saves the contents of the [ConfigFile] object to the file specified as a " "parameter. The output file uses an INI-style structure.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/ConfigFile.xml:161 msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [code]key[/code] to encrypt it. " "The output file uses an INI-style structure.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/ConfigFile.xml:170 msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [code]password[/code] to " "encrypt it. The output file uses an INI-style structure.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/ConfigFile.xml:180 msgid "" "Assigns a value to the specified key of the specified section. If either the " "section or the key do not exist, they are created. Passing a [code]null[/" "code] value deletes the specified key if it exists, and deletes the section " "if it ends up empty once the key has been removed." msgstr "" #: doc/classes/ConfirmationDialog.xml:4 msgid "Dialog for confirmation of actions." msgstr "" #: doc/classes/ConfirmationDialog.xml:7 msgid "" "Dialog for confirmation of actions. This dialog inherits from " "[AcceptDialog], but has by default an OK and Cancel button (in host OS " "order).\n" "To get cancel action, you can use:\n" "[codeblock]\n" "get_cancel().connect(\"pressed\", self, \"cancelled\")\n" "[/codeblock]." msgstr "" #: doc/classes/ConfirmationDialog.xml:19 msgid "" "Returns the cancel button.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/Container.xml:4 msgid "Base node for containers." msgstr "" #: doc/classes/Container.xml:7 msgid "" "Base node for containers. A [Container] contains other controls and " "automatically arranges them in a certain way.\n" "A Control can inherit this to create custom container classes." msgstr "" #: doc/classes/Container.xml:18 msgid "" "Fit a child control in a given rect. This is mainly a helper for creating " "custom container classes." msgstr "" #: doc/classes/Container.xml:24 msgid "" "Queue resort of the contained children. This is called automatically anyway, " "but can be called upon request." msgstr "" #: doc/classes/Container.xml:31 msgid "Emitted when sorting the children is needed." msgstr "" #: doc/classes/Container.xml:37 msgid "" "Notification for when sorting the children, it must be obeyed immediately." msgstr "" #: doc/classes/Control.xml:4 msgid "" "All user interface nodes inherit from Control. A control's anchors and " "margins adapt its position and size relative to its parent." msgstr "" #: doc/classes/Control.xml:7 msgid "" "Base class for all UI-related nodes. [Control] features a bounding rectangle " "that defines its extents, an anchor position relative to its parent control " "or the current viewport, and margins that represent an offset to the anchor. " "The margins update automatically when the node, any of its parents, or the " "screen size change.\n" "For more information on Godot's UI system, anchors, margins, and containers, " "see the related tutorials in the manual. To build flexible UIs, you'll need " "a mix of UI elements that inherit from [Control] and [Container] nodes.\n" "[b]User Interface nodes and input[/b]\n" "Godot sends input events to the scene's root node first, by calling [method " "Node._input]. [method Node._input] forwards the event down the node tree to " "the nodes under the mouse cursor, or on keyboard focus. To do so, it calls " "[method MainLoop._input_event]. Call [method accept_event] so no other node " "receives the event. Once you accept an input, it becomes handled so [method " "Node._unhandled_input] will not process it.\n" "Only one [Control] node can be in keyboard focus. Only the node in focus " "will receive keyboard events. To get the focus, call [method grab_focus]. " "[Control] nodes lose focus when another node grabs it, or if you hide the " "node in focus.\n" "Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a " "[Control] node to ignore mouse or touch events. You'll need it if you place " "an icon on top of a button.\n" "[Theme] resources change the Control's appearance. If you change the [Theme] " "on a [Control] node, it affects all of its children. To override some of the " "theme's parameters, call one of the [code]add_*_override[/code] methods, " "like [method add_font_override]. You can override the theme with the " "inspector.\n" "[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you " "can't access their values using [method Object.get] and [method Object.set]. " "Instead, use [method get_color], [method get_constant], [method get_font], " "[method get_icon], [method get_stylebox], and the [code]add_*_override[/" "code] methods provided by this class." msgstr "" #: doc/classes/Control.xml:17 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/ui/index.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/gui/index.html" #: doc/classes/Control.xml:19 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/ui/control_node_gallery.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/gui/index.html" #: doc/classes/Control.xml:20 #, fuzzy msgid "https://github.com/godotengine/godot-demo-projects/tree/master/gui" msgstr "" "https://github.com/godotengine/godot-demo-projects/tree/master/audio/" "generator" #: doc/classes/Control.xml:26 msgid "" "Virtual method to be implemented by the user. Returns whether [method " "_gui_input] should not be called for children controls outside this " "control's rectangle. Input will be clipped to the Rect of this [Control]. " "Similar to [member rect_clip_content], but doesn't affect visibility.\n" "If not overridden, defaults to [code]false[/code]." msgstr "" #: doc/classes/Control.xml:33 msgid "" "Virtual method to be implemented by the user. Returns the minimum size for " "this control. Alternative to [member rect_min_size] for controlling minimum " "size via code. The actual minimum size will be the max value of these two " "(in each axis separately).\n" "If not overridden, defaults to [constant Vector2.ZERO]." msgstr "" #: doc/classes/Control.xml:41 msgid "" "Virtual method to be implemented by the user. Use this method to process and " "accept inputs on UI elements. See [method accept_event].\n" "Example: clicking a control.\n" "[codeblock]\n" "func _gui_input(event):\n" " if event is InputEventMouseButton:\n" " if event.button_index == BUTTON_LEFT and event.pressed:\n" " print(\"I've been clicked D:\")\n" "[/codeblock]\n" "The event won't trigger if:\n" "* clicking outside the control (see [method has_point]);\n" "* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" "* control is obstructed by another [Control] on top of it, which doesn't " "have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" "* control's parent has [member mouse_filter] set to [constant " "MOUSE_FILTER_STOP] or has accepted the event;\n" "* it happens outside the parent's rectangle and the parent has either " "[member rect_clip_content] or [method _clips_input] enabled.\n" "[b]Note:[/b] Event position is relative to the control origin." msgstr "" #: doc/classes/Control.xml:62 msgid "" "Virtual method to be implemented by the user. Returns a [Control] node that " "should be used as a tooltip instead of the default one. The [code]for_text[/" "code] includes the contents of the [member hint_tooltip] property.\n" "The returned node must be of type [Control] or Control-derived. It can have " "child nodes of any type. It is freed when the tooltip disappears, so make " "sure you always provide a new instance (if you want to use a pre-existing " "node from your scene tree, you can duplicate it and pass the duplicated " "instance). When [code]null[/code] or a non-Control node is returned, the " "default tooltip will be used instead.\n" "The returned node will be added as child to a [PopupPanel], so you should " "only provide the contents of that panel. That [PopupPanel] can be themed " "using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] " "(see [member hint_tooltip] for an example).\n" "[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure " "it's fully visible, you might want to set its [member rect_min_size] to some " "non-zero value.\n" "Example of usage with a custom-constructed node:\n" "[codeblock]\n" "func _make_custom_tooltip(for_text):\n" " var label = Label.new()\n" " label.text = for_text\n" " return label\n" "[/codeblock]\n" "Example of usage with a custom scene instance:\n" "[codeblock]\n" "func _make_custom_tooltip(for_text):\n" " var tooltip = preload(\"res://SomeTooltipScene.tscn\").instance()\n" " tooltip.get_node(\"Label\").text = for_text\n" " return tooltip\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml:85 msgid "" "Marks an input event as handled. Once you accept an input event, it stops " "propagating, even to nodes listening to [method Node._unhandled_input] or " "[method Node._unhandled_key_input]." msgstr "" #: doc/classes/Control.xml:93 msgid "" "Creates a local override for a theme [Color] with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " "the control. An override cannot be removed, but it can be overridden with " "the corresponding default value.\n" "See also [method get_color].\n" "[b]Example of overriding a label's color and resetting it later:[/b]\n" "[codeblock]\n" "# Given the child Label node \"MyLabel\", override its font color with a " "custom value.\n" "$MyLabel.add_color_override(\"font_color\", Color(1, 0.5, 0))\n" "# Reset the font color of the child label.\n" "$MyLabel.add_color_override(\"font_color\", get_color(\"font_color\", \"Label" "\"))\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml:109 msgid "" "Creates a local override for a theme constant with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " "the control. An override cannot be removed, but it can be overridden with " "the corresponding default value.\n" "See also [method get_constant]." msgstr "" #: doc/classes/Control.xml:118 msgid "" "Creates a local override for a theme [Font] with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " "the control. An override can be removed by assigning it a [code]null[/code] " "value.\n" "See also [method get_font]." msgstr "" #: doc/classes/Control.xml:127 msgid "" "Creates a local override for a theme icon with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " "the control. An override can be removed by assigning it a [code]null[/code] " "value.\n" "See also [method get_icon]." msgstr "" #: doc/classes/Control.xml:136 msgid "" "Creates a local override for a theme shader with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " "the control. An override can be removed by assigning it a [code]null[/code] " "value." msgstr "" #: doc/classes/Control.xml:144 msgid "" "Creates a local override for a theme [StyleBox] with the specified " "[code]name[/code]. Local overrides always take precedence when fetching " "theme items for the control. An override can be removed by assigning it a " "[code]null[/code] value.\n" "See also [method get_stylebox].\n" "[b]Example of modifying a property in a StyleBox by duplicating it:[/b]\n" "[codeblock]\n" "# The snippet below assumes the child node MyButton has a StyleBoxFlat " "assigned.\n" "# Resources are shared across instances, so we need to duplicate it\n" "# to avoid modifying the appearance of all other buttons.\n" "var new_stylebox_normal = $MyButton.get_stylebox(\"normal\").duplicate()\n" "new_stylebox_normal.border_width_top = 3\n" "new_stylebox_normal.border_color = Color(0, 1, 0.5)\n" "$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n" "# Remove the stylebox override.\n" "$MyButton.add_stylebox_override(\"normal\", null)\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml:165 msgid "" "Godot calls this method to test if [code]data[/code] from a control's " "[method get_drag_data] can be dropped at [code]position[/code]. " "[code]position[/code] is local to this control.\n" "This method should only be used to test the data. Process the data in " "[method drop_data].\n" "[codeblock]\n" "func can_drop_data(position, data):\n" " # Check position if it is relevant to you\n" " # Otherwise, just check data\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml:180 msgid "" "Godot calls this method to pass you the [code]data[/code] from a control's " "[method get_drag_data] result. Godot first calls [method can_drop_data] to " "test if [code]data[/code] is allowed to drop at [code]position[/code] where " "[code]position[/code] is local to this control.\n" "[codeblock]\n" "func can_drop_data(position, data):\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" "\n" "func drop_data(position, data):\n" " color = data[\"color\"]\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml:193 msgid "" "Finds the next (below in the tree) [Control] that can receive the focus." msgstr "" #: doc/classes/Control.xml:199 msgid "" "Finds the previous (above in the tree) [Control] that can receive the focus." msgstr "" #: doc/classes/Control.xml:207 msgid "" "Forces drag and bypasses [method get_drag_data] and [method " "set_drag_preview] by passing [code]data[/code] and [code]preview[/code]. " "Drag will start even if the mouse is neither over nor pressed on this " "control.\n" "The methods [method can_drop_data] and [method drop_data] must be " "implemented on controls that want to receive drop data." msgstr "" #: doc/classes/Control.xml:215 msgid "" "Returns the anchor identified by [code]margin[/code] constant from [enum " "Margin] enum. A getter method for [member anchor_bottom], [member " "anchor_left], [member anchor_right] and [member anchor_top]." msgstr "" #: doc/classes/Control.xml:221 msgid "" "Returns [member margin_left] and [member margin_top]. See also [member " "rect_position]." msgstr "" #: doc/classes/Control.xml:229 msgid "" "Returns a [Color] from the first matching [Theme] in the tree if that " "[Theme] has a color item with the specified [code]name[/code] and " "[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class " "name of the current control is used as the type. If the type is a class name " "its parent classes are also checked, in order of inheritance.\n" "For the current control its local overrides are considered first (see " "[method add_color_override]), then its assigned [member theme]. After the " "current control, each parent control and its assigned [member theme] are " "considered; controls without a [member theme] assigned are skipped. If no " "matching [Theme] is found in the tree, a custom project [Theme] (see [member " "ProjectSettings.gui/theme/custom]) and the default [Theme] are used.\n" "[codeblock]\n" "func _ready():\n" " # Get the font color defined for the current Control's class, if it " "exists.\n" " modulate = get_color(\"font_color\")\n" " # Get the font color defined for the Button class.\n" " modulate = get_color(\"font_color\", \"Button\")\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml:243 msgid "" "Returns combined minimum size from [member rect_min_size] and [method " "get_minimum_size]." msgstr "" #: doc/classes/Control.xml:251 msgid "" "Returns a constant from the first matching [Theme] in the tree if that " "[Theme] has a constant item with the specified [code]name[/code] and " "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml:259 msgid "" "Returns the mouse cursor shape the control displays on mouse hover. See " "[enum CursorShape]." msgstr "" #: doc/classes/Control.xml:266 msgid "" "Godot calls this method to get data that can be dragged and dropped onto " "controls that expect drop data. Returns [code]null[/code] if there is no " "data to drag. Controls that want to receive drop data should implement " "[method can_drop_data] and [method drop_data]. [code]position[/code] is " "local to this control. Drag may be forced with [method force_drag].\n" "A preview that will follow the mouse that should represent the data can be " "set with [method set_drag_preview]. A good time to set the preview is in " "this method.\n" "[codeblock]\n" "func get_drag_data(position):\n" " var mydata = make_data()\n" " set_drag_preview(make_preview(mydata))\n" " return mydata\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml:279 msgid "Returns [member margin_right] and [member margin_bottom]." msgstr "" #: doc/classes/Control.xml:286 msgid "" "Returns the focus neighbour identified by [code]margin[/code] constant from " "[enum Margin] enum. A getter method for [member focus_neighbour_bottom], " "[member focus_neighbour_left], [member focus_neighbour_right] and [member " "focus_neighbour_top]." msgstr "" #: doc/classes/Control.xml:292 msgid "" "Returns the control that has the keyboard focus or [code]null[/code] if none." msgstr "" #: doc/classes/Control.xml:300 msgid "" "Returns a [Font] from the first matching [Theme] in the tree if that [Theme] " "has a font item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml:307 msgid "" "Returns the position and size of the control relative to the top-left corner " "of the screen. See [member rect_position] and [member rect_size]." msgstr "" "Gibt die Position und Größe des Control zurück. Die Werte sind relativ zur " "oberen linken Ecke des Bildschirms. Siehe [member rect_position] und [member " "rect_size]." #: doc/classes/Control.xml:315 msgid "" "Returns an icon from the first matching [Theme] in the tree if that [Theme] " "has an icon item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml:323 msgid "" "Returns the anchor identified by [code]margin[/code] constant from [enum " "Margin] enum. A getter method for [member margin_bottom], [member " "margin_left], [member margin_right] and [member margin_top]." msgstr "" #: doc/classes/Control.xml:329 msgid "Returns the minimum size for this control. See [member rect_min_size]." msgstr "" "Gibt die minimale Größe dieses Controls zurück. Siehe [member rect_min_size]." #: doc/classes/Control.xml:335 msgid "Returns the width/height occupied in the parent control." msgstr "" #: doc/classes/Control.xml:341 msgid "Returns the parent control node." msgstr "Gibt das übergeordnete Control Node zurück." #: doc/classes/Control.xml:347 msgid "" "Returns the position and size of the control relative to the top-left corner " "of the parent Control. See [member rect_position] and [member rect_size]." msgstr "" #: doc/classes/Control.xml:353 msgid "Returns the rotation (in radians)." msgstr "Gibt die Rotation in Radians zurück." #: doc/classes/Control.xml:361 msgid "" "Returns a [StyleBox] from the first matching [Theme] in the tree if that " "[Theme] has a stylebox item with the specified [code]name[/code] and " "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml:368 msgid "" "Returns the default font from the first matching [Theme] in the tree if that " "[Theme] has a valid [member Theme.default_font] value.\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml:376 msgid "" "Returns the tooltip, which will appear when the cursor is resting over this " "control. See [member hint_tooltip]." msgstr "" #: doc/classes/Control.xml:382 msgid "" "Creates an [InputEventMouseButton] that attempts to click the control. If " "the event is received, the control acquires focus.\n" "[codeblock]\n" "func _process(delta):\n" " grab_click_focus() #when clicking another Control node, this node will " "be clicked instead\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml:392 msgid "" "Steal the focus from another control and become the focused control (see " "[member focus_mode])." msgstr "" #: doc/classes/Control.xml:400 msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has a color item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml:408 #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme [Color] " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_color_override]." msgstr "" "Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/" "code]angegeben ist, existiert, ansonsten [code]false[/code]." #: doc/classes/Control.xml:417 msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has a constant item with the specified [code]name[/code] and " "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml:425 #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme constant " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_constant_override]." msgstr "" "Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/" "code]angegeben ist, existiert, ansonsten [code]false[/code]." #: doc/classes/Control.xml:432 msgid "" "Returns [code]true[/code] if this is the current focused control. See " "[member focus_mode]." msgstr "" #: doc/classes/Control.xml:440 #, fuzzy msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has a font item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" "Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/" "code]angegeben ist, existiert, ansonsten [code]false[/code]." #: doc/classes/Control.xml:448 #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme [Font] " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_font_override]." msgstr "" "Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/" "code]angegeben ist, existiert, ansonsten [code]false[/code]." #: doc/classes/Control.xml:457 #, fuzzy msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has an icon item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" "Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/" "code]angegeben ist, existiert, ansonsten [code]false[/code]." #: doc/classes/Control.xml:465 #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme icon with " "the specified [code]name[/code] in this [Control] node.\n" "See [method add_icon_override]." msgstr "" "Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/" "code]angegeben ist, existiert, ansonsten [code]false[/code]." #: doc/classes/Control.xml:473 msgid "" "Virtual method to be implemented by the user. Returns whether the given " "[code]point[/code] is inside this control.\n" "If not overridden, default behavior is checking if the point is within " "control's Rect.\n" "[b]Note:[/b] If you want to check if a point is inside the control, you can " "use [code]get_rect().has_point(point)[/code]." msgstr "" #: doc/classes/Control.xml:482 #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme shader " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_shader_override]." msgstr "" "Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/" "code]angegeben ist, existiert, ansonsten [code]false[/code]." #: doc/classes/Control.xml:491 msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has a stylebox item with the specified [code]name[/code] and " "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml:499 #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme " "[StyleBox] with the specified [code]name[/code] in this [Control] node.\n" "See [method add_stylebox_override]." msgstr "" "Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/" "code]angegeben ist, existiert, ansonsten [code]false[/code]." #: doc/classes/Control.xml:506 msgid "" "Invalidates the size cache in this node and in parent nodes up to toplevel. " "Intended to be used with [method get_minimum_size] when the return value is " "changed. Setting [member rect_min_size] directly calls this method " "automatically." msgstr "" #: doc/classes/Control.xml:512 msgid "" "Give up the focus. No other control will be able to receive keyboard input." msgstr "" #: doc/classes/Control.xml:522 msgid "" "Sets the anchor identified by [code]margin[/code] constant from [enum " "Margin] enum to value [code]anchor[/code]. A setter method for [member " "anchor_bottom], [member anchor_left], [member anchor_right] and [member " "anchor_top].\n" "If [code]keep_margin[/code] is [code]true[/code], margins aren't updated " "after this operation.\n" "If [code]push_opposite_anchor[/code] is [code]true[/code] and the opposite " "anchor overlaps this anchor, the opposite one will have its value " "overridden. For example, when setting left anchor to 1 and the right anchor " "has value of 0.5, the right anchor will also get value of 1. If " "[code]push_opposite_anchor[/code] was [code]false[/code], the left anchor " "would get value 0.5." msgstr "" #: doc/classes/Control.xml:534 msgid "" "Works the same as [method set_anchor], but instead of [code]keep_margin[/" "code] argument and automatic update of margin, it allows to set the margin " "offset yourself (see [method set_margin])." msgstr "" #: doc/classes/Control.xml:543 msgid "" "Sets both anchor preset and margin preset. See [method set_anchors_preset] " "and [method set_margins_preset]." msgstr "" #: doc/classes/Control.xml:551 msgid "" "Sets the anchors to a [code]preset[/code] from [enum Control.LayoutPreset] " "enum. This is the code equivalent to using the Layout menu in the 2D " "editor.\n" "If [code]keep_margins[/code] is [code]true[/code], control's position will " "also be updated." msgstr "" #: doc/classes/Control.xml:559 msgid "" "Sets [member margin_left] and [member margin_top] at the same time. " "Equivalent of changing [member rect_position]." msgstr "" #: doc/classes/Control.xml:566 msgid "" "Forwards the handling of this control's drag and drop to [code]target[/code] " "control.\n" "Forwarding can be implemented in the target control similar to the methods " "[method get_drag_data], [method can_drop_data], and [method drop_data] but " "with two differences:\n" "1. The function name must be suffixed with [b]_fw[/b]\n" "2. The function must take an extra argument that is the control doing the " "forwarding\n" "[codeblock]\n" "# ThisControl.gd\n" "extends Control\n" "func _ready():\n" " set_drag_forwarding(target_control)\n" "\n" "# TargetControl.gd\n" "extends Control\n" "func can_drop_data_fw(position, data, from_control):\n" " return true\n" "\n" "func drop_data_fw(position, data, from_control):\n" " my_handle_data(data)\n" "\n" "func get_drag_data_fw(position, from_control):\n" " set_drag_preview(my_preview)\n" " return my_data()\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml:594 msgid "" "Shows the given control at the mouse pointer. A good time to call this " "method is in [method get_drag_data]. The control must not be in the scene " "tree. You should not free the control, and you should not keep a reference " "to the control beyond the duration of the drag. It will be deleted " "automatically after the drag has ended.\n" "[codeblock]\n" "export (Color, RGBA) var color = Color(1, 0, 0, 1)\n" "\n" "func get_drag_data(position):\n" " # Use a control that is not in the tree\n" " var cpb = ColorPickerButton.new()\n" " cpb.color = color\n" " cpb.rect_size = Vector2(50, 50)\n" " set_drag_preview(cpb)\n" " return color\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml:612 msgid "Sets [member margin_right] and [member margin_bottom] at the same time." msgstr "" #: doc/classes/Control.xml:620 msgid "" "Sets the anchor identified by [code]margin[/code] constant from [enum " "Margin] enum to [Control] at [code]neighbor[/code] node path. A setter " "method for [member focus_neighbour_bottom], [member focus_neighbour_left], " "[member focus_neighbour_right] and [member focus_neighbour_top]." msgstr "" #: doc/classes/Control.xml:628 msgid "" "Sets the [member rect_global_position] to given [code]position[/code].\n" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" #: doc/classes/Control.xml:637 msgid "" "Sets the margin identified by [code]margin[/code] constant from [enum " "Margin] enum to given [code]offset[/code]. A setter method for [member " "margin_bottom], [member margin_left], [member margin_right] and [member " "margin_top]." msgstr "" #: doc/classes/Control.xml:646 msgid "" "Sets the margins to a [code]preset[/code] from [enum Control.LayoutPreset] " "enum. This is the code equivalent to using the Layout menu in the 2D " "editor.\n" "Use parameter [code]resize_mode[/code] with constants from [enum Control." "LayoutPresetMode] to better determine the resulting size of the [Control]. " "Constant size will be ignored if used with presets that change size, e.g. " "[code]PRESET_LEFT_WIDE[/code].\n" "Use parameter [code]margin[/code] to determine the gap between the [Control] " "and the edges." msgstr "" #: doc/classes/Control.xml:656 msgid "" "Sets the [member rect_position] to given [code]position[/code].\n" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" #: doc/classes/Control.xml:664 msgid "Sets the rotation (in radians)." msgstr "" #: doc/classes/Control.xml:672 msgid "" "Sets the size (see [member rect_size]).\n" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" #: doc/classes/Control.xml:680 msgid "" "Displays a control as modal. Control must be a subwindow. Modal controls " "capture the input signals until closed or the area outside them is accessed. " "When a modal control loses focus, or the ESC key is pressed, they " "automatically hide. Modal controls are used extensively for popup dialogs " "and menus.\n" "If [code]exclusive[/code] is [code]true[/code], other controls will not " "receive input and clicking outside this control will not close it." msgstr "" #: doc/classes/Control.xml:688 msgid "" "Moves the mouse cursor to [code]to_position[/code], relative to [member " "rect_position] of this [Control]." msgstr "" #: doc/classes/Control.xml:694 msgid "" "Anchors the bottom edge of the node to the origin, the center, or the end of " "its parent control. It changes how the bottom margin updates when the node " "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" #: doc/classes/Control.xml:697 msgid "" "Anchors the left edge of the node to the origin, the center or the end of " "its parent control. It changes how the left margin updates when the node " "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" #: doc/classes/Control.xml:700 msgid "" "Anchors the right edge of the node to the origin, the center or the end of " "its parent control. It changes how the right margin updates when the node " "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" #: doc/classes/Control.xml:703 msgid "" "Anchors the top edge of the node to the origin, the center or the end of its " "parent control. It changes how the top margin updates when the node moves or " "changes size. You can use one of the [enum Anchor] constants for convenience." msgstr "" #: doc/classes/Control.xml:706 msgid "" "The focus access mode for the control (None, Click or All). Only one Control " "can be focused at the same time, and it will receive keyboard signals." msgstr "" #: doc/classes/Control.xml:709 msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "the down arrow on the keyboard or down on a gamepad by default. You can " "change the key by editing the [code]ui_down[/code] input action. The node " "must be a [Control]. If this property is not set, Godot will give focus to " "the closest [Control] to the bottom of this one." msgstr "" #: doc/classes/Control.xml:712 msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "the left arrow on the keyboard or left on a gamepad by default. You can " "change the key by editing the [code]ui_left[/code] input action. The node " "must be a [Control]. If this property is not set, Godot will give focus to " "the closest [Control] to the left of this one." msgstr "" #: doc/classes/Control.xml:715 msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "the right arrow on the keyboard or right on a gamepad by default. You can " "change the key by editing the [code]ui_right[/code] input action. The node " "must be a [Control]. If this property is not set, Godot will give focus to " "the closest [Control] to the bottom of this one." msgstr "" #: doc/classes/Control.xml:718 msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "the top arrow on the keyboard or top on a gamepad by default. You can change " "the key by editing the [code]ui_top[/code] input action. The node must be a " "[Control]. If this property is not set, Godot will give focus to the closest " "[Control] to the bottom of this one." msgstr "" #: doc/classes/Control.xml:721 msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "Tab on a keyboard by default. You can change the key by editing the " "[code]ui_focus_next[/code] input action.\n" "If this property is not set, Godot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" #: doc/classes/Control.xml:725 msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "Shift+Tab on a keyboard by default. You can change the key by editing the " "[code]ui_focus_prev[/code] input action.\n" "If this property is not set, Godot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" #: doc/classes/Control.xml:729 msgid "" "Controls the direction on the horizontal axis in which the control should " "grow if its horizontal minimum size is changed to be greater than its " "current size, as the control always has to be at least the minimum size." msgstr "" #: doc/classes/Control.xml:732 msgid "" "Controls the direction on the vertical axis in which the control should grow " "if its vertical minimum size is changed to be greater than its current size, " "as the control always has to be at least the minimum size." msgstr "" #: doc/classes/Control.xml:735 msgid "" "Changes the tooltip text. The tooltip appears when the user's mouse cursor " "stays idle over this control for a few moments, provided that the [member " "mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You can change " "the time required for the tooltip to appear with [code]gui/timers/" "tooltip_delay_sec[/code] option in Project Settings.\n" "The tooltip popup will use either a default implementation, or a custom one " "that you can provide by overriding [method _make_custom_tooltip]. The " "default tooltip includes a [PopupPanel] and [Label] whose theme properties " "can be customized using [Theme] methods with the [code]\"TooltipPanel\"[/" "code] and [code]\"TooltipLabel\"[/code] respectively. For example:\n" "[codeblock]\n" "var style_box = StyleBoxFlat.new()\n" "style_box.set_bg_color(Color(1, 1, 0))\n" "style_box.set_border_width_all(2)\n" "# We assume here that the `theme` property has been assigned a custom Theme " "beforehand.\n" "theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n" "theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml:747 msgid "" "Enables whether input should propagate when you close the control as modal.\n" "If [code]false[/code], stops event handling at the viewport input event " "handling. The viewport first hides the modal and after marks the input as " "handled." msgstr "" #: doc/classes/Control.xml:751 msgid "" "Distance between the node's bottom edge and its parent control, based on " "[member anchor_bottom].\n" "Margins are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" #: doc/classes/Control.xml:755 msgid "" "Distance between the node's left edge and its parent control, based on " "[member anchor_left].\n" "Margins are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" #: doc/classes/Control.xml:759 msgid "" "Distance between the node's right edge and its parent control, based on " "[member anchor_right].\n" "Margins are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" #: doc/classes/Control.xml:763 msgid "" "Distance between the node's top edge and its parent control, based on " "[member anchor_top].\n" "Margins are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" #: doc/classes/Control.xml:767 msgid "" "The default cursor shape for this control. Useful for Godot plugins and " "applications or games that use the system's mouse cursors.\n" "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the " "system." msgstr "" #: doc/classes/Control.xml:771 msgid "" "Controls whether the control will be able to receive mouse button input " "events through [method _gui_input] and how these events should be handled. " "Also controls whether the control can receive the [signal mouse_entered], " "and [signal mouse_exited] signals. See the constants to learn what each does." msgstr "" #: doc/classes/Control.xml:774 msgid "" "Enables whether rendering of [CanvasItem] based children should be clipped " "to this control's rectangle. If [code]true[/code], parts of a child which " "would be visibly outside of this control's rectangle will not be rendered." msgstr "" #: doc/classes/Control.xml:777 msgid "" "The node's global position, relative to the world (usually to the top-left " "corner of the window)." msgstr "" #: doc/classes/Control.xml:780 msgid "" "The minimum size of the node's bounding rectangle. If you set it to a value " "greater than (0, 0), the node's bounding rectangle will always have at least " "this size, even if its content is smaller. If it's set to (0, 0), the node " "sizes automatically to fit its content, be it a texture or child nodes." msgstr "" #: doc/classes/Control.xml:783 msgid "" "By default, the node's pivot is its top-left corner. When you change its " "[member rect_scale], it will scale around this pivot. Set this property to " "[member rect_size] / 2 to center the pivot in the node's rectangle." msgstr "" #: doc/classes/Control.xml:786 msgid "" "The node's position, relative to its parent. It corresponds to the " "rectangle's top-left corner. The property is not affected by [member " "rect_pivot_offset]." msgstr "" #: doc/classes/Control.xml:789 msgid "" "The node's rotation around its pivot, in degrees. See [member " "rect_pivot_offset] to change the pivot's position." msgstr "" #: doc/classes/Control.xml:792 msgid "" "The node's scale, relative to its [member rect_size]. Change this property " "to scale the node around its [member rect_pivot_offset]. The Control's " "[member hint_tooltip] will also scale according to this value.\n" "[b]Note:[/b] This property is mainly intended to be used for animation " "purposes. Text inside the Control will look pixelated or blurry when the " "Control is scaled. To support multiple resolutions in your project, use an " "appropriate viewport stretch mode as described in the [url=https://docs." "godotengine.org/en/3.4/tutorials/rendering/multiple_resolutions." "html]documentation[/url] instead of scaling Controls individually.\n" "[b]Note:[/b] If the Control node is a child of a [Container] node, the scale " "will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To " "set the Control's scale when it's instanced, wait for one frame using " "[code]yield(get_tree(), \"idle_frame\")[/code] then set its [member " "rect_scale] property." msgstr "" #: doc/classes/Control.xml:797 msgid "" "The size of the node's bounding rectangle, in pixels. [Container] nodes " "update this property automatically." msgstr "" #: doc/classes/Control.xml:800 msgid "" "Tells the parent [Container] nodes how they should resize and place the node " "on the X axis. Use one of the [enum SizeFlags] constants to change the " "flags. See the constants to learn what each does." msgstr "" #: doc/classes/Control.xml:803 msgid "" "If the node and at least one of its neighbours uses the [constant " "SIZE_EXPAND] size flag, the parent [Container] will let it take more or less " "space depending on this property. If this node has a stretch ratio of 2 and " "its neighbour a ratio of 1, this node will take two thirds of the available " "space." msgstr "" #: doc/classes/Control.xml:806 msgid "" "Tells the parent [Container] nodes how they should resize and place the node " "on the Y axis. Use one of the [enum SizeFlags] constants to change the " "flags. See the constants to learn what each does." msgstr "" #: doc/classes/Control.xml:809 msgid "" "Changing this property replaces the current [Theme] resource this node and " "all its [Control] children use." msgstr "" #: doc/classes/Control.xml:815 msgid "Emitted when the node gains keyboard focus." msgstr "" #: doc/classes/Control.xml:820 msgid "Emitted when the node loses keyboard focus." msgstr "" #: doc/classes/Control.xml:826 msgid "Emitted when the node receives an [InputEvent]." msgstr "" #: doc/classes/Control.xml:831 msgid "Emitted when the node's minimum size changes." msgstr "" #: doc/classes/Control.xml:836 #, fuzzy msgid "Emitted when a modal [Control] is closed. See [method show_modal]." msgstr "" "Wird ausgegeben, wenn eine benutzerdefinierte Taste gedrückt wird. Siehe " "[method add_button]." #: doc/classes/Control.xml:841 msgid "" "Emitted when the mouse enters the control's [code]Rect[/code] area, provided " "its [member mouse_filter] lets the event reach it.\n" "[b]Note:[/b] [signal mouse_entered] will not be emitted if the mouse enters " "a child [Control] node before entering the parent's [code]Rect[/code] area, " "at least until the mouse is moved to reach the parent's [code]Rect[/code] " "area." msgstr "" #: doc/classes/Control.xml:847 msgid "" "Emitted when the mouse leaves the control's [code]Rect[/code] area, provided " "its [member mouse_filter] lets the event reach it.\n" "[b]Note:[/b] [signal mouse_exited] will be emitted if the mouse enters a " "child [Control] node, even if the mouse cursor is still inside the parent's " "[code]Rect[/code] area." msgstr "" #: doc/classes/Control.xml:853 msgid "Emitted when the control changes size." msgstr "" #: doc/classes/Control.xml:858 msgid "" "Emitted when one of the size flags changes. See [member " "size_flags_horizontal] and [member size_flags_vertical]." msgstr "" #: doc/classes/Control.xml:864 msgid "The node cannot grab focus. Use with [member focus_mode]." msgstr "" #: doc/classes/Control.xml:867 msgid "" "The node can only grab focus on mouse clicks. Use with [member focus_mode]." msgstr "" #: doc/classes/Control.xml:870 msgid "" "The node can grab focus on mouse click or using the arrows and the Tab keys " "on the keyboard. Use with [member focus_mode]." msgstr "" #: doc/classes/Control.xml:873 msgid "" "Sent when the node changes size. Use [member rect_size] to get the new size." msgstr "" #: doc/classes/Control.xml:876 msgid "Sent when the mouse pointer enters the node." msgstr "" #: doc/classes/Control.xml:879 msgid "Sent when the mouse pointer exits the node." msgstr "" #: doc/classes/Control.xml:882 msgid "Sent when the node grabs focus." msgstr "" #: doc/classes/Control.xml:885 msgid "Sent when the node loses focus." msgstr "" #: doc/classes/Control.xml:888 msgid "" "Sent when the node's [member theme] changes, right before Godot redraws the " "control. Happens when you call one of the [code]add_*_override[/code] " "methods." msgstr "" #: doc/classes/Control.xml:891 msgid "Sent when an open modal dialog closes. See [method show_modal]." msgstr "" #: doc/classes/Control.xml:894 msgid "" "Sent when this node is inside a [ScrollContainer] which has begun being " "scrolled." msgstr "" #: doc/classes/Control.xml:897 msgid "" "Sent when this node is inside a [ScrollContainer] which has stopped being " "scrolled." msgstr "" #: doc/classes/Control.xml:900 msgid "" "Show the system's arrow mouse cursor when the user hovers the node. Use with " "[member mouse_default_cursor_shape]." msgstr "" #: doc/classes/Control.xml:903 msgid "" "Show the system's I-beam mouse cursor when the user hovers the node. The I-" "beam pointer has a shape similar to \"I\". It tells the user they can " "highlight or insert text." msgstr "" #: doc/classes/Control.xml:906 msgid "" "Show the system's pointing hand mouse cursor when the user hovers the node." msgstr "" #: doc/classes/Control.xml:909 msgid "Show the system's cross mouse cursor when the user hovers the node." msgstr "" #: doc/classes/Control.xml:912 msgid "" "Show the system's wait mouse cursor, often an hourglass, when the user " "hovers the node." msgstr "" #: doc/classes/Control.xml:915 msgid "" "Show the system's busy mouse cursor when the user hovers the node. Often an " "hourglass." msgstr "" #: doc/classes/Control.xml:918 msgid "" "Show the system's drag mouse cursor, often a closed fist or a cross symbol, " "when the user hovers the node. It tells the user they're currently dragging " "an item, like a node in the Scene dock." msgstr "" #: doc/classes/Control.xml:921 msgid "" "Show the system's drop mouse cursor when the user hovers the node. It can be " "an open hand. It tells the user they can drop an item they're currently " "grabbing, like a node in the Scene dock." msgstr "" #: doc/classes/Control.xml:924 msgid "" "Show the system's forbidden mouse cursor when the user hovers the node. " "Often a crossed circle." msgstr "" #: doc/classes/Control.xml:927 msgid "" "Show the system's vertical resize mouse cursor when the user hovers the " "node. A double-headed vertical arrow. It tells the user they can resize the " "window or the panel vertically." msgstr "" #: doc/classes/Control.xml:930 msgid "" "Show the system's horizontal resize mouse cursor when the user hovers the " "node. A double-headed horizontal arrow. It tells the user they can resize " "the window or the panel horizontally." msgstr "" #: doc/classes/Control.xml:933 msgid "" "Show the system's window resize mouse cursor when the user hovers the node. " "The cursor is a double-headed arrow that goes from the bottom left to the " "top right. It tells the user they can resize the window or the panel both " "horizontally and vertically." msgstr "" #: doc/classes/Control.xml:936 msgid "" "Show the system's window resize mouse cursor when the user hovers the node. " "The cursor is a double-headed arrow that goes from the top left to the " "bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user " "they can resize the window or the panel both horizontally and vertically." msgstr "" #: doc/classes/Control.xml:939 msgid "" "Show the system's move mouse cursor when the user hovers the node. It shows " "2 double-headed arrows at a 90 degree angle. It tells the user they can move " "a UI element freely." msgstr "" #: doc/classes/Control.xml:942 msgid "" "Show the system's vertical split mouse cursor when the user hovers the node. " "On Windows, it's the same as [constant CURSOR_VSIZE]." msgstr "" #: doc/classes/Control.xml:945 msgid "" "Show the system's horizontal split mouse cursor when the user hovers the " "node. On Windows, it's the same as [constant CURSOR_HSIZE]." msgstr "" #: doc/classes/Control.xml:948 msgid "" "Show the system's help mouse cursor when the user hovers the node, a " "question mark." msgstr "" #: doc/classes/Control.xml:951 msgid "" "Snap all 4 anchors to the top-left of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:954 msgid "" "Snap all 4 anchors to the top-right of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:957 msgid "" "Snap all 4 anchors to the bottom-left of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:960 msgid "" "Snap all 4 anchors to the bottom-right of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:963 msgid "" "Snap all 4 anchors to the center of the left edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:966 msgid "" "Snap all 4 anchors to the center of the top edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:969 msgid "" "Snap all 4 anchors to the center of the right edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:972 msgid "" "Snap all 4 anchors to the center of the bottom edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:975 msgid "" "Snap all 4 anchors to the center of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:978 msgid "" "Snap all 4 anchors to the left edge of the parent control. The left margin " "becomes relative to the left edge and the top margin relative to the top " "left corner of the node's parent. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:981 msgid "" "Snap all 4 anchors to the top edge of the parent control. The left margin " "becomes relative to the top left corner, the top margin relative to the top " "edge, and the right margin relative to the top right corner of the node's " "parent. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:984 msgid "" "Snap all 4 anchors to the right edge of the parent control. The right margin " "becomes relative to the right edge and the top margin relative to the top " "right corner of the node's parent. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:987 msgid "" "Snap all 4 anchors to the bottom edge of the parent control. The left margin " "becomes relative to the bottom left corner, the bottom margin relative to " "the bottom edge, and the right margin relative to the bottom right corner of " "the node's parent. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:990 msgid "" "Snap all 4 anchors to a vertical line that cuts the parent control in half. " "Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:993 msgid "" "Snap all 4 anchors to a horizontal line that cuts the parent control in " "half. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:996 msgid "" "Snap all 4 anchors to the respective corners of the parent control. Set all " "4 margins to 0 after you applied this preset and the [Control] will fit its " "parent control. This is equivalent to the \"Full Rect\" layout option in the " "editor. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:999 msgid "The control will be resized to its minimum size." msgstr "" #: doc/classes/Control.xml:1002 msgid "The control's width will not change." msgstr "" #: doc/classes/Control.xml:1005 msgid "The control's height will not change." msgstr "" #: doc/classes/Control.xml:1008 msgid "The control's size will not change." msgstr "" #: doc/classes/Control.xml:1011 msgid "" "Tells the parent [Container] to expand the bounds of this node to fill all " "the available space without pushing any other node. Use with [member " "size_flags_horizontal] and [member size_flags_vertical]." msgstr "" #: doc/classes/Control.xml:1014 msgid "" "Tells the parent [Container] to let this node take all the available space " "on the axis you flag. If multiple neighboring nodes are set to expand, " "they'll share the space based on their stretch ratio. See [member " "size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and " "[member size_flags_vertical]." msgstr "" #: doc/classes/Control.xml:1017 msgid "" "Sets the node's size flags to both fill and expand. See the 2 constants " "above for more information." msgstr "" #: doc/classes/Control.xml:1020 msgid "" "Tells the parent [Container] to center the node in itself. It centers the " "control based on its bounding box, so it doesn't work with the fill or " "expand size flags. Use with [member size_flags_horizontal] and [member " "size_flags_vertical]." msgstr "" #: doc/classes/Control.xml:1023 msgid "" "Tells the parent [Container] to align the node with its end, either the " "bottom or the right edge. It doesn't work with the fill or expand size " "flags. Use with [member size_flags_horizontal] and [member " "size_flags_vertical]." msgstr "" #: doc/classes/Control.xml:1026 msgid "" "The control will receive mouse button input events through [method " "_gui_input] if clicked on. And the control will receive the [signal " "mouse_entered] and [signal mouse_exited] signals. These events are " "automatically marked as handled, and they will not propagate further to " "other controls. This also results in blocking signals in other controls." msgstr "" #: doc/classes/Control.xml:1029 msgid "" "The control will receive mouse button input events through [method " "_gui_input] if clicked on. And the control will receive the [signal " "mouse_entered] and [signal mouse_exited] signals. If this control does not " "handle the event, the parent control (if any) will be considered, and so on " "until there is no more parent control to potentially handle it. This also " "allows signals to fire in other controls. Even if no control handled it at " "all, the event will still be handled automatically, so unhandled input will " "not be fired." msgstr "" #: doc/classes/Control.xml:1032 msgid "" "The control will not receive mouse button input events through [method " "_gui_input]. The control will also not receive the [signal mouse_entered] " "nor [signal mouse_exited] signals. This will not block other controls from " "receiving these events or firing the signals. Ignored events will not be " "handled automatically." msgstr "" #: doc/classes/Control.xml:1035 msgid "" "The control will grow to the left or top to make up if its minimum size is " "changed to be greater than its current size on the respective axis." msgstr "" #: doc/classes/Control.xml:1038 msgid "" "The control will grow to the right or bottom to make up if its minimum size " "is changed to be greater than its current size on the respective axis." msgstr "" #: doc/classes/Control.xml:1041 msgid "" "The control will grow in both directions equally to make up if its minimum " "size is changed to be greater than its current size." msgstr "" #: doc/classes/Control.xml:1044 msgid "" "Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/" "code], in the top left. Use it with one of the [code]anchor_*[/code] member " "variables, like [member anchor_left]. To change all 4 anchors at once, use " "[method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:1047 msgid "" "Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/" "code], in the bottom right. Use it with one of the [code]anchor_*[/code] " "member variables, like [member anchor_left]. To change all 4 anchors at " "once, use [method set_anchors_preset]." msgstr "" #: doc/classes/ConvexPolygonShape.xml:4 msgid "Convex polygon shape for 3D physics." msgstr "" #: doc/classes/ConvexPolygonShape.xml:7 msgid "" "Convex polygon shape resource, which can be added to a [PhysicsBody] or area." msgstr "" #: doc/classes/ConvexPolygonShape.xml:16 msgid "The list of 3D points forming the convex polygon shape." msgstr "" #: doc/classes/ConvexPolygonShape2D.xml:4 msgid "Convex polygon shape for 2D physics." msgstr "" #: doc/classes/ConvexPolygonShape2D.xml:7 msgid "" "Convex polygon shape for 2D physics. A convex polygon, whatever its shape, " "is internally decomposed into as many convex polygons as needed to ensure " "all collision checks against it are always done on convex polygons (which " "are faster to check).\n" "The main difference between a [ConvexPolygonShape2D] and a " "[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and " "uses a more complex method of collision detection, and a convex one forces " "itself to be convex in order to speed up collision detection." msgstr "" #: doc/classes/ConvexPolygonShape2D.xml:17 msgid "" "Based on the set of points provided, this creates and assigns the [member " "points] property using the convex hull algorithm. Removing all unneeded " "points. See [method Geometry.convex_hull_2d] for details." msgstr "" #: doc/classes/ConvexPolygonShape2D.xml:23 msgid "" "The polygon's list of vertices. Can be in either clockwise or " "counterclockwise order." msgstr "" #: doc/classes/CPUParticles.xml:4 msgid "CPU-based 3D particle emitter." msgstr "" #: doc/classes/CPUParticles.xml:7 msgid "" "CPU-based 3D particle node used to create a variety of particle systems and " "effects.\n" "See also [Particles], which provides the same functionality with hardware " "acceleration, but may not run on older devices.\n" "[b]Note:[/b] Unlike [Particles], the visibility rect is generated on-the-fly " "and doesn't need to be configured by the user." msgstr "" #: doc/classes/CPUParticles.xml:18 msgid "" "Sets this node's properties to match a given [Particles] node with an " "assigned [ParticlesMaterial]." msgstr "" #: doc/classes/CPUParticles.xml:25 doc/classes/CPUParticles2D.xml:26 msgid "Returns the base value of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml:32 doc/classes/CPUParticles2D.xml:33 msgid "Returns the [Curve] of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml:39 doc/classes/CPUParticles2D.xml:40 msgid "" "Returns the randomness factor of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml:46 doc/classes/CPUParticles2D.xml:47 msgid "" "Returns the enabled state of the given flag (see [enum Flags] for options)." msgstr "" #: doc/classes/CPUParticles.xml:52 doc/classes/CPUParticles2D.xml:53 msgid "Restarts the particle emitter." msgstr "" #: doc/classes/CPUParticles.xml:60 doc/classes/CPUParticles2D.xml:61 msgid "Sets the base value of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml:68 doc/classes/CPUParticles2D.xml:69 msgid "Sets the [Curve] of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml:76 doc/classes/CPUParticles2D.xml:77 msgid "" "Sets the randomness factor of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml:84 doc/classes/CPUParticles2D.xml:85 msgid "Enables or disables the given flag (see [enum Flags] for options)." msgstr "" #: doc/classes/CPUParticles.xml:90 doc/classes/CPUParticles2D.xml:91 #: doc/classes/Particles.xml:47 doc/classes/Particles2D.xml:33 msgid "" "The number of particles emitted in one emission cycle (corresponding to the " "[member lifetime]).\n" "[b]Note:[/b] Changing [member amount] will reset the particle emission, " "therefore removing all particles that were already emitted before changing " "[member amount]." msgstr "" #: doc/classes/CPUParticles.xml:94 doc/classes/CPUParticles2D.xml:95 msgid "Initial rotation applied to each particle, in degrees." msgstr "" #: doc/classes/CPUParticles.xml:97 doc/classes/CPUParticles2D.xml:98 msgid "Each particle's rotation will be animated along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml:100 doc/classes/CPUParticles2D.xml:101 #: doc/classes/ParticlesMaterial.xml:84 msgid "Rotation randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml:103 doc/classes/CPUParticles2D.xml:104 msgid "" "Initial angular velocity applied to each particle in [i]degrees[/i] per " "second. Sets the speed of rotation of the particle." msgstr "" #: doc/classes/CPUParticles.xml:106 doc/classes/CPUParticles2D.xml:107 msgid "Each particle's angular velocity will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml:109 doc/classes/CPUParticles2D.xml:110 #: doc/classes/ParticlesMaterial.xml:94 msgid "Angular velocity randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml:112 doc/classes/CPUParticles2D.xml:113 #: doc/classes/ParticlesMaterial.xml:97 msgid "Particle animation offset." msgstr "" #: doc/classes/CPUParticles.xml:115 doc/classes/CPUParticles2D.xml:116 msgid "Each particle's animation offset will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml:118 doc/classes/CPUParticles2D.xml:119 #: doc/classes/ParticlesMaterial.xml:103 msgid "Animation offset randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml:121 doc/classes/CPUParticles2D.xml:122 #: doc/classes/ParticlesMaterial.xml:106 msgid "Particle animation speed." msgstr "" #: doc/classes/CPUParticles.xml:124 doc/classes/CPUParticles2D.xml:125 msgid "Each particle's animation speed will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml:127 doc/classes/CPUParticles2D.xml:128 #: doc/classes/ParticlesMaterial.xml:112 msgid "Animation speed randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml:130 msgid "" "Each particle's initial color. To have particle display color in a " "[SpatialMaterial] make sure to set [member SpatialMaterial." "vertex_color_use_as_albedo] to [code]true[/code]." msgstr "" #: doc/classes/CPUParticles.xml:133 doc/classes/ParticlesMaterial.xml:118 msgid "" "Each particle's color will vary along this [GradientTexture] over its " "lifetime (multiplied with [member color])." msgstr "" #: doc/classes/CPUParticles.xml:136 doc/classes/CPUParticles2D.xml:137 #: doc/classes/ParticlesMaterial.xml:121 msgid "The rate at which particles lose velocity." msgstr "" #: doc/classes/CPUParticles.xml:139 doc/classes/CPUParticles2D.xml:140 msgid "Damping will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml:142 doc/classes/CPUParticles2D.xml:143 #: doc/classes/ParticlesMaterial.xml:127 msgid "Damping randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml:145 doc/classes/CPUParticles2D.xml:146 #: doc/classes/ParticlesMaterial.xml:130 msgid "Unit vector specifying the particles' emission direction." msgstr "" #: doc/classes/CPUParticles.xml:148 doc/classes/CPUParticles2D.xml:149 #: doc/classes/Particles.xml:51 doc/classes/Particles2D.xml:37 msgid "Particle draw order. Uses [enum DrawOrder] values." msgstr "" #: doc/classes/CPUParticles.xml:151 msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" #: doc/classes/CPUParticles.xml:154 doc/classes/CPUParticles2D.xml:152 msgid "" "Sets the [Color]s to modulate particles by when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" #: doc/classes/CPUParticles.xml:157 doc/classes/CPUParticles2D.xml:155 msgid "" "Sets the direction the particles will be emitted in when using [constant " "EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" #: doc/classes/CPUParticles.xml:160 doc/classes/CPUParticles2D.xml:158 msgid "" "Sets the initial positions to spawn particles when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" #: doc/classes/CPUParticles.xml:163 msgid "" "The axis for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/CPUParticles.xml:166 msgid "" "The height for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/CPUParticles.xml:169 msgid "" "The inner radius for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/CPUParticles.xml:172 msgid "" "The radius for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/CPUParticles.xml:175 doc/classes/CPUParticles2D.xml:164 msgid "" "Particles will be emitted inside this region. See [enum EmissionShape] for " "possible values." msgstr "" #: doc/classes/CPUParticles.xml:178 msgid "" "The sphere's radius if [enum EmissionShape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" #: doc/classes/CPUParticles.xml:181 doc/classes/CPUParticles2D.xml:170 #: doc/classes/Particles.xml:69 doc/classes/Particles2D.xml:40 msgid "If [code]true[/code], particles are being emitted." msgstr "" #: doc/classes/CPUParticles.xml:184 doc/classes/CPUParticles2D.xml:173 #: doc/classes/Particles2D.xml:43 msgid "" "How rapidly particles in an emission cycle are emitted. If greater than " "[code]0[/code], there will be a gap in emissions before the next cycle " "begins." msgstr "" #: doc/classes/CPUParticles.xml:187 msgid "" "The particle system's frame rate is fixed to a value. For instance, changing " "the value to 2 will make the particles render at 2 frames per second. Note " "this does not slow down the particle system itself." msgstr "" #: doc/classes/CPUParticles.xml:190 doc/classes/CPUParticles2D.xml:179 #: doc/classes/ParticlesMaterial.xml:166 msgid "Align Y axis of particle with the direction of its velocity." msgstr "" #: doc/classes/CPUParticles.xml:193 doc/classes/ParticlesMaterial.xml:169 msgid "If [code]true[/code], particles will not move on the z axis." msgstr "" #: doc/classes/CPUParticles.xml:196 doc/classes/ParticlesMaterial.xml:172 msgid "If [code]true[/code], particles rotate around Y axis by [member angle]." msgstr "" #: doc/classes/CPUParticles.xml:199 msgid "" "Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts " "particles to X/Z plane." msgstr "" #: doc/classes/CPUParticles.xml:202 doc/classes/CPUParticles2D.xml:182 #: doc/classes/Particles.xml:78 doc/classes/Particles2D.xml:49 msgid "" "If [code]true[/code], results in fractional delta calculation which has a " "smoother particles display effect." msgstr "" #: doc/classes/CPUParticles.xml:205 doc/classes/CPUParticles2D.xml:185 #: doc/classes/ParticlesMaterial.xml:178 msgid "Gravity applied to every particle." msgstr "" #: doc/classes/CPUParticles.xml:208 doc/classes/CPUParticles2D.xml:188 #: doc/classes/ParticlesMaterial.xml:181 msgid "Initial hue variation applied to each particle." msgstr "" #: doc/classes/CPUParticles.xml:211 doc/classes/CPUParticles2D.xml:191 msgid "Each particle's hue will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml:214 doc/classes/CPUParticles2D.xml:194 #: doc/classes/ParticlesMaterial.xml:187 msgid "Hue variation randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml:217 doc/classes/CPUParticles2D.xml:197 #: doc/classes/ParticlesMaterial.xml:190 msgid "" "Initial velocity magnitude for each particle. Direction comes from [member " "spread] and the node's orientation." msgstr "" #: doc/classes/CPUParticles.xml:220 doc/classes/CPUParticles2D.xml:200 #: doc/classes/ParticlesMaterial.xml:193 msgid "Initial velocity randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml:223 doc/classes/CPUParticles2D.xml:203 #: doc/classes/Particles.xml:81 doc/classes/Particles2D.xml:52 msgid "The amount of time each particle will exist (in seconds)." msgstr "" #: doc/classes/CPUParticles.xml:226 doc/classes/CPUParticles2D.xml:206 #: doc/classes/ParticlesMaterial.xml:196 msgid "Particle lifetime randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml:229 doc/classes/CPUParticles2D.xml:209 #: doc/classes/ParticlesMaterial.xml:199 msgid "" "Linear acceleration applied to each particle in the direction of motion." msgstr "" #: doc/classes/CPUParticles.xml:232 doc/classes/CPUParticles2D.xml:212 msgid "Each particle's linear acceleration will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml:235 doc/classes/CPUParticles2D.xml:215 #: doc/classes/ParticlesMaterial.xml:205 msgid "Linear acceleration randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml:238 doc/classes/CPUParticles2D.xml:218 #: doc/classes/Particles.xml:84 doc/classes/Particles2D.xml:55 msgid "" "If [code]true[/code], particles use the parent node's coordinate space. If " "[code]false[/code], they use global coordinates." msgstr "" #: doc/classes/CPUParticles.xml:241 msgid "" "The [Mesh] used for each particle. If [code]null[/code], particles will be " "spheres." msgstr "" #: doc/classes/CPUParticles.xml:244 doc/classes/CPUParticles2D.xml:225 #: doc/classes/Particles2D.xml:62 msgid "" "If [code]true[/code], only one emission cycle occurs. If set [code]true[/" "code] during a cycle, emission will stop at the cycle's end." msgstr "" #: doc/classes/CPUParticles.xml:247 msgid "" "Orbital velocity applied to each particle. Makes the particles circle around " "origin in the local XY plane. Specified in number of full rotations around " "origin per second.\n" "This property is only available when [member flag_disable_z] is [code]true[/" "code]." msgstr "" #: doc/classes/CPUParticles.xml:251 doc/classes/CPUParticles2D.xml:231 msgid "Each particle's orbital velocity will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml:254 doc/classes/CPUParticles2D.xml:234 #: doc/classes/ParticlesMaterial.xml:215 msgid "Orbital velocity randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml:257 doc/classes/CPUParticles2D.xml:237 #: doc/classes/Particles2D.xml:65 msgid "Particle system starts as if it had already run for this many seconds." msgstr "" #: doc/classes/CPUParticles.xml:260 doc/classes/CPUParticles2D.xml:240 #: doc/classes/ParticlesMaterial.xml:218 msgid "" "Radial acceleration applied to each particle. Makes particle accelerate away " "from origin." msgstr "" #: doc/classes/CPUParticles.xml:263 doc/classes/CPUParticles2D.xml:243 msgid "Each particle's radial acceleration will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml:266 doc/classes/CPUParticles2D.xml:246 #: doc/classes/ParticlesMaterial.xml:224 msgid "Radial acceleration randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml:269 doc/classes/CPUParticles2D.xml:249 #: doc/classes/Particles2D.xml:71 msgid "Emission lifetime randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml:272 doc/classes/CPUParticles2D.xml:252 #: doc/classes/ParticlesMaterial.xml:227 msgid "Initial scale applied to each particle." msgstr "" #: doc/classes/CPUParticles.xml:275 doc/classes/CPUParticles2D.xml:255 msgid "Each particle's scale will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml:278 doc/classes/CPUParticles2D.xml:258 #: doc/classes/ParticlesMaterial.xml:233 msgid "Scale randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml:281 doc/classes/CPUParticles2D.xml:261 #: doc/classes/Particles2D.xml:74 msgid "" "Particle system's running speed scaling ratio. A value of [code]0[/code] can " "be used to pause the particles." msgstr "" #: doc/classes/CPUParticles.xml:284 msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees. Applied to X/Z plane and Y/Z planes." msgstr "" #: doc/classes/CPUParticles.xml:287 doc/classes/CPUParticles2D.xml:267 #: doc/classes/ParticlesMaterial.xml:239 msgid "" "Tangential acceleration applied to each particle. Tangential acceleration is " "perpendicular to the particle's velocity giving the particles a swirling " "motion." msgstr "" #: doc/classes/CPUParticles.xml:290 doc/classes/CPUParticles2D.xml:270 msgid "Each particle's tangential acceleration will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml:293 doc/classes/CPUParticles2D.xml:273 #: doc/classes/ParticlesMaterial.xml:245 msgid "Tangential acceleration randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml:298 doc/classes/CPUParticles2D.xml:281 #: doc/classes/Particles.xml:109 doc/classes/Particles2D.xml:86 msgid "Particles are drawn in the order emitted." msgstr "" #: doc/classes/CPUParticles.xml:301 doc/classes/CPUParticles2D.xml:284 #: doc/classes/Particles.xml:112 doc/classes/Particles2D.xml:89 msgid "Particles are drawn in order of remaining lifetime." msgstr "" #: doc/classes/CPUParticles.xml:304 doc/classes/Particles.xml:115 msgid "Particles are drawn in order of depth." msgstr "" #: doc/classes/CPUParticles.xml:307 doc/classes/CPUParticles2D.xml:287 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set initial velocity properties." msgstr "" #: doc/classes/CPUParticles.xml:310 doc/classes/CPUParticles2D.xml:290 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set angular velocity properties." msgstr "" #: doc/classes/CPUParticles.xml:313 doc/classes/CPUParticles2D.xml:293 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set orbital velocity properties." msgstr "" #: doc/classes/CPUParticles.xml:316 doc/classes/CPUParticles2D.xml:296 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set linear acceleration properties." msgstr "" #: doc/classes/CPUParticles.xml:319 doc/classes/CPUParticles2D.xml:299 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set radial acceleration properties." msgstr "" #: doc/classes/CPUParticles.xml:322 doc/classes/CPUParticles2D.xml:302 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set tangential acceleration properties." msgstr "" #: doc/classes/CPUParticles.xml:325 doc/classes/CPUParticles2D.xml:305 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set damping properties." msgstr "" #: doc/classes/CPUParticles.xml:328 doc/classes/CPUParticles2D.xml:308 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set angle properties." msgstr "" #: doc/classes/CPUParticles.xml:331 doc/classes/CPUParticles2D.xml:311 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set scale properties." msgstr "" #: doc/classes/CPUParticles.xml:334 doc/classes/CPUParticles2D.xml:314 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set hue variation properties." msgstr "" #: doc/classes/CPUParticles.xml:337 doc/classes/CPUParticles2D.xml:317 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set animation speed properties." msgstr "" #: doc/classes/CPUParticles.xml:340 doc/classes/CPUParticles2D.xml:320 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set animation offset properties." msgstr "" #: doc/classes/CPUParticles.xml:343 doc/classes/CPUParticles2D.xml:323 #: doc/classes/ParticlesMaterial.xml:295 msgid "Represents the size of the [enum Parameter] enum." msgstr "" #: doc/classes/CPUParticles.xml:346 doc/classes/CPUParticles2D.xml:326 msgid "Use with [method set_particle_flag] to set [member flag_align_y]." msgstr "" #: doc/classes/CPUParticles.xml:349 msgid "Use with [method set_particle_flag] to set [member flag_rotate_y]." msgstr "" #: doc/classes/CPUParticles.xml:352 msgid "Use with [method set_particle_flag] to set [member flag_disable_z]." msgstr "" #: doc/classes/CPUParticles.xml:355 doc/classes/CPUParticles2D.xml:335 #: doc/classes/GeometryInstance.xml:109 doc/classes/ParticlesMaterial.xml:307 #: doc/classes/SpatialMaterial.xml:564 msgid "Represents the size of the [enum Flags] enum." msgstr "" #: doc/classes/CPUParticles.xml:358 doc/classes/CPUParticles2D.xml:338 #: doc/classes/ParticlesMaterial.xml:310 msgid "All particles will be emitted from a single point." msgstr "" #: doc/classes/CPUParticles.xml:361 doc/classes/ParticlesMaterial.xml:313 msgid "Particles will be emitted in the volume of a sphere." msgstr "" #: doc/classes/CPUParticles.xml:364 doc/classes/ParticlesMaterial.xml:316 msgid "Particles will be emitted in the volume of a box." msgstr "" #: doc/classes/CPUParticles.xml:367 doc/classes/CPUParticles2D.xml:347 msgid "" "Particles will be emitted at a position chosen randomly among [member " "emission_points]. Particle color will be modulated by [member " "emission_colors]." msgstr "" #: doc/classes/CPUParticles.xml:370 doc/classes/CPUParticles2D.xml:350 msgid "" "Particles will be emitted at a position chosen randomly among [member " "emission_points]. Particle velocity and rotation will be set based on " "[member emission_normals]. Particle color will be modulated by [member " "emission_colors]." msgstr "" #: doc/classes/CPUParticles.xml:373 doc/classes/ParticlesMaterial.xml:325 msgid "Particles will be emitted in a ring or cylinder." msgstr "" #: doc/classes/CPUParticles.xml:376 doc/classes/CPUParticles2D.xml:353 #: doc/classes/ParticlesMaterial.xml:328 msgid "Represents the size of the [enum EmissionShape] enum." msgstr "" #: doc/classes/CPUParticles2D.xml:4 msgid "CPU-based 2D particle emitter." msgstr "" #: doc/classes/CPUParticles2D.xml:7 msgid "" "CPU-based 2D particle node used to create a variety of particle systems and " "effects.\n" "See also [Particles2D], which provides the same functionality with hardware " "acceleration, but may not run on older devices.\n" "[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-" "fly and doesn't need to be configured by the user." msgstr "" #: doc/classes/CPUParticles2D.xml:12 doc/classes/Particles2D.xml:14 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/2d/particle_systems_2d.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/2d/particle_systems_2d.html" #: doc/classes/CPUParticles2D.xml:19 msgid "" "Sets this node's properties to match a given [Particles2D] node with an " "assigned [ParticlesMaterial]." msgstr "" #: doc/classes/CPUParticles2D.xml:131 msgid "" "Each particle's initial color. If [member texture] is defined, it will be " "multiplied by this color." msgstr "" #: doc/classes/CPUParticles2D.xml:134 msgid "" "Each particle's color will vary along this [Gradient] (multiplied with " "[member color])." msgstr "" #: doc/classes/CPUParticles2D.xml:161 msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_RECTANGLE]." msgstr "" #: doc/classes/CPUParticles2D.xml:167 msgid "" "The sphere's radius if [member emission_shape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" #: doc/classes/CPUParticles2D.xml:176 doc/classes/Particles.xml:75 #: doc/classes/Particles2D.xml:46 msgid "" "The particle system's frame rate is fixed to a value. For instance, changing " "the value to 2 will make the particles render at 2 frames per second. Note " "this does not slow down the simulation of the particle system itself." msgstr "" #: doc/classes/CPUParticles2D.xml:221 doc/classes/Particles2D.xml:58 msgid "" "Normal map to be used for the [member texture] property.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/CPUParticles2D.xml:228 msgid "" "Orbital velocity applied to each particle. Makes the particles circle around " "origin. Specified in number of full rotations around origin per second." msgstr "" #: doc/classes/CPUParticles2D.xml:264 doc/classes/ParticlesMaterial.xml:236 msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees." msgstr "" #: doc/classes/CPUParticles2D.xml:276 doc/classes/Particles2D.xml:77 msgid "Particle texture. If [code]null[/code], particles will be squares." msgstr "" #: doc/classes/CPUParticles2D.xml:329 doc/classes/CPUParticles2D.xml:332 msgid "Present for consistency with 3D particle nodes, not used in 2D." msgstr "" #: doc/classes/CPUParticles2D.xml:341 msgid "" "Particles will be emitted on the surface of a sphere flattened to two " "dimensions." msgstr "" #: doc/classes/CPUParticles2D.xml:344 msgid "Particles will be emitted in the area of a rectangle." msgstr "" #: doc/classes/Crypto.xml:4 msgid "Access to advanced cryptographic functionalities." msgstr "" #: doc/classes/Crypto.xml:7 msgid "" "The Crypto class allows you to access some more advanced cryptographic " "functionalities in Godot.\n" "For now, this includes generating cryptographically secure random bytes, RSA " "keys and self-signed X509 certificates generation, asymmetric key encryption/" "decryption, and signing/verification.\n" "[codeblock]\n" "extends Node\n" "\n" "var crypto = Crypto.new()\n" "var key = CryptoKey.new()\n" "var cert = X509Certificate.new()\n" "\n" "func _ready():\n" " # Generate new RSA key.\n" " key = crypto.generate_rsa(4096)\n" " # Generate new self-signed certificate with the given key.\n" " cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com," "O=My Game Company,C=IT\")\n" " # Save key and certificate in the user folder.\n" " key.save(\"user://generated.key\")\n" " cert.save(\"user://generated.crt\")\n" " # Encryption\n" " var data = \"Some data\"\n" " var encrypted = crypto.encrypt(key, data.to_utf8())\n" " # Decryption\n" " var decrypted = crypto.decrypt(key, encrypted)\n" " # Signing\n" " var signature = crypto.sign(HashingContext.HASH_SHA256, data." "sha256_buffer(), key)\n" " # Verifying\n" " var verified = crypto.verify(HashingContext.HASH_SHA256, data." "sha256_buffer(), signature, key)\n" " # Checks\n" " assert(verified)\n" " assert(data.to_utf8() == decrypted)\n" "[/codeblock]\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" #: doc/classes/Crypto.xml:47 msgid "" "Compares two [PoolByteArray]s for equality without leaking timing " "information in order to prevent timing attacks.\n" "See [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-" "string-comparison-with-double-hmac-strategy]this blog post[/url] for more " "information." msgstr "" #: doc/classes/Crypto.xml:56 msgid "" "Decrypt the given [code]ciphertext[/code] with the provided private " "[code]key[/code].\n" "[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key " "size." msgstr "" #: doc/classes/Crypto.xml:65 msgid "" "Encrypt the given [code]plaintext[/code] with the provided public [code]key[/" "code].\n" "[b]Note:[/b] The maximum size of accepted plaintext is limited by the key " "size." msgstr "" #: doc/classes/Crypto.xml:73 msgid "" "Generates a [PoolByteArray] of cryptographically secure random bytes with " "given [code]size[/code]." msgstr "" #: doc/classes/Crypto.xml:80 msgid "" "Generates an RSA [CryptoKey] that can be used for creating self-signed " "certificates and passed to [method StreamPeerSSL.accept_stream]." msgstr "" #: doc/classes/Crypto.xml:90 msgid "" "Generates a self-signed [X509Certificate] from the given [CryptoKey] and " "[code]issuer_name[/code]. The certificate validity will be defined by " "[code]not_before[/code] and [code]not_after[/code] (first valid date and " "last valid date). The [code]issuer_name[/code] must contain at least \"CN=" "\" (common name, i.e. the domain name), \"O=\" (organization, i.e. your " "company name), \"C=\" (country, i.e. 2 lettered ISO-3166 code of the country " "the organization is based in).\n" "A small example to generate an RSA key and a X509 self-signed certificate.\n" "[codeblock]\n" "var crypto = Crypto.new()\n" "# Generate 4096 bits RSA key.\n" "var key = crypto.generate_rsa(4096)\n" "# Generate self-signed certificate using the given key.\n" "var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A " "Game Company,C=IT\")\n" "[/codeblock]" msgstr "" #: doc/classes/Crypto.xml:107 msgid "" "Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of " "[code]msg[/code] using [code]key[/code]. The [code]hash_type[/code] " "parameter is the hashing algorithm that is used for the inner and outer " "hashes.\n" "Currently, only [constant HashingContext.HASH_SHA256] and [constant " "HashingContext.HASH_SHA1] are supported." msgstr "" #: doc/classes/Crypto.xml:117 msgid "" "Sign a given [code]hash[/code] of type [code]hash_type[/code] with the " "provided private [code]key[/code]." msgstr "" #: doc/classes/Crypto.xml:127 msgid "" "Verify that a given [code]signature[/code] for [code]hash[/code] of type " "[code]hash_type[/code] against the provided public [code]key[/code]." msgstr "" #: doc/classes/CryptoKey.xml:4 msgid "A cryptographic key (RSA)." msgstr "" #: doc/classes/CryptoKey.xml:7 msgid "" "The CryptoKey class represents a cryptographic key. Keys can be loaded and " "saved like any other [Resource].\n" "They can be used to generate a self-signed [X509Certificate] via [method " "Crypto.generate_self_signed_certificate] and as private key in [method " "StreamPeerSSL.accept_stream] along with the appropriate certificate.\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" #: doc/classes/CryptoKey.xml:17 msgid "" "Return [code]true[/code] if this CryptoKey only has the public part, and not " "the private one." msgstr "" #: doc/classes/CryptoKey.xml:25 msgid "" "Loads a key from [code]path[/code]. If [code]public_only[/code] is " "[code]true[/code], only the public key will be loaded.\n" "[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if " "[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise." msgstr "" #: doc/classes/CryptoKey.xml:34 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 "" #: doc/classes/CryptoKey.xml:42 msgid "" "Saves a key to the given [code]path[/code]. If [code]public_only[/code] is " "[code]true[/code], only the public key will be saved.\n" "[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if " "[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise." msgstr "" #: doc/classes/CryptoKey.xml:50 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 "" #: modules/csg/doc_classes/CSGBox.xml:4 msgid "A CSG Box shape." msgstr "" #: modules/csg/doc_classes/CSGBox.xml:7 msgid "This node allows you to create a box for use with the CSG system." msgstr "" #: modules/csg/doc_classes/CSGBox.xml:15 msgid "Depth of the box measured from the center of the box." msgstr "" #: modules/csg/doc_classes/CSGBox.xml:18 msgid "Height of the box measured from the center of the box." msgstr "" #: modules/csg/doc_classes/CSGBox.xml:21 msgid "The material used to render the box." msgstr "" #: modules/csg/doc_classes/CSGBox.xml:24 msgid "Width of the box measured from the center of the box." msgstr "" #: modules/csg/doc_classes/CSGCombiner.xml:4 msgid "A CSG node that allows you to combine other CSG modifiers." msgstr "" #: modules/csg/doc_classes/CSGCombiner.xml:7 msgid "" "For complex arrangements of shapes, it is sometimes needed to add structure " "to your CSG nodes. The CSGCombiner node allows you to create this structure. " "The node encapsulates the result of the CSG operations of its children. In " "this way, it is possible to do operations on one set of shapes that are " "children of one CSGCombiner node, and a set of separate operations on a " "second set of shapes that are children of a second CSGCombiner node, and " "then do an operation that takes the two end results as its input to create " "the final shape." msgstr "" #: modules/csg/doc_classes/CSGCylinder.xml:4 msgid "A CSG Cylinder shape." msgstr "" #: modules/csg/doc_classes/CSGCylinder.xml:7 msgid "" "This node allows you to create a cylinder (or cone) for use with the CSG " "system." msgstr "" #: modules/csg/doc_classes/CSGCylinder.xml:15 msgid "" "If [code]true[/code] a cone is created, the [member radius] will only apply " "to one side." msgstr "" #: modules/csg/doc_classes/CSGCylinder.xml:18 msgid "The height of the cylinder." msgstr "" #: modules/csg/doc_classes/CSGCylinder.xml:21 msgid "The material used to render the cylinder." msgstr "" #: modules/csg/doc_classes/CSGCylinder.xml:24 msgid "The radius of the cylinder." msgstr "" #: modules/csg/doc_classes/CSGCylinder.xml:27 msgid "" "The number of sides of the cylinder, the higher this number the more detail " "there will be in the cylinder." msgstr "" #: modules/csg/doc_classes/CSGCylinder.xml:30 msgid "" "If [code]true[/code] the normals of the cylinder are set to give a smooth " "effect making the cylinder seem rounded. If [code]false[/code] the cylinder " "will have a flat shaded look." msgstr "" #: modules/csg/doc_classes/CSGMesh.xml:4 msgid "A CSG Mesh shape that uses a mesh resource." msgstr "" #: modules/csg/doc_classes/CSGMesh.xml:7 msgid "" "This CSG node allows you to use any mesh resource as a CSG shape, provided " "it is closed, does not self-intersect, does not contain internal faces and " "has no edges that connect to more then two faces." msgstr "" #: modules/csg/doc_classes/CSGMesh.xml:15 msgid "The [Material] used in drawing the CSG shape." msgstr "" #: modules/csg/doc_classes/CSGMesh.xml:18 msgid "" "The [Mesh] resource to use as a CSG shape.\n" "[b]Note:[/b] When using an [ArrayMesh], avoid meshes with vertex normals " "unless a flat shader is required. By default, CSGMesh will ignore the mesh's " "vertex normals and use a smooth shader calculated using the faces' normals. " "If a flat shader is required, ensure that all faces' vertex normals are " "parallel." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:4 msgid "Extrudes a 2D polygon shape to create a 3D mesh." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:7 msgid "" "An array of 2D points is extruded to quickly and easily create a variety of " "3D meshes." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:15 msgid "" "When [member mode] is [constant MODE_DEPTH], the depth of the extrusion." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:18 msgid "" "Material to use for the resulting mesh. The UV maps the top half of the " "material to the extruded shape (U along the the length of the extrusions and " "V around the outline of the [member polygon]), the bottom-left quarter to " "the front end face, and the bottom-right quarter to the back end face." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:21 msgid "The [member mode] used to extrude the [member polygon]." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:24 msgid "" "When [member mode] is [constant MODE_PATH], by default, the top half of the " "[member material] is stretched along the entire length of the extruded " "shape. If [code]false[/code] the top half of the material is repeated every " "step of the extrusion." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:27 msgid "" "When [member mode] is [constant MODE_PATH], the path interval or ratio of " "path points to extrusions." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:30 msgid "" "When [member mode] is [constant MODE_PATH], this will determine if the " "interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or " "subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE])." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:33 msgid "" "When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of " "the path are joined, by adding an extrusion between the last and first " "points of the path." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:36 msgid "" "When [member mode] is [constant MODE_PATH], if [code]true[/code] the " "[Transform] of the [CSGPolygon] is used as the starting point for the " "extrusions, not the [Transform] of the [member path_node]." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:39 msgid "" "When [member mode] is [constant MODE_PATH], the location of the [Path] " "object used to extrude the [member polygon]." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:42 msgid "" "When [member mode] is [constant MODE_PATH], the [enum PathRotation] method " "used to rotate the [member polygon] as it is extruded." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:45 msgid "" "When [member mode] is [constant MODE_PATH], extrusions that are less than " "this angle, will be merged together to reduce polygon count." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:48 msgid "" "When [member mode] is [constant MODE_PATH], this is the distance along the " "path, in meters, the texture coordinates will tile. When set to 0, texture " "coordinates will match geometry exactly with no tiling." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:51 msgid "The point array that defines the 2D polygon that is extruded." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:54 #, fuzzy msgid "If [code]true[/code], applies smooth shading to the extrusions." msgstr "" "Wenn [code]true[/code], ist das einklappen für dieses TreeItem deaktiviert." #: modules/csg/doc_classes/CSGPolygon.xml:57 msgid "" "When [member mode] is [constant MODE_SPIN], the total number of degrees the " "[member polygon] is rotated when extruding." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:60 msgid "" "When [member mode] is [constant MODE_SPIN], the number of extrusions made." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:65 msgid "The [member polygon] shape is extruded along the negative Z axis." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:68 msgid "" "The [member polygon] shape is extruded by rotating it around the Y axis." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:71 msgid "" "The [member polygon] shape is extruded along the [Path] specified in [member " "path_node]." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:74 msgid "" "The [member polygon] shape is not rotated.\n" "[b]Note:[/b] Requires the path's Z coordinates to continually decrease to " "ensure viable shapes." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:78 msgid "" "The [member polygon] shape is rotated along the path, but it is not rotated " "around the path axis.\n" "[b]Note:[/b] Requires the path's Z coordinates to continually decrease to " "ensure viable shapes." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:82 msgid "" "The [member polygon] shape follows the path and its rotations around the " "path axis." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:85 msgid "" "When [member mode] is set to [constant MODE_PATH], [member path_interval] " "will determine the distance, in meters, each interval of the path will " "extrude." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml:88 msgid "" "When [member mode] is set to [constant MODE_PATH], [member path_interval] " "will subdivide the polygons along the path." msgstr "" #: modules/csg/doc_classes/CSGPrimitive.xml:4 msgid "Base class for CSG primitives." msgstr "" #: modules/csg/doc_classes/CSGPrimitive.xml:7 msgid "" "Parent class for various CSG primitives. It contains code and functionality " "that is common between them. It cannot be used directly. Instead use one of " "the various classes that inherit from it." msgstr "" #: modules/csg/doc_classes/CSGPrimitive.xml:15 msgid "Invert the faces of the mesh." msgstr "" #: modules/csg/doc_classes/CSGShape.xml:4 msgid "The CSG base class." msgstr "" #: modules/csg/doc_classes/CSGShape.xml:7 msgid "" "This is the CSG base class that provides CSG operation support to the " "various CSG nodes in Godot." msgstr "" #: modules/csg/doc_classes/CSGShape.xml:16 #: modules/csg/doc_classes/CSGShape.xml:23 doc/classes/RayCast2D.xml:60 #: doc/classes/SoftBody.xml:30 doc/classes/SoftBody.xml:37 msgid "Returns an individual bit on the collision mask." msgstr "" #: modules/csg/doc_classes/CSGShape.xml:29 msgid "" "Returns an [Array] with two elements, the first is the [Transform] of this " "node and the second is the root [Mesh] of this node. Only works when this " "node is the root shape." msgstr "" #: modules/csg/doc_classes/CSGShape.xml:35 msgid "" "Returns [code]true[/code] if this is a root shape and is thus the object " "that is rendered." msgstr "" #: modules/csg/doc_classes/CSGShape.xml:43 doc/classes/SoftBody.xml:66 msgid "" "Sets individual bits on the layer mask. Use this if you only need to change " "one layer's value." msgstr "" #: modules/csg/doc_classes/CSGShape.xml:51 doc/classes/SoftBody.xml:74 msgid "" "Sets individual bits on the collision mask. Use this if you only need to " "change one layer's value." msgstr "" #: modules/csg/doc_classes/CSGShape.xml:57 msgid "" "Calculate tangents for the CSG shape which allows the use of normal maps. " "This is only applied on the root shape, this setting is ignored on any child." msgstr "" #: modules/csg/doc_classes/CSGShape.xml:60 msgid "" "The physics layers this area is in.\n" "Collidable objects can exist in any of 32 different layers. These layers " "work like a tagging system, and are not visual. A collidable can use these " "layers to select with which objects it can collide, using the collision_mask " "property.\n" "A contact is detected if object A is in any of the layers that object B " "scans, or object B is in any layer scanned by object A. See [url=https://" "docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction." "html#collision-layers-and-masks]Collision layers and masks[/url] in the " "documentation for more information." msgstr "" #: modules/csg/doc_classes/CSGShape.xml:65 msgid "" "The physics layers this CSG shape scans for collisions. See [url=https://" "docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction." "html#collision-layers-and-masks]Collision layers and masks[/url] in the " "documentation for more information." msgstr "" #: modules/csg/doc_classes/CSGShape.xml:68 msgid "" "The operation that is performed on this shape. This is ignored for the first " "CSG child node as the operation is between this node and the previous child " "of this nodes parent." msgstr "" #: modules/csg/doc_classes/CSGShape.xml:71 msgid "" "Snap makes the mesh snap to a given distance so that the faces of two meshes " "can be perfectly aligned. A lower value results in greater precision but may " "be harder to adjust." msgstr "" #: modules/csg/doc_classes/CSGShape.xml:74 msgid "" "Adds a collision shape to the physics engine for our CSG shape. This will " "always act like a static body. Note that the collision shape is still active " "even if the CSG shape itself is hidden." msgstr "" #: modules/csg/doc_classes/CSGShape.xml:79 msgid "" "Geometry of both primitives is merged, intersecting geometry is removed." msgstr "" #: modules/csg/doc_classes/CSGShape.xml:82 msgid "Only intersecting geometry remains, the rest is removed." msgstr "" #: modules/csg/doc_classes/CSGShape.xml:85 msgid "" "The second shape is subtracted from the first, leaving a dent with its shape." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml:4 msgid "A CSG Sphere shape." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml:7 msgid "This node allows you to create a sphere for use with the CSG system." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml:15 msgid "The material used to render the sphere." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml:18 msgid "Number of vertical slices for the sphere." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml:21 msgid "Radius of the sphere." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml:24 msgid "Number of horizontal slices for the sphere." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml:27 msgid "" "If [code]true[/code] the normals of the sphere are set to give a smooth " "effect making the sphere seem rounded. If [code]false[/code] the sphere will " "have a flat shaded look." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml:4 msgid "A CSG Torus shape." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml:7 msgid "This node allows you to create a torus for use with the CSG system." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml:15 msgid "The inner radius of the torus." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml:18 msgid "The material used to render the torus." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml:21 msgid "The outer radius of the torus." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml:24 msgid "The number of edges each ring of the torus is constructed of." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml:27 msgid "The number of slices the torus is constructed of." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml:30 msgid "" "If [code]true[/code] the normals of the torus are set to give a smooth " "effect making the torus seem rounded. If [code]false[/code] the torus will " "have a flat shaded look." msgstr "" #: modules/mono/doc_classes/CSharpScript.xml:4 msgid "" "A script implemented in the C# programming language (Mono-enabled builds " "only)." msgstr "" #: modules/mono/doc_classes/CSharpScript.xml:7 msgid "" "This class represents a C# script. It is the C# equivalent of the [GDScript] " "class and is only available in Mono-enabled Godot builds.\n" "See also [GodotSharp]." msgstr "" #: modules/mono/doc_classes/CSharpScript.xml:11 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/scripting/c_sharp/index." "html" msgstr "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" #: modules/mono/doc_classes/CSharpScript.xml:18 #: modules/gdnative/doc_classes/PluginScript.xml:13 msgid "Returns a new instance of the script." msgstr "" #: doc/classes/CubeMap.xml:4 msgid "A CubeMap is a 6-sided 3D texture." msgstr "" #: doc/classes/CubeMap.xml:7 msgid "" "A 6-sided 3D texture typically used for faking reflections. It can be used " "to make an object look as if it's reflecting its surroundings. This usually " "delivers much better performance than other reflection methods." msgstr "" #: doc/classes/CubeMap.xml:15 #, fuzzy msgid "Returns the [CubeMap]'s height." msgstr "Gibt das letzte Node des Graphen zurück." #: doc/classes/CubeMap.xml:22 msgid "" "Returns an [Image] for a side of the [CubeMap] using one of the [enum Side] " "constants." msgstr "" #: doc/classes/CubeMap.xml:28 #, fuzzy msgid "Returns the [CubeMap]'s width." msgstr "Gibt das letzte Node des Graphen zurück." #: doc/classes/CubeMap.xml:36 msgid "" "Sets an [Image] for a side of the [CubeMap] using one of the [enum Side] " "constants." msgstr "" #: doc/classes/CubeMap.xml:42 msgid "" "The render flags for the [CubeMap]. See the [enum Flags] constants for " "details." msgstr "" #: doc/classes/CubeMap.xml:45 msgid "" "The lossy storage quality of the [CubeMap] if the storage mode is set to " "[constant STORAGE_COMPRESS_LOSSY]." msgstr "" #: doc/classes/CubeMap.xml:48 msgid "The [CubeMap]'s storage mode. See [enum Storage] constants." msgstr "" #: doc/classes/CubeMap.xml:53 msgid "Store the [CubeMap] without any compression." msgstr "" #: doc/classes/CubeMap.xml:56 msgid "Store the [CubeMap] with strong compression that reduces image quality." msgstr "" #: doc/classes/CubeMap.xml:59 msgid "" "Store the [CubeMap] with moderate compression that doesn't reduce image " "quality." msgstr "" #: doc/classes/CubeMap.xml:62 msgid "Identifier for the left face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml:65 msgid "Identifier for the right face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml:68 msgid "Identifier for the bottom face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml:71 msgid "Identifier for the top face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml:74 msgid "Identifier for the front face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml:77 msgid "Identifier for the back face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml:80 msgid "Generate mipmaps, to enable smooth zooming out of the texture." msgstr "" #: doc/classes/CubeMap.xml:83 msgid "Repeat (instead of clamp to edge)." msgstr "" #: doc/classes/CubeMap.xml:86 msgid "Turn on magnifying filter, to enable smooth zooming in of the texture." msgstr "" #: doc/classes/CubeMap.xml:89 msgid "Default flags. Generate mipmaps, repeat, and filter are enabled." msgstr "" #: doc/classes/CubeMesh.xml:4 msgid "Generate an axis-aligned cuboid [PrimitiveMesh]." msgstr "" #: doc/classes/CubeMesh.xml:7 msgid "" "Generate an axis-aligned cuboid [PrimitiveMesh].\n" "The cube's UV layout is arranged in a 3×2 layout that allows texturing each " "face individually. To apply the same texture on all faces, change the " "material's UV property to [code]Vector3(3, 2, 1)[/code].\n" "[b]Note:[/b] When using a large textured [CubeMesh] (e.g. as a floor), you " "may stumble upon UV jittering issues depending on the camera angle. To solve " "this, increase [member subdivide_depth], [member subdivide_height] and " "[member subdivide_width] until you no longer notice UV jittering." msgstr "" #: doc/classes/CubeMesh.xml:17 msgid "Size of the cuboid mesh." msgstr "" #: doc/classes/CubeMesh.xml:20 msgid "Number of extra edge loops inserted along the Z axis." msgstr "" #: doc/classes/CubeMesh.xml:23 msgid "Number of extra edge loops inserted along the Y axis." msgstr "" #: doc/classes/CubeMesh.xml:26 msgid "Number of extra edge loops inserted along the X axis." msgstr "" #: doc/classes/CullInstance.xml:4 msgid "Parent of all nodes that can be culled by the Portal system." msgstr "" #: doc/classes/CullInstance.xml:7 msgid "" "Provides common functionality to nodes that can be culled by the [Portal] " "system.\n" "[code]Static[/code] and [code]Dynamic[/code] objects are the most " "efficiently managed objects in the system, but there are some caveats. They " "are expected to be present initially when [Room]s are converted using the " "[RoomManager] [code]rooms_convert[/code] function, and their lifetime should " "be the same as the game level (i.e. present until you call " "[code]rooms_clear[/code] on the [RoomManager]. Although you shouldn't " "create / delete these objects during gameplay, you can manage their " "visibility with the standard [code]hide[/code] and [code]show[/code] " "commands.\n" "[code]Roaming[/code] objects on the other hand, require extra processing to " "keep track of which [Room] they are within. This enables them to be culled " "effectively, wherever they are.\n" "[code]Global[/code] objects are not culled by the portal system, and use " "view frustum culling only.\n" "Objects that are not [code]Static[/code] or [code]Dynamic[/code] can be " "freely created and deleted during the lifetime of the game level." msgstr "" #: doc/classes/CullInstance.xml:19 msgid "" "When set to [code]0[/code], [CullInstance]s will be autoplaced in the [Room] " "with the highest priority.\n" "When set to a value other than [code]0[/code], the system will attempt to " "autoplace in a [Room] with the [code]autoplace_priority[/code], if it is " "present.\n" "This can be used to control autoplacement of building exteriors in an outer " "[RoomGroup]." msgstr "" #: doc/classes/CullInstance.xml:24 msgid "" "When a manual bound has not been explicitly specified for a [Room], the " "convex hull bound will be estimated from the geometry of the objects within " "the room. This setting determines whether the geometry of an object is " "included in this estimate of the room bound.\n" "[b]Note:[/b] This setting is only relevant when the object is set to " "[code]PORTAL_MODE_STATIC[/code] or [code]PORTAL_MODE_DYNAMIC[/code], and for " "[Portal]s." msgstr "" #: doc/classes/CullInstance.xml:28 msgid "" "When using [Room]s and [Portal]s, this specifies how the [CullInstance] is " "processed in the system." msgstr "" #: doc/classes/CullInstance.xml:33 msgid "" "Use for instances within [Room]s that will [b]not move[/b] - e.g. walls, " "floors.\n" "[b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_STATIC[/code] " "instance while the room graph is loaded (converted), it will unload the room " "graph and deactivate portal culling. This is because the [b]room graph[/b] " "data has been invalidated. You will need to reconvert the rooms using the " "[RoomManager] to activate the system again." msgstr "" #: doc/classes/CullInstance.xml:37 msgid "" "Use for instances within rooms that will move but [b]not change room[/b] - e." "g. moving platforms.\n" "[b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_DYNAMIC[/code] " "instance while the room graph is loaded (converted), it will unload the room " "graph and deactivate portal culling. This is because the [b]room graph[/b] " "data has been invalidated. You will need to reconvert the rooms using the " "[RoomManager] to activate the system again." msgstr "" #: doc/classes/CullInstance.xml:41 msgid "Use for instances that will move [b]between[/b] [Room]s - e.g. players." msgstr "" #: doc/classes/CullInstance.xml:44 msgid "" "Use for instances that will be frustum culled only - e.g. first person " "weapon, debug." msgstr "" #: doc/classes/CullInstance.xml:47 msgid "" "Use for instances that will not be shown at all - e.g. [b]manual room " "bounds[/b] (specified by prefix [i]'Bound_'[/i])." msgstr "" #: doc/classes/Curve.xml:4 msgid "A mathematic curve." msgstr "" #: doc/classes/Curve.xml:7 msgid "" "A curve that can be saved and re-used for other objects. By default, it " "ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions " "points relative to the [code]0.5[/code] Y position." msgstr "" #: doc/classes/Curve.xml:20 msgid "" "Adds a point to the curve. For each side, if the [code]*_mode[/code] is " "[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) " "uses the slope of the curve halfway to the adjacent point. Allows custom " "assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is " "set to [constant TANGENT_FREE]." msgstr "" #: doc/classes/Curve.xml:26 msgid "Recomputes the baked cache of points for the curve." msgstr "" #: doc/classes/Curve.xml:32 msgid "" "Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units " "to their neighbor on the curve." msgstr "" #: doc/classes/Curve.xml:38 doc/classes/Curve2D.xml:27 #: doc/classes/Curve3D.xml:27 msgid "Removes all points from the curve." msgstr "" #: doc/classes/Curve.xml:44 doc/classes/Curve2D.xml:61 #: doc/classes/Curve3D.xml:74 msgid "Returns the number of points describing the curve." msgstr "" #: doc/classes/Curve.xml:51 msgid "" "Returns the left [enum TangentMode] for the point at [code]index[/code]." msgstr "" #: doc/classes/Curve.xml:58 msgid "" "Returns the left tangent angle (in degrees) for the point at [code]index[/" "code]." msgstr "" #: doc/classes/Curve.xml:65 msgid "Returns the curve coordinates for the point at [code]index[/code]." msgstr "" #: doc/classes/Curve.xml:72 msgid "" "Returns the right [enum TangentMode] for the point at [code]index[/code]." msgstr "" #: doc/classes/Curve.xml:79 msgid "" "Returns the right tangent angle (in degrees) for the point at [code]index[/" "code]." msgstr "" #: doc/classes/Curve.xml:86 msgid "" "Returns the Y value for the point that would exist at the X position " "[code]offset[/code] along the curve." msgstr "" #: doc/classes/Curve.xml:93 msgid "" "Returns the Y value for the point that would exist at the X position " "[code]offset[/code] along the curve using the baked cache. Bakes the curve's " "points if not already baked." msgstr "" #: doc/classes/Curve.xml:100 msgid "Removes the point at [code]index[/code] from the curve." msgstr "" #: doc/classes/Curve.xml:108 msgid "" "Sets the left [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" #: doc/classes/Curve.xml:116 msgid "" "Sets the left tangent angle for the point at [code]index[/code] to " "[code]tangent[/code]." msgstr "" #: doc/classes/Curve.xml:124 msgid "Sets the offset from [code]0.5[/code]." msgstr "" #: doc/classes/Curve.xml:132 msgid "" "Sets the right [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" #: doc/classes/Curve.xml:140 msgid "" "Sets the right tangent angle for the point at [code]index[/code] to " "[code]tangent[/code]." msgstr "" #: doc/classes/Curve.xml:148 msgid "" "Assigns the vertical position [code]y[/code] to the point at [code]index[/" "code]." msgstr "" #: doc/classes/Curve.xml:154 msgid "The number of points to include in the baked (i.e. cached) curve data." msgstr "" #: doc/classes/Curve.xml:157 msgid "The maximum value the curve can reach." msgstr "" #: doc/classes/Curve.xml:160 msgid "The minimum value the curve can reach." msgstr "" #: doc/classes/Curve.xml:166 msgid "Emitted when [member max_value] or [member min_value] is changed." msgstr "" #: doc/classes/Curve.xml:172 msgid "The tangent on this side of the point is user-defined." msgstr "" #: doc/classes/Curve.xml:175 msgid "" "The curve calculates the tangent on this side of the point as the slope " "halfway towards the adjacent point." msgstr "" #: doc/classes/Curve.xml:178 msgid "The total number of available tangent modes." msgstr "" #: doc/classes/Curve2D.xml:4 msgid "Describes a Bézier curve in 2D space." msgstr "" #: doc/classes/Curve2D.xml:7 msgid "" "This class describes a Bézier curve in 2D space. It is mainly used to give a " "shape to a [Path2D], but can be manually sampled for other purposes.\n" "It keeps a cache of precalculated points along the curve, to speed up " "further calculations." msgstr "" #: doc/classes/Curve2D.xml:20 doc/classes/Curve3D.xml:20 msgid "" "Adds a point to a curve at [code]position[/code], with control points " "[code]in[/code] and [code]out[/code].\n" "If [code]at_position[/code] is given, the point is inserted before the point " "number [code]at_position[/code], moving that point (and every point after) " "after the inserted point. If [code]at_position[/code] is not given, or is an " "illegal value ([code]at_position <0[/code] or [code]at_position >= [method " "get_point_count][/code]), the point will be appended at the end of the point " "list." msgstr "" #: doc/classes/Curve2D.xml:33 doc/classes/Curve3D.xml:33 msgid "" "Returns the total length of the curve, based on the cached points. Given " "enough density (see [member bake_interval]), it should be approximate enough." msgstr "" #: doc/classes/Curve2D.xml:39 #, fuzzy msgid "Returns the cache of points as a [PoolVector2Array]." msgstr "Liefert die Fläche des [Rect2i]." #: doc/classes/Curve2D.xml:46 msgid "" "Returns the closest offset to [code]to_point[/code]. This offset is meant to " "be used in [method interpolate_baked].\n" "[code]to_point[/code] must be in this curve's local space." msgstr "" #: doc/classes/Curve2D.xml:54 doc/classes/Curve3D.xml:67 msgid "" "Returns the closest baked point (in curve's local space) to [code]to_point[/" "code].\n" "[code]to_point[/code] must be in this curve's local space." msgstr "" #: doc/classes/Curve2D.xml:68 msgid "" "Returns the position of the control point leading to the vertex [code]idx[/" "code]. The returned position is relative to the vertex [code]idx[/code]. If " "the index is out of bounds, the function sends an error to the console, and " "returns [code](0, 0)[/code]." msgstr "" #: doc/classes/Curve2D.xml:75 msgid "" "Returns the position of the control point leading out of the vertex " "[code]idx[/code]. The returned position is relative to the vertex [code]idx[/" "code]. If the index is out of bounds, the function sends an error to the " "console, and returns [code](0, 0)[/code]." msgstr "" #: doc/classes/Curve2D.xml:82 msgid "" "Returns the position of the vertex [code]idx[/code]. If the index is out of " "bounds, the function sends an error to the console, and returns [code](0, 0)" "[/code]." msgstr "" #: doc/classes/Curve2D.xml:90 msgid "" "Returns the position between the vertex [code]idx[/code] and the vertex " "[code]idx + 1[/code], where [code]t[/code] controls if the point is the " "first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), " "or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t " "<=1[/code]) give strange, but predictable results.\n" "If [code]idx[/code] is out of bounds it is truncated to the first or last " "vertex, and [code]t[/code] is ignored. If the curve has no points, the " "function sends an error to the console, and returns [code](0, 0)[/code]." msgstr "" #: doc/classes/Curve2D.xml:99 msgid "" "Returns a point within the curve at position [code]offset[/code], where " "[code]offset[/code] is measured as a pixel distance along the curve.\n" "To do that, it finds the two cached points where the [code]offset[/code] " "lies between, then interpolates the values. This interpolation is cubic if " "[code]cubic[/code] is set to [code]true[/code], or linear if set to " "[code]false[/code].\n" "Cubic interpolation tends to follow the curves better, but linear is faster " "(and often, precise enough)." msgstr "" #: doc/classes/Curve2D.xml:108 doc/classes/Curve3D.xml:138 msgid "" "Returns the position at the vertex [code]fofs[/code]. It calls [method " "interpolate] using the integer part of [code]fofs[/code] as [code]idx[/" "code], and its fractional part as [code]t[/code]." msgstr "" #: doc/classes/Curve2D.xml:115 doc/classes/Curve3D.xml:145 msgid "" "Deletes the point [code]idx[/code] from the curve. Sends an error to the " "console if [code]idx[/code] is out of bounds." msgstr "" #: doc/classes/Curve2D.xml:123 doc/classes/Curve3D.xml:153 msgid "" "Sets the position of the control point leading to the vertex [code]idx[/" "code]. If the index is out of bounds, the function sends an error to the " "console. The position is relative to the vertex." msgstr "" #: doc/classes/Curve2D.xml:131 doc/classes/Curve3D.xml:161 msgid "" "Sets the position of the control point leading out of the vertex [code]idx[/" "code]. If the index is out of bounds, the function sends an error to the " "console. The position is relative to the vertex." msgstr "" #: doc/classes/Curve2D.xml:139 doc/classes/Curve3D.xml:169 msgid "" "Sets the position for the vertex [code]idx[/code]. If the index is out of " "bounds, the function sends an error to the console." msgstr "" #: doc/classes/Curve2D.xml:147 doc/classes/Curve3D.xml:186 msgid "" "Returns a list of points along the curve, with a curvature controlled point " "density. That is, the curvier parts will have more points than the " "straighter parts.\n" "This approximation makes straight segments between each point, then " "subdivides those segments until the resulting shape is similar enough.\n" "[code]max_stages[/code] controls how many subdivisions a curve segment may " "face before it is considered approximate enough. Each subdivision splits the " "segment in half, so the default 5 stages may mean up to 32 subdivisions per " "curve segment. Increase with care!\n" "[code]tolerance_degrees[/code] controls how many degrees the midpoint of a " "segment may deviate from the real curve, before the segment has to be " "subdivided." msgstr "" #: doc/classes/Curve2D.xml:156 msgid "" "The distance in pixels between two adjacent cached points. Changing it " "forces the cache to be recomputed the next time the [method " "get_baked_points] or [method get_baked_length] function is called. The " "smaller the distance, the more points in the cache and the more memory it " "will consume, so use with care." msgstr "" #: doc/classes/Curve3D.xml:4 msgid "Describes a Bézier curve in 3D space." msgstr "" #: doc/classes/Curve3D.xml:7 msgid "" "This class describes a Bézier curve in 3D space. It is mainly used to give a " "shape to a [Path], but can be manually sampled for other purposes.\n" "It keeps a cache of precalculated points along the curve, to speed up " "further calculations." msgstr "" #: doc/classes/Curve3D.xml:39 #, fuzzy msgid "Returns the cache of points as a [PoolVector3Array]." msgstr "Liefert die Fläche des [Rect2i]." #: doc/classes/Curve3D.xml:45 #, fuzzy msgid "Returns the cache of tilts as a [PoolRealArray]." msgstr "Gibt die Größe des Arrays zurück." #: doc/classes/Curve3D.xml:51 msgid "" "Returns the cache of up vectors as a [PoolVector3Array].\n" "If [member up_vector_enabled] is [code]false[/code], the cache will be empty." msgstr "" #: doc/classes/Curve3D.xml:59 msgid "" "Returns the closest offset to [code]to_point[/code]. This offset is meant to " "be used in [method interpolate_baked] or [method " "interpolate_baked_up_vector].\n" "[code]to_point[/code] must be in this curve's local space." msgstr "" #: doc/classes/Curve3D.xml:81 msgid "" "Returns the position of the control point leading to the vertex [code]idx[/" "code]. The returned position is relative to the vertex [code]idx[/code]. If " "the index is out of bounds, the function sends an error to the console, and " "returns [code](0, 0, 0)[/code]." msgstr "" #: doc/classes/Curve3D.xml:88 msgid "" "Returns the position of the control point leading out of the vertex " "[code]idx[/code]. The returned position is relative to the vertex [code]idx[/" "code]. If the index is out of bounds, the function sends an error to the " "console, and returns [code](0, 0, 0)[/code]." msgstr "" #: doc/classes/Curve3D.xml:95 msgid "" "Returns the position of the vertex [code]idx[/code]. If the index is out of " "bounds, the function sends an error to the console, and returns [code](0, 0, " "0)[/code]." msgstr "" #: doc/classes/Curve3D.xml:102 msgid "" "Returns the tilt angle in radians for the point [code]idx[/code]. If the " "index is out of bounds, the function sends an error to the console, and " "returns [code]0[/code]." msgstr "" #: doc/classes/Curve3D.xml:110 msgid "" "Returns the position between the vertex [code]idx[/code] and the vertex " "[code]idx + 1[/code], where [code]t[/code] controls if the point is the " "first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), " "or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t " "<=1[/code]) give strange, but predictable results.\n" "If [code]idx[/code] is out of bounds it is truncated to the first or last " "vertex, and [code]t[/code] is ignored. If the curve has no points, the " "function sends an error to the console, and returns [code](0, 0, 0)[/code]." msgstr "" #: doc/classes/Curve3D.xml:119 msgid "" "Returns a point within the curve at position [code]offset[/code], where " "[code]offset[/code] is measured as a distance in 3D units along the curve.\n" "To do that, it finds the two cached points where the [code]offset[/code] " "lies between, then interpolates the values. This interpolation is cubic if " "[code]cubic[/code] is set to [code]true[/code], or linear if set to " "[code]false[/code].\n" "Cubic interpolation tends to follow the curves better, but linear is faster " "(and often, precise enough)." msgstr "" #: doc/classes/Curve3D.xml:129 msgid "" "Returns an up vector within the curve at position [code]offset[/code], where " "[code]offset[/code] is measured as a distance in 3D units along the curve.\n" "To do that, it finds the two cached up vectors where the [code]offset[/code] " "lies between, then interpolates the values. If [code]apply_tilt[/code] is " "[code]true[/code], an interpolated tilt is applied to the interpolated up " "vector.\n" "If the curve has no up vectors, the function sends an error to the console, " "and returns [code](0, 1, 0)[/code]." msgstr "" #: doc/classes/Curve3D.xml:177 msgid "" "Sets the tilt angle in radians for the point [code]idx[/code]. If the index " "is out of bounds, the function sends an error to the console.\n" "The tilt controls the rotation along the look-at axis an object traveling " "the path would have. In the case of a curve controlling a [PathFollow], this " "tilt is an offset over the natural tilt the [PathFollow] calculates." msgstr "" #: doc/classes/Curve3D.xml:195 msgid "" "The distance in meters between two adjacent cached points. Changing it " "forces the cache to be recomputed the next time the [method " "get_baked_points] or [method get_baked_length] function is called. The " "smaller the distance, the more points in the cache and the more memory it " "will consume, so use with care." msgstr "" #: doc/classes/Curve3D.xml:198 msgid "" "If [code]true[/code], the curve will bake up vectors used for orientation. " "This is used when [member PathFollow.rotation_mode] is set to [constant " "PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed." msgstr "" #: doc/classes/CurveTexture.xml:4 msgid "A texture that shows a curve." msgstr "" #: doc/classes/CurveTexture.xml:7 msgid "" "Renders a given [Curve] provided to it. Simplifies the task of drawing " "curves and/or saving them as image files." msgstr "" #: doc/classes/CurveTexture.xml:15 msgid "The [code]curve[/code] rendered onto the texture." msgstr "" #: doc/classes/CurveTexture.xml:18 msgid "The width of the texture." msgstr "" #: doc/classes/CylinderMesh.xml:4 msgid "Class representing a cylindrical [PrimitiveMesh]." msgstr "" #: doc/classes/CylinderMesh.xml:7 msgid "" "Class representing a cylindrical [PrimitiveMesh]. This class can be used to " "create cones by setting either the [member top_radius] or [member " "bottom_radius] properties to [code]0.0[/code]." msgstr "" #: doc/classes/CylinderMesh.xml:15 msgid "" "Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces " "will not be generated, resulting in a conic shape." msgstr "" #: doc/classes/CylinderMesh.xml:18 msgid "Full height of the cylinder." msgstr "" #: doc/classes/CylinderMesh.xml:21 msgid "" "Number of radial segments on the cylinder. Higher values result in a more " "detailed cylinder/cone at the cost of performance." msgstr "" #: doc/classes/CylinderMesh.xml:24 msgid "" "Number of edge rings along the height of the cylinder. Changing [member " "rings] does not have any visual impact unless a shader or procedural mesh " "tool is used to alter the vertex data. Higher values result in more " "subdivisions, which can be used to create smoother-looking effects with " "shaders or procedural mesh tools (at the cost of performance). When not " "altering the vertex data using a shader or procedural mesh tool, [member " "rings] should be kept to its default value." msgstr "" #: doc/classes/CylinderMesh.xml:27 msgid "" "Top radius of the cylinder. If set to [code]0.0[/code], the top faces will " "not be generated, resulting in a conic shape." msgstr "" #: doc/classes/CylinderShape.xml:4 doc/classes/CylinderShape.xml:7 msgid "Cylinder shape for collisions." msgstr "" #: doc/classes/CylinderShape.xml:18 msgid "The cylinder's height." msgstr "" #: doc/classes/CylinderShape.xml:21 msgid "The cylinder's radius." msgstr "" #: doc/classes/DampedSpringJoint2D.xml:4 msgid "Damped spring constraint for 2D physics." msgstr "" #: doc/classes/DampedSpringJoint2D.xml:7 msgid "" "Damped spring constraint for 2D physics. This resembles a spring joint that " "always wants to go back to a given length." msgstr "" #: doc/classes/DampedSpringJoint2D.xml:15 msgid "" "The spring joint's damping ratio. A value between [code]0[/code] and " "[code]1[/code]. When the two bodies move into different directions the " "system tries to align them to the spring axis again. A high [code]damping[/" "code] value forces the attached bodies to align faster." msgstr "" #: doc/classes/DampedSpringJoint2D.xml:18 msgid "" "The spring joint's maximum length. The two attached bodies cannot stretch it " "past this value." msgstr "" #: doc/classes/DampedSpringJoint2D.xml:21 msgid "" "When the bodies attached to the spring joint move they stretch or squash it. " "The joint always tries to resize towards this length." msgstr "" #: doc/classes/DampedSpringJoint2D.xml:24 msgid "" "The higher the value, the less the bodies attached to the joint will deform " "it. The joint applies an opposing force to the bodies, the product of the " "stiffness multiplied by the size difference from its resting length." msgstr "" #: doc/classes/Dictionary.xml:4 msgid "Dictionary type." msgstr "" #: doc/classes/Dictionary.xml:7 msgid "" "Dictionary type. Associative container which contains values referenced by " "unique keys. Dictionaries are composed of pairs of keys (which must be " "unique) and values. Dictionaries will preserve the insertion order when " "adding elements, even though this may not be reflected when printing the " "dictionary. In other programming languages, this data structure is sometimes " "referred to as a hash map or associative array.\n" "You can define a dictionary by placing a comma-separated list of [code]key: " "value[/code] pairs in curly braces [code]{}[/code].\n" "Erasing elements while iterating over them [b]is not supported[/b] and will " "result in undefined behavior.\n" "[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a " "dictionary which can be modified independently of the original dictionary, " "use [method duplicate].\n" "Creating a dictionary:\n" "[codeblock]\n" "var my_dict = {} # Creates an empty dictionary.\n" "\n" "var dict_variable_key = \"Another key name\"\n" "var dict_variable_value = \"value2\"\n" "var another_dict = {\n" " \"Some key name\": \"value1\",\n" " dict_variable_key: dict_variable_value,\n" "}\n" "\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "\n" "# Alternative Lua-style syntax.\n" "# Doesn't require quotes around keys, but only string constants can be used " "as key names.\n" "# Additionally, key names must start with a letter or an underscore.\n" "# Here, `some_key` is a string literal, not a variable!\n" "another_dict = {\n" " some_key = 42,\n" "}\n" "[/codeblock]\n" "You can access a dictionary's values by referencing the appropriate key. In " "the above example, [code]points_dict[\"White\"][/code] will return [code]50[/" "code]. You can also write [code]points_dict.White[/code], which is " "equivalent. However, you'll have to use the bracket syntax if the key you're " "accessing the dictionary with isn't a fixed string (such as a number or " "variable).\n" "[codeblock]\n" "export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "func _ready():\n" " # We can't use dot syntax here as `my_color` is a variable.\n" " var points = points_dict[my_color]\n" "[/codeblock]\n" "In the above code, [code]points[/code] will be assigned the value that is " "paired with the appropriate color selected in [code]my_color[/code].\n" "Dictionaries can contain more complex data:\n" "[codeblock]\n" "my_dict = {\"First Array\": [1, 2, 3, 4]} # Assigns an Array to a String " "key.\n" "[/codeblock]\n" "To add a key to an existing dictionary, access it like an existing key and " "assign to it:\n" "[codeblock]\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "points_dict[\"Blue\"] = 150 # Add \"Blue\" as a key and assign 150 as its " "value.\n" "[/codeblock]\n" "Finally, dictionaries can contain different types of keys and values in the " "same dictionary:\n" "[codeblock]\n" "# This is a valid dictionary.\n" "# To access the string \"Nested value\" below, use `my_dict.sub_dict." "sub_key` or `my_dict[\"sub_dict\"][\"sub_key\"]`.\n" "# Indexing styles can be mixed and matched depending on your needs.\n" "var my_dict = {\n" " \"String Key\": 5,\n" " 4: [1, 2, 3],\n" " 7: \"Hello\",\n" " \"sub_dict\": {\"sub_key\": \"Nested value\"},\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Unlike [Array]s, you can't compare dictionaries directly:\n" "[codeblock]\n" "array1 = [1, 2, 3]\n" "array2 = [1, 2, 3]\n" "\n" "func compare_arrays():\n" " print(array1 == array2) # Will print true.\n" "\n" "var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "\n" "func compare_dictionaries():\n" " print(dict1 == dict2) # Will NOT print true.\n" "[/codeblock]\n" "You need to first calculate the dictionary's hash with [method hash] before " "you can compare them:\n" "[codeblock]\n" "var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "\n" "func compare_dictionaries():\n" " print(dict1.hash() == dict2.hash()) # Will print true.\n" "[/codeblock]\n" "[b]Note:[/b] When declaring a dictionary with [code]const[/code], the " "dictionary itself can still be mutated by defining the values of individual " "keys. Using [code]const[/code] will only prevent assigning the constant with " "another value after it was initialized." msgstr "" #: doc/classes/Dictionary.xml:87 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/scripting/gdscript/" "gdscript_basics.html#dictionary" msgstr "" "https://docs.godotengine.org/de/latest/getting_started/scripting/gdscript/" "gdscript_basics.html#dictionary" #: doc/classes/Dictionary.xml:94 msgid "Clear the dictionary, removing all key/value pairs." msgstr "" #: doc/classes/Dictionary.xml:101 msgid "" "Creates a copy of the dictionary, and returns it. The [code]deep[/code] " "parameter causes inner dictionaries and arrays to be copied recursively, but " "does not apply to objects." msgstr "" #: doc/classes/Dictionary.xml:107 msgid "Returns [code]true[/code] if the dictionary is empty." msgstr "" #: doc/classes/Dictionary.xml:114 msgid "" "Erase a dictionary key/value pair by key. Returns [code]true[/code] if the " "given key was present in the dictionary, [code]false[/code] otherwise.\n" "[b]Note:[/b] Don't erase elements while iterating over the dictionary. You " "can iterate over the [method keys] array instead." msgstr "" #: doc/classes/Dictionary.xml:123 msgid "" "Returns the current value for the specified key in the [Dictionary]. If the " "key does not exist, the method returns the value of the optional default " "argument, or [code]null[/code] if it is omitted." msgstr "" #: doc/classes/Dictionary.xml:130 msgid "" "Returns [code]true[/code] if the dictionary has a given key.\n" "[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as " "follows:\n" "[codeblock]\n" "# Will evaluate to `true`.\n" "if \"godot\" in {\"godot\": \"engine\"}:\n" " pass\n" "[/codeblock]\n" "This method (like the [code]in[/code] operator) will evaluate to [code]true[/" "code] as long as the key exists, even if the associated value is [code]null[/" "code]." msgstr "" #: doc/classes/Dictionary.xml:144 #, fuzzy msgid "" "Returns [code]true[/code] if the dictionary has all the keys in the given " "array." msgstr "" "Gibt [code]true[/code] zurück, wenn der Graph das übergebene Node enthält." #: doc/classes/Dictionary.xml:150 msgid "" "Returns a hashed integer value representing the dictionary contents. This " "can be used to compare dictionaries by value:\n" "[codeblock]\n" "var dict1 = {0: 10}\n" "var dict2 = {0: 10}\n" "# The line below prints `true`, whereas it would have printed `false` if " "both variables were compared directly.\n" "print(dict1.hash() == dict2.hash())\n" "[/codeblock]\n" "[b]Note:[/b] Dictionaries with the same keys/values but in a different order " "will have a different hash." msgstr "" #: doc/classes/Dictionary.xml:163 msgid "Returns the list of keys in the [Dictionary]." msgstr "" #: doc/classes/Dictionary.xml:169 #, fuzzy msgid "Returns the number of keys in the dictionary." msgstr "Gibt die Nummer von Elementen innerhalb eines Arrays wieder." #: doc/classes/Dictionary.xml:175 msgid "Returns the list of values in the [Dictionary]." msgstr "" #: doc/classes/DirectionalLight.xml:4 msgid "Directional light from a distance, as from the Sun." msgstr "" #: doc/classes/DirectionalLight.xml:7 msgid "" "A directional light is a type of [Light] node that models an infinite number " "of parallel rays covering the entire scene. It is used for lights with " "strong intensity that are located far away from the scene to model sunlight " "or moonlight. The worldspace location of the DirectionalLight transform " "(origin) is ignored. Only the basis is used to determine light direction." msgstr "" #: doc/classes/DirectionalLight.xml:10 doc/classes/Light.xml:10 #: doc/classes/OmniLight.xml:11 doc/classes/SpotLight.xml:11 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/3d/lights_and_shadows.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/3d/lights_and_shadows.html" #: doc/classes/DirectionalLight.xml:16 msgid "" "Amount of extra bias for shadow splits that are far away. If self-shadowing " "occurs only on the splits far away, increasing this value can fix them." msgstr "" #: doc/classes/DirectionalLight.xml:19 msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " "transitions between splits." msgstr "" #: doc/classes/DirectionalLight.xml:22 msgid "" "Optimizes shadow rendering for detail versus movement. See [enum " "ShadowDepthRange]." msgstr "" #: doc/classes/DirectionalLight.xml:25 msgid "The maximum distance for shadow splits." msgstr "" #: doc/classes/DirectionalLight.xml:28 msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." msgstr "" #: doc/classes/DirectionalLight.xml:31 msgid "" "Can be used to fix special cases of self shadowing when objects are " "perpendicular to the light." msgstr "" #: doc/classes/DirectionalLight.xml:34 msgid "" "The distance from camera to shadow split 1. Relative to [member " "directional_shadow_max_distance]. Only used when [member " "directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " "[code]SHADOW_PARALLEL_4_SPLITS[/code]." msgstr "" #: doc/classes/DirectionalLight.xml:37 msgid "" "The distance from shadow split 1 to split 2. Relative to [member " "directional_shadow_max_distance]. Only used when [member " "directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " "[code]SHADOW_PARALLEL_4_SPLITS[/code]." msgstr "" #: doc/classes/DirectionalLight.xml:40 msgid "" "The distance from shadow split 2 to split 3. Relative to [member " "directional_shadow_max_distance]. Only used when [member " "directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]." msgstr "" #: doc/classes/DirectionalLight.xml:46 msgid "" "Renders the entire scene's shadow map from an orthogonal point of view. This " "is the fastest directional shadow mode. May result in blurrier shadows on " "close objects." msgstr "" #: doc/classes/DirectionalLight.xml:49 msgid "" "Splits the view frustum in 2 areas, each with its own shadow map. This " "shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and " "[constant SHADOW_PARALLEL_4_SPLITS] in terms of performance." msgstr "" #: doc/classes/DirectionalLight.xml:52 msgid "" "Splits the view frustum in 4 areas, each with its own shadow map. This is " "the slowest directional shadow mode." msgstr "" #: doc/classes/DirectionalLight.xml:55 msgid "" "Keeps the shadow stable when the camera moves, at the cost of lower " "effective shadow resolution." msgstr "" #: doc/classes/DirectionalLight.xml:58 msgid "" "Tries to achieve maximum shadow resolution. May result in saw effect on " "shadow edges. This mode typically works best in games where the camera will " "often move at high speeds, such as most racing games." msgstr "" #: doc/classes/Directory.xml:4 msgid "Type used to handle the filesystem." msgstr "" #: doc/classes/Directory.xml:7 msgid "" "Directory type. It is used to manage directories and their content (not " "restricted to the project folder).\n" "When creating a new [Directory], its default opened directory will be " "[code]res://[/code]. This may change in the future, so it is advised to " "always use [method open] to initialize your [Directory] where you want to " "operate, with explicit error checking.\n" "[b]Note:[/b] Many resources types are imported (e.g. textures or sound " "files), and their source asset will not be included in the exported game, as " "only the imported version is used. Use [ResourceLoader] to access imported " "resources.\n" "Here is an example on how to iterate through the files of a directory:\n" "[codeblock]\n" "func dir_contents(path):\n" " var dir = Directory.new()\n" " if dir.open(path) == OK:\n" " dir.list_dir_begin()\n" " var file_name = dir.get_next()\n" " while file_name != \"\":\n" " if dir.current_is_dir():\n" " print(\"Found directory: \" + file_name)\n" " else:\n" " print(\"Found file: \" + file_name)\n" " file_name = dir.get_next()\n" " else:\n" " print(\"An error occurred when trying to access the path.\")\n" "[/codeblock]" msgstr "" #: doc/classes/Directory.xml:28 doc/classes/File.xml:28 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/scripting/filesystem.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/2d/particle_systems_2d.html" #: doc/classes/Directory.xml:35 msgid "" "Changes the currently opened directory to the one passed as an argument. The " "argument can be relative to the current directory (e.g. [code]newdir[/code] " "or [code]../newdir[/code]), or an absolute path (e.g. [code]/tmp/newdir[/" "code] or [code]res://somedir/newdir[/code]).\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/Directory.xml:44 msgid "" "Copies the [code]from[/code] file to the [code]to[/code] destination. Both " "arguments should be paths to files, either relative or absolute. If the " "destination file exists and is not access-protected, it will be " "overwritten.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/Directory.xml:51 msgid "" "Returns whether the current item processed with the last [method get_next] " "call is a directory ([code].[/code] and [code]..[/code] are considered " "directories)." msgstr "" #: doc/classes/Directory.xml:58 msgid "" "Returns whether the target directory exists. The argument can be relative to " "the current directory, or an absolute path." msgstr "" #: doc/classes/Directory.xml:65 msgid "" "Returns whether the target file exists. The argument can be relative to the " "current directory, or an absolute path." msgstr "" #: doc/classes/Directory.xml:71 msgid "" "Returns the absolute path to the currently opened directory (e.g. " "[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])." msgstr "" #: doc/classes/Directory.xml:77 msgid "" "Returns the currently opened directory's drive index. See [method get_drive] " "to convert returned index to the name of the drive." msgstr "" #: doc/classes/Directory.xml:84 msgid "" "On Windows, returns the name of the drive (partition) passed as an argument " "(e.g. [code]C:[/code]). On other platforms, or if the requested drive does " "not exist, the method returns an empty String." msgstr "" #: doc/classes/Directory.xml:90 msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem. On other platforms, the method returns 0." msgstr "" #: doc/classes/Directory.xml:96 msgid "" "Returns the next element (file or directory) in the current directory " "(including [code].[/code] and [code]..[/code], unless " "[code]skip_navigational[/code] was given to [method list_dir_begin]).\n" "The name of the file or directory is returned (and not its full path). Once " "the stream has been fully processed, the method returns an empty String and " "closes the stream automatically (i.e. [method list_dir_end] would not be " "mandatory in such a case)." msgstr "" #: doc/classes/Directory.xml:103 msgid "" "On UNIX desktop systems, returns the available space on the current " "directory's disk. On other platforms, this information is not available and " "the method returns 0 or -1." msgstr "" #: doc/classes/Directory.xml:111 msgid "" "Initializes the stream used to list all files and directories using the " "[method get_next] function, closing the currently opened stream if needed. " "Once the stream has been processed, it should typically be closed with " "[method list_dir_end].\n" "If [code]skip_navigational[/code] is [code]true[/code], [code].[/code] and " "[code]..[/code] are filtered out.\n" "If [code]skip_hidden[/code] is [code]true[/code], hidden files are filtered " "out." msgstr "" #: doc/classes/Directory.xml:119 msgid "" "Closes the current stream opened with [method list_dir_begin] (whether it " "has been fully processed with [method get_next] does not matter)." msgstr "" #: doc/classes/Directory.xml:126 msgid "" "Creates a directory. The argument can be relative to the current directory, " "or an absolute path. The target directory should be placed in an already " "existing directory (to create the full path recursively, see [method " "make_dir_recursive]).\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/Directory.xml:134 msgid "" "Creates a target directory and all necessary intermediate directories in its " "path, by calling [method make_dir] recursively. The argument can be relative " "to the current directory, or an absolute path.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/Directory.xml:142 msgid "" "Opens an existing directory of the filesystem. The [code]path[/code] " "argument can be within the project tree ([code]res://folder[/code]), the " "user directory ([code]user://folder[/code]) or an absolute path of the user " "filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\\tmp\\folder[/code]).\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/Directory.xml:150 msgid "" "Deletes the target file or an empty directory. The argument can be relative " "to the current directory, or an absolute path. If the target directory is " "not empty, the operation will fail.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/Directory.xml:159 msgid "" "Renames (move) the [code]from[/code] file or directory to the [code]to[/" "code] destination. Both arguments should be paths to files or directories, " "either relative or absolute. If the destination file or directory exists and " "is not access-protected, it will be overwritten.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/DTLSServer.xml:4 msgid "Helper class to implement a DTLS server." msgstr "" #: doc/classes/DTLSServer.xml:7 msgid "" "This class is used to store the state of a DTLS server. Upon [method setup] " "it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via " "[method take_connection] as DTLS clients. Under the hood, this class is used " "to store the DTLS state and cookies of the server. The reason of why the " "state and cookies are needed is outside of the scope of this documentation.\n" "Below a small example of how to use it:\n" "[codeblock]\n" "# server.gd\n" "extends Node\n" "\n" "var dtls := DTLSServer.new()\n" "var server := UDPServer.new()\n" "var peers = []\n" "\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" " dtls.setup(key, cert)\n" "\n" "func _process(delta):\n" " while server.is_connection_available():\n" " 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" " 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()." "get_string_from_utf8())\n" " p.put_packet(\"Hello DTLS client\".to_utf8())\n" "[/codeblock]\n" "[codeblock]\n" "# client.gd\n" "extends Node\n" "\n" "var dtls := PacketPeerDTLS.new()\n" "var udp := PacketPeerUDP.new()\n" "var connected = false\n" "\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" "\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" " while dtls.get_available_packet_count() > 0:\n" " print(\"Connected: %s\" % dtls.get_packet()." "get_string_from_utf8())\n" " connected = true\n" "[/codeblock]" msgstr "" #: doc/classes/DTLSServer.xml:70 msgid "" "Setup the DTLS server to use the given [code]private_key[/code] and provide " "the given [code]certificate[/code] to clients. You can pass the optional " "[code]chain[/code] parameter to provide additional CA chain information " "along with the certificate." msgstr "" #: doc/classes/DTLSServer.xml:77 msgid "" "Try to initiate the DTLS handshake with the given [code]udp_peer[/code] " "which must be already connected (see [method PacketPeerUDP." "connect_to_host]).\n" "[b]Note:[/b] You must check that the state of the return PacketPeerUDP is " "[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of " "the new connections will be invalid due to cookie exchange." msgstr "" #: doc/classes/DynamicFont.xml:4 msgid "DynamicFont renders vector font files at runtime." msgstr "" #: doc/classes/DynamicFont.xml:7 msgid "" "DynamicFont renders vector font files dynamically at runtime instead of " "using a prerendered texture atlas like [BitmapFont]. This trades the faster " "loading time of [BitmapFont]s for the ability to change font parameters like " "size and spacing during runtime. [DynamicFontData] is used for referencing " "the font file paths. DynamicFont also supports defining one or more fallback " "fonts, which will be used when displaying a character not supported by the " "main font.\n" "DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library " "for rasterization. Supported formats are TrueType ([code].ttf[/code]), " "OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/" "code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] " "supported.\n" "[codeblock]\n" "var dynamic_font = DynamicFont.new()\n" "dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n" "dynamic_font.size = 64\n" "$\"Label\".set(\"custom_fonts/font\", dynamic_font)\n" "[/codeblock]\n" "[b]Note:[/b] DynamicFont doesn't support features such as kerning, right-to-" "left typesetting, ligatures, text shaping, variable fonts and optional font " "features yet. If you wish to \"bake\" an optional font feature into a TTF " "font file, you can use [url=https://fontforge.org/]FontForge[/url] to do so. " "In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose " "the desired features then generate the font." msgstr "" #: doc/classes/DynamicFont.xml:25 msgid "Adds a fallback font." msgstr "" #: doc/classes/DynamicFont.xml:31 msgid "" "Returns a string containing all the characters available in the main and all " "the fallback fonts.\n" "If a given character is included in more than one font, it appears only once " "in the returned string." msgstr "" #: doc/classes/DynamicFont.xml:39 msgid "Returns the fallback font at index [code]idx[/code]." msgstr "" #: doc/classes/DynamicFont.xml:45 msgid "Returns the number of fallback fonts." msgstr "" #: doc/classes/DynamicFont.xml:52 msgid "" "Returns the spacing for the given [code]type[/code] (see [enum SpacingType])." msgstr "" #: doc/classes/DynamicFont.xml:59 msgid "Removes the fallback font at index [code]idx[/code]." msgstr "" #: doc/classes/DynamicFont.xml:67 msgid "Sets the fallback font at index [code]idx[/code]." msgstr "" #: doc/classes/DynamicFont.xml:75 msgid "" "Sets the spacing for [code]type[/code] (see [enum SpacingType]) to " "[code]value[/code] in pixels (not relative to the font size)." msgstr "" #: doc/classes/DynamicFont.xml:81 msgid "Extra spacing at the bottom in pixels." msgstr "" #: doc/classes/DynamicFont.xml:84 msgid "" "Extra spacing for each character in pixels.\n" "This can be a negative number to make the distance between characters " "smaller." msgstr "" #: doc/classes/DynamicFont.xml:88 msgid "" "Extra spacing for the space character (in addition to [member " "extra_spacing_char]) in pixels.\n" "This can be a negative number to make the distance between words smaller." msgstr "" #: doc/classes/DynamicFont.xml:92 msgid "Extra spacing at the top in pixels." msgstr "" #: doc/classes/DynamicFont.xml:95 msgid "The font data." msgstr "" #: doc/classes/DynamicFont.xml:98 msgid "" "The font outline's color.\n" "[b]Note:[/b] It's recommended to leave this at the default value so that you " "can adjust it in individual controls. For example, if the outline is made " "black here, it won't be possible to change its color using a Label's font " "outline modulate theme item." msgstr "" #: doc/classes/DynamicFont.xml:102 msgid "The font outline's thickness in pixels (not relative to the font size)." msgstr "" #: doc/classes/DynamicFont.xml:105 msgid "The font size in pixels." msgstr "" #: doc/classes/DynamicFont.xml:108 msgid "" "If [code]true[/code], filtering is used. This makes the font blurry instead " "of pixelated when scaling it if font oversampling is disabled or " "ineffective. It's recommended to enable this when using the font in a " "control whose size changes over time, unless a pixel art aesthetic is " "desired." msgstr "" #: doc/classes/DynamicFont.xml:111 msgid "" "If [code]true[/code], mipmapping is used. This improves the font's " "appearance when downscaling it if font oversampling is disabled or " "ineffective." msgstr "" #: doc/classes/DynamicFont.xml:116 msgid "Spacing at the top." msgstr "" #: doc/classes/DynamicFont.xml:119 msgid "Spacing at the bottom." msgstr "" #: doc/classes/DynamicFont.xml:122 msgid "Spacing for each character." msgstr "" #: doc/classes/DynamicFont.xml:125 msgid "Spacing for the space character." msgstr "" #: doc/classes/DynamicFontData.xml:4 msgid "Used with [DynamicFont] to describe the location of a font file." msgstr "" #: doc/classes/DynamicFontData.xml:7 msgid "" "Used with [DynamicFont] to describe the location of a vector font file for " "dynamic rendering at runtime." msgstr "" #: doc/classes/DynamicFontData.xml:16 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 "" #: doc/classes/DynamicFontData.xml:19 msgid "The path to the vector font file." msgstr "" #: doc/classes/DynamicFontData.xml:22 msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml:27 msgid "Disables font hinting (smoother but less crisp)." msgstr "" #: doc/classes/DynamicFontData.xml:30 msgid "Use the light font hinting mode." msgstr "" #: doc/classes/DynamicFontData.xml:33 msgid "Use the default font hinting mode (crisper but less smooth)." msgstr "" #: doc/classes/EditorExportPlugin.xml:4 msgid "A script that is executed when exporting the project." msgstr "" #: doc/classes/EditorExportPlugin.xml:7 msgid "" "Editor export plugins are automatically activated whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " "is called for each exported file." msgstr "" #: doc/classes/EditorExportPlugin.xml:19 msgid "" "Virtual method to be overridden by the user. It is called when the export " "starts and provides all information about the export. [code]features[/code] " "is the list of features for the export, [code]is_debug[/code] is [code]true[/" "code] for debug builds, [code]path[/code] is the target path for the " "exported project. [code]flags[/code] is only used when running a runnable " "profile, e.g. when using native run on Android." msgstr "" #: doc/classes/EditorExportPlugin.xml:25 msgid "" "Virtual method to be overridden by the user. Called when the export is " "finished." msgstr "" #: doc/classes/EditorExportPlugin.xml:34 msgid "" "Virtual method to be overridden by the user. Called for each exported file, " "providing arguments that can be used to identify the file. [code]path[/code] " "is the path of the file, [code]type[/code] is the [Resource] represented by " "the file (e.g. [PackedScene]) and [code]features[/code] is the list of " "features for the export.\n" "Calling [method skip] inside this callback will make the file not included " "in the export." msgstr "" #: doc/classes/EditorExportPlugin.xml:44 msgid "" "Adds a custom file to be exported. [code]path[/code] is the virtual path " "that can be used to load the file, [code]file[/code] is the binary data of " "the file. If [code]remap[/code] is [code]true[/code], file will not be " "exported, but instead remapped to the given [code]path[/code]." msgstr "" #: doc/classes/EditorExportPlugin.xml:51 msgid "" "Adds an iOS bundle file from the given [code]path[/code] to the exported " "project." msgstr "" #: doc/classes/EditorExportPlugin.xml:58 msgid "" "Adds a C++ code to the iOS export. The final code is created from the code " "appended by each active export plugin." msgstr "" #: doc/classes/EditorExportPlugin.xml:65 msgid "" "Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's " "Xcode project and embeds it into resulting binary.\n" "[b]Note:[/b] For static libraries (*.a) works in same way as [method " "add_ios_framework].\n" "This method should not be used for System libraries as they are already " "present on the device." msgstr "" #: doc/classes/EditorExportPlugin.xml:74 msgid "" "Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to " "Linking Phase in iOS's Xcode project." msgstr "" #: doc/classes/EditorExportPlugin.xml:81 msgid "Adds linker flags for the iOS export." msgstr "" #: doc/classes/EditorExportPlugin.xml:88 msgid "Adds content for iOS Property List files." msgstr "" #: doc/classes/EditorExportPlugin.xml:95 msgid "Adds a static lib from the given [code]path[/code] to the iOS project." msgstr "" #: doc/classes/EditorExportPlugin.xml:103 #, fuzzy msgid "" "Adds a shared object with the given [code]tags[/code] and destination " "[code]path[/code]." msgstr "" "Erzeugt einen neuen [Vector2] aus den übergeben [code]x[/code] und [code]y[/" "code]." #: doc/classes/EditorExportPlugin.xml:109 msgid "" "To be called inside [method _export_file]. Skips the current file, so it's " "not included in the export." msgstr "" #: doc/classes/EditorFeatureProfile.xml:4 msgid "" "An editor feature profile which can be used to disable specific features." msgstr "" #: doc/classes/EditorFeatureProfile.xml:7 msgid "" "An editor feature profile can be used to disable specific features of the " "Godot editor. When disabled, the features won't appear in the editor, which " "makes the editor less cluttered. This is useful in education settings to " "reduce confusion or when working in a team. For example, artists and level " "designers could use a feature profile that disables the script editor to " "avoid accidentally making changes to files they aren't supposed to edit.\n" "To manage editor feature profiles visually, use [b]Editor > Manage Feature " "Profiles...[/b] at the top of the editor window." msgstr "" #: doc/classes/EditorFeatureProfile.xml:17 msgid "Returns the specified [code]feature[/code]'s human-readable name." msgstr "" #: doc/classes/EditorFeatureProfile.xml:24 msgid "" "Returns [code]true[/code] if the class specified by [code]class_name[/code] " "is disabled. When disabled, the class won't appear in the Create New Node " "dialog." msgstr "" #: doc/classes/EditorFeatureProfile.xml:31 msgid "" "Returns [code]true[/code] if editing for the class specified by " "[code]class_name[/code] is disabled. When disabled, the class will still " "appear in the Create New Node dialog but the inspector will be read-only " "when selecting a node that extends the class." msgstr "" #: doc/classes/EditorFeatureProfile.xml:39 msgid "" "Returns [code]true[/code] if [code]property[/code] is disabled in the class " "specified by [code]class_name[/code]. When a property is disabled, it won't " "appear in the inspector when selecting a node that extends the class " "specified by [code]class_name[/code]." msgstr "" #: doc/classes/EditorFeatureProfile.xml:46 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 "" #: doc/classes/EditorFeatureProfile.xml:53 msgid "" "Loads an editor feature profile from a file. The file must follow the JSON " "format obtained by using the feature profile manager's [b]Export[/b] button " "or the [method save_to_file] method." msgstr "" #: doc/classes/EditorFeatureProfile.xml:60 msgid "" "Saves the editor feature profile to a file in JSON format. It can then be " "imported using the feature profile manager's [b]Import[/b] button or the " "[method load_from_file] button." msgstr "" #: doc/classes/EditorFeatureProfile.xml:68 msgid "" "If [code]disable[/code] is [code]true[/code], disables the class specified " "by [code]class_name[/code]. When disabled, the class won't appear in the " "Create New Node dialog." msgstr "" #: doc/classes/EditorFeatureProfile.xml:76 msgid "" "If [code]disable[/code] is [code]true[/code], disables editing for the class " "specified by [code]class_name[/code]. When disabled, the class will still " "appear in the Create New Node dialog but the inspector will be read-only " "when selecting a node that extends the class." msgstr "" #: doc/classes/EditorFeatureProfile.xml:85 msgid "" "If [code]disable[/code] is [code]true[/code], disables editing for " "[code]property[/code] in the class specified by [code]class_name[/code]. " "When a property is disabled, it won't appear in the inspector when selecting " "a node that extends the class specified by [code]class_name[/code]." msgstr "" #: doc/classes/EditorFeatureProfile.xml:93 msgid "" "If [code]disable[/code] is [code]true[/code], disables the editor feature " "specified in [code]feature[/code]. When a feature is disabled, it will " "disappear from the editor entirely." msgstr "" #: doc/classes/EditorFeatureProfile.xml:99 msgid "" "The 3D editor. If this feature is disabled, the 3D editor won't display but " "3D nodes will still display in the Create New Node dialog." msgstr "" #: doc/classes/EditorFeatureProfile.xml:102 msgid "" "The Script tab, which contains the script editor and class reference " "browser. If this feature is disabled, the Script tab won't display." msgstr "" #: doc/classes/EditorFeatureProfile.xml:105 msgid "" "The AssetLib tab. If this feature is disabled, the AssetLib tab won't " "display." msgstr "" #: doc/classes/EditorFeatureProfile.xml:108 msgid "" "Scene tree editing. If this feature is disabled, the Scene tree dock will " "still be visible but will be read-only." msgstr "" #: doc/classes/EditorFeatureProfile.xml:111 msgid "" "The Node dock. If this feature is disabled, signals and groups won't be " "visible and modifiable from the editor." msgstr "" #: doc/classes/EditorFeatureProfile.xml:114 msgid "" "The FileSystem dock. If this feature is disabled, the FileSystem dock won't " "be visible." msgstr "" #: doc/classes/EditorFeatureProfile.xml:117 msgid "" "The Import dock. If this feature is disabled, the Import dock won't be " "visible." msgstr "" #: doc/classes/EditorFeatureProfile.xml:120 doc/classes/SpatialMaterial.xml:471 msgid "Represents the size of the [enum Feature] enum." msgstr "" #: doc/classes/EditorFileDialog.xml:4 msgid "A modified version of [FileDialog] used by the editor." msgstr "" #: doc/classes/EditorFileDialog.xml:15 msgid "" "Adds a comma-delimited file extension filter option to the " "[EditorFileDialog] with an optional semi-colon-delimited label.\n" "For example, [code]\"*.tscn, *.scn; Scenes\"[/code] results in filter text " "\"Scenes (*.tscn, *.scn)\"." msgstr "" #: doc/classes/EditorFileDialog.xml:22 msgid "Removes all filters except for \"All Files (*)\"." msgstr "" #: doc/classes/EditorFileDialog.xml:28 msgid "" "Returns the [code]VBoxContainer[/code] used to display the file system.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/EditorFileDialog.xml:35 msgid "" "Notify the [EditorFileDialog] that its view of the data is no longer " "accurate. Updates the view contents on next view update." msgstr "" #: doc/classes/EditorFileDialog.xml:41 msgid "" "The location from which the user may select a file, including [code]res://[/" "code], [code]user://[/code], and the local file system." msgstr "" #: doc/classes/EditorFileDialog.xml:44 msgid "The currently occupied directory." msgstr "" #: doc/classes/EditorFileDialog.xml:47 msgid "The currently selected file." msgstr "" #: doc/classes/EditorFileDialog.xml:50 msgid "The file system path in the address bar." msgstr "" #: doc/classes/EditorFileDialog.xml:54 msgid "" "If [code]true[/code], the [EditorFileDialog] will not warn the user before " "overwriting files." msgstr "" #: doc/classes/EditorFileDialog.xml:57 msgid "" "The view format in which the [EditorFileDialog] displays resources to the " "user." msgstr "" #: doc/classes/EditorFileDialog.xml:60 msgid "" "The purpose of the [EditorFileDialog], which defines the allowed behaviors." msgstr "" #: doc/classes/EditorFileDialog.xml:64 msgid "" "If [code]true[/code], hidden files and directories will be visible in the " "[EditorFileDialog]." msgstr "" #: doc/classes/EditorFileDialog.xml:72 msgid "Emitted when a directory is selected." msgstr "" #: doc/classes/EditorFileDialog.xml:78 msgid "Emitted when a file is selected." msgstr "" #: doc/classes/EditorFileDialog.xml:84 msgid "Emitted when multiple files are selected." msgstr "" #: doc/classes/EditorFileDialog.xml:90 msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "open the file." msgstr "" #: doc/classes/EditorFileDialog.xml:93 msgid "" "The [EditorFileDialog] can select multiple files. Accepting the window will " "open all files." msgstr "" #: doc/classes/EditorFileDialog.xml:96 msgid "" "The [EditorFileDialog] can select only one directory. Accepting the window " "will open the directory." msgstr "" #: doc/classes/EditorFileDialog.xml:99 msgid "" "The [EditorFileDialog] can select a file or directory. Accepting the window " "will open it." msgstr "" #: doc/classes/EditorFileDialog.xml:102 msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "save the file." msgstr "" #: doc/classes/EditorFileDialog.xml:105 msgid "" "The [EditorFileDialog] can only view [code]res://[/code] directory contents." msgstr "" #: doc/classes/EditorFileDialog.xml:108 msgid "" "The [EditorFileDialog] can only view [code]user://[/code] directory contents." msgstr "" #: doc/classes/EditorFileDialog.xml:111 msgid "The [EditorFileDialog] can view the entire local file system." msgstr "" #: doc/classes/EditorFileDialog.xml:114 msgid "The [EditorFileDialog] displays resources as thumbnails." msgstr "" #: doc/classes/EditorFileDialog.xml:117 msgid "The [EditorFileDialog] displays resources as a list of filenames." msgstr "" #: doc/classes/EditorFileSystem.xml:4 msgid "Resource filesystem, as the editor sees it." msgstr "" #: doc/classes/EditorFileSystem.xml:7 msgid "" "This object holds information of all resources in the filesystem, their " "types, etc.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_resource_filesystem]." msgstr "" #: doc/classes/EditorFileSystem.xml:17 msgid "" "Returns the resource type of the file, given the full path. This returns a " "string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], " "[i]not[/i] a file extension such as [code]\".gd\"[/code]." msgstr "" #: doc/classes/EditorFileSystem.xml:23 msgid "Gets the root directory object." msgstr "" #: doc/classes/EditorFileSystem.xml:30 msgid "Returns a view into the filesystem at [code]path[/code]." msgstr "" #: doc/classes/EditorFileSystem.xml:36 msgid "Returns the scan progress for 0 to 1 if the FS is being scanned." msgstr "" #: doc/classes/EditorFileSystem.xml:42 msgid "Returns [code]true[/code] of the filesystem is being scanned." msgstr "" #: doc/classes/EditorFileSystem.xml:48 msgid "Scan the filesystem for changes." msgstr "" #: doc/classes/EditorFileSystem.xml:54 msgid "Check if the source of any imported resource changed." msgstr "" #: doc/classes/EditorFileSystem.xml:61 msgid "" "Update a file information. Call this if an external program (not Godot) " "modified the file." msgstr "" #: doc/classes/EditorFileSystem.xml:67 msgid "Scans the script files and updates the list of custom class names." msgstr "" #: doc/classes/EditorFileSystem.xml:74 msgid "Emitted if the filesystem changed." msgstr "" #: doc/classes/EditorFileSystem.xml:80 msgid "Emitted if a resource is reimported." msgstr "" #: doc/classes/EditorFileSystem.xml:86 msgid "" "Emitted if at least one resource is reloaded when the filesystem is scanned." msgstr "" #: doc/classes/EditorFileSystem.xml:92 msgid "Emitted if the source of any imported file changed." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:4 msgid "A directory for the resource filesystem." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:7 msgid "A more generalized, low-level variation of the directory concept." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:16 msgid "" "Returns the index of the directory with name [code]name[/code] or [code]-1[/" "code] if not found." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:23 msgid "" "Returns the index of the file with name [code]name[/code] or [code]-1[/code] " "if not found." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:30 msgid "Returns the name of the file at index [code]idx[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:36 msgid "Returns the number of files in this directory." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:43 msgid "" "Returns [code]true[/code] if the file at index [code]idx[/code] imported " "properly." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:50 msgid "Returns the path to the file at index [code]idx[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:57 msgid "" "Returns the base class of the script class defined in the file at index " "[code]idx[/code]. If the file doesn't define a script class using the " "[code]class_name[/code] syntax, this will return an empty string." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:64 msgid "" "Returns the name of the script class defined in the file at index [code]idx[/" "code]. If the file doesn't define a script class using the [code]class_name[/" "code] syntax, this will return an empty string." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:71 msgid "" "Returns the resource type of the file at index [code]idx[/code]. This " "returns a string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/" "code], [i]not[/i] a file extension such as [code]\".gd\"[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:77 msgid "Returns the name of this directory." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:83 msgid "" "Returns the parent directory for this directory or [code]null[/code] if " "called on a directory at [code]res://[/code] or [code]user://[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:89 msgid "Returns the path to this directory." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:96 msgid "Returns the subdirectory at index [code]idx[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:102 msgid "Returns the number of subdirectories in this directory." msgstr "" #: doc/classes/EditorImportPlugin.xml:4 msgid "" "Registers a custom resource importer in the editor. Use the class to parse " "any file and import it as a new resource type." msgstr "" #: doc/classes/EditorImportPlugin.xml:7 msgid "" "EditorImportPlugins provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " "alternatives to the editor's existing importers. Register your " "[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " "affect the import process. EditorImportPlugins are responsible for creating " "the resources and saving them in the [code].import[/code] directory (see " "[member ProjectSettings.application/config/" "use_hidden_project_data_directory]).\n" "Below is an example EditorImportPlugin that imports a [Mesh] from a file " "with the extension \".special\" or \".spec\":\n" "[codeblock]\n" "tool\n" "extends EditorImportPlugin\n" "\n" "func get_importer_name():\n" " return \"my.special.plugin\"\n" "\n" "func get_visible_name():\n" " return \"Special Mesh\"\n" "\n" "func get_recognized_extensions():\n" " return [\"special\", \"spec\"]\n" "\n" "func get_save_extension():\n" " return \"mesh\"\n" "\n" "func get_resource_type():\n" " return \"Mesh\"\n" "\n" "func get_preset_count():\n" " return 1\n" "\n" "func get_preset_name(i):\n" " return \"Default\"\n" "\n" "func get_import_options(i):\n" " return [{\"name\": \"my_option\", \"default_value\": false}]\n" "\n" "func import(source_file, save_path, options, platform_variants, gen_files):\n" " var file = File.new()\n" " if file.open(source_file, File.READ) != OK:\n" " return FAILED\n" "\n" " var mesh = Mesh.new()\n" " # Fill the Mesh with data read in \"file\", left as an exercise to the " "reader\n" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" "[/codeblock]" msgstr "" #: doc/classes/EditorImportPlugin.xml:51 doc/classes/ResourceImporter.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/import_plugins." "html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/plugins/editor/" "import_plugins.html" #: doc/classes/EditorImportPlugin.xml:58 msgid "" "Gets the options and default values for the preset at this index. Returns an " "Array of Dictionaries with the following keys: [code]name[/code], " "[code]default_value[/code], [code]property_hint[/code] (optional), " "[code]hint_string[/code] (optional), [code]usage[/code] (optional)." msgstr "" #: doc/classes/EditorImportPlugin.xml:64 msgid "" "Gets the order of this importer to be run when importing resources. " "Importers with [i]lower[/i] import orders will be called first, and higher " "values will be called later. Use this to ensure the importer runs after the " "dependencies are already imported. The default import order is [code]0[/" "code] unless overridden by a specific importer. See [enum ResourceImporter." "ImportOrder] for some predefined values." msgstr "" #: doc/classes/EditorImportPlugin.xml:70 msgid "Gets the unique name of the importer." msgstr "" #: doc/classes/EditorImportPlugin.xml:78 msgid "" "This method can be overridden to hide specific import options if conditions " "are met. This is mainly useful for hiding options that depend on others if " "one of them is disabled. For example:\n" "[codeblock]\n" "func get_option_visibility(option, options):\n" " # Only show the lossy quality setting if the compression mode is set to " "\"Lossy\".\n" " if option == \"compress/lossy_quality\" and options.has(\"compress/mode" "\"):\n" " return int(options[\"compress/mode\"]) == COMPRESS_LOSSY\n" "\n" " return true\n" "[/codeblock]\n" "Return [code]true[/code] to make all options always visible." msgstr "" #: doc/classes/EditorImportPlugin.xml:93 msgid "" "Gets the number of initial presets defined by the plugin. Use [method " "get_import_options] to get the default options for the preset and [method " "get_preset_name] to get the name of the preset." msgstr "" #: doc/classes/EditorImportPlugin.xml:100 msgid "Gets the name of the options preset at this index." msgstr "" #: doc/classes/EditorImportPlugin.xml:106 msgid "" "Gets the priority of this plugin for the recognized extension. Higher " "priority plugins will be preferred. The default priority is [code]1.0[/code]." msgstr "" #: doc/classes/EditorImportPlugin.xml:112 msgid "" "Gets the list of file extensions to associate with this loader (case-" "insensitive). e.g. [code][\"obj\"][/code]." msgstr "" #: doc/classes/EditorImportPlugin.xml:118 msgid "" "Gets the Godot resource type associated with this loader. e.g. [code]\"Mesh" "\"[/code] or [code]\"Animation\"[/code]." msgstr "" #: doc/classes/EditorImportPlugin.xml:124 msgid "" "Gets the extension used to save this resource in the [code].import[/code] " "directory (see [member ProjectSettings.application/config/" "use_hidden_project_data_directory])." msgstr "" #: doc/classes/EditorImportPlugin.xml:130 msgid "" "Gets the name to display in the import window. You should choose this name " "as a continuation to \"Import as\", e.g. \"Import as Special Mesh\"." msgstr "" #: doc/classes/EditorImportPlugin.xml:141 msgid "" "Imports [code]source_file[/code] into [code]save_path[/code] with the import " "[code]options[/code] specified. The [code]platform_variants[/code] and " "[code]gen_files[/code] arrays will be modified by this function.\n" "This method must be overridden to do the actual importing work. See this " "class' description for an example of overriding this method." msgstr "" #: doc/classes/EditorInspector.xml:4 msgid "A tab used to edit properties of the selected node." msgstr "" #: doc/classes/EditorInspector.xml:7 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 "" #: doc/classes/EditorInspector.xml:16 msgid "" "Refreshes the inspector.\n" "[b]Note:[/b] To save on CPU resources, calling this method will do nothing " "if the time specified in [code]docks/property_editor/auto_refresh_interval[/" "code] editor setting hasn't passed yet since this method was last called. " "(By default, this interval is set to 0.3 seconds.)" msgstr "" #: doc/classes/EditorInspector.xml:28 msgid "" "Emitted when the Edit button of an [Object] has been pressed in the " "inspector. This is mainly used in the remote scene tree inspector." msgstr "" #: doc/classes/EditorInspector.xml:34 msgid "Emitted when a property is edited in the inspector." msgstr "" #: doc/classes/EditorInspector.xml:40 msgid "" "Emitted when a property is keyed in the inspector. Properties can be keyed " "by clicking the \"key\" icon next to a property when the Animation panel is " "toggled." msgstr "" #: doc/classes/EditorInspector.xml:46 msgid "Emitted when a property is selected in the inspector." msgstr "" #: doc/classes/EditorInspector.xml:53 msgid "" "Emitted when a boolean property is toggled in the inspector.\n" "[b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/" "code] property enabled. Since this property is always enabled in the editor " "inspector, this signal is never emitted by the editor itself." msgstr "" #: doc/classes/EditorInspector.xml:61 msgid "Emitted when a resource is selected in the inspector." msgstr "" #: doc/classes/EditorInspector.xml:66 msgid "" "Emitted when a property that requires a restart to be applied is edited in " "the inspector. This is only used in the Project Settings and Editor Settings." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:4 msgid "Plugin for adding custom property editors on inspector." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:7 msgid "" "These plugins allow adding custom property editors to [EditorInspector].\n" "Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " "place custom controls at the beginning of the class.\n" "Subsequently, the [method parse_category] and [method parse_property] are " "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" "On each of these calls, the \"add\" functions can be called." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:16 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/" "inspector_plugins.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/plugins/editor/" "import_plugins.html" #: doc/classes/EditorInspectorPlugin.xml:23 msgid "Adds a custom control, which is not necessarily a property editor." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:31 msgid "" "Adds a property editor for an individual property. The [code]editor[/code] " "control must extend [EditorProperty]." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:40 msgid "" "Adds an editor that allows modifying multiple properties. The [code]editor[/" "code] control must extend [EditorProperty]." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:47 msgid "Returns [code]true[/code] if this object can be handled by this plugin." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:54 msgid "Called to allow adding controls at the beginning of the list." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:62 msgid "Called to allow adding controls at the beginning of the category." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:68 msgid "Called to allow adding controls at the end of the list." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:80 msgid "" "Called to allow adding property specific editors to the inspector. Usually " "these inherit [EditorProperty]. Returning [code]true[/code] removes the " "built-in editor for this property, otherwise allows to insert a custom " "editor before the built-in one." msgstr "" #: doc/classes/EditorInterface.xml:4 msgid "Godot editor's interface." msgstr "" #: doc/classes/EditorInterface.xml:7 msgid "" "EditorInterface gives you control over Godot editor's window. It allows " "customizing the window, saving and (re-)loading scenes, rendering mesh " "previews, inspecting and editing resources and objects, and provides access " "to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], " "[ScriptEditor], the editor viewport, and information about scenes.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorPlugin.get_editor_interface]." msgstr "" #: doc/classes/EditorInterface.xml:17 msgid "" "Edits the given [Node]. The node will be also selected if it's inside the " "scene tree." msgstr "" #: doc/classes/EditorInterface.xml:24 msgid "" "Edits the given [Resource]. If the resource is a [Script] you can also edit " "it with [method edit_script] to specify the line and column position." msgstr "" #: doc/classes/EditorInterface.xml:34 msgid "" "Edits the given [Script]. The line and column on which to open the script " "can also be specified. The script will be open with the user-configured " "editor for the script's language which may be an external editor." msgstr "" #: doc/classes/EditorInterface.xml:40 msgid "" "Returns the main container of Godot editor's window. For example, you can " "use it to retrieve the size of the container and place your controls " "accordingly.\n" "[b]Warning:[/b] Removing and freeing this node will render the editor " "useless and may cause a crash." msgstr "" #: doc/classes/EditorInterface.xml:47 msgid "Returns the current path being viewed in the [FileSystemDock]." msgstr "" #: doc/classes/EditorInterface.xml:53 msgid "Returns the edited (current) scene's root [Node]." msgstr "" #: doc/classes/EditorInterface.xml:59 msgid "" "Returns the actual scale of the editor UI ([code]1.0[/code] being 100% " "scale). This can be used to adjust position and dimensions of the UI added " "by plugins.\n" "[b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/" "code] and [code]interface/editor/custom_display_scale[/code] editor " "settings. Editor must be restarted for changes to be properly applied." msgstr "" #: doc/classes/EditorInterface.xml:66 msgid "Returns the editor's [EditorSettings] instance." msgstr "Gibt die [EditorSettings] Instanz des Editors zurück." #: doc/classes/EditorInterface.xml:72 msgid "" "Returns the main editor control. Use this as a parent for main screens.\n" "[b]Note:[/b] This returns the main editor control containing the whole " "editor, not the 2D or 3D viewports specifically.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" #: doc/classes/EditorInterface.xml:80 msgid "" "Returns the editor's [FileSystemDock] instance.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" #: doc/classes/EditorInterface.xml:87 msgid "" "Returns the editor's [EditorInspector] instance.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" #: doc/classes/EditorInterface.xml:94 msgid "Returns an [Array] with the file paths of the currently opened scenes." msgstr "" #: doc/classes/EditorInterface.xml:100 msgid "" "Returns the name of the scene that is being played. If no scene is currently " "being played, returns an empty string." msgstr "" #: doc/classes/EditorInterface.xml:106 msgid "Returns the editor's [EditorFileSystem] instance." msgstr "Gibt die [EditorFileSystem]-Instanz des Editors zurück." #: doc/classes/EditorInterface.xml:112 msgid "Returns the editor's [EditorResourcePreview] instance." msgstr "" #: doc/classes/EditorInterface.xml:118 msgid "" "Returns the editor's [ScriptEditor] instance.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" #: doc/classes/EditorInterface.xml:125 msgid "" "Returns the path of the directory currently selected in the " "[FileSystemDock]. If a file is selected, its base directory will be returned " "using [method String.get_base_dir] instead." msgstr "" #: doc/classes/EditorInterface.xml:131 msgid "Returns the editor's [EditorSelection] instance." msgstr "Gibt die [EditorSelection]-Instanz des Editors zurück." #: doc/classes/EditorInterface.xml:140 msgid "" "Shows the given property on the given [code]object[/code] in the editor's " "Inspector dock. If [code]inspector_only[/code] is [code]true[/code], plugins " "will not attempt to edit [code]object[/code]." msgstr "" #: doc/classes/EditorInterface.xml:146 msgid "" "Returns [code]true[/code] if a scene is currently being played, [code]false[/" "code] otherwise. Paused scenes are considered as being played." msgstr "" "Gibt [code]true[/code] zurück, wenn eine Szene gerade abgespielt wird, sonst " "[code]false[/code]. Pausierte Szenen werden als abgespielt betrachtet." #: doc/classes/EditorInterface.xml:153 msgid "" "Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. " "The plugin name is the same as its directory name." msgstr "" "Gibt [code]true[/code] zurück, wenn das angegebene [code]Plugin[/code] " "aktiviert ist. Der Plugin-Name ist derselbe wie sein Verzeichnisname." #: doc/classes/EditorInterface.xml:161 msgid "" "Returns mesh previews rendered at the given size as an [Array] of [Texture]s." msgstr "" #: doc/classes/EditorInterface.xml:168 msgid "Opens the scene at the given path." msgstr "" #: doc/classes/EditorInterface.xml:174 msgid "Plays the currently active scene." msgstr "" #: doc/classes/EditorInterface.xml:181 msgid "Plays the scene specified by its filepath." msgstr "" #: doc/classes/EditorInterface.xml:187 msgid "Plays the main scene." msgstr "" #: doc/classes/EditorInterface.xml:194 msgid "Reloads the scene at the given path." msgstr "" #: doc/classes/EditorInterface.xml:200 msgid "" "Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/" "code] (see [@GlobalScope] constants)." msgstr "" #: doc/classes/EditorInterface.xml:208 msgid "Saves the scene as a file at [code]path[/code]." msgstr "" #: doc/classes/EditorInterface.xml:215 msgid "" "Selects the file, with the path provided by [code]file[/code], in the " "FileSystem dock." msgstr "" #: doc/classes/EditorInterface.xml:222 msgid "" "Sets the editor's current main screen to the one specified in [code]name[/" "code]. [code]name[/code] must match the text of the tab in question exactly " "([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/" "code])." msgstr "" #: doc/classes/EditorInterface.xml:230 msgid "" "Sets the enabled status of a plugin. The plugin name is the same as its " "directory name." msgstr "" #: doc/classes/EditorInterface.xml:236 msgid "Stops the scene that is currently playing." msgstr "" #: doc/classes/EditorInterface.xml:242 msgid "" "If [code]true[/code], enables distraction-free mode which hides side docks " "to increase the space available for the main view." msgstr "" #: doc/classes/EditorPlugin.xml:4 msgid "Used by the editor to extend its functionality." msgstr "" #: doc/classes/EditorPlugin.xml:7 msgid "" "Plugins are used by the editor to extend functionality. The most common " "types of plugins are those which edit a given node or resource type, import " "plugins and export plugins. See also [EditorScript] to add functions to the " "editor." msgstr "" #: doc/classes/EditorPlugin.xml:10 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/index.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/plugins/editor/index.html" #: doc/classes/EditorPlugin.xml:18 msgid "" "Adds a script at [code]path[/code] to the Autoload list as [code]name[/code]." msgstr "" #: doc/classes/EditorPlugin.xml:26 msgid "" "Adds a control to the bottom panel (together with Output, Debug, Animation, " "etc). Returns a reference to the button added. It's up to you to hide/show " "the button when needed. When your plugin is deactivated, make sure to remove " "your custom control with [method remove_control_from_bottom_panel] and free " "it with [method Node.queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml:34 msgid "" "Adds a custom control to a container (see [enum CustomControlContainer]). " "There are many locations where custom controls can be added in the editor " "UI.\n" "Please remember that you have to manage the visibility of your custom " "controls yourself (and likely hide it after adding it).\n" "When your plugin is deactivated, make sure to remove your custom control " "with [method remove_control_from_container] and free it with [method Node." "queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml:44 msgid "" "Adds the control to a specific dock slot (see [enum DockSlot] for options).\n" "If the dock is repositioned and as long as the plugin is active, the editor " "will save the dock position on further sessions.\n" "When your plugin is deactivated, make sure to remove your custom control " "with [method remove_control_from_docks] and free it with [method Node." "queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml:56 msgid "" "Adds a custom type, which will appear in the list of nodes or resources. An " "icon can be optionally passed.\n" "When given node or resource is selected, the base type will be instanced " "(ie, \"Spatial\", \"Control\", \"Resource\"), then the script will be loaded " "and set to this object.\n" "You can use the virtual method [method handles] to check if your custom " "object is being edited by checking the script or using the [code]is[/code] " "keyword.\n" "During run-time, this will be a simple object with a script so this function " "does not need to be called then." msgstr "" #: doc/classes/EditorPlugin.xml:66 msgid "" "Registers a new [EditorExportPlugin]. Export plugins are used to perform " "tasks when the project is being exported.\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" #: doc/classes/EditorPlugin.xml:74 msgid "" "Registers a new [EditorImportPlugin]. Import plugins are used to import " "custom and unsupported assets as a custom [Resource] type.\n" "[b]Note:[/b] If you want to import custom 3D asset formats use [method " "add_scene_import_plugin] instead.\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" #: doc/classes/EditorPlugin.xml:83 msgid "" "Registers a new [EditorInspectorPlugin]. Inspector plugins are used to " "extend [EditorInspector] and provide custom configuration tools for your " "object's properties.\n" "[b]Note:[/b] Always use [method remove_inspector_plugin] to remove the " "registered [EditorInspectorPlugin] when your [EditorPlugin] is disabled to " "prevent leaks and an unexpected behavior.\n" "[codeblock]\n" "const MyInspectorPlugin = preload(\"res://addons/your_addon/path/to/your/" "script.gd\")\n" "var inspector_plugin = MyInspectorPlugin.new()\n" "\n" "func _enter_tree():\n" " add_inspector_plugin(inspector_plugin)\n" "\n" "func _exit_tree():\n" " remove_inspector_plugin(inspector_plugin)\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml:101 msgid "" "Registers a new [EditorSceneImporter]. Scene importers are used to import " "custom 3D asset formats as scenes." msgstr "" #: doc/classes/EditorPlugin.xml:108 msgid "" "Registers a new [EditorSpatialGizmoPlugin]. Gizmo plugins are used to add " "custom gizmos to the 3D preview viewport for a [Spatial].\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" #: doc/classes/EditorPlugin.xml:119 msgid "" "Adds a custom menu item to [b]Project > Tools[/b] as [code]name[/code] that " "calls [code]callback[/code] on an instance of [code]handler[/code] with a " "parameter [code]ud[/code] when user activates it." msgstr "" #: doc/classes/EditorPlugin.xml:127 msgid "" "Adds a custom submenu under [b]Project > Tools >[/b] [code]name[/code]. " "[code]submenu[/code] should be an object of class [PopupMenu]. This submenu " "should be cleaned up using [code]remove_tool_menu_item(name)[/code]." msgstr "" #: doc/classes/EditorPlugin.xml:133 msgid "" "This method is called when the editor is about to save the project, switch " "to another tab, etc. It asks the plugin to apply any pending state changes " "to ensure consistency.\n" "This is used, for example, in shader editors to let the plugin know that it " "must apply the shader code being written by the user to the object." msgstr "" #: doc/classes/EditorPlugin.xml:140 msgid "" "This method is called when the editor is about to run the project. The " "plugin can then perform required operations before the project runs.\n" "This method must return a boolean. If this method returns [code]false[/" "code], the project will not run. The run is aborted immediately, so this " "also prevents all other plugins' [method build] methods from running." msgstr "" #: doc/classes/EditorPlugin.xml:147 msgid "" "Clear all the state and reset the object being edited to zero. This ensures " "your plugin does not keep editing a currently existing node, or a node from " "the wrong scene." msgstr "" #: doc/classes/EditorPlugin.xml:153 msgid "" "Called by the engine when the user disables the [EditorPlugin] in the Plugin " "tab of the project settings window." msgstr "" #: doc/classes/EditorPlugin.xml:160 msgid "" "This function is used for plugins that edit specific object types (nodes or " "resources). It requests the editor to edit the given object." msgstr "" #: doc/classes/EditorPlugin.xml:166 msgid "" "Called by the engine when the user enables the [EditorPlugin] in the Plugin " "tab of the project settings window." msgstr "" #: doc/classes/EditorPlugin.xml:173 msgid "" "Called by the engine when the 2D editor's viewport is updated. Use the " "[code]overlay[/code] [Control] for drawing. You can update the viewport " "manually by calling [method update_overlays].\n" "[codeblock]\n" "func forward_canvas_draw_over_viewport(overlay):\n" " # Draw a circle at cursor position.\n" " overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color." "white)\n" "\n" "func forward_canvas_gui_input(event):\n" " if event is InputEventMouseMotion:\n" " # Redraw viewport when cursor is moved.\n" " update_overlays()\n" " return true\n" " return false\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml:192 msgid "" "This method is the same as [method forward_canvas_draw_over_viewport], " "except it draws on top of everything. Useful when you need an extra layer " "that shows over anything else.\n" "You need to enable calling of this method by using [method " "set_force_draw_over_forwarding_enabled]." msgstr "" #: doc/classes/EditorPlugin.xml:200 msgid "" "Called when there is a root node in the current edited scene, [method " "handles] is implemented and an [InputEvent] happens in the 2D viewport. " "Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] " "consumes the [code]event[/code], otherwise forwards [code]event[/code] to " "other Editor classes. Example:\n" "[codeblock]\n" "# Prevents the InputEvent to reach other Editor classes\n" "func forward_canvas_gui_input(event):\n" " var forward = true\n" " return forward\n" "[/codeblock]\n" "Must [code]return false[/code] in order to forward the [InputEvent] to other " "Editor classes. Example:\n" "[codeblock]\n" "# Consumes InputEventMouseMotion and forwards other InputEvent types\n" "func forward_canvas_gui_input(event):\n" " var forward = false\n" " if event is InputEventMouseMotion:\n" " forward = true\n" " return forward\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml:222 msgid "" "Called by the engine when the 3D editor's viewport is updated. Use the " "[code]overlay[/code] [Control] for drawing. You can update the viewport " "manually by calling [method update_overlays].\n" "[codeblock]\n" "func forward_spatial_draw_over_viewport(overlay):\n" " # Draw a circle at cursor position.\n" " overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n" "\n" "func forward_spatial_gui_input(camera, event):\n" " if event is InputEventMouseMotion:\n" " # Redraw viewport when cursor is moved.\n" " update_overlays()\n" " return true\n" " return false\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml:241 msgid "" "This method is the same as [method forward_spatial_draw_over_viewport], " "except it draws on top of everything. Useful when you need an extra layer " "that shows over anything else.\n" "You need to enable calling of this method by using [method " "set_force_draw_over_forwarding_enabled]." msgstr "" #: doc/classes/EditorPlugin.xml:250 msgid "" "Called when there is a root node in the current edited scene, [method " "handles] is implemented and an [InputEvent] happens in the 3D viewport. " "Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] " "consumes the [code]event[/code], otherwise forwards [code]event[/code] to " "other Editor classes. Example:\n" "[codeblock]\n" "# Prevents the InputEvent to reach other Editor classes\n" "func forward_spatial_gui_input(camera, event):\n" " var forward = true\n" " return forward\n" "[/codeblock]\n" "Must [code]return false[/code] in order to forward the [InputEvent] to other " "Editor classes. Example:\n" "[codeblock]\n" "# Consumes InputEventMouseMotion and forwards other InputEvent types\n" "func forward_spatial_gui_input(camera, event):\n" " var forward = false\n" " if event is InputEventMouseMotion:\n" " forward = true\n" " return forward\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml:271 msgid "" "This is for editors that edit script-based objects. You can return a list of " "breakpoints in the format ([code]script:line[/code]), for example: " "[code]res://path_to_script.gd:25[/code]." msgstr "" #: doc/classes/EditorPlugin.xml:277 msgid "" "Returns the [EditorInterface] object that gives you control over Godot " "editor's window and its functionalities." msgstr "" #: doc/classes/EditorPlugin.xml:283 msgid "" "Override this method in your plugin to return a [Texture] in order to give " "it an icon.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " "16x16 pixels in size.\n" "[codeblock]\n" "func get_plugin_icon():\n" " # You can use a custom icon:\n" " return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n" " # Or use a built-in icon:\n" " return get_editor_interface().get_base_control().get_icon(\"Node\", " "\"EditorIcons\")\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml:298 msgid "" "Override this method in your plugin to provide the name of the plugin when " "displayed in the Godot editor.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons." msgstr "" #: doc/classes/EditorPlugin.xml:305 msgid "" "Gets the Editor's dialogue used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" #: doc/classes/EditorPlugin.xml:313 msgid "" "Gets the state of your plugin editor. This is used when saving the scene (so " "state is kept when opening it again) and for switching tabs (so state can be " "restored when the tab returns)." msgstr "" #: doc/classes/EditorPlugin.xml:319 msgid "" "Gets the undo/redo object. Most actions in the editor can be undoable, so " "use this object to make sure this happens when it's worth it." msgstr "" #: doc/classes/EditorPlugin.xml:326 msgid "" "Gets the GUI layout of the plugin. This is used to save the project's editor " "layout when [method queue_save_layout] is called or the editor layout was " "changed(For example changing the position of a dock)." msgstr "" #: doc/classes/EditorPlugin.xml:333 msgid "" "Implement this function if your plugin edits a specific type of object " "(Resource or Node). If you return [code]true[/code], then you will get the " "functions [method edit] and [method make_visible] called when the editor " "requests them. If you have declared the methods [method " "forward_canvas_gui_input] and [method forward_spatial_gui_input] these will " "be called too." msgstr "" #: doc/classes/EditorPlugin.xml:339 msgid "" "Returns [code]true[/code] if this is a main screen editor plugin (it goes in " "the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and " "[b]AssetLib[/b])." msgstr "" #: doc/classes/EditorPlugin.xml:345 msgid "Minimizes the bottom panel." msgstr "" #: doc/classes/EditorPlugin.xml:352 msgid "Makes a specific item in the bottom panel visible." msgstr "" #: doc/classes/EditorPlugin.xml:359 msgid "" "This function will be called when the editor is requested to become visible. " "It is used for plugins that edit a specific object type.\n" "Remember that you have to manage the visibility of all your editor controls " "manually." msgstr "" #: doc/classes/EditorPlugin.xml:366 msgid "Queue save the project's editor layout." msgstr "" #: doc/classes/EditorPlugin.xml:373 msgid "Removes an Autoload [code]name[/code] from the list." msgstr "" #: doc/classes/EditorPlugin.xml:380 msgid "" "Removes the control from the bottom panel. You have to manually [method Node." "queue_free] the control." msgstr "" #: doc/classes/EditorPlugin.xml:388 msgid "" "Removes the control from the specified container. You have to manually " "[method Node.queue_free] the control." msgstr "" #: doc/classes/EditorPlugin.xml:395 msgid "" "Removes the control from the dock. You have to manually [method Node." "queue_free] the control." msgstr "" #: doc/classes/EditorPlugin.xml:402 msgid "Removes a custom type added by [method add_custom_type]." msgstr "" #: doc/classes/EditorPlugin.xml:409 msgid "Removes an export plugin registered by [method add_export_plugin]." msgstr "" #: doc/classes/EditorPlugin.xml:416 msgid "Removes an import plugin registered by [method add_import_plugin]." msgstr "" #: doc/classes/EditorPlugin.xml:423 msgid "Removes an inspector plugin registered by [method add_import_plugin]" msgstr "" #: doc/classes/EditorPlugin.xml:430 msgid "" "Removes a scene importer registered by [method add_scene_import_plugin]." msgstr "" #: doc/classes/EditorPlugin.xml:437 msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]." msgstr "" #: doc/classes/EditorPlugin.xml:444 msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]." msgstr "" #: doc/classes/EditorPlugin.xml:450 msgid "" "This method is called after the editor saves the project or when it's " "closed. It asks the plugin to save edited external scenes/resources." msgstr "" #: doc/classes/EditorPlugin.xml:456 msgid "" "Enables calling of [method forward_canvas_force_draw_over_viewport] for the " "2D editor and [method forward_spatial_force_draw_over_viewport] for the 3D " "editor when their viewports are updated. You need to call this method only " "once and it will work permanently for this plugin." msgstr "" #: doc/classes/EditorPlugin.xml:462 msgid "" "Use this method if you always want to receive inputs from 3D view screen " "inside [method forward_spatial_gui_input]. It might be especially usable if " "your plugin will want to use raycast in the scene." msgstr "" #: doc/classes/EditorPlugin.xml:469 msgid "Restore the state saved by [method get_state]." msgstr "" #: doc/classes/EditorPlugin.xml:476 msgid "Restore the plugin GUI layout saved by [method get_window_layout]." msgstr "" #: doc/classes/EditorPlugin.xml:482 msgid "" "Updates the overlays of the 2D and 3D editor viewport. Causes methods " "[method forward_canvas_draw_over_viewport], [method " "forward_canvas_force_draw_over_viewport], [method " "forward_spatial_draw_over_viewport] and [method " "forward_spatial_force_draw_over_viewport] to be called." msgstr "" #: doc/classes/EditorPlugin.xml:490 msgid "" "Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/" "b], [b]AssetLib[/b]). Also works with custom screens defined by plugins." msgstr "" #: doc/classes/EditorPlugin.xml:501 msgid "" "Emitted when the scene is changed in the editor. The argument will return " "the root node of the scene that has just become active. If this scene is new " "and empty, the argument will be [code]null[/code]." msgstr "" #: doc/classes/EditorPlugin.xml:507 msgid "" "Emitted when user closes a scene. The argument is file path to a closed " "scene." msgstr "" #: doc/classes/EditorPlugin.xml:553 msgid "Represents the size of the [enum DockSlot] enum." msgstr "" #: doc/classes/EditorProperty.xml:4 msgid "Custom control to edit properties for adding into the inspector." msgstr "" #: doc/classes/EditorProperty.xml:7 msgid "" "This control allows property editing for one or multiple properties into " "[EditorInspector]. It is added via [EditorInspectorPlugin]." msgstr "" #: doc/classes/EditorProperty.xml:16 msgid "" "If any of the controls added can gain keyboard focus, add it here. This " "ensures that focus will be restored if the inspector is refreshed." msgstr "" #: doc/classes/EditorProperty.xml:26 msgid "" "If one or several properties have changed, this must be called. [code]field[/" "code] is used in case your editor can modify fields separately (as an " "example, Vector3.x). The [code]changing[/code] argument avoids the editor " "requesting this property to be refreshed (leave as [code]false[/code] if " "unsure)." msgstr "" #: doc/classes/EditorProperty.xml:32 msgid "Gets the edited object." msgstr "" #: doc/classes/EditorProperty.xml:38 msgid "" "Gets the edited property. If your editor is for a single property (added via " "[method EditorInspectorPlugin.parse_property]), then this will return the " "property." msgstr "" #: doc/classes/EditorProperty.xml:44 msgid "Must be implemented to provide a custom tooltip to the property editor." msgstr "" #: doc/classes/EditorProperty.xml:51 msgid "" "Puts the [code]editor[/code] control below the property label. The control " "must be previously added using [method Node.add_child]." msgstr "" #: doc/classes/EditorProperty.xml:57 msgid "When this virtual function is called, you must update your editor." msgstr "" #: doc/classes/EditorProperty.xml:63 msgid "" "Used by the inspector, set to [code]true[/code] when the property is " "checkable." msgstr "" #: doc/classes/EditorProperty.xml:66 msgid "" "Used by the inspector, set to [code]true[/code] when the property is checked." msgstr "" #: doc/classes/EditorProperty.xml:69 msgid "" "Used by the inspector, set to [code]true[/code] when the property is drawn " "with the editor theme's warning color. This is used for editable children's " "properties." msgstr "" #: doc/classes/EditorProperty.xml:72 msgid "" "Used by the inspector, set to [code]true[/code] when the property can add " "keys for animation." msgstr "" #: doc/classes/EditorProperty.xml:75 msgid "Set this property to change the label (if you want to show one)." msgstr "" #: doc/classes/EditorProperty.xml:78 msgid "" "Used by the inspector, set to [code]true[/code] when the property is read-" "only." msgstr "" #: doc/classes/EditorProperty.xml:86 msgid "" "Emit it if you want multiple properties modified at the same time. Do not " "use if added via [method EditorInspectorPlugin.parse_property]." msgstr "" #: doc/classes/EditorProperty.xml:93 msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID." msgstr "" #: doc/classes/EditorProperty.xml:100 msgid "" "Do not emit this manually, use the [method emit_changed] method instead." msgstr "" #: doc/classes/EditorProperty.xml:107 msgid "Emitted when a property was checked. Used internally." msgstr "" #: doc/classes/EditorProperty.xml:113 msgid "" "Emit it if you want to add this value as an animation key (check for keying " "being enabled first)." msgstr "" #: doc/classes/EditorProperty.xml:120 msgid "Emit it if you want to key a property with a single value." msgstr "" #: doc/classes/EditorProperty.xml:127 msgid "" "If you want a sub-resource to be edited, emit this signal with the resource." msgstr "" #: doc/classes/EditorProperty.xml:134 msgid "Emitted when selected. Used internally." msgstr "" #: doc/classes/EditorResourcePicker.xml:4 msgid "Godot editor's control for selecting [Resource] type properties." msgstr "" #: doc/classes/EditorResourcePicker.xml:7 msgid "" "This [Control] node is used in the editor's Inspector dock to allow editing " "of [Resource] type properties. It provides options for creating, loading, " "saving and converting resources. Can be used with [EditorInspectorPlugin] to " "recreate the same behavior.\n" "[b]Note:[/b] This [Control] does not include any editor for the resource, as " "editing is controlled by the Inspector dock itself or sub-Inspectors." msgstr "" #: doc/classes/EditorResourcePicker.xml:32 msgid "" "Returns a list of all allowed types and subtypes corresponding to the " "[member base_type]. If the [member base_type] is empty, an empty list is " "returned." msgstr "" #: doc/classes/EditorResourcePicker.xml:46 msgid "" "This virtual method can be implemented to handle context menu items not " "handled by default. See [method set_create_options]." msgstr "" #: doc/classes/EditorResourcePicker.xml:53 msgid "" "This virtual method is called when updating the context menu of " "[EditorResourcePicker]. Implement this method to override the \"New ...\" " "items with your own options. [code]menu_node[/code] is a reference to the " "[PopupMenu] node.\n" "[b]Note:[/b] Implement [method handle_menu_selected] to handle these custom " "items." msgstr "" #: doc/classes/EditorResourcePicker.xml:61 msgid "" "Sets the toggle mode state for the main button. Works only if [member " "toggle_mode] is set to [code]true[/code]." msgstr "" #: doc/classes/EditorResourcePicker.xml:67 msgid "" "The base type of allowed resource types. Can be a comma-separated list of " "several options." msgstr "" #: doc/classes/EditorResourcePicker.xml:70 #, fuzzy msgid "If [code]true[/code], the value can be selected and edited." msgstr "Wenn [code]true[/code], wird die Textur zentriert." #: doc/classes/EditorResourcePicker.xml:73 #, fuzzy msgid "The edited resource value." msgstr "Der Animationsschrittwert." #: doc/classes/EditorResourcePicker.xml:76 msgid "" "If [code]true[/code], the main button with the resource preview works in the " "toggle mode. Use [method set_toggle_pressed] to manually set the state." msgstr "" #: doc/classes/EditorResourcePicker.xml:83 #, fuzzy msgid "Emitted when the value of the edited resource was changed." msgstr "Gesendet wenn das Rechteck Element geändert wurde." #: doc/classes/EditorResourcePicker.xml:90 msgid "" "Emitted when the resource value was set and user clicked to edit it. When " "[code]edit[/code] is [code]true[/code], the signal was caused by the context " "menu \"Edit\" option." msgstr "" #: doc/classes/EditorResourcePreview.xml:4 msgid "Helper to generate previews of resources or files." msgstr "" #: doc/classes/EditorResourcePreview.xml:7 msgid "" "This object is used to generate previews for resources of files.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_resource_previewer]." msgstr "" #: doc/classes/EditorResourcePreview.xml:17 msgid "Create an own, custom preview generator." msgstr "" #: doc/classes/EditorResourcePreview.xml:24 msgid "" "Check if the resource changed, if so, it will be invalidated and the " "corresponding signal emitted." msgstr "" #: doc/classes/EditorResourcePreview.xml:34 msgid "" "Queue the [code]resource[/code] being edited for preview. Once the preview " "is ready, the [code]receiver[/code]'s [code]receiver_func[/code] will be " "called. The [code]receiver_func[/code] must take the following four " "arguments: [String] path, [Texture] preview, [Texture] thumbnail_preview, " "[Variant] userdata. [code]userdata[/code] can be anything, and will be " "returned when [code]receiver_func[/code] is called.\n" "[b]Note:[/b] If it was not possible to create the preview the " "[code]receiver_func[/code] will still be called, but the preview will be " "null." msgstr "" #: doc/classes/EditorResourcePreview.xml:45 msgid "" "Queue a resource file located at [code]path[/code] for preview. Once the " "preview is ready, the [code]receiver[/code]'s [code]receiver_func[/code] " "will be called. The [code]receiver_func[/code] must take the following four " "arguments: [String] path, [Texture] preview, [Texture] thumbnail_preview, " "[Variant] userdata. [code]userdata[/code] can be anything, and will be " "returned when [code]receiver_func[/code] is called.\n" "[b]Note:[/b] If it was not possible to create the preview the " "[code]receiver_func[/code] will still be called, but the preview will be " "null." msgstr "" #: doc/classes/EditorResourcePreview.xml:53 msgid "Removes a custom preview generator." msgstr "" #: doc/classes/EditorResourcePreview.xml:61 msgid "" "Emitted if a preview was invalidated (changed). [code]path[/code] " "corresponds to the path of the preview." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml:4 msgid "Custom generator of previews." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml:7 msgid "" "Custom code to generate previews. Please check [code]file_dialog/" "thumbnail_size[/code] in [EditorSettings] to find out the right size to do " "previews at." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml:15 msgid "" "If this function returns [code]true[/code], the generator will call [method " "generate] or [method generate_from_path] for small previews as well.\n" "By default, it returns [code]false[/code]." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml:24 msgid "" "Generate a preview from a given resource with the specified size. This must " "always be implemented.\n" "Returning an empty texture is an OK way to fail and let another generator " "take care.\n" "Care must be taken because this function is always called from a thread (not " "the main thread)." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml:34 msgid "" "Generate a preview directly from a path with the specified size. " "Implementing this is optional, as default code will load and call [method " "generate].\n" "Returning an empty texture is an OK way to fail and let another generator " "take care.\n" "Care must be taken because this function is always called from a thread (not " "the main thread)." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml:42 msgid "" "If this function returns [code]true[/code], the generator will automatically " "generate the small previews from the normal preview texture generated by the " "methods [method generate] or [method generate_from_path].\n" "By default, it returns [code]false[/code]." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml:50 msgid "" "Returns [code]true[/code] if your generator supports the resource of type " "[code]type[/code]." msgstr "" #: doc/classes/EditorSceneImporter.xml:4 msgid "Imports scenes from third-parties' 3D files." msgstr "" #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml:4 msgid "FBX 3D asset importer." msgstr "" #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml:7 msgid "" "This is an FBX 3D asset importer with full support for most FBX features.\n" "If exporting a FBX scene from Autodesk Maya, use these FBX export settings:\n" "[codeblock]\n" "- Smoothing Groups\n" "- Smooth Mesh\n" "- Triangluate (for meshes with blend shapes)\n" "- Bake Animation\n" "- Resample All\n" "- Deformed Models\n" "- Skins\n" "- Blend Shapes\n" "- Curve Filters\n" "- Constant Key Reducer\n" "- Auto Tangents Only\n" "- *Do not check* Constraints (as it will break the file)\n" "- Can check Embed Media (embeds textures into the exported FBX file)\n" " - Note that when importing embedded media, the texture and mesh will be a " "single immutable file.\n" " - You will have to re-export then re-import the FBX if the texture has " "changed.\n" "- Units: Centimeters\n" "- Up Axis: Y\n" "- Binary format in FBX 2017\n" "[/codeblock]" msgstr "" #: doc/classes/EditorScenePostImport.xml:4 msgid "Post-processes scenes after import." msgstr "" #: doc/classes/EditorScenePostImport.xml:7 msgid "" "Imported scenes can be automatically modified right after import by setting " "their [b]Custom Script[/b] Import property to a [code]tool[/code] script " "that inherits from this class.\n" "The [method post_import] callback receives the imported scene's root node " "and returns the modified version of the scene. Usage example:\n" "[codeblock]\n" "tool # Needed so it runs in editor\n" "extends EditorScenePostImport\n" "\n" "# This sample changes all node names\n" "\n" "# Called right after the scene is imported and gets the root node\n" "func post_import(scene):\n" " # Change all node names to \"modified_[oldnodename]\"\n" " iterate(scene)\n" " return scene # Remember to return the imported scene\n" "\n" "func iterate(node):\n" " if node != null:\n" " node.name = \"modified_\" + node.name\n" " for child in node.get_children():\n" " iterate(child)\n" "[/codeblock]" msgstr "" #: doc/classes/EditorScenePostImport.xml:29 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/assets_pipeline/" "importing_scenes.html#custom-script" msgstr "" "https://docs.godotengine.org/de/latest/getting_started/workflow/assets/" "importing_scenes.html#custom-script" #: doc/classes/EditorScenePostImport.xml:35 msgid "" "Returns the source file path which got imported (e.g. [code]res://scene.dae[/" "code])." msgstr "" #: doc/classes/EditorScenePostImport.xml:41 msgid "Returns the resource folder the imported scene file is located in." msgstr "" #: doc/classes/EditorScenePostImport.xml:48 msgid "" "Called after the scene was imported. This method must return the modified " "version of the scene." msgstr "" #: doc/classes/EditorScript.xml:4 msgid "Base script that can be used to add extension functions to the editor." msgstr "" #: doc/classes/EditorScript.xml:7 msgid "" "Scripts extending this class and implementing its [method _run] method can " "be executed from the Script Editor's [b]File > Run[/b] menu option (or by " "pressing [code]Ctrl+Shift+X[/code]) while the editor is running. This is " "useful for adding custom in-editor functionality to Godot. For more complex " "additions, consider using [EditorPlugin]s instead.\n" "[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n" "[b]Example script:[/b]\n" "[codeblock]\n" "tool\n" "extends EditorScript\n" "\n" "func _run():\n" " print(\"Hello from the Godot Editor!\")\n" "[/codeblock]\n" "[b]Note:[/b] The script is run in the Editor context, which means the output " "is visible in the console window started with the Editor (stdout) instead of " "the usual Godot [b]Output[/b] dock." msgstr "" #: doc/classes/EditorScript.xml:25 msgid "This method is executed by the Editor when [b]File > Run[/b] is used." msgstr "" #: doc/classes/EditorScript.xml:32 msgid "" "Adds [code]node[/code] as a child of the root node in the editor context.\n" "[b]Warning:[/b] The implementation of this method is currently disabled." msgstr "" #: doc/classes/EditorScript.xml:39 msgid "Returns the [EditorInterface] singleton instance." msgstr "" #: doc/classes/EditorScript.xml:45 msgid "Returns the Editor's currently active scene." msgstr "" #: doc/classes/EditorScriptPicker.xml:4 msgid "" "Godot editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" #: doc/classes/EditorScriptPicker.xml:7 msgid "" "Similar to [EditorResourcePicker] this [Control] node is used in the " "editor's Inspector dock, but only to edit the [code]script[/code] property " "of a [Node]. Default options for creating new resources of all possible " "subtypes are replaced with dedicated buttons that open the \"Attach Node " "Script\" dialog. Can be used with [EditorInspectorPlugin] to recreate the " "same behavior.\n" "[b]Note:[/b] You must set the [member script_owner] for the custom context " "menu items to work." msgstr "" #: doc/classes/EditorScriptPicker.xml:16 msgid "The owner [Node] of the script property that holds the edited resource." msgstr "" #: doc/classes/EditorSelection.xml:4 msgid "Manages the SceneTree selection in the editor." msgstr "" #: doc/classes/EditorSelection.xml:7 msgid "" "This object manages the SceneTree selection in the editor.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_selection]." msgstr "" #: doc/classes/EditorSelection.xml:17 msgid "" "Adds a node to the selection.\n" "[b]Note:[/b] The newly selected node will not be automatically edited in the " "inspector. If you want to edit a node, use [method EditorInterface." "edit_node]." msgstr "" #: doc/classes/EditorSelection.xml:24 msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml:30 msgid "Gets the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml:36 msgid "" "Gets the list of selected nodes, optimized for transform operations (i.e. " "moving them, rotating, etc). This list avoids situations where a node is " "selected and also child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml:43 msgid "Removes a node from the selection." msgstr "" #: doc/classes/EditorSelection.xml:50 msgid "Emitted when the selection changes." msgstr "" #: doc/classes/EditorSettings.xml:4 msgid "Object that holds the project-independent editor settings." msgstr "" #: doc/classes/EditorSettings.xml:7 msgid "" "Object that holds the project-independent editor settings. These settings " "are generally visible in the [b]Editor > Editor Settings[/b] menu.\n" "Property names use slash delimiters to distinguish sections. Setting values " "can be of any [Variant] type. It's recommended to use [code]snake_case[/" "code] for editor settings to be consistent with the Godot editor itself.\n" "Accessing the settings can be done using the following methods, such as:\n" "[codeblock]\n" "# `settings.set(\"some/property\", value)` also works as this class " "overrides `_set()` internally.\n" "settings.set_setting(\"some/property\",value)\n" "\n" "# `settings.get(\"some/property\", value)` also works as this class " "overrides `_get()` internally.\n" "settings.get_setting(\"some/property\")\n" "\n" "var list_of_settings = settings.get_property_list()\n" "[/codeblock]\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_editor_settings]." msgstr "" #: doc/classes/EditorSettings.xml:28 msgid "" "Adds a custom property info to a property. The dictionary must contain:\n" "- [code]name[/code]: [String] (the name of the property)\n" "- [code]type[/code]: [int] (see [enum Variant.Type])\n" "- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and " "[code]hint_string[/code]: [String]\n" "[b]Example:[/b]\n" "[codeblock]\n" "editor_settings.set(\"category/property_name\", 0)\n" "\n" "var property_info = {\n" " \"name\": \"category/property_name\",\n" " \"type\": TYPE_INT,\n" " \"hint\": PROPERTY_HINT_ENUM,\n" " \"hint_string\": \"one,two,three\"\n" "}\n" "\n" "editor_settings.add_property_info(property_info)\n" "[/codeblock]" msgstr "" #: doc/classes/EditorSettings.xml:51 msgid "Erases the setting whose name is specified by [code]property[/code]." msgstr "" #: doc/classes/EditorSettings.xml:57 msgid "Returns the list of favorite files and directories for this project." msgstr "" #: doc/classes/EditorSettings.xml:66 msgid "" "Returns project-specific metadata for the [code]section[/code] and " "[code]key[/code] specified. If the metadata doesn't exist, [code]default[/" "code] will be returned instead. See also [method set_project_metadata]." msgstr "" #: doc/classes/EditorSettings.xml:72 msgid "" "Returns the project-specific settings path. Projects all have a unique " "subdirectory inside the settings path where project-specific settings are " "saved." msgstr "" #: doc/classes/EditorSettings.xml:78 msgid "" "Returns the list of recently visited folders in the file dialog for this " "project." msgstr "" #: doc/classes/EditorSettings.xml:85 msgid "" "Returns the value of the setting specified by [code]name[/code]. This is " "equivalent to using [method Object.get] on the EditorSettings instance." msgstr "" #: doc/classes/EditorSettings.xml:91 msgid "" "Gets the global settings path for the engine. Inside this path, you can find " "some standard paths such as:\n" "[code]settings/tmp[/code] - Used for temporary storage of files\n" "[code]settings/templates[/code] - Where export templates are located" msgstr "" #: doc/classes/EditorSettings.xml:100 msgid "" "Returns [code]true[/code] if the setting specified by [code]name[/code] " "exists, [code]false[/code] otherwise." msgstr "" "Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/" "code]angegeben ist, existiert, ansonsten [code]false[/code]." #: doc/classes/EditorSettings.xml:107 msgid "" "Returns [code]true[/code] if the setting specified by [code]name[/code] can " "have its value reverted to the default value, [code]false[/code] otherwise. " "When this method returns [code]true[/code], a Revert button will display " "next to the setting in the Editor Settings." msgstr "" #: doc/classes/EditorSettings.xml:114 msgid "" "Returns the default value of the setting specified by [code]name[/code]. " "This is the value that would be applied when clicking the Revert button in " "the Editor Settings." msgstr "" #: doc/classes/EditorSettings.xml:121 msgid "Sets the list of favorite files and directories for this project." msgstr "" #: doc/classes/EditorSettings.xml:130 msgid "" "Sets the initial value of the setting specified by [code]name[/code] to " "[code]value[/code]. This is used to provide a value for the Revert button in " "the Editor Settings. If [code]update_current[/code] is true, the current " "value of the setting will be set to [code]value[/code] as well." msgstr "" #: doc/classes/EditorSettings.xml:139 msgid "" "Sets project-specific metadata with the [code]section[/code], [code]key[/" "code] and [code]data[/code] specified. This metadata is stored outside the " "project folder and therefore won't be checked into version control. See also " "[method get_project_metadata]." msgstr "" #: doc/classes/EditorSettings.xml:146 msgid "" "Sets the list of recently visited folders in the file dialog for this " "project." msgstr "" #: doc/classes/EditorSettings.xml:154 msgid "" "Sets the [code]value[/code] of the setting specified by [code]name[/code]. " "This is equivalent to using [method Object.set] on the EditorSettings " "instance." msgstr "" #: doc/classes/EditorSettings.xml:161 msgid "Emitted after any editor setting has changed." msgstr "Gesendet wenn das Rechteck Element geändert wurde." #: doc/classes/EditorSettings.xml:167 msgid "" "Emitted after any editor setting has changed. It's used by various editor " "plugins to update their visuals on theme changes or logic on configuration " "changes." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:4 msgid "Custom gizmo for editing Spatial objects." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:7 msgid "" "Custom gizmo that is used for providing custom visualization and editing " "(handles) for 3D Spatial objects. See [EditorSpatialGizmoPlugin] for more " "information." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:16 msgid "" "Adds the specified [code]segments[/code] to the gizmo's collision shape for " "picking. Call this function during [method redraw]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:23 msgid "" "Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be " "generated from a regular [Mesh] too. Call this function during [method " "redraw]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:33 msgid "" "Adds a list of handles (points) which can be used to deform the object being " "edited.\n" "There are virtual functions which will be called upon editing of these " "handles. Call this function during [method redraw]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:44 msgid "" "Adds lines to the gizmo (as sets of 2 points), with a given material. The " "lines are used for visualizing the gizmo. Call this function during [method " "redraw]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:54 msgid "" "Adds a mesh to the gizmo with the specified [code]billboard[/code] state, " "[code]skeleton[/code] and [code]material[/code]. If [code]billboard[/code] " "is [code]true[/code], the mesh will rotate to always face the camera. Call " "this function during [method redraw]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:63 msgid "" "Adds an unscaled billboard for visualization. Call this function during " "[method redraw]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:69 msgid "" "Removes everything in the gizmo including meshes, collisions and handles." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:78 msgid "" "Commit a handle being edited (handles must have been previously added by " "[method add_handles]).\n" "If the [code]cancel[/code] parameter is [code]true[/code], an option to " "restore the edited value to the original is provided." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:86 msgid "" "Gets the name of an edited handle (handles must have been previously added " "by [method add_handles]).\n" "Handles can be named for reference to the user when editing." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:94 msgid "" "Gets actual value of a handle. This value can be anything and used for " "eventually undoing the motion when calling [method commit_handle]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:100 msgid "" "Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to " "retrieve materials using [method EditorSpatialGizmoPlugin.get_material]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:106 #, fuzzy msgid "Returns the Spatial node associated with this gizmo." msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." #: doc/classes/EditorSpatialGizmo.xml:113 msgid "" "Returns [code]true[/code] if the handle at index [code]index[/code] is " "highlighted by being hovered with the mouse." msgstr "" "Gibt [code]true[/code] zurück wenn dieser Bereich vollendet ist, ansonsten " "[code]false[/code]." #: doc/classes/EditorSpatialGizmo.xml:119 msgid "" "This function is called when the [Spatial] this gizmo refers to changes (the " "[method Spatial.update_gizmo] is called)." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:128 msgid "" "This function is used when the user drags a gizmo handle (previously added " "with [method add_handles]) in screen coordinates.\n" "The [Camera] is also provided so screen coordinates can be converted to " "raycasts." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:136 msgid "" "Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be " "hidden. If [code]false[/code], it will be shown." msgstr "" #: doc/classes/EditorSpatialGizmo.xml:143 msgid "" "Sets the reference [Spatial] node for the gizmo. [code]node[/code] must " "inherit from [Spatial]." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:4 msgid "Used by the editor to define Spatial gizmo types." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:7 msgid "" "EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " "two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " "gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " "documentation for more info." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/spatial_gizmos." "html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/plugins/editor/" "spatial_gizmos.html" #: doc/classes/EditorSpatialGizmoPlugin.xml:18 msgid "" "Adds a new material to the internal material list for the plugin. It can " "then be accessed with [method get_material]. Should not be overridden." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:24 msgid "" "Override this method to define whether the gizmo can be hidden or not. " "Returns [code]true[/code] if not overridden." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:34 msgid "" "Override this method to commit gizmo handles. Called for this plugin's " "active gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:41 msgid "" "Override this method to return a custom [EditorSpatialGizmo] for the spatial " "nodes of your choice, return [code]null[/code] for the rest of nodes. See " "also [method has_gizmo]." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:50 msgid "" "Creates a handle material with its variants (selected and/or editable) and " "adds them to the internal material list. They can then be accessed with " "[method get_material] and used in [method EditorSpatialGizmo.add_handles]. " "Should not be overridden.\n" "You can optionally provide a texture to use instead of the default icon." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:61 msgid "" "Creates an icon material with its variants (selected and/or editable) and " "adds them to the internal material list. They can then be accessed with " "[method get_material] and used in [method EditorSpatialGizmo." "add_unscaled_billboard]. Should not be overridden." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:72 msgid "" "Creates an unshaded material with its variants (selected and/or editable) " "and adds them to the internal material list. They can then be accessed with " "[method get_material] and used in [method EditorSpatialGizmo.add_mesh] and " "[method EditorSpatialGizmo.add_lines]. Should not be overridden." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:80 msgid "" "Override this method to provide gizmo's handle names. Called for this " "plugin's active gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:88 msgid "" "Gets actual value of a handle from gizmo. Called for this plugin's active " "gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:96 msgid "" "Gets material from the internal list of materials. If an " "[EditorSpatialGizmo] is provided, it will try to get the corresponding " "variant (selected and/or editable)." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:102 msgid "" "Override this method to provide the name that will appear in the gizmo " "visibility menu." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:108 msgid "" "Override this method to set the gizmo's priority. Higher values correspond " "to higher priority. If a gizmo with higher priority conflicts with another " "gizmo, only the gizmo with higher priority will be used.\n" "All built-in editor gizmos return a priority of [code]-1[/code]. If not " "overridden, this method will return [code]0[/code], which means custom " "gizmos will automatically override built-in gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:116 msgid "" "Override this method to define which Spatial nodes have a gizmo from this " "plugin. Whenever a [Spatial] node is added to a scene this method is called, " "if it returns [code]true[/code] the node gets a generic [EditorSpatialGizmo] " "assigned and is added to this plugin's list of active gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:124 msgid "" "Gets whether a handle is highlighted or not. Called for this plugin's active " "gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:130 msgid "" "Override this method to define whether a Spatial with this gizmo should be " "selectable even when the gizmo is hidden." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:137 msgid "" "Callback to redraw the provided gizmo. Called for this plugin's active " "gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml:147 msgid "" "Update the value of a handle after it has been updated. Called for this " "plugin's active gizmos." msgstr "" #: doc/classes/EditorSpinSlider.xml:4 msgid "Godot editor's control for editing numeric values." msgstr "" #: doc/classes/EditorSpinSlider.xml:7 msgid "" "This [Control] node is used in the editor's Inspector dock to allow editing " "of numeric values. Can be used with [EditorInspectorPlugin] to recreate the " "same behavior." msgstr "" #: doc/classes/EditorVCSInterface.xml:4 msgid "" "Version Control System (VCS) interface which reads and writes to the local " "VCS in use." msgstr "" #: doc/classes/EditorVCSInterface.xml:7 msgid "" "Used by the editor to display VCS extracted information in the editor. The " "implementation of this API is included in VCS addons, which are essentially " "GDNative plugins that need to be put into the project folder. These VCS " "addons are scripts which are attached (on demand) to the object instance of " "[code]EditorVCSInterface[/code]. All the functions listed below, instead of " "performing the task themselves, they call the internally defined functions " "in the VCS addons to provide a plug-n-play experience." msgstr "" #: doc/classes/EditorVCSInterface.xml:16 msgid "" "Creates a version commit if the addon is initialized, else returns without " "doing anything. Uses the files which have been staged previously, with the " "commit message set to a value as provided as in the argument." msgstr "" #: doc/classes/EditorVCSInterface.xml:23 msgid "" "Returns an [Array] of [Dictionary] objects containing the diff output from " "the VCS in use, if a VCS addon is initialized, else returns an empty [Array] " "object. The diff contents also consist of some contextual lines which " "provide context to the observed line change in the file.\n" "Each [Dictionary] object has the line diff contents under the keys:\n" "- [code]\"content\"[/code] to store a [String] containing the line contents\n" "- [code]\"status\"[/code] to store a [String] which contains [code]\"+\"[/" "code] in case the content is a line addition but it stores a [code]\"-\"[/" "code] in case of deletion and an empty string in the case the line content " "is neither an addition nor a deletion.\n" "- [code]\"new_line_number\"[/code] to store an integer containing the new " "line number of the line content.\n" "- [code]\"line_count\"[/code] to store an integer containing the number of " "lines in the line content.\n" "- [code]\"old_line_number\"[/code] to store an integer containing the old " "line number of the line content.\n" "- [code]\"offset\"[/code] to store the offset of the line change since the " "first contextual line content." msgstr "" #: doc/classes/EditorVCSInterface.xml:36 msgid "" "Returns a [Dictionary] containing the path of the detected file change " "mapped to an integer signifying what kind of change the corresponding file " "has experienced.\n" "The following integer values are being used to signify that the detected " "file is:\n" "- [code]0[/code]: New to the VCS working directory\n" "- [code]1[/code]: Modified\n" "- [code]2[/code]: Renamed\n" "- [code]3[/code]: Deleted\n" "- [code]4[/code]: Typechanged" msgstr "" #: doc/classes/EditorVCSInterface.xml:48 msgid "Returns the project name of the VCS working directory." msgstr "" #: doc/classes/EditorVCSInterface.xml:54 msgid "" "Returns the name of the VCS if the VCS has been initialized, else return an " "empty string." msgstr "" #: doc/classes/EditorVCSInterface.xml:61 msgid "" "Initializes the VCS addon if not already. Uses the argument value as the " "path to the working directory of the project. Creates the initial commit if " "required. Returns [code]true[/code] if no failure occurs, else returns " "[code]false[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml:67 msgid "" "Returns [code]true[/code] if the addon is ready to respond to function " "calls, else returns [code]false[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml:73 msgid "" "Returns [code]true[/code] if the VCS addon has been initialized, else " "returns [code]false[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml:79 msgid "" "Shuts down the VCS addon to allow cleanup code to run on call. Returns " "[code]true[/code] is no failure occurs, else returns [code]false[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml:86 msgid "" "Stages the file which should be committed when [method EditorVCSInterface." "commit] is called. Argument should contain the absolute path." msgstr "" #: doc/classes/EditorVCSInterface.xml:93 msgid "" "Unstages the file which was staged previously to be committed, so that it is " "no longer committed when [method EditorVCSInterface.commit] is called. " "Argument should contain the absolute path." msgstr "" #: doc/classes/EncodedObjectAsID.xml:4 msgid "Holds a reference to an [Object]'s instance ID." msgstr "" #: doc/classes/EncodedObjectAsID.xml:7 msgid "" "Utility class which holds a reference to the internal identifier of an " "[Object] instance, as given by [method Object.get_instance_id]. This ID can " "then be used to retrieve the object instance with [method @GDScript." "instance_from_id].\n" "This class is used internally by the editor inspector and script debugger, " "but can also be used in plugins to pass and display objects as their IDs." msgstr "" #: doc/classes/EncodedObjectAsID.xml:16 msgid "" "The [Object] identifier stored in this [EncodedObjectAsID] instance. The " "object instance can be retrieved with [method @GDScript.instance_from_id]." msgstr "" #: doc/classes/Engine.xml:4 msgid "Access to engine properties." msgstr "" #: doc/classes/Engine.xml:7 msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " "parameters, such as frames per second, time scale, and others." msgstr "" #: doc/classes/Engine.xml:15 msgid "" "Returns engine author information in a Dictionary.\n" "[code]lead_developers[/code] - Array of Strings, lead developer names\n" "[code]founders[/code] - Array of Strings, founder names\n" "[code]project_managers[/code] - Array of Strings, project manager names\n" "[code]developers[/code] - Array of Strings, developer names" msgstr "" #: doc/classes/Engine.xml:25 msgid "" "Returns an Array of copyright information Dictionaries.\n" "[code]name[/code] - String, component name\n" "[code]parts[/code] - Array of Dictionaries {[code]files[/code], " "[code]copyright[/code], [code]license[/code]} describing subsections of the " "component" msgstr "" #: doc/classes/Engine.xml:33 msgid "" "Returns a Dictionary of Arrays of donor names.\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" "code], [code]bronze_donors[/code]}" msgstr "" #: doc/classes/Engine.xml:40 msgid "" "Returns the total number of frames drawn. On headless platforms, or if the " "render loop is disabled with [code]--disable-render-loop[/code] via command " "line, [method get_frames_drawn] always returns [code]0[/code]. See [method " "get_idle_frames]." msgstr "" #: doc/classes/Engine.xml:46 msgid "Returns the frames per second of the running game." msgstr "" #: doc/classes/Engine.xml:52 msgid "" "Returns the total number of frames passed since engine initialization which " "is advanced on each [b]idle frame[/b], regardless of whether the render loop " "is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" "[method get_idle_frames] can be used to run expensive logic less often " "without relying on a [Timer]:\n" "[codeblock]\n" "func _process(_delta):\n" " if Engine.get_idle_frames() % 2 == 0:\n" " pass # Run expensive logic only once every 2 idle (render) frames " "here.\n" "[/codeblock]" msgstr "" #: doc/classes/Engine.xml:64 msgid "" "Returns Dictionary of licenses used by Godot and included third party " "components." msgstr "" #: doc/classes/Engine.xml:70 msgid "Returns Godot license text." msgstr "" #: doc/classes/Engine.xml:76 msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." msgstr "" #: doc/classes/Engine.xml:82 msgid "" "Returns the total number of frames passed since engine initialization which " "is advanced on each [b]physics frame[/b]. See also [method " "get_idle_frames].\n" "[method get_physics_frames] can be used to run expensive logic less often " "without relying on a [Timer]:\n" "[codeblock]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" " pass # Run expensive logic only once every 2 physics frames here.\n" "[/codeblock]" msgstr "" #: doc/classes/Engine.xml:94 msgid "" "Returns the fraction through the current physics tick we are at the time of " "rendering the frame. This can be used to implement fixed timestep " "interpolation." msgstr "" #: doc/classes/Engine.xml:101 #, fuzzy msgid "" "Returns a global singleton with given [code]name[/code]. Often used for " "plugins, e.g. [code]GodotPayment[/code] on Android." msgstr "" "Gibt eine Konstante aus dem aktivien [Design] mit dem gegebenen Namen " "([code]name[/code]) und dem zugehörigen [Control] des Types [code]type[/" "code] zurück." #: doc/classes/Engine.xml:107 msgid "" "Returns the current engine version information in a Dictionary.\n" "[code]major[/code] - Holds the major version number as an int\n" "[code]minor[/code] - Holds the minor version number as an int\n" "[code]patch[/code] - Holds the patch version number as an int\n" "[code]hex[/code] - Holds the full version number encoded as a " "hexadecimal int with one byte (2 places) per number (see example below)\n" "[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " "\"rc2\", ... \"stable\") as a String\n" "[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " "String\n" "[code]hash[/code] - Holds the full Git commit hash as a String\n" "[code]year[/code] - Holds the year the version was released in as an " "int\n" "[code]string[/code] - [code]major[/code] + [code]minor[/code] + " "[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " "String\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " "For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " "still an int internally, and printing it will give you its decimal " "representation, which is not particularly meaningful. Use hexadecimal " "literals for easy version comparisons from code:\n" "[codeblock]\n" "if Engine.get_version_info().hex >= 0x030200:\n" " # Do things specific to version 3.2 or later\n" "else:\n" " # Do things specific to versions before 3.2\n" "[/codeblock]" msgstr "" #: doc/classes/Engine.xml:130 msgid "" "Returns [code]true[/code] if a singleton with given [code]name[/code] exists " "in global scope." msgstr "" #: doc/classes/Engine.xml:136 msgid "" "Returns [code]true[/code] if the game is inside the fixed process and " "physics phase of the game loop." msgstr "" #: doc/classes/Engine.xml:142 msgid "" "If [code]true[/code], the script is currently running inside the editor. " "This is useful for [code]tool[/code] scripts to conditionally draw editor " "helpers, or prevent accidentally running \"game\" code that would affect the " "scene state while in the editor:\n" "[codeblock]\n" "if Engine.editor_hint:\n" " draw_gizmos()\n" "else:\n" " simulate_physics()\n" "[/codeblock]\n" "See [url=https://docs.godotengine.org/en/3.4/tutorials/misc/" "running_code_in_the_editor.html]Running code in the editor[/url] in the " "documentation for more information.\n" "[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " "(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the " "[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" "code] will evaluate to [code]true[/code] both when the code is running in " "the editor and when running the project from the editor, but it will " "evaluate to [code]false[/code] when the code is run from an exported project." msgstr "" #: doc/classes/Engine.xml:153 msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " "should generally always be set to [code]60[/code] or above, as Godot doesn't " "interpolate the physics step. As a result, values lower than [code]60[/code] " "will look stuttery. This value can be increased to make input more reactive " "or work around tunneling issues, but keep in mind doing so will increase CPU " "usage." msgstr "" #: doc/classes/Engine.xml:156 msgid "" "Controls how much physics ticks are synchronized with real time. For 0 or " "less, the ticks are synchronized. Such values are recommended for network " "games, where clock synchronization matters. Higher values cause higher " "deviation of the in-game clock and real clock but smooth out framerate " "jitters. The default value of 0.5 should be fine for most; values above 2 " "could cause the game to react to dropped frames with a noticeable delay and " "are not recommended.\n" "[b]Note:[/b] For best results, when using a custom physics interpolation " "solution, the physics jitter fix should be disabled by setting [member " "physics_jitter_fix] to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml:160 msgid "" "If [code]false[/code], stops printing error and warning messages to the " "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " "from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " "running a project from the editor." msgstr "" #: doc/classes/Engine.xml:165 msgid "" "The desired frames per second. If the hardware cannot keep up, this setting " "may not be respected. A value of 0 means no limit." msgstr "" #: doc/classes/Engine.xml:168 msgid "" "Controls how fast or slow the in-game clock ticks versus the real life one. " "It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " "real life, whilst a value of 0.5 means the game moves at half the regular " "speed." msgstr "" #: doc/classes/Environment.xml:4 msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define " "multiple rendering options." msgstr "" #: doc/classes/Environment.xml:7 msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define " "multiple environment operations (such as background [Sky] or [Color], " "ambient light, fog, depth-of-field...). These parameters affect the final " "render of the scene. The order of these operations is:\n" "- Depth of Field Blur\n" "- Glow\n" "- Tonemap (Auto Exposure)\n" "- Adjustments\n" "These effects will only apply when the [Viewport]'s intended usage is \"3D\" " "or \"3D Without Effects\". This can be configured for the root Viewport with " "[member ProjectSettings.rendering/quality/intended_usage/" "framebuffer_allocation], or for specific Viewports via the [member Viewport." "usage] property." msgstr "" #: doc/classes/Environment.xml:15 doc/classes/WorldEnvironment.xml:12 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/3d/" "environment_and_post_processing.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/3d/" "environment_and_post_processing.html" #: doc/classes/Environment.xml:16 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/3d/high_dynamic_range.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/3d/high_dynamic_range.html" #: doc/classes/Environment.xml:17 doc/classes/Material.xml:10 #: doc/classes/Mesh.xml:10 doc/classes/MeshInstance.xml:10 #: doc/classes/WorldEnvironment.xml:13 #, fuzzy msgid "https://godotengine.org/asset-library/asset/123" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Environment.xml:26 msgid "" "Returns [code]true[/code] if the glow level [code]idx[/code] is specified, " "[code]false[/code] otherwise." msgstr "" #: doc/classes/Environment.xml:34 msgid "" "Enables or disables the glow level at index [code]idx[/code]. Each level " "relies on the previous level. This means that enabling higher glow levels " "will slow down the glow effect rendering, even if previous levels aren't " "enabled." msgstr "" #: doc/classes/Environment.xml:40 msgid "" "The global brightness value of the rendered scene. Effective only if " "[code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" #: doc/classes/Environment.xml:43 msgid "" "Applies the provided [Texture] resource to affect the global color aspect of " "the rendered scene. Effective only if [code]adjustment_enabled[/code] is " "[code]true[/code]." msgstr "" #: doc/classes/Environment.xml:46 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 "" #: doc/classes/Environment.xml:49 msgid "" "If [code]true[/code], enables the [code]adjustment_*[/code] properties " "provided by this resource. If [code]false[/code], modifications to the " "[code]adjustment_*[/code] properties will have no effect on the rendered " "scene." msgstr "" #: doc/classes/Environment.xml:52 msgid "" "The global color saturation value of the rendered scene (default value is " "1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" #: doc/classes/Environment.xml:55 msgid "The ambient light's [Color]." msgstr "" #: doc/classes/Environment.xml:58 msgid "" "The ambient light's energy. The higher the value, the stronger the light." msgstr "" #: doc/classes/Environment.xml:61 msgid "" "Defines the amount of light that the sky brings on the scene. A value of 0 " "means that the sky's light emission has no effect on the scene illumination, " "thus all ambient illumination is provided by the ambient light. On the " "contrary, a value of 1 means that all the light that affects the scene is " "provided by the sky, thus the ambient light parameter has no effect on the " "scene." msgstr "" #: doc/classes/Environment.xml:64 msgid "" "If [code]true[/code], enables the tonemapping auto exposure mode of the " "scene renderer. If [code]true[/code], the renderer will automatically " "determine the exposure setting to adapt to the scene's illumination and the " "observed light." msgstr "" #: doc/classes/Environment.xml:67 msgid "The maximum luminance value for the auto exposure." msgstr "" #: doc/classes/Environment.xml:70 msgid "The minimum luminance value for the auto exposure." msgstr "" #: doc/classes/Environment.xml:73 msgid "" "The scale of the auto exposure effect. Affects the intensity of auto " "exposure." msgstr "" #: doc/classes/Environment.xml:76 msgid "" "The speed of the auto exposure effect. Affects the time needed for the " "camera to perform auto exposure." msgstr "" #: doc/classes/Environment.xml:79 msgid "The ID of the camera feed to show in the background." msgstr "" #: doc/classes/Environment.xml:82 msgid "" "The maximum layer ID to display. Only effective when using the [constant " "BG_CANVAS] background mode." msgstr "" #: doc/classes/Environment.xml:85 msgid "" "The [Color] displayed for clear areas of the scene. Only effective when " "using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes)." msgstr "" #: doc/classes/Environment.xml:88 msgid "The power of the light emitted by the background." msgstr "" #: doc/classes/Environment.xml:91 msgid "The background mode. See [enum BGMode] for possible values." msgstr "" #: doc/classes/Environment.xml:94 msgid "The [Sky] resource defined as background." msgstr "" #: doc/classes/Environment.xml:97 msgid "The [Sky] resource's custom field of view." msgstr "" #: doc/classes/Environment.xml:100 msgid "The [Sky] resource's rotation expressed as a [Basis]." msgstr "" #: doc/classes/Environment.xml:103 msgid "The [Sky] resource's rotation expressed as Euler angles in radians." msgstr "" #: doc/classes/Environment.xml:106 msgid "The [Sky] resource's rotation expressed as Euler angles in degrees." msgstr "" #: doc/classes/Environment.xml:109 msgid "The amount of far blur for the depth-of-field effect." msgstr "" #: doc/classes/Environment.xml:112 msgid "" "The distance from the camera where the far blur effect affects the rendering." msgstr "" #: doc/classes/Environment.xml:115 #, fuzzy msgid "If [code]true[/code], enables the depth-of-field far blur effect." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: doc/classes/Environment.xml:118 msgid "" "The depth-of-field far blur's quality. Higher values can mitigate the " "visible banding effect seen at higher strengths, but are much slower." msgstr "" #: doc/classes/Environment.xml:121 msgid "The length of the transition between the no-blur area and far blur." msgstr "" #: doc/classes/Environment.xml:124 msgid "The amount of near blur for the depth-of-field effect." msgstr "" #: doc/classes/Environment.xml:127 msgid "" "Distance from the camera where the near blur effect affects the rendering." msgstr "" #: doc/classes/Environment.xml:130 #, fuzzy msgid "If [code]true[/code], enables the depth-of-field near blur effect." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: doc/classes/Environment.xml:133 msgid "" "The depth-of-field near blur's quality. Higher values can mitigate the " "visible banding effect seen at higher strengths, but are much slower." msgstr "" #: doc/classes/Environment.xml:136 msgid "The length of the transition between the near blur and no-blur area." msgstr "" #: doc/classes/Environment.xml:139 msgid "The fog's [Color]." msgstr "" #: doc/classes/Environment.xml:142 msgid "The fog's depth starting distance from the camera." msgstr "" #: doc/classes/Environment.xml:145 msgid "" "The fog depth's intensity curve. A number of presets are available in the " "[b]Inspector[/b] by right-clicking the curve." msgstr "" #: doc/classes/Environment.xml:148 msgid "" "If [code]true[/code], the depth fog effect is enabled. When enabled, fog " "will appear in the distance (relative to the camera)." msgstr "" #: doc/classes/Environment.xml:151 msgid "" "The fog's depth end distance from the camera. If this value is set to 0, it " "will be equal to the current camera's [member Camera.far] value." msgstr "" #: doc/classes/Environment.xml:154 msgid "" "If [code]true[/code], fog effects are enabled. [member fog_height_enabled] " "and/or [member fog_depth_enabled] must be set to [code]true[/code] to " "actually display fog." msgstr "" #: doc/classes/Environment.xml:157 msgid "" "The height fog's intensity. A number of presets are available in the " "[b]Inspector[/b] by right-clicking the curve." msgstr "" #: doc/classes/Environment.xml:160 msgid "" "If [code]true[/code], the height fog effect is enabled. When enabled, fog " "will appear in a defined height range, regardless of the distance from the " "camera. This can be used to simulate \"deep water\" effects with a lower " "performance cost compared to a dedicated shader." msgstr "" #: doc/classes/Environment.xml:163 msgid "" "The Y coordinate where the height fog will be the most intense. If this " "value is greater than [member fog_height_min], fog will be displayed from " "bottom to top. Otherwise, it will be displayed from top to bottom." msgstr "" #: doc/classes/Environment.xml:166 msgid "" "The Y coordinate where the height fog will be the least intense. If this " "value is greater than [member fog_height_max], fog will be displayed from " "top to bottom. Otherwise, it will be displayed from bottom to top." msgstr "" #: doc/classes/Environment.xml:169 msgid "" "The intensity of the depth fog color transition when looking towards the " "sun. The sun's direction is determined automatically using the " "DirectionalLight node in the scene." msgstr "" #: doc/classes/Environment.xml:172 msgid "The depth fog's [Color] when looking towards the sun." msgstr "" #: doc/classes/Environment.xml:175 msgid "" "The intensity of the fog light transmittance effect. Amount of light that " "the fog transmits." msgstr "" #: doc/classes/Environment.xml:178 msgid "" "Enables fog's light transmission effect. If [code]true[/code], light will be " "more visible in the fog to simulate light scattering as in real life." msgstr "" #: doc/classes/Environment.xml:181 msgid "" "Smooths out the blockiness created by sampling higher levels, at the cost of " "performance.\n" "[b]Note:[/b] When using the GLES2 renderer, this is only available if the " "GPU supports the [code]GL_EXT_gpu_shader4[/code] extension." msgstr "" #: doc/classes/Environment.xml:185 msgid "The glow blending mode." msgstr "" #: doc/classes/Environment.xml:188 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 "" #: doc/classes/Environment.xml:191 msgid "If [code]true[/code], the glow effect is enabled." msgstr "" #: doc/classes/Environment.xml:194 msgid "" "The higher threshold of the HDR glow. Areas brighter than this threshold " "will be clamped for the purposes of the glow effect." msgstr "" #: doc/classes/Environment.xml:197 msgid "The bleed scale of the HDR glow." msgstr "" #: doc/classes/Environment.xml:200 msgid "" "The lower threshold of the HDR glow. When using the GLES2 renderer (which " "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 "" #: doc/classes/Environment.xml:203 msgid "" "Takes more samples during downsample pass of glow. This ensures that single " "pixels are captured by glow which makes the glow look smoother and more " "stable during movement. However, it is very expensive and makes the glow " "post process take twice as long." msgstr "" #: doc/classes/Environment.xml:206 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 "" #: doc/classes/Environment.xml:209 msgid "" "If [code]true[/code], the 1st level of glow is enabled. This is the most " "\"local\" level (least blurry)." msgstr "" #: doc/classes/Environment.xml:212 msgid "If [code]true[/code], the 2th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml:215 msgid "If [code]true[/code], the 3th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml:218 msgid "If [code]true[/code], the 4th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml:221 msgid "If [code]true[/code], the 5th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml:224 msgid "If [code]true[/code], the 6th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml:227 msgid "" "If [code]true[/code], the 7th level of glow is enabled. This is the most " "\"global\" level (blurriest)." msgstr "" #: doc/classes/Environment.xml:230 msgid "" "The glow strength. When using the GLES2 renderer, this should be increased " "to 1.3 to compensate for the lack of HDR rendering." msgstr "" #: doc/classes/Environment.xml:233 msgid "The depth tolerance for screen-space reflections." msgstr "" #: doc/classes/Environment.xml:236 msgid "" "If [code]true[/code], screen-space reflections are enabled. Screen-space " "reflections are more accurate than reflections from [GIProbe]s or " "[ReflectionProbe]s, but are slower and can't reflect surfaces occluded by " "others." msgstr "" #: doc/classes/Environment.xml:239 msgid "" "The fade-in distance for screen-space reflections. Affects the area from the " "reflected material to the screen-space reflection)." msgstr "" #: doc/classes/Environment.xml:242 msgid "" "The fade-out distance for screen-space reflections. Affects the area from " "the screen-space reflection to the \"global\" reflection." msgstr "" #: doc/classes/Environment.xml:245 msgid "" "The maximum number of steps for screen-space reflections. Higher values are " "slower." msgstr "" #: doc/classes/Environment.xml:248 msgid "" "If [code]true[/code], screen-space reflections will take the material " "roughness into account." msgstr "" #: doc/classes/Environment.xml:251 msgid "" "The screen-space ambient occlusion intensity on materials that have an AO " "texture defined. Values higher than [code]0[/code] will make the SSAO effect " "visible in areas darkened by AO textures." msgstr "" #: doc/classes/Environment.xml:254 msgid "" "The screen-space ambient occlusion bias. This should be kept high enough to " "prevent \"smooth\" curves from being affected by ambient occlusion." msgstr "" #: doc/classes/Environment.xml:257 msgid "" "The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for " "possible values." msgstr "" #: doc/classes/Environment.xml:260 msgid "The screen-space ambient occlusion color." msgstr "" #: doc/classes/Environment.xml:263 msgid "The screen-space ambient occlusion edge sharpness." msgstr "" #: doc/classes/Environment.xml:266 msgid "" "If [code]true[/code], the screen-space ambient occlusion effect is enabled. " "This darkens objects' corners and cavities to simulate ambient light not " "reaching the entire object as in real life. This works well for small, " "dynamic objects, but baked lighting or ambient occlusion textures will do a " "better job at displaying ambient occlusion on large static objects. This is " "a costly effect and should be disabled first when running into performance " "issues." msgstr "" #: doc/classes/Environment.xml:269 msgid "" "The primary screen-space ambient occlusion intensity. See also [member " "ssao_radius]." msgstr "" #: doc/classes/Environment.xml:272 msgid "" "The secondary screen-space ambient occlusion intensity. See also [member " "ssao_radius2]." msgstr "" #: doc/classes/Environment.xml:275 msgid "" "The screen-space ambient occlusion intensity in direct light. In real life, " "ambient occlusion only applies to indirect light, which means its effects " "can't be seen in direct light. Values higher than [code]0[/code] will make " "the SSAO effect visible in direct light." msgstr "" #: doc/classes/Environment.xml:278 msgid "" "The screen-space ambient occlusion quality. Higher qualities will make " "better use of small objects for ambient occlusion, but are slower." msgstr "" #: doc/classes/Environment.xml:281 msgid "The primary screen-space ambient occlusion radius." msgstr "" #: doc/classes/Environment.xml:284 msgid "" "The secondary screen-space ambient occlusion radius. If set to a value " "higher than [code]0[/code], enables the secondary screen-space ambient " "occlusion effect which can be used to improve the effect's appearance (at " "the cost of performance)." msgstr "" #: doc/classes/Environment.xml:287 msgid "The default exposure used for tonemapping." msgstr "" #: doc/classes/Environment.xml:290 msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" " "HDR values to be suitable for rendering on a LDR display. (Godot doesn't " "support rendering on HDR displays yet.)" msgstr "" #: doc/classes/Environment.xml:293 msgid "" "The white reference value for tonemapping. Only effective if the [member " "tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]." msgstr "" #: doc/classes/Environment.xml:298 msgid "" "Keeps on screen every pixel drawn in the background. This is the fastest " "background mode, but it can only be safely used in fully-interior scenes (no " "visible sky or sky reflections). If enabled in a scene where the background " "is visible, \"ghost trail\" artifacts will be visible when moving the camera." msgstr "" #: doc/classes/Environment.xml:301 msgid "" "Clears the background using the clear color defined in [member " "ProjectSettings.rendering/environment/default_clear_color]." msgstr "" #: doc/classes/Environment.xml:304 msgid "Clears the background using a custom clear color." msgstr "" #: doc/classes/Environment.xml:307 msgid "Displays a user-defined sky in the background." msgstr "" #: doc/classes/Environment.xml:310 msgid "" "Clears the background using a custom clear color and allows defining a sky " "for shading and reflection. This mode is slightly faster than [constant " "BG_SKY] and should be preferred in scenes where reflections can be visible, " "but the sky itself never is (e.g. top-down camera)." msgstr "" #: doc/classes/Environment.xml:313 msgid "Displays a [CanvasLayer] in the background." msgstr "" #: doc/classes/Environment.xml:316 msgid "Displays a camera feed in the background." msgstr "" #: doc/classes/Environment.xml:319 msgid "Represents the size of the [enum BGMode] enum." msgstr "" #: doc/classes/Environment.xml:322 msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." msgstr "" #: doc/classes/Environment.xml:325 msgid "" "Screen glow blending mode. Increases brightness, used frequently with bloom." msgstr "" #: doc/classes/Environment.xml:328 msgid "" "Soft light glow blending mode. Modifies contrast, exposes shadows and " "highlights (vivid bloom)." msgstr "" #: doc/classes/Environment.xml:331 msgid "" "Replace glow blending mode. Replaces all pixels' color by the glow value. " "This can be used to simulate a full-screen blur effect by tweaking the glow " "parameters to match the original image's brightness." msgstr "" #: doc/classes/Environment.xml:334 msgid "" "Linear tonemapper operator. Reads the linear data and passes it on " "unmodified." msgstr "" #: doc/classes/Environment.xml:337 msgid "" "Reinhardt tonemapper operator. Performs a variation on rendered pixels' " "colors by this formula: [code]color = color / (1 + color)[/code]." msgstr "" #: doc/classes/Environment.xml:340 msgid "Filmic tonemapper operator." msgstr "" #: doc/classes/Environment.xml:343 msgid "" "Academy Color Encoding System tonemapper operator. Performs an aproximation " "of the ACES tonemapping curve." msgstr "" #: doc/classes/Environment.xml:346 msgid "" "High quality Academy Color Encoding System tonemapper operator that matches " "the industry standard. Performs a more physically accurate curve fit which " "better simulates how light works in the real world. The color of lights and " "emissive materials will become lighter as the emissive energy increases, and " "will eventually become white if the light is bright enough to saturate the " "camera sensor." msgstr "" #: doc/classes/Environment.xml:349 msgid "Low depth-of-field blur quality (fastest)." msgstr "" #: doc/classes/Environment.xml:352 msgid "Medium depth-of-field blur quality." msgstr "" #: doc/classes/Environment.xml:355 msgid "High depth-of-field blur quality (slowest)." msgstr "" #: doc/classes/Environment.xml:358 msgid "No blur for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml:361 msgid "1×1 blur for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml:364 msgid "2×2 blur for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml:367 msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Environment.xml:370 msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml:373 msgid "Low quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml:376 msgid "Low quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml:4 msgid "A class that stores an expression you can execute." msgstr "" #: doc/classes/Expression.xml:7 msgid "" "An expression can be made of any arithmetic operation, built-in math " "function call, method call of a passed instance, or built-in type " "construction call.\n" "An example expression text using the built-in math functions could be " "[code]sqrt(pow(3,2) + pow(4,2))[/code].\n" "In the following example we use a [LineEdit] node to write our expression " "and show the result.\n" "[codeblock]\n" "onready var expression = Expression.new()\n" "\n" "func _ready():\n" " $LineEdit.connect(\"text_entered\", self, \"_on_text_entered\")\n" "\n" "func _on_text_entered(command):\n" " var error = expression.parse(command, [])\n" " if error != OK:\n" " print(expression.get_error_text())\n" " return\n" " var result = expression.execute([], null, true)\n" " if not expression.has_execute_failed():\n" " $LineEdit.text = str(result)\n" "[/codeblock]" msgstr "" #: doc/classes/Expression.xml:35 msgid "" "Executes the expression that was previously parsed by [method parse] and " "returns the result. Before you use the returned object, you should check if " "the method failed by calling [method has_execute_failed].\n" "If you defined input variables in [method parse], you can specify their " "values in the inputs array, in the same order." msgstr "" #: doc/classes/Expression.xml:42 msgid "Returns the error text if [method parse] has failed." msgstr "" #: doc/classes/Expression.xml:48 msgid "Returns [code]true[/code] if [method execute] has failed." msgstr "" #: doc/classes/Expression.xml:56 msgid "" "Parses the expression and returns an [enum Error] code.\n" "You can optionally specify names of variables that may appear in the " "expression with [code]input_names[/code], so that you can bind them when it " "gets executed." msgstr "" #: doc/classes/ExternalTexture.xml:4 msgid "Enable OpenGL ES external texture extension." msgstr "" #: doc/classes/ExternalTexture.xml:7 msgid "" "Enable support for the OpenGL ES external texture extension as defined by " "[url=https://www.khronos.org/registry/OpenGL/extensions/OES/" "OES_EGL_image_external.txt]OES_EGL_image_external[/url].\n" "[b]Note:[/b] This is only supported for Android platforms." msgstr "" #: doc/classes/ExternalTexture.xml:16 #, fuzzy msgid "Returns the external texture name." msgstr "Gibt den Tangens des Parameters zurück." #: doc/classes/ExternalTexture.xml:23 msgid "External texture size." msgstr "" #: doc/classes/File.xml:4 msgid "Type to handle file reading and writing operations." msgstr "Typ um Datei Schreib- und Lesoperationen zu handhaben." #: doc/classes/File.xml:7 msgid "" "File type. This is used to permanently store data into the user device's " "file system and to read from it. This can be used to store game save data or " "player configuration files, for example.\n" "Here's a sample on how to write and read from a file:\n" "[codeblock]\n" "func save(content):\n" " var file = File.new()\n" " file.open(\"user://save_game.dat\", File.WRITE)\n" " file.store_string(content)\n" " file.close()\n" "\n" "func load():\n" " var file = File.new()\n" " file.open(\"user://save_game.dat\", File.READ)\n" " var content = file.get_as_text()\n" " file.close()\n" " return content\n" "[/codeblock]\n" "In the example above, the file will be saved in the user data folder as " "specified in the [url=https://docs.godotengine.org/en/3.4/tutorials/io/" "data_paths.html]Data paths[/url] documentation.\n" "[b]Note:[/b] To access project resources once exported, it is recommended to " "use [ResourceLoader] instead of the [File] API, as some files are converted " "to engine-specific formats and their original source files might not be " "present in the exported PCK package.\n" "[b]Note:[/b] Files are automatically closed only if the process exits " "\"normally\" (such as by clicking the window manager's close button or " "pressing [b]Alt + F4[/b]). If you stop the project execution by pressing " "[b]F8[/b] while the project is running, the file won't be closed as the game " "process will be killed. You can work around this by calling [method flush] " "at regular intervals." msgstr "" #: doc/classes/File.xml:35 msgid "" "Closes the currently opened file and prevents subsequent read/write " "operations. Use [method flush] to persist the data to disk without closing " "the file." msgstr "" #: doc/classes/File.xml:41 msgid "" "Returns [code]true[/code] if the file cursor has already read past the end " "of the file.\n" "[b]Note:[/b] [code]eof_reached() == false[/code] cannot be used to check " "whether there is more data available. To loop while there is more data " "available, use:\n" "[codeblock]\n" "while file.get_position() < file.get_len():\n" " # Read data\n" "[/codeblock]" msgstr "" #: doc/classes/File.xml:53 msgid "" "Returns [code]true[/code] if the file exists in the given path.\n" "[b]Note:[/b] Many resources types are imported (e.g. textures or sound " "files), and their source asset will not be included in the exported game, as " "only the imported version is used. See [method ResourceLoader.exists] for an " "alternative approach that takes resource remapping into account." msgstr "" #: doc/classes/File.xml:60 msgid "" "Writes the file's buffer to disk. Flushing is automatically performed when " "the file is closed. This means you don't need to call [method flush] " "manually before closing a file using [method close]. Still, calling [method " "flush] can be used to ensure the data is safe even if the project crashes " "instead of being closed gracefully.\n" "[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, " "it will decrease performance due to constant disk writes." msgstr "" #: doc/classes/File.xml:67 msgid "" "Returns the next 16 bits from the file as an integer. See [method store_16] " "for details on what values can be stored and retrieved this way." msgstr "" #: doc/classes/File.xml:73 msgid "" "Returns the next 32 bits from the file as an integer. See [method store_32] " "for details on what values can be stored and retrieved this way." msgstr "" #: doc/classes/File.xml:79 msgid "" "Returns the next 64 bits from the file as an integer. See [method store_64] " "for details on what values can be stored and retrieved this way." msgstr "" #: doc/classes/File.xml:85 msgid "" "Returns the next 8 bits from the file as an integer. See [method store_8] " "for details on what values can be stored and retrieved this way." msgstr "" #: doc/classes/File.xml:91 msgid "" "Returns the whole file as a [String].\n" "Text is interpreted as being UTF-8 encoded." msgstr "" #: doc/classes/File.xml:99 #, fuzzy msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]." msgstr "Liefert [code]true[/code] wenn das [Rect2i] einen Punkt beinhaltet." #: doc/classes/File.xml:106 msgid "" "Returns the next value of the file in CSV (Comma-Separated Values) format. " "You can pass a different delimiter [code]delim[/code] to use other than the " "default [code]\",\"[/code] (comma). This delimiter must be one-character " "long, and cannot be a double quotation mark.\n" "Text is interpreted as being UTF-8 encoded. Text values must be enclosed in " "double quotes if they include the delimiter character. Double quotes within " "a text value can be escaped by doubling their occurrence.\n" "For example, the following CSV lines are valid and will be properly parsed " "as two strings each:\n" "[codeblock]\n" "Alice,\"Hello, Bob!\"\n" "Bob,Alice! What a surprise!\n" "Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n" "[/codeblock]\n" "Note how the second line can omit the enclosing quotes as it does not " "include the delimiter. However it [i]could[/i] very well use quotes, it was " "only written without for demonstration purposes. The third line must use " "[code]\"\"[/code] for each quotation mark that needs to be interpreted as " "such instead of the end of a text value." msgstr "" #: doc/classes/File.xml:120 msgid "Returns the next 64 bits from the file as a floating-point number." msgstr "" #: doc/classes/File.xml:126 msgid "" "Returns the last error that happened when trying to perform operations. " "Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]." msgstr "" #: doc/classes/File.xml:132 msgid "Returns the next 32 bits from the file as a floating-point number." msgstr "" #: doc/classes/File.xml:138 msgid "Returns the size of the file in bytes." msgstr "" #: doc/classes/File.xml:144 msgid "" "Returns the next line of the file as a [String].\n" "Text is interpreted as being UTF-8 encoded." msgstr "" #: doc/classes/File.xml:152 msgid "" "Returns an MD5 String representing the file at the given path or an empty " "[String] on failure." msgstr "" #: doc/classes/File.xml:159 msgid "" "Returns the last time the [code]file[/code] was modified in unix timestamp " "format or returns a [String] \"ERROR IN [code]file[/code]\". This unix " "timestamp can be converted to datetime by using [method OS." "get_datetime_from_unix_time]." msgstr "" #: doc/classes/File.xml:165 msgid "" "Returns a [String] saved in Pascal format from the file.\n" "Text is interpreted as being UTF-8 encoded." msgstr "" #: doc/classes/File.xml:172 msgid "Returns the path as a [String] for the current open file." msgstr "" #: doc/classes/File.xml:178 msgid "Returns the absolute path as a [String] for the current open file." msgstr "" #: doc/classes/File.xml:184 msgid "Returns the file cursor's position." msgstr "" #: doc/classes/File.xml:190 msgid "Returns the next bits from the file as a floating-point number." msgstr "" #: doc/classes/File.xml:197 msgid "" "Returns a SHA-256 [String] representing the file at the given path or an " "empty [String] on failure." msgstr "" #: doc/classes/File.xml:204 msgid "" "Returns the next [Variant] value from the file. If [code]allow_objects[/" "code] is [code]true[/code], decoding objects is allowed.\n" "[b]Warning:[/b] Deserialized objects can contain code which gets executed. " "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" #: doc/classes/File.xml:211 msgid "Returns [code]true[/code] if the file is currently opened." msgstr "" #: doc/classes/File.xml:219 msgid "Opens the file for writing or reading, depending on the flags." msgstr "" #: doc/classes/File.xml:228 msgid "" "Opens a compressed file for reading or writing.\n" "[b]Note:[/b] [method open_compressed] can only read files that were saved by " "Godot, not third-party compression formats. See [url=https://github.com/" "godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround." msgstr "" #: doc/classes/File.xml:238 msgid "" "Opens an encrypted file in write or read mode. You need to pass a binary key " "to encrypt/decrypt it.\n" "[b]Note:[/b] The provided key must be 32 bytes long." msgstr "" #: doc/classes/File.xml:248 msgid "" "Opens an encrypted file in write or read mode. You need to pass a password " "to encrypt/decrypt it." msgstr "" #: doc/classes/File.xml:255 msgid "" "Changes the file reading/writing cursor to the specified position (in bytes " "from the beginning of the file)." msgstr "" #: doc/classes/File.xml:262 msgid "" "Changes the file reading/writing cursor to the specified position (in bytes " "from the end of the file).\n" "[b]Note:[/b] This is an offset, so you should use negative numbers or the " "cursor will be at the end of the file." msgstr "" #: doc/classes/File.xml:270 msgid "" "Stores an integer as 16 bits in the file.\n" "[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, " "2^16 - 1][/code]. Any other value will overflow and wrap around.\n" "To store a signed integer, use [method store_64] or store a signed integer " "from the interval [code][-2^15, 2^15 - 1][/code] (i.e. keeping one bit for " "the signedness) and compute its sign manually when reading. For example:\n" "[codeblock]\n" "const MAX_15B = 1 << 15\n" "const MAX_16B = 1 << 16\n" "\n" "func unsigned16_to_signed(unsigned):\n" " return (unsigned + MAX_15B) % MAX_16B - MAX_15B\n" "\n" "func _ready():\n" " var f = File.new()\n" " f.open(\"user://file.dat\", File.WRITE_READ)\n" " f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).\n" " f.store_16(121) # In bounds, will store 121.\n" " f.seek(0) # Go back to start to read the stored value.\n" " var read1 = f.get_16() # 65494\n" " var read2 = f.get_16() # 121\n" " var converted1 = unsigned16_to_signed(read1) # -42\n" " var converted2 = unsigned16_to_signed(read2) # 121\n" "[/codeblock]" msgstr "" #: doc/classes/File.xml:297 msgid "" "Stores an integer as 32 bits in the file.\n" "[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, " "2^32 - 1][/code]. Any other value will overflow and wrap around.\n" "To store a signed integer, use [method store_64], or convert it manually " "(see [method store_16] for an example)." msgstr "" #: doc/classes/File.xml:306 msgid "" "Stores an integer as 64 bits in the file.\n" "[b]Note:[/b] The [code]value[/code] must lie in the interval [code][-2^63, " "2^63 - 1][/code] (i.e. be a valid [int] value)." msgstr "" #: doc/classes/File.xml:314 msgid "" "Stores an integer as 8 bits in the file.\n" "[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 255]" "[/code]. Any other value will overflow and wrap around.\n" "To store a signed integer, use [method store_64], or convert it manually " "(see [method store_16] for an example)." msgstr "" #: doc/classes/File.xml:323 msgid "Stores the given array of bytes in the file." msgstr "" #: doc/classes/File.xml:331 msgid "" "Store the given [PoolStringArray] in the file as a line formatted in the CSV " "(Comma-Separated Values) format. You can pass a different delimiter " "[code]delim[/code] to use other than the default [code]\",\"[/code] (comma). " "This delimiter must be one-character long.\n" "Text will be encoded as UTF-8." msgstr "" #: doc/classes/File.xml:339 msgid "Stores a floating-point number as 64 bits in the file." msgstr "" #: doc/classes/File.xml:346 msgid "Stores a floating-point number as 32 bits in the file." msgstr "" #: doc/classes/File.xml:353 msgid "" "Appends [code]line[/code] to the file followed by a line return character " "([code]\\n[/code]), encoding the text as UTF-8." msgstr "" #: doc/classes/File.xml:360 msgid "" "Stores the given [String] as a line in the file in Pascal format (i.e. also " "store the length of the string).\n" "Text will be encoded as UTF-8." msgstr "" #: doc/classes/File.xml:368 msgid "Stores a floating-point number in the file." msgstr "" #: doc/classes/File.xml:375 msgid "" "Appends [code]string[/code] to the file without a line return, encoding the " "text as UTF-8.\n" "[b]Note:[/b] This method is intended to be used to write text files. The " "string is stored as a UTF-8 encoded buffer without string length or " "terminating zero, which means that it can't be loaded back easily. If you " "want to store a retrievable string in a binary file, consider using [method " "store_pascal_string] instead. For retrieving strings from a text file, you " "can use [code]get_buffer(length).get_string_from_utf8()[/code] (if you know " "the length) or [method get_as_text]." msgstr "" #: doc/classes/File.xml:384 msgid "" "Stores any Variant value in the file. If [code]full_objects[/code] is " "[code]true[/code], encoding objects is allowed (and can potentially include " "code).\n" "[b]Note:[/b] Not all properties are included. Only properties that are " "configured with the [constant PROPERTY_USAGE_STORAGE] flag set will be " "serialized. You can add a new usage flag to a property by overriding the " "[method Object._get_property_list] method in your class. You can also check " "how property usage is configured by calling [method Object." "_get_property_list]. See [enum PropertyUsageFlags] for the possible usage " "flags." msgstr "" #: doc/classes/File.xml:391 msgid "" "If [code]true[/code], the file is read with big-endian [url=https://en." "wikipedia.org/wiki/Endianness]endianness[/url]. If [code]false[/code], the " "file is read with little-endian endianness. If in doubt, leave this to " "[code]false[/code] as most files are written with little-endian endianness.\n" "[b]Note:[/b] [member endian_swap] is only about the file format, not the CPU " "type. The CPU endianness doesn't affect the default endianness for files " "written.\n" "[b]Note:[/b] This is always reset to [code]false[/code] whenever you open " "the file. Therefore, you must set [member endian_swap] [i]after[/i] opening " "the file, not before." msgstr "" #: doc/classes/File.xml:398 msgid "" "Opens the file for read operations. The cursor is positioned at the " "beginning of the file." msgstr "" #: doc/classes/File.xml:401 msgid "" "Opens the file for write operations. The file is created if it does not " "exist, and truncated if it does." msgstr "" #: doc/classes/File.xml:404 msgid "" "Opens the file for read and write operations. Does not truncate the file. " "The cursor is positioned at the beginning of the file." msgstr "" #: doc/classes/File.xml:407 msgid "" "Opens the file for read and write operations. The file is created if it does " "not exist, and truncated if it does. The cursor is positioned at the " "beginning of the file." msgstr "" #: doc/classes/File.xml:410 msgid "Uses the [url=http://fastlz.org/]FastLZ[/url] compression method." msgstr "" #: doc/classes/File.xml:413 msgid "" "Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] " "compression method." msgstr "" #: doc/classes/File.xml:416 msgid "" "Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression " "method." msgstr "" "Verwendet das [url=https://facebook.github.io/zstd/]Zstandard[/url] " "Kompressionsverfahren." #: doc/classes/File.xml:419 msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method." msgstr "" "Verwendet das [url=https://www.gzip.org/]gzip[/url] Kompressionsverfahren." #: doc/classes/FileDialog.xml:4 msgid "Dialog for selecting files or directories in the filesystem." msgstr "" #: doc/classes/FileDialog.xml:7 msgid "" "FileDialog is a preset dialog used to choose files and directories in the " "filesystem. It supports filter masks. The FileDialog automatically sets its " "window title according to the [member mode]. If you want to use a custom " "title, disable this by setting [member mode_overrides_title] to [code]false[/" "code]." msgstr "" #: doc/classes/FileDialog.xml:16 msgid "" "Adds [code]filter[/code] as a custom filter; [code]filter[/code] should be " "of the form [code]\"filename.extension ; Description\"[/code]. For example, " "[code]\"*.png ; PNG Images\"[/code]." msgstr "" #: doc/classes/FileDialog.xml:22 msgid "Clear all the added filters in the dialog." msgstr "" #: doc/classes/FileDialog.xml:28 msgid "Clear currently selected items in the dialog." msgstr "" #: doc/classes/FileDialog.xml:34 msgid "" "Returns the LineEdit for the selected file.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/FileDialog.xml:41 msgid "" "Returns the vertical box container of the dialog, custom controls can be " "added to it.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/FileDialog.xml:48 msgid "Invalidate and update the current dialog content list." msgstr "" #: doc/classes/FileDialog.xml:54 msgid "" "The file system access scope. See enum [code]Access[/code] constants.\n" "[b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or " "sandboxed macOS apps, FileDialog cannot access the host file system. See " "[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-" "proposals#1123[/url]." msgstr "" #: doc/classes/FileDialog.xml:58 msgid "The current working directory of the file dialog." msgstr "" #: doc/classes/FileDialog.xml:61 msgid "The currently selected file of the file dialog." msgstr "" #: doc/classes/FileDialog.xml:64 msgid "The currently selected file path of the file dialog." msgstr "" #: doc/classes/FileDialog.xml:68 msgid "" "The available file type filters. For example, this shows only [code].png[/" "code] and [code].gd[/code] files: [code]set_filters(PoolStringArray([\"*." "png ; PNG Images\",\"*.gd ; GDScript Files\"]))[/code]." msgstr "" #: doc/classes/FileDialog.xml:71 msgid "" "The dialog's open or save mode, which affects the selection behavior. See " "enum [code]Mode[/code] constants." msgstr "" #: doc/classes/FileDialog.xml:74 msgid "" "If [code]true[/code], changing the [code]Mode[/code] property will set the " "window title accordingly (e.g. setting mode to [constant MODE_OPEN_FILE] " "will change the window title to \"Open a File\")." msgstr "" #: doc/classes/FileDialog.xml:77 msgid "If [code]true[/code], the dialog will show hidden files." msgstr "" #: doc/classes/FileDialog.xml:85 msgid "Emitted when the user selects a directory." msgstr "" #: doc/classes/FileDialog.xml:91 msgid "" "Emitted when the user selects a file by double-clicking it or pressing the " "[b]OK[/b] button." msgstr "" #: doc/classes/FileDialog.xml:97 msgid "Emitted when the user selects multiple files." msgstr "" #: doc/classes/FileDialog.xml:103 msgid "The dialog allows selecting one, and only one file." msgstr "" #: doc/classes/FileDialog.xml:106 msgid "The dialog allows selecting multiple files." msgstr "" #: doc/classes/FileDialog.xml:109 msgid "" "The dialog only allows selecting a directory, disallowing the selection of " "any file." msgstr "" #: doc/classes/FileDialog.xml:112 msgid "The dialog allows selecting one file or directory." msgstr "" #: doc/classes/FileDialog.xml:115 msgid "The dialog will warn when a file exists." msgstr "" #: doc/classes/FileDialog.xml:118 msgid "" "The dialog only allows accessing files under the [Resource] path " "([code]res://[/code])." msgstr "" #: doc/classes/FileDialog.xml:121 msgid "" "The dialog only allows accessing files under user data path ([code]user://[/" "code])." msgstr "" #: doc/classes/FileDialog.xml:124 msgid "The dialog allows accessing files on the whole file system." msgstr "" #: doc/classes/FileDialog.xml:129 msgid "The color modulation applied to the file icon." msgstr "" #: doc/classes/FileDialog.xml:132 msgid "" "The color tint for disabled files (when the [FileDialog] is used in open " "folder mode)." msgstr "" #: doc/classes/FileDialog.xml:135 msgid "The color modulation applied to the folder icon." msgstr "" #: doc/classes/FileDialog.xml:138 msgid "Custom icon for files." msgstr "" #: doc/classes/FileDialog.xml:141 msgid "Custom icon for folders." msgstr "" #: doc/classes/FileDialog.xml:144 msgid "Custom icon for the parent folder arrow." msgstr "" #: doc/classes/FileDialog.xml:147 msgid "Custom icon for the reload button." msgstr "" #: doc/classes/FileDialog.xml:150 msgid "Custom icon for the toggle hidden button." msgstr "" #: doc/classes/float.xml:4 msgid "Float built-in type." msgstr "" #: doc/classes/float.xml:7 msgid "" "The [float] built-in type is a 64-bit double-precision floating-point " "number, equivalent to [code]double[/code] in C++. This type has 14 reliable " "decimal digits of precision. The [float] type can be stored in [Variant], " "which is the generic type used by the engine. The maximum value of [float] " "is approximately [code]1.79769e308[/code], and the minimum is approximately " "[code]-1.79769e308[/code].\n" "Most methods and properties in the engine use 32-bit single-precision " "floating-point numbers instead, equivalent to [code]float[/code] in C++, " "which have 6 reliable decimal digits of precision. For data structures such " "as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers.\n" "Math done using the [float] type is not guaranteed to be exact or " "deterministic, and will often result in small errors. You should usually use " "the [method @GDScript.is_equal_approx] and [method @GDScript.is_zero_approx] " "methods instead of [code]==[/code] to compare [float] values for equality." msgstr "" #: doc/classes/float.xml:12 msgid "https://en.wikipedia.org/wiki/Double-precision_floating-point_format" msgstr "" #: doc/classes/float.xml:13 msgid "https://en.wikipedia.org/wiki/Single-precision_floating-point_format" msgstr "" #: doc/classes/float.xml:20 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 "" #: doc/classes/float.xml:27 msgid "" "Cast an [int] value to a floating-point value, [code]float(1)[/code] will be " "equal to 1.0." msgstr "" #: doc/classes/float.xml:34 msgid "" "Cast a [String] value to a floating-point value. This method accepts float " "value strings like [code]\"1.23\"[/code] and exponential notation strings " "for its parameter so calling [code]float(\"1e3\")[/code] will return 1000.0 " "and calling [code]float(\"1e-3\")[/code] will return 0.001. Calling this " "method with an invalid float string will return 0. This method stops parsing " "at the first invalid character and will return the parsed result so far, so " "calling [code]float(\"1a3\")[/code] will return 1 while calling " "[code]float(\"1e3a2\")[/code] will return 1000.0." msgstr "" #: doc/classes/Font.xml:4 msgid "Internationalized font and text drawing support." msgstr "" #: doc/classes/Font.xml:7 msgid "" "Font contains a Unicode-compatible character set, as well as the ability to " "draw it with variable width, ascent, descent and kerning. For creating fonts " "from TTF files (or other font formats), see the editor support for fonts.\n" "[b]Note:[/b] If a [DynamicFont] doesn't contain a character used in a " "string, the character in question will be replaced with codepoint " "[code]0xfffd[/code] if it's available in the [DynamicFont]. If this " "replacement character isn't available in the DynamicFont, the character will " "be hidden without displaying any replacement character in the string.\n" "[b]Note:[/b] If a [BitmapFont] doesn't contain a character used in a string, " "the character in question will be hidden without displaying any replacement " "character in the string.\n" "[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most " "emoji) are [i]not[/i] supported on Windows. They will display as unknown " "characters instead. This will be resolved in Godot 4.0." msgstr "" #: doc/classes/Font.xml:24 msgid "" "Draw [code]string[/code] into a canvas item using the font at a given " "position, with [code]modulate[/code] color, and optionally clipping the " "width. [code]position[/code] specifies the baseline, not the top. To draw " "from the top, [i]ascent[/i] must be added to the Y axis.\n" "See also [method CanvasItem.draw_string]." msgstr "" #: doc/classes/Font.xml:37 msgid "" "Draw character [code]char[/code] into a canvas item using the font at a " "given position, with [code]modulate[/code] color, and optionally kerning if " "[code]next[/code] is passed. clipping the width. [code]position[/code] " "specifies the baseline, not the top. To draw from the top, [i]ascent[/i] " "must be added to the Y axis. The width used by the character is returned, " "making this function useful for drawing strings character by character." msgstr "" #: doc/classes/Font.xml:43 msgid "Returns the font ascent (number of pixels above the baseline)." msgstr "" #: doc/classes/Font.xml:51 msgid "" "Returns the size of a character, optionally taking kerning into account if " "the next character is provided. Note that the height returned is the font " "height (see [method get_height]) and has no relation to the glyph height." msgstr "" #: doc/classes/Font.xml:57 msgid "Returns the font descent (number of pixels below the baseline)." msgstr "" #: doc/classes/Font.xml:63 msgid "Returns the total font height (ascent plus descent) in pixels." msgstr "" #: doc/classes/Font.xml:70 msgid "" "Returns the size of a string, taking kerning and advance into account. Note " "that the height returned is the font height (see [method get_height]) and " "has no relation to the string." msgstr "" #: doc/classes/Font.xml:78 msgid "" "Returns the size that the string would have with word wrapping enabled with " "a fixed [code]width[/code]." msgstr "" #: doc/classes/Font.xml:84 msgid "Returns [code]true[/code] if the font has an outline." msgstr "" #: doc/classes/Font.xml:95 msgid "" "After editing a font (changing size, ascent, char rects, etc.). Call this " "function to propagate changes to controls that might use it." msgstr "" #: doc/classes/FuncRef.xml:4 msgid "Reference to a function in an object." msgstr "" #: doc/classes/FuncRef.xml:7 msgid "" "In GDScript, functions are not [i]first-class objects[/i]. This means it is " "impossible to store them directly as variables, return them from another " "function, or pass them as arguments.\n" "However, by creating a [FuncRef] using the [method @GDScript.funcref] " "function, a reference to a function in a given object can be created, passed " "around and called." msgstr "" #: doc/classes/FuncRef.xml:16 msgid "" "Calls the referenced function previously set in [member function] or [method " "@GDScript.funcref]." msgstr "" #: doc/classes/FuncRef.xml:23 msgid "" "Calls the referenced function previously set in [member function] or [method " "@GDScript.funcref]. Contrarily to [method call_func], this method does not " "support a variable number of arguments but expects all parameters to be " "passed via a single [Array]." msgstr "" #: doc/classes/FuncRef.xml:29 msgid "Returns whether the object still exists and has the function assigned." msgstr "" #: doc/classes/FuncRef.xml:36 msgid "" "The object containing the referenced function. This object must be of a type " "actually inheriting from [Object], not a built-in type such as [int], " "[Vector2] or [Dictionary]." msgstr "" #: doc/classes/FuncRef.xml:42 #, fuzzy msgid "The name of the referenced function." msgstr "Der Name des Audiobusses des Bereichs." #: modules/gdnative/doc_classes/GDNativeLibrary.xml:4 msgid "" "An external library containing functions or script classes to use in Godot." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:7 msgid "" "A GDNative library can implement [NativeScript]s, global functions to call " "with the [GDNative] class, or low-level engine extensions through interfaces " "such as [ARVRInterfaceGDNative]. The library must be compiled for each " "platform and architecture that the project will run on." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/plugins/gdnative/gdnative-c-" "example.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:11 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/plugins/gdnative/gdnative-cpp-" "example.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:17 msgid "" "Returns paths to all dependency libraries for the current platform and " "architecture." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:23 msgid "" "Returns the path to the dynamic library file for the current platform and " "architecture." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:29 msgid "" "This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] " "files." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:32 msgid "" "If [code]true[/code], Godot loads only one copy of the library and each " "script that references the library will share static data like static or " "global variables.\n" "If [code]false[/code], Godot loads a separate copy of the library into " "memory for each script that references it." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:36 msgid "" "If [code]true[/code], the editor will temporarily unload the library " "whenever the user switches away from the editor window, allowing the user to " "recompile the library without restarting Godot.\n" "[b]Note:[/b] If the library defines tool scripts that run inside the editor, " "[code]reloadable[/code] must be [code]false[/code]. Otherwise, the editor " "will attempt to unload the tool scripts while they're in use and crash." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:40 msgid "" "If [code]true[/code], Godot loads the library at startup rather than the " "first time a script uses the library, calling [code]{prefix}" "gdnative_singleton[/code] after initializing the library (where [code]" "{prefix}[/code] is the value of [member symbol_prefix]). The library remains " "loaded as long as Godot is running.\n" "[b]Note:[/b] A singleton library cannot be [member reloadable]." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:44 msgid "" "The prefix this library's entry point functions begin with. For example, a " "GDNativeLibrary would declare its [code]gdnative_init[/code] function as " "[code]godot_gdnative_init[/code] by default.\n" "On platforms that require statically linking libraries (currently only iOS), " "each library must have a different [code]symbol_prefix[/code]." msgstr "" #: modules/gdscript/doc_classes/GDScript.xml:4 msgid "A script implemented in the GDScript programming language." msgstr "" #: modules/gdscript/doc_classes/GDScript.xml:7 msgid "" "A script implemented in the GDScript programming language. The script " "extends the functionality of all objects that instance it.\n" "[method new] creates a new instance of the script. [method Object." "set_script] extends an existing object, if that object's class matches one " "of the script's base classes." msgstr "" #: modules/gdscript/doc_classes/GDScript.xml:11 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/index." "html" msgstr "" "https://docs.godotengine.org/de/latest/getting_started/scripting/gdscript/" "index.html" #: modules/gdscript/doc_classes/GDScript.xml:17 msgid "Returns byte code for the script source code." msgstr "" #: modules/gdscript/doc_classes/GDScript.xml:23 msgid "" "Returns a new instance of the script.\n" "For example:\n" "[codeblock]\n" "var MyClass = load(\"myclass.gd\")\n" "var instance = MyClass.new()\n" "assert(instance.get_script() == MyClass)\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml:4 msgid "State of a function call after yielding." msgstr "" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml:7 msgid "" "Calling [method @GDScript.yield] within a function will cause that function " "to yield and return its current state as an object of this type. The yielded " "function call can then be resumed later by calling [method resume] on this " "state object." msgstr "" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml:16 msgid "" "Check whether the function call may be resumed. This is not the case if the " "function state was already resumed.\n" "If [code]extended_check[/code] is enabled, it also checks if the associated " "script and object still exist. The extended check is done in debug mode as " "part of [method GDScriptFunctionState.resume], but you can use this if you " "know you may be trying to resume without knowing for sure the object and/or " "script have survived up to that point." msgstr "" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml:24 msgid "" "Resume execution of the yielded function call.\n" "If handed an argument, return the argument from the [method @GDScript.yield] " "call in the yielded function call. You can pass e.g. an [Array] to hand " "multiple arguments.\n" "This function returns what the resumed function call returns, possibly " "another function state if yielded again." msgstr "" #: doc/classes/Generic6DOFJoint.xml:4 msgid "" "The generic 6-degrees-of-freedom joint can implement a variety of joint " "types by locking certain axes' rotation or translation." msgstr "" #: doc/classes/Generic6DOFJoint.xml:7 msgid "" "The first 3 DOF axes are linear axes, which represent translation of Bodies, " "and the latter 3 DOF axes represent the angular motion. Each axis can be " "either locked, or limited." msgstr "" #: doc/classes/Generic6DOFJoint.xml:93 msgid "" "The amount of rotational damping across the X axis.\n" "The lower, the longer an impulse from one side takes to travel to the other " "side." msgstr "" #: doc/classes/Generic6DOFJoint.xml:97 msgid "If [code]true[/code], rotation across the X axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint.xml:100 msgid "" "When rotating across the X axis, this error tolerance factor defines how " "much the correction gets slowed down. The lower, the slower." msgstr "" #: doc/classes/Generic6DOFJoint.xml:103 msgid "" "The maximum amount of force that can occur, when rotating around the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:106 msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:109 msgid "" "The amount of rotational restitution across the X axis. The lower, the more " "restitution occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml:112 msgid "The speed of all rotations across the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:115 msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:118 msgid "" "The amount of rotational damping across the Y axis. The lower, the more " "dampening occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml:121 msgid "If [code]true[/code], rotation across the Y axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint.xml:124 msgid "" "When rotating across the Y axis, this error tolerance factor defines how " "much the correction gets slowed down. The lower, the slower." msgstr "" #: doc/classes/Generic6DOFJoint.xml:127 msgid "" "The maximum amount of force that can occur, when rotating around the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:130 msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:133 msgid "" "The amount of rotational restitution across the Y axis. The lower, the more " "restitution occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml:136 msgid "The speed of all rotations across the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:139 msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:142 msgid "" "The amount of rotational damping across the Z axis. The lower, the more " "dampening occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml:145 msgid "If [code]true[/code], rotation across the Z axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint.xml:148 msgid "" "When rotating across the Z axis, this error tolerance factor defines how " "much the correction gets slowed down. The lower, the slower." msgstr "" #: doc/classes/Generic6DOFJoint.xml:151 msgid "" "The maximum amount of force that can occur, when rotating around the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:154 msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:157 msgid "" "The amount of rotational restitution across the Z axis. The lower, the more " "restitution occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml:160 msgid "The speed of all rotations across the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:163 msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:166 msgid "If [code]true[/code], a rotating motor at the X axis is enabled." msgstr "" #: doc/classes/Generic6DOFJoint.xml:169 msgid "Maximum acceleration for the motor at the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:172 msgid "Target speed for the motor at the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:175 msgid "If [code]true[/code], a rotating motor at the Y axis is enabled." msgstr "" #: doc/classes/Generic6DOFJoint.xml:178 msgid "Maximum acceleration for the motor at the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:181 msgid "Target speed for the motor at the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:184 msgid "If [code]true[/code], a rotating motor at the Z axis is enabled." msgstr "" #: doc/classes/Generic6DOFJoint.xml:187 msgid "Maximum acceleration for the motor at the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:190 msgid "Target speed for the motor at the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:217 msgid "The amount of damping that happens at the X motion." msgstr "" #: doc/classes/Generic6DOFJoint.xml:220 msgid "If [code]true[/code], the linear motion across the X axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint.xml:223 msgid "The minimum difference between the pivot points' X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:226 msgid "" "The amount of restitution on the X axis movement. The lower, the more " "momentum gets lost." msgstr "" #: doc/classes/Generic6DOFJoint.xml:229 msgid "" "A factor applied to the movement across the X axis. The lower, the slower " "the movement." msgstr "" #: doc/classes/Generic6DOFJoint.xml:232 msgid "The maximum difference between the pivot points' X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:235 msgid "The amount of damping that happens at the Y motion." msgstr "" #: doc/classes/Generic6DOFJoint.xml:238 msgid "If [code]true[/code], the linear motion across the Y axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint.xml:241 msgid "The minimum difference between the pivot points' Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:244 msgid "" "The amount of restitution on the Y axis movement. The lower, the more " "momentum gets lost." msgstr "" #: doc/classes/Generic6DOFJoint.xml:247 msgid "" "A factor applied to the movement across the Y axis. The lower, the slower " "the movement." msgstr "" #: doc/classes/Generic6DOFJoint.xml:250 msgid "The maximum difference between the pivot points' Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:253 msgid "The amount of damping that happens at the Z motion." msgstr "" #: doc/classes/Generic6DOFJoint.xml:256 msgid "If [code]true[/code], the linear motion across the Z axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint.xml:259 msgid "The minimum difference between the pivot points' Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:262 msgid "" "The amount of restitution on the Z axis movement. The lower, the more " "momentum gets lost." msgstr "" #: doc/classes/Generic6DOFJoint.xml:265 msgid "" "A factor applied to the movement across the Z axis. The lower, the slower " "the movement." msgstr "" #: doc/classes/Generic6DOFJoint.xml:268 msgid "The maximum difference between the pivot points' Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:271 msgid "" "If [code]true[/code], then there is a linear motor on the X axis. It will " "attempt to reach the target velocity while staying within the force limits." msgstr "" #: doc/classes/Generic6DOFJoint.xml:274 msgid "" "The maximum force the linear motor can apply on the X axis while trying to " "reach the target velocity." msgstr "" #: doc/classes/Generic6DOFJoint.xml:277 msgid "The speed that the linear motor will attempt to reach on the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:280 msgid "" "If [code]true[/code], then there is a linear motor on the Y axis. It will " "attempt to reach the target velocity while staying within the force limits." msgstr "" #: doc/classes/Generic6DOFJoint.xml:283 msgid "" "The maximum force the linear motor can apply on the Y axis while trying to " "reach the target velocity." msgstr "" #: doc/classes/Generic6DOFJoint.xml:286 msgid "The speed that the linear motor will attempt to reach on the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:289 msgid "" "If [code]true[/code], then there is a linear motor on the Z axis. It will " "attempt to reach the target velocity while staying within the force limits." msgstr "" #: doc/classes/Generic6DOFJoint.xml:292 msgid "" "The maximum force the linear motor can apply on the Z axis while trying to " "reach the target velocity." msgstr "" #: doc/classes/Generic6DOFJoint.xml:295 msgid "The speed that the linear motor will attempt to reach on the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml:324 doc/classes/PhysicsServer.xml:1086 msgid "The minimum difference between the pivot points' axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml:327 doc/classes/PhysicsServer.xml:1089 msgid "The maximum difference between the pivot points' axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml:330 msgid "" "A factor applied to the movement across the axes. The lower, the slower the " "movement." msgstr "" #: doc/classes/Generic6DOFJoint.xml:333 msgid "" "The amount of restitution on the axes' movement. The lower, the more " "momentum gets lost." msgstr "" #: doc/classes/Generic6DOFJoint.xml:336 doc/classes/PhysicsServer.xml:1098 msgid "" "The amount of damping that happens at the linear motion across the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml:339 msgid "The velocity the linear motor will try to reach." msgstr "" #: doc/classes/Generic6DOFJoint.xml:342 msgid "" "The maximum force the linear motor will apply while trying to reach the " "velocity target." msgstr "" #: doc/classes/Generic6DOFJoint.xml:351 doc/classes/PhysicsServer.xml:1107 msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml:354 doc/classes/PhysicsServer.xml:1110 msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml:357 msgid "The speed of all rotations across the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml:360 doc/classes/PhysicsServer.xml:1116 msgid "" "The amount of rotational damping across the axes. The lower, the more " "dampening occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml:363 doc/classes/PhysicsServer.xml:1119 msgid "" "The amount of rotational restitution across the axes. The lower, the more " "restitution occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml:366 doc/classes/PhysicsServer.xml:1122 msgid "" "The maximum amount of force that can occur, when rotating around the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml:369 msgid "" "When rotating across the axes, this error tolerance factor defines how much " "the correction gets slowed down. The lower, the slower." msgstr "" #: doc/classes/Generic6DOFJoint.xml:372 doc/classes/PhysicsServer.xml:1128 msgid "Target speed for the motor at the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml:375 doc/classes/PhysicsServer.xml:1131 msgid "Maximum acceleration for the motor at the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml:387 msgid "If enabled, linear motion is possible within the given limits." msgstr "" #: doc/classes/Generic6DOFJoint.xml:390 msgid "If enabled, rotational motion is possible within the given limits." msgstr "" #: doc/classes/Generic6DOFJoint.xml:397 msgid "If enabled, there is a rotational motor across these axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml:400 msgid "If enabled, there is a linear motor across these axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml:403 doc/classes/HingeJoint.xml:108 msgid "Represents the size of the [enum Flag] enum." msgstr "" #: doc/classes/Geometry.xml:4 msgid "Helper node to calculate generic geometry operations." msgstr "" #: doc/classes/Geometry.xml:7 msgid "" "Geometry provides users with a set of helper functions to create geometric " "shapes, compute intersections between shapes, and process various other " "geometric operations." msgstr "" #: doc/classes/Geometry.xml:16 msgid "" "Returns an array with 6 [Plane]s that describe the sides of a box centered " "at the origin. The box size is defined by [code]extents[/code], which " "represents one (positive) corner of the box (i.e. half its actual size)." msgstr "" #: doc/classes/Geometry.xml:27 msgid "" "Returns an array of [Plane]s closely bounding a faceted capsule centered at " "the origin with radius [code]radius[/code] and height [code]height[/code]. " "The parameter [code]sides[/code] defines how many planes will be generated " "for the side part of the capsule, whereas [code]lats[/code] gives the number " "of latitudinal steps at the bottom and top of the capsule. The parameter " "[code]axis[/code] describes the axis along which the capsule is oriented (0 " "for X, 1 for Y, 2 for Z)." msgstr "" #: doc/classes/Geometry.xml:37 msgid "" "Returns an array of [Plane]s closely bounding a faceted cylinder centered at " "the origin with radius [code]radius[/code] and height [code]height[/code]. " "The parameter [code]sides[/code] defines how many planes will be generated " "for the round part of the cylinder. The parameter [code]axis[/code] " "describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 " "for Z)." msgstr "" #: doc/classes/Geometry.xml:45 msgid "" "Clips the polygon defined by the points in [code]points[/code] against the " "[code]plane[/code] and returns the points of the clipped polygon." msgstr "" #: doc/classes/Geometry.xml:53 msgid "" "Clips [code]polygon_a[/code] against [code]polygon_b[/code] and returns an " "array of clipped polygons. This performs [constant OPERATION_DIFFERENCE] " "between polygons. Returns an empty array if [code]polygon_b[/code] " "completely overlaps [code]polygon_a[/code].\n" "If [code]polygon_b[/code] is enclosed by [code]polygon_a[/code], returns an " "outer polygon (boundary) and inner polygon (hole) which could be " "distinguished by calling [method is_polygon_clockwise]." msgstr "" #: doc/classes/Geometry.xml:62 msgid "" "Clips [code]polyline[/code] against [code]polygon[/code] and returns an " "array of clipped polylines. This performs [constant OPERATION_DIFFERENCE] " "between the polyline and the polygon. This operation can be thought of as " "cutting a line with a closed shape." msgstr "" #: doc/classes/Geometry.xml:69 msgid "" "Given an array of [Vector2]s, returns the convex hull as a list of points in " "counterclockwise order. The last point is the same as the first one." msgstr "" #: doc/classes/Geometry.xml:77 msgid "" "Mutually excludes common area defined by intersection of [code]polygon_a[/" "code] and [code]polygon_b[/code] (see [method intersect_polygons_2d]) and " "returns an array of excluded polygons. This performs [constant " "OPERATION_XOR] between polygons. In other words, returns all but common area " "between polygons.\n" "The operation may result in an outer polygon (boundary) and inner polygon " "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" #: doc/classes/Geometry.xml:87 msgid "" "Returns the 3D point on the 3D segment ([code]s1[/code], [code]s2[/code]) " "that is closest to [code]point[/code]. The returned point will always be " "inside the specified segment." msgstr "" #: doc/classes/Geometry.xml:96 msgid "" "Returns the 2D point on the 2D segment ([code]s1[/code], [code]s2[/code]) " "that is closest to [code]point[/code]. The returned point will always be " "inside the specified segment." msgstr "" #: doc/classes/Geometry.xml:105 msgid "" "Returns the 3D point on the 3D line defined by ([code]s1[/code], [code]s2[/" "code]) that is closest to [code]point[/code]. The returned point can be " "inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. " "somewhere on the line extending from the segment." msgstr "" #: doc/classes/Geometry.xml:114 msgid "" "Returns the 2D point on the 2D line defined by ([code]s1[/code], [code]s2[/" "code]) that is closest to [code]point[/code]. The returned point can be " "inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. " "somewhere on the line extending from the segment." msgstr "" #: doc/classes/Geometry.xml:124 msgid "" "Given the two 3D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/" "code], [code]q2[/code]), finds those two points on the two segments that are " "closest to each other. Returns a [PoolVector3Array] that contains this point " "on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on " "([code]q1[/code], [code]q2[/code])." msgstr "" #: doc/classes/Geometry.xml:134 msgid "" "Given the two 2D segments ([code]p1[/code], [code]q1[/code]) and ([code]p2[/" "code], [code]q2[/code]), finds those two points on the two segments that are " "closest to each other. Returns a [PoolVector2Array] that contains this point " "on ([code]p1[/code], [code]q1[/code]) as well the accompanying point on " "([code]p2[/code], [code]q2[/code])." msgstr "" #: doc/classes/Geometry.xml:141 msgid "Used internally by the engine." msgstr "" #: doc/classes/Geometry.xml:149 msgid "" "Intersects [code]polygon_a[/code] with [code]polygon_b[/code] and returns an " "array of intersected polygons. This performs [constant " "OPERATION_INTERSECTION] between polygons. In other words, returns common " "area shared by polygons. Returns an empty array if no intersection occurs.\n" "The operation may result in an outer polygon (boundary) and inner polygon " "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" #: doc/classes/Geometry.xml:158 msgid "" "Intersects [code]polyline[/code] with [code]polygon[/code] and returns an " "array of intersected polylines. This performs [constant " "OPERATION_INTERSECTION] between the polyline and the polygon. This operation " "can be thought of as chopping a line with a closed shape." msgstr "" #: doc/classes/Geometry.xml:167 msgid "" "Returns [code]true[/code] if [code]point[/code] is inside the circle or if " "it's located exactly [i]on[/i] the circle's boundary, otherwise returns " "[code]false[/code]." msgstr "" #: doc/classes/Geometry.xml:175 msgid "" "Returns [code]true[/code] if [code]point[/code] is inside [code]polygon[/" "code] or if it's located exactly [i]on[/i] polygon's boundary, otherwise " "returns [code]false[/code]." msgstr "" #: doc/classes/Geometry.xml:182 msgid "" "Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in " "clockwise order, otherwise returns [code]false[/code]." msgstr "" #: doc/classes/Geometry.xml:192 msgid "" "Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and " "([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the " "point of intersection as [Vector2]. If no intersection takes place, returns " "an empty [Variant].\n" "[b]Note:[/b] The lines are specified using direction vectors, not end points." msgstr "" #: doc/classes/Geometry.xml:200 msgid "" "Given an array of [Vector2]s representing tiles, builds an atlas. The " "returned dictionary has two keys: [code]points[/code] is a vector of " "[Vector2] that specifies the positions of each tile, [code]size[/code] " "contains the overall size of the whole atlas as [Vector2]." msgstr "" #: doc/classes/Geometry.xml:208 msgid "" "Merges (combines) [code]polygon_a[/code] and [code]polygon_b[/code] and " "returns an array of merged polygons. This performs [constant " "OPERATION_UNION] between polygons.\n" "The operation may result in an outer polygon (boundary) and multiple inner " "polygons (holes) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" #: doc/classes/Geometry.xml:218 msgid "" "Inflates or deflates [code]polygon[/code] by [code]delta[/code] units " "(pixels). If [code]delta[/code] is positive, makes the polygon grow outward. " "If [code]delta[/code] is negative, shrinks the polygon inward. Returns an " "array of polygons because inflating/deflating may result in multiple " "discrete polygons. Returns an empty array if [code]delta[/code] is negative " "and the absolute value of it approximately exceeds the minimum bounding " "rectangle dimensions of the polygon.\n" "Each polygon's vertices will be rounded as determined by [code]join_type[/" "code], see [enum PolyJoinType].\n" "The operation may result in an outer polygon (boundary) and inner polygon " "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise].\n" "[b]Note:[/b] To translate the polygon's vertices specifically, use the " "[method Transform2D.xform] method:\n" "[codeblock]\n" "var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, " "100), Vector2(0, 100)])\n" "var offset = Vector2(50, 50)\n" "polygon = Transform2D(0, offset).xform(polygon)\n" "print(polygon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, " "150), Vector2(50, 150)]\n" "[/codeblock]" msgstr "" #: doc/classes/Geometry.xml:237 msgid "" "Inflates or deflates [code]polyline[/code] by [code]delta[/code] units " "(pixels), producing polygons. If [code]delta[/code] is positive, makes the " "polyline grow outward. Returns an array of polygons because inflating/" "deflating may result in multiple discrete polygons. If [code]delta[/code] is " "negative, returns an empty array.\n" "Each polygon's vertices will be rounded as determined by [code]join_type[/" "code], see [enum PolyJoinType].\n" "Each polygon's endpoints will be rounded as determined by [code]end_type[/" "code], see [enum PolyEndType].\n" "The operation may result in an outer polygon (boundary) and inner polygon " "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" #: doc/classes/Geometry.xml:250 msgid "" "Returns if [code]point[/code] is inside the triangle specified by [code]a[/" "code], [code]b[/code] and [code]c[/code]." msgstr "" #: doc/classes/Geometry.xml:261 msgid "" "Tests if the 3D ray starting at [code]from[/code] with the direction of " "[code]dir[/code] intersects the triangle specified by [code]a[/code], " "[code]b[/code] and [code]c[/code]. If yes, returns the point of intersection " "as [Vector3]. If no intersection takes place, an empty [Variant] is returned." msgstr "" #: doc/classes/Geometry.xml:271 msgid "" "Given the 2D segment ([code]segment_from[/code], [code]segment_to[/code]), " "returns the position on the segment (as a number between 0 and 1) at which " "the segment hits the circle that is located at position " "[code]circle_position[/code] and has radius [code]circle_radius[/code]. If " "the segment does not intersect the circle, -1 is returned (this is also the " "case if the line extending the segment would intersect the circle, but the " "segment does not)." msgstr "" #: doc/classes/Geometry.xml:280 msgid "" "Given a convex hull defined though the [Plane]s in the array [code]planes[/" "code], tests if the segment ([code]from[/code], [code]to[/code]) intersects " "with that hull. If an intersection is found, returns a [PoolVector3Array] " "containing the point the intersection and the hull's normal. If no " "intersecion is found, an the returned array is empty." msgstr "" #: doc/classes/Geometry.xml:290 msgid "" "Checks if the segment ([code]from[/code], [code]to[/code]) intersects the " "cylinder with height [code]height[/code] that is centered at the origin and " "has radius [code]radius[/code]. If no, returns an empty [PoolVector3Array]. " "If an intersection takes place, the returned array contains the point of " "intersection and the cylinder's normal at the point of intersection." msgstr "" #: doc/classes/Geometry.xml:300 msgid "" "Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and " "([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point " "of intersection as [Vector2]. If no intersection takes place, returns an " "empty [Variant]." msgstr "" #: doc/classes/Geometry.xml:310 msgid "" "Checks if the segment ([code]from[/code], [code]to[/code]) intersects the " "sphere that is located at [code]sphere_position[/code] and has radius " "[code]sphere_radius[/code]. If no, returns an empty [PoolVector3Array]. If " "yes, returns a [PoolVector3Array] containing the point of intersection and " "the sphere's normal at the point of intersection." msgstr "" #: doc/classes/Geometry.xml:321 msgid "" "Tests if the segment ([code]from[/code], [code]to[/code]) intersects the " "triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the " "point of intersection as [Vector3]. If no intersection takes place, an empty " "[Variant] is returned." msgstr "" #: doc/classes/Geometry.xml:328 msgid "" "Triangulates the area specified by discrete set of [code]points[/code] such " "that no point is inside the circumcircle of any resulting triangle. Returns " "a [PoolIntArray] where each triangle consists of three consecutive point " "indices into [code]points[/code] (i.e. the returned array will have [code]n " "* 3[/code] elements, with [code]n[/code] being the number of found " "triangles). If the triangulation did not succeed, an empty [PoolIntArray] is " "returned." msgstr "" #: doc/classes/Geometry.xml:335 msgid "" "Triangulates the polygon specified by the points in [code]polygon[/code]. " "Returns a [PoolIntArray] where each triangle consists of three consecutive " "point indices into [code]polygon[/code] (i.e. the returned array will have " "[code]n * 3[/code] elements, with [code]n[/code] being the number of found " "triangles). If the triangulation did not succeed, an empty [PoolIntArray] is " "returned." msgstr "" #: doc/classes/Geometry.xml:341 msgid "" "Create regions where either subject or clip polygons (or both) are filled." msgstr "" #: doc/classes/Geometry.xml:344 msgid "" "Create regions where subject polygons are filled except where clip polygons " "are filled." msgstr "" #: doc/classes/Geometry.xml:347 msgid "Create regions where both subject and clip polygons are filled." msgstr "" #: doc/classes/Geometry.xml:350 msgid "" "Create regions where either subject or clip polygons are filled but not " "where both are filled." msgstr "" #: doc/classes/Geometry.xml:353 msgid "" "Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/" "code]." msgstr "" #: doc/classes/Geometry.xml:356 msgid "" "While flattened paths can never perfectly trace an arc, they are " "approximated by a series of arc chords." msgstr "" #: doc/classes/Geometry.xml:359 msgid "" "There's a necessary limit to mitered joins since offsetting edges that join " "at very acute angles will produce excessively long and narrow \"spikes\". " "For any given edge join, when miter offsetting would exceed that maximum " "distance, \"square\" joining is applied." msgstr "" #: doc/classes/Geometry.xml:362 msgid "" "Endpoints are joined using the [enum PolyJoinType] value and the path filled " "as a polygon." msgstr "" #: doc/classes/Geometry.xml:365 msgid "" "Endpoints are joined using the [enum PolyJoinType] value and the path filled " "as a polyline." msgstr "" #: doc/classes/Geometry.xml:368 msgid "Endpoints are squared off with no extension." msgstr "" #: doc/classes/Geometry.xml:371 msgid "Endpoints are squared off and extended by [code]delta[/code] units." msgstr "" #: doc/classes/Geometry.xml:374 msgid "Endpoints are rounded off and extended by [code]delta[/code] units." msgstr "" #: doc/classes/GeometryInstance.xml:4 msgid "Base node for geometry-based visual instances." msgstr "" #: doc/classes/GeometryInstance.xml:7 msgid "" "Base node for geometry-based visual instances. Shares some common " "functionality like visibility and custom materials." msgstr "" #: doc/classes/GeometryInstance.xml:16 msgid "" "Returns the [enum GeometryInstance.Flags] that have been set for this object." msgstr "" #: doc/classes/GeometryInstance.xml:23 msgid "" "Overrides the bounding box of this node with a custom one. To remove it, set " "an [AABB] with all fields set to zero." msgstr "" #: doc/classes/GeometryInstance.xml:31 msgid "" "Sets the [enum GeometryInstance.Flags] specified. See [enum GeometryInstance." "Flags] for options." msgstr "" #: doc/classes/GeometryInstance.xml:37 msgid "" "The selected shadow casting flag. See [enum ShadowCastingSetting] for " "possible values." msgstr "" #: doc/classes/GeometryInstance.xml:40 msgid "" "The extra distance added to the GeometryInstance's bounding box ([AABB]) to " "increase its cull box." msgstr "" #: doc/classes/GeometryInstance.xml:43 msgid "" "When disabled, the mesh will be taken into account when computing indirect " "lighting, but the resulting lightmap will not be saved. Useful for emissive " "only materials or shadow casters." msgstr "" #: doc/classes/GeometryInstance.xml:46 msgid "" "Scale factor for the generated baked lightmap. Useful for adding detail to " "certain mesh instances." msgstr "" #: doc/classes/GeometryInstance.xml:49 msgid "" "The GeometryInstance's max LOD distance.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" #: doc/classes/GeometryInstance.xml:53 msgid "" "The GeometryInstance's max LOD margin.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" #: doc/classes/GeometryInstance.xml:57 msgid "" "The GeometryInstance's min LOD distance.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" #: doc/classes/GeometryInstance.xml:61 msgid "" "The GeometryInstance's min LOD margin.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" #: doc/classes/GeometryInstance.xml:65 msgid "" "The material override for the whole geometry.\n" "If a material is assigned to this property, it will be used instead of any " "material set in any material slot of the mesh." msgstr "" #: doc/classes/GeometryInstance.xml:69 msgid "" "If [code]true[/code], this GeometryInstance will be used when baking lights " "using a [GIProbe] or [BakedLightmap]." msgstr "" #: doc/classes/GeometryInstance.xml:74 msgid "The generated lightmap texture will have the original size." msgstr "" #: doc/classes/GeometryInstance.xml:77 msgid "The generated lightmap texture will be twice as large, on each axis." msgstr "" #: doc/classes/GeometryInstance.xml:80 msgid "The generated lightmap texture will be 4 times as large, on each axis." msgstr "" #: doc/classes/GeometryInstance.xml:83 msgid "The generated lightmap texture will be 8 times as large, on each axis." msgstr "" #: doc/classes/GeometryInstance.xml:88 msgid "Will not cast any shadows." msgstr "" #: doc/classes/GeometryInstance.xml:91 msgid "" "Will cast shadows from all visible faces in the GeometryInstance.\n" "Will take culling into account, so faces not being rendered will not be " "taken into account when shadow casting." msgstr "" #: doc/classes/GeometryInstance.xml:95 msgid "" "Will cast shadows from all visible faces in the GeometryInstance.\n" "Will not take culling into account, so all faces will be taken into account " "when shadow casting." msgstr "" #: doc/classes/GeometryInstance.xml:99 msgid "" "Will only show the shadows casted from this object.\n" "In other words, the actual mesh will not be visible, only the shadows casted " "from the mesh will be." msgstr "" #: doc/classes/GeometryInstance.xml:103 msgid "" "Will allow the GeometryInstance to be used when baking lights using a " "[GIProbe] or [BakedLightmap]." msgstr "" #: doc/classes/GeometryInstance.xml:106 msgid "" "Unused in this class, exposed for consistency with [enum VisualServer." "InstanceFlags]." msgstr "" #: doc/classes/GIProbe.xml:4 msgid "Real-time global illumination (GI) probe." msgstr "" #: doc/classes/GIProbe.xml:7 msgid "" "[GIProbe]s are used to provide high-quality real-time indirect light to " "scenes. They precompute the effect of objects that emit light and the effect " "of static geometry to simulate the behavior of complex light in real-time. " "[GIProbe]s need to be baked before using, however, once baked, dynamic " "objects will receive light from them. Further, lights can be fully dynamic " "or baked.\n" "Having [GIProbe]s in a scene can be expensive, the quality of the probe can " "be turned down in exchange for better performance in the [ProjectSettings] " "using [member ProjectSettings.rendering/quality/voxel_cone_tracing/" "high_quality].\n" "[b]Procedural generation:[/b] [GIProbe] can be baked in an exported project, " "which makes it suitable for procedurally generated or user-built levels as " "long as all the geometry is generated in advance.\n" "[b]Performance:[/b] [GIProbe] is relatively demanding on the GPU and is not " "suited to low-end hardware such as integrated graphics (consider " "[BakedLightmap] instead). To provide a fallback for low-end hardware, " "consider adding an option to disable [GIProbe] in your project's options " "menus. A [GIProbe] node can be disabled by hiding it.\n" "[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light " "leaks (avoid one-sided walls). For interior levels, enclose your level " "geometry in a sufficiently large box and bridge the loops to close the mesh. " "To further prevent light leaks, you can also strategically place temporary " "[MeshInstance] nodes with [member GeometryInstance.use_in_baked_light] " "enabled. These temporary nodes can then be hidden after baking the [GIProbe] " "node.\n" "[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot " "emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can " "emit light in a [GIProbe]." msgstr "" #: doc/classes/GIProbe.xml:15 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/gi_probes.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/3d/gi_probes.html" #: doc/classes/GIProbe.xml:24 msgid "" "Bakes the effect from all [GeometryInstance]s marked with [member " "GeometryInstance.use_in_baked_light] and [Light]s marked with either " "[constant Light.BAKE_INDIRECT] or [constant Light.BAKE_ALL]. If " "[code]create_visual_debug[/code] is [code]true[/code], after baking the " "light, this will generate a [MultiMesh] that has a cube representing each " "solid cell with each cube colored to the cell's albedo color. This can be " "used to visualize the [GIProbe]'s data and debug any issues that may be " "occurring.\n" "[b]Note:[/b] [method bake] works from the editor and in exported projects. " "This makes it suitable for procedurally generated or user-built levels. " "Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. " "Reducing [member subdiv] can speed up baking." msgstr "" #: doc/classes/GIProbe.xml:31 msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled." msgstr "" #: doc/classes/GIProbe.xml:37 msgid "" "Offsets the lookup of the light contribution from the [GIProbe]. This can be " "used to avoid self-shadowing, but may introduce light leaking at higher " "values. This and [member normal_bias] should be played around with to " "minimize self-shadowing and light leaking.\n" "[b]Note:[/b] [code]bias[/code] should usually be above 1.0 as that is the " "size of the voxels." msgstr "" #: doc/classes/GIProbe.xml:41 msgid "" "[i]Deprecated.[/i] This property has been deprecated due to known bugs and " "no longer has any effect when enabled." msgstr "" #: doc/classes/GIProbe.xml:44 msgid "The [GIProbeData] resource that holds the data for this [GIProbe]." msgstr "" #: doc/classes/GIProbe.xml:47 msgid "" "The maximum brightness that the [GIProbe] will recognize. Brightness will be " "scaled within this range." msgstr "" #: doc/classes/GIProbe.xml:50 msgid "" "Energy multiplier. Makes the lighting contribution from the [GIProbe] " "brighter." msgstr "" #: doc/classes/GIProbe.xml:53 msgid "" "The size of the area covered by the [GIProbe]. If you make the extents " "larger without increasing the subdivisions with [member subdiv], the size of " "each cell will increase and result in lower detailed lighting." msgstr "" #: doc/classes/GIProbe.xml:56 #, fuzzy msgid "" "If [code]true[/code], ignores the sky contribution when calculating lighting." msgstr "" "Wenn [code]true[/code], wird die Sub-Animation nach Beendigung automatisch " "neu gestartet." #: doc/classes/GIProbe.xml:59 msgid "" "Offsets the lookup into the [GIProbe] based on the object's normal " "direction. Can be used to reduce some self-shadowing artifacts." msgstr "" #: doc/classes/GIProbe.xml:62 msgid "" "How much light propagates through the probe internally. A higher value " "allows light to spread further." msgstr "" #: doc/classes/GIProbe.xml:65 msgid "" "Number of times to subdivide the grid that the [GIProbe] operates on. A " "higher number results in finer detail and thus higher visual quality, while " "lower numbers result in better performance." msgstr "" #: doc/classes/GIProbe.xml:70 msgid "" "Use 64 subdivisions. This is the lowest quality setting, but the fastest. " "Use it if you can, but especially use it on lower-end hardware." msgstr "" #: doc/classes/GIProbe.xml:73 msgid "Use 128 subdivisions. This is the default quality setting." msgstr "" #: doc/classes/GIProbe.xml:76 msgid "Use 256 subdivisions." msgstr "" #: doc/classes/GIProbe.xml:79 msgid "" "Use 512 subdivisions. This is the highest quality setting, but the slowest. " "On lower-end hardware, this could cause the GPU to stall." msgstr "" #: doc/classes/GIProbe.xml:82 msgid "Represents the size of the [enum Subdiv] enum." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml:13 msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " "to have no effect." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml:16 msgid "" "The inner angle of the cone in a spotlight. Must be less than or equal to " "the outer cone angle.\n" "Within this angle, the light is at full brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " "brightness. When creating a Godot [SpotLight], the ratio between the inner " "and outer cone angles is used to calculate the attenuation of the light." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml:20 msgid "" "The intensity of the light. This is expressed in candelas (lumens per " "steradian) for point and spot lights, and lux (lumens per m²) for " "directional lights. When creating a Godot light, this value is converted to " "a unitless multiplier." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml:23 msgid "" "The outer angle of the cone in a spotlight. Must be greater than or equal to " "the inner angle.\n" "At this angle, the light drops off to zero brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " "brightness. If this angle is a half turn, then the spotlight emits in all " "directions. When creating a Godot [SpotLight], the outer cone angle is used " "as the angle of the spotlight." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml:27 msgid "" "The range of the light, beyond which the light has no effect. GLTF lights " "with no range defined behave like physical lights (which have infinite " "range). When creating a Godot light, the range is clamped to 4096." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml:30 msgid "" "The type of the light. The values accepted by Godot are \"point\", \"spot\", " "and \"directional\", which correspond to Godot's [OmniLight], [SpotLight], " "and [DirectionalLight] respectively." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml:4 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml:7 msgid "" "This class is a bridge between Godot and the Mono runtime. It exposes " "several low-level operations and is only available in Mono-enabled Godot " "builds.\n" "See also [CSharpScript]." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml:17 msgid "Attaches the current thread to the Mono runtime." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml:24 msgid "Detaches the current thread from the Mono runtime." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml:31 msgid "" "Returns the current MonoDomain ID.\n" "[b]Note:[/b] The Mono runtime must be initialized for this method to work " "(use [method is_runtime_initialized] to check). If the Mono runtime isn't " "initialized at the time this method is called, the engine will crash." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml:39 msgid "" "Returns the scripts MonoDomain's ID. This will be the same MonoDomain ID as " "[method get_domain_id], unless the scripts domain isn't loaded.\n" "[b]Note:[/b] The Mono runtime must be initialized for this method to work " "(use [method is_runtime_initialized] to check). If the Mono runtime isn't " "initialized at the time this method is called, the engine will crash." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml:49 msgid "" "Returns [code]true[/code] if the domain is being finalized, [code]false[/" "code] otherwise." msgstr "" "Gibt [code]true[/code] zurück wenn dieser Bereich vollendet ist, ansonsten " "[code]false[/code]." #: modules/mono/doc_classes/GodotSharp.xml:56 msgid "" "Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/" "code] otherwise." msgstr "" "Gibt [code]true[/code] zurück wenn die Mono Laufzeit initialisiert ist, " "ansonsten [code]false[/code]." #: modules/mono/doc_classes/GodotSharp.xml:63 msgid "" "Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/" "code] otherwise." msgstr "" "Gibt [code]true[/code] zurück wenn die Mono Laufzeit sich beendet, ansonsten " "[code]false[/code]." #: modules/mono/doc_classes/GodotSharp.xml:70 msgid "" "Returns [code]true[/code] if the scripts domain is loaded, [code]false[/" "code] otherwise." msgstr "" "Gibt [code]true[/code] zurück wenn der Skript Bereich lädt, ansonsten " "[code]false[/code]." #: doc/classes/Gradient.xml:4 msgid "" "A color interpolator resource which can be used to generate colors between " "user-defined color points." msgstr "" #: doc/classes/Gradient.xml:7 msgid "" "Given a set of colors, this resource will interpolate them in order. This " "means that if you have color 1, color 2 and color 3, the ramp will " "interpolate from color 1 to color 2 and from color 2 to color 3. The ramp " "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 "" #: doc/classes/Gradient.xml:17 msgid "" "Adds the specified color to the end of the ramp, with the specified offset." msgstr "" #: doc/classes/Gradient.xml:24 msgid "Returns the color of the ramp color at index [code]point[/code]." msgstr "" #: doc/classes/Gradient.xml:31 msgid "Returns the offset of the ramp color at index [code]point[/code]." msgstr "" #: doc/classes/Gradient.xml:37 msgid "Returns the number of colors in the ramp." msgstr "" #: doc/classes/Gradient.xml:44 msgid "Returns the interpolated color specified by [code]offset[/code]." msgstr "" #: doc/classes/Gradient.xml:51 #, fuzzy msgid "Removes the color at the index [code]point[/code]." msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]." #: doc/classes/Gradient.xml:59 msgid "Sets the color of the ramp color at index [code]point[/code]." msgstr "" #: doc/classes/Gradient.xml:67 msgid "Sets the offset for the ramp color at index [code]point[/code]." msgstr "" #: doc/classes/Gradient.xml:73 msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml:76 msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" #: doc/classes/GradientTexture.xml:4 msgid "Gradient-filled texture." msgstr "" #: doc/classes/GradientTexture.xml:7 msgid "" "GradientTexture uses a [Gradient] to fill the texture data. The gradient " "will be filled from left to right using colors obtained from the gradient. " "This means the texture does not necessarily represent an exact copy of the " "gradient, but instead an interpolation of samples obtained from the gradient " "at fixed steps (see [member width])." msgstr "" #: doc/classes/GradientTexture.xml:15 msgid "The [Gradient] that will be used to fill the texture." msgstr "" #: doc/classes/GradientTexture.xml:18 msgid "The number of color samples that will be obtained from the [Gradient]." msgstr "" #: doc/classes/GraphEdit.xml:4 msgid "" "GraphEdit is an area capable of showing various GraphNodes. It manages " "connection events between them." msgstr "" #: doc/classes/GraphEdit.xml:7 msgid "" "GraphEdit manages the showing of GraphNodes it contains, as well as " "connections and disconnections between them. Signals are sent for each of " "these two events. Disconnection between GraphNode slots is disabled by " "default.\n" "It is greatly advised to enable low-processor usage mode (see [member OS." "low_processor_usage_mode]) when using GraphEdits." msgstr "" #: doc/classes/GraphEdit.xml:18 msgid "" "Makes possible the connection between two different slot types. The type is " "defined with the [method GraphNode.set_slot] method." msgstr "" #: doc/classes/GraphEdit.xml:25 msgid "" "Makes possible to disconnect nodes when dragging from the slot at the left " "if it has the specified type." msgstr "" #: doc/classes/GraphEdit.xml:32 msgid "" "Makes possible to disconnect nodes when dragging from the slot at the right " "if it has the specified type." msgstr "" #: doc/classes/GraphEdit.xml:38 msgid "Removes all connections between nodes." msgstr "" #: doc/classes/GraphEdit.xml:48 msgid "" "Create a connection between the [code]from_port[/code] slot of the " "[code]from[/code] GraphNode and the [code]to_port[/code] slot of the " "[code]to[/code] GraphNode. If the connection already exists, no connection " "is created." msgstr "" #: doc/classes/GraphEdit.xml:58 msgid "" "Removes the connection between the [code]from_port[/code] slot of the " "[code]from[/code] GraphNode and the [code]to_port[/code] slot of the " "[code]to[/code] GraphNode. If the connection does not exist, no connection " "is removed." msgstr "" #: doc/classes/GraphEdit.xml:64 msgid "" "Returns an Array containing the list of connections. A connection consists " "in a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", " "to_port: 1, to: \"GraphNode name 1\" }[/code]." msgstr "" #: doc/classes/GraphEdit.xml:70 msgid "" "Gets the [HBoxContainer] that contains the zooming and grid snap controls in " "the top left of the graph. You can use this method to reposition the toolbar " "or to add your own custom controls to it.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/GraphEdit.xml:81 msgid "" "Returns [code]true[/code] if the [code]from_port[/code] slot of the " "[code]from[/code] GraphNode is connected to the [code]to_port[/code] slot of " "the [code]to[/code] GraphNode." msgstr "" #: doc/classes/GraphEdit.xml:89 msgid "Returns whether it's possible to connect slots of the specified types." msgstr "" #: doc/classes/GraphEdit.xml:97 msgid "" "Makes it not possible to connect between two different slot types. The type " "is defined with the [method GraphNode.set_slot] method." msgstr "" #: doc/classes/GraphEdit.xml:104 msgid "" "Removes the possibility to disconnect nodes when dragging from the slot at " "the left if it has the specified type." msgstr "" #: doc/classes/GraphEdit.xml:111 msgid "" "Removes the possibility to disconnect nodes when dragging from the slot at " "the right if it has the specified type." msgstr "" #: doc/classes/GraphEdit.xml:122 msgid "" "Sets the coloration of the connection between [code]from[/code]'s " "[code]from_port[/code] and [code]to[/code]'s [code]to_port[/code] with the " "color provided in the [code]activity[/code] theme property." msgstr "" #: doc/classes/GraphEdit.xml:129 msgid "Sets the specified [code]node[/code] as the one selected." msgstr "" #: doc/classes/GraphEdit.xml:136 #, fuzzy msgid "If [code]true[/code], the minimap is visible." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: doc/classes/GraphEdit.xml:139 msgid "The opacity of the minimap rectangle." msgstr "" #: doc/classes/GraphEdit.xml:142 msgid "" "The size of the minimap rectangle. The map itself is based on the size of " "the grid area and is scaled to fit this rectangle." msgstr "" #: doc/classes/GraphEdit.xml:146 msgid "" "If [code]true[/code], enables disconnection of existing connections in the " "GraphEdit by dragging the right end." msgstr "" #: doc/classes/GraphEdit.xml:149 msgid "The scroll offset." msgstr "" #: doc/classes/GraphEdit.xml:152 msgid "" "If [code]true[/code], makes a label with the current zoom level visible. The " "zoom value is displayed in percents." msgstr "" #: doc/classes/GraphEdit.xml:155 msgid "The snapping distance in pixels." msgstr "" #: doc/classes/GraphEdit.xml:158 msgid "If [code]true[/code], enables snapping." msgstr "" #: doc/classes/GraphEdit.xml:161 msgid "The current zoom value." msgstr "" #: doc/classes/GraphEdit.xml:164 msgid "The upper zoom limit." msgstr "" #: doc/classes/GraphEdit.xml:167 msgid "The lower zoom limit." msgstr "" #: doc/classes/GraphEdit.xml:170 msgid "The step of each zoom level." msgstr "" #: doc/classes/GraphEdit.xml:176 msgid "Emitted at the beginning of a GraphNode movement." msgstr "" #: doc/classes/GraphEdit.xml:181 msgid "Emitted at the end of a GraphNode movement." msgstr "" #: doc/classes/GraphEdit.xml:189 msgid "" "Emitted when user dragging connection from input port into empty space of " "the graph." msgstr "" #: doc/classes/GraphEdit.xml:198 msgid "" "Emitted to the GraphEdit when the connection between the [code]from_slot[/" "code] slot of the [code]from[/code] GraphNode and the [code]to_slot[/code] " "slot of the [code]to[/code] GraphNode is attempted to be created." msgstr "" #: doc/classes/GraphEdit.xml:206 msgid "" "Emitted when user dragging connection from output port into empty space of " "the graph." msgstr "" #: doc/classes/GraphEdit.xml:211 #, fuzzy msgid "Emitted when the user presses [code]Ctrl + C[/code]." msgstr "Gesendet wenn das Rechteck Element geändert wurde." #: doc/classes/GraphEdit.xml:216 msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit." msgstr "" #: doc/classes/GraphEdit.xml:225 msgid "" "Emitted to the GraphEdit when the connection between [code]from_slot[/code] " "slot of [code]from[/code] GraphNode and [code]to_slot[/code] slot of " "[code]to[/code] GraphNode is attempted to be removed." msgstr "" #: doc/classes/GraphEdit.xml:230 msgid "" "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." msgstr "" #: doc/classes/GraphEdit.xml:236 msgid "Emitted when a GraphNode is selected." msgstr "" #: doc/classes/GraphEdit.xml:246 #, fuzzy msgid "Emitted when the user presses [code]Ctrl + V[/code]." msgstr "Gesendet wenn das Rechteck Element geändert wurde." #: doc/classes/GraphEdit.xml:252 msgid "" "Emitted when a popup is requested. Happens on right-clicking in the " "GraphEdit. [code]position[/code] is the position of the mouse pointer when " "the signal is sent." msgstr "" #: doc/classes/GraphEdit.xml:258 msgid "" "Emitted when the scroll offset is changed by the user. It will not be " "emitted when changed in code." msgstr "" #: doc/classes/GraphEdit.xml:268 msgid "Color of major grid lines." msgstr "" #: doc/classes/GraphEdit.xml:271 msgid "Color of minor grid lines." msgstr "" #: doc/classes/GraphEdit.xml:274 msgid "The fill color of the selection rectangle." msgstr "" #: doc/classes/GraphEdit.xml:277 msgid "The outline color of the selection rectangle." msgstr "" #: doc/classes/GraphEdit.xml:284 msgid "" "The horizontal range within which a port can be grabbed (on both sides)." msgstr "" #: doc/classes/GraphEdit.xml:287 msgid "The vertical range within which a port can be grabbed (on both sides)." msgstr "" #: doc/classes/GraphEdit.xml:292 msgid "The icon for the zoom out button." msgstr "" #: doc/classes/GraphEdit.xml:295 msgid "The icon for the zoom in button." msgstr "" #: doc/classes/GraphEdit.xml:298 msgid "The icon for the zoom reset button." msgstr "" #: doc/classes/GraphEdit.xml:301 msgid "The icon for the snap toggle button." msgstr "" #: doc/classes/GraphEdit.xml:304 msgid "The background drawn under the grid." msgstr "" #: doc/classes/GraphNode.xml:4 msgid "" "A GraphNode is a container with potentially several input and output slots " "allowing connections between GraphNodes. Slots can have different, " "incompatible types." msgstr "" #: doc/classes/GraphNode.xml:7 msgid "" "A GraphNode is a container. Each GraphNode can have several input and output " "slots, sometimes referred to as ports, allowing connections between " "GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node " "to it.\n" "After adding at least one child to GraphNode new sections will be " "automatically created in the Inspector called 'Slot'. When 'Slot' is " "expanded you will see list with index number for each slot. You can click on " "each of them to expand further.\n" "In the Inspector you can enable (show) or disable (hide) slots. By default, " "all slots are disabled so you may not see any slots on your GraphNode " "initially. You can assign a type to each slot. Only slots of the same type " "will be able to connect to each other. You can also assign colors to slots. " "A tuple of input and output slots is defined for each GUI element included " "in the GraphNode. Input connections are on the left and output connections " "are on the right side of GraphNode. Only enabled slots are counted as " "connections." msgstr "" #: doc/classes/GraphNode.xml:17 msgid "Disables all input and output slots of the GraphNode." msgstr "" #: doc/classes/GraphNode.xml:24 msgid "Disables input and output slot whose index is [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml:31 #, fuzzy msgid "Returns the [Color] of the input connection [code]idx[/code]." msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]." #: doc/classes/GraphNode.xml:37 msgid "" "Returns the number of enabled input slots (connections) to the GraphNode." msgstr "" #: doc/classes/GraphNode.xml:44 msgid "Returns the position of the input connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml:51 msgid "Returns the type of the input connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml:58 #, fuzzy msgid "Returns the [Color] of the output connection [code]idx[/code]." msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]." #: doc/classes/GraphNode.xml:64 msgid "" "Returns the number of enabled output slots (connections) of the GraphNode." msgstr "" #: doc/classes/GraphNode.xml:71 msgid "Returns the position of the output connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml:78 msgid "Returns the type of the output connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml:85 #, fuzzy msgid "Returns the left (input) [Color] of the slot [code]idx[/code]." msgstr "Gibt die Projektion dieses Vektors auf [code]b[/code] zurück." #: doc/classes/GraphNode.xml:92 #, fuzzy msgid "Returns the right (output) [Color] of the slot [code]idx[/code]." msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]." #: doc/classes/GraphNode.xml:99 #, fuzzy msgid "Returns the left (input) type of the slot [code]idx[/code]." msgstr "Gibt die Projektion dieses Vektors auf [code]b[/code] zurück." #: doc/classes/GraphNode.xml:106 #, fuzzy msgid "Returns the right (output) type of the slot [code]idx[/code]." msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]." #: doc/classes/GraphNode.xml:113 #, fuzzy msgid "" "Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] " "is enabled." msgstr "" "Gibt [code]true[/code] zurück, wenn die Spur bei Index [code]idx[/code] " "aktiviert ist." #: doc/classes/GraphNode.xml:120 #, fuzzy msgid "" "Returns [code]true[/code] if right (output) side of the slot [code]idx[/" "code] is enabled." msgstr "" "Gibt [code]true[/code] zurück, wenn die Spur bei Index [code]idx[/code] " "aktiviert ist." #: doc/classes/GraphNode.xml:135 msgid "" "Sets properties of the slot with ID [code]idx[/code].\n" "If [code]enable_left[/code]/[code]right[/code], a port will appear and the " "slot will be able to be connected from this side.\n" "[code]type_left[/code]/[code]right[/code] is an arbitrary type of the port. " "Only ports with the same type values can be connected.\n" "[code]color_left[/code]/[code]right[/code] is the tint of the port's icon on " "this side.\n" "[code]custom_left[/code]/[code]right[/code] is a custom texture for this " "side's port.\n" "[b]Note:[/b] This method only sets properties of the slot. To create the " "slot, add a [Control]-derived child to the GraphNode.\n" "Individual properties can be set using one of the [code]set_slot_*[/code] " "methods. You must enable at least one side of the slot to do so." msgstr "" #: doc/classes/GraphNode.xml:149 msgid "" "Sets the [Color] of the left (input) side of the slot [code]idx[/code] to " "[code]color_left[/code]." msgstr "" #: doc/classes/GraphNode.xml:157 msgid "" "Sets the [Color] of the right (output) side of the slot [code]idx[/code] to " "[code]color_right[/code]." msgstr "" #: doc/classes/GraphNode.xml:165 msgid "" "Toggles the left (input) side of the slot [code]idx[/code]. If " "[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 "" #: doc/classes/GraphNode.xml:173 msgid "" "Toggles the right (output) side of the slot [code]idx[/code]. If " "[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 "" #: doc/classes/GraphNode.xml:181 #, fuzzy msgid "" "Sets the left (input) type of the slot [code]idx[/code] to [code]type_left[/" "code]." msgstr "" "Benennt eine vorhandene Animation mit der Taste [code]name[/code] in " "[code]newname[/code] um." #: doc/classes/GraphNode.xml:189 #, fuzzy msgid "" "Sets the right (output) type of the slot [code]idx[/code] to " "[code]type_right[/code]." msgstr "" "Ändert die Indexposition der Spur [code]idx[/code] auf die in [code]to_idx[/" "code] definierte." #: doc/classes/GraphNode.xml:195 msgid "If [code]true[/code], the GraphNode is a comment node." msgstr "" #: doc/classes/GraphNode.xml:198 msgid "" "The offset of the GraphNode, relative to the scroll offset of the " "[GraphEdit].\n" "[b]Note:[/b] You cannot use position directly, as [GraphEdit] is a " "[Container]." msgstr "" #: doc/classes/GraphNode.xml:202 msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]." msgstr "" #: doc/classes/GraphNode.xml:205 msgid "" "If [code]true[/code], the user can resize the GraphNode.\n" "[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] " "signal, the GraphNode needs to be resized manually." msgstr "" #: doc/classes/GraphNode.xml:209 msgid "If [code]true[/code], the GraphNode is selected." msgstr "" #: doc/classes/GraphNode.xml:212 msgid "" "If [code]true[/code], the close button will be visible.\n" "[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, " "the GraphNode needs to be removed manually." msgstr "" #: doc/classes/GraphNode.xml:216 msgid "The text displayed in the GraphNode's title bar." msgstr "" #: doc/classes/GraphNode.xml:222 msgid "" "Emitted when the GraphNode is requested to be closed. Happens on clicking " "the close button (see [member show_close])." msgstr "" #: doc/classes/GraphNode.xml:229 msgid "Emitted when the GraphNode is dragged." msgstr "" #: doc/classes/GraphNode.xml:234 msgid "Emitted when the GraphNode is moved." msgstr "" #: doc/classes/GraphNode.xml:239 msgid "" "Emitted when the GraphNode is requested to be displayed over other ones. " "Happens on focusing (clicking into) the GraphNode." msgstr "" #: doc/classes/GraphNode.xml:245 msgid "" "Emitted when the GraphNode is requested to be resized. Happens on dragging " "the resizer handle (see [member resizable])." msgstr "" #: doc/classes/GraphNode.xml:251 msgid "Emitted when any GraphNode's slot is updated." msgstr "" #: doc/classes/GraphNode.xml:257 msgid "No overlay is shown." msgstr "" #: doc/classes/GraphNode.xml:260 msgid "Show overlay set in the [code]breakpoint[/code] theme property." msgstr "" #: doc/classes/GraphNode.xml:263 msgid "Show overlay set in the [code]position[/code] theme property." msgstr "" #: doc/classes/GraphNode.xml:268 msgid "The color modulation applied to the close button icon." msgstr "" #: doc/classes/GraphNode.xml:271 msgid "The color modulation applied to the resizer icon." msgstr "" #: doc/classes/GraphNode.xml:274 msgid "Color of the title text." msgstr "" #: doc/classes/GraphNode.xml:277 doc/classes/WindowDialog.xml:38 msgid "The vertical offset of the close button." msgstr "" #: doc/classes/GraphNode.xml:280 msgid "Horizontal offset for the ports." msgstr "" #: doc/classes/GraphNode.xml:283 msgid "The vertical distance between ports." msgstr "" #: doc/classes/GraphNode.xml:286 msgid "Vertical offset of the title text." msgstr "" #: doc/classes/GraphNode.xml:289 msgid "Font used for the title text." msgstr "" #: doc/classes/GraphNode.xml:292 msgid "" "The icon for the close button, visible when [member show_close] is enabled." msgstr "" #: doc/classes/GraphNode.xml:295 msgid "The icon used for representing ports." msgstr "" #: doc/classes/GraphNode.xml:298 msgid "The icon used for resizer, visible when [member resizable] is enabled." msgstr "" #: doc/classes/GraphNode.xml:301 msgid "" "The background used when [member overlay] is set to [constant " "OVERLAY_BREAKPOINT]." msgstr "" #: doc/classes/GraphNode.xml:304 msgid "The [StyleBox] used when [member comment] is enabled." msgstr "" #: doc/classes/GraphNode.xml:307 msgid "" "The [StyleBox] used when [member comment] is enabled and the [GraphNode] is " "focused." msgstr "" #: doc/classes/GraphNode.xml:314 msgid "The default background for [GraphNode]." msgstr "" #: doc/classes/GraphNode.xml:317 msgid "" "The background used when [member overlay] is set to [constant " "OVERLAY_POSITION]." msgstr "" #: doc/classes/GraphNode.xml:320 msgid "The background used when the [GraphNode] is selected." msgstr "" #: doc/classes/GridContainer.xml:4 msgid "" "Grid container used to arrange Control-derived children in a grid like " "layout." msgstr "" #: doc/classes/GridContainer.xml:7 msgid "" "GridContainer will arrange its Control-derived children in a grid like " "structure, the grid columns are specified using the [member columns] " "property and the number of rows will be equal to the number of children in " "the container divided by the number of columns. For example, if the " "container has 5 children, and 2 columns, there will be 3 rows in the " "container.\n" "Notice that grid layout will preserve the columns and rows for every size of " "the container, and that empty columns will be expanded automatically.\n" "[b]Note:[/b] GridContainer only works with child nodes inheriting from " "Control. It won't rearrange child nodes inheriting from Node2D." msgstr "" #: doc/classes/GridContainer.xml:18 msgid "" "The number of columns in the [GridContainer]. If modified, [GridContainer] " "reorders its Control-derived children to accommodate the new layout." msgstr "" #: doc/classes/GridContainer.xml:26 msgid "The horizontal separation of children nodes." msgstr "" #: doc/classes/GridContainer.xml:29 msgid "The vertical separation of children nodes." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:4 msgid "Node for 3D tile-based maps." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:7 msgid "" "GridMap lets you place meshes on a grid interactively. It works both from " "the editor and from scripts, which can help you create in-game level " "editors.\n" "GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a " "mesh with materials plus optional collision and navigation shapes.\n" "A GridMap contains a collection of cells. Each grid cell refers to a tile in " "the [MeshLibrary]. All cells in the map have the same dimensions.\n" "Internally, a GridMap is split into a sparse collection of octants for " "efficient rendering and physics processing. Every octant has the same " "dimensions and can contain several cells.\n" "[b]Note:[/b] GridMap doesn't extend [VisualInstance] and therefore can't be " "hidden or cull masked based on [member VisualInstance.layers]. If you make a " "light not affect the first layer, the whole GridMap won't be lit by the " "light in question." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:14 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/using_gridmaps.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/3d/using_gridmaps.html" #: modules/gridmap/doc_classes/GridMap.xml:22 msgid "Clear all cells." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:39 msgid "" "Returns an array of [ArrayMesh]es and [Transform] references of all bake " "meshes that exist within the current GridMap." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:48 msgid "" "The [MeshLibrary] item index located at the grid-based X, Y and Z " "coordinates. If the cell is empty, [constant INVALID_CELL_ITEM] will be " "returned." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:57 msgid "" "The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is " "returned if the cell is empty." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:64 msgid "Returns an individual bit on the [member collision_layer]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:71 msgid "Returns an individual bit on the [member collision_mask]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:77 msgid "" "Returns an array of [Transform] and [Mesh] references corresponding to the " "non-empty cells in the grid. The transforms are specified in world space." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:83 msgid "" "Returns an array of [Vector3] with the non-empty cell coordinates in the " "grid map." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:99 msgid "" "Returns the position of a grid cell in the GridMap's local coordinate space." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:116 msgid "" "Sets the mesh index for the cell referenced by its grid-based X, Y and Z " "coordinates.\n" "A negative item index such as [constant INVALID_CELL_ITEM] will clear the " "cell.\n" "Optionally, the item's orientation can be passed. For valid orientation " "values, see [method Basis.get_orthogonal_index]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:135 msgid "Sets an individual bit on the [member collision_layer]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:143 msgid "Sets an individual bit on the [member collision_mask]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:150 msgid "" "Returns the coordinates of the grid cell containing the given point.\n" "[code]pos[/code] should be in the GridMap's local coordinate space." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:157 msgid "If [code]true[/code], grid items are centered on the X axis." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:160 msgid "If [code]true[/code], grid items are centered on the Y axis." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:163 msgid "If [code]true[/code], grid items are centered on the Z axis." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:166 msgid "" "The size of each octant measured in number of cells. This applies to all " "three axis." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:169 msgid "" "The scale of the cell items.\n" "This does not affect the size of the grid cells themselves, only the items " "in them. This can be used to make cell items overlap their neighbors." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:173 msgid "" "The dimensions of the grid's cells.\n" "This does not affect the size of the meshes. See [member cell_scale]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:177 msgid "" "The physics layers this GridMap is in.\n" "GridMaps act as static bodies, meaning they aren't affected by gravity or " "other forces. They only affect other physics bodies that collide with them." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:181 msgid "" "The physics layers this GridMap detects collisions in. See [url=https://docs." "godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-" "layers-and-masks]Collision layers and masks[/url] in the documentation for " "more information." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:184 msgid "The assigned [MeshLibrary]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:187 msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:194 msgid "Emitted when [member cell_size] changes." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:200 msgid "" "Invalid cell item that can be used in [method set_cell_item] to clear cells " "(or represent an empty cell in [method get_cell_item])." msgstr "" #: doc/classes/GrooveJoint2D.xml:4 msgid "Groove constraint for 2D physics." msgstr "" #: doc/classes/GrooveJoint2D.xml:7 msgid "" "Groove constraint for 2D physics. This is useful for making a body \"slide\" " "through a segment placed in another." msgstr "" #: doc/classes/GrooveJoint2D.xml:15 msgid "" "The body B's initial anchor position defined by the joint's origin and a " "local offset [member initial_offset] along the joint's Y axis (along the " "groove)." msgstr "" #: doc/classes/GrooveJoint2D.xml:18 msgid "" "The groove's length. The groove is from the joint's origin towards [member " "length] along the joint's local Y axis." msgstr "" #: doc/classes/HashingContext.xml:4 msgid "Context to compute cryptographic hashes over multiple iterations." msgstr "" #: doc/classes/HashingContext.xml:7 msgid "" "The HashingContext class provides an interface for computing cryptographic " "hashes over multiple iterations. This is useful for example when computing " "hashes of big files (so you don't have to load them all in memory), network " "streams, and data streams in general (so you don't have to hold buffers).\n" "The [enum HashType] enum shows the supported hashing algorithms.\n" "[codeblock]\n" "const CHUNK_SIZE = 1024\n" "\n" "func hash_file(path):\n" " var ctx = HashingContext.new()\n" " var file = File.new()\n" " # Start a SHA-256 context.\n" " ctx.start(HashingContext.HASH_SHA256)\n" " # Check that file exists.\n" " if not file.file_exists(path):\n" " return\n" " # Open the file to hash.\n" " file.open(path, File.READ)\n" " # Update the context after reading each chunk.\n" " while not file.eof_reached():\n" " ctx.update(file.get_buffer(CHUNK_SIZE))\n" " # Get the computed hash.\n" " var res = ctx.finish()\n" " # Print the result as hex string and array.\n" " printt(res.hex_encode(), Array(res))\n" "[/codeblock]\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" #: doc/classes/HashingContext.xml:38 msgid "Closes the current context, and return the computed hash." msgstr "" #: doc/classes/HashingContext.xml:45 msgid "" "Starts a new hash computation of the given [code]type[/code] (e.g. [constant " "HASH_SHA256] to start computation of a SHA-256)." msgstr "" #: doc/classes/HashingContext.xml:52 msgid "Updates the computation with the given [code]chunk[/code] of data." msgstr "" #: doc/classes/HashingContext.xml:58 msgid "Hashing algorithm: MD5." msgstr "" #: doc/classes/HashingContext.xml:61 msgid "Hashing algorithm: SHA-1." msgstr "" #: doc/classes/HashingContext.xml:64 msgid "Hashing algorithm: SHA-256." msgstr "" #: doc/classes/HBoxContainer.xml:4 msgid "Horizontal box container." msgstr "" #: doc/classes/HBoxContainer.xml:7 msgid "Horizontal box container. See [BoxContainer]." msgstr "" #: doc/classes/HBoxContainer.xml:17 msgid "The horizontal space between the [HBoxContainer]'s elements." msgstr "" #: doc/classes/HeightMapShape.xml:4 msgid "Height map shape for 3D physics." msgstr "" #: doc/classes/HeightMapShape.xml:7 msgid "" "Height map shape resource, which can be added to a [PhysicsBody] or [Area]." msgstr "" #: doc/classes/HeightMapShape.xml:15 msgid "" "Height map data, pool array must be of [member map_width] * [member " "map_depth] size." msgstr "" #: doc/classes/HeightMapShape.xml:18 msgid "" "Depth of the height map data. Changing this will resize the [member " "map_data]." msgstr "" #: doc/classes/HeightMapShape.xml:21 msgid "" "Width of the height map data. Changing this will resize the [member " "map_data]." msgstr "" #: doc/classes/HingeJoint.xml:4 msgid "A hinge between two 3D PhysicsBodies." msgstr "" #: doc/classes/HingeJoint.xml:7 msgid "" "A HingeJoint normally uses the Z axis of body A as the hinge axis, another " "axis can be specified when adding it manually though. See also " "[Generic6DOFJoint]." msgstr "" #: doc/classes/HingeJoint.xml:16 doc/classes/SpriteBase3D.xml:21 msgid "Returns the value of the specified flag." msgstr "" #: doc/classes/HingeJoint.xml:23 doc/classes/ParticlesMaterial.xml:25 #: doc/classes/PinJoint.xml:16 msgid "Returns the value of the specified parameter." msgstr "" #: doc/classes/HingeJoint.xml:31 msgid "If [code]true[/code], enables the specified flag." msgstr "" #: doc/classes/HingeJoint.xml:39 doc/classes/PinJoint.xml:24 msgid "Sets the value of the specified parameter." msgstr "" #: doc/classes/HingeJoint.xml:45 doc/classes/HingeJoint.xml:85 #: doc/classes/PhysicsServer.xml:977 msgid "" "The speed with which the rotation across the axis perpendicular to the hinge " "gets corrected." msgstr "" #: doc/classes/HingeJoint.xml:48 doc/classes/HingeJoint.xml:102 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 "" #: doc/classes/HingeJoint.xml:51 doc/classes/HingeJoint.xml:82 msgid "" "The minimum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" #: doc/classes/HingeJoint.xml:54 doc/classes/HingeJoint.xml:90 #: doc/classes/PhysicsServer.xml:982 msgid "The lower this value, the more the rotation gets slowed down." msgstr "" #: doc/classes/HingeJoint.xml:59 doc/classes/HingeJoint.xml:79 msgid "" "The maximum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" #: doc/classes/HingeJoint.xml:62 doc/classes/HingeJoint.xml:105 msgid "When activated, a motor turns the hinge." msgstr "" #: doc/classes/HingeJoint.xml:65 doc/classes/HingeJoint.xml:96 #: doc/classes/PhysicsServer.xml:988 msgid "Maximum acceleration for the motor." msgstr "" #: doc/classes/HingeJoint.xml:68 doc/classes/HingeJoint.xml:93 #: doc/classes/PhysicsServer.xml:985 msgid "Target speed for the motor." msgstr "" #: doc/classes/HingeJoint.xml:71 doc/classes/HingeJoint.xml:76 #: doc/classes/PhysicsServer.xml:968 msgid "" "The speed with which the two bodies get pulled together when they move in " "different directions." msgstr "" #: doc/classes/HMACContext.xml:4 msgid "Used to create an HMAC for a message using a key." msgstr "" #: doc/classes/HMACContext.xml:7 msgid "" "The HMACContext class is useful for advanced HMAC use cases, such as " "streaming the message as it supports creating the message over time rather " "than providing it all at once.\n" "[codeblock]\n" "extends Node\n" "var ctx = HMACContext.new()\n" "\n" "func _ready():\n" " var key = \"supersecret\".to_utf8()\n" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" " var msg2 = \"vewy vewy secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" " assert(err == OK)\n" " var hmac = ctx.finish()\n" " print(hmac.hex_encode())\n" "[/codeblock]\n" "And in C# we can use the following.\n" "[codeblock]\n" "using Godot;\n" "using System;\n" "using System.Diagnostics;\n" "\n" "public class CryptoNode : Node\n" "{\n" " private HMACContext ctx = new HMACContext();\n" " public override void _Ready()\n" " {\n" " PoolByteArray key = String(\"supersecret\").to_utf8();\n" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" " PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" " GD.Assert(err == OK);\n" " PoolByteArray hmac = ctx.Finish();\n" " GD.Print(hmac.HexEncode());\n" " }\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" #: doc/classes/HMACContext.xml:58 msgid "" "Returns the resulting HMAC. If the HMAC failed, an empty [PoolByteArray] is " "returned." msgstr "" #: doc/classes/HMACContext.xml:66 msgid "" "Initializes the HMACContext. This method cannot be called again on the same " "HMACContext until [method finish] has been called." msgstr "" #: doc/classes/HMACContext.xml:73 msgid "" "Updates the message to be HMACed. This can be called multiple times before " "[method finish] is called to append [code]data[/code] to the message, but " "cannot be called until [method start] has been called." msgstr "" #: doc/classes/HScrollBar.xml:4 msgid "Horizontal scroll bar." msgstr "" #: doc/classes/HScrollBar.xml:7 msgid "" "Horizontal version of [ScrollBar], which goes from left (min) to right (max)." msgstr "" #: doc/classes/HScrollBar.xml:17 msgid "" "Icon used as a button to scroll the [ScrollBar] left. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" #: doc/classes/HScrollBar.xml:20 doc/classes/VScrollBar.xml:24 msgid "Displayed when the mouse cursor hovers over the decrement button." msgstr "" #: doc/classes/HScrollBar.xml:23 doc/classes/VScrollBar.xml:27 #, fuzzy msgid "Displayed when the decrement button is being pressed." msgstr "" "Wird ausgegeben, wenn der Dialog akzeptiert wird, d. h. die Schaltfläche OK " "gedrückt wird." #: doc/classes/HScrollBar.xml:26 msgid "" "Icon used as a button to scroll the [ScrollBar] right. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" #: doc/classes/HScrollBar.xml:29 doc/classes/VScrollBar.xml:33 msgid "Displayed when the mouse cursor hovers over the increment button." msgstr "" #: doc/classes/HScrollBar.xml:32 doc/classes/VScrollBar.xml:36 #, fuzzy msgid "Displayed when the increment button is being pressed." msgstr "" "Wird ausgegeben, wenn der Dialog akzeptiert wird, d. h. die Schaltfläche OK " "gedrückt wird." #: doc/classes/HScrollBar.xml:35 doc/classes/VScrollBar.xml:39 msgid "" "Used as texture for the grabber, the draggable element representing current " "scroll." msgstr "" #: doc/classes/HScrollBar.xml:38 doc/classes/VScrollBar.xml:42 msgid "Used when the mouse hovers over the grabber." msgstr "" #: doc/classes/HScrollBar.xml:41 doc/classes/VScrollBar.xml:45 msgid "Used when the grabber is being dragged." msgstr "" #: doc/classes/HScrollBar.xml:44 doc/classes/VScrollBar.xml:48 msgid "Used as background of this [ScrollBar]." msgstr "" #: doc/classes/HScrollBar.xml:47 doc/classes/VScrollBar.xml:51 msgid "Used as background when the [ScrollBar] has the GUI focus." msgstr "" #: doc/classes/HSeparator.xml:4 msgid "Horizontal separator." msgstr "" #: doc/classes/HSeparator.xml:7 msgid "" "Horizontal separator. See [Separator]. Even though it looks horizontal, it " "is used to separate objects vertically." msgstr "" #: doc/classes/HSeparator.xml:17 msgid "" "The height of the area covered by the separator. Effectively works like a " "minimum height." msgstr "" #: doc/classes/HSeparator.xml:20 msgid "The style for the separator line. Works best with [StyleBoxLine]." msgstr "" #: doc/classes/HSlider.xml:4 msgid "Horizontal slider." msgstr "" #: doc/classes/HSlider.xml:7 msgid "" "Horizontal slider. See [Slider]. This one goes from left (min) to right " "(max).\n" "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] " "signals are part of the [Range] class which this class inherits from." msgstr "" #: doc/classes/HSlider.xml:18 doc/classes/VSlider.xml:22 msgid "The texture for the grabber (the draggable element)." msgstr "" #: doc/classes/HSlider.xml:21 doc/classes/VSlider.xml:25 msgid "The texture for the grabber when it's disabled." msgstr "" #: doc/classes/HSlider.xml:24 doc/classes/VSlider.xml:28 msgid "The texture for the grabber when it's focused." msgstr "" #: doc/classes/HSlider.xml:27 doc/classes/VSlider.xml:31 msgid "" "The texture for the ticks, visible when [member Slider.tick_count] is " "greater than 0." msgstr "" #: doc/classes/HSlider.xml:30 msgid "The background of the area to the left of the grabber." msgstr "" #: doc/classes/HSlider.xml:35 msgid "" "The background for the whole slider. Determines the height of the " "[code]grabber_area[/code]." msgstr "" #: doc/classes/HSplitContainer.xml:4 msgid "Horizontal split container." msgstr "" #: doc/classes/HSplitContainer.xml:7 msgid "" "Horizontal split container. See [SplitContainer]. This goes from left to " "right." msgstr "" #: doc/classes/HSplitContainer.xml:17 doc/classes/VSplitContainer.xml:17 msgid "" "Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically " "when it isn't under the cursor. If 0 ([code]false[/code]), it's always " "visible." msgstr "" #: doc/classes/HSplitContainer.xml:20 doc/classes/VSplitContainer.xml:20 msgid "The space between sides of the container." msgstr "" #: doc/classes/HSplitContainer.xml:23 doc/classes/VSplitContainer.xml:23 msgid "The icon used for the grabber drawn in the middle area." msgstr "" #: doc/classes/HTTPClient.xml:4 msgid "Low-level hyper-text transfer protocol client." msgstr "" #: doc/classes/HTTPClient.xml:7 msgid "" "Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used " "to make HTTP requests to download web content, upload files and other data " "or to communicate with various services, among other use cases. [b]See the " "[HTTPRequest] node for a higher-level alternative.[/b]\n" "[b]Note:[/b] This client only needs to connect to a host once (see [method " "connect_to_host]) to send multiple requests. Because of this, methods that " "take URLs usually take just the part after the host instead of the full URL, " "as the client is already connected to a host. See [method request] for a " "full example and to get started.\n" "A [HTTPClient] should be reused between multiple requests or to connect to " "different hosts instead of creating one client per request. Supports SSL and " "SSL server certificate verification. HTTP status codes in the 2xx range " "indicate success, 3xx redirection (i.e. \"try again, but over here\"), 4xx " "something was wrong with the request, and 5xx something went wrong on the " "server's side.\n" "For more information on HTTP, see https://developer.mozilla.org/en-US/docs/" "Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools." "ietf.org/html/rfc2616).\n" "[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, " "keep in mind the remote server may not allow requests from foreign origins " "due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/" "url]. If you host the server in question, you should modify its backend to " "allow requests from foreign origins by adding the [code]Access-Control-Allow-" "Origin: *[/code] HTTP header.\n" "[b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and " "TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an " "error.\n" "[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are " "currently not supported. Revoked certificates are accepted as long as they " "are otherwise valid. If this is a concern, you may want to use automatically " "managed certificates with a short validity period." msgstr "" #: doc/classes/HTTPClient.xml:16 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/networking/http_client_class." "html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/networking/" "http_client_class.html" #: doc/classes/HTTPClient.xml:17 doc/classes/HTTPRequest.xml:71 #: doc/classes/StreamPeerSSL.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/networking/ssl_certificates." "html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/networking/ssl_certificates." "html" #: doc/classes/HTTPClient.xml:23 msgid "Closes the current connection, allowing reuse of this [HTTPClient]." msgstr "" #: doc/classes/HTTPClient.xml:33 msgid "" "Connects to a host. This needs to be done before any requests are sent.\n" "The host should not have http:// prepended but will strip the protocol " "identifier if provided.\n" "If no [code]port[/code] is specified (or [code]-1[/code] is used), it is " "automatically set to 80 for HTTP and 443 for HTTPS (if [code]use_ssl[/code] " "is enabled).\n" "[code]verify_host[/code] will check the SSL identity of the host if set to " "[code]true[/code]." msgstr "" #: doc/classes/HTTPClient.xml:42 msgid "" "Returns the response's body length.\n" "[b]Note:[/b] Some Web servers may not send a body length. In this case, the " "value returned will be [code]-1[/code]. If using chunked transfer encoding, " "the body length will also be [code]-1[/code]." msgstr "" #: doc/classes/HTTPClient.xml:49 msgid "Returns the response's HTTP status code." msgstr "" #: doc/classes/HTTPClient.xml:55 msgid "Returns the response headers." msgstr "" #: doc/classes/HTTPClient.xml:61 msgid "" "Returns all response headers as a Dictionary of structure [code]{ \"key\": " "\"value1; value2\" }[/code] where the case-sensitivity of the keys and " "values is kept like the server delivers it. A value is a simple String, this " "string can have more than one value where \"; \" is used as separator.\n" "[b]Example:[/b]\n" "[codeblock]\n" "{\n" " \"content-length\": 12,\n" " \"Content-Type\": \"application/json; charset=UTF-8\",\n" "}\n" "[/codeblock]" msgstr "" #: doc/classes/HTTPClient.xml:74 msgid "" "Returns a [enum Status] constant. Need to call [method poll] in order to get " "status updates." msgstr "" #: doc/classes/HTTPClient.xml:80 msgid "If [code]true[/code], this [HTTPClient] has a response available." msgstr "" #: doc/classes/HTTPClient.xml:86 msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked." msgstr "" #: doc/classes/HTTPClient.xml:92 msgid "" "This needs to be called in order to have any request processed. Check " "results with [method get_status]." msgstr "" #: doc/classes/HTTPClient.xml:99 msgid "" "Generates a GET/POST application/x-www-form-urlencoded style query string " "from a provided dictionary, e.g.:\n" "[codeblock]\n" "var fields = {\"username\": \"user\", \"password\": \"pass\"}\n" "var query_string = http_client.query_string_from_dict(fields)\n" "# Returns \"username=user&password=pass\"\n" "[/codeblock]\n" "Furthermore, if a key has a [code]null[/code] value, only the key itself is " "added, without equal sign and value. If the value is an array, for each " "value in it a pair with the same key is added.\n" "[codeblock]\n" "var fields = {\"single\": 123, \"not_valued\": null, \"multiple\": [22, 33, " "44]}\n" "var query_string = http_client.query_string_from_dict(fields)\n" "# Returns \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n" "[/codeblock]" msgstr "" #: doc/classes/HTTPClient.xml:116 msgid "Reads one chunk from the response." msgstr "" #: doc/classes/HTTPClient.xml:126 msgid "" "Sends a request to the connected host.\n" "The URL parameter is usually just the part after the host, so for " "[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. " "When sending requests to an HTTP proxy server, it should be an absolute URL. " "For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also " "allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the " "authority component ([code]host:port[/code]).\n" "Headers are HTTP request headers. For available HTTP methods, see [enum " "Method].\n" "To create a POST request with query strings to push to the server, do:\n" "[codeblock]\n" "var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n" "var query_string = http_client.query_string_from_dict(fields)\n" "var headers = [\"Content-Type: application/x-www-form-urlencoded\", " "\"Content-Length: \" + str(query_string.length())]\n" "var result = http_client.request(http_client.METHOD_POST, \"/index.php\", " "headers, query_string)\n" "[/codeblock]\n" "[b]Note:[/b] The [code]request_data[/code] parameter is ignored if " "[code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET " "methods can't contain request data. As a workaround, you can pass request " "data as a query string in the URL. See [method String.http_escape] for an " "example." msgstr "" #: doc/classes/HTTPClient.xml:146 msgid "" "Sends a raw request to the connected host.\n" "The URL parameter is usually just the part after the host, so for " "[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. " "When sending requests to an HTTP proxy server, it should be an absolute URL. " "For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also " "allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the " "authority component ([code]host:port[/code]).\n" "Headers are HTTP request headers. For available HTTP methods, see [enum " "Method].\n" "Sends the body data raw, as a byte array and does not encode it in any way." msgstr "" #: doc/classes/HTTPClient.xml:155 msgid "" "If [code]true[/code], execution will block until all data is read from the " "response." msgstr "" #: doc/classes/HTTPClient.xml:158 msgid "The connection to use for this client." msgstr "" #: doc/classes/HTTPClient.xml:161 msgid "" "The size of the buffer used and maximum bytes to read per iteration. See " "[method read_response_body_chunk]." msgstr "" #: doc/classes/HTTPClient.xml:166 msgid "" "HTTP GET method. The GET method requests a representation of the specified " "resource. Requests using GET should only retrieve data." msgstr "" #: doc/classes/HTTPClient.xml:169 msgid "" "HTTP HEAD method. The HEAD method asks for a response identical to that of a " "GET request, but without the response body. This is useful to request " "metadata like HTTP headers or to check if a resource exists." msgstr "" #: doc/classes/HTTPClient.xml:172 msgid "" "HTTP POST method. The POST method is used to submit an entity to the " "specified resource, often causing a change in state or side effects on the " "server. This is often used for forms and submitting data or uploading files." msgstr "" #: doc/classes/HTTPClient.xml:175 msgid "" "HTTP PUT method. The PUT method asks to replace all current representations " "of the target resource with the request payload. (You can think of POST as " "\"create or update\" and PUT as \"update\", although many services tend to " "not make a clear distinction or change their meaning)." msgstr "" #: doc/classes/HTTPClient.xml:178 msgid "" "HTTP DELETE method. The DELETE method requests to delete the specified " "resource." msgstr "" #: doc/classes/HTTPClient.xml:181 msgid "" "HTTP OPTIONS method. The OPTIONS method asks for a description of the " "communication options for the target resource. Rarely used." msgstr "" #: doc/classes/HTTPClient.xml:184 msgid "" "HTTP TRACE method. The TRACE method performs a message loop-back test along " "the path to the target resource. Returns the entire HTTP request received in " "the response body. Rarely used." msgstr "" #: doc/classes/HTTPClient.xml:187 msgid "" "HTTP CONNECT method. The CONNECT method establishes a tunnel to the server " "identified by the target resource. Rarely used." msgstr "" #: doc/classes/HTTPClient.xml:190 msgid "" "HTTP PATCH method. The PATCH method is used to apply partial modifications " "to a resource." msgstr "" #: doc/classes/HTTPClient.xml:193 msgid "Represents the size of the [enum Method] enum." msgstr "" #: doc/classes/HTTPClient.xml:196 msgid "Status: Disconnected from the server." msgstr "" #: doc/classes/HTTPClient.xml:199 msgid "Status: Currently resolving the hostname for the given URL into an IP." msgstr "" #: doc/classes/HTTPClient.xml:202 msgid "Status: DNS failure: Can't resolve the hostname for the given URL." msgstr "" #: doc/classes/HTTPClient.xml:205 msgid "Status: Currently connecting to server." msgstr "" #: doc/classes/HTTPClient.xml:208 msgid "Status: Can't connect to the server." msgstr "" #: doc/classes/HTTPClient.xml:211 msgid "Status: Connection established." msgstr "" #: doc/classes/HTTPClient.xml:214 msgid "Status: Currently sending request." msgstr "" #: doc/classes/HTTPClient.xml:217 msgid "Status: HTTP body received." msgstr "" #: doc/classes/HTTPClient.xml:220 msgid "Status: Error in HTTP connection." msgstr "" #: doc/classes/HTTPClient.xml:223 msgid "Status: Error in SSL handshake." msgstr "" #: doc/classes/HTTPClient.xml:226 msgid "" "HTTP status code [code]100 Continue[/code]. Interim response that indicates " "everything so far is OK and that the client should continue with the request " "(or ignore this status if already finished)." msgstr "" #: doc/classes/HTTPClient.xml:229 msgid "" "HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an " "[code]Upgrade[/code] request header by the client. Indicates the protocol " "the server is switching to." msgstr "" #: doc/classes/HTTPClient.xml:232 msgid "" "HTTP status code [code]102 Processing[/code] (WebDAV). Indicates that the " "server has received and is processing the request, but no response is " "available yet." msgstr "" #: doc/classes/HTTPClient.xml:235 msgid "" "HTTP status code [code]200 OK[/code]. The request has succeeded. Default " "response for successful requests. Meaning varies depending on the request. " "GET: The resource has been fetched and is transmitted in the message body. " "HEAD: The entity headers are in the message body. POST: The resource " "describing the result of the action is transmitted in the message body. " "TRACE: The message body contains the request message as received by the " "server." msgstr "" #: doc/classes/HTTPClient.xml:238 msgid "" "HTTP status code [code]201 Created[/code]. The request has succeeded and a " "new resource has been created as a result of it. This is typically the " "response sent after a PUT request." msgstr "" #: doc/classes/HTTPClient.xml:241 msgid "" "HTTP status code [code]202 Accepted[/code]. The request has been received " "but not yet acted upon. It is non-committal, meaning that there is no way in " "HTTP to later send an asynchronous response indicating the outcome of " "processing the request. It is intended for cases where another process or " "server handles the request, or for batch processing." msgstr "" #: doc/classes/HTTPClient.xml:244 msgid "" "HTTP status code [code]203 Non-Authoritative Information[/code]. This " "response code means returned meta-information set is not exact set as " "available from the origin server, but collected from a local or a third " "party copy. Except this condition, 200 OK response should be preferred " "instead of this response." msgstr "" #: doc/classes/HTTPClient.xml:247 msgid "" "HTTP status code [code]204 No Content[/code]. There is no content to send " "for this request, but the headers may be useful. The user-agent may update " "its cached headers for this resource with the new ones." msgstr "" #: doc/classes/HTTPClient.xml:250 msgid "" "HTTP status code [code]205 Reset Content[/code]. The server has fulfilled " "the request and desires that the client resets the \"document view\" that " "caused the request to be sent to its original state as received from the " "origin server." msgstr "" #: doc/classes/HTTPClient.xml:253 msgid "" "HTTP status code [code]206 Partial Content[/code]. This response code is " "used because of a range header sent by the client to separate download into " "multiple streams." msgstr "" #: doc/classes/HTTPClient.xml:256 msgid "" "HTTP status code [code]207 Multi-Status[/code] (WebDAV). A Multi-Status " "response conveys information about multiple resources in situations where " "multiple status codes might be appropriate." msgstr "" #: doc/classes/HTTPClient.xml:259 msgid "" "HTTP status code [code]208 Already Reported[/code] (WebDAV). Used inside a " "DAV: propstat response element to avoid enumerating the internal members of " "multiple bindings to the same collection repeatedly." msgstr "" #: doc/classes/HTTPClient.xml:262 msgid "" "HTTP status code [code]226 IM Used[/code] (WebDAV). The server has fulfilled " "a GET request for the resource, and the response is a representation of the " "result of one or more instance-manipulations applied to the current instance." msgstr "" #: doc/classes/HTTPClient.xml:265 msgid "" "HTTP status code [code]300 Multiple Choice[/code]. The request has more than " "one possible responses and there is no standardized way to choose one of the " "responses. User-agent or user should choose one of them." msgstr "" #: doc/classes/HTTPClient.xml:268 msgid "" "HTTP status code [code]301 Moved Permanently[/code]. Redirection. This " "response code means the URI of requested resource has been changed. The new " "URI is usually included in the response." msgstr "" #: doc/classes/HTTPClient.xml:271 msgid "" "HTTP status code [code]302 Found[/code]. Temporary redirection. This " "response code means the URI of requested resource has been changed " "temporarily. New changes in the URI might be made in the future. Therefore, " "this same URI should be used by the client in future requests." msgstr "" #: doc/classes/HTTPClient.xml:274 msgid "" "HTTP status code [code]303 See Other[/code]. The server is redirecting the " "user agent to a different resource, as indicated by a URI in the Location " "header field, which is intended to provide an indirect response to the " "original request." msgstr "" #: doc/classes/HTTPClient.xml:277 msgid "" "HTTP status code [code]304 Not Modified[/code]. A conditional GET or HEAD " "request has been received and would have resulted in a 200 OK response if it " "were not for the fact that the condition evaluated to [code]false[/code]." msgstr "" #: doc/classes/HTTPClient.xml:280 msgid "" "HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]" msgstr "" #: doc/classes/HTTPClient.xml:283 msgid "" "HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/" "i]" msgstr "" #: doc/classes/HTTPClient.xml:286 msgid "" "HTTP status code [code]307 Temporary Redirect[/code]. The target resource " "resides temporarily under a different URI and the user agent MUST NOT change " "the request method if it performs an automatic redirection to that URI." msgstr "" #: doc/classes/HTTPClient.xml:289 msgid "" "HTTP status code [code]308 Permanent Redirect[/code]. The target resource " "has been assigned a new permanent URI and any future references to this " "resource ought to use one of the enclosed URIs." msgstr "" #: doc/classes/HTTPClient.xml:292 msgid "" "HTTP status code [code]400 Bad Request[/code]. The request was invalid. The " "server cannot or will not process the request due to something that is " "perceived to be a client error (e.g., malformed request syntax, invalid " "request message framing, invalid request contents, or deceptive request " "routing)." msgstr "" #: doc/classes/HTTPClient.xml:295 msgid "" "HTTP status code [code]401 Unauthorized[/code]. Credentials required. The " "request has not been applied because it lacks valid authentication " "credentials for the target resource." msgstr "" #: doc/classes/HTTPClient.xml:298 msgid "" "HTTP status code [code]402 Payment Required[/code]. This response code is " "reserved for future use. Initial aim for creating this code was using it for " "digital payment systems, however this is not currently used." msgstr "" #: doc/classes/HTTPClient.xml:301 msgid "" "HTTP status code [code]403 Forbidden[/code]. The client does not have access " "rights to the content, i.e. they are unauthorized, so server is rejecting to " "give proper response. Unlike [code]401[/code], the client's identity is " "known to the server." msgstr "" #: doc/classes/HTTPClient.xml:304 msgid "" "HTTP status code [code]404 Not Found[/code]. The server can not find " "requested resource. Either the URL is not recognized or the endpoint is " "valid but the resource itself does not exist. May also be sent instead of " "403 to hide existence of a resource if the client is not authorized." msgstr "" #: doc/classes/HTTPClient.xml:307 msgid "" "HTTP status code [code]405 Method Not Allowed[/code]. The request's HTTP " "method is known by the server but has been disabled and cannot be used. For " "example, an API may forbid DELETE-ing a resource. The two mandatory methods, " "GET and HEAD, must never be disabled and should not return this error code." msgstr "" #: doc/classes/HTTPClient.xml:310 msgid "" "HTTP status code [code]406 Not Acceptable[/code]. The target resource does " "not have a current representation that would be acceptable to the user " "agent, according to the proactive negotiation header fields received in the " "request. Used when negotiation content." msgstr "" #: doc/classes/HTTPClient.xml:313 msgid "" "HTTP status code [code]407 Proxy Authentication Required[/code]. Similar to " "401 Unauthorized, but it indicates that the client needs to authenticate " "itself in order to use a proxy." msgstr "" #: doc/classes/HTTPClient.xml:316 msgid "" "HTTP status code [code]408 Request Timeout[/code]. The server did not " "receive a complete request message within the time that it was prepared to " "wait." msgstr "" #: doc/classes/HTTPClient.xml:319 msgid "" "HTTP status code [code]409 Conflict[/code]. The request could not be " "completed due to a conflict with the current state of the target resource. " "This code is used in situations where the user might be able to resolve the " "conflict and resubmit the request." msgstr "" #: doc/classes/HTTPClient.xml:322 msgid "" "HTTP status code [code]410 Gone[/code]. The target resource is no longer " "available at the origin server and this condition is likely permanent." msgstr "" #: doc/classes/HTTPClient.xml:325 msgid "" "HTTP status code [code]411 Length Required[/code]. The server refuses to " "accept the request without a defined Content-Length header." msgstr "" #: doc/classes/HTTPClient.xml:328 msgid "" "HTTP status code [code]412 Precondition Failed[/code]. One or more " "conditions given in the request header fields evaluated to [code]false[/" "code] when tested on the server." msgstr "" #: doc/classes/HTTPClient.xml:331 msgid "" "HTTP status code [code]413 Entity Too Large[/code]. The server is refusing " "to process a request because the request payload is larger than the server " "is willing or able to process." msgstr "" #: doc/classes/HTTPClient.xml:334 msgid "" "HTTP status code [code]414 Request-URI Too Long[/code]. The server is " "refusing to service the request because the request-target is longer than " "the server is willing to interpret." msgstr "" #: doc/classes/HTTPClient.xml:337 msgid "" "HTTP status code [code]415 Unsupported Media Type[/code]. The origin server " "is refusing to service the request because the payload is in a format not " "supported by this method on the target resource." msgstr "" #: doc/classes/HTTPClient.xml:340 msgid "" "HTTP status code [code]416 Requested Range Not Satisfiable[/code]. None of " "the ranges in the request's Range header field overlap the current extent of " "the selected resource or the set of ranges requested has been rejected due " "to invalid ranges or an excessive request of small or overlapping ranges." msgstr "" #: doc/classes/HTTPClient.xml:343 msgid "" "HTTP status code [code]417 Expectation Failed[/code]. The expectation given " "in the request's Expect header field could not be met by at least one of the " "inbound servers." msgstr "" #: doc/classes/HTTPClient.xml:346 msgid "" "HTTP status code [code]418 I'm A Teapot[/code]. Any attempt to brew coffee " "with a teapot should result in the error code \"418 I'm a teapot\". The " "resulting entity body MAY be short and stout." msgstr "" #: doc/classes/HTTPClient.xml:349 msgid "" "HTTP status code [code]421 Misdirected Request[/code]. The request was " "directed at a server that is not able to produce a response. This can be " "sent by a server that is not configured to produce responses for the " "combination of scheme and authority that are included in the request URI." msgstr "" #: doc/classes/HTTPClient.xml:352 msgid "" "HTTP status code [code]422 Unprocessable Entity[/code] (WebDAV). The server " "understands the content type of the request entity (hence a 415 Unsupported " "Media Type status code is inappropriate), and the syntax of the request " "entity is correct (thus a 400 Bad Request status code is inappropriate) but " "was unable to process the contained instructions." msgstr "" #: doc/classes/HTTPClient.xml:355 msgid "" "HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination " "resource of a method is locked." msgstr "" #: doc/classes/HTTPClient.xml:358 msgid "" "HTTP status code [code]424 Failed Dependency[/code] (WebDAV). The method " "could not be performed on the resource because the requested action depended " "on another action and that action failed." msgstr "" #: doc/classes/HTTPClient.xml:361 msgid "" "HTTP status code [code]426 Upgrade Required[/code]. The server refuses to " "perform the request using the current protocol but might be willing to do so " "after the client upgrades to a different protocol." msgstr "" #: doc/classes/HTTPClient.xml:364 msgid "" "HTTP status code [code]428 Precondition Required[/code]. The origin server " "requires the request to be conditional." msgstr "" #: doc/classes/HTTPClient.xml:367 msgid "" "HTTP status code [code]429 Too Many Requests[/code]. The user has sent too " "many requests in a given amount of time (see \"rate limiting\"). Back off " "and increase time between requests or try again later." msgstr "" #: doc/classes/HTTPClient.xml:370 msgid "" "HTTP status code [code]431 Request Header Fields Too Large[/code]. The " "server is unwilling to process the request because its header fields are too " "large. The request MAY be resubmitted after reducing the size of the request " "header fields." msgstr "" #: doc/classes/HTTPClient.xml:373 msgid "" "HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. " "The server is denying access to the resource as a consequence of a legal " "demand." msgstr "" #: doc/classes/HTTPClient.xml:376 msgid "" "HTTP status code [code]500 Internal Server Error[/code]. The server " "encountered an unexpected condition that prevented it from fulfilling the " "request." msgstr "" #: doc/classes/HTTPClient.xml:379 msgid "" "HTTP status code [code]501 Not Implemented[/code]. The server does not " "support the functionality required to fulfill the request." msgstr "" #: doc/classes/HTTPClient.xml:382 msgid "" "HTTP status code [code]502 Bad Gateway[/code]. The server, while acting as a " "gateway or proxy, received an invalid response from an inbound server it " "accessed while attempting to fulfill the request. Usually returned by load " "balancers or proxies." msgstr "" #: doc/classes/HTTPClient.xml:385 msgid "" "HTTP status code [code]503 Service Unavailable[/code]. The server is " "currently unable to handle the request due to a temporary overload or " "scheduled maintenance, which will likely be alleviated after some delay. Try " "again later." msgstr "" #: doc/classes/HTTPClient.xml:388 msgid "" "HTTP status code [code]504 Gateway Timeout[/code]. The server, while acting " "as a gateway or proxy, did not receive a timely response from an upstream " "server it needed to access in order to complete the request. Usually " "returned by load balancers or proxies." msgstr "" #: doc/classes/HTTPClient.xml:391 msgid "" "HTTP status code [code]505 HTTP Version Not Supported[/code]. The server " "does not support, or refuses to support, the major version of HTTP that was " "used in the request message." msgstr "" #: doc/classes/HTTPClient.xml:394 msgid "" "HTTP status code [code]506 Variant Also Negotiates[/code]. The server has an " "internal configuration error: the chosen variant resource is configured to " "engage in transparent content negotiation itself, and is therefore not a " "proper end point in the negotiation process." msgstr "" #: doc/classes/HTTPClient.xml:397 msgid "" "HTTP status code [code]507 Insufficient Storage[/code]. The method could not " "be performed on the resource because the server is unable to store the " "representation needed to successfully complete the request." msgstr "" #: doc/classes/HTTPClient.xml:400 msgid "" "HTTP status code [code]508 Loop Detected[/code]. The server terminated an " "operation because it encountered an infinite loop while processing a request " "with \"Depth: infinity\". This status indicates that the entire operation " "failed." msgstr "" #: doc/classes/HTTPClient.xml:403 msgid "" "HTTP status code [code]510 Not Extended[/code]. The policy for accessing the " "resource has not been met in the request. The server should send back all " "the information necessary for the client to issue an extended request." msgstr "" #: doc/classes/HTTPClient.xml:406 msgid "" "HTTP status code [code]511 Network Authentication Required[/code]. The " "client needs to authenticate to gain network access." msgstr "" #: doc/classes/HTTPRequest.xml:4 msgid "A node with the ability to send HTTP(S) requests." msgstr "" #: doc/classes/HTTPRequest.xml:7 msgid "" "A node with the ability to send HTTP requests. Uses [HTTPClient] " "internally.\n" "Can be used to make HTTP requests, i.e. download or upload files or web " "content via HTTP.\n" "[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, " "especially regarding SSL security.\n" "[b]Example of contacting a REST API and printing one of its returned fields:" "[/b]\n" "[codeblock]\n" "func _ready():\n" " # Create an HTTP request node and connect its completion signal.\n" " var http_request = HTTPRequest.new()\n" " add_child(http_request)\n" " http_request.connect(\"request_completed\", self, " "\"_http_request_completed\")\n" "\n" " # Perform a GET request. The URL below returns JSON as of writing.\n" " var error = http_request.request(\"https://httpbin.org/get\")\n" " if error != OK:\n" " push_error(\"An error occurred in the HTTP request.\")\n" "\n" " # Perform a POST request. The URL below returns JSON as of writing.\n" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" " var body = {\"name\": \"Godette\"}\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" " push_error(\"An error occurred in the HTTP request.\")\n" "\n" "\n" "# Called when the HTTP request is completed.\n" "func _http_request_completed(result, response_code, headers, body):\n" " var response = parse_json(body.get_string_from_utf8())\n" "\n" " # Will print the user agent string used by the HTTPRequest node (as " "recognized by httpbin.org).\n" " print(response.headers[\"User-Agent\"])\n" "[/codeblock]\n" "[b]Example of loading and displaying an image using HTTPRequest:[/b]\n" "[codeblock]\n" "func _ready():\n" " # Create an HTTP request node and connect its completion signal.\n" " var http_request = HTTPRequest.new()\n" " add_child(http_request)\n" " http_request.connect(\"request_completed\", self, " "\"_http_request_completed\")\n" "\n" " # Perform the HTTP request. The URL below returns a PNG image as of " "writing.\n" " var error = http_request.request(\"https://via.placeholder.com/512\")\n" " if error != OK:\n" " push_error(\"An error occurred in the HTTP request.\")\n" "\n" "\n" "# Called when the HTTP request is completed.\n" "func _http_request_completed(result, response_code, headers, body):\n" " var image = Image.new()\n" " var error = image.load_png_from_buffer(body)\n" " if error != OK:\n" " push_error(\"Couldn't load the image.\")\n" "\n" " var texture = ImageTexture.new()\n" " texture.create_from_image(image)\n" "\n" " # Display the image in a TextureRect node.\n" " var texture_rect = TextureRect.new()\n" " add_child(texture_rect)\n" " texture_rect.texture = texture\n" "[/codeblock]" msgstr "" #: doc/classes/HTTPRequest.xml:70 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/networking/http_request_class." "html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/networking/" "http_request_class.html" #: doc/classes/HTTPRequest.xml:77 msgid "Cancels the current request." msgstr "" #: doc/classes/HTTPRequest.xml:83 msgid "" "Returns the response body length.\n" "[b]Note:[/b] Some Web servers may not send a body length. In this case, the " "value returned will be [code]-1[/code]. If using chunked transfer encoding, " "the body length will also be [code]-1[/code]." msgstr "" #: doc/classes/HTTPRequest.xml:90 msgid "Returns the amount of bytes this HTTPRequest downloaded." msgstr "" #: doc/classes/HTTPRequest.xml:96 msgid "" "Returns the current status of the underlying [HTTPClient]. See [enum " "HTTPClient.Status]." msgstr "" #: doc/classes/HTTPRequest.xml:107 msgid "" "Creates request on the underlying [HTTPClient]. If there is no configuration " "errors, it tries to connect using [method HTTPClient.connect_to_host] and " "passes parameters onto [method HTTPClient.request].\n" "Returns [constant OK] if request is successfully created. (Does not imply " "that the server has responded), [constant ERR_UNCONFIGURED] if not in the " "tree, [constant ERR_BUSY] if still processing previous request, [constant " "ERR_INVALID_PARAMETER] if given string is not a valid URL format, or " "[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot " "connect to host.\n" "[b]Note:[/b] When [code]method[/code] is [constant HTTPClient.METHOD_GET], " "the payload sent via [code]request_data[/code] might be ignored by the " "server or even cause the server to reject the request (check [url=https://" "datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/" "url] for more details). As a workaround, you can send data as a query string " "in the URL. See [method String.http_escape] for an example." msgstr "" #: doc/classes/HTTPRequest.xml:120 msgid "" "Creates request on the underlying [HTTPClient] using a raw array of bytes " "for the request body. If there is no configuration errors, it tries to " "connect using [method HTTPClient.connect_to_host] and passes parameters onto " "[method HTTPClient.request].\n" "Returns [constant OK] if request is successfully created. (Does not imply " "that the server has responded), [constant ERR_UNCONFIGURED] if not in the " "tree, [constant ERR_BUSY] if still processing previous request, [constant " "ERR_INVALID_PARAMETER] if given string is not a valid URL format, or " "[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot " "connect to host." msgstr "" #: doc/classes/HTTPRequest.xml:127 #, fuzzy msgid "Maximum allowed size for response bodies." msgstr "Maximaler Wert für das Modus-Enum." #: doc/classes/HTTPRequest.xml:130 msgid "" "The size of the buffer used and maximum bytes to read per iteration. See " "[member HTTPClient.read_chunk_size].\n" "Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files " "to decrease memory usage at the cost of download speeds." msgstr "" #: doc/classes/HTTPRequest.xml:134 msgid "The file to download into. Will output any received file into it." msgstr "" #: doc/classes/HTTPRequest.xml:137 msgid "Maximum number of allowed redirects." msgstr "" #: doc/classes/HTTPRequest.xml:142 msgid "If [code]true[/code], multithreading is used to improve performance." msgstr "" #: doc/classes/HTTPRequest.xml:152 msgid "Emitted when a request is completed." msgstr "" #: doc/classes/HTTPRequest.xml:158 msgid "Request successful." msgstr "" #: doc/classes/HTTPRequest.xml:163 msgid "Request failed while connecting." msgstr "" #: doc/classes/HTTPRequest.xml:166 msgid "Request failed while resolving." msgstr "" #: doc/classes/HTTPRequest.xml:169 msgid "Request failed due to connection (read/write) error." msgstr "" #: doc/classes/HTTPRequest.xml:172 msgid "Request failed on SSL handshake." msgstr "" #: doc/classes/HTTPRequest.xml:175 msgid "Request does not have a response (yet)." msgstr "" #: doc/classes/HTTPRequest.xml:178 msgid "Request exceeded its maximum size limit, see [member body_size_limit]." msgstr "" #: doc/classes/HTTPRequest.xml:181 msgid "Request failed (currently unused)." msgstr "" #: doc/classes/HTTPRequest.xml:184 msgid "HTTPRequest couldn't open the download file." msgstr "" #: doc/classes/HTTPRequest.xml:187 msgid "HTTPRequest couldn't write to the download file." msgstr "" #: doc/classes/HTTPRequest.xml:190 msgid "Request reached its maximum redirect limit, see [member max_redirects]." msgstr "" #: doc/classes/Image.xml:4 msgid "Image datatype." msgstr "" #: doc/classes/Image.xml:7 msgid "" "Native image datatype. Contains image data which can be converted to an " "[ImageTexture] and provides commonly used [i]image processing[/i] methods. " "The maximum width and height for an [Image] are [constant MAX_WIDTH] and " "[constant MAX_HEIGHT].\n" "An [Image] cannot be assigned to a [code]texture[/code] property of an " "object directly (such as [Sprite]), and has to be converted manually to an " "[ImageTexture] first.\n" "[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics " "hardware limitations. Larger images may fail to import." msgstr "" #: doc/classes/Image.xml:12 doc/classes/ImageTexture.xml:31 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/assets_pipeline/" "importing_images.html" msgstr "" "https://docs.godotengine.org/de/latest/getting_started/workflow/assets/" "importing_scenes.html#custom-script" #: doc/classes/Image.xml:21 msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " "at coordinates [code]dest[/code]." msgstr "" #: doc/classes/Image.xml:31 msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " "using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha " "channels are required for both [code]src[/code] and [code]mask[/code]. " "[code]dst[/code] pixels and [code]src[/code] pixels will blend if the " "corresponding mask pixel's alpha value is not 0. [code]src[/code] image and " "[code]mask[/code] image [b]must[/b] have the same size (width and height) " "but they can have different formats." msgstr "" #: doc/classes/Image.xml:40 msgid "" "Copies [code]src_rect[/code] from [code]src[/code] image to this image at " "coordinates [code]dst[/code]." msgstr "" #: doc/classes/Image.xml:50 msgid "" "Blits [code]src_rect[/code] area from [code]src[/code] image to this image " "at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is " "copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's " "alpha value is not 0. [code]src[/code] image and [code]mask[/code] image " "[b]must[/b] have the same size (width and height) but they can have " "different formats." msgstr "" #: doc/classes/Image.xml:57 msgid "" "Converts a bumpmap to a normalmap. A bumpmap provides a height offset per-" "pixel, while a normalmap provides a normal direction per pixel." msgstr "" #: doc/classes/Image.xml:63 msgid "Removes the image's mipmaps." msgstr "" #: doc/classes/Image.xml:72 msgid "" "Compresses the image to use less memory. Can not directly access pixel data " "while the image is compressed. Returns error if the chosen compression mode " "is not available. See [enum CompressMode] and [enum CompressSource] " "constants." msgstr "" #: doc/classes/Image.xml:79 msgid "Converts the image's format. See [enum Format] constants." msgstr "" #: doc/classes/Image.xml:86 msgid "Copies [code]src[/code] image to this image." msgstr "" #: doc/classes/Image.xml:96 msgid "" "Creates an empty image of given size and format. See [enum Format] " "constants. If [code]use_mipmaps[/code] is [code]true[/code] then generate " "mipmaps for this image. See the [method generate_mipmaps]." msgstr "" #: doc/classes/Image.xml:107 msgid "" "Creates a new image of given size and format. See [enum Format] constants. " "Fills the image with the given raw data. If [code]use_mipmaps[/code] is " "[code]true[/code] then loads mipmaps for this image from [code]data[/code]. " "See [method generate_mipmaps]." msgstr "" #: doc/classes/Image.xml:115 msgid "" "Crops the image to the given [code]width[/code] and [code]height[/code]. If " "the specified size is larger than the current size, the extra area is filled " "with black pixels." msgstr "" #: doc/classes/Image.xml:121 msgid "" "Decompresses the image if it is compressed. Returns an error if decompress " "function is not available." msgstr "" #: doc/classes/Image.xml:127 msgid "" "Returns [constant ALPHA_BLEND] if the image has data for alpha values. " "Returns [constant ALPHA_BIT] if all the alpha values are stored in a single " "bit. Returns [constant ALPHA_NONE] if no data for alpha values is found." msgstr "" #: doc/classes/Image.xml:133 msgid "" "Stretches the image and enlarges it by a factor of 2. No interpolation is " "done." msgstr "" #: doc/classes/Image.xml:140 msgid "Fills the image with a given [Color]." msgstr "" #: doc/classes/Image.xml:146 msgid "Blends low-alpha pixels with nearby pixels." msgstr "" #: doc/classes/Image.xml:152 msgid "Flips the image horizontally." msgstr "" #: doc/classes/Image.xml:158 msgid "Flips the image vertically." msgstr "" #: doc/classes/Image.xml:165 msgid "" "Generates mipmaps for the image. Mipmaps are precalculated lower-resolution " "copies of the image that are automatically used if the image needs to be " "scaled down when rendered. They help improve image quality and performance " "when rendering. This method returns an error if the image is compressed, in " "a custom format, or if the image's width/height is [code]0[/code].\n" "[b]Note:[/b] Mipmap generation is done on the CPU, is single-threaded and is " "[i]always[/i] done on the main thread. This means generating mipmaps will " "result in noticeable stuttering during gameplay, even if [method " "generate_mipmaps] is called from a [Thread]." msgstr "" #: doc/classes/Image.xml:172 #, fuzzy msgid "Returns a copy of the image's raw data." msgstr "Gibt den Kosinus des Parameters zurück." #: doc/classes/Image.xml:178 msgid "Returns the image's format. See [enum Format] constants." msgstr "" #: doc/classes/Image.xml:184 msgid "Returns the image's height." msgstr "" #: doc/classes/Image.xml:191 msgid "" "Returns the offset where the image's mipmap with index [code]mipmap[/code] " "is stored in the [code]data[/code] dictionary." msgstr "" #: doc/classes/Image.xml:199 msgid "" "Returns the color of the pixel at [code](x, y)[/code] if the image is " "locked. If the image is unlocked, it always returns a [Color] with the value " "[code](0, 0, 0, 1.0)[/code]. This is the same as [method get_pixelv], but " "two integer arguments instead of a Vector2 argument." msgstr "" #: doc/classes/Image.xml:206 msgid "" "Returns the color of the pixel at [code]src[/code] if the image is locked. " "If the image is unlocked, it always returns a [Color] with the value [code]" "(0, 0, 0, 1.0)[/code]. This is the same as [method get_pixel], but with a " "Vector2 argument instead of two integer arguments." msgstr "" #: doc/classes/Image.xml:213 msgid "" "Returns a new image that is a copy of the image's area specified with " "[code]rect[/code]." msgstr "" #: doc/classes/Image.xml:219 msgid "Returns the image's size (width and height)." msgstr "" #: doc/classes/Image.xml:225 msgid "" "Returns a [Rect2] enclosing the visible portion of the image, considering " "each pixel with a non-zero alpha channel as visible." msgstr "" #: doc/classes/Image.xml:231 msgid "Returns the image's width." msgstr "" #: doc/classes/Image.xml:237 msgid "Returns [code]true[/code] if the image has generated mipmaps." msgstr "" #: doc/classes/Image.xml:243 msgid "Returns [code]true[/code] if the image is compressed." msgstr "" #: doc/classes/Image.xml:249 msgid "Returns [code]true[/code] if the image has no data." msgstr "" #: doc/classes/Image.xml:255 msgid "" "Returns [code]true[/code] if all the image's pixels have an alpha value of " "0. Returns [code]false[/code] if any pixel has an alpha value higher than 0." msgstr "" #: doc/classes/Image.xml:262 msgid "" "Loads an image from file [code]path[/code]. See [url=https://docs." "godotengine.org/en/3.4/tutorials/assets_pipeline/importing_images." "html#supported-image-formats]Supported image formats[/url] for a list of " "supported image formats and limitations.\n" "[b]Warning:[/b] This method should only be used in the editor or in cases " "when you need to load external images at run-time, such as images located at " "the [code]user://[/code] directory, and may not work in exported projects.\n" "See also [ImageTexture] description for usage examples." msgstr "" #: doc/classes/Image.xml:271 msgid "" "Loads an image from the binary contents of a BMP file.\n" "[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. " "Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported." msgstr "" #: doc/classes/Image.xml:279 msgid "Loads an image from the binary contents of a JPEG file." msgstr "" #: doc/classes/Image.xml:286 msgid "Loads an image from the binary contents of a PNG file." msgstr "" #: doc/classes/Image.xml:293 msgid "Loads an image from the binary contents of a TGA file." msgstr "" #: doc/classes/Image.xml:300 msgid "Loads an image from the binary contents of a WebP file." msgstr "" #: doc/classes/Image.xml:306 msgid "" "Locks the data for reading and writing access. Sends an error to the console " "if the image is not locked when reading or writing a pixel." msgstr "" #: doc/classes/Image.xml:312 msgid "" "Converts the image's data to represent coordinates on a 3D plane. This is " "used when the image represents a normalmap. A normalmap can add lots of " "detail to a 3D surface without increasing the polygon count." msgstr "" #: doc/classes/Image.xml:318 msgid "" "Multiplies color values with alpha values. Resulting color values for a " "pixel are [code](color * alpha)/256[/code]." msgstr "" #: doc/classes/Image.xml:327 msgid "" "Resizes the image to the given [code]width[/code] and [code]height[/code]. " "New pixels are calculated using the [code]interpolation[/code] mode defined " "via [enum Interpolation] constants." msgstr "" #: doc/classes/Image.xml:335 msgid "" "Resizes the image to the nearest power of 2 for the width and height. If " "[code]square[/code] is [code]true[/code] then set width and height to be the " "same. New pixels are calculated using the [code]interpolation[/code] mode " "defined via [enum Interpolation] constants." msgstr "" #: doc/classes/Image.xml:341 msgid "" "Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image." msgstr "" #: doc/classes/Image.xml:349 msgid "" "Saves the image as an EXR file to [code]path[/code]. If [code]grayscale[/" "code] is [code]true[/code] and the image has only one channel, it will be " "saved explicitly as monochrome rather than one red channel. This function " "will return [constant ERR_UNAVAILABLE] if Godot was compiled without the " "TinyEXR module.\n" "[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which " "means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is " "called from an exported project." msgstr "" #: doc/classes/Image.xml:357 msgid "Saves the image as a PNG file to [code]path[/code]." msgstr "" #: doc/classes/Image.xml:371 msgid "" "Sets the [Color] of the pixel at [code](x, y)[/code] if the image is locked. " "Example:\n" "[codeblock]\n" "var img = Image.new()\n" "img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n" "img.lock()\n" "img.set_pixel(x, y, color) # Works\n" "img.unlock()\n" "img.set_pixel(x, y, color) # Does not have an effect\n" "[/codeblock]" msgstr "" #: doc/classes/Image.xml:387 msgid "" "Sets the [Color] of the pixel at [code](dst.x, dst.y)[/code] if the image is " "locked. Note that the [code]dst[/code] values must be integers. Example:\n" "[codeblock]\n" "var img = Image.new()\n" "img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n" "img.lock()\n" "img.set_pixelv(Vector2(x, y), color) # Works\n" "img.unlock()\n" "img.set_pixelv(Vector2(x, y), color) # Does not have an effect\n" "[/codeblock]" msgstr "" #: doc/classes/Image.xml:401 msgid "Shrinks the image by a factor of 2." msgstr "" #: doc/classes/Image.xml:407 msgid "Converts the raw data from the sRGB colorspace to a linear scale." msgstr "" #: doc/classes/Image.xml:413 msgid "Unlocks the data and prevents changes." msgstr "" #: doc/classes/Image.xml:419 #, fuzzy msgid "" "Holds all the image's color data in a given format. See [enum Format] " "constants." msgstr "" "Steuert die Interpolation zwischen den Animationen. Siehe Konstanten [enum " "BlendMode]." #: doc/classes/Image.xml:424 msgid "The maximal width allowed for [Image] resources." msgstr "" #: doc/classes/Image.xml:427 msgid "The maximal height allowed for [Image] resources." msgstr "" #: doc/classes/Image.xml:430 msgid "Texture format with a single 8-bit depth representing luminance." msgstr "" #: doc/classes/Image.xml:433 msgid "" "OpenGL texture format with two values, luminance and alpha each stored with " "8 bits." msgstr "" #: doc/classes/Image.xml:436 msgid "" "OpenGL texture format [code]RED[/code] with a single component and a " "bitdepth of 8.\n" "[b]Note:[/b] When using the GLES2 backend, this uses the alpha channel " "instead of the red channel for storage." msgstr "" #: doc/classes/Image.xml:440 msgid "" "OpenGL texture format [code]RG[/code] with two components and a bitdepth of " "8 for each." msgstr "" #: doc/classes/Image.xml:443 msgid "" "OpenGL texture format [code]RGB[/code] with three components, each with a " "bitdepth of 8.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml:447 msgid "" "OpenGL texture format [code]RGBA[/code] with four components, each with a " "bitdepth of 8.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml:451 msgid "" "OpenGL texture format [code]RGBA[/code] with four components, each with a " "bitdepth of 4." msgstr "" #: doc/classes/Image.xml:454 msgid "" "OpenGL texture format [code]GL_RGB5_A1[/code] where 5 bits of depth for each " "component of RGB and one bit for alpha." msgstr "" #: doc/classes/Image.xml:457 msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-" "bit floating-point value." msgstr "" #: doc/classes/Image.xml:460 msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 32-bit floating-point values." msgstr "" #: doc/classes/Image.xml:463 msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 32-bit floating-point values." msgstr "" #: doc/classes/Image.xml:466 msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " "components, each a 32-bit floating-point values." msgstr "" #: doc/classes/Image.xml:469 msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-" "bit \"half-precision\" floating-point value." msgstr "" #: doc/classes/Image.xml:472 msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 16-bit \"half-precision\" floating-point value." msgstr "" #: doc/classes/Image.xml:475 msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 16-bit \"half-precision\" floating-point value." msgstr "" #: doc/classes/Image.xml:478 msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " "components, each a 16-bit \"half-precision\" floating-point value." msgstr "" #: doc/classes/Image.xml:481 msgid "" "A special OpenGL texture format where the three color components have 9 bits " "of precision and all three share a single 5-bit exponent." msgstr "" #: doc/classes/Image.xml:484 msgid "" "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " "texture format that uses Block Compression 1, and is the smallest variation " "of S3TC, only providing 1 bit of alpha and color data being premultiplied " "with alpha.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml:488 msgid "" "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " "texture format that uses Block Compression 2, and color data is interpreted " "as not having been premultiplied by alpha. Well suited for images with sharp " "alpha transitions between translucent and opaque areas.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml:492 msgid "" "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " "texture format also known as Block Compression 3 or BC3 that contains 64 " "bits of alpha channel data followed by 64 bits of DXT1-encoded color data. " "Color data is not premultiplied by alpha, same as DXT3. DXT5 generally " "produces superior results for transparent gradients compared to DXT3.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml:496 msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "Red_Green_Texture_Compression]Red Green Texture Compression[/url], " "normalizing the red channel data using the same compression algorithm that " "DXT5 uses for the alpha channel." msgstr "" #: doc/classes/Image.xml:499 msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "Red_Green_Texture_Compression]Red Green Texture Compression[/url], " "normalizing the red and green channel data using the same compression " "algorithm that DXT5 uses for the alpha channel." msgstr "" #: doc/classes/Image.xml:502 msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized " "RGBA components.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml:506 msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "BPTC_Texture_Compression]BPTC[/url] compression with signed floating-point " "RGB components." msgstr "" #: doc/classes/Image.xml:509 msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "BPTC_Texture_Compression]BPTC[/url] compression with unsigned floating-point " "RGB components." msgstr "" #: doc/classes/Image.xml:512 msgid "" "Texture format used on PowerVR-supported mobile platforms, uses 2-bit color " "depth with no alpha. More information can be found [url=https://en.wikipedia." "org/wiki/PVRTC]here[/url].\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml:516 msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an " "alpha component." msgstr "" #: doc/classes/Image.xml:519 msgid "" "Similar to [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with 4-" "bit color depth and no alpha." msgstr "" #: doc/classes/Image.xml:522 msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an " "alpha component." msgstr "" #: doc/classes/Image.xml:525 msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/" "url], also referred to as \"ETC1\", and is part of the OpenGL ES graphics " "standard. This format cannot store an alpha channel." msgstr "" #: doc/classes/Image.xml:528 msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]R11_EAC[/code] variant), which provides one channel of " "unsigned data." msgstr "" #: doc/classes/Image.xml:531 msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one " "channel of signed data." msgstr "" #: doc/classes/Image.xml:534 msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]RG11_EAC[/code] variant), which provides two channels " "of unsigned data." msgstr "" #: doc/classes/Image.xml:537 msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two " "channels of signed data." msgstr "" #: doc/classes/Image.xml:540 msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and " "compresses RGB888 data.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml:544 msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data " "with full alpha support.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml:548 msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which " "compresses RGBA data to make alpha either fully transparent or fully " "opaque.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml:552 msgid "Represents the size of the [enum Format] enum." msgstr "" #: doc/classes/Image.xml:555 msgid "" "Performs nearest-neighbor interpolation. If the image is resized, it will be " "pixelated." msgstr "" #: doc/classes/Image.xml:558 msgid "" "Performs bilinear interpolation. If the image is resized, it will be blurry. " "This mode is faster than [constant INTERPOLATE_CUBIC], but it results in " "lower quality." msgstr "" #: doc/classes/Image.xml:561 msgid "" "Performs cubic interpolation. If the image is resized, it will be blurry. " "This mode often gives better results compared to [constant " "INTERPOLATE_BILINEAR], at the cost of being slower." msgstr "" #: doc/classes/Image.xml:564 msgid "" "Performs bilinear separately on the two most-suited mipmap levels, then " "linearly interpolates between them.\n" "It's slower than [constant INTERPOLATE_BILINEAR], but produces higher-" "quality results with far fewer aliasing artifacts.\n" "If the image does not have mipmaps, they will be generated and used " "internally, but no mipmaps will be generated on the resulting image.\n" "[b]Note:[/b] If you intend to scale multiple copies of the original image, " "it's better to call [method generate_mipmaps]] on it in advance, to avoid " "wasting processing power in generating them again and again.\n" "On the other hand, if the image already has mipmaps, they will be used, and " "a new set will be generated for the resulting image." msgstr "" #: doc/classes/Image.xml:571 msgid "" "Performs Lanczos interpolation. This is the slowest image resizing mode, but " "it typically gives the best results, especially when downscalng images." msgstr "" #: doc/classes/Image.xml:574 msgid "Image does not have alpha." msgstr "" #: doc/classes/Image.xml:577 msgid "Image stores alpha in a single bit." msgstr "" #: doc/classes/Image.xml:580 msgid "Image uses alpha." msgstr "" #: doc/classes/Image.xml:583 msgid "Use S3TC compression." msgstr "" #: doc/classes/Image.xml:586 msgid "Use PVRTC2 compression." msgstr "" #: doc/classes/Image.xml:589 msgid "Use PVRTC4 compression." msgstr "" #: doc/classes/Image.xml:592 msgid "Use ETC compression." msgstr "" #: doc/classes/Image.xml:595 msgid "Use ETC2 compression." msgstr "" #: doc/classes/Image.xml:598 msgid "" "Source texture (before compression) is a regular texture. Default for all " "textures." msgstr "" #: doc/classes/Image.xml:601 msgid "Source texture (before compression) is in sRGB space." msgstr "" #: doc/classes/Image.xml:604 msgid "" "Source texture (before compression) is a normal texture (e.g. it can be " "compressed into two channels)." msgstr "" #: doc/classes/ImageTexture.xml:4 msgid "A [Texture] based on an [Image]." msgstr "" #: doc/classes/ImageTexture.xml:7 msgid "" "A [Texture] based on an [Image]. For an image to be displayed, an " "[ImageTexture] has to be created from it using the [method " "create_from_image] method:\n" "[codeblock]\n" "var texture = ImageTexture.new()\n" "var image = Image.new()\n" "image.load(\"res://icon.png\")\n" "texture.create_from_image(image)\n" "$Sprite.texture = texture\n" "[/codeblock]\n" "This way, textures can be created at run-time by loading images both from " "within the editor and externally.\n" "[b]Warning:[/b] Prefer to load imported textures with [method @GDScript." "load] over loading them from within the filesystem dynamically with [method " "Image.load], as it may not work in exported projects:\n" "[codeblock]\n" "var texture = load(\"res://icon.png\")\n" "$Sprite.texture = texture\n" "[/codeblock]\n" "This is because images have to be imported as [StreamTexture] first to be " "loaded with [method @GDScript.load]. If you'd still like to load an image " "file just like any other [Resource], import it as an [Image] resource " "instead, and then load it normally using the [method @GDScript.load] " "method.\n" "But do note that the image data can still be retrieved from an imported " "texture as well using the [method Texture.get_data] method, which returns a " "copy of the data:\n" "[codeblock]\n" "var texture = load(\"res://icon.png\")\n" "var image : Image = texture.get_data()\n" "[/codeblock]\n" "An [ImageTexture] is not meant to be operated from within the editor " "interface directly, and is mostly useful for rendering images on screen " "dynamically via code. If you need to generate images procedurally from " "within the editor, consider saving and importing images as custom texture " "resources implementing a new [EditorImportPlugin].\n" "[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics " "hardware limitations." msgstr "" #: doc/classes/ImageTexture.xml:41 msgid "" "Create a new [ImageTexture] with [code]width[/code] and [code]height[/" "code].\n" "[code]format[/code] is a value from [enum Image.Format], [code]flags[/code] " "is any combination of [enum Texture.Flags]." msgstr "" #: doc/classes/ImageTexture.xml:50 msgid "" "Initializes the texture by allocating and setting the data from an [Image] " "with [code]flags[/code] from [enum Texture.Flags]. An sRGB to linear color " "space conversion can take place, according to [enum Image.Format]." msgstr "" #: doc/classes/ImageTexture.xml:56 #, fuzzy msgid "Returns the format of the texture, one of [enum Image.Format]." msgstr "Gibt die inverse Quadratwurzel des Parameters zurück." #: doc/classes/ImageTexture.xml:63 msgid "" "Loads an image from a file path and creates a texture from it.\n" "[b]Note:[/b] This method is deprecated and will be removed in Godot 4.0, use " "[method Image.load] and [method create_from_image] instead." msgstr "" #: doc/classes/ImageTexture.xml:71 msgid "" "Replaces the texture's data with a new [Image].\n" "[b]Note:[/b] The texture has to be initialized first with the [method " "create_from_image] method before it can be updated. The new image " "dimensions, format, and mipmaps configuration should match the existing " "texture's image configuration, otherwise it has to be re-created with the " "[method create_from_image] method.\n" "Use this method over [method create_from_image] if you need to update the " "texture frequently, which is faster than allocating additional memory for a " "new texture each time." msgstr "" #: doc/classes/ImageTexture.xml:80 doc/classes/VisualServer.xml:2837 #, fuzzy msgid "Resizes the texture to the specified dimensions." msgstr "Trennt das Node, der mit dem angegebenen Eingang verbunden ist." #: doc/classes/ImageTexture.xml:87 msgid "The storage quality for [constant STORAGE_COMPRESS_LOSSY]." msgstr "" #: doc/classes/ImageTexture.xml:90 msgid "The storage type (raw, lossy, or compressed)." msgstr "" #: doc/classes/ImageTexture.xml:95 msgid "[Image] data is stored raw and unaltered." msgstr "" #: doc/classes/ImageTexture.xml:98 msgid "" "[Image] data is compressed with a lossy algorithm. You can set the storage " "quality with [member lossy_quality]." msgstr "" #: doc/classes/ImageTexture.xml:101 msgid "[Image] data is compressed with a lossless algorithm." msgstr "" #: doc/classes/ImmediateGeometry.xml:4 msgid "Draws simple geometry from code." msgstr "" #: doc/classes/ImmediateGeometry.xml:7 msgid "" "Draws simple geometry from code. Uses a drawing mode similar to OpenGL 1.x.\n" "See also [ArrayMesh], [MeshDataTool] and [SurfaceTool] for procedural " "geometry generation.\n" "[b]Note:[/b] ImmediateGeometry3D is best suited to small amounts of mesh " "data that change every frame. It will be slow when handling large amounts of " "mesh data. If mesh data doesn't change often, use [ArrayMesh], " "[MeshDataTool] or [SurfaceTool] instead.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes.\n" "[b]Note:[/b] In case of missing points when handling large amounts of mesh " "data, try increasing its buffer size limit under [member ProjectSettings." "rendering/limits/buffers/immediate_buffer_size_kb]." msgstr "" #: doc/classes/ImmediateGeometry.xml:23 msgid "" "Simple helper to draw an UV sphere with given latitude, longitude and radius." msgstr "" #: doc/classes/ImmediateGeometry.xml:30 msgid "" "Adds a vertex in local coordinate space with the currently set color/uv/etc." msgstr "" #: doc/classes/ImmediateGeometry.xml:38 msgid "" "Begin drawing (and optionally pass a texture override). When done call " "[method end]. For more information on how this works, search for " "[code]glBegin()[/code] and [code]glEnd()[/code] references.\n" "For the type of primitive, see the [enum Mesh.PrimitiveType] enum." msgstr "" #: doc/classes/ImmediateGeometry.xml:45 msgid "Clears everything that was drawn using begin/end." msgstr "" #: doc/classes/ImmediateGeometry.xml:51 msgid "Ends a drawing context and displays the results." msgstr "" #: doc/classes/ImmediateGeometry.xml:58 msgid "The current drawing color." msgstr "" #: doc/classes/ImmediateGeometry.xml:65 msgid "The next vertex's normal." msgstr "" #: doc/classes/ImmediateGeometry.xml:72 msgid "The next vertex's tangent (and binormal facing)." msgstr "" #: doc/classes/ImmediateGeometry.xml:79 msgid "The next vertex's UV." msgstr "" #: doc/classes/ImmediateGeometry.xml:86 msgid "The next vertex's second layer UV." msgstr "" #: doc/classes/Input.xml:4 msgid "A singleton that deals with inputs." msgstr "" #: doc/classes/Input.xml:7 msgid "" "A singleton that deals with inputs. This includes key presses, mouse buttons " "and movement, joypads, and input actions. Actions and their events can be " "set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or " "with the [InputMap] class." msgstr "" #: doc/classes/Input.xml:10 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/inputs/index.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/inputs/index.html" #: doc/classes/Input.xml:20 msgid "" "This will simulate pressing the specified action.\n" "The strength can be used for non-boolean actions, it's ranged between 0 and " "1 representing the intensity of the given action.\n" "[b]Note:[/b] This method will not cause any [method Node._input] calls. It " "is intended to be used with [method is_action_pressed] and [method " "is_action_just_pressed]. If you want to simulate [code]_input[/code], use " "[method parse_input_event] instead." msgstr "" #: doc/classes/Input.xml:29 msgid "If the specified action is already pressed, this will release it." msgstr "" #: doc/classes/Input.xml:37 msgid "" "Adds a new mapping entry (in SDL2 format) to the mapping database. " "Optionally update already connected devices." msgstr "" #: doc/classes/Input.xml:43 msgid "" "Sends all input events which are in the current buffer to the game loop. " "These events may have been buffered as a result of accumulated input " "([method set_use_accumulated_input]) or agile input flushing ([member " "ProjectSettings.input_devices/buffering/agile_event_flushing]).\n" "The engine will already do this itself at key execution points (at least " "once per frame). However, this can be useful in advanced cases where you " "want precise control over the timing of event handling." msgstr "" #: doc/classes/Input.xml:50 msgid "" "Returns the acceleration of the device's accelerometer sensor, if the device " "has one. Otherwise, the method returns [constant Vector3.ZERO].\n" "Note this method returns an empty [Vector3] when running from the editor " "even when your device has an accelerometer. You must export your project to " "a supported device to read values from the accelerometer.\n" "[b]Note:[/b] This method only works on iOS, Android, and UWP. On other " "platforms, it always returns [constant Vector3.ZERO]. On Android the unit of " "measurement for each axis is m/s² while on iOS and UWP it's a multiple of " "the Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)." msgstr "" #: doc/classes/Input.xml:60 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 " "[method get_action_strength] instead.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " "for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml:69 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 " "or L2, R2 triggers) is from the dead zone, the closer the value will be to " "1. If the action is mapped to a control that has no axis as the keyboard, " "the value returned will be 0 or 1.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " "for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml:78 msgid "" "Get axis input by specifying two actions, one negative and one positive.\n" "This is a shorthand for writing [code]Input." "get_action_strength(\"positive_action\") - Input." "get_action_strength(\"negative_action\")[/code]." msgstr "" #: doc/classes/Input.xml:85 msgid "" "Returns an [Array] containing the device IDs of all currently connected " "joypads." msgstr "" #: doc/classes/Input.xml:91 msgid "Returns the currently assigned cursor shape (see [enum CursorShape])." msgstr "" #: doc/classes/Input.xml:97 msgid "" "Returns the gravity of the device's accelerometer sensor, if the device has " "one. Otherwise, the method returns [constant Vector3.ZERO].\n" "[b]Note:[/b] This method only works on Android and iOS. On other platforms, " "it always returns [constant Vector3.ZERO]. On Android the unit of " "measurement for each axis is m/s² while on iOS it's a multiple of the " "Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)." msgstr "" #: doc/classes/Input.xml:104 msgid "" "Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the " "gyroscope sensor, if the device has one. Otherwise, the method returns " "[constant Vector3.ZERO].\n" "[b]Note:[/b] This method only works on Android and iOS. On other platforms, " "it always returns [constant Vector3.ZERO]." msgstr "" #: doc/classes/Input.xml:113 msgid "" "Returns the current value of the joypad axis at given index (see [enum " "JoystickList])." msgstr "" #: doc/classes/Input.xml:120 msgid "Returns the index of the provided axis name." msgstr "" #: doc/classes/Input.xml:127 msgid "" "Receives a [enum JoystickList] axis and returns its equivalent name as a " "string." msgstr "" #: doc/classes/Input.xml:134 msgid "Returns the index of the provided button name." msgstr "" #: doc/classes/Input.xml:141 msgid "" "Receives a gamepad button from [enum JoystickList] and returns its " "equivalent name as a string." msgstr "" #: doc/classes/Input.xml:148 msgid "" "Returns a SDL2-compatible device GUID on platforms that use gamepad " "remapping. Returns [code]\"Default Gamepad\"[/code] otherwise." msgstr "" #: doc/classes/Input.xml:155 msgid "Returns the name of the joypad at the specified device index." msgstr "" #: doc/classes/Input.xml:162 msgid "Returns the duration of the current vibration effect in seconds." msgstr "" #: doc/classes/Input.xml:169 msgid "" "Returns the strength of the joypad vibration: x is the strength of the weak " "motor, and y is the strength of the strong motor." msgstr "" #: doc/classes/Input.xml:175 msgid "" "Returns the mouse speed for the last time the cursor was moved, and this " "until the next frame where the mouse moves. This means that even if the " "mouse is not moving, this function will still return the value of the last " "motion." msgstr "" #: doc/classes/Input.xml:181 msgid "" "Returns the magnetic field strength in micro-Tesla for all axes of the " "device's magnetometer sensor, if the device has one. Otherwise, the method " "returns [constant Vector3.ZERO].\n" "[b]Note:[/b] This method only works on Android, iOS and UWP. On other " "platforms, it always returns [constant Vector3.ZERO]." msgstr "" #: doc/classes/Input.xml:188 msgid "" "Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at " "the same time, the bits are added together." msgstr "" #: doc/classes/Input.xml:194 msgid "Returns the mouse mode. See the constants for more information." msgstr "" #: doc/classes/Input.xml:205 msgid "" "Gets an input vector by specifying four actions for the positive and " "negative X and Y axes.\n" "This method is useful when getting vector input, such as from a joystick, " "directional pad, arrows, or WASD. The vector has its length limited to 1 and " "has a circular deadzone, which is useful for using vector input as " "movement.\n" "By default, the deadzone is automatically calculated from the average of the " "action deadzones. However, you can override the deadzone to be whatever you " "want (on the range of 0 to 1)." msgstr "" #: doc/classes/Input.xml:215 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 " "the button.\n" "This is useful for code that needs to run only once when an action is " "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " "for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml:225 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 " "button.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " "for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml:234 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 " "pressed, releasing one button will release the action, even if some other " "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " "for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml:243 #, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the joypad button (see [enum " "JoystickList])." msgstr "" "Gibt [code]true[/code] zurück, wenn ein Übergang zwischen den übergebenen " "Nodes existiert." #: doc/classes/Input.xml:250 msgid "" "Returns [code]true[/code] if the system knows the specified device. This " "means that it sets all button and axis indices exactly as defined in [enum " "JoystickList]. Unknown joypads are not expected to match these constants, " "but you can still retrieve events from them." msgstr "" #: doc/classes/Input.xml:257 #, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the key. You can pass a [enum " "KeyList] constant." msgstr "Gibt [code]true[/code] zurück, wenn eine Animation abgespielt wird." #: doc/classes/Input.xml:264 msgid "" "Returns [code]true[/code] if you are pressing the mouse button specified " "with [enum ButtonList]." msgstr "" #: doc/classes/Input.xml:271 #, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " "KeyList] constant." msgstr "Gibt [code]true[/code] zurück, wenn eine Animation abgespielt wird." #: doc/classes/Input.xml:281 msgid "" "Notifies the [Input] singleton that a connection has changed, to update the " "state for the [code]device[/code] index.\n" "This is used internally and should not have to be called from user scripts. " "See [signal joy_connection_changed] for the signal emitted when this is " "triggered internally." msgstr "" #: doc/classes/Input.xml:289 msgid "" "Feeds an [InputEvent] to the game. Can be used to artificially trigger input " "events from code. Also generates [method Node._input] calls.\n" "Example:\n" "[codeblock]\n" "var a = InputEventAction.new()\n" "a.action = \"ui_cancel\"\n" "a.pressed = true\n" "Input.parse_input_event(a)\n" "[/codeblock]" msgstr "" #: doc/classes/Input.xml:303 msgid "" "Removes all mappings from the internal database that match the given GUID." msgstr "" #: doc/classes/Input.xml:310 msgid "" "Sets the acceleration value of the accelerometer sensor. Can be used for " "debugging on devices without a hardware sensor, for example in an editor on " "a PC.\n" "[b]Note:[/b] This value can be immediately overwritten by the hardware " "sensor value on Android and iOS." msgstr "" #: doc/classes/Input.xml:320 msgid "" "Sets a custom mouse cursor image, which is only visible inside the game " "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" "[code]image[/code]'s size must be lower than 256×256.\n" "[code]hotspot[/code] must be within [code]image[/code]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " "compression mode can't be used for custom cursors." msgstr "" #: doc/classes/Input.xml:331 msgid "" "Sets the default cursor shape to be used in the viewport instead of " "[constant CURSOR_ARROW].\n" "[b]Note:[/b] If you want to change the default cursor shape for [Control]'s " "nodes, use [member Control.mouse_default_cursor_shape] instead.\n" "[b]Note:[/b] This method generates an [InputEventMouseMotion] to update " "cursor immediately." msgstr "" #: doc/classes/Input.xml:340 msgid "" "Sets the gravity value of the accelerometer sensor. Can be used for " "debugging on devices without a hardware sensor, for example in an editor on " "a PC.\n" "[b]Note:[/b] This value can be immediately overwritten by the hardware " "sensor value on Android and iOS." msgstr "" #: doc/classes/Input.xml:348 msgid "" "Sets the value of the rotation rate of the gyroscope sensor. Can be used for " "debugging on devices without a hardware sensor, for example in an editor on " "a PC.\n" "[b]Note:[/b] This value can be immediately overwritten by the hardware " "sensor value on Android and iOS." msgstr "" #: doc/classes/Input.xml:356 msgid "" "Sets the value of the magnetic field of the magnetometer sensor. Can be used " "for debugging on devices without a hardware sensor, for example in an editor " "on a PC.\n" "[b]Note:[/b] This value can be immediately overwritten by the hardware " "sensor value on Android and iOS." msgstr "" #: doc/classes/Input.xml:364 msgid "Sets the mouse mode. See the constants for more information." msgstr "" #: doc/classes/Input.xml:371 msgid "" "Enables or disables the accumulation of similar input events sent by the " "operating system. When input accumulation is enabled, all input events " "generated during a frame will be merged and emitted when the frame is done " "rendering. Therefore, this limits the number of input method calls per " "second to the rendering FPS.\n" "Input accumulation is enabled by default. It can be disabled to get slightly " "more precise/reactive input at the cost of increased CPU usage. In " "applications where drawing freehand lines is required, input accumulation " "should generally be disabled while the user is drawing the line to get " "results that closely follow the actual input." msgstr "" #: doc/classes/Input.xml:382 msgid "" "Starts to vibrate the joypad. Joypads usually come with two rumble motors, a " "strong and a weak one. [code]weak_magnitude[/code] is the strength of the " "weak motor (between 0 and 1) and [code]strong_magnitude[/code] is the " "strength of the strong motor (between 0 and 1). [code]duration[/code] is the " "duration of the effect in seconds (a duration of 0 will try to play the " "vibration indefinitely).\n" "[b]Note:[/b] Not every hardware is compatible with long effect durations; it " "is recommended to restart an effect if it has to be played for more than a " "few seconds." msgstr "" #: doc/classes/Input.xml:390 msgid "Stops the vibration of the joypad." msgstr "" #: doc/classes/Input.xml:397 msgid "" "Vibrate Android and iOS devices.\n" "[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export " "settings. iOS does not support duration." msgstr "" #: doc/classes/Input.xml:405 msgid "Sets the mouse position to the specified vector." msgstr "" #: doc/classes/Input.xml:414 msgid "Emitted when a joypad device has been connected or disconnected." msgstr "" #: doc/classes/Input.xml:420 msgid "Makes the mouse cursor visible if it is hidden." msgstr "" #: doc/classes/Input.xml:423 msgid "Makes the mouse cursor hidden if it is visible." msgstr "" #: doc/classes/Input.xml:426 msgid "" "Captures the mouse. The mouse will be hidden and its position locked at the " "center of the screen.\n" "[b]Note:[/b] If you want to process the mouse's movement in this mode, you " "need to use [member InputEventMouseMotion.relative]." msgstr "" #: doc/classes/Input.xml:430 msgid "Makes the mouse cursor visible but confines it to the game window." msgstr "" #: doc/classes/Input.xml:433 msgid "Arrow cursor. Standard, default pointing cursor." msgstr "" #: doc/classes/Input.xml:436 msgid "" "I-beam cursor. Usually used to show where the text cursor will appear when " "the mouse is clicked." msgstr "" #: doc/classes/Input.xml:439 msgid "" "Pointing hand cursor. Usually used to indicate the pointer is over a link or " "other interactable item." msgstr "" #: doc/classes/Input.xml:442 msgid "" "Cross cursor. Typically appears over regions in which a drawing operation " "can be performed or for selections." msgstr "" #: doc/classes/Input.xml:445 msgid "" "Wait cursor. Indicates that the application is busy performing an operation. " "This cursor shape denotes that the application is still usable during the " "operation." msgstr "" #: doc/classes/Input.xml:448 msgid "" "Busy cursor. Indicates that the application is busy performing an operation. " "This cursor shape denotes that the application isn't usable during the " "operation (e.g. something is blocking its main thread)." msgstr "" #: doc/classes/Input.xml:451 msgid "Drag cursor. Usually displayed when dragging something." msgstr "" #: doc/classes/Input.xml:454 msgid "" "Can drop cursor. Usually displayed when dragging something to indicate that " "it can be dropped at the current position." msgstr "" #: doc/classes/Input.xml:457 msgid "" "Forbidden cursor. Indicates that the current action is forbidden (for " "example, when dragging something) or that the control at a position is " "disabled." msgstr "" #: doc/classes/Input.xml:460 msgid "" "Vertical resize mouse cursor. A double-headed vertical arrow. It tells the " "user they can resize the window or the panel vertically." msgstr "" #: doc/classes/Input.xml:463 msgid "" "Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells " "the user they can resize the window or the panel horizontally." msgstr "" #: doc/classes/Input.xml:466 msgid "" "Window resize mouse cursor. The cursor is a double-headed arrow that goes " "from the bottom left to the top right. It tells the user they can resize the " "window or the panel both horizontally and vertically." msgstr "" #: doc/classes/Input.xml:469 msgid "" "Window resize mouse cursor. The cursor is a double-headed arrow that goes " "from the top left to the bottom right, the opposite of [constant " "CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel " "both horizontally and vertically." msgstr "" #: doc/classes/Input.xml:472 msgid "Move cursor. Indicates that something can be moved." msgstr "" #: doc/classes/Input.xml:475 msgid "" "Vertical split mouse cursor. On Windows, it's the same as [constant " "CURSOR_VSIZE]." msgstr "" #: doc/classes/Input.xml:478 msgid "" "Horizontal split mouse cursor. On Windows, it's the same as [constant " "CURSOR_HSIZE]." msgstr "" #: doc/classes/Input.xml:481 msgid "Help cursor. Usually a question mark." msgstr "" #: doc/classes/InputEvent.xml:4 msgid "Generic input event." msgstr "" #: doc/classes/InputEvent.xml:7 msgid "Base class of all sort of input event. See [method Node._input]." msgstr "" #: doc/classes/InputEvent.xml:10 doc/classes/InputEventJoypadButton.xml:10 #: doc/classes/InputEventJoypadMotion.xml:10 doc/classes/InputEventKey.xml:10 #: doc/classes/InputEventMouse.xml:10 doc/classes/InputEventScreenDrag.xml:10 #: doc/classes/InputEventScreenTouch.xml:11 #: doc/classes/InputEventWithModifiers.xml:10 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/inputs/inputevent.html" #: doc/classes/InputEvent.xml:20 msgid "" "Returns [code]true[/code] if the given input event and this input event can " "be added together (only for events of type [InputEventMouseMotion]).\n" "The given input event's position, global position and speed will be copied. " "The resulting [code]relative[/code] is a sum of both events. Both events' " "modifiers have to be identical." msgstr "" #: doc/classes/InputEvent.xml:27 msgid "Returns a [String] representation of the event." msgstr "" #: doc/classes/InputEvent.xml:35 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" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml:44 msgid "" "Returns [code]true[/code] if this input event matches a pre-defined action " "of any type.\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml:54 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 " "[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] " "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml:63 msgid "" "Returns [code]true[/code] if the given action is released (i.e. not " "pressed). Not relevant for events of type [InputEventMouseMotion] or " "[InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml:70 msgid "" "Returns [code]true[/code] if this input event's type is one that can be " "assigned to an input action." msgstr "" #: doc/classes/InputEvent.xml:76 msgid "" "Returns [code]true[/code] if this input event is an echo event (only for " "events of type [InputEventKey])." msgstr "" #: doc/classes/InputEvent.xml:82 msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " "events of type [InputEventMouseMotion] or [InputEventScreenDrag]." msgstr "" #: doc/classes/InputEvent.xml:90 msgid "" "Returns [code]true[/code] if the specified [code]event[/code] matches this " "event. Only valid for action events i.e key ([InputEventKey]), button " "([InputEventMouseButton] or [InputEventJoypadButton]), axis " "[InputEventJoypadMotion] or action ([InputEventAction]) events.\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml:99 msgid "" "Returns a copy of the given input event which has been offset by " "[code]local_ofs[/code] and transformed by [code]xform[/code]. Relevant for " "events of type [InputEventMouseButton], [InputEventMouseMotion], " "[InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] " "and [InputEventPanGesture]." msgstr "" #: doc/classes/InputEvent.xml:105 msgid "" "The event's device ID.\n" "[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated " "mouse input from a touchscreen. This can be used to distinguish emulated " "mouse input from physical mouse input." msgstr "" #: doc/classes/InputEventAction.xml:4 msgid "Input event type for actions." msgstr "" #: doc/classes/InputEventAction.xml:7 msgid "" "Contains a generic action which can be targeted from several types of " "inputs. Actions can be created from the [b]Input Map[/b] tab in the " "[b]Project > Project Settings[/b] menu. See [method Node._input]." msgstr "" #: doc/classes/InputEventAction.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html#actions" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/inputs/inputevent." "html#actions" #: doc/classes/InputEventAction.xml:18 msgid "The action's name. Actions are accessed via this [String]." msgstr "" #: doc/classes/InputEventAction.xml:21 msgid "" "If [code]true[/code], the action's state is pressed. If [code]false[/code], " "the action's state is released." msgstr "" #: doc/classes/InputEventAction.xml:24 msgid "" "The action's strength between 0 and 1. This value is considered as equal to " "0 if pressed is [code]false[/code]. The event strength allows faking analog " "joypad motion events, by specifying how strongly the joypad axis is bent or " "pressed." msgstr "" #: doc/classes/InputEventGesture.xml:4 msgid "Base class for touch control gestures." msgstr "" #: doc/classes/InputEventGesture.xml:14 msgid "" "The local gesture position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] that " "received this gesture." msgstr "" #: doc/classes/InputEventJoypadButton.xml:4 msgid "Input event for gamepad buttons." msgstr "" #: doc/classes/InputEventJoypadButton.xml:7 msgid "" "Input event type for gamepad buttons. For gamepad analog sticks and " "joysticks, see [InputEventJoypadMotion]." msgstr "" #: doc/classes/InputEventJoypadButton.xml:16 msgid "Button identifier. One of the [enum JoystickList] button constants." msgstr "" #: doc/classes/InputEventJoypadButton.xml:19 msgid "" "If [code]true[/code], the button's state is pressed. If [code]false[/code], " "the button's state is released." msgstr "" #: doc/classes/InputEventJoypadButton.xml:22 msgid "" "Represents the pressure the user puts on the button with his finger, if the " "controller supports it. Ranges from [code]0[/code] to [code]1[/code]." msgstr "" #: doc/classes/InputEventJoypadMotion.xml:4 msgid "" "Input event type for gamepad joysticks and other motions. For buttons, see " "[code]InputEventJoypadButton[/code]." msgstr "" #: doc/classes/InputEventJoypadMotion.xml:7 msgid "" "Stores information about joystick motions. One [InputEventJoypadMotion] " "represents one axis at a time." msgstr "" #: doc/classes/InputEventJoypadMotion.xml:16 msgid "Axis identifier. Use one of the [enum JoystickList] axis constants." msgstr "" #: doc/classes/InputEventJoypadMotion.xml:19 msgid "" "Current position of the joystick on the given axis. The value ranges from " "[code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the " "axis is in its resting position." msgstr "" #: doc/classes/InputEventKey.xml:4 msgid "Input event type for keyboard events." msgstr "" #: doc/classes/InputEventKey.xml:7 msgid "" "Stores key presses on the keyboard. Supports key presses, key releases and " "[member echo] events." msgstr "" #: doc/classes/InputEventKey.xml:16 msgid "" "Returns the physical scancode combined with modifier keys such as " "[code]Shift[/code] or [code]Alt[/code]. See also [InputEventWithModifiers].\n" "To get a human-readable representation of the [InputEventKey] with " "modifiers, use [code]OS.get_scancode_string(event." "get_physical_scancode_with_modifiers())[/code] where [code]event[/code] is " "the [InputEventKey]." msgstr "" #: doc/classes/InputEventKey.xml:23 msgid "" "Returns the scancode combined with modifier keys such as [code]Shift[/code] " "or [code]Alt[/code]. See also [InputEventWithModifiers].\n" "To get a human-readable representation of the [InputEventKey] with " "modifiers, use [code]OS.get_scancode_string(event." "get_scancode_with_modifiers())[/code] where [code]event[/code] is the " "[InputEventKey]." msgstr "" #: doc/classes/InputEventKey.xml:30 msgid "" "If [code]true[/code], the key was already pressed before this event. It " "means the user is holding the key down." msgstr "" #: doc/classes/InputEventKey.xml:33 msgid "" "Key physical scancode, which corresponds to one of the [enum KeyList] " "constants. Represent the physical location of a key on the 101/102-key US " "QWERTY keyboard.\n" "To get a human-readable representation of the [InputEventKey], use [code]OS." "get_scancode_string(event.physical_scancode)[/code] where [code]event[/code] " "is the [InputEventKey]." msgstr "" #: doc/classes/InputEventKey.xml:37 msgid "" "If [code]true[/code], the key's state is pressed. If [code]false[/code], the " "key's state is released." msgstr "" #: doc/classes/InputEventKey.xml:40 msgid "" "The key scancode, which corresponds to one of the [enum KeyList] constants. " "Represent key in the current keyboard layout.\n" "To get a human-readable representation of the [InputEventKey], use [code]OS." "get_scancode_string(event.scancode)[/code] where [code]event[/code] is the " "[InputEventKey]." msgstr "" #: doc/classes/InputEventKey.xml:44 msgid "" "The key Unicode identifier (when relevant). Unicode identifiers for the " "composite characters and complex scripts may not be available unless IME " "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" #: doc/classes/InputEventMouse.xml:4 msgid "Base input event type for mouse events." msgstr "" #: doc/classes/InputEventMouse.xml:7 msgid "Stores general mouse events information." msgstr "" #: doc/classes/InputEventMouse.xml:16 msgid "" "The mouse button mask identifier, one of or a bitwise combination of the " "[enum ButtonList] button masks." msgstr "" #: doc/classes/InputEventMouse.xml:19 msgid "" "The global mouse position relative to the current [Viewport] when used in " "[method Control._gui_input], otherwise is at 0,0." msgstr "" #: doc/classes/InputEventMouse.xml:22 msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " "is under the mouse." msgstr "" #: doc/classes/InputEventMouseButton.xml:4 msgid "Input event type for mouse button events." msgstr "" #: doc/classes/InputEventMouseButton.xml:7 msgid "Contains mouse click information. See [method Node._input]." msgstr "" #: doc/classes/InputEventMouseButton.xml:10 #: doc/classes/InputEventMouseMotion.xml:11 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/inputs/" "mouse_and_input_coordinates.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/inputs/" "mouse_and_input_coordinates.html" #: doc/classes/InputEventMouseButton.xml:16 msgid "" "The mouse button identifier, one of the [enum ButtonList] button or button " "wheel constants." msgstr "" #: doc/classes/InputEventMouseButton.xml:19 msgid "If [code]true[/code], the mouse button's state is a double-click." msgstr "" #: doc/classes/InputEventMouseButton.xml:22 msgid "" "The amount (or delta) of the event. When used for high-precision scroll " "events, this indicates the scroll amount (vertical or horizontal). This is " "only supported on some platforms; the reported sensitivity varies depending " "on the platform. May be [code]0[/code] if not supported." msgstr "" #: doc/classes/InputEventMouseButton.xml:25 msgid "" "If [code]true[/code], the mouse button's state is pressed. If [code]false[/" "code], the mouse button's state is released." msgstr "" #: doc/classes/InputEventMouseMotion.xml:4 msgid "Input event type for mouse motion events." msgstr "" #: doc/classes/InputEventMouseMotion.xml:7 msgid "" "Contains mouse and pen motion information. Supports relative, absolute " "positions and speed. See [method Node._input].\n" "[b]Note:[/b] By default, this event is only emitted once per frame rendered " "at most. If you need more precise input reporting, call [method Input." "set_use_accumulated_input] with [code]false[/code] to make events emitted as " "often as possible. If you use InputEventMouseMotion to draw lines, consider " "implementing [url=https://en.wikipedia.org/wiki/Bresenham" "%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid " "visible gaps in lines if the user is moving the mouse quickly." msgstr "" #: doc/classes/InputEventMouseMotion.xml:18 msgid "" "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/" "code] to [code]1.0[/code]." msgstr "" #: doc/classes/InputEventMouseMotion.xml:21 msgid "" "The mouse position relative to the previous position (position at the last " "frame).\n" "[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse " "moves, the last event won't have a relative position of [code]Vector2(0, 0)[/" "code] when the user stops moving the mouse." msgstr "" #: doc/classes/InputEventMouseMotion.xml:25 msgid "The mouse speed in pixels per second." msgstr "" #: doc/classes/InputEventMouseMotion.xml:28 msgid "" "Represents the angles of tilt of the pen. Positive X-coordinate value " "indicates a tilt to the right. Positive Y-coordinate value indicates a tilt " "toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both " "axes." msgstr "" #: doc/classes/InputEventScreenDrag.xml:4 msgid "" "Input event type for screen drag events. Only available on mobile devices." msgstr "" #: doc/classes/InputEventScreenDrag.xml:7 msgid "Contains screen drag information. See [method Node._input]." msgstr "" #: doc/classes/InputEventScreenDrag.xml:16 msgid "The drag event index in the case of a multi-drag event." msgstr "" #: doc/classes/InputEventScreenDrag.xml:19 msgid "The drag position." msgstr "" #: doc/classes/InputEventScreenDrag.xml:22 msgid "" "The drag position relative to the previous position (position at the last " "frame)." msgstr "" #: doc/classes/InputEventScreenDrag.xml:25 msgid "The drag speed." msgstr "" #: doc/classes/InputEventScreenTouch.xml:4 msgid "" "Input event type for screen touch events.\n" "(only available on mobile devices)" msgstr "" #: doc/classes/InputEventScreenTouch.xml:8 msgid "" "Stores multi-touch press/release information. Supports touch press, touch " "release and [member index] for multi-touch count and order." msgstr "" #: doc/classes/InputEventScreenTouch.xml:17 msgid "" "The touch index in the case of a multi-touch event. One index = one finger." msgstr "" #: doc/classes/InputEventScreenTouch.xml:20 msgid "The touch position." msgstr "" #: doc/classes/InputEventScreenTouch.xml:23 msgid "" "If [code]true[/code], the touch's state is pressed. If [code]false[/code], " "the touch's state is released." msgstr "" #: doc/classes/InputEventWithModifiers.xml:4 msgid "Base class for keys events with modifiers." msgstr "" #: doc/classes/InputEventWithModifiers.xml:7 msgid "" "Contains keys events information with modifiers support like [code]Shift[/" "code] or [code]Alt[/code]. See [method Node._input]." msgstr "" #: doc/classes/InputEventWithModifiers.xml:16 msgid "State of the [code]Alt[/code] modifier." msgstr "" #: doc/classes/InputEventWithModifiers.xml:19 msgid "State of the [code]Command[/code] modifier." msgstr "" #: doc/classes/InputEventWithModifiers.xml:22 msgid "State of the [code]Ctrl[/code] modifier." msgstr "" #: doc/classes/InputEventWithModifiers.xml:25 msgid "State of the [code]Meta[/code] modifier." msgstr "" #: doc/classes/InputEventWithModifiers.xml:28 msgid "State of the [code]Shift[/code] modifier." msgstr "" #: doc/classes/InputMap.xml:4 msgid "Singleton that manages [InputEventAction]." msgstr "" #: doc/classes/InputMap.xml:7 msgid "" "Manages all [InputEventAction] which can be created/modified from the " "project settings menu [b]Project > Project Settings > Input Map[/b] or in " "code with [method add_action] and [method action_add_event]. See [method " "Node._input]." msgstr "" #: doc/classes/InputMap.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html#inputmap" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/inputs/inputevent." "html#inputmap" #: doc/classes/InputMap.xml:18 msgid "" "Adds an [InputEvent] to an action. This [InputEvent] will trigger the action." msgstr "" #: doc/classes/InputMap.xml:26 msgid "Removes an [InputEvent] from an action." msgstr "" #: doc/classes/InputMap.xml:33 msgid "Removes all events from an action." msgstr "" #: doc/classes/InputMap.xml:40 #, fuzzy msgid "Returns a deadzone value for the action." msgstr "Gibt den absoluten Betrag des Parameters zurück." #: doc/classes/InputMap.xml:48 msgid "" "Returns [code]true[/code] if the action has the given [InputEvent] " "associated with it." msgstr "" #: doc/classes/InputMap.xml:56 msgid "Sets a deadzone value for the action." msgstr "" #: doc/classes/InputMap.xml:64 msgid "" "Adds an empty action to the [InputMap] with a configurable [code]deadzone[/" "code].\n" "An [InputEvent] can then be added to this action with [method " "action_add_event]." msgstr "" #: doc/classes/InputMap.xml:72 msgid "Removes an action from the [InputMap]." msgstr "" #: doc/classes/InputMap.xml:81 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 " "pressed (for proper release detection). See [method action_has_event] if you " "don't want this behavior.\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputMap.xml:89 msgid "Returns an array of [InputEvent]s associated with a given action." msgstr "" #: doc/classes/InputMap.xml:95 msgid "Returns an array of all actions in the [InputMap]." msgstr "" #: doc/classes/InputMap.xml:102 msgid "" "Returns [code]true[/code] if the [InputMap] has a registered action with the " "given name." msgstr "" #: doc/classes/InputMap.xml:108 msgid "" "Clears all [InputEventAction] in the [InputMap] and load it anew from " "[ProjectSettings]." msgstr "" #: doc/classes/InstancePlaceholder.xml:4 msgid "Placeholder for the root [Node] of a [PackedScene]." msgstr "" #: doc/classes/InstancePlaceholder.xml:7 msgid "" "Turning on the option [b]Load As Placeholder[/b] for an instanced scene in " "the editor causes it to be replaced by an InstancePlaceholder when running " "the game. This makes it possible to delay actually loading the scene until " "calling [method replace_by_instance]. This is useful to avoid loading large " "scenes all at once by loading parts of it selectively.\n" "The InstancePlaceholder does not have a transform. This causes any child " "nodes to be positioned relatively to the Viewport from point (0,0), rather " "than their parent as displayed in the editor. Replacing the placeholder with " "a scene with a transform will transform children relatively to their parent " "again." msgstr "" #: doc/classes/InstancePlaceholder.xml:18 msgid "" "Not thread-safe. Use [method Object.call_deferred] if calling from a thread." msgstr "" #: doc/classes/InstancePlaceholder.xml:24 msgid "" "Gets the path to the [PackedScene] resource file that is loaded by default " "when calling [method replace_by_instance]. Not thread-safe. Use [method " "Object.call_deferred] if calling from a thread." msgstr "" #: doc/classes/InstancePlaceholder.xml:37 msgid "" "Replaces this placeholder by the scene handed as an argument, or the " "original scene if no argument is given. As for all resources, the scene is " "loaded only if it's not loaded already. By manually loading the scene " "beforehand, delays caused by this function can be avoided." msgstr "" #: doc/classes/int.xml:4 msgid "Integer built-in type." msgstr "" #: doc/classes/int.xml:7 msgid "" "Signed 64-bit integer type.\n" "It can take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. " "[code][-9223372036854775808, 9223372036854775807][/code]. Exceeding those " "bounds will wrap around.\n" "[int] is a [Variant] type, and will thus be used when assigning an integer " "value to a [Variant]. It can also be enforced with the [code]: int[/code] " "type hint.\n" "[codeblock]\n" "var my_variant = 0 # int, value 0.\n" "my_variant += 4.2 # float, value 4.2.\n" "var my_int: int = 1 # int, value 1.\n" "my_int = 4.2 # int, value 4, the right value is implicitly cast to int.\n" "my_int = int(\"6.7\") # int, value 6, the String is explicitly cast with " "int.\n" "\n" "var max_int = 9223372036854775807\n" "print(max_int) # 9223372036854775807, OK.\n" "max_int += 1\n" "print(max_int) # -9223372036854775808, we overflowed and wrapped around.\n" "[/codeblock]" msgstr "" #: doc/classes/int.xml:30 msgid "" "Cast a [bool] value to an integer value, [code]int(true)[/code] will be " "equals to 1 and [code]int(false)[/code] will be equals to 0." msgstr "" #: doc/classes/int.xml:37 msgid "" "Cast a float value to an integer value, this method simply removes the " "number fractions (i.e. rounds [code]from[/code] towards zero), so for " "example [code]int(2.7)[/code] will be equals to 2, [code]int(0.1)[/code] " "will be equals to 0 and [code]int(-2.7)[/code] will be equals to -2. This " "operation is also called truncation." msgstr "" #: doc/classes/int.xml:44 msgid "" "Cast a [String] value to an integer value, this method is an integer parser " "from a string, so calling this method with an invalid integer string will " "return 0, a valid string will be something like [code]'1.7'[/code]. This " "method will ignore all non-number characters, so calling [code]int('1e3')[/" "code] will return 13." msgstr "" #: doc/classes/InterpolatedCamera.xml:4 msgid "[i]Deprecated.[/i] Camera which moves toward another node." msgstr "" #: doc/classes/InterpolatedCamera.xml:7 msgid "" "[i]Deprecated (will be removed in Godot 4.0).[/i] InterpolatedCamera is a " "[Camera] which smoothly moves to match a target node's position and " "rotation.\n" "If it is not [member enabled] or does not have a valid target set, " "InterpolatedCamera acts like a normal Camera." msgstr "" #: doc/classes/InterpolatedCamera.xml:17 #, fuzzy msgid "Sets the node to move toward and orient with." msgstr "Legt das übergebene Node als das Ende des Graphen fest." #: doc/classes/InterpolatedCamera.xml:23 #, fuzzy msgid "" "If [code]true[/code], and a target is set, the camera will move " "automatically." msgstr "" "Wenn [code]true[/code], wird die Sub-Animation nach Beendigung automatisch " "neu gestartet." #: doc/classes/InterpolatedCamera.xml:26 msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" #: doc/classes/InterpolatedCamera.xml:29 msgid "The target's [NodePath]." msgstr "" #: doc/classes/IP.xml:4 msgid "Internet protocol (IP) support functions such as DNS resolution." msgstr "" #: doc/classes/IP.xml:7 msgid "" "IP contains support functions for the Internet Protocol (IP). TCP/IP support " "is in different classes (see [StreamPeerTCP] and [TCP_Server]). IP provides " "DNS hostname resolution support, both blocking and threaded." msgstr "" #: doc/classes/IP.xml:16 msgid "" "Removes all of a [code]hostname[/code]'s cached references. If no " "[code]hostname[/code] is given, all cached IP addresses are removed." msgstr "" #: doc/classes/IP.xml:23 msgid "" "Removes a given item [code]id[/code] from the queue. This should be used to " "free a queue after it has completed to enable more queries to happen." msgstr "" #: doc/classes/IP.xml:29 msgid "Returns all the user's current IPv4 and IPv6 addresses as an array." msgstr "" #: doc/classes/IP.xml:35 msgid "" "Returns all network adapters as an array.\n" "Each adapter is a dictionary of the form:\n" "[codeblock]\n" "{\n" " \"index\": \"1\", # Interface index.\n" " \"name\": \"eth0\", # Interface name.\n" " \"friendly\": \"Ethernet One\", # A friendly name (might be empty).\n" " \"addresses\": [\"192.168.1.101\"], # An array of IP addresses " "associated to this interface.\n" "}\n" "[/codeblock]" msgstr "" #: doc/classes/IP.xml:51 msgid "" "Returns a queued hostname's IP address, given its queue [code]id[/code]. " "Returns an empty string on error or if resolution hasn't happened yet (see " "[method get_resolve_item_status])." msgstr "" #: doc/classes/IP.xml:58 msgid "" "Return resolved addresses, or an empty array if an error happened or " "resolution didn't happen yet (see [method get_resolve_item_status])." msgstr "" #: doc/classes/IP.xml:65 msgid "" "Returns a queued hostname's status as a [enum ResolverStatus] constant, " "given its queue [code]id[/code]." msgstr "" #: doc/classes/IP.xml:73 msgid "" "Returns a given hostname's IPv4 or IPv6 address when resolved (blocking-type " "method). The address type returned depends on the [enum Type] constant given " "as [code]ip_type[/code]." msgstr "" #: doc/classes/IP.xml:81 msgid "" "Resolves a given hostname in a blocking way. Addresses are returned as an " "[Array] of IPv4 or IPv6 depending on [code]ip_type[/code]." msgstr "" #: doc/classes/IP.xml:89 msgid "" "Creates a queue item to resolve a hostname to an IPv4 or IPv6 address " "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 "" #: doc/classes/IP.xml:95 msgid "DNS hostname resolver status: No status." msgstr "" #: doc/classes/IP.xml:98 msgid "DNS hostname resolver status: Waiting." msgstr "" #: doc/classes/IP.xml:101 msgid "DNS hostname resolver status: Done." msgstr "" #: doc/classes/IP.xml:104 msgid "DNS hostname resolver status: Error." msgstr "" #: doc/classes/IP.xml:107 msgid "" "Maximum number of concurrent DNS resolver queries allowed, [constant " "RESOLVER_INVALID_ID] is returned if exceeded." msgstr "" #: doc/classes/IP.xml:110 msgid "" "Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded." msgstr "" #: doc/classes/IP.xml:113 msgid "Address type: None." msgstr "" #: doc/classes/IP.xml:116 msgid "Address type: Internet protocol version 4 (IPv4)." msgstr "" #: doc/classes/IP.xml:119 msgid "Address type: Internet protocol version 6 (IPv6)." msgstr "" #: doc/classes/IP.xml:122 msgid "Address type: Any." msgstr "" #: doc/classes/ItemList.xml:4 msgid "" "Control that provides a list of selectable items (and/or icons) in a single " "column, or optionally in multiple columns." msgstr "" #: doc/classes/ItemList.xml:7 msgid "" "This control provides a selectable list of items that may be in a single (or " "multiple columns) with option of text, icons, or both text and icon. " "Tooltips are supported and may be different for every item in the list.\n" "Selectable items in the list may be selected or deselected and multiple " "selection may be enabled. Selection with right mouse button may also be " "enabled to allow use of popup context menus. Items may also be \"activated\" " "by double-clicking them or by pressing Enter.\n" "Item text only supports single-line strings, newline characters (e.g. " "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " "fixed_column_width] greater than zero to wrap the text." msgstr "" #: doc/classes/ItemList.xml:19 msgid "Adds an item to the item list with no text, only an icon." msgstr "" #: doc/classes/ItemList.xml:28 msgid "" "Adds an item to the item list with specified text. Specify an [code]icon[/" "code], or use [code]null[/code] as the [code]icon[/code] for a list item " "with no icon.\n" "If selectable is [code]true[/code], the list item will be selectable." msgstr "" #: doc/classes/ItemList.xml:35 msgid "Removes all items from the list." msgstr "" #: doc/classes/ItemList.xml:41 msgid "" "Ensure current selection is visible, adjusting the scroll position as " "necessary." msgstr "" #: doc/classes/ItemList.xml:49 msgid "" "Returns the item index at the given [code]position[/code].\n" "When there is no item at that point, -1 will be returned if [code]exact[/" "code] is [code]true[/code], and the closest item index will be returned " "otherwise." msgstr "" #: doc/classes/ItemList.xml:56 msgid "Returns the number of items currently in the list." msgstr "" #: doc/classes/ItemList.xml:63 msgid "" "Returns the custom background color of the item specified by [code]idx[/" "code] index." msgstr "" #: doc/classes/ItemList.xml:70 msgid "" "Returns the custom foreground color of the item specified by [code]idx[/" "code] index." msgstr "" #: doc/classes/ItemList.xml:77 msgid "Returns the icon associated with the specified index." msgstr "" #: doc/classes/ItemList.xml:84 msgid "Returns a [Color] modulating item's icon at the specified index." msgstr "" #: doc/classes/ItemList.xml:91 msgid "" "Returns the region of item's icon used. The whole icon will be used if the " "region has no area." msgstr "" #: doc/classes/ItemList.xml:98 msgid "Returns the metadata value of the specified index." msgstr "" #: doc/classes/ItemList.xml:105 msgid "Returns the text associated with the specified index." msgstr "" #: doc/classes/ItemList.xml:112 msgid "Returns the tooltip hint associated with the specified index." msgstr "" #: doc/classes/ItemList.xml:118 msgid "Returns an array with the indexes of the selected items." msgstr "" #: doc/classes/ItemList.xml:124 msgid "" "Returns the [Object] ID associated with the list.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/ItemList.xml:131 msgid "Returns [code]true[/code] if one or more items are selected." msgstr "" #: doc/classes/ItemList.xml:138 msgid "" "Returns [code]true[/code] if the item at the specified index is disabled." msgstr "" #: doc/classes/ItemList.xml:145 msgid "" "Returns [code]true[/code] if the item icon will be drawn transposed, i.e. " "the X and Y axes are swapped." msgstr "" #: doc/classes/ItemList.xml:152 msgid "" "Returns [code]true[/code] if the item at the specified index is selectable." msgstr "" #: doc/classes/ItemList.xml:159 msgid "" "Returns [code]true[/code] if the tooltip is enabled for specified item index." msgstr "" #: doc/classes/ItemList.xml:166 msgid "" "Returns [code]true[/code] if the item at the specified index is currently " "selected." msgstr "" #: doc/classes/ItemList.xml:174 msgid "Moves item from index [code]from_idx[/code] to [code]to_idx[/code]." msgstr "" #: doc/classes/ItemList.xml:181 msgid "Removes the item specified by [code]idx[/code] index from the list." msgstr "" #: doc/classes/ItemList.xml:189 msgid "" "Select the item at the specified index.\n" "[b]Note:[/b] This method does not trigger the item selection signal." msgstr "" #: doc/classes/ItemList.xml:198 msgid "" "Sets the background color of the item specified by [code]idx[/code] index to " "the specified [Color]." msgstr "" #: doc/classes/ItemList.xml:206 msgid "" "Sets the foreground color of the item specified by [code]idx[/code] index to " "the specified [Color]." msgstr "" #: doc/classes/ItemList.xml:214 msgid "" "Disables (or enables) the item at the specified index.\n" "Disabled items cannot be selected and do not trigger activation signals " "(when double-clicking or pressing Enter)." msgstr "" #: doc/classes/ItemList.xml:223 msgid "" "Sets (or replaces) the icon's [Texture] associated with the specified index." msgstr "" #: doc/classes/ItemList.xml:231 msgid "" "Sets a modulating [Color] of the item associated with the specified index." msgstr "" #: doc/classes/ItemList.xml:239 msgid "" "Sets the region of item's icon used. The whole icon will be used if the " "region has no area." msgstr "" #: doc/classes/ItemList.xml:247 msgid "Sets whether the item icon will be drawn transposed." msgstr "" #: doc/classes/ItemList.xml:255 msgid "" "Sets a value (of any type) to be stored with the item associated with the " "specified index." msgstr "" #: doc/classes/ItemList.xml:263 msgid "" "Allows or disallows selection of the item associated with the specified " "index." msgstr "" #: doc/classes/ItemList.xml:271 msgid "Sets text of the item associated with the specified index." msgstr "" #: doc/classes/ItemList.xml:279 msgid "Sets the tooltip hint for the item associated with the specified index." msgstr "" #: doc/classes/ItemList.xml:287 msgid "Sets whether the tooltip hint is enabled for specified item index." msgstr "" #: doc/classes/ItemList.xml:293 msgid "Sorts items in the list by their text." msgstr "" #: doc/classes/ItemList.xml:300 msgid "Ensures the item associated with the specified index is not selected." msgstr "" #: doc/classes/ItemList.xml:306 msgid "Ensures there are no items selected." msgstr "" #: doc/classes/ItemList.xml:312 msgid "" "If [code]true[/code], the currently selected item can be selected again." msgstr "" #: doc/classes/ItemList.xml:315 msgid "If [code]true[/code], right mouse button click can select items." msgstr "" #: doc/classes/ItemList.xml:318 msgid "" "If [code]true[/code], the control will automatically resize the height to " "fit its content." msgstr "" #: doc/classes/ItemList.xml:321 msgid "" "The width all columns will be adjusted to.\n" "A value of zero disables the adjustment, each item will have a width equal " "to the width of its content and the columns will have an uneven width." msgstr "" #: doc/classes/ItemList.xml:325 msgid "" "The size all icons will be adjusted to.\n" "If either X or Y component is not greater than zero, icon size won't be " "affected." msgstr "" #: doc/classes/ItemList.xml:330 msgid "" "The icon position, whether above or to the left of the text. See the [enum " "IconMode] constants." msgstr "" #: doc/classes/ItemList.xml:333 msgid "" "The scale of icon applied after [member fixed_icon_size] and transposing " "takes effect." msgstr "" #: doc/classes/ItemList.xml:336 msgid "" "Maximum columns the list will have.\n" "If greater than zero, the content will be split among the specified " "columns.\n" "A value of zero means unlimited columns, i.e. all items will be put in the " "same row." msgstr "" #: doc/classes/ItemList.xml:341 msgid "" "Maximum lines of text allowed in each item. Space will be reserved even when " "there is not enough lines of text to display.\n" "[b]Note:[/b] This property takes effect only when [member icon_mode] is " "[constant ICON_MODE_TOP]. To make the text wrap, [member fixed_column_width] " "should be greater than zero." msgstr "" #: doc/classes/ItemList.xml:346 msgid "" "Whether all columns will have the same width.\n" "If [code]true[/code], the width is equal to the largest column width of all " "columns." msgstr "" #: doc/classes/ItemList.xml:350 msgid "" "Allows single or multiple item selection. See the [enum SelectMode] " "constants." msgstr "" #: doc/classes/ItemList.xml:357 msgid "" "Triggered when specified list item is activated via double-clicking or by " "pressing Enter." msgstr "" #: doc/classes/ItemList.xml:364 msgid "" "Triggered when specified list item has been selected via right mouse " "clicking.\n" "The click position is also provided to allow appropriate popup of context " "menus at the correct location.\n" "[member allow_rmb_select] must be enabled." msgstr "" #: doc/classes/ItemList.xml:372 msgid "" "Triggered when specified item has been selected.\n" "[member allow_reselect] must be enabled to reselect an item." msgstr "" #: doc/classes/ItemList.xml:380 msgid "" "Triggered when a multiple selection is altered on a list allowing multiple " "selection." msgstr "" #: doc/classes/ItemList.xml:385 msgid "" "Triggered when a left mouse click is issued within the rect of the list but " "on empty space." msgstr "" #: doc/classes/ItemList.xml:391 msgid "" "Triggered when a right mouse click is issued within the rect of the list but " "on empty space.\n" "[member allow_rmb_select] must be enabled." msgstr "" #: doc/classes/ItemList.xml:398 msgid "Icon is drawn above the text." msgstr "" #: doc/classes/ItemList.xml:401 msgid "Icon is drawn to the left of the text." msgstr "" #: doc/classes/ItemList.xml:404 msgid "Only allow selecting a single item." msgstr "" #: doc/classes/ItemList.xml:407 msgid "Allows selecting multiple items by holding Ctrl or Shift." msgstr "" #: doc/classes/ItemList.xml:412 doc/classes/Tree.xml:365 msgid "Default text [Color] of the item." msgstr "" #: doc/classes/ItemList.xml:415 doc/classes/Tree.xml:368 msgid "Text [Color] used when the item is selected." msgstr "" #: doc/classes/ItemList.xml:418 msgid "" "[Color] of the guideline. The guideline is a line drawn between each row of " "items." msgstr "" #: doc/classes/ItemList.xml:421 msgid "The horizontal spacing between items." msgstr "" #: doc/classes/ItemList.xml:424 msgid "The spacing between item's icon and text." msgstr "" #: doc/classes/ItemList.xml:427 msgid "The vertical spacing between each line of text." msgstr "" #: doc/classes/ItemList.xml:430 msgid "The vertical spacing between items." msgstr "" #: doc/classes/ItemList.xml:433 doc/classes/Tree.xml:404 msgid "[Font] of the item's text." msgstr "" #: doc/classes/ItemList.xml:436 msgid "" "Default [StyleBox] for the [ItemList], i.e. used when the control is not " "being focused." msgstr "" #: doc/classes/ItemList.xml:439 msgid "[StyleBox] used when the [ItemList] is being focused." msgstr "" #: doc/classes/ItemList.xml:442 msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused." msgstr "" #: doc/classes/ItemList.xml:445 msgid "" "[StyleBox] used for the cursor, when the [ItemList] is not being focused." msgstr "" #: doc/classes/ItemList.xml:448 msgid "" "[StyleBox] for the selected items, used when the [ItemList] is not being " "focused." msgstr "" #: doc/classes/ItemList.xml:451 msgid "" "[StyleBox] for the selected items, used when the [ItemList] is being focused." msgstr "" #: doc/classes/JavaScript.xml:4 msgid "" "Singleton that connects the engine with the browser's JavaScript context in " "HTML5 export." msgstr "" #: doc/classes/JavaScript.xml:7 msgid "" "The JavaScript singleton is implemented only in the HTML5 export. It's used " "to access the browser's JavaScript context. This allows interaction with " "embedding pages or calling third-party JavaScript APIs.\n" "[b]Note:[/b] This singleton can be disabled at build-time to improve " "security. By default, the JavaScript singleton is enabled. Official export " "templates also have the JavaScript singleton enabled. See [url=https://docs." "godotengine.org/en/3.4/development/compiling/compiling_for_web." "html]Compiling for the Web[/url] in the documentation for more information." msgstr "" #: doc/classes/JavaScript.xml:11 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/export/exporting_for_web." "html#calling-javascript-from-script" msgstr "" "https://docs.godotengine.org/de/latest/getting_started/workflow/export/" "exporting_for_web.html#calling-javascript-from-script" #: doc/classes/JavaScript.xml:19 msgid "" "Creates a reference to a script function that can be used as a callback by " "JavaScript. The reference must be kept until the callback happens, or it " "won't be called at all. See [JavaScriptObject] for usage." msgstr "" #: doc/classes/JavaScript.xml:26 msgid "" "Creates a new JavaScript object using the [code]new[/code] constructor. The " "[code]object[/code] must a valid property of the JavaScript [code]window[/" "code]. See [JavaScriptObject] for usage." msgstr "" #: doc/classes/JavaScript.xml:35 msgid "" "Prompts the user to download a file containing the specified [code]buffer[/" "code]. The file will have the given [code]name[/code] and [code]mime[/code] " "type.\n" "[b]Note:[/b] The browser may override the [url=https://en.wikipedia.org/wiki/" "Media_type]MIME type[/url] provided based on the file [code]name[/code]'s " "extension.\n" "[b]Note:[/b] Browsers might block the download if [method download_buffer] " "is not being called from a user interaction (e.g. button click).\n" "[b]Note:[/b] Browsers might ask the user for permission or block the " "download if multiple download requests are made in a quick succession." msgstr "" #: doc/classes/JavaScript.xml:46 msgid "" "Execute the string [code]code[/code] as JavaScript code within the browser " "window. This is a call to the actual global JavaScript function [code]eval()" "[/code].\n" "If [code]use_global_execution_context[/code] is [code]true[/code], the code " "will be evaluated in the global execution context. Otherwise, it is " "evaluated in the execution context of a function within the engine's runtime " "environment." msgstr "" #: doc/classes/JavaScript.xml:54 msgid "" "Returns an interface to a JavaScript object that can be used by scripts. The " "[code]interface[/code] must be a valid property of the JavaScript " "[code]window[/code]. The callback must accept a single [Array] argument, " "which will contain the JavaScript [code]arguments[/code]. See " "[JavaScriptObject] for usage." msgstr "" #: doc/classes/JavaScriptObject.xml:4 msgid "A wrapper class for native JavaScript objects." msgstr "" #: doc/classes/JavaScriptObject.xml:7 msgid "" "JavaScriptObject is used to interact with JavaScript objects retrieved or " "created via [method JavaScript.get_interface], [method JavaScript." "create_object], or [method JavaScript.create_callback].\n" "Example:\n" "[codeblock]\n" "extends Node\n" "\n" "var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # " "This reference must be kept\n" "var console = JavaScript.get_interface(\"console\")\n" "\n" "func _init():\n" " var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # new " "ArrayBuffer(10)\n" " print(buf) # prints [JavaScriptObject:OBJECT_ID]\n" " var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # new " "Uint8Array(buf)\n" " uint8arr[1] = 255\n" " prints(uint8arr[1], uint8arr.byteLength) # prints 255 10\n" " console.log(uint8arr) # prints in browser console \"Uint8Array(10) [ 0, " "255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n" "\n" " # Equivalent of JavaScript: Array.from(uint8arr).forEach(myCallback)\n" " JavaScript.get_interface(\"Array\").from(uint8arr)." "forEach(_my_js_callback)\n" "\n" "func myCallback(args):\n" " # Will be called with the parameters passed to the \"forEach\" callback\n" " # [0, 0, [JavaScriptObject:1173]]\n" " # [255, 1, [JavaScriptObject:1173]]\n" " # ...\n" " # [0, 9, [JavaScriptObject:1180]]\n" " print(args)\n" "[/codeblock]\n" "[b]Note:[/b] Only available in the HTML5 platform." msgstr "" #: doc/classes/JNISingleton.xml:4 msgid "" "Singleton that connects the engine with Android plugins to interface with " "native Android code." msgstr "" #: doc/classes/JNISingleton.xml:7 msgid "" "The JNISingleton is implemented only in the Android export. It's used to " "call methods and connect signals from an Android plugin written in Java or " "Kotlin. Methods and signals can be called and connected to the JNISingleton " "as if it is a Node. See [url=https://en.wikipedia.org/wiki/" "Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more " "information." msgstr "" #: doc/classes/JNISingleton.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/platform/android/" "android_plugin.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/plugins/editor/" "import_plugins.html" #: doc/classes/Joint.xml:4 msgid "Base class for all 3D joints." msgstr "" #: doc/classes/Joint.xml:7 msgid "" "Joints are used to bind together two physics bodies. They have a solver " "priority and can define if the bodies of the two attached nodes should be " "able to collide with each other." msgstr "" #: doc/classes/Joint.xml:10 doc/classes/RigidBody.xml:15 #: doc/classes/VehicleBody.xml:12 doc/classes/VehicleWheel.xml:11 #, fuzzy msgid "https://godotengine.org/asset-library/asset/524" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Joint.xml:16 msgid "" "If [code]true[/code], the two bodies of the nodes are not able to collide " "with each other." msgstr "" #: doc/classes/Joint.xml:19 msgid "The node attached to the first side (A) of the joint." msgstr "" #: doc/classes/Joint.xml:22 msgid "The node attached to the second side (B) of the joint." msgstr "" #: doc/classes/Joint.xml:25 msgid "" "The priority used to define which solver is executed first for multiple " "joints. The lower the value, the higher the priority." msgstr "" #: doc/classes/Joint2D.xml:4 msgid "Base node for all joint constraints in 2D physics." msgstr "" #: doc/classes/Joint2D.xml:7 msgid "" "Base node for all joint constraints in 2D physics. Joints take 2 bodies and " "apply a custom constraint." msgstr "" #: doc/classes/Joint2D.xml:15 msgid "" "When [member node_a] and [member node_b] move in different directions the " "[code]bias[/code] controls how fast the joint pulls them back to their " "original position. The lower the [code]bias[/code] the more the two bodies " "can pull on the joint." msgstr "" #: doc/classes/Joint2D.xml:18 msgid "" "If [code]true[/code], [member node_a] and [member node_b] can not collide." msgstr "" #: doc/classes/Joint2D.xml:21 msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" #: doc/classes/Joint2D.xml:24 msgid "" "The second body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" #: doc/classes/JSON.xml:4 msgid "Helper class for parsing JSON data." msgstr "" #: doc/classes/JSON.xml:7 msgid "" "Helper class for parsing JSON data. For usage example and other important " "hints, see [JSONParseResult]." msgstr "" #: doc/classes/JSON.xml:16 msgid "" "Parses a JSON-encoded string and returns a [JSONParseResult] containing the " "result." msgstr "" #: doc/classes/JSON.xml:25 msgid "" "Converts a [Variant] var to JSON text and returns the result. Useful for " "serializing data to store or send over the network.\n" "[b]Note:[/b] The JSON specification does not define integer or float types, " "but only a [i]number[/i] type. Therefore, converting a Variant to JSON text " "will convert all numerical values to [float] types.\n" "Use [code]indent[/code] parameter to pretty print the output.\n" "[b]Example output:[/b]\n" "[codeblock]\n" "## JSON.print(my_dictionary)\n" "{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":" "\"entity_0\",\"value\":\"value_0\"},{\"name\":\"entity_1\",\"value\":" "\"value_1\"}]}\n" "\n" "## JSON.print(my_dictionary, \"\\t\")\n" "{\n" " \"name\": \"my_dictionary\",\n" " \"version\": \"1.0.0\",\n" " \"entities\": [\n" " {\n" " \"name\": \"entity_0\",\n" " \"value\": \"value_0\"\n" " },\n" " {\n" " \"name\": \"entity_1\",\n" " \"value\": \"value_1\"\n" " }\n" " ]\n" "}\n" "[/codeblock]" msgstr "" #: doc/classes/JSONParseResult.xml:4 msgid "Data class wrapper for decoded JSON." msgstr "" #: doc/classes/JSONParseResult.xml:7 msgid "" "Returned by [method JSON.parse], [JSONParseResult] contains the decoded JSON " "or error information if the JSON source wasn't successfully parsed. You can " "check if the JSON source was successfully parsed with [code]if json_result." "error == OK[/code]." msgstr "" #: doc/classes/JSONParseResult.xml:15 msgid "" "The error type if the JSON source was not successfully parsed. See the [enum " "Error] constants." msgstr "" #: doc/classes/JSONParseResult.xml:18 msgid "" "The line number where the error occurred if the JSON source was not " "successfully parsed." msgstr "" #: doc/classes/JSONParseResult.xml:21 msgid "" "The error message if the JSON source was not successfully parsed. See the " "[enum Error] constants." msgstr "" #: doc/classes/JSONParseResult.xml:24 msgid "" "A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the " "[code]is[/code] keyword to check if it is what you expect. For example, if " "the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] " "will be returned. If the JSON source starts with brackets ([code][][/code]), " "an [Array] will be returned.\n" "[b]Note:[/b] The JSON specification does not define integer or float types, " "but only a [i]number[/i] type. Therefore, parsing a JSON text will convert " "all numerical values to [float] types.\n" "[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, " "thus, you should not rely on keys being in a certain order if a dictionary " "is constructed from JSON. In contrast, JSON arrays retain the order of their " "elements:\n" "[codeblock]\n" "var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n" "if typeof(p.result) == TYPE_ARRAY:\n" " print(p.result[0]) # Prints \"hello\"\n" "else:\n" " push_error(\"Unexpected results.\")\n" "[/codeblock]" msgstr "" #: doc/classes/JSONRPC.xml:4 msgid "A helper to handle dictionaries which look like JSONRPC documents." msgstr "" #: doc/classes/JSONRPC.xml:7 msgid "" "[url=https://www.jsonrpc.org/]JSON-RPC[/url] is a standard which wraps a " "method call in a [JSON] object. The object has a particular structure and " "identifies which method is called, the parameters to that function, and " "carries an ID to keep track of responses. This class implements that " "standard on top of [Dictionary]; you will have to convert between a " "[Dictionary] and [JSON] with other functions." msgstr "" #: doc/classes/JSONRPC.xml:17 msgid "" "Returns a dictionary in the form of a JSON-RPC notification. Notifications " "are one-shot messages which do not expect a response.\n" "- [code]method[/code]: Name of the method being called.\n" "- [code]params[/code]: An array or dictionary of parameters being passed to " "the method." msgstr "" #: doc/classes/JSONRPC.xml:28 msgid "" "Returns a dictionary in the form of a JSON-RPC request. Requests are sent to " "a server with the expectation of a response. The ID field is used for the " "server to specify which exact request it is responding to.\n" "- [code]method[/code]: Name of the method being called.\n" "- [code]params[/code]: An array or dictionary of parameters being passed to " "the method.\n" "- [code]id[/code]: Uniquely identifies this request. The server is expected " "to send a response with the same ID." msgstr "" #: doc/classes/JSONRPC.xml:39 msgid "" "When a server has received and processed a request, it is expected to send a " "response. If you did not want a response then you need to have sent a " "Notification instead.\n" "- [code]result[/code]: The return value of the function which was called.\n" "- [code]id[/code]: The ID of the request this response is targeted to." msgstr "" #: doc/classes/JSONRPC.xml:50 msgid "" "Creates a response which indicates a previous reply has failed in some way.\n" "- [code]code[/code]: The error code corresponding to what kind of error this " "is. See the [enum ErrorCode] constants.\n" "- [code]message[/code]: A custom message about this error.\n" "- [code]id[/code]: The request this error is a response to." msgstr "" #: doc/classes/JSONRPC.xml:61 msgid "" "Given a Dictionary which takes the form of a JSON-RPC request: unpack the " "request and run it. Methods are resolved by looking at the field called " "\"method\" and looking for an equivalently named function in the JSONRPC " "object. If one is found that method is called.\n" "To add new supported methods extend the JSONRPC class and call [method " "process_action] on your subclass.\n" "[code]action[/code]: The action to be run, as a Dictionary in the form of a " "JSON-RPC request or notification." msgstr "" #: doc/classes/JSONRPC.xml:86 msgid "" "A method call was requested but no function of that name existed in the " "JSONRPC subclass." msgstr "" #: doc/classes/KinematicBody.xml:4 msgid "Kinematic body 3D node." msgstr "" #: doc/classes/KinematicBody.xml:7 msgid "" "Kinematic bodies are special types of bodies that are meant to be user-" "controlled. They are not affected by physics at all; to other types of " "bodies, such as a character or a rigid body, these are the same as a static " "body. However, they have two main uses:\n" "[b]Simulated motion:[/b] When these bodies are moved manually, either from " "code or from an [AnimationPlayer] (with [member AnimationPlayer." "playback_process_mode] set to \"physics\"), the physics will automatically " "compute an estimate of their linear and angular velocity. This makes them " "very useful for moving platforms or other AnimationPlayer-controlled objects " "(like a door, a bridge that opens, etc).\n" "[b]Kinematic characters:[/b] KinematicBody also has an API for moving " "objects (the [method move_and_collide] and [method move_and_slide] methods) " "while performing collision tests. This makes them really useful to implement " "characters that collide against a world, but don't require advanced physics." msgstr "" #: doc/classes/KinematicBody.xml:12 doc/classes/KinematicBody2D.xml:12 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/physics/kinematic_character_2d." "html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/physics/" "kinematic_character_2d.html" #: doc/classes/KinematicBody.xml:23 #, fuzzy msgid "" "Returns [code]true[/code] if the specified [code]axis[/code] is locked. See " "also [member move_lock_x], [member move_lock_y] and [member move_lock_z]." msgstr "" "Gibt [code]true[/code] zurück, wenn das angegebene [code]Plugin[/code] " "aktiviert ist. Der Plugin-Name ist derselbe wie sein Verzeichnisname." #: doc/classes/KinematicBody.xml:30 msgid "" "Returns the floor's collision angle at the last collision point according to " "[code]up_direction[/code], which is [code]Vector3.UP[/code] by default. This " "value is always positive and only valid after calling [method " "move_and_slide] and when [method is_on_floor] returns [code]true[/code]." msgstr "" #: doc/classes/KinematicBody.xml:36 doc/classes/KinematicBody2D.xml:28 msgid "" "Returns the surface normal of the floor at the last collision point. Only " "valid after calling [method move_and_slide] or [method " "move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/" "code]." msgstr "" #: doc/classes/KinematicBody.xml:42 doc/classes/KinematicBody2D.xml:34 msgid "" "Returns the linear velocity of the floor at the last collision point. Only " "valid after calling [method move_and_slide] or [method " "move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/" "code]." msgstr "" #: doc/classes/KinematicBody.xml:48 msgid "" "Returns a [KinematicCollision], which contains information about the latest " "collision that occurred during the last call to [method move_and_slide]." msgstr "" #: doc/classes/KinematicBody.xml:55 msgid "" "Returns a [KinematicCollision], which contains information about a collision " "that occurred during the last call to [method move_and_slide] or [method " "move_and_slide_with_snap]. Since the body can collide several times in a " "single call to [method move_and_slide], you must specify the index of the " "collision in the range 0 to ([method get_slide_count] - 1)." msgstr "" #: doc/classes/KinematicBody.xml:61 doc/classes/KinematicBody2D.xml:59 msgid "" "Returns the number of times the body collided and changed direction during " "the last call to [method move_and_slide] or [method " "move_and_slide_with_snap]." msgstr "" #: doc/classes/KinematicBody.xml:67 doc/classes/KinematicBody2D.xml:65 msgid "" "Returns [code]true[/code] if the body collided with the ceiling on the last " "call of [method move_and_slide] or [method move_and_slide_with_snap]. " "Otherwise, returns [code]false[/code]." msgstr "" #: doc/classes/KinematicBody.xml:73 doc/classes/KinematicBody2D.xml:71 msgid "" "Returns [code]true[/code] if the body collided with the floor on the last " "call of [method move_and_slide] or [method move_and_slide_with_snap]. " "Otherwise, returns [code]false[/code]." msgstr "" #: doc/classes/KinematicBody.xml:79 doc/classes/KinematicBody2D.xml:77 msgid "" "Returns [code]true[/code] if the body collided with a wall on the last call " "of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, " "returns [code]false[/code]." msgstr "" #: doc/classes/KinematicBody.xml:89 msgid "" "Moves the body along the vector [code]rel_vec[/code]. The body will stop if " "it collides. Returns a [KinematicCollision], which contains information " "about the collision when stopped, or when touching another body along the " "motion.\n" "If [code]test_only[/code] is [code]true[/code], the body does not move but " "the would-be collision information is given." msgstr "" #: doc/classes/KinematicBody.xml:102 msgid "" "Moves the body along a vector. If the body collides with another, it will " "slide along the other body rather than stop immediately. If the other body " "is a [KinematicBody] or [RigidBody], it will also be affected by the motion " "of the other body. You can use this to make moving and rotating platforms, " "or to make nodes push other nodes.\n" "This method should be used in [method Node._physics_process] (or in a method " "called by [method Node._physics_process]), as it uses the physics step's " "[code]delta[/code] value automatically in calculations. Otherwise, the " "simulation will run at an incorrect speed.\n" "[code]linear_velocity[/code] is the velocity vector (typically meters per " "second). Unlike in [method move_and_collide], you should [i]not[/i] multiply " "it by [code]delta[/code] — the physics engine handles applying the " "velocity.\n" "[code]up_direction[/code] is the up direction, used to determine what is a " "wall and what is a floor or a ceiling. If set to the default value of " "[code]Vector3(0, 0, 0)[/code], everything is considered a wall.\n" "If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on " "slopes when you include gravity in [code]linear_velocity[/code] and the body " "is standing still.\n" "If the body collides, it will change direction a maximum of " "[code]max_slides[/code] times before it stops.\n" "[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope " "is still considered a floor (or a ceiling), rather than a wall. The default " "value equals 45 degrees.\n" "If [code]infinite_inertia[/code] is [code]true[/code], body will be able to " "push [RigidBody] nodes, but it won't also detect any collisions with them. " "If [code]false[/code], it will interact with [RigidBody] nodes like with " "[StaticBody].\n" "Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a " "slide collision occurred. To get detailed information about collisions that " "occurred, use [method get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions." msgstr "" #: doc/classes/KinematicBody.xml:124 msgid "" "Moves the body while keeping it attached to slopes. Similar to [method " "move_and_slide].\n" "As long as the [code]snap[/code] vector is in contact with the ground, the " "body will remain attached to the surface. This means you must disable snap " "in order to jump, for example. You can do this by setting [code]snap[/code] " "to [code](0, 0, 0)[/code] or by using [method move_and_slide] instead." msgstr "" #: doc/classes/KinematicBody.xml:133 msgid "" "Locks or unlocks the specified [code]axis[/code] depending on the value of " "[code]lock[/code]. See also [member move_lock_x], [member move_lock_y] and " "[member move_lock_z]." msgstr "" #: doc/classes/KinematicBody.xml:142 msgid "" "Checks for collisions without moving the body. Virtually sets the node's " "position, scale and rotation to that of the given [Transform], then tries to " "move the body along the vector [code]rel_vec[/code]. Returns [code]true[/" "code] if a collision would stop the body from moving along the whole path.\n" "Use [method move_and_collide] instead for detecting collision with touching " "bodies." msgstr "" #: doc/classes/KinematicBody.xml:149 msgid "Lock the body's X axis movement." msgstr "" #: doc/classes/KinematicBody.xml:152 msgid "Lock the body's Y axis movement." msgstr "" #: doc/classes/KinematicBody.xml:155 msgid "Lock the body's Z axis movement." msgstr "" #: doc/classes/KinematicBody.xml:158 doc/classes/KinematicBody2D.xml:139 msgid "" "Extra margin used for collision recovery in motion functions (see [method " "move_and_collide], [method move_and_slide], [method " "move_and_slide_with_snap]).\n" "If the body is at least this close to another body, it will consider them to " "be colliding and will be pushed away before performing the actual motion.\n" "A higher value means it's more flexible for detecting collision, which helps " "with consistently detecting walls and floors.\n" "A lower value forces the collision algorithm to use more exact detection, so " "it can be used in cases that specifically require precision, e.g at very low " "scale to avoid visible jittering, or for stability with a stack of kinematic " "bodies." msgstr "" #: doc/classes/KinematicBody.xml:164 doc/classes/KinematicBody2D.xml:145 msgid "" "If [code]true[/code], the body's movement will be synchronized to the " "physics frame. This is useful when animating movement via [AnimationPlayer], " "for example on moving platforms. Do [b]not[/b] use together with [method " "move_and_slide] or [method move_and_collide] functions." msgstr "" #: doc/classes/KinematicBody.xml:167 msgid "" "Lock the body's X axis movement. Deprecated alias for [member " "axis_lock_motion_x]." msgstr "" #: doc/classes/KinematicBody.xml:170 msgid "" "Lock the body's Y axis movement. Deprecated alias for [member " "axis_lock_motion_y]." msgstr "" #: doc/classes/KinematicBody.xml:173 msgid "" "Lock the body's Z axis movement. Deprecated alias for [member " "axis_lock_motion_z]." msgstr "" #: doc/classes/KinematicBody2D.xml:4 msgid "Kinematic body 2D node." msgstr "" #: doc/classes/KinematicBody2D.xml:7 msgid "" "Kinematic bodies are special types of bodies that are meant to be user-" "controlled. They are not affected by physics at all; to other types of " "bodies, such as a character or a rigid body, these are the same as a static " "body. However, they have two main uses:\n" "[b]Simulated motion:[/b] When these bodies are moved manually, either from " "code or from an [AnimationPlayer] (with [member AnimationPlayer." "playback_process_mode] set to \"physics\"), the physics will automatically " "compute an estimate of their linear and angular velocity. This makes them " "very useful for moving platforms or other AnimationPlayer-controlled objects " "(like a door, a bridge that opens, etc).\n" "[b]Kinematic characters:[/b] KinematicBody2D also has an API for moving " "objects (the [method move_and_collide] and [method move_and_slide] methods) " "while performing collision tests. This makes them really useful to implement " "characters that collide against a world, but don't require advanced physics." msgstr "" #: doc/classes/KinematicBody2D.xml:13 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/physics/" "using_kinematic_body_2d.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/physics/" "using_kinematic_body_2d.html" #: doc/classes/KinematicBody2D.xml:22 msgid "" "Returns the floor's collision angle at the last collision point according to " "[code]up_direction[/code], which is [code]Vector2.UP[/code] by default. This " "value is always positive and only valid after calling [method " "move_and_slide] and when [method is_on_floor] returns [code]true[/code]." msgstr "" #: doc/classes/KinematicBody2D.xml:40 msgid "" "Returns a [KinematicCollision2D], which contains information about the " "latest collision that occurred during the last call to [method " "move_and_slide]." msgstr "" #: doc/classes/KinematicBody2D.xml:47 msgid "" "Returns a [KinematicCollision2D], which contains information about a " "collision that occurred during the last call to [method move_and_slide] or " "[method move_and_slide_with_snap]. Since the body can collide several times " "in a single call to [method move_and_slide], you must specify the index of " "the collision in the range 0 to ([method get_slide_count] - 1).\n" "[b]Example usage:[/b]\n" "[codeblock]\n" "for i in get_slide_count():\n" " var collision = get_slide_collision(i)\n" " print(\"Collided with: \", collision.collider.name)\n" "[/codeblock]" msgstr "" #: doc/classes/KinematicBody2D.xml:87 msgid "" "Moves the body along the vector [code]rel_vec[/code]. The body will stop if " "it collides. Returns a [KinematicCollision2D], which contains information " "about the collision when stopped, or when touching another body along the " "motion.\n" "If [code]test_only[/code] is [code]true[/code], the body does not move but " "the would-be collision information is given." msgstr "" #: doc/classes/KinematicBody2D.xml:100 msgid "" "Moves the body along a vector. If the body collides with another, it will " "slide along the other body rather than stop immediately. If the other body " "is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the " "motion of the other body. You can use this to make moving and rotating " "platforms, or to make nodes push other nodes.\n" "This method should be used in [method Node._physics_process] (or in a method " "called by [method Node._physics_process]), as it uses the physics step's " "[code]delta[/code] value automatically in calculations. Otherwise, the " "simulation will run at an incorrect speed.\n" "[code]linear_velocity[/code] is the velocity vector in pixels per second. " "Unlike in [method move_and_collide], you should [i]not[/i] multiply it by " "[code]delta[/code] — the physics engine handles applying the velocity.\n" "[code]up_direction[/code] is the up direction, used to determine what is a " "wall and what is a floor or a ceiling. If set to the default value of " "[code]Vector2(0, 0)[/code], everything is considered a wall. This is useful " "for topdown games.\n" "If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on " "slopes when you include gravity in [code]linear_velocity[/code] and the body " "is standing still.\n" "If the body collides, it will change direction a maximum of " "[code]max_slides[/code] times before it stops.\n" "[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope " "is still considered a floor (or a ceiling), rather than a wall. The default " "value equals 45 degrees.\n" "If [code]infinite_inertia[/code] is [code]true[/code], body will be able to " "push [RigidBody2D] nodes, but it won't also detect any collisions with them. " "If [code]false[/code], it will interact with [RigidBody2D] nodes like with " "[StaticBody2D].\n" "Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a " "slide collision occurred. To get detailed information about collisions that " "occurred, use [method get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions." msgstr "" #: doc/classes/KinematicBody2D.xml:122 msgid "" "Moves the body while keeping it attached to slopes. Similar to [method " "move_and_slide].\n" "As long as the [code]snap[/code] vector is in contact with the ground, the " "body will remain attached to the surface. This means you must disable snap " "in order to jump, for example. You can do this by setting [code]snap[/code] " "to [code](0, 0)[/code] or by using [method move_and_slide] instead." msgstr "" #: doc/classes/KinematicBody2D.xml:132 msgid "" "Checks for collisions without moving the body. Virtually sets the node's " "position, scale and rotation to that of the given [Transform2D], then tries " "to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/" "code] if a collision would stop the body from moving along the whole path.\n" "Use [method move_and_collide] instead for detecting collision with touching " "bodies." msgstr "" #: doc/classes/KinematicCollision.xml:4 msgid "Collision data for [KinematicBody] collisions." msgstr "" #: doc/classes/KinematicCollision.xml:7 msgid "" "Contains collision data for [KinematicBody] collisions. When a " "[KinematicBody] is moved using [method KinematicBody.move_and_collide], it " "stops if it detects a collision with another body. If a collision is " "detected, a KinematicCollision object is returned.\n" "This object contains information about the collision, including the " "colliding object, the remaining motion, and the collision position. This " "information can be used to calculate a collision response." msgstr "" #: doc/classes/KinematicCollision.xml:17 msgid "" "The collision angle according to [code]up_direction[/code], which is " "[code]Vector3.UP[/code] by default. This value is always positive." msgstr "" #: doc/classes/KinematicCollision.xml:23 #: doc/classes/KinematicCollision2D.xml:23 msgid "The colliding body." msgstr "" #: doc/classes/KinematicCollision.xml:26 #: doc/classes/KinematicCollision2D.xml:26 msgid "" "The colliding body's unique instance ID. See [method Object.get_instance_id]." msgstr "" #: doc/classes/KinematicCollision.xml:29 #: doc/classes/KinematicCollision2D.xml:29 msgid "The colliding body's metadata. See [Object]." msgstr "" #: doc/classes/KinematicCollision.xml:32 msgid "The colliding body's [RID] used by the [PhysicsServer]." msgstr "" #: doc/classes/KinematicCollision.xml:35 #: doc/classes/KinematicCollision2D.xml:35 msgid "The colliding body's shape." msgstr "" #: doc/classes/KinematicCollision.xml:38 msgid "The colliding shape's index. See [CollisionObject]." msgstr "" #: doc/classes/KinematicCollision.xml:41 #: doc/classes/KinematicCollision2D.xml:41 msgid "The colliding object's velocity." msgstr "" #: doc/classes/KinematicCollision.xml:44 #: doc/classes/KinematicCollision2D.xml:44 msgid "The moving object's colliding shape." msgstr "" #: doc/classes/KinematicCollision.xml:47 #: doc/classes/KinematicCollision2D.xml:47 msgid "The colliding body's shape's normal at the point of collision." msgstr "" #: doc/classes/KinematicCollision.xml:50 #: doc/classes/KinematicCollision2D.xml:50 msgid "The point of collision, in global coordinates." msgstr "" #: doc/classes/KinematicCollision.xml:53 #: doc/classes/KinematicCollision2D.xml:53 msgid "The moving object's remaining movement vector." msgstr "" #: doc/classes/KinematicCollision.xml:56 #: doc/classes/KinematicCollision2D.xml:56 msgid "The distance the moving object traveled before collision." msgstr "" #: doc/classes/KinematicCollision2D.xml:4 msgid "Collision data for [KinematicBody2D] collisions." msgstr "" #: doc/classes/KinematicCollision2D.xml:7 msgid "" "Contains collision data for [KinematicBody2D] collisions. When a " "[KinematicBody2D] is moved using [method KinematicBody2D.move_and_collide], " "it stops if it detects a collision with another body. If a collision is " "detected, a KinematicCollision2D object is returned.\n" "This object contains information about the collision, including the " "colliding object, the remaining motion, and the collision position. This " "information can be used to calculate a collision response." msgstr "" #: doc/classes/KinematicCollision2D.xml:17 msgid "" "The collision angle according to [code]up_direction[/code], which is " "[code]Vector2.UP[/code] by default. This value is always positive." msgstr "" #: doc/classes/KinematicCollision2D.xml:32 msgid "The colliding body's [RID] used by the [Physics2DServer]." msgstr "" #: doc/classes/KinematicCollision2D.xml:38 msgid "The colliding shape's index. See [CollisionObject2D]." msgstr "" #: doc/classes/Label.xml:4 msgid "" "Displays plain text in a line or wrapped inside a rectangle. For formatted " "text, use [RichTextLabel]." msgstr "" #: doc/classes/Label.xml:7 msgid "" "Label displays plain text on the screen. It gives you control over the " "horizontal and vertical alignment and can wrap the text inside the node's " "bounding rectangle. It doesn't support bold, italics, or other formatting. " "For that, use [RichTextLabel] instead.\n" "[b]Note:[/b] Contrarily to most other [Control]s, Label's [member Control." "mouse_filter] defaults to [constant Control.MOUSE_FILTER_IGNORE] (i.e. it " "doesn't react to mouse input events). This implies that a label won't " "display any configured [member Control.hint_tooltip], unless you change its " "mouse filter.\n" "[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most " "emoji) are [i]not[/i] supported on Windows. They will display as unknown " "characters instead. This will be resolved in Godot 4.0." msgstr "" #: doc/classes/Label.xml:18 msgid "Returns the amount of lines of text the Label has." msgstr "" #: doc/classes/Label.xml:24 msgid "Returns the font size in pixels." msgstr "" #: doc/classes/Label.xml:30 msgid "" "Returns the total number of printable characters in the text (excluding " "spaces and newlines)." msgstr "" #: doc/classes/Label.xml:36 msgid "" "Returns the number of lines shown. Useful if the [Label]'s height cannot " "currently display all lines." msgstr "" #: doc/classes/Label.xml:42 msgid "" "Controls the text's horizontal align. Supports left, center, right, and " "fill, or justify. Set it to one of the [enum Align] constants." msgstr "" #: doc/classes/Label.xml:45 msgid "" "If [code]true[/code], wraps the text inside the node's bounding rectangle. " "If you resize the node, it will change its height automatically to show all " "the text." msgstr "" #: doc/classes/Label.xml:48 msgid "" "If [code]true[/code], the Label only shows the text that fits inside its " "bounding rectangle and will clip text horizontally." msgstr "" #: doc/classes/Label.xml:51 msgid "" "The node ignores the first [code]lines_skipped[/code] lines before it starts " "to display text." msgstr "" #: doc/classes/Label.xml:54 msgid "Limits the lines of text the node shows on screen." msgstr "" #: doc/classes/Label.xml:58 msgid "" "Limits the amount of visible characters. If you set [code]percent_visible[/" "code] to 0.5, only up to half of the text's characters will display on " "screen. Useful to animate the text in a dialog box." msgstr "" #: doc/classes/Label.xml:62 msgid "The text to display on screen." msgstr "" #: doc/classes/Label.xml:65 msgid "If [code]true[/code], all the text displays as UPPERCASE." msgstr "" #: doc/classes/Label.xml:68 msgid "" "Controls the text's vertical align. Supports top, center, bottom, and fill. " "Set it to one of the [enum VAlign] constants." msgstr "" #: doc/classes/Label.xml:71 msgid "Restricts the number of characters to display. Set to -1 to disable." msgstr "" #: doc/classes/Label.xml:76 msgid "Align rows to the left (default)." msgstr "" #: doc/classes/Label.xml:79 msgid "Align rows centered." msgstr "" #: doc/classes/Label.xml:82 msgid "Align rows to the right." msgstr "" #: doc/classes/Label.xml:85 msgid "Expand row whitespaces to fit the width." msgstr "" #: doc/classes/Label.xml:88 msgid "Align the whole text to the top." msgstr "" #: doc/classes/Label.xml:91 msgid "Align the whole text to the center." msgstr "" #: doc/classes/Label.xml:94 msgid "Align the whole text to the bottom." msgstr "" #: doc/classes/Label.xml:97 msgid "Align the whole text by spreading the rows." msgstr "" #: doc/classes/Label.xml:102 msgid "Default text [Color] of the [Label]." msgstr "" #: doc/classes/Label.xml:105 msgid "[Color] of the text's shadow effect." msgstr "" #: doc/classes/Label.xml:108 msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]." msgstr "" #: doc/classes/Label.xml:111 msgid "Vertical space between lines in multiline [Label]." msgstr "" #: doc/classes/Label.xml:114 msgid "" "Boolean value. If set to 1 ([code]true[/code]), the shadow will be displayed " "around the whole text as an outline." msgstr "" #: doc/classes/Label.xml:117 msgid "The horizontal offset of the text's shadow." msgstr "" #: doc/classes/Label.xml:120 msgid "The vertical offset of the text's shadow." msgstr "" #: doc/classes/Label.xml:123 msgid "[Font] used for the [Label]'s text." msgstr "" #: doc/classes/Label.xml:126 msgid "Background [StyleBox] for the [Label]." msgstr "" #: doc/classes/LargeTexture.xml:4 msgid "" "[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with " "offsets." msgstr "" #: doc/classes/LargeTexture.xml:7 msgid "" "[i]Deprecated (will be removed in Godot 4.0).[/i] A [Texture] capable of " "storing many smaller textures with offsets.\n" "You can dynamically add pieces ([Texture]s) to this [LargeTexture] using " "different offsets." msgstr "" #: doc/classes/LargeTexture.xml:18 msgid "" "Adds [code]texture[/code] to this [LargeTexture], starting on offset " "[code]ofs[/code]." msgstr "" #: doc/classes/LargeTexture.xml:24 msgid "Clears the [LargeTexture]." msgstr "" #: doc/classes/LargeTexture.xml:30 msgid "Returns the number of pieces currently in this [LargeTexture]." msgstr "" #: doc/classes/LargeTexture.xml:37 msgid "Returns the offset of the piece with the index [code]idx[/code]." msgstr "" #: doc/classes/LargeTexture.xml:44 #, fuzzy msgid "Returns the [Texture] of the piece with the index [code]idx[/code]." msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]." #: doc/classes/LargeTexture.xml:52 msgid "" "Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/" "code]." msgstr "" #: doc/classes/LargeTexture.xml:60 #, fuzzy msgid "" "Sets the [Texture] of the piece with index [code]idx[/code] to " "[code]texture[/code]." msgstr "" "Liefert die Position des Punktes bei Index [code]Punkt[/code] im Dreieck von " "Index [code]Dreieck[/code]." #: doc/classes/LargeTexture.xml:67 msgid "Sets the size of this [LargeTexture]." msgstr "" #: doc/classes/Light.xml:4 msgid "Provides a base class for different kinds of light nodes." msgstr "" #: doc/classes/Light.xml:7 msgid "" "Light is the [i]abstract[/i] base class for light nodes. As it can't be " "instanced, it shouldn't be used directly. Other types of light nodes inherit " "from it. Light contains the common variables and parameters used for " "lighting." msgstr "" #: doc/classes/Light.xml:18 #, fuzzy msgid "Returns the value of the specified [enum Light.Param] parameter." msgstr "Gibt den inversen Wert des Parameters zurück." #: doc/classes/Light.xml:26 msgid "Sets the value of the specified [enum Light.Param] parameter." msgstr "" #: doc/classes/Light.xml:32 msgid "" "If [code]true[/code], the light only appears in the editor and will not be " "visible at runtime." msgstr "" #: doc/classes/Light.xml:35 msgid "The light's bake mode. See [enum BakeMode]." msgstr "" #: doc/classes/Light.xml:38 msgid "" "The light's color. An [i]overbright[/i] color can be used to achieve a " "result equivalent to increasing the light's [member light_energy]." msgstr "" #: doc/classes/Light.xml:41 msgid "The light will affect objects in the selected layers." msgstr "" #: doc/classes/Light.xml:44 msgid "" "The light's strength multiplier (this is not a physical unit). For " "[OmniLight] and [SpotLight], changing this value will only change the light " "color's intensity, not the light's radius." msgstr "" #: doc/classes/Light.xml:47 msgid "" "Secondary multiplier used with indirect light (light bounces). This works on " "both [BakedLightmap] and [GIProbe]." msgstr "" #: doc/classes/Light.xml:50 msgid "" "If [code]true[/code], the light's effect is reversed, darkening areas and " "casting bright shadows." msgstr "" #: doc/classes/Light.xml:53 msgid "" "The size of the light in Godot units. Only considered in baked lightmaps and " "only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing " "this value will make the shadows appear blurrier. This can be used to " "simulate area lights to an extent." msgstr "" #: doc/classes/Light.xml:56 msgid "" "The intensity of the specular blob in objects affected by the light. At " "[code]0[/code], the light becomes a pure diffuse light. When not baking " "emission, this can be used to avoid unrealistic reflections when placing " "lights above an emissive surface." msgstr "" #: doc/classes/Light.xml:59 msgid "" "Used to adjust shadow appearance. Too small a value results in self-" "shadowing (\"shadow acne\"), while too large a value causes shadows to " "separate from casters (\"peter-panning\"). Adjust as needed." msgstr "" #: doc/classes/Light.xml:62 msgid "The color of shadows cast by this light." msgstr "" #: doc/classes/Light.xml:65 msgid "Attempts to reduce [member shadow_bias] gap." msgstr "" #: doc/classes/Light.xml:68 msgid "If [code]true[/code], the light will cast shadows." msgstr "" #: doc/classes/Light.xml:71 msgid "" "If [code]true[/code], reverses the backface culling of the mesh. This can be " "useful when you have a flat mesh that has a light behind it. If you need to " "cast a shadow on both sides of the mesh, set the mesh to use double-sided " "shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED]." msgstr "" #: doc/classes/Light.xml:76 msgid "Constant for accessing [member light_energy]." msgstr "" #: doc/classes/Light.xml:79 msgid "Constant for accessing [member light_indirect_energy]." msgstr "" #: doc/classes/Light.xml:82 msgid "Constant for accessing [member light_size]." msgstr "" #: doc/classes/Light.xml:85 msgid "Constant for accessing [member light_specular]." msgstr "" #: doc/classes/Light.xml:88 msgid "" "Constant for accessing [member OmniLight.omni_range] or [member SpotLight." "spot_range]." msgstr "" #: doc/classes/Light.xml:91 msgid "" "Constant for accessing [member OmniLight.omni_attenuation] or [member " "SpotLight.spot_attenuation]." msgstr "" #: doc/classes/Light.xml:94 msgid "Constant for accessing [member SpotLight.spot_angle]." msgstr "" #: doc/classes/Light.xml:97 msgid "Constant for accessing [member SpotLight.spot_angle_attenuation]." msgstr "" #: doc/classes/Light.xml:100 msgid "Constant for accessing [member shadow_contact]." msgstr "" #: doc/classes/Light.xml:103 msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_max_distance]." msgstr "" #: doc/classes/Light.xml:106 msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_1]." msgstr "" #: doc/classes/Light.xml:109 msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_2]." msgstr "" #: doc/classes/Light.xml:112 msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_3]." msgstr "" #: doc/classes/Light.xml:115 msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_normal_bias]." msgstr "" #: doc/classes/Light.xml:118 msgid "Constant for accessing [member shadow_bias]." msgstr "" #: doc/classes/Light.xml:121 msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_bias_split_scale]." msgstr "" #: doc/classes/Light.xml:127 msgid "" "Light is ignored when baking.\n" "[b]Note:[/b] Hiding a light does [i]not[/i] affect baking." msgstr "" #: doc/classes/Light.xml:131 msgid "Only indirect lighting will be baked (default)." msgstr "" #: doc/classes/Light.xml:134 msgid "" "Both direct and indirect light will be baked.\n" "[b]Note:[/b] You should hide the light if you don't want it to appear twice " "(dynamic and baked)." msgstr "" #: doc/classes/Light2D.xml:4 msgid "Casts light in a 2D environment." msgstr "" #: doc/classes/Light2D.xml:7 msgid "" "Casts light in a 2D environment. Light is defined by a (usually grayscale) " "texture, a color, an energy value, a mode (see constants), and various other " "parameters (range and shadows-related).\n" "[b]Note:[/b] Light2D can also be used as a mask." msgstr "" #: doc/classes/Light2D.xml:11 doc/classes/LightOccluder2D.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/2d/2d_lights_and_shadows.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/2d/2d_lights_and_shadows." "html" #: doc/classes/Light2D.xml:17 msgid "The Light2D's [Color]." msgstr "" #: doc/classes/Light2D.xml:20 msgid "If [code]true[/code], Light2D will only appear when editing the scene." msgstr "" #: doc/classes/Light2D.xml:23 msgid "If [code]true[/code], Light2D will emit light." msgstr "" #: doc/classes/Light2D.xml:26 msgid "" "The Light2D's energy value. The larger the value, the stronger the light." msgstr "" #: doc/classes/Light2D.xml:29 msgid "The Light2D's mode. See [enum Mode] constants for values." msgstr "" #: doc/classes/Light2D.xml:32 msgid "The offset of the Light2D's [code]texture[/code]." msgstr "" #: doc/classes/Light2D.xml:35 msgid "The height of the Light2D. Used with 2D normal mapping." msgstr "" #: doc/classes/Light2D.xml:38 msgid "" "The layer mask. Only objects with a matching mask will be affected by the " "Light2D." msgstr "" #: doc/classes/Light2D.xml:41 msgid "Maximum layer value of objects that are affected by the Light2D." msgstr "" #: doc/classes/Light2D.xml:44 msgid "Minimum layer value of objects that are affected by the Light2D." msgstr "" #: doc/classes/Light2D.xml:47 msgid "" "Maximum [code]z[/code] value of objects that are affected by the Light2D." msgstr "" #: doc/classes/Light2D.xml:50 msgid "" "Minimum [code]z[/code] value of objects that are affected by the Light2D." msgstr "" #: doc/classes/Light2D.xml:53 msgid "Shadow buffer size." msgstr "" #: doc/classes/Light2D.xml:56 msgid "[Color] of shadows cast by the Light2D." msgstr "" #: doc/classes/Light2D.xml:59 msgid "If [code]true[/code], the Light2D will cast shadows." msgstr "" #: doc/classes/Light2D.xml:62 msgid "Shadow filter type. See [enum ShadowFilter] for possible values." msgstr "" #: doc/classes/Light2D.xml:65 msgid "Smoothing value for shadows." msgstr "" #: doc/classes/Light2D.xml:68 msgid "Smooth shadow gradient length." msgstr "" #: doc/classes/Light2D.xml:71 msgid "" "The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders " "with a matching light mask will cast shadows." msgstr "" #: doc/classes/Light2D.xml:74 msgid "[Texture] used for the Light2D's appearance." msgstr "" #: doc/classes/Light2D.xml:77 msgid "The [code]texture[/code]'s scale factor." msgstr "" #: doc/classes/Light2D.xml:82 msgid "" "Adds the value of pixels corresponding to the Light2D to the values of " "pixels under it. This is the common behavior of a light." msgstr "" #: doc/classes/Light2D.xml:85 msgid "" "Subtracts the value of pixels corresponding to the Light2D to the values of " "pixels under it, resulting in inversed light effect." msgstr "" #: doc/classes/Light2D.xml:88 msgid "" "Mix the value of pixels corresponding to the Light2D to the values of pixels " "under it by linear interpolation." msgstr "" #: doc/classes/Light2D.xml:91 msgid "" "The light texture of the Light2D is used as a mask, hiding or revealing " "parts of the screen underneath depending on the value of each pixel of the " "light (mask) texture." msgstr "" #: doc/classes/Light2D.xml:94 msgid "No filter applies to the shadow map. See [member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml:97 msgid "" "Percentage closer filtering (3 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml:100 msgid "" "Percentage closer filtering (5 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml:103 msgid "" "Percentage closer filtering (7 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml:106 msgid "" "Percentage closer filtering (9 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml:109 msgid "" "Percentage closer filtering (13 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/LightOccluder2D.xml:4 msgid "Occludes light cast by a Light2D, casting shadows." msgstr "" #: doc/classes/LightOccluder2D.xml:7 msgid "" "Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must " "be provided with an [OccluderPolygon2D] in order for the shadow to be " "computed." msgstr "" #: doc/classes/LightOccluder2D.xml:16 msgid "" "The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only " "from Light2D(s) that have the same light mask(s)." msgstr "" #: doc/classes/LightOccluder2D.xml:19 msgid "The [OccluderPolygon2D] used to compute the shadow." msgstr "" #: doc/classes/Line2D.xml:4 msgid "A 2D line." msgstr "" #: doc/classes/Line2D.xml:7 msgid "" "A line through several points in 2D space.\n" "[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a " "time. To increase this limit, open the Project Settings and increase [member " "ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and " "[member ProjectSettings.rendering/limits/buffers/" "canvas_polygon_index_buffer_size_kb]." msgstr "" #: doc/classes/Line2D.xml:20 msgid "" "Adds a point at the [code]position[/code]. Appends the point at the end of " "the line.\n" "If [code]at_position[/code] is given, the point is inserted before the point " "number [code]at_position[/code], moving that point (and every point after) " "after the inserted point. If [code]at_position[/code] is not given, or is an " "illegal value ([code]at_position < 0[/code] or [code]at_position >= [method " "get_point_count][/code]), the point will be appended at the end of the point " "list." msgstr "" #: doc/classes/Line2D.xml:27 msgid "Removes all points from the line." msgstr "" #: doc/classes/Line2D.xml:33 msgid "Returns the Line2D's amount of points." msgstr "" #: doc/classes/Line2D.xml:40 msgid "Returns point [code]i[/code]'s position." msgstr "" #: doc/classes/Line2D.xml:47 msgid "Removes the point at index [code]i[/code] from the line." msgstr "" #: doc/classes/Line2D.xml:55 msgid "" "Overwrites the position in point [code]i[/code] with the supplied " "[code]position[/code]." msgstr "" #: doc/classes/Line2D.xml:61 msgid "" "If [code]true[/code], the line's border will be anti-aliased.\n" "[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased." msgstr "" #: doc/classes/Line2D.xml:65 msgid "" "Controls the style of the line's first point. Use [enum LineCapMode] " "constants." msgstr "" #: doc/classes/Line2D.xml:68 msgid "The line's color. Will not be used if a gradient is set." msgstr "" #: doc/classes/Line2D.xml:71 msgid "" "Controls the style of the line's last point. Use [enum LineCapMode] " "constants." msgstr "" #: doc/classes/Line2D.xml:74 msgid "" "The gradient is drawn through the whole line from start to finish. The " "default color will not be used if a gradient is set." msgstr "" #: doc/classes/Line2D.xml:77 msgid "The style for the points between the start and the end." msgstr "" #: doc/classes/Line2D.xml:80 msgid "" "The points that form the lines. The line is drawn between every point set in " "this array. Points are interpreted as local vectors." msgstr "" #: doc/classes/Line2D.xml:83 msgid "" "The smoothness of the rounded joints and caps. This is only used if a cap or " "joint is set as round." msgstr "" #: doc/classes/Line2D.xml:86 msgid "" "The direction difference in radians between vector points. This value is " "only used if [code]joint mode[/code] is set to [constant LINE_JOINT_SHARP]." msgstr "" #: doc/classes/Line2D.xml:89 msgid "" "The texture used for the line's texture. Uses [code]texture_mode[/code] for " "drawing style." msgstr "" #: doc/classes/Line2D.xml:92 msgid "" "The style to render the [code]texture[/code] on the line. Use [enum " "LineTextureMode] constants." msgstr "" #: doc/classes/Line2D.xml:95 msgid "The line's width." msgstr "" #: doc/classes/Line2D.xml:98 msgid "" "The line's width varies with the curve. The original width is simply " "multiply by the value of the Curve." msgstr "" #: doc/classes/Line2D.xml:103 msgid "" "The line's joints will be pointy. If [code]sharp_limit[/code] is greater " "than the rotation of a joint, it becomes a bevel joint instead." msgstr "" #: doc/classes/Line2D.xml:106 msgid "The line's joints will be bevelled/chamfered." msgstr "" #: doc/classes/Line2D.xml:109 msgid "The line's joints will be rounded." msgstr "" #: doc/classes/Line2D.xml:112 msgid "Don't draw a line cap." msgstr "" #: doc/classes/Line2D.xml:115 msgid "Draws the line cap as a box." msgstr "" #: doc/classes/Line2D.xml:118 msgid "Draws the line cap as a circle." msgstr "" #: doc/classes/Line2D.xml:121 msgid "" "Takes the left pixels of the texture and renders it over the whole line." msgstr "" #: doc/classes/Line2D.xml:124 msgid "" "Tiles the texture over the line. The texture must be imported with " "[b]Repeat[/b] enabled for it to work properly." msgstr "" #: doc/classes/Line2D.xml:127 msgid "" "Stretches the texture across the line. Import the texture with [b]Repeat[/b] " "disabled for best results." msgstr "" #: doc/classes/LineEdit.xml:4 msgid "Control that provides single-line string editing." msgstr "" #: doc/classes/LineEdit.xml:7 msgid "" "LineEdit provides a single-line string editor, used for text fields.\n" "It features many built-in shortcuts which will always be available " "([code]Ctrl[/code] here maps to [code]Command[/code] on macOS):\n" "- Ctrl + C: Copy\n" "- Ctrl + X: Cut\n" "- Ctrl + V or Ctrl + Y: Paste/\"yank\"\n" "- Ctrl + Z: Undo\n" "- Ctrl + Shift + Z: Redo\n" "- Ctrl + U: Delete text from the cursor position to the beginning of the " "line\n" "- Ctrl + K: Delete text from the cursor position to the end of the line\n" "- Ctrl + A: Select all text\n" "- Up/Down arrow: Move the cursor to the beginning/end of the line\n" "On macOS, some extra keyboard shortcuts are available:\n" "- Ctrl + F: Like the right arrow key, move the cursor one character right\n" "- Ctrl + B: Like the left arrow key, move the cursor one character left\n" "- Ctrl + P: Like the up arrow key, move the cursor to the previous line\n" "- Ctrl + N: Like the down arrow key, move the cursor to the next line\n" "- Ctrl + D: Like the Delete key, delete the character on the right side of " "cursor\n" "- Ctrl + H: Like the Backspace key, delete the character on the left side of " "the cursor\n" "- Command + Left arrow: Like the Home key, move the cursor to the beginning " "of the line\n" "- Command + Right arrow: Like the End key, move the cursor to the end of the " "line" msgstr "" #: doc/classes/LineEdit.xml:35 msgid "" "Adds [code]text[/code] after the cursor. If the resulting value is longer " "than [member max_length], nothing happens." msgstr "" #: doc/classes/LineEdit.xml:41 msgid "Erases the [LineEdit]'s [member text]." msgstr "" #: doc/classes/LineEdit.xml:47 msgid "" "Deletes one character at the cursor's current position (equivalent to " "pressing the [code]Delete[/code] key)." msgstr "" #: doc/classes/LineEdit.xml:55 msgid "" "Deletes a section of the [member text] going from position " "[code]from_column[/code] to [code]to_column[/code]. Both parameters should " "be within the text's length." msgstr "" #: doc/classes/LineEdit.xml:61 msgid "Clears the current selection." msgstr "" #: doc/classes/LineEdit.xml:67 msgid "" "Returns the [PopupMenu] of this [LineEdit]. By default, this menu is " "displayed when right-clicking on the [LineEdit].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/LineEdit.xml:74 msgid "" "Returns the scroll offset due to [member caret_position], as a number of " "characters." msgstr "" #: doc/classes/LineEdit.xml:81 msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" #: doc/classes/LineEdit.xml:89 msgid "" "Selects characters inside [LineEdit] between [code]from[/code] and [code]to[/" "code]. By default, [code]from[/code] is at the beginning and [code]to[/code] " "at the end.\n" "[codeblock]\n" "text = \"Welcome\"\n" "select() # Will select \"Welcome\".\n" "select(4) # Will select \"ome\".\n" "select(2, 5) # Will select \"lco\".\n" "[/codeblock]" msgstr "" #: doc/classes/LineEdit.xml:101 msgid "Selects the whole [String]." msgstr "" #: doc/classes/LineEdit.xml:107 msgid "Text alignment as defined in the [enum Align] enum." msgstr "" #: doc/classes/LineEdit.xml:110 doc/classes/TextEdit.xml:460 msgid "If [code]true[/code], the caret (visual cursor) blinks." msgstr "" #: doc/classes/LineEdit.xml:113 doc/classes/TextEdit.xml:463 msgid "Duration (in seconds) of a caret's blinking cycle." msgstr "" #: doc/classes/LineEdit.xml:116 msgid "" "The cursor's position inside the [LineEdit]. When set, the text may scroll " "to accommodate it." msgstr "" #: doc/classes/LineEdit.xml:119 msgid "" "If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/" "code] is not empty, which can be used to clear the text quickly." msgstr "" #: doc/classes/LineEdit.xml:122 msgid "If [code]true[/code], the context menu will appear when right-clicked." msgstr "" #: doc/classes/LineEdit.xml:125 msgid "" "If [code]false[/code], existing text cannot be modified and new text cannot " "be added." msgstr "" #: doc/classes/LineEdit.xml:128 msgid "" "If [code]true[/code], the [LineEdit] width will increase to stay longer than " "the [member text]. It will [b]not[/b] compress if the [member text] is " "shortened." msgstr "" #: doc/classes/LineEdit.xml:132 msgid "" "Maximum amount of characters that can be entered inside the [LineEdit]. If " "[code]0[/code], there is no limit.\n" "When a limit is defined, characters that would exceed [member max_length] " "are truncated. This happens both for existing [member text] contents when " "setting the max length, or for new text inserted in the [LineEdit], " "including pasting. If any input text is truncated, the [signal " "text_change_rejected] signal is emitted with the truncated substring as " "parameter.\n" "[b]Example:[/b]\n" "[codeblock]\n" "text = \"Hello world\"\n" "max_length = 5\n" "# `text` becomes \"Hello\".\n" "max_length = 10\n" "text += \" goodbye\"\n" "# `text` becomes \"Hello good\".\n" "# `text_change_rejected` is emitted with \"bye\" as parameter.\n" "[/codeblock]" msgstr "" #: doc/classes/LineEdit.xml:147 msgid "" "Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/" "code]." msgstr "" #: doc/classes/LineEdit.xml:150 msgid "" "Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s " "default value (see [member text])." msgstr "" #: doc/classes/LineEdit.xml:153 msgid "" "Sets the icon that will appear in the right end of the [LineEdit] if there's " "no [member text], or always, if [member clear_button_enabled] is set to " "[code]false[/code]." msgstr "" #: doc/classes/LineEdit.xml:156 msgid "" "If [code]true[/code], every character is replaced with the secret character " "(see [member secret_character])." msgstr "" #: doc/classes/LineEdit.xml:159 msgid "" "The character to use to mask secret input (defaults to \"*\"). Only a single " "character can be used as the secret character." msgstr "" #: doc/classes/LineEdit.xml:162 msgid "" "If [code]false[/code], it's impossible to select the text using mouse nor " "keyboard." msgstr "" #: doc/classes/LineEdit.xml:165 msgid "If [code]false[/code], using shortcuts will be disabled." msgstr "" #: doc/classes/LineEdit.xml:168 msgid "" "String value of the [LineEdit].\n" "[b]Note:[/b] Changing text using this property won't emit the [signal " "text_changed] signal." msgstr "" #: doc/classes/LineEdit.xml:172 doc/classes/TextEdit.xml:537 msgid "" "If [code]true[/code], the native virtual keyboard is shown when focused on " "platforms that support it." msgstr "" #: doc/classes/LineEdit.xml:179 msgid "" "Emitted when appending text that overflows the [member max_length]. The " "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 "" #: doc/classes/LineEdit.xml:185 doc/classes/TextEdit.xml:575 msgid "Emitted when the text changes." msgstr "" #: doc/classes/LineEdit.xml:191 msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml:197 msgid "Aligns the text on the left-hand side of the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml:200 msgid "Centers the text in the middle of the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml:203 msgid "Aligns the text on the right-hand side of the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml:206 msgid "Stretches whitespaces to fit the [LineEdit]'s width." msgstr "" #: doc/classes/LineEdit.xml:209 doc/classes/TextEdit.xml:596 msgid "Cuts (copies and clears) the selected text." msgstr "" #: doc/classes/LineEdit.xml:212 doc/classes/TextEdit.xml:599 msgid "Copies the selected text." msgstr "" #: doc/classes/LineEdit.xml:215 msgid "" "Pastes the clipboard text over the selected text (or at the cursor's " "position).\n" "Non-printable escape characters are automatically stripped from the OS " "clipboard via [method String.strip_escapes]." msgstr "" #: doc/classes/LineEdit.xml:219 msgid "Erases the whole [LineEdit] text." msgstr "" #: doc/classes/LineEdit.xml:222 msgid "Selects the whole [LineEdit] text." msgstr "" #: doc/classes/LineEdit.xml:225 doc/classes/TextEdit.xml:611 msgid "Undoes the previous action." msgstr "" #: doc/classes/LineEdit.xml:228 msgid "Reverse the last undo action." msgstr "" #: doc/classes/LineEdit.xml:231 doc/classes/TextEdit.xml:617 msgid "Represents the size of the [enum MenuItems] enum." msgstr "" #: doc/classes/LineEdit.xml:236 msgid "Color used as default tint for the clear button." msgstr "" #: doc/classes/LineEdit.xml:239 msgid "Color used for the clear button when it's pressed." msgstr "" #: doc/classes/LineEdit.xml:242 msgid "Color of the [LineEdit]'s visual cursor (caret)." msgstr "" #: doc/classes/LineEdit.xml:245 msgid "Default font color." msgstr "" #: doc/classes/LineEdit.xml:248 msgid "Font color for selected text (inside the selection rectangle)." msgstr "" #: doc/classes/LineEdit.xml:251 msgid "Font color when editing is disabled." msgstr "" #: doc/classes/LineEdit.xml:254 msgid "Color of the selection rectangle." msgstr "" #: doc/classes/LineEdit.xml:257 msgid "" "Minimum horizontal space for the text (not counting the clear button and " "content margins). This value is measured in count of space characters (i.e. " "this amount of space characters can be displayed without scrolling)." msgstr "" #: doc/classes/LineEdit.xml:260 msgid "Font used for the text." msgstr "" #: doc/classes/LineEdit.xml:263 msgid "Texture for the clear button. See [member clear_button_enabled]." msgstr "" #: doc/classes/LineEdit.xml:266 msgid "Background used when [LineEdit] has GUI focus." msgstr "" #: doc/classes/LineEdit.xml:269 msgid "Default background for the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml:272 msgid "" "Background used when [LineEdit] is in read-only mode ([member editable] is " "set to [code]false[/code])." msgstr "" #: doc/classes/LineShape2D.xml:4 msgid "Line shape for 2D collisions." msgstr "" #: doc/classes/LineShape2D.xml:7 msgid "" "Line shape for 2D collisions. It works like a 2D plane and will not allow " "any physics body to go to the negative side. Not recommended for rigid " "bodies, and usually not recommended for static bodies either because it " "forces checks against it on every frame." msgstr "" #: doc/classes/LineShape2D.xml:15 msgid "The line's distance from the origin." msgstr "" #: doc/classes/LineShape2D.xml:18 msgid "The line's normal." msgstr "" #: doc/classes/LinkButton.xml:4 msgid "Simple button used to represent a link to some resource." msgstr "" #: doc/classes/LinkButton.xml:7 msgid "" "This kind of button is primarily used when the interaction with the button " "causes a context change (like linking to a web page).\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" #: doc/classes/LinkButton.xml:21 msgid "" "Determines when to show the underline. See [enum UnderlineMode] for options." msgstr "" #: doc/classes/LinkButton.xml:26 msgid "The LinkButton will always show an underline at the bottom of its text." msgstr "" #: doc/classes/LinkButton.xml:29 msgid "" "The LinkButton will show an underline at the bottom of its text when the " "mouse cursor is over it." msgstr "" #: doc/classes/LinkButton.xml:32 msgid "The LinkButton will never show an underline at the bottom of its text." msgstr "" #: doc/classes/LinkButton.xml:37 msgid "Default text [Color] of the [LinkButton]." msgstr "" #: doc/classes/LinkButton.xml:40 msgid "" "Text [Color] used when the [LinkButton] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/LinkButton.xml:43 msgid "Text [Color] used when the [LinkButton] is being hovered." msgstr "" #: doc/classes/LinkButton.xml:46 msgid "Text [Color] used when the [LinkButton] is being pressed." msgstr "" #: doc/classes/LinkButton.xml:49 msgid "The vertical space between the baseline of text and the underline." msgstr "" #: doc/classes/LinkButton.xml:52 msgid "[Font] of the [LinkButton]'s text." msgstr "" #: doc/classes/LinkButton.xml:55 msgid "" "[StyleBox] used when the [LinkButton] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" #: doc/classes/Listener.xml:4 doc/classes/Listener2D.xml:4 msgid "Overrides the location sounds are heard from." msgstr "" #: doc/classes/Listener.xml:7 msgid "" "Once added to the scene tree and enabled using [method make_current], this " "node will override the location sounds are heard from. This can be used to " "listen from a location different from the [Camera]." msgstr "" #: doc/classes/Listener.xml:15 msgid "Disables the listener to use the current camera's listener instead." msgstr "" #: doc/classes/Listener.xml:21 msgid "Returns the listener's global orthonormalized [Transform]." msgstr "" #: doc/classes/Listener.xml:27 msgid "" "Returns [code]true[/code] if the listener was made current using [method " "make_current], [code]false[/code] otherwise.\n" "[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 "" #: doc/classes/Listener.xml:34 msgid "Enables the listener. This will override the current camera's listener." msgstr "" #: doc/classes/Listener2D.xml:7 msgid "" "Once added to the scene tree and enabled using [method make_current], this " "node will override the location sounds are heard from. Only one [Listener2D] " "can be current. Using [method make_current] will disable the previous " "[Listener2D].\n" "If there is no active [Listener2D] in the current [Viewport], center of the " "screen will be used as a hearing point for the audio. [Listener2D] needs to " "be inside [SceneTree] to function." msgstr "" #: doc/classes/Listener2D.xml:16 msgid "" "Disables the [Listener2D]. If it's not set as current, this method will have " "no effect." msgstr "" #: doc/classes/Listener2D.xml:22 #, fuzzy msgid "Returns [code]true[/code] if this [Listener2D] is currently active." msgstr "" "Gibt [code]true[/code] zurück, wenn gerade eine Animation abgespielt wird." #: doc/classes/Listener2D.xml:28 msgid "" "Makes the [Listener2D] active, setting it as the hearing point for the " "sounds. If there is already another active [Listener2D], it will be " "disabled.\n" "This method will have no effect if the [Listener2D] is not added to " "[SceneTree]." msgstr "" #: doc/classes/MainLoop.xml:4 msgid "Abstract base class for the game's main loop." msgstr "" #: doc/classes/MainLoop.xml:7 msgid "" "[MainLoop] is the abstract base class for a Godot project's game loop. It is " "inherited by [SceneTree], which is the default game loop implementation used " "in Godot projects, though it is also possible to write and use one's own " "[MainLoop] subclass instead of the scene tree.\n" "Upon the application start, a [MainLoop] implementation must be provided to " "the OS; otherwise, the application will exit. This happens automatically " "(and a [SceneTree] is created) unless a main [Script] is provided from the " "command line (with e.g. [code]godot -s my_loop.gd[/code], which should then " "be a [MainLoop] implementation.\n" "Here is an example script implementing a simple [MainLoop]:\n" "[codeblock]\n" "extends MainLoop\n" "\n" "var time_elapsed = 0\n" "var keys_typed = []\n" "var quit = false\n" "\n" "func _initialize():\n" " print(\"Initialized:\")\n" " print(\" Starting time: %s\" % str(time_elapsed))\n" "\n" "func _idle(delta):\n" " time_elapsed += delta\n" " # Return true to end the main loop.\n" " return quit\n" "\n" "func _input_event(event):\n" " # Record keys.\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" " if event.scancode == KEY_ESCAPE:\n" " quit = true\n" " # Quit on any mouse click.\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" "[/codeblock]" msgstr "" #: doc/classes/MainLoop.xml:51 msgid "" "Called when files are dragged from the OS file manager and dropped in the " "game window. The arguments are a list of file paths and the identifier of " "the screen where the drag originated." msgstr "" #: doc/classes/MainLoop.xml:57 msgid "Called before the program exits." msgstr "" #: doc/classes/MainLoop.xml:65 msgid "" "Called when the user performs an action in the system global menu (e.g. the " "Mac OS menu bar)." msgstr "" #: doc/classes/MainLoop.xml:72 msgid "" "Called each idle frame with the time since the last idle frame as argument " "(in seconds). Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame." msgstr "" #: doc/classes/MainLoop.xml:79 msgid "Called once during initialization." msgstr "" #: doc/classes/MainLoop.xml:86 msgid "Called whenever an [InputEvent] is received by the main loop." msgstr "" #: doc/classes/MainLoop.xml:93 msgid "" "Deprecated callback, does not do anything. Use [method _input_event] to " "parse text input. Will be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml:100 msgid "" "Called each physics frame with the time since the last physics frame as " "argument ([code]delta[/code], in seconds). Equivalent to [method Node." "_physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame." msgstr "" #: doc/classes/MainLoop.xml:107 msgid "" "Should not be called manually, override [method _finalize] instead. Will be " "removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml:114 msgid "" "Should not be called manually, override [method _idle] instead. Will be " "removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml:120 msgid "" "Should not be called manually, override [method _initialize] instead. Will " "be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml:127 msgid "" "Should not be called manually, override [method _input_event] instead. Will " "be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml:134 msgid "" "Should not be called manually, override [method _input_text] instead. Will " "be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml:141 msgid "" "Should not be called manually, override [method _iteration] instead. Will be " "removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml:150 msgid "Emitted when a user responds to a permission request." msgstr "" #: doc/classes/MainLoop.xml:156 doc/classes/Node.xml:800 msgid "" "Notification received from the OS when the mouse enters the game window.\n" "Implemented on desktop and web platforms." msgstr "" #: doc/classes/MainLoop.xml:160 doc/classes/Node.xml:804 msgid "" "Notification received from the OS when the mouse leaves the game window.\n" "Implemented on desktop and web platforms." msgstr "" #: doc/classes/MainLoop.xml:164 doc/classes/Node.xml:808 msgid "" "Notification received from the OS when the game window is focused.\n" "Implemented on all platforms." msgstr "" #: doc/classes/MainLoop.xml:168 doc/classes/Node.xml:812 msgid "" "Notification received from the OS when the game window is unfocused.\n" "Implemented on all platforms." msgstr "" #: doc/classes/MainLoop.xml:172 doc/classes/Node.xml:816 msgid "" "Notification received from the OS when a quit request is sent (e.g. closing " "the window with a \"Close\" button or Alt+F4).\n" "Implemented on desktop platforms." msgstr "" #: doc/classes/MainLoop.xml:176 doc/classes/Node.xml:820 msgid "" "Notification received from the OS when a go back request is sent (e.g. " "pressing the \"Back\" button on Android).\n" "Specific to the Android platform." msgstr "" #: doc/classes/MainLoop.xml:180 doc/classes/Node.xml:824 msgid "" "Notification received from the OS when an unfocus request is sent (e.g. " "another OS window wants to take the focus).\n" "No supported platforms currently send this notification." msgstr "" #: doc/classes/MainLoop.xml:184 doc/classes/Node.xml:828 msgid "" "Notification received from the OS when the application is exceeding its " "allocated memory.\n" "Specific to the iOS platform." msgstr "" #: doc/classes/MainLoop.xml:188 doc/classes/Node.xml:832 msgid "" "Notification received when translations may have changed. Can be triggered " "by the user changing the locale. Can be used to respond to language changes, " "for example to change the UI strings on the fly. Useful when working with " "the built-in translation support, like [method Object.tr]." msgstr "" #: doc/classes/MainLoop.xml:191 doc/classes/Node.xml:835 msgid "" "Notification received from the OS when a request for \"About\" information " "is sent.\n" "Specific to the macOS platform." msgstr "" #: doc/classes/MainLoop.xml:195 doc/classes/Node.xml:839 msgid "" "Notification received from Godot's crash handler when the engine is about to " "crash.\n" "Implemented on desktop platforms if the crash handler is enabled." msgstr "" #: doc/classes/MainLoop.xml:199 doc/classes/Node.xml:843 msgid "" "Notification received from the OS when an update of the Input Method Engine " "occurs (e.g. change of IME cursor position or composition string).\n" "Specific to the macOS platform." msgstr "" #: doc/classes/MainLoop.xml:203 doc/classes/Node.xml:847 msgid "" "Notification received from the OS when the app is resumed.\n" "Specific to the Android platform." msgstr "" #: doc/classes/MainLoop.xml:207 doc/classes/Node.xml:851 msgid "" "Notification received from the OS when the app is paused.\n" "Specific to the Android platform." msgstr "" #: doc/classes/MarginContainer.xml:4 msgid "Simple margin container." msgstr "" #: doc/classes/MarginContainer.xml:7 msgid "" "Adds a top, left, bottom, and right margin to all [Control] nodes that are " "direct children of the container. To control the [MarginContainer]'s margin, " "use the [code]margin_*[/code] theme properties listed below.\n" "[b]Note:[/b] Be careful, [Control] margin values are different than the " "constant margin values. If you want to change the custom margin values of " "the [MarginContainer] by code, you should use the following examples:\n" "[codeblock]\n" "# This code sample assumes the current script is extending MarginContainer.\n" "var margin_value = 100\n" "add_constant_override(\"margin_top\", margin_value)\n" "add_constant_override(\"margin_left\", margin_value)\n" "add_constant_override(\"margin_bottom\", margin_value)\n" "add_constant_override(\"margin_right\", margin_value)\n" "[/codeblock]" msgstr "" #: doc/classes/MarginContainer.xml:26 msgid "" "All direct children of [MarginContainer] will have a bottom margin of " "[code]margin_bottom[/code] pixels." msgstr "" #: doc/classes/MarginContainer.xml:29 msgid "" "All direct children of [MarginContainer] will have a left margin of " "[code]margin_left[/code] pixels." msgstr "" #: doc/classes/MarginContainer.xml:32 msgid "" "All direct children of [MarginContainer] will have a right margin of " "[code]margin_right[/code] pixels." msgstr "" #: doc/classes/MarginContainer.xml:35 msgid "" "All direct children of [MarginContainer] will have a top margin of " "[code]margin_top[/code] pixels." msgstr "" #: doc/classes/Marshalls.xml:4 msgid "Data transformation (marshalling) and encoding helpers." msgstr "" #: doc/classes/Marshalls.xml:7 msgid "Provides data transformation and encoding utility functions." msgstr "" #: doc/classes/Marshalls.xml:16 msgid "" "Returns a decoded [PoolByteArray] corresponding to the Base64-encoded string " "[code]base64_str[/code]." msgstr "" #: doc/classes/Marshalls.xml:23 msgid "" "Returns a decoded string corresponding to the Base64-encoded string " "[code]base64_str[/code]." msgstr "" #: doc/classes/Marshalls.xml:31 msgid "" "Returns a decoded [Variant] corresponding to the Base64-encoded string " "[code]base64_str[/code]. If [code]allow_objects[/code] is [code]true[/code], " "decoding objects is allowed.\n" "[b]Warning:[/b] Deserialized objects can contain code which gets executed. " "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" #: doc/classes/Marshalls.xml:39 msgid "Returns a Base64-encoded string of a given [PoolByteArray]." msgstr "" #: doc/classes/Marshalls.xml:46 msgid "" "Returns a Base64-encoded string of the UTF-8 string [code]utf8_str[/code]." msgstr "" #: doc/classes/Marshalls.xml:54 msgid "" "Returns a Base64-encoded string of the [Variant] [code]variant[/code]. If " "[code]full_objects[/code] is [code]true[/code], encoding objects is allowed " "(and can potentially include code)." msgstr "" #: doc/classes/Material.xml:4 msgid "Abstract base [Resource] for coloring and shading geometry." msgstr "" #: doc/classes/Material.xml:7 msgid "" "Material is a base [Resource] used for coloring and shading geometry. All " "materials inherit from it and almost all [VisualInstance] derived nodes " "carry a Material. A few flags and parameters are shared between all material " "types and are configured here." msgstr "" #: doc/classes/Material.xml:17 msgid "" "Sets the [Material] to be used for the next pass. This renders the object " "again using a different material.\n" "[b]Note:[/b] This only applies to [SpatialMaterial]s and [ShaderMaterial]s " "with type \"Spatial\"." msgstr "" #: doc/classes/Material.xml:21 msgid "" "Sets the render priority for transparent objects in 3D scenes. Higher " "priority objects will be sorted in front of lower priority objects.\n" "[b]Note:[/b] This only applies to sorting of transparent objects. This will " "not impact how transparent objects are sorted relative to opaque objects. " "This is because opaque objects are not sorted, while transparent objects are " "sorted from back to front (subject to priority)." msgstr "" #: doc/classes/Material.xml:27 msgid "Maximum value for the [member render_priority] parameter." msgstr "" #: doc/classes/Material.xml:30 msgid "Minimum value for the [member render_priority] parameter." msgstr "" #: doc/classes/MenuButton.xml:4 msgid "Special button that brings up a [PopupMenu] when clicked." msgstr "" #: doc/classes/MenuButton.xml:7 msgid "" "Special button that brings up a [PopupMenu] when clicked.\n" "New items can be created inside this [PopupMenu] using [code]get_popup()." "add_item(\"My Item Name\")[/code]. You can also create them directly from " "the editor. To do so, select the [MenuButton] node, then in the toolbar at " "the top of the 2D editor, click [b]Items[/b] then click [b]Add[/b] in the " "popup. You will be able to give each item new properties.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" #: doc/classes/MenuButton.xml:17 doc/classes/OptionButton.xml:86 msgid "" "Returns the [PopupMenu] contained in this button.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/MenuButton.xml:25 msgid "" "If [code]true[/code], shortcuts are disabled and cannot be used to trigger " "the button." msgstr "" #: doc/classes/MenuButton.xml:34 msgid "" "If [code]true[/code], when the cursor hovers above another [MenuButton] " "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 "" #: doc/classes/MenuButton.xml:41 msgid "Emitted when [PopupMenu] of this MenuButton is about to show." msgstr "" #: doc/classes/MenuButton.xml:49 msgid "Default text [Color] of the [MenuButton]." msgstr "" #: doc/classes/MenuButton.xml:52 msgid "Text [Color] used when the [MenuButton] is disabled." msgstr "" #: doc/classes/MenuButton.xml:55 msgid "" "Text [Color] used when the [MenuButton] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/MenuButton.xml:58 msgid "Text [Color] used when the [MenuButton] is being hovered." msgstr "" #: doc/classes/MenuButton.xml:61 msgid "Text [Color] used when the [MenuButton] is being pressed." msgstr "" #: doc/classes/MenuButton.xml:64 msgid "The horizontal space between [MenuButton]'s icon and text." msgstr "" #: doc/classes/MenuButton.xml:67 msgid "[Font] of the [MenuButton]'s text." msgstr "" #: doc/classes/MenuButton.xml:70 msgid "[StyleBox] used when the [MenuButton] is disabled." msgstr "" #: doc/classes/MenuButton.xml:73 msgid "" "[StyleBox] used when the [MenuButton] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" #: doc/classes/MenuButton.xml:76 msgid "[StyleBox] used when the [MenuButton] is being hovered." msgstr "" #: doc/classes/MenuButton.xml:79 msgid "Default [StyleBox] for the [MenuButton]." msgstr "" #: doc/classes/MenuButton.xml:82 msgid "[StyleBox] used when the [MenuButton] is being pressed." msgstr "" #: doc/classes/Mesh.xml:4 msgid "A [Resource] that contains vertex array-based geometry." msgstr "" #: doc/classes/Mesh.xml:7 msgid "" "Mesh is a type of [Resource] that contains vertex array-based geometry, " "divided in [i]surfaces[/i]. Each surface contains a completely separate " "array and a material used to draw it. Design wise, a mesh with multiple " "surfaces is preferred to a single surface, because objects created in 3D " "editing software commonly contain multiple materials." msgstr "" #: doc/classes/Mesh.xml:21 msgid "" "Calculate a [ConvexPolygonShape] from the mesh.\n" "If [code]clean[/code] is [code]true[/code] (default), duplicate and interior " "vertices are removed automatically. You can set it to [code]false[/code] to " "make the process faster if not needed.\n" "If [code]simplify[/code] is [code]true[/code], the geometry can be further " "simplified to reduce the amount of vertices. Disabled by default." msgstr "" #: doc/classes/Mesh.xml:30 msgid "" "Calculate an outline mesh at a defined offset (margin) from the original " "mesh.\n" "[b]Note:[/b] This method typically returns the vertices in reverse order (e." "g. clockwise to counterclockwise)." msgstr "" #: doc/classes/Mesh.xml:37 msgid "Calculate a [ConcavePolygonShape] from the mesh." msgstr "" #: doc/classes/Mesh.xml:43 msgid "Generate a [TriangleMesh] from the mesh." msgstr "" #: doc/classes/Mesh.xml:49 msgid "" "Returns the smallest [AABB] enclosing this mesh in local space. Not affected " "by [code]custom_aabb[/code]. See also [method VisualInstance." "get_transformed_aabb].\n" "[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]." msgstr "" #: doc/classes/Mesh.xml:56 msgid "" "Returns all the vertices that make up the faces of the mesh. Each three " "vertices represent one triangle." msgstr "" #: doc/classes/Mesh.xml:62 msgid "Returns the amount of surfaces that the [Mesh] holds." msgstr "" #: doc/classes/Mesh.xml:69 msgid "" "Returns the arrays for the vertices, normals, uvs, etc. that make up the " "requested surface (see [method ArrayMesh.add_surface_from_arrays])." msgstr "" #: doc/classes/Mesh.xml:76 msgid "Returns the blend shape arrays for the requested surface." msgstr "" #: doc/classes/Mesh.xml:83 msgid "" "Returns a [Material] in a given surface. Surface is rendered using this " "material." msgstr "" #: doc/classes/Mesh.xml:91 msgid "" "Sets a [Material] for a given surface. Surface will be rendered using this " "material." msgstr "" #: doc/classes/Mesh.xml:97 msgid "" "Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides " "[member BakedLightmap.default_texels_per_unit]." msgstr "" #: doc/classes/Mesh.xml:102 msgid "Render array as points (one vertex equals one point)." msgstr "" #: doc/classes/Mesh.xml:105 msgid "Render array as lines (every two vertices a line is created)." msgstr "" #: doc/classes/Mesh.xml:108 msgid "Render array as line strip." msgstr "" #: doc/classes/Mesh.xml:111 msgid "Render array as line loop (like line strip, but closed)." msgstr "" #: doc/classes/Mesh.xml:114 msgid "Render array as triangles (every three vertices a triangle is created)." msgstr "" #: doc/classes/Mesh.xml:117 msgid "Render array as triangle strips." msgstr "" #: doc/classes/Mesh.xml:120 msgid "Render array as triangle fans." msgstr "" #: doc/classes/Mesh.xml:123 doc/classes/VisualServer.xml:3363 msgid "Blend shapes are normalized." msgstr "" #: doc/classes/Mesh.xml:126 doc/classes/VisualServer.xml:3366 msgid "Blend shapes are relative to base weight." msgstr "" #: doc/classes/Mesh.xml:129 msgid "" "Mesh array contains vertices. All meshes require a vertex array so this " "should always be present." msgstr "" #: doc/classes/Mesh.xml:132 msgid "Mesh array contains normals." msgstr "" #: doc/classes/Mesh.xml:135 msgid "Mesh array contains tangents." msgstr "" #: doc/classes/Mesh.xml:138 msgid "Mesh array contains colors." msgstr "" #: doc/classes/Mesh.xml:141 msgid "Mesh array contains UVs." msgstr "" #: doc/classes/Mesh.xml:144 msgid "Mesh array contains second UV." msgstr "" #: doc/classes/Mesh.xml:147 msgid "Mesh array contains bones." msgstr "" #: doc/classes/Mesh.xml:150 msgid "Mesh array contains bone weights." msgstr "" #: doc/classes/Mesh.xml:153 msgid "Mesh array uses indices." msgstr "" #: doc/classes/Mesh.xml:156 msgid "" "Used internally to calculate other [code]ARRAY_COMPRESS_*[/code] enum " "values. Do not use." msgstr "" #: doc/classes/Mesh.xml:159 doc/classes/VisualServer.xml:3300 msgid "Flag used to mark a compressed (half float) vertex array." msgstr "" #: doc/classes/Mesh.xml:162 doc/classes/VisualServer.xml:3303 msgid "Flag used to mark a compressed (half float) normal array." msgstr "" #: doc/classes/Mesh.xml:165 doc/classes/VisualServer.xml:3306 msgid "Flag used to mark a compressed (half float) tangent array." msgstr "" #: doc/classes/Mesh.xml:168 doc/classes/VisualServer.xml:3309 msgid "Flag used to mark a compressed (half float) color array." msgstr "" #: doc/classes/Mesh.xml:171 doc/classes/VisualServer.xml:3312 msgid "Flag used to mark a compressed (half float) UV coordinates array." msgstr "" #: doc/classes/Mesh.xml:174 doc/classes/VisualServer.xml:3315 msgid "" "Flag used to mark a compressed (half float) UV coordinates array for the " "second UV coordinates." msgstr "" #: doc/classes/Mesh.xml:177 doc/classes/VisualServer.xml:3318 msgid "Flag used to mark a compressed bone array." msgstr "" #: doc/classes/Mesh.xml:180 doc/classes/VisualServer.xml:3321 msgid "Flag used to mark a compressed (half float) weight array." msgstr "" #: doc/classes/Mesh.xml:183 doc/classes/VisualServer.xml:3324 msgid "Flag used to mark a compressed index array." msgstr "" #: doc/classes/Mesh.xml:186 doc/classes/VisualServer.xml:3327 msgid "Flag used to mark that the array contains 2D vertices." msgstr "" #: doc/classes/Mesh.xml:189 doc/classes/VisualServer.xml:3330 msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit." msgstr "" #: doc/classes/Mesh.xml:192 doc/classes/VisualServer.xml:3333 msgid "" "Flag used to mark that the array uses an octahedral representation of normal " "and tangent vectors rather than cartesian." msgstr "" #: doc/classes/Mesh.xml:195 msgid "" "Used to set flags [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], and [constant " "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly." msgstr "" #: doc/classes/Mesh.xml:198 msgid "Array of vertices." msgstr "" #: doc/classes/Mesh.xml:201 msgid "Array of normals." msgstr "" #: doc/classes/Mesh.xml:204 msgid "Array of tangents as an array of floats, 4 floats per tangent." msgstr "" #: doc/classes/Mesh.xml:207 msgid "Array of colors." msgstr "" #: doc/classes/Mesh.xml:210 msgid "Array of UV coordinates." msgstr "" #: doc/classes/Mesh.xml:213 msgid "Array of second set of UV coordinates." msgstr "" #: doc/classes/Mesh.xml:216 msgid "Array of bone data." msgstr "" #: doc/classes/Mesh.xml:219 msgid "Array of weights." msgstr "" #: doc/classes/Mesh.xml:222 msgid "Array of indices." msgstr "" #: doc/classes/MeshDataTool.xml:4 msgid "Helper tool to access and edit [Mesh] data." msgstr "" #: doc/classes/MeshDataTool.xml:7 msgid "" "MeshDataTool provides access to individual vertices in a [Mesh]. It allows " "users to read and edit vertex data of meshes. It also creates an array of " "faces and edges.\n" "To use MeshDataTool, load a mesh with [method create_from_surface]. When you " "are finished editing the data commit the data to a mesh with [method " "commit_to_surface].\n" "Below is an example of how MeshDataTool may be used.\n" "[codeblock]\n" "var mesh = ArrayMesh.new()\n" "mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, CubeMesh.new()." "get_mesh_arrays())\n" "var mdt = MeshDataTool.new()\n" "mdt.create_from_surface(mesh, 0)\n" "for i in range(mdt.get_vertex_count()):\n" " var vertex = mdt.get_vertex(i)\n" " # In this example we extend the mesh by one unit, which results in " "separated faces as it is flat shaded.\n" " vertex += mdt.get_vertex_normal(i)\n" " # Save your change.\n" " mdt.set_vertex(i, vertex)\n" "mesh.surface_remove(0)\n" "mdt.commit_to_surface(mesh)\n" "var mi = MeshInstance.new()\n" "mi.mesh = mesh\n" "add_child(mi)\n" "[/codeblock]\n" "See also [ArrayMesh], [ImmediateGeometry] and [SurfaceTool] for procedural " "geometry generation.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" #: doc/classes/MeshDataTool.xml:36 msgid "Clears all data currently in MeshDataTool." msgstr "" #: doc/classes/MeshDataTool.xml:43 msgid "Adds a new surface to specified [Mesh] with edited data." msgstr "" #: doc/classes/MeshDataTool.xml:51 msgid "" "Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n" "Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" #: doc/classes/MeshDataTool.xml:58 msgid "Returns the number of edges in this [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml:65 msgid "Returns array of faces that touch given edge." msgstr "" #: doc/classes/MeshDataTool.xml:72 msgid "Returns meta information assigned to given edge." msgstr "" #: doc/classes/MeshDataTool.xml:80 msgid "" "Returns index of specified vertex connected to given edge.\n" "Vertex argument can only be 0 or 1 because edges are comprised of two " "vertices." msgstr "" #: doc/classes/MeshDataTool.xml:87 msgid "Returns the number of faces in this [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml:95 msgid "" "Returns specified edge associated with given face.\n" "Edge argument must 2 or less because a face only has three edges." msgstr "" #: doc/classes/MeshDataTool.xml:103 msgid "Returns the metadata associated with the given face." msgstr "" #: doc/classes/MeshDataTool.xml:110 msgid "Calculates and returns the face normal of the given face." msgstr "" #: doc/classes/MeshDataTool.xml:118 msgid "" "Returns the specified vertex of the given face.\n" "Vertex argument must be 2 or less because faces contain three vertices." msgstr "" #: doc/classes/MeshDataTool.xml:125 msgid "" "Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " "flags combined together. For example, a mesh containing both vertices and " "normals would return a format of [code]3[/code] because [constant ArrayMesh." "ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant ArrayMesh." "ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" "See [enum ArrayMesh.ArrayFormat] for a list of format flags." msgstr "" #: doc/classes/MeshDataTool.xml:132 msgid "Returns the material assigned to the [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml:139 msgid "Returns the vertex at given index." msgstr "" #: doc/classes/MeshDataTool.xml:146 msgid "Returns the bones of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:153 msgid "Returns the color of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:159 msgid "Returns the total number of vertices in [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml:166 msgid "Returns an array of edges that share the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:173 msgid "Returns an array of faces that share the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:180 msgid "Returns the metadata associated with the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:187 msgid "Returns the normal of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:194 msgid "Returns the tangent of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:201 msgid "Returns the UV of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:208 msgid "Returns the UV2 of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:215 msgid "Returns bone weights of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:223 msgid "Sets the metadata of the given edge." msgstr "" #: doc/classes/MeshDataTool.xml:231 msgid "Sets the metadata of the given face." msgstr "" #: doc/classes/MeshDataTool.xml:238 msgid "Sets the material to be used by newly-constructed [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml:246 msgid "Sets the position of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:254 msgid "Sets the bones of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:262 msgid "Sets the color of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:270 msgid "Sets the metadata associated with the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:278 msgid "Sets the normal of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:286 msgid "Sets the tangent of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:294 msgid "Sets the UV of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:302 msgid "Sets the UV2 of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:310 msgid "Sets the bone weights of the given vertex." msgstr "" #: doc/classes/MeshInstance.xml:4 msgid "Node that instances meshes into a scenario." msgstr "" #: doc/classes/MeshInstance.xml:7 msgid "" "MeshInstance is a node that takes a [Mesh] resource and adds it to the " "current scenario by creating an instance of it. This is the class most often " "used to get 3D geometry rendered and can be used to instance a single [Mesh] " "in many places. This allows to reuse geometry and save on resources. When a " "[Mesh] has to be instanced more than thousands of times at close proximity, " "consider using a [MultiMesh] in a [MultiMeshInstance] instead." msgstr "" #: doc/classes/MeshInstance.xml:21 msgid "" "This helper creates a [StaticBody] child node with a [ConvexPolygonShape] " "collision shape calculated from the mesh geometry. It's mainly used for " "testing.\n" "If [code]clean[/code] is [code]true[/code] (default), duplicate and interior " "vertices are removed automatically. You can set it to [code]false[/code] to " "make the process faster if not needed.\n" "If [code]simplify[/code] is [code]true[/code], the geometry can be further " "simplified to reduce the amount of vertices. Disabled by default." msgstr "" #: doc/classes/MeshInstance.xml:29 msgid "" "This helper creates a [MeshInstance] child node with gizmos at every vertex " "calculated from the mesh geometry. It's mainly used for testing." msgstr "" #: doc/classes/MeshInstance.xml:35 msgid "" "This helper creates a [StaticBody] child node with multiple " "[ConvexPolygonShape] collision shapes calculated from the mesh geometry via " "convex decomposition. It's mainly used for testing." msgstr "" #: doc/classes/MeshInstance.xml:41 msgid "" "This helper creates a [StaticBody] child node with a [ConcavePolygonShape] " "collision shape calculated from the mesh geometry. It's mainly used for " "testing." msgstr "" #: doc/classes/MeshInstance.xml:48 msgid "" "Returns the [Material] that will be used by the [Mesh] when drawing. This " "can return the [member GeometryInstance.material_override], the surface " "override [Material] defined in this [MeshInstance], or the surface " "[Material] defined in the [Mesh]. For example, if [member GeometryInstance." "material_override] is used, all surfaces will return the override material." msgstr "" #: doc/classes/MeshInstance.xml:55 msgid "Returns the [Material] for a surface of the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml:61 msgid "Returns the number of surface materials." msgstr "" #: doc/classes/MeshInstance.xml:69 msgid "Sets the [Material] for a surface of the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml:75 msgid "The [Mesh] resource for the instance." msgstr "" #: doc/classes/MeshInstance.xml:78 msgid "[NodePath] to the [Skeleton] associated with the instance." msgstr "" #: doc/classes/MeshInstance.xml:81 msgid "Sets the skin to be used by this instance." msgstr "" #: doc/classes/MeshInstance.xml:84 msgid "" "If [code]true[/code], normals are transformed when software skinning is " "used. Set to [code]false[/code] when normals are not needed for better " "performance.\n" "See [member ProjectSettings.rendering/quality/skinning/" "software_skinning_fallback] for details about how software skinning is " "enabled." msgstr "" #: doc/classes/MeshInstance2D.xml:4 msgid "Node used for displaying a [Mesh] in 2D." msgstr "" #: doc/classes/MeshInstance2D.xml:7 msgid "" "Node used for displaying a [Mesh] in 2D. Can be constructed from an existing " "[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert " "to Mesh2D\", select settings in popup and press \"Create Mesh2D\"." msgstr "" #: doc/classes/MeshInstance2D.xml:10 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/2d/2d_meshes.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/2d/2d_meshes.html" #: doc/classes/MeshInstance2D.xml:16 msgid "The [Mesh] that will be drawn by the [MeshInstance2D]." msgstr "" #: doc/classes/MeshInstance2D.xml:19 doc/classes/MultiMeshInstance2D.xml:19 msgid "" "The normal map that will be used if using the default [CanvasItemMaterial].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/MeshInstance2D.xml:23 doc/classes/MultiMeshInstance2D.xml:23 msgid "" "The [Texture] that will be used if using the default [CanvasItemMaterial]. " "Can be accessed as [code]TEXTURE[/code] in CanvasItem shader." msgstr "" #: doc/classes/MeshInstance2D.xml:29 doc/classes/MultiMeshInstance2D.xml:29 msgid "Emitted when the [member texture] is changed." msgstr "" #: doc/classes/MeshLibrary.xml:4 msgid "Library of meshes." msgstr "" #: doc/classes/MeshLibrary.xml:7 msgid "" "A library of meshes. Contains a list of [Mesh] resources, each with a name " "and ID. Each item can also include collision and navigation shapes. This " "resource is used in [GridMap]." msgstr "" #: doc/classes/MeshLibrary.xml:17 msgid "Clears the library." msgstr "" #: doc/classes/MeshLibrary.xml:24 msgid "" "Creates a new item in the library with the given ID.\n" "You can get an unused ID from [method get_last_unused_item_id]." msgstr "" #: doc/classes/MeshLibrary.xml:32 msgid "Returns the first item with the given name." msgstr "" #: doc/classes/MeshLibrary.xml:38 msgid "Returns the list of item IDs in use." msgstr "" #: doc/classes/MeshLibrary.xml:45 msgid "Returns the item's mesh." msgstr "" #: doc/classes/MeshLibrary.xml:52 #, fuzzy msgid "Returns the transform applied to the item's mesh." msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." #: doc/classes/MeshLibrary.xml:59 msgid "Returns the item's name." msgstr "" #: doc/classes/MeshLibrary.xml:66 msgid "Returns the item's navigation mesh." msgstr "" #: doc/classes/MeshLibrary.xml:73 msgid "Returns the transform applied to the item's navigation mesh." msgstr "" #: doc/classes/MeshLibrary.xml:80 msgid "" "When running in the editor, returns a generated item preview (a 3D rendering " "in isometric perspective). When used in a running project, returns the " "manually-defined item preview which can be set using [method " "set_item_preview]. Returns an empty [Texture] if no preview was manually set " "in a running project." msgstr "" #: doc/classes/MeshLibrary.xml:87 msgid "" "Returns an item's collision shapes.\n" "The array consists of each [Shape] followed by its [Transform]." msgstr "" #: doc/classes/MeshLibrary.xml:94 msgid "Gets an unused ID for a new item." msgstr "" #: doc/classes/MeshLibrary.xml:101 msgid "Removes the item." msgstr "" #: doc/classes/MeshLibrary.xml:109 msgid "Sets the item's mesh." msgstr "" #: doc/classes/MeshLibrary.xml:117 msgid "Sets the transform to apply to the item's mesh." msgstr "" #: doc/classes/MeshLibrary.xml:125 msgid "" "Sets the item's name.\n" "This name is shown in the editor. It can also be used to look up the item " "later using [method find_item_by_name]." msgstr "" #: doc/classes/MeshLibrary.xml:134 msgid "Sets the item's navigation mesh." msgstr "" #: doc/classes/MeshLibrary.xml:142 msgid "Sets the transform to apply to the item's navigation mesh." msgstr "" #: doc/classes/MeshLibrary.xml:150 msgid "Sets a texture to use as the item's preview icon in the editor." msgstr "" #: doc/classes/MeshLibrary.xml:158 msgid "" "Sets an item's collision shapes.\n" "The array should consist of [Shape] objects, each followed by a [Transform] " "that will be applied to it. For shapes that should not have a transform, use " "[constant Transform.IDENTITY]." msgstr "" #: doc/classes/MeshTexture.xml:4 msgid "Simple texture that uses a mesh to draw itself." msgstr "" #: doc/classes/MeshTexture.xml:7 msgid "" "Simple texture that uses a mesh to draw itself. It's limited because flags " "can't be changed and region drawing is not supported." msgstr "" #: doc/classes/MeshTexture.xml:15 msgid "Sets the base texture that the Mesh will use to draw." msgstr "" #: doc/classes/MeshTexture.xml:19 msgid "Sets the size of the image, needed for reference." msgstr "" #: doc/classes/MeshTexture.xml:22 msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:4 msgid "Generic mobile VR implementation." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:7 msgid "" "This is a generic mobile VR implementation where you need to provide details " "about the phone and HMD used. It does not rely on any existing framework. " "This is the most basic interface we have. For the best effect, you need a " "mobile phone with a gyroscope and accelerometer.\n" "Note that even though there is no positional tracking, the camera will " "assume the headset is at a height of 1.85 meters. You can change this by " "setting [member eye_height].\n" "You can initialise this interface as follows:\n" "[codeblock]\n" "var interface = ARVRServer.find_interface(\"Native mobile\")\n" "if interface and interface.initialize():\n" " get_viewport().arvr = true\n" "[/codeblock]" msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:22 msgid "" "The distance between the display and the lenses inside of the device in " "centimeters." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:25 msgid "The width of the display in centimeters." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:28 msgid "" "The height at which the camera is placed in relation to the ground (i.e. " "[ARVROrigin] node)." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:31 msgid "" "The interocular distance, also known as the interpupillary distance. The " "distance between the pupils of the left and right eye." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:34 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 "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:37 msgid "The k2 lens factor, see k1." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:40 msgid "" "The oversample setting. Because of the lens distortion we have to render our " "buffers at a higher resolution then the screen can natively handle. A value " "between 1.5 and 2.0 often provides good results but at the cost of " "performance." msgstr "" #: doc/classes/MultiMesh.xml:4 msgid "Provides high-performance mesh instancing." msgstr "" #: doc/classes/MultiMesh.xml:7 msgid "" "MultiMesh provides low-level mesh instancing. Drawing thousands of " "[MeshInstance] nodes can be slow, since each object is submitted to the GPU " "then drawn individually.\n" "MultiMesh is much faster as it can draw thousands of instances with a single " "draw call, resulting in less API overhead.\n" "As a drawback, if the instances are too far away from each other, " "performance may be reduced as every single instance will always render (they " "are spatially indexed as one, for the whole object).\n" "Since instances may have any behavior, the AABB used for visibility must be " "provided by the user." msgstr "" #: doc/classes/MultiMesh.xml:13 doc/classes/MultiMeshInstance.xml:11 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/performance/vertex_animation/" "animating_thousands_of_fish.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/3d/vertex_animation/" "animating_thousands_of_fish.html" #: doc/classes/MultiMesh.xml:14 doc/classes/MultiMeshInstance.xml:13 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/performance/using_multimesh." "html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/optimization/" "using_multimesh.html" #: doc/classes/MultiMesh.xml:20 msgid "" "Returns the visibility axis-aligned bounding box in local space. See also " "[method VisualInstance.get_transformed_aabb]." msgstr "" #: doc/classes/MultiMesh.xml:27 msgid "Gets a specific instance's color." msgstr "" #: doc/classes/MultiMesh.xml:34 msgid "Returns the custom data that has been set for a specific instance." msgstr "" #: doc/classes/MultiMesh.xml:41 msgid "Returns the [Transform] of a specific instance." msgstr "" #: doc/classes/MultiMesh.xml:48 msgid "Returns the [Transform2D] of a specific instance." msgstr "" #: doc/classes/MultiMesh.xml:55 msgid "" "Sets all data related to the instances in one go. This is especially useful " "when loading the data from disk or preparing the data from GDNative.\n" "All data is packed in one large float array. An array may look like this: " "Transform for instance 1, color data for instance 1, custom data for " "instance 1, transform for instance 2, color data for instance 2, etc...\n" "[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, " "[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float " "(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/" "code] is stored as 4 floats." msgstr "" #: doc/classes/MultiMesh.xml:65 msgid "" "Sets the color of a specific instance by [i]multiplying[/i] the mesh's " "existing vertex colors.\n" "For the color to take effect, ensure that [member color_format] is non-" "[code]null[/code] on the [MultiMesh] and [member SpatialMaterial." "vertex_color_use_as_albedo] is [code]true[/code] on the material." msgstr "" #: doc/classes/MultiMesh.xml:74 msgid "" "Sets custom data for a specific instance. Although [Color] is used, it is " "just a container for 4 floating point numbers. The format of the number can " "change depending on the [enum CustomDataFormat] used." msgstr "" #: doc/classes/MultiMesh.xml:82 msgid "Sets the [Transform] for a specific instance." msgstr "" #: doc/classes/MultiMesh.xml:90 msgid "Sets the [Transform2D] for a specific instance." msgstr "" #: doc/classes/MultiMesh.xml:96 msgid "Format of colors in color array that gets passed to shader." msgstr "" #: doc/classes/MultiMesh.xml:99 msgid "Format of custom data in custom data array that gets passed to shader." msgstr "" #: doc/classes/MultiMesh.xml:102 msgid "" "Number of instances that will get drawn. This clears and (re)sizes the " "buffers. By default, all instances are drawn but you can limit this with " "[member visible_instance_count]." msgstr "" #: doc/classes/MultiMesh.xml:105 msgid "Mesh to be drawn." msgstr "" #: doc/classes/MultiMesh.xml:108 msgid "Format of transform used to transform mesh, either 2D or 3D." msgstr "" #: doc/classes/MultiMesh.xml:111 msgid "" "Limits the number of instances drawn, -1 draws all instances. Changing this " "does not change the sizes of the buffers." msgstr "" #: doc/classes/MultiMesh.xml:116 msgid "Use this when using 2D transforms." msgstr "" #: doc/classes/MultiMesh.xml:119 msgid "Use this when using 3D transforms." msgstr "" #: doc/classes/MultiMesh.xml:122 msgid "Use when you are not using per-instance [Color]s." msgstr "" #: doc/classes/MultiMesh.xml:125 msgid "" "Compress [Color] data into 8 bits when passing to shader. This uses less " "memory and can be faster, but the [Color] loses precision." msgstr "" #: doc/classes/MultiMesh.xml:128 msgid "" "The [Color] passed into [method set_instance_color] will use 4 floats. Use " "this for highest precision [Color]." msgstr "" #: doc/classes/MultiMesh.xml:131 msgid "Use when you are not using per-instance custom data." msgstr "" #: doc/classes/MultiMesh.xml:134 msgid "" "Compress custom_data into 8 bits when passing to shader. This uses less " "memory and can be faster, but loses precision and range. Floats packed into " "8 bits can only represent values between 0 and 1, numbers outside that range " "will be clamped." msgstr "" #: doc/classes/MultiMesh.xml:137 msgid "" "The [Color] passed into [method set_instance_custom_data] will use 4 floats. " "Use this for highest precision." msgstr "" #: doc/classes/MultiMeshInstance.xml:4 msgid "Node that instances a [MultiMesh]." msgstr "" #: doc/classes/MultiMeshInstance.xml:7 msgid "" "[MultiMeshInstance] is a specialized node to instance [GeometryInstance]s " "based on a [MultiMesh] resource.\n" "This is useful to optimize the rendering of a high amount of instances of a " "given mesh (for example trees in a forest or grass strands)." msgstr "" #: doc/classes/MultiMeshInstance.xml:12 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/3d/using_multi_mesh_instance." "html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/3d/" "using_multi_mesh_instance.html" #: doc/classes/MultiMeshInstance.xml:19 msgid "" "The [MultiMesh] resource that will be used and shared among all instances of " "the [MultiMeshInstance]." msgstr "" #: doc/classes/MultiMeshInstance2D.xml:4 msgid "Node that instances a [MultiMesh] in 2D." msgstr "" #: doc/classes/MultiMeshInstance2D.xml:7 msgid "" "[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] " "resource in 2D.\n" "Usage is the same as [MultiMeshInstance]." msgstr "" #: doc/classes/MultiMeshInstance2D.xml:16 msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]." msgstr "" #: doc/classes/MultiplayerAPI.xml:4 msgid "High-level multiplayer API." msgstr "" #: doc/classes/MultiplayerAPI.xml:7 msgid "" "This class implements most of the logic behind the high-level multiplayer " "API. See also [NetworkedMultiplayerPeer].\n" "By default, [SceneTree] has a reference to this class that is used to " "provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.\n" "It is possible to override the MultiplayerAPI instance used by specific " "Nodes by setting the [member Node.custom_multiplayer] property, effectively " "allowing to run both client and server in the same scene.\n" "[b]Note:[/b] The high-level multiplayer API protocol is an implementation " "detail and isn't meant to be used by non-Godot servers. It may change " "without notice." msgstr "" #: doc/classes/MultiplayerAPI.xml:18 msgid "" "Clears the current MultiplayerAPI network state (you shouldn't call this " "unless you know what you are doing)." msgstr "" #: doc/classes/MultiplayerAPI.xml:24 msgid "" "Returns the peer IDs of all connected peers of this MultiplayerAPI's [member " "network_peer]." msgstr "" #: doc/classes/MultiplayerAPI.xml:30 msgid "" "Returns the unique peer ID of this MultiplayerAPI's [member network_peer]." msgstr "" #: doc/classes/MultiplayerAPI.xml:36 msgid "" "Returns the sender's peer ID for the RPC currently being executed.\n" "[b]Note:[/b] If not inside an RPC this method will return 0." msgstr "" #: doc/classes/MultiplayerAPI.xml:43 doc/classes/SceneTree.xml:123 msgid "Returns [code]true[/code] if there is a [member network_peer] set." msgstr "" #: doc/classes/MultiplayerAPI.xml:49 msgid "" "Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is " "in server mode (listening for connections)." msgstr "" #: doc/classes/MultiplayerAPI.xml:55 msgid "" "Method used for polling the MultiplayerAPI. You only need to worry about " "this if you are using [member Node.custom_multiplayer] override or you set " "[member SceneTree.multiplayer_poll] to [code]false[/code]. By default, " "[SceneTree] will poll its MultiplayerAPI for you.\n" "[b]Note:[/b] This method results in RPCs and RSETs being called, so they " "will be executed in the same context of this function (e.g. [code]_process[/" "code], [code]physics[/code], [Thread])." msgstr "" #: doc/classes/MultiplayerAPI.xml:65 msgid "" "Sends the given raw [code]bytes[/code] to a specific peer identified by " "[code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). " "Default ID is [code]0[/code], i.e. broadcast to all peers." msgstr "" #: doc/classes/MultiplayerAPI.xml:71 #, fuzzy msgid "" "If [code]true[/code] (or if the [member network_peer] has [member PacketPeer." "allow_object_decoding] set to [code]true[/code]), the MultiplayerAPI will " "allow encoding and decoding of object during RPCs/RSETs.\n" "[b]Warning:[/b] Deserialized objects can contain code which gets executed. " "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" "Dekodiert ein Byte-Array zurück zu einem Wert. Wenn [code]allow_objects[/" "code] gleich [code]wahr[/code], ist die Dekodierung von Objekten erlaubt.\n" "[b]WARNUNG:[/b] Deserialisierte Objekte können Code enthalten, der " "ausgeführt wird. Verwenden Sie diese Option nicht, wenn das serialisierte " "Objekt aus nicht vertrauenswürdigen Quellen stammt, um potenzielle " "Sicherheitsbedrohungen zu vermeiden (entfernte Codeausführung)." #: doc/classes/MultiplayerAPI.xml:75 msgid "" "The peer object to handle the RPC system (effectively enabling networking " "when set). Depending on the peer itself, the MultiplayerAPI will become a " "network server (check with [method is_network_server]) and will set root " "node's network mode to master, or it will become a regular peer with root " "node set to puppet. All child nodes are set to inherit the network mode by " "default. Handling of networking-related events (connection, disconnection, " "new clients) is done by connecting to MultiplayerAPI's signals." msgstr "" #: doc/classes/MultiplayerAPI.xml:78 msgid "" "If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new " "incoming connections." msgstr "" #: doc/classes/MultiplayerAPI.xml:81 msgid "" "The root node to use for RPCs. Instead of an absolute path, a relative path " "will be used to find the node upon which the RPC should be executed.\n" "This effectively allows to have different branches of the scene tree to be " "managed by different MultiplayerAPI, allowing for example to run both client " "and server in the same scene." msgstr "" #: doc/classes/MultiplayerAPI.xml:88 msgid "" "Emitted when this MultiplayerAPI's [member network_peer] successfully " "connected to a server. Only emitted on clients." msgstr "" #: doc/classes/MultiplayerAPI.xml:93 msgid "" "Emitted when this MultiplayerAPI's [member network_peer] fails to establish " "a connection to a server. Only emitted on clients." msgstr "" #: doc/classes/MultiplayerAPI.xml:99 msgid "" "Emitted when this MultiplayerAPI's [member network_peer] connects with a new " "peer. ID is the peer ID of the new peer. Clients get notified when other " "clients connect to the same server. Upon connecting to a server, a client " "also receives this signal for the server (with ID being 1)." msgstr "" #: doc/classes/MultiplayerAPI.xml:105 msgid "" "Emitted when this MultiplayerAPI's [member network_peer] disconnects from a " "peer. Clients get notified when other clients disconnect from the same " "server." msgstr "" #: doc/classes/MultiplayerAPI.xml:112 msgid "" "Emitted when this MultiplayerAPI's [member network_peer] receive a " "[code]packet[/code] with custom data (see [method send_bytes]). ID is the " "peer ID of the peer that sent the packet." msgstr "" #: doc/classes/MultiplayerAPI.xml:117 msgid "" "Emitted when this MultiplayerAPI's [member network_peer] disconnects from " "server. Only emitted on clients." msgstr "" #: doc/classes/MultiplayerAPI.xml:123 msgid "" "Used with [method Node.rpc_config] or [method Node.rset_config] to disable a " "method or property for all RPC calls, making it unavailable. Default for all " "methods." msgstr "" #: doc/classes/MultiplayerAPI.xml:126 msgid "" "Used with [method Node.rpc_config] or [method Node.rset_config] to set a " "method to be called or a property to be changed only on the remote end, not " "locally. Analogous to the [code]remote[/code] keyword. Calls and property " "changes are accepted from all remote peers, no matter if they are node's " "master or puppets." msgstr "" #: doc/classes/MultiplayerAPI.xml:129 msgid "" "Used with [method Node.rpc_config] or [method Node.rset_config] to set a " "method to be called or a property to be changed only on the network master " "for this node. Analogous to the [code]master[/code] keyword. Only accepts " "calls or property changes from the node's network puppets, see [method Node." "set_network_master]." msgstr "" #: doc/classes/MultiplayerAPI.xml:132 msgid "" "Used with [method Node.rpc_config] or [method Node.rset_config] to set a " "method to be called or a property to be changed only on puppets for this " "node. Analogous to the [code]puppet[/code] keyword. Only accepts calls or " "property changes from the node's network master, see [method Node." "set_network_master]." msgstr "" #: doc/classes/MultiplayerAPI.xml:135 msgid "" "[i]Deprecated.[/i] Use [constant RPC_MODE_PUPPET] instead. Analogous to the " "[code]slave[/code] keyword." msgstr "" #: doc/classes/MultiplayerAPI.xml:138 msgid "" "Behave like [constant RPC_MODE_REMOTE] but also make the call or property " "change locally. Analogous to the [code]remotesync[/code] keyword." msgstr "" #: doc/classes/MultiplayerAPI.xml:141 msgid "" "[i]Deprecated.[/i] Use [constant RPC_MODE_REMOTESYNC] instead. Analogous to " "the [code]sync[/code] keyword." msgstr "" #: doc/classes/MultiplayerAPI.xml:144 msgid "" "Behave like [constant RPC_MODE_MASTER] but also make the call or property " "change locally. Analogous to the [code]mastersync[/code] keyword." msgstr "" #: doc/classes/MultiplayerAPI.xml:147 msgid "" "Behave like [constant RPC_MODE_PUPPET] but also make the call or property " "change locally. Analogous to the [code]puppetsync[/code] keyword." msgstr "" #: doc/classes/Mutex.xml:4 msgid "A synchronization mutex (mutual exclusion)." msgstr "" #: doc/classes/Mutex.xml:7 msgid "" "A synchronization mutex (mutual exclusion). This is used to synchronize " "multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees " "that only one thread can ever acquire the lock at a time. A mutex can be " "used to protect a critical section; however, be careful to avoid deadlocks." msgstr "" #: doc/classes/Mutex.xml:10 doc/classes/Semaphore.xml:10 #: doc/classes/Thread.xml:11 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/performance/threads/" "using_multiple_threads.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/threads/" "using_multiple_threads.html" #: doc/classes/Mutex.xml:16 msgid "" "Locks this [Mutex], blocks until it is unlocked by the current owner.\n" "[b]Note:[/b] This function returns without blocking if the thread already " "has ownership of the mutex." msgstr "" #: doc/classes/Mutex.xml:23 msgid "" "Tries locking this [Mutex], but does not block. Returns [constant OK] on " "success, [constant ERR_BUSY] otherwise.\n" "[b]Note:[/b] This function returns [constant OK] if the thread already has " "ownership of the mutex." msgstr "" #: doc/classes/Mutex.xml:30 msgid "" "Unlocks this [Mutex], leaving it to other threads.\n" "[b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple " "times while already having ownership of the mutex, it must also call [method " "unlock] the same number of times in order to unlock it correctly." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml:13 msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_class_documentation[/code]." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml:20 msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_method_documentation[/code]." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml:27 msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_property_documentation[/code]." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml:34 msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_signal_documentation[/code]." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml:40 msgid "" "Constructs a new object of the base type with a script of this type already " "attached.\n" "[b]Note:[/b] Any arguments passed to this function will be ignored and not " "passed to the native constructor function. This will change with in a future " "API extension." msgstr "" #: doc/classes/Navigation.xml:4 msgid "Mesh-based navigation and pathfinding node." msgstr "" #: doc/classes/Navigation.xml:7 msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes, but they can also be added on the fly " "with [method navmesh_add]. In addition to basic pathfinding, this class also " "assists with aligning navigation agents with the meshes they are navigating " "on.\n" "[b]Note:[/b] The current navigation system has many known issues and will " "not always return optimal paths as expected. These issues will be fixed in " "Godot 4.0." msgstr "" #: doc/classes/Navigation.xml:11 doc/classes/NavigationMesh.xml:10 #, fuzzy msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Navigation.xml:18 doc/classes/Navigation2D.xml:18 msgid "" "Returns the navigation point closest to the point given. Points are in local " "coordinate space." msgstr "" #: doc/classes/Navigation.xml:25 msgid "" "Returns the surface normal at the navigation point closest to the point " "given. Useful for rotating a navigation agent according to the navigation " "mesh it moves on." msgstr "" #: doc/classes/Navigation.xml:32 msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " "point closest to the point given. This is usually a " "[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " "the owner that was given (or [code]null[/code] if the [code]owner[/code] " "parameter was omitted)." msgstr "" #: doc/classes/Navigation.xml:41 msgid "" "Returns the navigation point closest to the given line segment. When " "enabling [code]use_collision[/code], only considers intersection points " "between segment and navigation meshes. If multiple intersection points are " "found, the one closest to the segment start point is returned." msgstr "" #: doc/classes/Navigation.xml:50 msgid "" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " "etc.) are considered in the path calculation, otherwise they are ignored.\n" "[b]Note:[/b] This method has known issues and will often return non-optimal " "paths. These issues will be fixed in Godot 4.0." msgstr "" #: doc/classes/Navigation.xml:60 msgid "" "Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " "or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " "the polygon. The optional [code]owner[/code] is used as return value for " "[method get_closest_point_owner]." msgstr "" #: doc/classes/Navigation.xml:67 #, fuzzy msgid "Removes the [NavigationMesh] with the given ID." msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." #: doc/classes/Navigation.xml:75 #, fuzzy msgid "Sets the transform applied to the [NavigationMesh] with the given ID." msgstr "" "Gibt den Vektor, eingerastet auf das Gitter entstehend aus der übergebenen " "Größe, zurück." #: doc/classes/Navigation.xml:81 msgid "" "Defines which direction is up. By default, this is [code](0, 1, 0)[/code], " "which is the world's \"up\" direction." msgstr "" #: doc/classes/Navigation2D.xml:4 msgid "2D navigation and pathfinding node." msgstr "" #: doc/classes/Navigation2D.xml:7 msgid "" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes, but " "they can also be added on the fly with [method navpoly_add].\n" "[b]Note:[/b] The current navigation system has many known issues and will " "not always return optimal paths as expected. These issues will be fixed in " "Godot 4.0." msgstr "" #: doc/classes/Navigation2D.xml:11 doc/classes/NavigationPolygon.xml:27 #, fuzzy msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Navigation2D.xml:25 msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " "[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " "returns the owner that was given (or [code]null[/code] if the [code]owner[/" "code] parameter was omitted)." msgstr "" #: doc/classes/Navigation2D.xml:34 msgid "" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible.\n" "[b]Note:[/b] This method has known issues and will often return non-optimal " "paths. These issues will be fixed in Godot 4.0." msgstr "" #: doc/classes/Navigation2D.xml:44 msgid "" "Adds a [NavigationPolygon]. Returns an ID for use with [method " "navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " "is applied to the polygon. The optional [code]owner[/code] is used as return " "value for [method get_closest_point_owner]." msgstr "" #: doc/classes/Navigation2D.xml:51 #, fuzzy msgid "Removes the [NavigationPolygon] with the given ID." msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." #: doc/classes/Navigation2D.xml:59 #, fuzzy msgid "" "Sets the transform applied to the [NavigationPolygon] with the given ID." msgstr "" "Gibt den Vektor, eingerastet auf das Gitter entstehend aus der übergebenen " "Größe, zurück." #: doc/classes/NavigationMesh.xml:4 msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" #: doc/classes/NavigationMesh.xml:7 msgid "" "A navigation mesh is a collection of polygons that define which areas of an " "environment are traversable to aid agents in pathfinding through complicated " "spaces." msgstr "" #: doc/classes/NavigationMesh.xml:17 doc/classes/NavigationPolygon.xml:49 msgid "" "Adds a polygon using the indices of the vertices you get when calling " "[method get_vertices]." msgstr "" #: doc/classes/NavigationMesh.xml:23 msgid "" "Clears the array of polygons, but it doesn't clear the array of vertices." msgstr "" #: doc/classes/NavigationMesh.xml:30 msgid "" "Initializes the navigation mesh by setting the vertices and indices " "according to a [Mesh]." msgstr "" #: doc/classes/NavigationMesh.xml:37 msgid "" "Returns whether the specified [code]bit[/code] of the [member geometry/" "collision_mask] is set." msgstr "" #: doc/classes/NavigationMesh.xml:44 doc/classes/NavigationPolygon.xml:81 msgid "" "Returns a [PoolIntArray] containing the indices of the vertices of a created " "polygon." msgstr "" #: doc/classes/NavigationMesh.xml:50 #, fuzzy msgid "Returns the number of polygons in the navigation mesh." msgstr "Gibt die Anzahl der Verbindungen im Graphen zurück." #: doc/classes/NavigationMesh.xml:56 msgid "" "Returns a [PoolVector3Array] containing all the vertices being used to " "create the polygons." msgstr "" #: doc/classes/NavigationMesh.xml:64 msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" "code] in the [member geometry/collision_mask].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" "code] in the [member geometry/collision_mask]." msgstr "" #: doc/classes/NavigationMesh.xml:72 doc/classes/NavigationPolygon.xml:121 msgid "" "Sets the vertices that can be then indexed to create polygons with the " "[method add_polygon] method." msgstr "" #: doc/classes/NavigationMesh.xml:78 msgid "" "The minimum floor to ceiling height that will still allow the floor area to " "be considered walkable.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " "multiple of [member cell/height]." msgstr "" #: doc/classes/NavigationMesh.xml:82 msgid "" "The minimum ledge height that is considered to still be traversable.\n" "[b]Note:[/b] While baking, this value will be rounded down to the nearest " "multiple of [member cell/height]." msgstr "" #: doc/classes/NavigationMesh.xml:86 msgid "The maximum slope that is considered walkable, in degrees." msgstr "" #: doc/classes/NavigationMesh.xml:89 msgid "" "The distance to erode/shrink the walkable area of the heightfield away from " "obstructions.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " "multiple of [member cell/size]." msgstr "" #: doc/classes/NavigationMesh.xml:93 #, fuzzy msgid "The Y axis cell size to use for fields." msgstr "Der Anrufmodus, der für Spuren der Anrufmethode verwendet werden soll." #: doc/classes/NavigationMesh.xml:96 msgid "The XZ plane cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml:99 msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" #: doc/classes/NavigationMesh.xml:102 msgid "" "The maximum distance the detail mesh surface should deviate from " "heightfield, in cell unit." msgstr "" #: doc/classes/NavigationMesh.xml:105 msgid "" "The maximum distance a simplfied contour's border edges should deviate the " "original raw contour." msgstr "" #: doc/classes/NavigationMesh.xml:108 msgid "" "The maximum allowed length for contour edges along the border of the mesh.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " "multiple of [member cell/size]." msgstr "" #: doc/classes/NavigationMesh.xml:112 msgid "" "If [code]true[/code], marks walkable spans as not walkable if the clearance " "above the span is less than [member agent/height]." msgstr "" #: doc/classes/NavigationMesh.xml:115 #, fuzzy msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: doc/classes/NavigationMesh.xml:118 msgid "" "If [code]true[/code], marks non-walkable spans as walkable if their maximum " "is within [member agent/max_climb] of a walkable neighbor." msgstr "" #: doc/classes/NavigationMesh.xml:121 msgid "" "The physics layers to scan for static colliders.\n" "Only used when [member geometry/parsed_geometry_type] is [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]." msgstr "" #: doc/classes/NavigationMesh.xml:125 msgid "" "Determines which type of nodes will be parsed as geometry. See [enum " "ParsedGeometryType] for possible values." msgstr "" #: doc/classes/NavigationMesh.xml:128 msgid "" "The source of the geometry used when baking. See [enum SourceGeometryMode] " "for possible values." msgstr "" #: doc/classes/NavigationMesh.xml:131 msgid "" "The name of the group to scan for geometry.\n" "Only used when [member geometry/source_geometry_mode] is [constant " "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant " "SOURCE_GEOMETRY_GROUPS_EXPLICIT]." msgstr "" #: doc/classes/NavigationMesh.xml:135 msgid "" "The maximum number of vertices allowed for polygons generated during the " "contour to polygon conversion process." msgstr "" #: doc/classes/NavigationMesh.xml:138 msgid "" "Any regions with a size smaller than this will be merged with larger regions " "if possible.\n" "[b]Note:[/b] This value will be squared to calculate the number of cells. " "For example, a value of 20 will set the number of cells to 400." msgstr "" #: doc/classes/NavigationMesh.xml:142 msgid "" "The minimum size of a region for it to be created.\n" "[b]Note:[/b] This value will be squared to calculate the minimum number of " "cells allowed to form isolated island areas. For example, a value of 8 will " "set the number of cells to 64." msgstr "" #: doc/classes/NavigationMesh.xml:146 msgid "" "Partitioning algorithm for creating the navigation mesh polys. See [enum " "SamplePartitionType] for possible values." msgstr "" #: doc/classes/NavigationMesh.xml:151 msgid "" "Watershed partitioning. Generally the best choice if you precompute the " "navigation mesh, use this if you have large open areas." msgstr "" #: doc/classes/NavigationMesh.xml:154 msgid "" "Monotone partitioning. Use this if you want fast navigation mesh generation." msgstr "" #: doc/classes/NavigationMesh.xml:157 msgid "" "Layer partitioning. Good choice to use for tiled navigation mesh with medium " "and small sized tiles." msgstr "" #: doc/classes/NavigationMesh.xml:160 #, fuzzy msgid "Represents the size of the [enum SamplePartitionType] enum." msgstr "Stellt die Größe dar des [enum Variant.Type] enum." #: doc/classes/NavigationMesh.xml:163 msgid "" "Parses mesh instances as geometry. This includes [MeshInstance], [CSGShape], " "and [GridMap] nodes." msgstr "" #: doc/classes/NavigationMesh.xml:166 msgid "" "Parses [StaticBody] colliders as geometry. The collider should be in any of " "the layers specified by [member geometry/collision_mask]." msgstr "" #: doc/classes/NavigationMesh.xml:169 msgid "" "Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS]." msgstr "" #: doc/classes/NavigationMesh.xml:172 #, fuzzy msgid "Represents the size of the [enum ParsedGeometryType] enum." msgstr "Stellt die Größe dar des [enum Variant.Type] enum." #: doc/classes/NavigationMesh.xml:175 msgid "" "Scans the child nodes of [NavigationMeshInstance] recursively for geometry." msgstr "" #: doc/classes/NavigationMesh.xml:178 msgid "" "Scans nodes in a group and their child nodes recursively for geometry. The " "group is specified by [member geometry/source_group_name]." msgstr "" #: doc/classes/NavigationMesh.xml:181 msgid "" "Uses nodes in a group for geometry. The group is specified by [member " "geometry/source_group_name]." msgstr "" #: doc/classes/NavigationMesh.xml:184 #, fuzzy msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "Steht für die Größe von [enum TextureRepeat] enum." #: doc/classes/NavigationMeshInstance.xml:4 msgid "Node that instances navigation meshes into a scenario." msgstr "" #: doc/classes/NavigationMeshInstance.xml:7 msgid "" "NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " "adds it to the current scenario by creating an instance of it." msgstr "" #: doc/classes/NavigationMeshInstance.xml:15 #, fuzzy msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." msgstr "Wenn [code]true[/code], wird der [AnimationTree] verarbeitet." #: doc/classes/NavigationMeshInstance.xml:18 #, fuzzy msgid "The [NavigationMesh] resource for the instance." msgstr "Das [NavigationMeshGenerator] Singleton." #: doc/classes/NavigationPolygon.xml:4 msgid "" "A node that has methods to draw outlines or use indices of vertices to " "create navigation polygons." msgstr "" #: doc/classes/NavigationPolygon.xml:7 msgid "" "There are two ways to create polygons. Either by using the [method " "add_outline] method, or using the [method add_polygon] method.\n" "Using [method add_outline]:\n" "[codeblock]\n" "var polygon = NavigationPolygon.new()\n" "var outline = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, " "50), Vector2(50, 0)])\n" "polygon.add_outline(outline)\n" "polygon.make_polygons_from_outlines()\n" "$NavigationPolygonInstance.navpoly = polygon\n" "[/codeblock]\n" "Using [method add_polygon] and indices of the vertices array.\n" "[codeblock]\n" "var polygon = NavigationPolygon.new()\n" "var vertices = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, " "50), Vector2(50, 0)])\n" "polygon.set_vertices(vertices)\n" "var indices = PoolIntArray([0, 1, 2, 3])\n" "polygon.add_polygon(indices)\n" "$NavigationPolygonInstance.navpoly = polygon\n" "[/codeblock]" msgstr "" #: doc/classes/NavigationPolygon.xml:34 msgid "" "Appends a [PoolVector2Array] that contains the vertices of an outline to the " "internal array that contains all the outlines. You have to call [method " "make_polygons_from_outlines] in order for this array to be converted to " "polygons that the engine will use." msgstr "" #: doc/classes/NavigationPolygon.xml:42 msgid "" "Adds a [PoolVector2Array] that contains the vertices of an outline to the " "internal array that contains all the outlines at a fixed position. You have " "to call [method make_polygons_from_outlines] in order for this array to be " "converted to polygons that the engine will use." msgstr "" #: doc/classes/NavigationPolygon.xml:55 msgid "" "Clears the array of the outlines, but it doesn't clear the vertices and the " "polygons that were created by them." msgstr "" #: doc/classes/NavigationPolygon.xml:61 msgid "" "Clears the array of polygons, but it doesn't clear the array of outlines and " "vertices." msgstr "" #: doc/classes/NavigationPolygon.xml:68 msgid "" "Returns a [PoolVector2Array] containing the vertices of an outline that was " "created in the editor or by script." msgstr "" #: doc/classes/NavigationPolygon.xml:74 msgid "" "Returns the number of outlines that were created in the editor or by script." msgstr "" #: doc/classes/NavigationPolygon.xml:87 msgid "Returns the count of all polygons." msgstr "" #: doc/classes/NavigationPolygon.xml:93 msgid "" "Returns a [PoolVector2Array] containing all the vertices being used to " "create the polygons." msgstr "" #: doc/classes/NavigationPolygon.xml:99 msgid "Creates polygons from the outlines added in the editor or by script." msgstr "" #: doc/classes/NavigationPolygon.xml:106 msgid "" "Removes an outline created in the editor or by script. You have to call " "[method make_polygons_from_outlines] for the polygons to update." msgstr "" #: doc/classes/NavigationPolygon.xml:114 msgid "" "Changes an outline created in the editor or by script. You have to call " "[method make_polygons_from_outlines] for the polygons to update." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:4 msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." "html]ENet[/url] library." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:7 msgid "" "A PacketPeer implementation that should be passed to [member SceneTree." "network_peer] after being initialized as either a client or server. Events " "can then be handled by connecting to [SceneTree] signals.\n" "ENet's purpose is to provide a relatively thin, simple and robust network " "communication layer on top of UDP (User Datagram Protocol).\n" "[b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to " "make your server accessible on the public Internet, you only need to forward " "the server port in UDP. You can use the [UPNP] class to try to forward the " "server port automatically when starting the server." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:12 #: doc/classes/NetworkedMultiplayerPeer.xml:11 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/networking/" "high_level_multiplayer.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/networking/" "high_level_multiplayer.html" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:13 msgid "http://enet.bespin.org/usergroup0.html" msgstr "http://enet.bespin.org/usergroup0.html" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:20 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 "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:31 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 " "qualified domain name (e.g. [code]\"www.example.com\"[/code]) or an IP " "address in IPv4 or IPv6 format (e.g. [code]\"192.168.1.1\"[/code]). The " "[code]port[/code] is the port the server is listening on. The " "[code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be " "used to limit the incoming and outgoing bandwidth to the given number of " "bytes per second. The default of 0 means unlimited bandwidth. Note that ENet " "will strategically drop packets on specific sides of a connection between " "peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth " "parameters also determine the window size of a connection which limits the " "amount of reliable packets that may be in transit at any given time. Returns " "[constant OK] if a client was created, [constant ERR_ALREADY_IN_USE] if this " "NetworkedMultiplayerENet instance already has an open connection (in which " "case you need to call [method close_connection] first) or [constant " "ERR_CANT_CREATE] if the client could not be created. If [code]client_port[/" "code] is specified, the client will also listen to the given port; this is " "useful for some NAT traversal techniques." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:41 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 " "below 1024 are privileged and may require elevated permissions depending on " "the platform. To change the interface the server listens on, use [method " "set_bind_ip]. The default IP is the wildcard [code]\"*\"[/code], which " "listens on all available interfaces. [code]max_clients[/code] is the maximum " "number of clients that are allowed at once, any number up to 4095 may be " "used, although the achievable number of simultaneous clients may be far " "lower and depends on the application. For additional details on the " "bandwidth parameters, see [method create_client]. Returns [constant OK] if a " "server was created, [constant ERR_ALREADY_IN_USE] if this " "NetworkedMultiplayerENet instance already has an open connection (in which " "case you need to call [method close_connection] first) or [constant " "ERR_CANT_CREATE] if the server could not be created." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:49 msgid "" "Disconnect the given peer. If \"now\" is set to [code]true[/code], the " "connection will be closed immediately without flushing queued messages." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:55 msgid "" "Returns the channel of the last packet fetched via [method PacketPeer." "get_packet]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:61 msgid "" "Returns the channel of the next packet that will be retrieved via [method " "PacketPeer.get_packet]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:68 #: modules/websocket/doc_classes/WebSocketServer.xml:27 msgid "Returns the IP address of the given peer." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:75 #: modules/websocket/doc_classes/WebSocketServer.xml:34 msgid "Returns the remote port of the given peer." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:82 msgid "" "The IP used when creating a server. This is set to the wildcard [code]\"*\"[/" "code] by default, which binds to all available interfaces. The given IP " "needs to be in IPv4 or IPv6 address format, for example: " "[code]\"192.168.1.1\"[/code]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:89 msgid "" "Configure the [X509Certificate] to use when [member use_dtls] is [code]true[/" "code]. For servers, you must also setup the [CryptoKey] via [method " "set_dtls_key]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:96 msgid "" "Configure the [CryptoKey] to use when [member use_dtls] is [code]true[/" "code]. Remember to also call [method set_dtls_certificate] to setup your " "[X509Certificate]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:106 msgid "" "Sets the timeout parameters for a peer.The timeout parameters control how " "and when a peer will timeout from a failure to acknowledge reliable traffic. " "Timeout values are expressed in milliseconds.\n" "The [code]timeout_limit[/code] is a factor that, multiplied by a value based " "on the average round trip time, will determine the timeout limit for a " "reliable packet. When that limit is reached, the timeout will be doubled, " "and the peer will be disconnected if that limit has reached " "[code]timeout_min[/code]. The [code]timeout_max[/code] parameter, on the " "other hand, defines a fixed timeout for which any packet must be " "acknowledged or the peer will be dropped." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:113 msgid "" "Enforce ordered packets when using [constant NetworkedMultiplayerPeer." "TRANSFER_MODE_UNRELIABLE] (thus behaving similarly to [constant " "NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED]). This is the " "only way to use ordering with the RPC system." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:116 msgid "" "The number of channels to be used by ENet. Channels are used to separate " "different kinds of data. In reliable or ordered mode, for example, the " "packet delivery order is ensured on a per-channel basis. This is done to " "combat latency and reduces ordering restrictions on packets. The delivery " "status of a packet in one channel won't stall the delivery of other packets " "in another channel." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:119 msgid "" "The compression method used for network packets. These have different " "tradeoffs of compression speed versus bandwidth, you may need to test which " "one works best for your use case if you use compression at all.\n" "[b]Note:[/b] Most games' network design involve sending many small packets " "frequently (smaller than 4 KB each). If in doubt, it is recommended to keep " "the default compression algorithm as it works best on these small packets.\n" "[b]Note:[/b] [member compression_mode] must be set to the same value on both " "the server and all its clients. Clients will fail to connect if the [member " "compression_mode] set on the client differs from the one set on the server. " "Prior to Godot 3.4, the default [member compression_mode] was [constant " "COMPRESS_NONE]. Nonetheless, mixing engine versions between clients and " "server is not recommended and not officially supported." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:124 msgid "" "The hostname used for DTLS verification, to be compared against the \"CN\" " "value in the certificate provided by the server.\n" "When set to an empty string, the [code]address[/code] parameter passed to " "[method create_client] is used instead." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:128 msgid "" "Enable or disable certificate verification when [member use_dtls] " "[code]true[/code]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:132 msgid "" "Enable or disable the server feature that notifies clients of other peers' " "connection/disconnection, and relays messages between them. When this option " "is [code]false[/code], clients won't be automatically notified of other " "peers and won't be able to send them packets through the server." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:135 msgid "" "Set the default channel to be used to transfer data. By default, this value " "is [code]-1[/code] which means that ENet will only use 2 channels: one for " "reliable packets, and one for unreliable packets. The channel [code]0[/code] " "is reserved and cannot be used. Setting this member to any value between " "[code]0[/code] and [member channel_count] (excluded) will force ENet to use " "that channel for sending data. See [member channel_count] for more " "information about ENet channels." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:139 msgid "" "When enabled, the client or server created by this peer, will use " "[PacketPeerDTLS] instead of raw UDP sockets for communicating with the " "remote peer. This will make the communication encrypted with DTLS at the " "cost of higher resource usage and potentially larger packet size.\n" "[b]Note:[/b] When creating a DTLS server, make sure you setup the key/" "certificate pair via [method set_dtls_key] and [method " "set_dtls_certificate]. For DTLS clients, have a look at the [member " "dtls_verify] option, and configure the certificate accordingly via [method " "set_dtls_certificate]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:145 msgid "" "No compression. This uses the most bandwidth, but has the upside of " "requiring the fewest CPU resources. This option may also be used to make " "network debugging using tools like Wireshark easier." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:148 msgid "" "ENet's built-in range encoding. Works well on small packets, but is not the " "most efficient algorithm on packets larger than 4 KB." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:151 msgid "" "[url=http://fastlz.org/]FastLZ[/url] compression. This option uses less CPU " "resources compared to [constant COMPRESS_ZLIB], at the expense of using more " "bandwidth." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:154 msgid "" "[url=https://www.zlib.net/]Zlib[/url] compression. This option uses less " "bandwidth compared to [constant COMPRESS_FASTLZ], at the expense of using " "more CPU resources. Note that this algorithm is not very efficient on " "packets smaller than 4 KB. Therefore, it's recommended to use other " "compression algorithms in most cases." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:157 msgid "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:4 msgid "A high-level network interface to simplify multiplayer interactions." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:7 msgid "" "Manages the connection to network peers. Assigns unique IDs to each client " "connected to the server. See also [MultiplayerAPI].\n" "[b]Note:[/b] The high-level multiplayer API protocol is an implementation " "detail and isn't meant to be used by non-Godot servers. It may change " "without notice." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:12 #, fuzzy msgid "https://godotengine.org/asset-library/asset/537" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/NetworkedMultiplayerPeer.xml:18 msgid "" "Returns the current state of the connection. See [enum ConnectionStatus]." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:24 msgid "" "Returns the ID of the [NetworkedMultiplayerPeer] who sent the most recent " "packet." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:30 msgid "Returns the ID of this [NetworkedMultiplayerPeer]." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:36 msgid "Waits up to 1 second to receive a new network event." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:43 msgid "" "Sets the peer to which packets will be sent.\n" "The [code]id[/code] can be one of: [constant TARGET_PEER_BROADCAST] to send " "to all connected peers, [constant TARGET_PEER_SERVER] to send to the peer " "acting as server, a valid peer ID to send to that specific peer, a negative " "peer ID to send to all peers except that one. By default, the target peer is " "[constant TARGET_PEER_BROADCAST]." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:50 msgid "" "If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new " "connections." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:53 msgid "" "The manner in which to send packets to the [code]target_peer[/code]. See " "[enum TransferMode]." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:59 msgid "Emitted when a connection attempt fails." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:64 msgid "Emitted when a connection attempt succeeds." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:70 msgid "Emitted by the server when a client connects." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:76 msgid "Emitted by the server when a client disconnects." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:81 msgid "Emitted by clients when the server disconnects." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:87 msgid "" "Packets are not acknowledged, no resend attempts are made for lost packets. " "Packets may arrive in any order. Potentially faster than [constant " "TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always " "consider whether the order matters." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:90 msgid "" "Packets are not acknowledged, no resend attempts are made for lost packets. " "Packets are received in the order they were sent in. Potentially faster than " "[constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that " "would be outdated if received late due to resend attempt(s) anyway, for " "example movement and positional data." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:93 msgid "" "Packets must be received and resend attempts should be made until the " "packets are acknowledged. Packets must be received in the order they were " "sent in. Most reliable transfer mode, but potentially the slowest due to the " "overhead. Use for critical data that must be transmitted and arrive in " "order, for example an ability being triggered or a chat message. Consider " "carefully if the information really is critical, and use sparingly." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:96 msgid "The ongoing connection disconnected." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:99 msgid "A connection attempt is ongoing." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:102 msgid "The connection attempt succeeded." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:105 msgid "Packets are sent to the server and then redistributed to other peers." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:108 msgid "Packets are sent to the server alone." msgstr "" #: doc/classes/NinePatchRect.xml:4 msgid "" "Scalable texture-based frame that tiles the texture's centers and sides, but " "keeps the corners' original size. Perfect for panels and dialog boxes." msgstr "" #: doc/classes/NinePatchRect.xml:7 msgid "" "Also known as 9-slice panels, NinePatchRect produces clean panels of any " "size, based on a small texture. To do so, it splits the texture in a 3×3 " "grid. When you scale the node, it tiles the texture's sides horizontally or " "vertically, the center on both axes but it doesn't scale or tile the corners." msgstr "" #: doc/classes/NinePatchRect.xml:16 msgid "" "Returns the size of the margin identified by the given [enum Margin] " "constant." msgstr "" #: doc/classes/NinePatchRect.xml:24 msgid "" "Sets the size of the margin identified by the given [enum Margin] constant " "to [code]value[/code] in pixels." msgstr "" #: doc/classes/NinePatchRect.xml:30 msgid "" "The stretch mode to use for horizontal stretching/tiling. See [enum " "NinePatchRect.AxisStretchMode] for possible values." msgstr "" #: doc/classes/NinePatchRect.xml:33 msgid "" "The stretch mode to use for vertical stretching/tiling. See [enum " "NinePatchRect.AxisStretchMode] for possible values." msgstr "" #: doc/classes/NinePatchRect.xml:36 msgid "" "If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's " "borders." msgstr "" #: doc/classes/NinePatchRect.xml:40 msgid "" "The height of the 9-slice's bottom row. A margin of 16 means the 9-slice's " "bottom corners and side will have a height of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" #: doc/classes/NinePatchRect.xml:43 msgid "" "The width of the 9-slice's left column. A margin of 16 means the 9-slice's " "left corners and side will have a width of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" #: doc/classes/NinePatchRect.xml:46 msgid "" "The width of the 9-slice's right column. A margin of 16 means the 9-slice's " "right corners and side will have a width of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" #: doc/classes/NinePatchRect.xml:49 msgid "" "The height of the 9-slice's top row. A margin of 16 means the 9-slice's top " "corners and side will have a height of 16 pixels. You can set all 4 margin " "values individually to create panels with non-uniform borders." msgstr "" #: doc/classes/NinePatchRect.xml:52 msgid "" "Rectangular region of the texture to sample from. If you're working with an " "atlas, use this property to define the area the 9-slice should use. All " "other properties are relative to this one. If the rect is empty, " "NinePatchRect will use the whole texture." msgstr "" #: doc/classes/NinePatchRect.xml:55 msgid "The node's texture resource." msgstr "" #: doc/classes/NinePatchRect.xml:61 msgid "Emitted when the node's texture changes." msgstr "" #: doc/classes/NinePatchRect.xml:67 msgid "" "Stretches the center texture across the NinePatchRect. This may cause the " "texture to be distorted." msgstr "" #: doc/classes/NinePatchRect.xml:70 msgid "" "Repeats the center texture across the NinePatchRect. This won't cause any " "visible distortion. The texture must be seamless for this to work without " "displaying artifacts between edges.\n" "[b]Note:[/b] Only supported when using the GLES3 renderer. When using the " "GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]." msgstr "" #: doc/classes/NinePatchRect.xml:74 msgid "" "Repeats the center texture across the NinePatchRect, but will also stretch " "the texture to make sure each tile is visible in full. This may cause the " "texture to be distorted, but less than [constant AXIS_STRETCH_MODE_STRETCH]. " "The texture must be seamless for this to work without displaying artifacts " "between edges.\n" "[b]Note:[/b] Only supported when using the GLES3 renderer. When using the " "GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]." msgstr "" #: doc/classes/Node.xml:4 msgid "Base class for all [i]scene[/i] objects." msgstr "" #: doc/classes/Node.xml:7 msgid "" "Nodes are Godot's building blocks. They can be assigned as the child of " "another node, resulting in a tree arrangement. A given node can contain any " "number of nodes as children with the requirement that all siblings (direct " "children of a node) should have unique names.\n" "A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk " "and then instanced into other scenes. This allows for very high flexibility " "in the architecture and data model of Godot projects.\n" "[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a " "node is added to the scene tree, it receives the [constant " "NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback " "is triggered. Child nodes are always added [i]after[/i] their parent node, i." "e. the [method _enter_tree] callback of a parent node will be triggered " "before its child's.\n" "Once all nodes have been added in the scene tree, they receive the [constant " "NOTIFICATION_READY] notification and their respective [method _ready] " "callbacks are triggered. For groups of nodes, the [method _ready] callback " "is called in reverse order, starting with the children and moving up to the " "parent nodes.\n" "This means that when adding a node to the scene tree, the following order " "will be used for the callbacks: [method _enter_tree] of the parent, [method " "_enter_tree] of the children, [method _ready] of the children and finally " "[method _ready] of the parent (recursively for the entire scene tree).\n" "[b]Processing:[/b] Nodes can override the \"process\" state, so that they " "receive a callback on each frame requesting them to process (do something). " "Normal processing (callback [method _process], toggled with [method " "set_process]) happens as fast as possible and is dependent on the frame " "rate, so the processing time [i]delta[/i] (in seconds) is passed as an " "argument. Physics processing (callback [method _physics_process], toggled " "with [method set_physics_process]) happens a fixed number of times per " "second (60 by default) and is useful for code related to the physics " "engine.\n" "Nodes can also process input events. When present, the [method _input] " "function will be called for each input that the program receives. In many " "cases, this can be overkill (unless used for simple projects), and the " "[method _unhandled_input] function might be preferred; it is called when the " "input event was not handled by anyone else (typically, GUI [Control] nodes), " "ensuring that the node only receives the events that were meant for it.\n" "To keep track of the scene hierarchy (especially when instancing scenes into " "other scenes), an \"owner\" can be set for the node with the [member owner] " "property. This keeps track of who instanced what. This is mostly useful when " "writing editors and tools, though.\n" "Finally, when a node is freed with [method Object.free] or [method " "queue_free], it will also free all its children.\n" "[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy " "to manage, you could create groups like \"enemies\" or \"collectables\" for " "example, depending on your game. See [method add_to_group], [method " "is_in_group] and [method remove_from_group]. You can then retrieve all nodes " "in these groups, iterate them and even call methods on groups via the " "methods on [SceneTree].\n" "[b]Networking with nodes:[/b] After connecting to a server (or making one, " "see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC " "(remote procedure call) system to communicate over the network. By calling " "[method rpc] with a method name, it will be called locally and in all " "connected peers (peers = clients and the server that accepts connections). " "To identify which node receives the RPC call, Godot will use its [NodePath] " "(make sure node names are the same on all peers). Also, take a look at the " "high-level networking tutorial and corresponding demos." msgstr "" #: doc/classes/Node.xml:20 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/step_by_step/" "nodes_and_scenes.html" msgstr "" "https://docs.godotengine.org/de/latest/getting_started/step_by_step/" "scenes_and_nodes.html" #: doc/classes/Node.xml:21 #, fuzzy msgid "https://github.com/godotengine/godot-demo-projects/" msgstr "https://github.com/godotengine/tps-demo" #: doc/classes/Node.xml:27 msgid "" "Called when the node enters the [SceneTree] (e.g. upon instancing, scene " "changing, or after calling [method add_child] in a script). If the node has " "children, its [method _enter_tree] callback will be called first, and then " "that of the children.\n" "Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in " "[method Object._notification]." msgstr "" #: doc/classes/Node.xml:34 msgid "" "Called when the node is about to leave the [SceneTree] (e.g. upon freeing, " "scene changing, or after calling [method remove_child] in a script). If the " "node has children, its [method _exit_tree] callback will be called last, " "after all its children have left the tree.\n" "Corresponds to the [constant NOTIFICATION_EXIT_TREE] notification in [method " "Object._notification] and signal [signal tree_exiting]. To get notified when " "the node has already left the active tree, connect to the [signal " "tree_exited]." msgstr "" #: doc/classes/Node.xml:41 msgid "" "The string returned from this method is displayed as a warning in the Scene " "Dock if the script that overrides it is a [code]tool[/code] script.\n" "Returning an empty string produces no warning.\n" "Call [method update_configuration_warning] when the warning needs to be " "updated for this node." msgstr "" #: doc/classes/Node.xml:50 msgid "" "Called when there is an input event. The input event propagates up through " "the node tree until a node consumes it.\n" "It is only called if input processing is enabled, which is done " "automatically if this method is overridden, and can be toggled with [method " "set_process_input].\n" "To consume the input event and stop it propagating further to other nodes, " "[method SceneTree.set_input_as_handled] can be called.\n" "For gameplay input, [method _unhandled_input] and [method " "_unhandled_key_input] are usually a better fit as they allow the GUI to " "intercept the events first.\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not orphan)." msgstr "" #: doc/classes/Node.xml:61 msgid "" "Called during the physics processing step of the main loop. Physics " "processing means that the frame rate is synced to the physics, i.e. the " "[code]delta[/code] variable should be constant. [code]delta[/code] is in " "seconds.\n" "It is only called if physics processing is enabled, which is done " "automatically if this method is overridden, and can be toggled with [method " "set_physics_process].\n" "Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in " "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not orphan)." msgstr "" #: doc/classes/Node.xml:71 msgid "" "Called during the processing step of the main loop. Processing happens at " "every frame and as fast as possible, so the [code]delta[/code] time since " "the previous frame is not constant. [code]delta[/code] is in seconds.\n" "It is only called if processing is enabled, which is done automatically if " "this method is overridden, and can be toggled with [method set_process].\n" "Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method " "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not orphan)." msgstr "" #: doc/classes/Node.xml:80 msgid "" "Called when the node is \"ready\", i.e. when both the node and its children " "have entered the scene tree. If the node has children, their [method _ready] " "callbacks get triggered first, and the parent node will receive the ready " "notification afterwards.\n" "Corresponds to the [constant NOTIFICATION_READY] notification in [method " "Object._notification]. See also the [code]onready[/code] keyword for " "variables.\n" "Usually used for initialization. For even earlier initialization, [method " "Object._init] may be used. See also [method _enter_tree].\n" "[b]Note:[/b] [method _ready] may be called only once for each node. After " "removing a node from the scene tree and adding again, [code]_ready[/code] " "will not be called for the second time. This can be bypassed with requesting " "another call with [method request_ready], which may be called anywhere " "before adding the node again." msgstr "" #: doc/classes/Node.xml:90 msgid "" "Called when an [InputEvent] hasn't been consumed by [method _input] or any " "GUI. The input event propagates up through the node tree until a node " "consumes it.\n" "It is only called if unhandled input processing is enabled, which is done " "automatically if this method is overridden, and can be toggled with [method " "set_process_unhandled_input].\n" "To consume the input event and stop it propagating further to other nodes, " "[method SceneTree.set_input_as_handled] can be called.\n" "For gameplay input, this and [method _unhandled_key_input] are usually a " "better fit than [method _input] as they allow the GUI to intercept the " "events first.\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not orphan)." msgstr "" #: doc/classes/Node.xml:101 msgid "" "Called when an [InputEventKey] hasn't been consumed by [method _input] or " "any GUI. The input event propagates up through the node tree until a node " "consumes it.\n" "It is only called if unhandled key input processing is enabled, which is " "done automatically if this method is overridden, and can be toggled with " "[method set_process_unhandled_key_input].\n" "To consume the input event and stop it propagating further to other nodes, " "[method SceneTree.set_input_as_handled] can be called.\n" "For gameplay input, this and [method _unhandled_input] are usually a better " "fit than [method _input] as they allow the GUI to intercept the events " "first.\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not orphan)." msgstr "" #: doc/classes/Node.xml:113 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 " "parent node is deleted, so an entire scene can be removed by deleting its " "topmost node.\n" "If [code]legible_unique_name[/code] is [code]true[/code], the child node " "will have a human-readable name based on the name of the node being " "instanced instead of its type.\n" "[b]Note:[/b] If the child node already has a parent, the function will fail. " "Use [method remove_child] first to remove the node from its current parent. " "For example:\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]Note:[/b] If you want a child to be persisted to a [PackedScene], you " "must set [member owner] in addition to calling [method add_child]. This is " "typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/" "misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://" "godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor " "plugins[/url]. If [method add_child] is called without setting [member " "owner], the newly added [Node] will not be visible in the scene tree, though " "it will be visible in the 2D/3D view." msgstr "" #: doc/classes/Node.xml:130 msgid "" "Adds [code]child_node[/code] as a child. The child is placed below the given " "[code]node[/code] in the list of children.\n" "If [code]legible_unique_name[/code] is [code]true[/code], the child node " "will have a human-readable name based on the name of the node being " "instanced instead of its type." msgstr "" #: doc/classes/Node.xml:139 msgid "" "Adds the node to a group. Groups are helpers to name and organize a subset " "of nodes, for example \"enemies\" or \"collectables\". A node can be in any " "number of groups. Nodes can be assigned a group at any time, but will not be " "added until they are inside the scene tree (see [method is_inside_tree]). " "See notes in the description, and the group methods in [SceneTree].\n" "The [code]persistent[/code] option is used when packing node to " "[PackedScene] and saving to file. Non-persistent groups aren't stored.\n" "[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] " "guaranteed. The order of node groups should not be relied upon as it can " "vary across project runs." msgstr "" #: doc/classes/Node.xml:147 msgid "" "Returns [code]true[/code] if the node can process while the scene tree is " "paused (see [member pause_mode]). Always returns [code]true[/code] if the " "scene tree is not paused, and [code]false[/code] if the node is not in the " "tree." msgstr "" #: doc/classes/Node.xml:154 msgid "" "Duplicates the node, returning a new node.\n" "You can fine-tune the behavior using the [code]flags[/code] (see [enum " "DuplicateFlags]).\n" "[b]Note:[/b] It will not work properly if the node contains a script with " "constructor arguments (i.e. needs to supply arguments to [method Object." "_init] method). In that case, the node will be duplicated without a script." msgstr "" #: doc/classes/Node.xml:165 msgid "" "Finds a descendant of this node whose name matches [code]mask[/code] as in " "[method String.match] (i.e. case-sensitive, but [code]\"*\"[/code] matches " "zero or more characters and [code]\"?\"[/code] matches any single character " "except [code]\".\"[/code]).\n" "[b]Note:[/b] It does not match against the full path, just against " "individual node names.\n" "If [code]owned[/code] is [code]true[/code], this method only finds nodes " "whose owner is this node. This is especially important for scenes " "instantiated through a script, because those scenes don't have an owner.\n" "[b]Note:[/b] As this method walks through all the descendants of the node, " "it is the slowest way to get a reference to another node. Whenever possible, " "consider using [method get_node] instead. To avoid using [method find_node] " "too often, consider caching the node reference into a variable." msgstr "" #: doc/classes/Node.xml:175 msgid "" "Finds the first parent of the current node whose name matches [code]mask[/" "code] as in [method String.match] (i.e. case-sensitive, but [code]\"*\"[/" "code] matches zero or more characters and [code]\"?\"[/code] matches any " "single character except [code]\".\"[/code]).\n" "[b]Note:[/b] It does not match against the full path, just against " "individual node names.\n" "[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow " "in large, deeply nested scene trees. Whenever possible, consider using " "[method get_node] instead. To avoid using [method find_parent] too often, " "consider caching the node reference into a variable." msgstr "" #: doc/classes/Node.xml:184 msgid "" "Returns a child node by its index (see [method get_child_count]). This " "method is often used for iterating all children of a node.\n" "To access a child node via its name, use [method get_node]." msgstr "" #: doc/classes/Node.xml:191 msgid "Returns the number of child nodes." msgstr "" #: doc/classes/Node.xml:197 msgid "Returns an array of references to node's children." msgstr "" #: doc/classes/Node.xml:203 msgid "" "Returns an array listing the groups that the node is a member of.\n" "[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] " "guaranteed. The order of node groups should not be relied upon as it can " "vary across project runs.\n" "[b]Note:[/b] The engine uses some group names internally (all starting with " "an underscore). To avoid conflicts with internal groups, do not add custom " "groups whose name starts with an underscore. To exclude internal groups " "while looping over [method get_groups], use the following snippet:\n" "[codeblock]\n" "# Stores the node's non-internal groups only (as an array of Strings).\n" "var non_internal_groups = []\n" "for group in get_groups():\n" " if not group.begins_with(\"_\"):\n" " non_internal_groups.push_back(group)\n" "[/codeblock]" msgstr "" #: doc/classes/Node.xml:218 msgid "" "Returns the node's index, i.e. its position among the siblings of its parent." msgstr "" #: doc/classes/Node.xml:224 msgid "" "Returns the peer ID of the network master for this node. See [method " "set_network_master]." msgstr "" #: doc/classes/Node.xml:231 msgid "" "Fetches a node. The [NodePath] can be either a relative path (from the " "current node) or an absolute path (in the scene tree) to a node. If the path " "does not exist, a [code]null instance[/code] is returned and an error is " "logged. Attempts to access methods on the return value will result in an " "\"Attempt to call on a null instance.\" error.\n" "[b]Note:[/b] Fetching absolute paths only works when the node is inside the " "scene tree (see [method is_inside_tree]).\n" "[b]Example:[/b] Assume your current node is Character and the following " "tree:\n" "[codeblock]\n" "/root\n" "/root/Character\n" "/root/Character/Sword\n" "/root/Character/Backpack/Dagger\n" "/root/MyGame\n" "/root/Swamp/Alligator\n" "/root/Swamp/Mosquito\n" "/root/Swamp/Goblin\n" "[/codeblock]\n" "Possible paths are:\n" "[codeblock]\n" "get_node(\"Sword\")\n" "get_node(\"Backpack/Dagger\")\n" "get_node(\"../Swamp/Alligator\")\n" "get_node(\"/root/MyGame\")\n" "[/codeblock]" msgstr "" #: doc/classes/Node.xml:257 msgid "" "Fetches a node and one of its resources as specified by the [NodePath]'s " "subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested " "resources are specified in the [NodePath], the last one will be fetched.\n" "The return value is an array of size 3: the first index points to the [Node] " "(or [code]null[/code] if not found), the second index points to the " "[Resource] (or [code]null[/code] if not found), and the third index is the " "remaining [NodePath], if any.\n" "For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid " "node and that its [code]shape[/code] property has been assigned a " "[RectangleShape2D] resource, one could have this kind of output:\n" "[codeblock]\n" "print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # " "[[CollisionShape2D:1161], Null, ]\n" "print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # " "[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n" "print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # " "[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n" "[/codeblock]" msgstr "" #: doc/classes/Node.xml:271 msgid "" "Similar to [method get_node], but does not log an error if [code]path[/code] " "does not point to a valid [Node]." msgstr "" #: doc/classes/Node.xml:277 msgid "" "Returns the parent node of the current node, or a [code]null instance[/code] " "if the node lacks a parent." msgstr "" #: doc/classes/Node.xml:283 msgid "" "Returns the absolute path of the current node. This only works if the " "current node is inside the scene tree (see [method is_inside_tree])." msgstr "" #: doc/classes/Node.xml:290 msgid "" "Returns the relative [NodePath] from this node to the specified [code]node[/" "code]. Both nodes must be in the same scene or the function will fail." msgstr "" #: doc/classes/Node.xml:296 msgid "" "Returns the time elapsed (in seconds) since the last physics-bound frame " "(see [method _physics_process]). This is always a constant value in physics " "processing unless the frames per second is changed via [member Engine." "iterations_per_second]." msgstr "" #: doc/classes/Node.xml:302 msgid "" "Returns the node's order in the scene tree branch. For example, if called on " "the first child node the position is [code]0[/code]." msgstr "" #: doc/classes/Node.xml:308 msgid "" "Returns the time elapsed (in seconds) since the last process callback. This " "value may vary from frame to frame." msgstr "" #: doc/classes/Node.xml:314 msgid "" "Returns [code]true[/code] if this is an instance load placeholder. See " "[InstancePlaceholder]." msgstr "" #: doc/classes/Node.xml:320 msgid "Returns the [SceneTree] that contains this node." msgstr "" #: doc/classes/Node.xml:326 msgid "Returns the node's [Viewport]." msgstr "" #: doc/classes/Node.xml:333 msgid "" "Returns [code]true[/code] if the node that the [NodePath] points to exists." msgstr "" #: doc/classes/Node.xml:340 msgid "" "Returns [code]true[/code] if the [NodePath] points to a valid node and its " "subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:" "shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive " "math types) are not considered resources." msgstr "" #: doc/classes/Node.xml:347 msgid "" "Returns [code]true[/code] if the given node is a direct or indirect child of " "the current node." msgstr "" #: doc/classes/Node.xml:353 msgid "" "Returns [code]true[/code] if the node is folded (collapsed) in the Scene " "dock." msgstr "" #: doc/classes/Node.xml:360 msgid "" "Returns [code]true[/code] if the given node occurs later in the scene " "hierarchy than the current node." msgstr "" #: doc/classes/Node.xml:367 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 "" #: doc/classes/Node.xml:373 msgid "" "Returns [code]true[/code] if this node is currently inside a [SceneTree]." msgstr "" #: doc/classes/Node.xml:379 msgid "" "Returns [code]true[/code] if the local system is the master of this node." msgstr "" #: doc/classes/Node.xml:385 msgid "" "Returns [code]true[/code] if physics processing is enabled (see [method " "set_physics_process])." msgstr "" #: doc/classes/Node.xml:391 msgid "" "Returns [code]true[/code] if internal physics processing is enabled (see " "[method set_physics_process_internal])." msgstr "" #: doc/classes/Node.xml:397 msgid "" "Returns [code]true[/code] if processing is enabled (see [method " "set_process])." msgstr "" #: doc/classes/Node.xml:403 msgid "" "Returns [code]true[/code] if the node is processing input (see [method " "set_process_input])." msgstr "" #: doc/classes/Node.xml:409 msgid "" "Returns [code]true[/code] if internal processing is enabled (see [method " "set_process_internal])." msgstr "" #: doc/classes/Node.xml:415 msgid "" "Returns [code]true[/code] if the node is processing unhandled input (see " "[method set_process_unhandled_input])." msgstr "" #: doc/classes/Node.xml:421 msgid "" "Returns [code]true[/code] if the node is processing unhandled key input (see " "[method set_process_unhandled_key_input])." msgstr "" #: doc/classes/Node.xml:429 msgid "" "Moves a child node to a different position (order) among the other children. " "Since calls, signals, etc are performed by tree order, changing the order of " "children nodes may be useful." msgstr "" #: doc/classes/Node.xml:435 msgid "" "Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. " "Works only in debug builds." msgstr "" #: doc/classes/Node.xml:441 msgid "" "Prints the tree to stdout. Used mainly for debugging purposes. This version " "displays the path relative to the current node, and is good for copy/pasting " "into the [method get_node] function.\n" "[b]Example output:[/b]\n" "[codeblock]\n" "TheGame\n" "TheGame/Menu\n" "TheGame/Menu/Label\n" "TheGame/Menu/Camera2D\n" "TheGame/SplashScreen\n" "TheGame/SplashScreen/Camera2D\n" "[/codeblock]" msgstr "" #: doc/classes/Node.xml:456 msgid "" "Similar to [method print_tree], this prints the tree to stdout. This version " "displays a more graphical representation similar to what is displayed in the " "scene inspector. It is useful for inspecting larger trees.\n" "[b]Example output:[/b]\n" "[codeblock]\n" " ┖╴TheGame\n" " ┠╴Menu\n" " ┃ ┠╴Label\n" " ┃ ┖╴Camera2D\n" " ┖╴SplashScreen\n" " ┖╴Camera2D\n" "[/codeblock]" msgstr "" #: doc/classes/Node.xml:474 msgid "" "Calls the given method (if present) with the arguments given in [code]args[/" "code] on this node and recursively on all its children. If the " "[code]parent_first[/code] argument is [code]true[/code], the method will be " "called on the current node first, then on all its children. If " "[code]parent_first[/code] is [code]false[/code], the children will be called " "first." msgstr "" #: doc/classes/Node.xml:481 msgid "" "Notifies the current node and all its children recursively by calling " "[method Object.notification] on all of them." msgstr "" #: doc/classes/Node.xml:487 msgid "" "Queues a node for deletion at the end of the current frame. When deleted, " "all of its child nodes will be deleted as well. This method ensures it's " "safe to delete the node, contrary to [method Object.free]. Use [method " "Object.is_queued_for_deletion] to check whether a node will be deleted at " "the end of the frame.\n" "[b]Important:[/b] If you have a variable pointing to a node, it will [i]not[/" "i] be assigned to [code]null[/code] once the node is freed. Instead, it will " "point to a [i]previously freed instance[/i] and you should validate it with " "[method @GDScript.is_instance_valid] before attempting to call its methods " "or access its properties." msgstr "" #: doc/classes/Node.xml:494 msgid "" "Moves this node to the bottom of parent node's children hierarchy. This is " "often useful in GUIs ([Control] nodes), because their order of drawing " "depends on their order in the tree. The top Node is drawn first, then any " "siblings below the top Node in the hierarchy are successively drawn on top " "of it. After using [code]raise[/code], a Control will be drawn on top of its " "siblings." msgstr "" #: doc/classes/Node.xml:500 msgid "" "Removes a node and sets all its children as children of the parent node (if " "it exists). All event subscriptions that pass by the removed node will be " "unsubscribed." msgstr "" #: doc/classes/Node.xml:507 msgid "" "Removes a child node. The node is NOT deleted and must be deleted manually.\n" "[b]Note:[/b] This function may set the [member owner] of the removed Node " "(or its descendants) to be [code]null[/code], if that [member owner] is no " "longer a parent or ancestor." msgstr "" #: doc/classes/Node.xml:515 msgid "" "Removes a node from a group. See notes in the description, and the group " "methods in [SceneTree]." msgstr "" #: doc/classes/Node.xml:523 msgid "" "Replaces a node in a scene by the given one. Subscriptions that pass through " "this node will be lost.\n" "Note that the replaced node is not automatically freed, so you either need " "to keep it in a variable for later use or free it using [method Object.free]." msgstr "" #: doc/classes/Node.xml:530 msgid "" "Requests that [code]_ready[/code] be called again. Note that the method " "won't be called immediately, but is scheduled for when the node is added to " "the scene tree again (see [method _ready]). [code]_ready[/code] is called " "only for the node which requested it, which means that you need to request " "ready for each child if you want them to call [code]_ready[/code] too (in " "which case, [code]_ready[/code] will be called in the same order as it would " "normally)." msgstr "" #: doc/classes/Node.xml:537 msgid "" "Sends a remote procedure call request for the given [code]method[/code] to " "peers on the network (and locally), optionally sending all additional " "arguments as arguments to the method called by the RPC. The call request " "will only be received by nodes with the same [NodePath], including the exact " "same node name. Behaviour depends on the RPC configuration for the given " "method, see [method rpc_config]. Methods are not exposed to RPCs by default. " "See also [method rset] and [method rset_config] for properties. Returns an " "empty [Variant].\n" "[b]Note:[/b] You can only safely use RPCs on clients after you received the " "[code]connected_to_server[/code] signal from the [SceneTree]. You also need " "to keep track of the connection state, either by the [SceneTree] signals " "like [code]server_disconnected[/code] or by checking [code]SceneTree." "network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]." msgstr "" #: doc/classes/Node.xml:546 msgid "" "Changes the RPC mode for the given [code]method[/code] to the given " "[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is " "annotating methods and properties with the corresponding keywords " "([code]remote[/code], [code]master[/code], [code]puppet[/code], " "[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). " "By default, methods are not exposed to networking (and RPCs). See also " "[method rset] and [method rset_config] for properties." msgstr "" #: doc/classes/Node.xml:554 msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty " "[Variant]." msgstr "" #: doc/classes/Node.xml:561 msgid "" "Sends a [method rpc] using an unreliable protocol. Returns an empty " "[Variant]." msgstr "" #: doc/classes/Node.xml:569 msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "using an unreliable protocol (see [method NetworkedMultiplayerPeer." "set_target_peer]). Returns an empty [Variant]." msgstr "" #: doc/classes/Node.xml:577 msgid "" "Remotely changes a property's value on other peers (and locally). Behaviour " "depends on the RPC configuration for the given property, see [method " "rset_config]. See also [method rpc] for RPCs for methods, most information " "applies to this method as well." msgstr "" #: doc/classes/Node.xml:585 msgid "" "Changes the RPC mode for the given [code]property[/code] to the given " "[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is " "annotating methods and properties with the corresponding keywords " "([code]remote[/code], [code]master[/code], [code]puppet[/code], " "[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). " "By default, properties are not exposed to networking (and RPCs). See also " "[method rpc] and [method rpc_config] for methods." msgstr "" #: doc/classes/Node.xml:594 msgid "" "Remotely changes the property's value on a specific peer identified by " "[code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer])." msgstr "" #: doc/classes/Node.xml:602 msgid "" "Remotely changes the property's value on other peers (and locally) using an " "unreliable protocol." msgstr "" #: doc/classes/Node.xml:611 msgid "" "Remotely changes property's value on a specific peer identified by " "[code]peer_id[/code] using an unreliable protocol (see [method " "NetworkedMultiplayerPeer.set_target_peer])." msgstr "" #: doc/classes/Node.xml:618 msgid "Sets the folded state of the node in the Scene dock." msgstr "" #: doc/classes/Node.xml:626 msgid "" "Sets the node's network master to the peer with the given peer ID. The " "network master is the peer that has authority over the node on the network. " "Useful in conjunction with the [code]master[/code] and [code]puppet[/code] " "keywords. Inherited from the parent node by default, which ultimately " "defaults to peer ID 1 (the server). If [code]recursive[/code], the given " "peer is recursively set as the master for all children of this node." msgstr "" #: doc/classes/Node.xml:633 msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." "iterations_per_second] to change) interval (and the [method " "_physics_process] callback will be called if exists). Enabled automatically " "if [method _physics_process] is overridden. Any calls to this before [method " "_ready] will be ignored." msgstr "" #: doc/classes/Node.xml:640 msgid "" "Enables or disables internal physics for this node. Internal physics " "processing happens in isolation from the normal [method _physics_process] " "calls and is used by some nodes internally to guarantee proper functioning " "even if the node is paused or physics processing is disabled for scripting " "([method set_physics_process]). Only useful for advanced uses to manipulate " "built-in nodes' behavior.\n" "[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own " "logic, so changing this value from your code may lead to unexpected " "behavior. Script access to this internal logic is provided for specific " "advanced uses, but is unsafe and not supported." msgstr "" #: doc/classes/Node.xml:648 msgid "" "Enables or disables processing. When a node is being processed, it will " "receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the " "[method _process] callback will be called if exists). Enabled automatically " "if [method _process] is overridden. Any calls to this before [method _ready] " "will be ignored." msgstr "" #: doc/classes/Node.xml:655 msgid "" "Enables or disables input processing. This is not required for GUI controls! " "Enabled automatically if [method _input] is overridden. Any calls to this " "before [method _ready] will be ignored." msgstr "" #: doc/classes/Node.xml:662 msgid "" "Enables or disabled internal processing for this node. Internal processing " "happens in isolation from the normal [method _process] calls and is used by " "some nodes internally to guarantee proper functioning even if the node is " "paused or processing is disabled for scripting ([method set_process]). Only " "useful for advanced uses to manipulate built-in nodes' behavior.\n" "[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own " "logic, so changing this value from your code may lead to unexpected " "behavior. Script access to this internal logic is provided for specific " "advanced uses, but is unsafe and not supported." msgstr "" #: doc/classes/Node.xml:670 msgid "" "Enables unhandled input processing. This is not required for GUI controls! " "It enables the node to receive all input that was not previously handled " "(usually by a [Control]). Enabled automatically if [method _unhandled_input] " "is overridden. Any calls to this before [method _ready] will be ignored." msgstr "" #: doc/classes/Node.xml:677 msgid "" "Enables unhandled key input processing. Enabled automatically if [method " "_unhandled_key_input] is overridden. Any calls to this before [method " "_ready] will be ignored." msgstr "" #: doc/classes/Node.xml:684 msgid "" "Sets whether this is an instance load placeholder. See [InstancePlaceholder]." msgstr "" #: doc/classes/Node.xml:690 msgid "" "Updates the warning displayed for this node in the Scene Dock.\n" "Use [method _get_configuration_warning] to setup the warning message to " "display." msgstr "" #: doc/classes/Node.xml:697 msgid "" "The override to the default [MultiplayerAPI]. Set to [code]null[/code] to " "use the default [SceneTree] one." msgstr "" #: doc/classes/Node.xml:700 msgid "" "If a scene is instantiated from a file, its topmost node contains the " "absolute file path from which it was loaded in [member filename] (e.g. " "[code]res://levels/1.tscn[/code]). Otherwise, [member filename] is set to an " "empty string." msgstr "" #: doc/classes/Node.xml:703 msgid "" "The [MultiplayerAPI] instance associated with this node. Either the [member " "custom_multiplayer], or the default SceneTree one (if inside tree)." msgstr "" #: doc/classes/Node.xml:706 msgid "" "The name of the node. This name is unique among the siblings (other child " "nodes from the same parent). When set to an existing name, the node will be " "automatically renamed.\n" "[b]Note:[/b] Auto-generated names might include the [code]@[/code] " "character, which is reserved for unique names when using [method add_child]. " "When setting the name manually, any [code]@[/code] will be removed." msgstr "" #: doc/classes/Node.xml:710 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 " "(using [PackedScene]), all the nodes it owns will be saved with it. This " "allows for the creation of complex [SceneTree]s, with instancing and " "subinstancing." msgstr "" #: doc/classes/Node.xml:713 msgid "Pause mode. How the node will behave if the [SceneTree] is paused." msgstr "" #: doc/classes/Node.xml:716 msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " "process priority value is [i]lower[/i] will have their processing callbacks " "executed first." msgstr "" #: doc/classes/Node.xml:722 msgid "Emitted when the node is ready." msgstr "" #: doc/classes/Node.xml:727 msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml:732 msgid "Emitted when the node enters the tree." msgstr "" #: doc/classes/Node.xml:737 msgid "Emitted after the node exits the tree and is no longer active." msgstr "" #: doc/classes/Node.xml:742 msgid "" "Emitted when the node is still active but about to exit the tree. This is " "the right place for de-initialization (or a \"destructor\", if you will)." msgstr "" #: doc/classes/Node.xml:748 msgid "Notification received when the node enters a [SceneTree]." msgstr "" #: doc/classes/Node.xml:751 msgid "Notification received when the node is about to exit a [SceneTree]." msgstr "" #: doc/classes/Node.xml:754 msgid "Notification received when the node is moved in the parent." msgstr "" #: doc/classes/Node.xml:757 msgid "Notification received when the node is ready. See [method _ready]." msgstr "" #: doc/classes/Node.xml:760 msgid "Notification received when the node is paused." msgstr "" #: doc/classes/Node.xml:763 msgid "Notification received when the node is unpaused." msgstr "" #: doc/classes/Node.xml:766 msgid "" "Notification received every frame when the physics process flag is set (see " "[method set_physics_process])." msgstr "" #: doc/classes/Node.xml:769 msgid "" "Notification received every frame when the process flag is set (see [method " "set_process])." msgstr "" #: doc/classes/Node.xml:772 msgid "" "Notification received when a node is set as a child of another node.\n" "[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]." msgstr "" #: doc/classes/Node.xml:776 msgid "" "Notification received when a node is unparented (parent removed it from the " "list of children)." msgstr "" #: doc/classes/Node.xml:779 msgid "Notification received when the node is instanced." msgstr "" #: doc/classes/Node.xml:782 msgid "Notification received when a drag begins." msgstr "" #: doc/classes/Node.xml:785 msgid "Notification received when a drag ends." msgstr "" #: doc/classes/Node.xml:788 msgid "Notification received when the node's [NodePath] changed." msgstr "" #: doc/classes/Node.xml:791 msgid "" "Notification received every frame when the internal process flag is set (see " "[method set_process_internal])." msgstr "" #: doc/classes/Node.xml:794 msgid "" "Notification received every frame when the internal physics process flag is " "set (see [method set_physics_process_internal])." msgstr "" #: doc/classes/Node.xml:797 msgid "" "Notification received when the node is ready, just before [constant " "NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the " "node enters tree, instead of only once." msgstr "" #: doc/classes/Node.xml:855 msgid "" "Inherits pause mode from the node's parent. For the root node, it is " "equivalent to [constant PAUSE_MODE_STOP]. Default." msgstr "" #: doc/classes/Node.xml:858 msgid "Stops processing when the [SceneTree] is paused." msgstr "" #: doc/classes/Node.xml:861 msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml:864 msgid "Duplicate the node's signals." msgstr "" #: doc/classes/Node.xml:867 msgid "Duplicate the node's groups." msgstr "" #: doc/classes/Node.xml:870 msgid "Duplicate the node's scripts." msgstr "" #: doc/classes/Node.xml:873 msgid "" "Duplicate using instancing.\n" "An instance stays linked to the original so when the original changes, the " "instance changes too." msgstr "" #: doc/classes/Node2D.xml:4 msgid "" "A 2D game object, inherited by all 2D-related nodes. Has a position, " "rotation, scale, and Z index." msgstr "" #: doc/classes/Node2D.xml:7 msgid "" "A 2D game object, with a transform (position, rotation, and scale). All 2D " "nodes, including physics objects and sprites, inherit from Node2D. Use " "Node2D as a parent node to move, scale and rotate children in a 2D project. " "Also gives control of the node's render order." msgstr "" #: doc/classes/Node2D.xml:11 doc/classes/Vector2.xml:16 #, fuzzy msgid "https://github.com/godotengine/godot-demo-projects/tree/master/2d" msgstr "" "https://github.com/godotengine/godot-demo-projects/tree/master/audio/" "generator" #: doc/classes/Node2D.xml:18 msgid "Multiplies the current scale by the [code]ratio[/code] vector." msgstr "" #: doc/classes/Node2D.xml:25 msgid "" "Returns the angle between the node and the [code]point[/code] in radians.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "node2d_get_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" #: doc/classes/Node2D.xml:33 msgid "Returns the [Transform2D] relative to this node's parent." msgstr "" #: doc/classes/Node2D.xml:40 msgid "Adds the [code]offset[/code] vector to the node's global position." msgstr "" #: doc/classes/Node2D.xml:47 msgid "" "Rotates the node so it points towards the [code]point[/code], which is " "expected to use global coordinates." msgstr "" #: doc/classes/Node2D.xml:55 msgid "" "Applies a local translation on the node's X axis based on the [method Node." "_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/" "code], normalizes the movement." msgstr "" #: doc/classes/Node2D.xml:63 msgid "" "Applies a local translation on the node's Y axis based on the [method Node." "_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/" "code], normalizes the movement." msgstr "" #: doc/classes/Node2D.xml:70 msgid "" "Applies a rotation to the node, in radians, starting from its current " "rotation." msgstr "" #: doc/classes/Node2D.xml:77 msgid "" "Transforms the provided local position into a position in global coordinate " "space. The input is expected to be local relative to the [Node2D] it is " "called on. e.g. Applying this method to the positions of child nodes will " "correctly transform their positions into the global coordinate space, but " "applying it to a node's own position will give an incorrect result, as it " "will incorporate the node's own transformation into its global position." msgstr "" #: doc/classes/Node2D.xml:84 msgid "" "Transforms the provided global position into a position in local coordinate " "space. The output will be local relative to the [Node2D] it is called on. e." "g. It is appropriate for determining the positions of child nodes, but it is " "not appropriate for determining its own position relative to its parent." msgstr "" #: doc/classes/Node2D.xml:91 msgid "" "Translates the node by the given [code]offset[/code] in local coordinates." msgstr "" #: doc/classes/Node2D.xml:97 msgid "Global position." msgstr "Gobale Position." #: doc/classes/Node2D.xml:100 msgid "Global rotation in radians." msgstr "" #: doc/classes/Node2D.xml:103 msgid "Global rotation in degrees." msgstr "" #: doc/classes/Node2D.xml:106 msgid "Global scale." msgstr "Globaler Maßstab." #: doc/classes/Node2D.xml:109 msgid "Global [Transform2D]." msgstr "" #: doc/classes/Node2D.xml:112 msgid "Position, relative to the node's parent." msgstr "" #: doc/classes/Node2D.xml:115 msgid "Rotation in radians, relative to the node's parent." msgstr "" #: doc/classes/Node2D.xml:118 msgid "Rotation in degrees, relative to the node's parent." msgstr "" #: doc/classes/Node2D.xml:121 msgid "The node's scale. Unscaled value: [code](1, 1)[/code]." msgstr "" #: doc/classes/Node2D.xml:124 msgid "Local [Transform2D]." msgstr "" #: doc/classes/Node2D.xml:127 msgid "" "If [code]true[/code], the node's Z index is relative to its parent's Z " "index. If this node's Z index is 2 and its parent's effective Z index is 3, " "then this node's effective Z index will be 2 + 3 = 5." msgstr "" #: doc/classes/Node2D.xml:130 msgid "" "Z index. Controls the order in which the nodes render. A node with a higher " "Z index will display in front of others. Must be between [constant " "VisualServer.CANVAS_ITEM_Z_MIN] and [constant VisualServer." "CANVAS_ITEM_Z_MAX] (inclusive)." msgstr "" #: doc/classes/NodePath.xml:4 msgid "Pre-parsed scene tree path." msgstr "" #: doc/classes/NodePath.xml:7 msgid "" "A pre-parsed relative or absolute path in a scene tree, for use with [method " "Node.get_node] and similar functions. It can reference a node, a resource " "within a node, or a property of a node or resource. For instance, " "[code]\"Path2D/PathFollow2D/Sprite:texture:size\"[/code] would refer to the " "[code]size[/code] property of the [code]texture[/code] resource on the node " "named [code]\"Sprite\"[/code] which is a child of the other named nodes in " "the path.\n" "You will usually just pass a string to [method Node.get_node] and it will be " "automatically converted, but you may occasionally want to parse a path ahead " "of time with [NodePath] or the literal syntax [code]@\"path\"[/code]. " "Exporting a [NodePath] variable will give you a node selection widget in the " "properties panel of the editor, which can often be useful.\n" "A [NodePath] is composed of a list of slash-separated node names (like a " "filesystem path) and an optional colon-separated list of \"subnames\" which " "can be resources or properties.\n" "Some examples of NodePaths include the following:\n" "[codeblock]\n" "# No leading slash means it is relative to the current node.\n" "@\"A\" # Immediate child A\n" "@\"A/B\" # A's child B\n" "@\".\" # The current node.\n" "@\"..\" # The parent node.\n" "@\"../C\" # A sibling node C.\n" "# A leading slash means it is absolute from the SceneTree.\n" "@\"/root\" # Equivalent to get_tree().get_root().\n" "@\"/root/Main\" # If your main scene's root node were named \"Main\".\n" "@\"/root/MyAutoload\" # If you have an autoloaded node or scene.\n" "[/codeblock]\n" "[b]Note:[/b] In the editor, [NodePath] properties are automatically updated " "when moving, renaming or deleting a node in the scene tree, but they are " "never updated at runtime." msgstr "" #: doc/classes/NodePath.xml:26 doc/classes/PackedScene.xml:41 #: doc/classes/Panel.xml:10 doc/classes/PanelContainer.xml:10 #: doc/classes/TileMap.xml:16 doc/classes/TileSet.xml:16 #, fuzzy msgid "https://godotengine.org/asset-library/asset/520" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/NodePath.xml:33 msgid "" "Creates a NodePath from a string, e.g. [code]\"Path2D/PathFollow2D/Sprite:" "texture:size\"[/code]. A path is absolute if it starts with a slash. " "Absolute paths are only valid in the global scene tree, not within " "individual scenes. In a relative path, [code]\".\"[/code] and [code]\"..\"[/" "code] indicate the current node and its parent.\n" "The \"subnames\" optionally included after the path to the target node can " "point to resources or properties, and can also be nested.\n" "Examples of valid NodePaths (assuming that those nodes exist and have the " "referenced resources or properties):\n" "[codeblock]\n" "# Points to the Sprite node\n" "\"Path2D/PathFollow2D/Sprite\"\n" "# Points to the Sprite node and its \"texture\" resource.\n" "# get_node() would retrieve \"Sprite\", while get_node_and_resource()\n" "# would retrieve both the Sprite node and the \"texture\" resource.\n" "\"Path2D/PathFollow2D/Sprite:texture\"\n" "# Points to the Sprite node and its \"position\" property.\n" "\"Path2D/PathFollow2D/Sprite:position\"\n" "# Points to the Sprite node and the \"x\" component of its \"position\" " "property.\n" "\"Path2D/PathFollow2D/Sprite:position:x\"\n" "# Absolute path (from \"root\")\n" "\"/root/Level/Path2D\"\n" "[/codeblock]" msgstr "" #: doc/classes/NodePath.xml:55 msgid "" "Returns a node path with a colon character ([code]:[/code]) prepended, " "transforming it to a pure property path with no node name (defaults to " "resolving from the current node).\n" "[codeblock]\n" "# This will be parsed as a node path to the \"x\" property in the \"position" "\" node\n" "var node_path = NodePath(\"position:x\")\n" "# This will be parsed as a node path to the \"x\" component of the \"position" "\" property in the current node\n" "var property_path = node_path.get_as_property_path()\n" "print(property_path) # :position:x\n" "[/codeblock]" msgstr "" #: doc/classes/NodePath.xml:68 msgid "" "Returns all subnames concatenated with a colon character ([code]:[/code]) as " "separator, i.e. the right side of the first colon in a node path.\n" "[codeblock]\n" "var nodepath = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n" "print(nodepath.get_concatenated_subnames()) # texture:load_path\n" "[/codeblock]" msgstr "" #: doc/classes/NodePath.xml:79 msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " "get_name_count]).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" "print(node_path.get_name(1)) # PathFollow2D\n" "print(node_path.get_name(2)) # Sprite\n" "[/codeblock]" msgstr "" #: doc/classes/NodePath.xml:91 msgid "" "Gets the number of node names which make up the path. Subnames (see [method " "get_subname_count]) are not included.\n" "For example, [code]\"Path2D/PathFollow2D/Sprite\"[/code] has 3 names." msgstr "" #: doc/classes/NodePath.xml:99 msgid "" "Gets the resource or property name indicated by [code]idx[/code] (0 to " "[method get_subname_count]).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n" "print(node_path.get_subname(0)) # texture\n" "print(node_path.get_subname(1)) # load_path\n" "[/codeblock]" msgstr "" #: doc/classes/NodePath.xml:110 msgid "" "Gets the number of resource or property names (\"subnames\") in the path. " "Each subname is listed after a colon character ([code]:[/code]) in the node " "path.\n" "For example, [code]\"Path2D/PathFollow2D/Sprite:texture:load_path\"[/code] " "has 2 subnames." msgstr "" #: doc/classes/NodePath.xml:117 msgid "" "Returns [code]true[/code] if the node path is absolute (as opposed to " "relative), which means that it starts with a slash character ([code]/[/" "code]). Absolute node paths can be used to access the root node ([code]\"/" "root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" " "autoload was registered)." msgstr "" #: doc/classes/NodePath.xml:123 msgid "Returns [code]true[/code] if the node path is empty." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:4 msgid "[OpenSimplexNoise] filled texture." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:7 msgid "" "Uses an [OpenSimplexNoise] to fill the texture data. You can specify the " "texture size but keep in mind that larger textures will take longer to " "generate and seamless noise only works with square sized textures.\n" "NoiseTexture can also generate normalmap textures.\n" "The class uses [Thread]s to generate the texture data internally, so [method " "Texture.get_data] may return [code]null[/code] if the generation process has " "not completed yet. In that case, you need to wait for the texture to be " "generated before accessing the data:\n" "[codeblock]\n" "var texture = preload(\"res://noise.tres\")\n" "yield(texture, \"changed\")\n" "var image = texture.get_data()\n" "[/codeblock]" msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:22 msgid "" "If [code]true[/code], the resulting texture contains a normal map created " "from the original noise interpreted as a bump map." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:25 msgid "" "Strength of the bump maps used in this texture. A higher value will make the " "bump maps appear larger while a lower value will make them appear softer." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:29 msgid "Height of the generated texture." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:32 msgid "The [OpenSimplexNoise] instance used to generate the noise." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:35 msgid "" "An offset used to specify the noise space coordinate of the top left corner " "of the generated noise. This value is ignored if [member seamless] is " "enabled." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:38 msgid "" "Whether the texture can be tiled without visible seams or not. Seamless " "textures take longer to generate.\n" "[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless " "noise. This is due to the way noise uses higher dimensions for generating " "seamless noise." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:42 msgid "Width of the generated texture." msgstr "" #: doc/classes/Object.xml:4 msgid "Base class for all non-built-in types." msgstr "" #: doc/classes/Object.xml:7 msgid "" "Every class which is not a built-in type inherits from this class.\n" "You can construct Objects from scripting languages, using [code]Object.new()" "[/code] in GDScript, [code]new Object[/code] in C#, or the \"Construct Object" "\" node in VisualScript.\n" "Objects do not manage memory. If a class inherits from Object, you will have " "to delete instances of it manually. To do so, call the [method free] method " "from your script or delete the instance from C++.\n" "Some classes that extend Object add memory management. This is the case of " "[Reference], which counts references and deletes itself automatically when " "no longer referenced. [Node], another fundamental type, deletes all its " "children when freed from memory.\n" "Objects export properties, which are mainly useful for storage and editing, " "but not really so much in programming. Properties are exported in [method " "_get_property_list] and handled in [method _get] and [method _set]. However, " "scripting languages and C++ have simpler means to export them.\n" "Property membership can be tested directly in GDScript using [code]in[/" "code]:\n" "[codeblock]\n" "var n = Node2D.new()\n" "print(\"position\" in n) # Prints \"True\".\n" "print(\"other_property\" in n) # Prints \"False\".\n" "[/codeblock]\n" "The [code]in[/code] operator will evaluate to [code]true[/code] as long as " "the key exists, even if the value is [code]null[/code].\n" "Objects also receive notifications. Notifications are a simple way to notify " "the object about different events, so they can all be handled together. See " "[method _notification].\n" "[b]Note:[/b] Unlike references to a [Reference], references to an Object " "stored in a variable can become invalid without warning. Therefore, it's " "recommended to use [Reference] for data classes instead of [Object].\n" "[b]Note:[/b] Due to a bug, you can't create a \"plain\" Object using " "[code]Object.new()[/code]. Instead, use [code]ClassDB.instance(\"Object\")[/" "code]. This bug only applies to Object itself, not any of its descendents " "like [Reference]." msgstr "" #: doc/classes/Object.xml:24 doc/classes/Reference.xml:13 #: doc/classes/Resource.xml:12 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/best_practices/" "node_alternatives.html" msgstr "" "https://docs.godotengine.org/de/latest/getting_started/workflow/assets/" "importing_scenes.html#custom-script" #: doc/classes/Object.xml:25 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/scripting/gdscript/" "gdscript_exports.html#advanced-exports" msgstr "" "https://docs.godotengine.org/de/latest/getting_started/scripting/gdscript/" "gdscript_basics.html#dictionary" #: doc/classes/Object.xml:32 msgid "" "Virtual method which can be overridden to customize the return value of " "[method get].\n" "Returns the given property. Returns [code]null[/code] if the [code]property[/" "code] does not exist." msgstr "" #: doc/classes/Object.xml:39 msgid "" "Virtual method which can be overridden to customize the return value of " "[method get_property_list].\n" "Returns the object's property list as an [Array] of dictionaries.\n" "Each property's [Dictionary] must contain at least [code]name: String[/code] " "and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it " "can also include [code]hint: int[/code] (see [enum PropertyHint]), " "[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum " "PropertyUsageFlags])." msgstr "" #: doc/classes/Object.xml:47 msgid "Called when the object is initialized." msgstr "" #: doc/classes/Object.xml:54 msgid "" "Called whenever the object receives a notification, which is identified in " "[code]what[/code] by a constant. The base [Object] has two constants " "[constant NOTIFICATION_POSTINITIALIZE] and [constant " "NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more " "notifications which are also received by this method." msgstr "" #: doc/classes/Object.xml:62 msgid "" "Virtual method which can be overridden to customize the return value of " "[method set].\n" "Sets a property. Returns [code]true[/code] if the [code]property[/code] " "exists." msgstr "" #: doc/classes/Object.xml:69 msgid "" "Virtual method which can be overridden to customize the return value of " "[method to_string], and thus the object's representation where it is " "converted to a string, e.g. with [code]print(obj)[/code].\n" "Returns a [String] representing the object. If not overridden, defaults to " "[code]\"[ClassName:RID]\"[/code]." msgstr "" #: doc/classes/Object.xml:78 msgid "" "Adds a user-defined [code]signal[/code]. Arguments are optional, but can be " "added as an [Array] of dictionaries, each containing [code]name: String[/" "code] and [code]type: int[/code] (see [enum Variant.Type]) entries." msgstr "" #: doc/classes/Object.xml:85 msgid "" "Calls the [code]method[/code] on the object and returns the result. This " "method supports a variable number of arguments, so parameters are passed as " "a comma separated list. Example:\n" "[codeblock]\n" "call(\"set\", \"position\", Vector2(42.0, 0.0))\n" "[/codeblock]\n" "[b]Note:[/b] In C#, the method name must be specified as snake_case if it is " "defined by a built-in Godot node. This doesn't apply to user-defined methods " "where you should use the same convention as in the C# source (typically " "PascalCase)." msgstr "" #: doc/classes/Object.xml:96 msgid "" "Calls the [code]method[/code] on the object during idle time. This method " "supports a variable number of arguments, so parameters are passed as a comma " "separated list. Example:\n" "[codeblock]\n" "call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n" "[/codeblock]\n" "[b]Note:[/b] In C#, the method name must be specified as snake_case if it is " "defined by a built-in Godot node. This doesn't apply to user-defined methods " "where you should use the same convention as in the C# source (typically " "PascalCase)." msgstr "" #: doc/classes/Object.xml:108 msgid "" "Calls the [code]method[/code] on the object and returns the result. " "Contrarily to [method call], this method does not support a variable number " "of arguments but expects all parameters to be via a single [Array].\n" "[codeblock]\n" "callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n" "[/codeblock]" msgstr "" #: doc/classes/Object.xml:117 msgid "" "Returns [code]true[/code] if the object can translate strings. See [method " "set_message_translation] and [method tr]." msgstr "" #: doc/classes/Object.xml:128 msgid "" "Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/" "code] object. Pass optional [code]binds[/code] to the call as an [Array] of " "parameters. These parameters will be passed to the method after any " "parameter used in the call to [method emit_signal]. Use [code]flags[/code] " "to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n" "A [code]signal[/code] can only be connected once to a [code]method[/code]. " "It will throw an error if already connected, unless the signal was connected " "with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method " "is_connected] to check for existing connections.\n" "If the [code]target[/code] is destroyed in the game's lifecycle, the " "connection will be lost.\n" "Examples:\n" "[codeblock]\n" "connect(\"pressed\", self, \"_on_Button_pressed\") # BaseButton signal\n" "connect(\"text_entered\", self, \"_on_LineEdit_text_entered\") # LineEdit " "signal\n" "connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # User-" "defined signal\n" "[/codeblock]\n" "An example of the relationship between [code]binds[/code] passed to [method " "connect] and parameters used when calling [method emit_signal]:\n" "[codeblock]\n" "connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # " "weapon_type and damage are passed last\n" "emit_signal(\"hit\", \"Dark lord\", 5) # \"Dark lord\" and 5 are passed " "first\n" "func _on_Player_hit(hit_by, level, weapon_type, damage):\n" " print(\"Hit by %s (lvl %d) with weapon %s for %d damage\" % [hit_by, " "level, weapon_type, damage])\n" "[/codeblock]" msgstr "" #: doc/classes/Object.xml:152 msgid "" "Disconnects a [code]signal[/code] from a [code]method[/code] on the given " "[code]target[/code].\n" "If you try to disconnect a connection that does not exist, the method will " "throw an error. Use [method is_connected] to ensure that the connection " "exists." msgstr "" #: doc/classes/Object.xml:160 msgid "" "Emits the given [code]signal[/code]. The signal must exist, so it should be " "a built-in signal of this class or one of its parent classes, or a user-" "defined signal. This method supports a variable number of arguments, so " "parameters are passed as a comma separated list. Example:\n" "[codeblock]\n" "emit_signal(\"hit\", weapon_type, damage)\n" "emit_signal(\"game_over\")\n" "[/codeblock]" msgstr "" #: doc/classes/Object.xml:170 msgid "" "Deletes the object from memory immediately. For [Node]s, you may want to use " "[method Node.queue_free] to queue the node for safe deletion at the end of " "the current frame.\n" "[b]Important:[/b] If you have a variable pointing to an object, it will " "[i]not[/i] be assigned to [code]null[/code] once the object is freed. " "Instead, it will point to a [i]previously freed instance[/i] and you should " "validate it with [method @GDScript.is_instance_valid] before attempting to " "call its methods or access its properties." msgstr "" #: doc/classes/Object.xml:178 msgid "" "Returns the [Variant] value of the given [code]property[/code]. If the " "[code]property[/code] doesn't exist, this will return [code]null[/code].\n" "[b]Note:[/b] In C#, the property name must be specified as snake_case if it " "is defined by a built-in Godot node. This doesn't apply to user-defined " "properties where you should use the same convention as in the C# source " "(typically PascalCase)." msgstr "" #: doc/classes/Object.xml:185 msgid "" "Returns the object's class as a [String]. See also [method is_class].\n" "[b]Note:[/b] [method get_class] does not take [code]class_name[/code] " "declarations into account. If the object has a [code]class_name[/code] " "defined, the base class name will be returned instead." msgstr "" #: doc/classes/Object.xml:192 msgid "" "Returns an [Array] of dictionaries with information about signals that are " "connected to the object.\n" "Each [Dictionary] contains three String entries:\n" "- [code]source[/code] is a reference to the signal emitter.\n" "- [code]signal_name[/code] is the name of the connected signal.\n" "- [code]method_name[/code] is the name of the method to which the signal is " "connected." msgstr "" #: doc/classes/Object.xml:203 msgid "" "Gets the object's property indexed by the given [NodePath]. The node path " "should be relative to the current object and can use the colon character " "([code]:[/code]) to access nested properties. Examples: [code]\"position:x" "\"[/code] or [code]\"material:next_pass:blend_mode\"[/code].\n" "[b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't " "support actual paths to [Node]s in the scene tree, only colon-separated sub-" "property paths. For the purpose of nodes, use [method Node." "get_node_and_resource] instead." msgstr "" #: doc/classes/Object.xml:210 msgid "" "Returns the object's unique instance ID.\n" "This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the " "object instance with [method @GDScript.instance_from_id]." msgstr "" #: doc/classes/Object.xml:218 msgid "Returns the object's metadata entry for the given [code]name[/code]." msgstr "" #: doc/classes/Object.xml:224 msgid "Returns the object's metadata as a [PoolStringArray]." msgstr "" #: doc/classes/Object.xml:230 msgid "Returns the object's methods and their signatures as an [Array]." msgstr "" #: doc/classes/Object.xml:236 msgid "" "Returns the object's property list as an [Array] of dictionaries.\n" "Each property's [Dictionary] contain at least [code]name: String[/code] and " "[code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can " "also include [code]hint: int[/code] (see [enum PropertyHint]), " "[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum " "PropertyUsageFlags])." msgstr "" #: doc/classes/Object.xml:243 msgid "" "Returns the object's [Script] instance, or [code]null[/code] if none is " "assigned." msgstr "" #: doc/classes/Object.xml:250 msgid "Returns an [Array] of connections for the given [code]signal[/code]." msgstr "" #: doc/classes/Object.xml:256 msgid "Returns the list of signals as an [Array] of dictionaries." msgstr "" #: doc/classes/Object.xml:263 msgid "" "Returns [code]true[/code] if a metadata entry is found with the given " "[code]name[/code]." msgstr "" #: doc/classes/Object.xml:270 msgid "" "Returns [code]true[/code] if the object contains the given [code]method[/" "code]." msgstr "" #: doc/classes/Object.xml:277 msgid "Returns [code]true[/code] if the given [code]signal[/code] exists." msgstr "" #: doc/classes/Object.xml:284 msgid "" "Returns [code]true[/code] if the given user-defined [code]signal[/code] " "exists. Only signals added using [method add_user_signal] are taken into " "account." msgstr "" #: doc/classes/Object.xml:290 msgid "Returns [code]true[/code] if signal emission blocking is enabled." msgstr "" #: doc/classes/Object.xml:297 msgid "" "Returns [code]true[/code] if the object inherits from the given [code]class[/" "code]. See also [method get_class].\n" "[b]Note:[/b] [method is_class] does not take [code]class_name[/code] " "declarations into account. If the object has a [code]class_name[/code] " "defined, [method is_class] will return [code]false[/code] for that name." msgstr "" #: doc/classes/Object.xml:307 #, fuzzy msgid "" "Returns [code]true[/code] if a connection exists for a given [code]signal[/" "code], [code]target[/code], and [code]method[/code]." msgstr "" "Gibt [code]true[/code] zurück, wenn der [AABB] das Liniensegment zwischen " "[code]from[/code] und [code]to[/code] schneidet." #: doc/classes/Object.xml:313 msgid "" "Returns [code]true[/code] if the [method Node.queue_free] method was called " "for the object." msgstr "" #: doc/classes/Object.xml:321 msgid "" "Send a given notification to the object, which will also trigger a call to " "the [method _notification] method of all classes that the object inherits " "from.\n" "If [code]reversed[/code] is [code]true[/code], [method _notification] is " "called first on the object's own class, and then up to its successive parent " "classes. If [code]reversed[/code] is [code]false[/code], [method " "_notification] is called first on the highest ancestor ([Object] itself), " "and then down to its successive inheriting classes." msgstr "" #: doc/classes/Object.xml:328 msgid "" "Notify the editor that the property list has changed, so that editor plugins " "can take the new values into account. Does nothing on export builds." msgstr "" #: doc/classes/Object.xml:335 msgid "" "Removes a given entry from the object's metadata. See also [method set_meta]." msgstr "" #: doc/classes/Object.xml:343 msgid "" "Assigns a new value to the given property. If the [code]property[/code] does " "not exist, nothing will happen.\n" "[b]Note:[/b] In C#, the property name must be specified as snake_case if it " "is defined by a built-in Godot node. This doesn't apply to user-defined " "properties where you should use the same convention as in the C# source " "(typically PascalCase)." msgstr "" #: doc/classes/Object.xml:351 msgid "If set to [code]true[/code], signal emission is blocked." msgstr "" #: doc/classes/Object.xml:359 msgid "" "Assigns a new value to the given property, after the current frame's physics " "step. This is equivalent to calling [method set] via [method call_deferred], " "i.e. [code]call_deferred(\"set\", property, value)[/code].\n" "[b]Note:[/b] In C#, the property name must be specified as snake_case if it " "is defined by a built-in Godot node. This doesn't apply to user-defined " "properties where you should use the same convention as in the C# source " "(typically PascalCase)." msgstr "" #: doc/classes/Object.xml:368 msgid "" "Assigns a new value to the property identified by the [NodePath]. The node " "path should be relative to the current object and can use the colon " "character ([code]:[/code]) to access nested properties. Example:\n" "[codeblock]\n" "set_indexed(\"position\", Vector2(42, 0))\n" "set_indexed(\"position:y\", -10)\n" "print(position) # (42, -10)\n" "[/codeblock]" msgstr "" #: doc/classes/Object.xml:380 msgid "" "Defines whether the object can translate strings (with calls to [method " "tr]). Enabled by default." msgstr "" #: doc/classes/Object.xml:388 msgid "" "Adds, changes or removes a given entry in the object's metadata. Metadata " "are serialized and can take any [Variant] value.\n" "To remove a given entry from the object's metadata, use [method " "remove_meta]. Metadata is also removed if its value is set to [code]null[/" "code]. This means you can also use [code]set_meta(\"name\", null)[/code] to " "remove metadata for [code]\"name\"[/code]." msgstr "" #: doc/classes/Object.xml:396 msgid "" "Assigns a script to the object. Each object can have a single script " "assigned to it, which are used to extend its functionality.\n" "If the object already had a script, the previous script instance will be " "freed and its variables and state will be lost. The new script's [method " "_init] method will be called." msgstr "" #: doc/classes/Object.xml:403 msgid "" "Returns a [String] representing the object. If not overridden, defaults to " "[code]\"[ClassName:RID]\"[/code].\n" "Override the method [method _to_string] to customize the [String] " "representation." msgstr "" #: doc/classes/Object.xml:411 msgid "" "Translates a message using translation catalogs configured in the Project " "Settings.\n" "Only works if message translation is enabled (which it is by default), " "otherwise it returns the [code]message[/code] unchanged. See [method " "set_message_translation]." msgstr "" #: doc/classes/Object.xml:419 msgid "Emitted whenever the object's script is changed." msgstr "" #: doc/classes/Object.xml:425 msgid "Called right when the object is initialized. Not available in script." msgstr "" #: doc/classes/Object.xml:428 msgid "Called before the object is about to be deleted." msgstr "" #: doc/classes/Object.xml:431 msgid "" "Connects a signal in deferred mode. This way, signal emissions are stored in " "a queue, then set on idle time." msgstr "" #: doc/classes/Object.xml:434 msgid "Persisting connections are saved when the object is serialized to file." msgstr "" #: doc/classes/Object.xml:437 msgid "One-shot connections disconnect themselves after emission." msgstr "" #: doc/classes/Object.xml:440 msgid "" "Connect a signal as reference-counted. This means that a given signal can be " "connected several times to the same target, and will only be fully " "disconnected once no references are left." msgstr "" #: doc/classes/Occluder.xml:4 msgid "Allows [OccluderShape]s to be used for occlusion culling." msgstr "" #: doc/classes/Occluder.xml:7 msgid "" "[Occluder]s that are placed within your scene will automatically cull " "objects that are hidden from view by the occluder. This can increase " "performance by decreasing the amount of objects drawn.\n" "[Occluder]s are totally dynamic, you can move them as you wish. This means " "you can for example, place occluders on a moving spaceship, and have it " "occlude objects as it flies past.\n" "You can place a large number of [Occluder]s within a scene. As it would be " "counterproductive to cull against hundreds of occluders, the system will " "automatically choose a selection of these for active use during any given " "frame, based a screen space metric. Larger occluders are favored, as well as " "those close to the camera. Note that a small occluder close to the camera " "may be a better occluder in terms of screen space than a large occluder far " "in the distance.\n" "The type of occlusion primitive is determined by the [OccluderShape] that " "you add to the [Occluder]. Some [OccluderShape]s may allow more than one " "primitive in a single, node, for greater efficiency.\n" "Although [Occluder]s work in general use, they also become even more " "powerful when used in conjunction with the portal system. Occluders are " "placed in rooms (based on their origin), and can block portals (and thus " "entire rooms) as well as objects from rendering." msgstr "" #: doc/classes/OccluderPolygon2D.xml:4 msgid "Defines a 2D polygon for LightOccluder2D." msgstr "" #: doc/classes/OccluderPolygon2D.xml:7 msgid "" "Editor facility that helps you draw a 2D polygon used as resource for " "[LightOccluder2D]." msgstr "" #: doc/classes/OccluderPolygon2D.xml:15 msgid "" "If [code]true[/code], closes the polygon. A closed OccluderPolygon2D " "occludes the light coming from any direction. An opened OccluderPolygon2D " "occludes the light only at its outline's direction." msgstr "" #: doc/classes/OccluderPolygon2D.xml:18 msgid "The culling mode to use." msgstr "" #: doc/classes/OccluderPolygon2D.xml:21 msgid "" "A [Vector2] array with the index for polygon's vertices positions.\n" "[b]Note:[/b] The returned value is a copy of the underlying array, rather " "than a reference." msgstr "" #: doc/classes/OccluderPolygon2D.xml:27 msgid "Culling is disabled. See [member cull_mode]." msgstr "" #: doc/classes/OccluderPolygon2D.xml:30 msgid "" "Culling is performed in the clockwise direction. See [member cull_mode]." msgstr "" #: doc/classes/OccluderPolygon2D.xml:33 msgid "" "Culling is performed in the counterclockwise direction. See [member " "cull_mode]." msgstr "" #: doc/classes/OccluderShape.xml:4 msgid "" "Base class for shapes used for occlusion culling by the [Occluder] node." msgstr "" #: doc/classes/OccluderShape.xml:7 msgid "[Occluder]s can use any primitive shape derived from [OccluderShape]." msgstr "" #: doc/classes/OccluderShapeSphere.xml:4 msgid "Spherical occlusion primitive for use with the [Occluder] node." msgstr "" #: doc/classes/OccluderShapeSphere.xml:7 msgid "" "[OccluderShape]s are resources used by [Occluder] nodes, allowing geometric " "occlusion culling.\n" "This shape can include multiple spheres. These can be created and deleted " "either in the Editor inspector or by calling [code]set_spheres[/code]. The " "sphere positions can be set by dragging the handle in the Editor viewport. " "The radius can be set with the smaller handle." msgstr "" #: doc/classes/OccluderShapeSphere.xml:18 msgid "Sets an individual sphere's position." msgstr "" #: doc/classes/OccluderShapeSphere.xml:26 msgid "Sets an individual sphere's radius." msgstr "" #: doc/classes/OccluderShapeSphere.xml:32 msgid "" "The sphere data can be accessed as an array of [Plane]s. The position of " "each sphere is stored in the [code]normal[/code], and the radius is stored " "in the [code]d[/code] value of the plane." msgstr "" #: doc/classes/OmniLight.xml:4 msgid "Omnidirectional light, such as a light bulb or a candle." msgstr "" #: doc/classes/OmniLight.xml:7 msgid "" "An Omnidirectional light is a type of [Light] that emits light in all " "directions. The light is attenuated by distance and this attenuation can be " "configured by changing its energy, radius, and attenuation parameters.\n" "[b]Note:[/b] By default, only 32 OmniLights may affect a single mesh " "[i]resource[/i] at once. Consider splitting your level into several meshes " "to decrease the likelihood that more than 32 lights will affect the same " "mesh resource. Splitting the level mesh will also improve frustum culling " "effectiveness, leading to greater performance. If you need to use more " "lights per mesh, you can increase [member ProjectSettings.rendering/limits/" "rendering/max_lights_per_object] at the cost of shader compilation times." msgstr "" #: doc/classes/OmniLight.xml:17 msgid "" "The light's attenuation (drop-off) curve. A number of presets are available " "in the [b]Inspector[/b] by right-clicking the curve." msgstr "" #: doc/classes/OmniLight.xml:20 msgid "" "The light's radius. Note that the effectively lit area may appear to be " "smaller depending on the [member omni_attenuation] in use. No matter the " "[member omni_attenuation] in use, the light will never reach anything " "outside this radius." msgstr "" #: doc/classes/OmniLight.xml:23 msgid "See [enum ShadowDetail]." msgstr "" #: doc/classes/OmniLight.xml:26 msgid "See [enum ShadowMode]." msgstr "" #: doc/classes/OmniLight.xml:31 msgid "" "Shadows are rendered to a dual-paraboloid texture. Faster than [constant " "SHADOW_CUBE], but lower-quality." msgstr "" #: doc/classes/OmniLight.xml:34 msgid "" "Shadows are rendered to a cubemap. Slower than [constant " "SHADOW_DUAL_PARABOLOID], but higher-quality." msgstr "" #: doc/classes/OmniLight.xml:37 msgid "Use more detail vertically when computing the shadow." msgstr "" #: doc/classes/OmniLight.xml:40 msgid "Use more detail horizontally when computing the shadow." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:4 msgid "Noise generator based on Open Simplex." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:7 msgid "" "This resource allows you to configure and sample a fractal noise space. Here " "is a brief usage example that configures an OpenSimplexNoise and gets " "samples at various positions and dimensions:\n" "[codeblock]\n" "var noise = OpenSimplexNoise.new()\n" "\n" "# Configure\n" "noise.seed = randi()\n" "noise.octaves = 4\n" "noise.period = 20.0\n" "noise.persistence = 0.8\n" "\n" "# Sample\n" "print(\"Values:\")\n" "print(noise.get_noise_2d(1.0, 1.0))\n" "print(noise.get_noise_3d(0.5, 3.0, 15.0))\n" "print(noise.get_noise_4d(0.5, 1.9, 4.7, 0.0))\n" "[/codeblock]" msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:33 msgid "" "Generate a noise image in [constant Image.FORMAT_L8] format with the " "requested [code]width[/code] and [code]height[/code], based on the current " "noise parameters. If [code]noise_offset[/code] is specified, then the offset " "value is used as the coordinates of the top-left corner of the generated " "noise." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:40 msgid "" "Returns the 1D noise value [code][-1,1][/code] at the given x-coordinate.\n" "[b]Note:[/b] This method actually returns the 2D noise value [code][-1,1][/" "code] with fixed y-coordinate value 0.0." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:49 #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:56 msgid "Returns the 2D noise value [code][-1,1][/code] at the given position." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:65 #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:72 msgid "Returns the 3D noise value [code][-1,1][/code] at the given position." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:82 msgid "Returns the 4D noise value [code][-1,1][/code] at the given position." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:89 msgid "" "Generate a tileable noise image in [constant Image.FORMAT_L8] format, based " "on the current noise parameters. Generated seamless images are always square " "([code]size[/code] × [code]size[/code]).\n" "[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless " "noise. This is due to the way noise uses higher dimensions for generating " "seamless noise." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:96 msgid "Difference in period between [member octaves]." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:99 msgid "" "Number of OpenSimplex noise layers that are sampled to get the fractal " "noise. Higher values result in more detailed noise but take more time to " "generate.\n" "[b]Note:[/b] The maximum allowed value is 9." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:103 msgid "" "Period of the base octave. A lower period results in a higher-frequency " "noise (more value changes across the same distance)." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:106 msgid "" "Contribution factor of the different octaves. A [code]persistence[/code] " "value of 1 means all the octaves have the same contribution, a value of 0.5 " "means each octave contributes half as much as the previous one." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:109 msgid "" "Seed used to generate random values, different seeds will generate different " "noise maps." msgstr "" #: doc/classes/OptionButton.xml:4 msgid "Button control that provides selectable options when pressed." msgstr "" #: doc/classes/OptionButton.xml:7 msgid "" "OptionButton is a type button that provides a selectable list of items when " "pressed. The item selected becomes the \"current\" item and is displayed as " "the button text.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" #: doc/classes/OptionButton.xml:19 msgid "" "Adds an item, with a [code]texture[/code] icon, text [code]label[/code] and " "(optionally) [code]id[/code]. If no [code]id[/code] is passed, the item " "index will be used as the item's ID. New items are appended at the end." msgstr "" #: doc/classes/OptionButton.xml:27 msgid "" "Adds an item, with text [code]label[/code] and (optionally) [code]id[/code]. " "If no [code]id[/code] is passed, the item index will be used as the item's " "ID. New items are appended at the end." msgstr "" #: doc/classes/OptionButton.xml:33 msgid "" "Adds a separator to the list of items. Separators help to group items. " "Separator also takes up an index and is appended at the end." msgstr "" #: doc/classes/OptionButton.xml:39 msgid "Clears all the items in the [OptionButton]." msgstr "" #: doc/classes/OptionButton.xml:45 msgid "Returns the amount of items in the OptionButton, including separators." msgstr "" #: doc/classes/OptionButton.xml:52 doc/classes/PopupMenu.xml:203 msgid "Returns the icon of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml:59 msgid "Returns the ID of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml:66 msgid "Returns the index of the item with the given [code]id[/code]." msgstr "" #: doc/classes/OptionButton.xml:73 msgid "" "Retrieves the metadata of an item. Metadata may be any type and can be used " "to store extra information about an item, such as an external string ID." msgstr "" #: doc/classes/OptionButton.xml:80 doc/classes/PopupMenu.xml:245 msgid "Returns the text of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml:93 msgid "" "Returns the ID of the selected item, or [code]0[/code] if no item is " "selected." msgstr "" #: doc/classes/OptionButton.xml:99 msgid "" "Gets the metadata of the selected item. Metadata for items can be set using " "[method set_item_metadata]." msgstr "" #: doc/classes/OptionButton.xml:106 msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is disabled." msgstr "" #: doc/classes/OptionButton.xml:113 msgid "Removes the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml:120 msgid "" "Selects an item by index and makes it the current item. This will work even " "if the item is disabled." msgstr "" #: doc/classes/OptionButton.xml:128 msgid "" "Sets whether the item at index [code]idx[/code] is disabled.\n" "Disabled items are drawn differently in the dropdown and are not selectable " "by the user. If the current selected item is set as disabled, it will remain " "selected." msgstr "" #: doc/classes/OptionButton.xml:137 msgid "Sets the icon of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml:145 msgid "Sets the ID of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml:153 msgid "" "Sets the metadata of an item. Metadata may be of any type and can be used to " "store extra information about an item, such as an external string ID." msgstr "" #: doc/classes/OptionButton.xml:161 doc/classes/PopupMenu.xml:432 msgid "Sets the text of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml:169 msgid "" "The index of the currently selected item, or [code]-1[/code] if no item is " "selected." msgstr "" #: doc/classes/OptionButton.xml:177 msgid "" "Emitted when the user navigates to an item using the [code]ui_up[/code] or " "[code]ui_down[/code] actions. The index of the item selected is passed as " "argument." msgstr "" #: doc/classes/OptionButton.xml:183 msgid "" "Emitted when the current item has been changed by the user. The index of the " "item selected is passed as argument." msgstr "" #: doc/classes/OptionButton.xml:191 msgid "Default text [Color] of the [OptionButton]." msgstr "" #: doc/classes/OptionButton.xml:194 msgid "Text [Color] used when the [OptionButton] is disabled." msgstr "" #: doc/classes/OptionButton.xml:197 msgid "" "Text [Color] used when the [OptionButton] is focused. Only replaces the " "normal text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/OptionButton.xml:200 msgid "Text [Color] used when the [OptionButton] is being hovered." msgstr "" #: doc/classes/OptionButton.xml:203 msgid "Text [Color] used when the [OptionButton] is being pressed." msgstr "" #: doc/classes/OptionButton.xml:206 msgid "" "The horizontal space between the arrow icon and the right edge of the button." msgstr "" #: doc/classes/OptionButton.xml:209 msgid "The horizontal space between [OptionButton]'s icon and text." msgstr "" #: doc/classes/OptionButton.xml:212 msgid "[Font] of the [OptionButton]'s text." msgstr "" #: doc/classes/OptionButton.xml:215 msgid "The arrow icon to be drawn on the right end of the button." msgstr "" #: doc/classes/OptionButton.xml:218 msgid "[StyleBox] used when the [OptionButton] is disabled." msgstr "" #: doc/classes/OptionButton.xml:221 msgid "" "[StyleBox] used when the [OptionButton] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" #: doc/classes/OptionButton.xml:224 msgid "[StyleBox] used when the [OptionButton] is being hovered." msgstr "" #: doc/classes/OptionButton.xml:227 msgid "Default [StyleBox] for the [OptionButton]." msgstr "" #: doc/classes/OptionButton.xml:230 msgid "[StyleBox] used when the [OptionButton] is being pressed." msgstr "" #: doc/classes/OS.xml:4 msgid "Operating System functions." msgstr "" #: doc/classes/OS.xml:7 msgid "" "Operating System functions. OS wraps the most common functionality to " "communicate with the host operating system, such as the clipboard, video " "driver, date and time, timers, environment variables, execution of binaries, " "command line, etc." msgstr "" #: doc/classes/OS.xml:18 msgid "" "Displays a modal dialog box using the host OS' facilities. Execution is " "blocked until the dialog is closed." msgstr "" #: doc/classes/OS.xml:24 #, fuzzy msgid "Returns [code]true[/code] if the host OS allows drawing." msgstr "Gibt [code]true[/code] zurück, wenn der [AABB] einen Punkt enthält." #: doc/classes/OS.xml:30 msgid "" "Returns [code]true[/code] if the current host platform is using multiple " "threads." msgstr "" #: doc/classes/OS.xml:36 msgid "Centers the window on the screen if in windowed mode." msgstr "" #: doc/classes/OS.xml:42 msgid "" "Shuts down system MIDI driver.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:50 msgid "" "Delays execution of the current thread by [code]msec[/code] milliseconds. " "[code]msec[/code] must be greater than or equal to [code]0[/code]. " "Otherwise, [method delay_msec] will do nothing and will print an error " "message.\n" "[b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code " "execution. To delay code execution in a non-blocking way, see [method " "SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will " "delay the execution of code placed below the [code]yield[/code] without " "affecting the rest of the project (or editor, for [EditorPlugin]s and " "[EditorScript]s).\n" "[b]Note:[/b] When [method delay_msec] is called on the main thread, it will " "freeze the project and will prevent it from redrawing and registering input " "until the delay has passed. When using [method delay_msec] as part of an " "[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze " "the project if it is currently running (since the project is an independent " "child process)." msgstr "" #: doc/classes/OS.xml:59 msgid "" "Delays execution of the current thread by [code]usec[/code] microseconds. " "[code]usec[/code] must be greater than or equal to [code]0[/code]. " "Otherwise, [method delay_usec] will do nothing and will print an error " "message.\n" "[b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code " "execution. To delay code execution in a non-blocking way, see [method " "SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will " "delay the execution of code placed below the [code]yield[/code] without " "affecting the rest of the project (or editor, for [EditorPlugin]s and " "[EditorScript]s).\n" "[b]Note:[/b] When [method delay_usec] is called on the main thread, it will " "freeze the project and will prevent it from redrawing and registering input " "until the delay has passed. When using [method delay_usec] as part of an " "[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze " "the project if it is currently running (since the project is an independent " "child process)." msgstr "" #: doc/classes/OS.xml:68 msgid "" "Dumps the memory allocation ringlist to a file (only works in debug).\n" "Entry format per line: \"Address - Size - Description\"." msgstr "" #: doc/classes/OS.xml:76 msgid "" "Dumps all used resources to file (only works in debug).\n" "Entry format per line: \"Resource Type : Resource Location\".\n" "At the end of the file is a statistic of all used Resource Types." msgstr "" #: doc/classes/OS.xml:89 msgid "" "Execute the file at the given path with the arguments passed as an array of " "strings. Platform path resolution will take place. The resolved file must " "exist and be executable.\n" "The arguments are used in the given order and separated by a space, so " "[code]OS.execute(\"ping\", [\"-w\", \"3\", \"godotengine.org\"], false)[/" "code] will resolve to [code]ping -w 3 godotengine.org[/code] in the system's " "shell.\n" "This method has slightly different behavior based on whether the " "[code]blocking[/code] mode is enabled.\n" "If [code]blocking[/code] is [code]true[/code], the Godot thread will pause " "its execution while waiting for the process to terminate. The shell output " "of the process will be written to the [code]output[/code] array as a single " "string. When the process terminates, the Godot thread will resume " "execution.\n" "If [code]blocking[/code] is [code]false[/code], the Godot thread will " "continue while the new process runs. It is not possible to retrieve the " "shell output in non-blocking mode, so [code]output[/code] will be empty.\n" "The return value also depends on the blocking mode. When blocking, the " "method will return an exit code of the process. When non-blocking, the " "method returns a process ID, which you can use to monitor the process (and " "potentially terminate it with [method kill]). If the process forking (non-" "blocking) or opening (blocking) fails, the method will return [code]-1[/" "code] or another exit code.\n" "Example of blocking mode and retrieving the shell output:\n" "[codeblock]\n" "var output = []\n" "var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], true, output)\n" "[/codeblock]\n" "Example of non-blocking mode, running another instance of the project and " "storing its process ID:\n" "[codeblock]\n" "var pid = OS.execute(OS.get_executable_path(), [], false)\n" "[/codeblock]\n" "If you wish to access a shell built-in or perform a composite command, a " "platform-specific shell can be invoked. For example:\n" "[codeblock]\n" "OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], true, output)\n" "[/codeblock]\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." msgstr "" #: doc/classes/OS.xml:115 #, fuzzy msgid "Returns the scancode of the given string (e.g. \"Escape\")." msgstr "Gibt den Rest einer Division zweier Vektoren zurück." #: doc/classes/OS.xml:121 #, fuzzy msgid "Returns the total number of available audio drivers." msgstr "Gibt die Anzahl der Punkte auf der Blend-Achse zurück." #: doc/classes/OS.xml:128 #, fuzzy msgid "Returns the audio driver name for the given index." msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." #: doc/classes/OS.xml:134 msgid "" "Returns the [i]global[/i] cache data directory according to the operating " "system's standards. On desktop platforms, this path can be overridden by " "setting the [code]XDG_CACHE_HOME[/code] environment variable before starting " "the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/" "data_paths.html]File paths in Godot projects[/url] in the documentation for " "more information. See also [method get_config_dir] and [method " "get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" #: doc/classes/OS.xml:141 msgid "" "Returns the command-line arguments passed to the engine.\n" "Command-line arguments can be written in any form, including both [code]--" "key value[/code] and [code]--key=value[/code] forms so they can be properly " "parsed, as long as custom command-line arguments do not conflict with engine " "arguments.\n" "You can also incorporate environment variables using the [method " "get_environment] method.\n" "You can set [member ProjectSettings.editor/main_run_args] to define command-" "line arguments to be passed by the editor when running the project.\n" "Here's a minimal example on how to parse command-line arguments into a " "dictionary using the [code]--key=value[/code] form for arguments:\n" "[codeblock]\n" "var arguments = {}\n" "for argument in OS.get_cmdline_args():\n" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" "[/codeblock]" msgstr "" #: doc/classes/OS.xml:158 msgid "" "Returns the [i]global[/i] user configuration directory according to the " "operating system's standards. On desktop platforms, this path can be " "overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable " "before starting the project. See [url=https://docs.godotengine.org/en/latest/" "tutorials/io/data_paths.html]File paths in Godot projects[/url] in the " "documentation for more information. See also [method get_cache_dir] and " "[method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" #: doc/classes/OS.xml:165 msgid "" "Returns an array of MIDI device names.\n" "The returned array will be empty if the system MIDI driver has not " "previously been initialised with [method open_midi_inputs].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:173 msgid "" "Returns the currently used video driver, using one of the values from [enum " "VideoDriver]." msgstr "" #: doc/classes/OS.xml:179 msgid "" "Returns the [i]global[/i] user data directory according to the operating " "system's standards. On desktop platforms, this path can be overridden by " "setting the [code]XDG_DATA_HOME[/code] environment variable before starting " "the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/" "data_paths.html]File paths in Godot projects[/url] in the documentation for " "more information. See also [method get_cache_dir] and [method " "get_config_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" #: doc/classes/OS.xml:187 msgid "" "Returns current date as a dictionary of keys: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " "(Daylight Savings Time)." msgstr "" #: doc/classes/OS.xml:194 msgid "" "Returns current datetime as a dictionary of keys: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " "(Daylight Savings Time), [code]hour[/code], [code]minute[/code], " "[code]second[/code]." msgstr "" #: doc/classes/OS.xml:201 msgid "" "Gets a dictionary of time values corresponding to the given UNIX epoch time " "(in seconds).\n" "The returned Dictionary's values will be the same as [method get_datetime], " "with the exception of Daylight Savings Time as it cannot be determined from " "the epoch." msgstr "" #: doc/classes/OS.xml:208 msgid "Returns the total amount of dynamic memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml:215 msgid "" "Returns the value of an environment variable. Returns an empty string if the " "environment variable doesn't exist.\n" "[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " "variable names are case-sensitive on all platforms except Windows." msgstr "" #: doc/classes/OS.xml:222 msgid "Returns the path to the current engine executable." msgstr "" #: doc/classes/OS.xml:228 msgid "" "With this function, you can get the list of dangerous permissions that have " "been granted to the Android application.\n" "[b]Note:[/b] This method is implemented on Android." msgstr "" #: doc/classes/OS.xml:235 msgid "" "Returns the IME cursor position (the currently-edited portion of the string) " "relative to the characters in the composition string.\n" "[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to " "notify it of changes to the IME cursor position.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml:243 msgid "" "Returns the IME intermediate composition string.\n" "[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to " "notify it of changes to the IME composition string.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml:251 msgid "" "Returns the current latin keyboard variant as a String.\n" "Possible return values are: [code]\"QWERTY\"[/code], [code]\"AZERTY\"[/" "code], [code]\"QZERTY\"[/code], [code]\"DVORAK\"[/code], [code]\"NEO\"[/" "code], [code]\"COLEMAK\"[/code] or [code]\"ERROR\"[/code].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows. Returns " "[code]\"QWERTY\"[/code] on unsupported platforms." msgstr "" #: doc/classes/OS.xml:259 msgid "" "Returns the host OS locale as a string of the form " "[code]language_Script_COUNTRY_VARIANT@extra[/code]. If you want only the " "language code and not the fully specified locale from the OS, you can use " "[method get_locale_language].\n" "[code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/" "List_of_ISO_639-1_codes]language code[/url], in lower case.\n" "[code]Script[/code] - optional, 4-letter [url=https://en.wikipedia.org/wiki/" "ISO_15924]script code[/url], in title case.\n" "[code]COUNTRY[/code] - optional, 2 or 3-letter [url=https://en.wikipedia.org/" "wiki/ISO_3166-1]country code[/url], in upper case.\n" "[code]VARIANT[/code] - optional, language variant, region and sort order. " "Variant can have any number of underscored keywords.\n" "[code]extra[/code] - optional, semicolon separated list of additional key " "words. Currency, calendar, sort order and numbering system information." msgstr "" #: doc/classes/OS.xml:270 msgid "" "Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/" "wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be " "consistent on all platforms. This is equivalent to extracting the " "[code]language[/code] part of the [method get_locale] string.\n" "This can be used to narrow down fully specified locale strings to only the " "\"common\" language code, when you don't need the additional information " "about country code or variants. For example, for a French Canadian user with " "[code]fr_CA[/code] locale, this would return [code]fr[/code]." msgstr "" #: doc/classes/OS.xml:277 msgid "" "Returns the model name of the current device.\n" "[b]Note:[/b] This method is implemented on Android and iOS. Returns " "[code]\"GenericDevice\"[/code] on unsupported platforms." msgstr "" #: doc/classes/OS.xml:284 msgid "" "Returns the name of the host OS. Possible values are: [code]\"Android\"[/" "code], [code]\"iOS\"[/code], [code]\"HTML5\"[/code], [code]\"OSX\"[/code], " "[code]\"Server\"[/code], [code]\"Windows\"[/code], [code]\"UWP\"[/code], " "[code]\"X11\"[/code]." msgstr "" #: doc/classes/OS.xml:291 msgid "" "Returns internal structure pointers for use in GDNative plugins.\n" "[b]Note:[/b] This method is implemented on Linux and Windows (other OSs will " "soon be supported)." msgstr "" #: doc/classes/OS.xml:298 msgid "" "Returns the amount of battery left in the device as a percentage. Returns " "[code]-1[/code] if power state is unknown.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:305 msgid "" "Returns an estimate of the time left in seconds before the device runs out " "of battery. Returns [code]-1[/code] if power state is unknown.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:312 msgid "" "Returns the current state of the device regarding battery and power. See " "[enum PowerState] constants.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:319 msgid "" "Returns the project's process ID.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." msgstr "" #: doc/classes/OS.xml:326 msgid "Returns the number of threads available on the host machine." msgstr "" #: doc/classes/OS.xml:332 #, fuzzy msgid "Returns the window size including decorations like window borders." msgstr "Gibt das Endnode des übergebenen Übergangs zurück." #: doc/classes/OS.xml:339 msgid "" "Returns the given scancode as a string (e.g. Return values: [code]\"Escape" "\"[/code], [code]\"Shift+Escape\"[/code]).\n" "See also [member InputEventKey.scancode] and [method InputEventKey." "get_scancode_with_modifiers]." msgstr "" #: doc/classes/OS.xml:346 #, fuzzy msgid "Returns the number of displays attached to the host machine." msgstr "Gibt die Anzahl der Punkte im Überblendungsbereich zurück." #: doc/classes/OS.xml:353 msgid "" "Returns the dots per inch density of the specified screen. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " "used.\n" "[b]Note:[/b] On macOS, returned value is inaccurate if fractional display " "scaling mode is used.\n" "[b]Note:[/b] On Android devices, the actual screen densities are grouped " "into six generalized densities:\n" "[codeblock]\n" " ldpi - 120 dpi\n" " mdpi - 160 dpi\n" " hdpi - 240 dpi\n" " xhdpi - 320 dpi\n" " xxhdpi - 480 dpi\n" "xxxhdpi - 640 dpi\n" "[/codeblock]\n" "[b]Note:[/b] This method is implemented on Android, Linux, macOS and " "Windows. Returns [code]72[/code] on unsupported platforms." msgstr "" #: doc/classes/OS.xml:370 msgid "" "Return the greatest scale factor of all screens.\n" "[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at " "least one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all " "other cases.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml:379 msgid "" "Returns the position of the specified screen by index. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " "used." msgstr "" #: doc/classes/OS.xml:386 msgid "" "Return the scale factor of the specified screen by index. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " "used.\n" "[b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) " "screen, and [code]1.0[/code] for all other cases.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml:395 msgid "" "Returns the dimensions in pixels of the specified screen. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " "used." msgstr "" #: doc/classes/OS.xml:401 msgid "" "Returns the amount of time in milliseconds it took for the boot logo to " "appear." msgstr "" #: doc/classes/OS.xml:407 msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml:413 msgid "Returns the amount of static memory being used by the program in bytes." msgstr "" #: doc/classes/OS.xml:421 msgid "" "Returns the actual path to commonly used folders across different platforms. " "Available locations are specified in [enum SystemDir].\n" "[b]Note:[/b] This method is implemented on Android, Linux, macOS and " "Windows.\n" "[b]Note:[/b] Shared storage is implemented on Android and allows to " "differentiate between app specific and shared directories. Shared " "directories have additional restrictions on Android." msgstr "" #: doc/classes/OS.xml:429 #, fuzzy msgid "Returns the epoch time of the operating system in milliseconds." msgstr "Liefert die Länge des Audio Streams in Sekunden zurück." #: doc/classes/OS.xml:435 #, fuzzy msgid "Returns the epoch time of the operating system in seconds." msgstr "Liefert die Länge des Audio Streams in Sekunden zurück." #: doc/classes/OS.xml:441 msgid "" "Returns the total number of available tablet drivers.\n" "[b]Note:[/b] This method is implemented on Windows." msgstr "" #: doc/classes/OS.xml:449 msgid "" "Returns the tablet driver name for the given index.\n" "[b]Note:[/b] This method is implemented on Windows." msgstr "" #: doc/classes/OS.xml:456 msgid "" "Returns the ID of the current thread. This can be used in logs to ease " "debugging of multi-threaded applications.\n" "[b]Note:[/b] Thread IDs are not deterministic and may be reused across " "application restarts." msgstr "" #: doc/classes/OS.xml:463 msgid "" "Returns the amount of time passed in milliseconds since the engine started." msgstr "" #: doc/classes/OS.xml:469 msgid "" "Returns the amount of time passed in microseconds since the engine started." msgstr "" #: doc/classes/OS.xml:476 msgid "Returns current time as a dictionary of keys: hour, minute, second." msgstr "" #: doc/classes/OS.xml:482 msgid "" "Returns the current time zone as a dictionary with the keys: bias and name." msgstr "" #: doc/classes/OS.xml:488 msgid "" "Returns a string that is unique to the device.\n" "[b]Note:[/b] This string may change without notice if the user reinstalls/" "upgrades their operating system or changes their hardware. This means it " "should generally not be used to encrypt persistent data as the data saved " "before an unexpected ID change would become inaccessible. The returned " "string may also be falsified using external programs, so do not rely on the " "string returned by [method get_unique_id] for security purposes.\n" "[b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method isn't " "implemented on those platforms yet." msgstr "" #: doc/classes/OS.xml:496 msgid "" "Returns the current UNIX epoch timestamp in seconds.\n" "[b]Important:[/b] This is the system clock that the user can manually set. " "[b]Never use[/b] this method for precise time calculation since its results " "are also subject to automatic adjustments by the operating system. [b]Always " "use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time " "calculation instead, since they are guaranteed to be monotonic (i.e. never " "decrease)." msgstr "" #: doc/classes/OS.xml:504 msgid "" "Gets an epoch time value from a dictionary of time values.\n" "[code]datetime[/code] must be populated with the following keys: [code]year[/" "code], [code]month[/code], [code]day[/code], [code]hour[/code], " "[code]minute[/code], [code]second[/code].\n" "If the dictionary is empty [code]0[/code] is returned. If some keys are " "omitted, they default to the equivalent values for the UNIX epoch timestamp " "0 (1970-01-01 at 00:00:00 UTC).\n" "You can pass the output from [method get_datetime_from_unix_time] directly " "into this function. Daylight Savings Time ([code]dst[/code]), if present, is " "ignored." msgstr "" #: doc/classes/OS.xml:513 msgid "" "Returns the absolute directory path where user data is written ([code]user://" "[/code]).\n" "On Linux, this is [code]~/.local/share/godot/app_userdata/[project_name][/" "code], or [code]~/.local/share/[custom_name][/code] if " "[code]use_custom_user_dir[/code] is set.\n" "On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/" "[project_name][/code], or [code]~/Library/Application Support/[custom_name][/" "code] if [code]use_custom_user_dir[/code] is set.\n" "On Windows, this is [code]%APPDATA%\\Godot\\app_userdata\\[project_name][/" "code], or [code]%APPDATA%\\[custom_name][/code] if " "[code]use_custom_user_dir[/code] is set. [code]%APPDATA%[/code] expands to " "[code]%USERPROFILE%\\AppData\\Roaming[/code].\n" "If the project name is empty, [code]user://[/code] falls back to [code]res://" "[/code].\n" "Not to be confused with [method get_data_dir], which returns the [i]global[/" "i] (non-project-specific) user data directory." msgstr "" #: doc/classes/OS.xml:524 #, fuzzy msgid "Returns the number of video drivers supported on the current platform." msgstr "Gibt die Anzahl der Punkte auf der Blend-Achse zurück." #: doc/classes/OS.xml:531 msgid "" "Returns the name of the video driver matching the given [code]driver[/code] " "index. This index is a value from [enum VideoDriver], and you can use " "[method get_current_video_driver] to get the current backend's index." msgstr "" #: doc/classes/OS.xml:537 msgid "" "Returns the on-screen keyboard's height in pixels. Returns 0 if there is no " "keyboard or if it is currently hidden." msgstr "" #: doc/classes/OS.xml:543 msgid "" "Returns unobscured area of the window where interactive controls should be " "rendered." msgstr "" #: doc/classes/OS.xml:553 msgid "" "Add a new item with text \"label\" to global menu. Use \"_dock\" menu to add " "item to the macOS dock icon menu.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml:561 msgid "" "Add a separator between items. Separators also occupy an index.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml:569 msgid "" "Clear the global menu, in effect removing all items.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml:578 msgid "" "Removes the item at index \"idx\" from the global menu. Note that the " "indexes of items after the removed item are going to be shifted by one.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml:586 msgid "" "Returns [code]true[/code] if the environment variable with the name " "[code]variable[/code] exists.\n" "[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " "variable names are case-sensitive on all platforms except Windows." msgstr "" #: doc/classes/OS.xml:594 msgid "" "Returns [code]true[/code] if the feature for the given feature tag is " "supported in the currently running instance, depending on the platform, " "build etc. Can be used to check whether you're currently running a debug " "build, on a certain platform or arch, etc. Refer to the [url=https://docs." "godotengine.org/en/3.4/tutorials/export/feature_tags.html]Feature Tags[/url] " "documentation for more details.\n" "[b]Note:[/b] Tag names are case-sensitive." msgstr "" #: doc/classes/OS.xml:601 #, fuzzy msgid "" "Returns [code]true[/code] if the device has a touchscreen or emulates one." msgstr "Liefert [code]true[/code] wenn das [Rect2i] leer ist." #: doc/classes/OS.xml:607 #, fuzzy msgid "" "Returns [code]true[/code] if the platform has a virtual keyboard, " "[code]false[/code] otherwise." msgstr "" "Gibt [code]true[/code] zurück wenn der Skript Bereich lädt, ansonsten " "[code]false[/code]." #: doc/classes/OS.xml:613 msgid "Hides the virtual keyboard if it is shown, does nothing otherwise." msgstr "" #: doc/classes/OS.xml:619 msgid "" "Returns [code]true[/code] if the Godot binary used to run the project is a " "[i]debug[/i] export template, or when running in the editor.\n" "Returns [code]false[/code] if the Godot binary used to run the project is a " "[i]release[/i] export template.\n" "To check whether the Godot binary used to run the project is an export " "template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] " "instead." msgstr "" #: doc/classes/OS.xml:627 #, fuzzy msgid "" "Returns [code]true[/code] if the [b]OK[/b] button should appear on the left " "and [b]Cancel[/b] on the right." msgstr "" "Gibt [code]true[/code] zurück wenn die Mono Laufzeit initialisiert ist, " "ansonsten [code]false[/code]." #: doc/classes/OS.xml:634 #, fuzzy msgid "" "Returns [code]true[/code] if the input scancode corresponds to a Unicode " "character." msgstr "" "Gibt [code]true[/code] zurück, wenn sich das [AABB] mit einem anderen " "überschneidet." #: doc/classes/OS.xml:640 msgid "" "Returns [code]true[/code] if the engine was executed with [code]-v[/code] " "(verbose stdout)." msgstr "" #: doc/classes/OS.xml:646 msgid "" "If [code]true[/code], the [code]user://[/code] file system is persistent, so " "that its state is the same after a player quits and starts the game again. " "Relevant to the HTML5 platform, where this persistence may be unavailable." msgstr "" #: doc/classes/OS.xml:652 #, fuzzy msgid "" "Returns [code]true[/code] if the window should always be on top of other " "windows." msgstr "" "Gibt [code]true[/code] zurück, wenn der Vektor normalisiert ist, andernfalls " "false." #: doc/classes/OS.xml:658 msgid "" "Returns [code]true[/code] if the window is currently focused.\n" "[b]Note:[/b] Only implemented on desktop platforms. On other platforms, it " "will always return [code]true[/code]." msgstr "" #: doc/classes/OS.xml:665 msgid "" "Returns active keyboard layout index.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:672 msgid "" "Returns the number of keyboard layouts.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:680 msgid "" "Returns the ISO-639/BCP-47 language code of the keyboard layout at position " "[code]index[/code].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:688 msgid "" "Returns the localized name of the keyboard layout at position [code]index[/" "code].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:696 msgid "" "Sets active keyboard layout.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:704 msgid "" "Kill (terminate) the process identified by the given process ID ([code]pid[/" "code]), e.g. the one returned by [method execute] in non-blocking mode.\n" "[b]Note:[/b] This method can also be used to kill processes that were not " "spawned by the game.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." msgstr "" #: doc/classes/OS.xml:712 msgid "" "Moves the window to the front.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:719 msgid "" "Returns [code]true[/code] if native video is playing.\n" "[b]Note:[/b] This method is only implemented on iOS." msgstr "" #: doc/classes/OS.xml:726 msgid "" "Pauses native video playback.\n" "[b]Note:[/b] This method is only implemented on iOS." msgstr "" #: doc/classes/OS.xml:737 msgid "" "Plays native video from the specified path, at the given volume and with " "audio and subtitle tracks.\n" "[b]Note:[/b] This method is only implemented on iOS." msgstr "" #: doc/classes/OS.xml:744 msgid "" "Stops native video playback.\n" "[b]Note:[/b] This method is implemented on iOS." msgstr "" #: doc/classes/OS.xml:751 msgid "" "Resumes native video playback.\n" "[b]Note:[/b] This method is implemented on iOS." msgstr "" #: doc/classes/OS.xml:758 msgid "" "Initialises the singleton for the system MIDI driver.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:766 msgid "" "Shows all resources in the game. Optionally, the list can be written to a " "file by specifying a file path in [code]tofile[/code]." msgstr "" #: doc/classes/OS.xml:772 msgid "Shows the list of loaded textures sorted by size in memory." msgstr "" #: doc/classes/OS.xml:779 msgid "Shows the number of resources loaded by the game of the given types." msgstr "" #: doc/classes/OS.xml:786 msgid "Shows all resources currently used by the game." msgstr "" #: doc/classes/OS.xml:792 msgid "" "Request the user attention to the window. It'll flash the taskbar button on " "Windows or bounce the dock icon on OSX.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:800 msgid "" "At the moment this function is only used by [code]AudioDriverOpenSL[/code] " "to request permission for [code]RECORD_AUDIO[/code] on Android." msgstr "" #: doc/classes/OS.xml:806 msgid "" "With this function, you can request dangerous permissions since normal " "permissions are automatically granted at install time in Android " "applications.\n" "[b]Note:[/b] This method is implemented on Android." msgstr "" #: doc/classes/OS.xml:815 msgid "" "Sets the value of the environment variable [code]variable[/code] to " "[code]value[/code]. The environment variable will be set for the Godot " "process and any process executed with [method execute] after running [method " "set_environment]. The environment variable will [i]not[/i] persist to " "processes run after the Godot process was terminated.\n" "[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " "variable names are case-sensitive on all platforms except Windows." msgstr "" #: doc/classes/OS.xml:823 msgid "" "Sets the game's icon using an [Image] resource.\n" "The same image is used for window caption, taskbar/dock and window selection " "dialog. Image is scaled as needed.\n" "[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:832 msgid "" "Sets whether IME input mode should be enabled.\n" "If active IME handles key events before the application and creates an " "composition string and suggestion list.\n" "Application can retrieve the composition status by using [method " "get_ime_selection] and [method get_ime_text] functions.\n" "Completed composition string is committed when input is finished.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:843 msgid "" "Sets position of IME suggestion list popup (in window coordinates).\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:851 msgid "" "Sets the game's icon using a multi-size platform-specific icon file ([code]*." "ico[/code] on Windows and [code]*.icns[/code] on macOS).\n" "Appropriate size sub-icons are used for window caption, taskbar/dock and " "window selection dialog.\n" "[b]Note:[/b] This method is implemented on macOS and Windows." msgstr "" #: doc/classes/OS.xml:860 msgid "Sets the name of the current thread." msgstr "" #: doc/classes/OS.xml:867 msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]." msgstr "" #: doc/classes/OS.xml:874 msgid "" "Sets whether the window should always be on top.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:882 msgid "" "Sets a polygonal region of the window which accepts mouse events. Mouse " "events outside the region will be passed through.\n" "Passing an empty array will disable passthrough support (all mouse events " "will be intercepted by the window, which is the default behavior).\n" "[codeblock]\n" "# Set region, using Path2D node.\n" "OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())\n" "\n" "# Set region, using Polygon2D node.\n" "OS.set_window_mouse_passthrough($Polygon2D.polygon)\n" "\n" "# Reset region to default.\n" "OS.set_window_mouse_passthrough([])\n" "[/codeblock]\n" "[b]Note:[/b] On Windows, the portion of a window that lies outside the " "region is not drawn, while on Linux and macOS it is.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:902 msgid "" "Sets the window title to the specified string.\n" "[b]Note:[/b] This should be used sporadically. Don't set this every frame, " "as that will negatively affect performance on some window managers.\n" "[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:911 msgid "" "Requests the OS to open a resource with the most appropriate program. For " "example:\n" "- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows " "opens the file explorer at the user's Downloads folder.\n" "- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default " "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" "code]. See [url=https://blog.escapecreative.com/customizing-mailto-" "links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " "that can be added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " "and Windows." msgstr "" #: doc/classes/OS.xml:924 msgid "" "Shows the virtual keyboard if the platform has one.\n" "The [code]existing_text[/code] parameter is useful for implementing your own " "[LineEdit] or [TextEdit], as it tells the virtual keyboard what text has " "already been typed (the virtual keyboard uses it for auto-correct and " "predictions).\n" "The [code]multiline[/code] parameter needs to be set to [code]true[/code] to " "be able to enter multiple lines of text, as in [TextEdit].\n" "[b]Note:[/b] This method is implemented on Android, iOS and UWP." msgstr "" #: doc/classes/OS.xml:933 msgid "The clipboard from the host OS. Might be unavailable on some platforms." msgstr "" #: doc/classes/OS.xml:936 msgid "The current screen index (starting from 0)." msgstr "" #: doc/classes/OS.xml:939 msgid "" "If [code]true[/code], the engine filters the time delta measured between " "each frame, and attempts to compensate for random variation. This will only " "operate on systems where V-Sync is active." msgstr "" #: doc/classes/OS.xml:942 msgid "" "The exit code passed to the OS when the main loop exits. By convention, an " "exit code of [code]0[/code] indicates success whereas a non-zero exit code " "indicates an error. For portability reasons, the exit code should be set " "between 0 and 125 (inclusive).\n" "[b]Note:[/b] This value will be ignored if using [method SceneTree.quit] " "with an [code]exit_code[/code] argument passed." msgstr "" #: doc/classes/OS.xml:946 msgid "" "If [code]true[/code], the engine tries to keep the screen on while the game " "is running. Useful on mobile." msgstr "" #: doc/classes/OS.xml:949 msgid "" "If [code]true[/code], the engine optimizes for low processor usage by only " "refreshing the screen if needed. Can improve battery consumption on mobile." msgstr "" #: doc/classes/OS.xml:952 msgid "" "The amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU usage." msgstr "" #: doc/classes/OS.xml:955 msgid "" "The maximum size of the window (without counting window manager " "decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to " "reset to the system default value." msgstr "" #: doc/classes/OS.xml:958 msgid "" "The minimum size of the window in pixels (without counting window manager " "decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to " "reset to the system's default value.\n" "[b]Note:[/b] By default, the project window has a minimum size of " "[code]Vector2(64, 64)[/code]. This prevents issues that can arise when the " "window is resized to a near-zero size." msgstr "" #: doc/classes/OS.xml:962 msgid "The current screen orientation." msgstr "" #: doc/classes/OS.xml:965 msgid "The current tablet driver in use." msgstr "" #: doc/classes/OS.xml:968 #, fuzzy msgid "If [code]true[/code], vertical synchronization (Vsync) is enabled." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: doc/classes/OS.xml:971 msgid "" "If [code]true[/code] and [code]vsync_enabled[/code] is true, the operating " "system's window compositor will be used for vsync when the compositor is " "enabled and the game is in windowed mode.\n" "[b]Note:[/b] This option is experimental and meant to alleviate stutter " "experienced by some users. However, some users have experienced a Vsync " "framerate halving (e.g. from 60 FPS to 30 FPS) when using it.\n" "[b]Note:[/b] This property is only implemented on Windows." msgstr "" #: doc/classes/OS.xml:976 msgid "" "If [code]true[/code], removes the window frame.\n" "[b]Note:[/b] Setting [code]window_borderless[/code] to [code]false[/code] " "disables per-pixel transparency." msgstr "" #: doc/classes/OS.xml:980 #, fuzzy msgid "If [code]true[/code], the window is fullscreen." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: doc/classes/OS.xml:983 #, fuzzy msgid "If [code]true[/code], the window is maximized." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: doc/classes/OS.xml:986 #, fuzzy msgid "If [code]true[/code], the window is minimized." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: doc/classes/OS.xml:989 msgid "" "If [code]true[/code], the window background is transparent and the window " "frame is removed.\n" "Use [code]get_tree().get_root().set_transparent_background(true)[/code] to " "disable main viewport background rendering.\n" "[b]Note:[/b] This property has no effect if [member ProjectSettings.display/" "window/per_pixel_transparency/allowed] setting is disabled.\n" "[b]Note:[/b] This property is implemented on HTML5, Linux, macOS, Windows, " "and Android. It can't be changed at runtime for Android. Use [member " "ProjectSettings.display/window/per_pixel_transparency/enabled] to set it at " "startup instead." msgstr "" #: doc/classes/OS.xml:995 msgid "" "The window position relative to the screen, the origin is the top left " "corner, +Y axis goes to the bottom and +X axis goes to the right." msgstr "" #: doc/classes/OS.xml:998 #, fuzzy msgid "If [code]true[/code], the window is resizable by the user." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: doc/classes/OS.xml:1001 msgid "The size of the window (without counting window manager decorations)." msgstr "" #: doc/classes/OS.xml:1006 msgid "" "The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL " "2.1 on desktop platforms and WebGL 1.0 on the web." msgstr "" #: doc/classes/OS.xml:1009 msgid "" "The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL " "3.3 on desktop platforms and WebGL 2.0 on the web." msgstr "" #: doc/classes/OS.xml:1012 msgid "Sunday." msgstr "Sonntag." #: doc/classes/OS.xml:1015 msgid "Monday." msgstr "Montag." #: doc/classes/OS.xml:1018 msgid "Tuesday." msgstr "Dienstag." #: doc/classes/OS.xml:1021 msgid "Wednesday." msgstr "Wittwoch." #: doc/classes/OS.xml:1024 msgid "Thursday." msgstr "Donnerstag." #: doc/classes/OS.xml:1027 msgid "Friday." msgstr "Freitag." #: doc/classes/OS.xml:1030 msgid "Saturday." msgstr "Samstag." #: doc/classes/OS.xml:1033 msgid "January." msgstr "Januar." #: doc/classes/OS.xml:1036 msgid "February." msgstr "Februar." #: doc/classes/OS.xml:1039 msgid "March." msgstr "März." #: doc/classes/OS.xml:1042 msgid "April." msgstr "April." #: doc/classes/OS.xml:1045 msgid "May." msgstr "Mai." #: doc/classes/OS.xml:1048 msgid "June." msgstr "Juni." #: doc/classes/OS.xml:1051 msgid "July." msgstr "Juli." #: doc/classes/OS.xml:1054 msgid "August." msgstr "August." #: doc/classes/OS.xml:1057 msgid "September." msgstr "September." #: doc/classes/OS.xml:1060 msgid "October." msgstr "Oktober." #: doc/classes/OS.xml:1063 msgid "November." msgstr "November." #: doc/classes/OS.xml:1066 msgid "December." msgstr "Dezember." #: doc/classes/OS.xml:1069 msgid "" "Application handle:\n" "- Windows: [code]HINSTANCE[/code] of the application\n" "- MacOS: [code]NSApplication*[/code] of the application (not yet " "implemented)\n" "- Android: [code]JNIEnv*[/code] of the application (not yet implemented)" msgstr "" #: doc/classes/OS.xml:1075 msgid "" "Display handle:\n" "- Linux: [code]X11::Display*[/code] for the display" msgstr "" #: doc/classes/OS.xml:1079 msgid "" "Window handle:\n" "- Windows: [code]HWND[/code] of the main window\n" "- Linux: [code]X11::Window*[/code] of the main window\n" "- MacOS: [code]NSWindow*[/code] of the main window (not yet implemented)\n" "- Android: [code]jObject[/code] the main android activity (not yet " "implemented)" msgstr "" #: doc/classes/OS.xml:1086 msgid "" "Window view:\n" "- Windows: [code]HDC[/code] of the main window drawing context\n" "- MacOS: [code]NSView*[/code] of the main windows view (not yet implemented)" msgstr "" #: doc/classes/OS.xml:1091 msgid "" "OpenGL Context:\n" "- Windows: [code]HGLRC[/code]\n" "- Linux: [code]X11::GLXContext[/code]\n" "- MacOS: [code]NSOpenGLContext*[/code] (not yet implemented)" msgstr "" #: doc/classes/OS.xml:1097 msgid "Landscape screen orientation." msgstr "" #: doc/classes/OS.xml:1100 msgid "Portrait screen orientation." msgstr "" #: doc/classes/OS.xml:1103 msgid "Reverse landscape screen orientation." msgstr "" #: doc/classes/OS.xml:1106 msgid "Reverse portrait screen orientation." msgstr "" #: doc/classes/OS.xml:1109 msgid "Uses landscape or reverse landscape based on the hardware sensor." msgstr "" #: doc/classes/OS.xml:1112 msgid "Uses portrait or reverse portrait based on the hardware sensor." msgstr "" #: doc/classes/OS.xml:1115 msgid "Uses most suitable orientation based on the hardware sensor." msgstr "" #: doc/classes/OS.xml:1118 msgid "Desktop directory path." msgstr "" #: doc/classes/OS.xml:1121 msgid "DCIM (Digital Camera Images) directory path." msgstr "" #: doc/classes/OS.xml:1124 msgid "Documents directory path." msgstr "" #: doc/classes/OS.xml:1127 msgid "Downloads directory path." msgstr "" #: doc/classes/OS.xml:1130 msgid "Movies directory path." msgstr "" #: doc/classes/OS.xml:1133 msgid "Music directory path." msgstr "" #: doc/classes/OS.xml:1136 msgid "Pictures directory path." msgstr "" #: doc/classes/OS.xml:1139 msgid "Ringtones directory path." msgstr "" #: doc/classes/OS.xml:1142 #, fuzzy msgid "Unknown powerstate." msgstr "unbekanntes Node." #: doc/classes/OS.xml:1145 msgid "Unplugged, running on battery." msgstr "" #: doc/classes/OS.xml:1148 msgid "Plugged in, no battery available." msgstr "" #: doc/classes/OS.xml:1151 msgid "Plugged in, battery charging." msgstr "" #: doc/classes/OS.xml:1154 msgid "Plugged in, battery fully charged." msgstr "" #: doc/classes/PackedDataContainerRef.xml:4 msgid "Reference version of [PackedDataContainer]." msgstr "" #: doc/classes/PackedScene.xml:4 msgid "An abstraction of a serialized scene." msgstr "" #: doc/classes/PackedScene.xml:7 msgid "" "A simplified interface to a scene file. Provides access to operations and " "checks that can be performed on the scene resource itself.\n" "Can be used to save a node to a file. When saving, the node as well as all " "the nodes it owns get saved (see [code]owner[/code] property on [Node]).\n" "[b]Note:[/b] The node doesn't need to own itself.\n" "[b]Example of loading a saved scene:[/b]\n" "[codeblock]\n" "# Use `load()` instead of `preload()` if the path isn't known at compile-" "time.\n" "var scene = preload(\"res://scene.tscn\").instance()\n" "# Add the node as a child of the node the script is attached to.\n" "add_child(scene)\n" "[/codeblock]\n" "[b]Example of saving a node with different owners:[/b] The following example " "creates 3 objects: [code]Node2D[/code] ([code]node[/code]), " "[code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/" "code] ([code]collision[/code]). [code]collision[/code] is a child of " "[code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/" "code] is owned by [code]node[/code] and [code]pack[/code] will therefore " "only save those two nodes, but not [code]collision[/code].\n" "[codeblock]\n" "# Create the objects.\n" "var node = Node2D.new()\n" "var rigid = RigidBody2D.new()\n" "var collision = CollisionShape2D.new()\n" "\n" "# Create the object hierarchy.\n" "rigid.add_child(collision)\n" "node.add_child(rigid)\n" "\n" "# Change owner of `rigid`, but not of `collision`.\n" "rigid.owner = node\n" "\n" "var scene = PackedScene.new()\n" "# Only `node` and `rigid` are now packed.\n" "var result = scene.pack(node)\n" "if result == OK:\n" " var error = ResourceSaver.save(\"res://path/name.scn\", scene) # Or " "\"user://...\"\n" " if error != OK:\n" " push_error(\"An error occurred while saving the scene to disk.\")\n" "[/codeblock]" msgstr "" #: doc/classes/PackedScene.xml:47 msgid "Returns [code]true[/code] if the scene file has nodes." msgstr "" #: doc/classes/PackedScene.xml:53 msgid "" "Returns the [code]SceneState[/code] representing the scene file contents." msgstr "" #: doc/classes/PackedScene.xml:60 msgid "" "Instantiates the scene's node hierarchy. Triggers child scene " "instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] " "notification on the root node." msgstr "" #: doc/classes/PackedScene.xml:67 msgid "" "Pack will ignore any sub-nodes not owned by given node. See [member Node." "owner]." msgstr "" #: doc/classes/PackedScene.xml:73 msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " "for base scene children overrides, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" #: doc/classes/PackedScene.xml:79 msgid "If passed to [method instance], blocks edits to the scene state." msgstr "" #: doc/classes/PackedScene.xml:82 msgid "" "If passed to [method instance], provides local scene resources to the local " "scene.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" #: doc/classes/PackedScene.xml:86 msgid "" "If passed to [method instance], provides local scene resources to the local " "scene. Only the main scene should receive the main edit state.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" #: doc/classes/PacketPeer.xml:4 msgid "Abstraction and base class for packet-based protocols." msgstr "" #: doc/classes/PacketPeer.xml:7 msgid "" "PacketPeer is an abstraction and base class for packet-based protocols (such " "as UDP). It provides an API for sending and receiving packets both as raw " "data or variables. This makes it easy to transfer data over a protocol, " "without having to encode data as low-level bytes or having to worry about " "network ordering." msgstr "" #: doc/classes/PacketPeer.xml:15 msgid "Returns the number of packets currently available in the ring-buffer." msgstr "" #: doc/classes/PacketPeer.xml:21 msgid "Gets a raw packet." msgstr "" #: doc/classes/PacketPeer.xml:27 msgid "" "Returns the error state of the last packet received (via [method get_packet] " "and [method get_var])." msgstr "" #: doc/classes/PacketPeer.xml:34 #, fuzzy msgid "" "Gets a Variant. If [code]allow_objects[/code] (or [member " "allow_object_decoding]) is [code]true[/code], decoding objects is allowed.\n" "[b]Warning:[/b] Deserialized objects can contain code which gets executed. " "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" "Dekodiert ein Byte-Array zurück zu einem Wert. Wenn [code]allow_objects[/" "code] gleich [code]wahr[/code], ist die Dekodierung von Objekten erlaubt.\n" "[b]WARNUNG:[/b] Deserialisierte Objekte können Code enthalten, der " "ausgeführt wird. Verwenden Sie diese Option nicht, wenn das serialisierte " "Objekt aus nicht vertrauenswürdigen Quellen stammt, um potenzielle " "Sicherheitsbedrohungen zu vermeiden (entfernte Codeausführung)." #: doc/classes/PacketPeer.xml:42 msgid "Sends a raw packet." msgstr "" #: doc/classes/PacketPeer.xml:50 #, fuzzy msgid "" "Sends a [Variant] as a packet. If [code]full_objects[/code] (or [member " "allow_object_decoding]) is [code]true[/code], encoding objects is allowed " "(and can potentially include code)." msgstr "" "Kodiert eine Variable zu einem Byte Array. Wenn [code]full_objects[/code] " "ist [code]true[/code], wird das Kodieren von Objekten erlaubt (und kann " "potentiell auch Quelltext enthalten)." #: doc/classes/PacketPeer.xml:56 #, fuzzy msgid "" "[i]Deprecated.[/i] Use [code]get_var[/code] and [code]put_var[/code] " "parameters instead.\n" "If [code]true[/code], the PacketPeer will allow encoding and decoding of " "object via [method get_var] and [method put_var].\n" "[b]Warning:[/b] Deserialized objects can contain code which gets executed. " "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" "Dekodiert ein Byte-Array zurück zu einem Wert. Wenn [code]allow_objects[/" "code] gleich [code]wahr[/code], ist die Dekodierung von Objekten erlaubt.\n" "[b]WARNUNG:[/b] Deserialisierte Objekte können Code enthalten, der " "ausgeführt wird. Verwenden Sie diese Option nicht, wenn das serialisierte " "Objekt aus nicht vertrauenswürdigen Quellen stammt, um potenzielle " "Sicherheitsbedrohungen zu vermeiden (entfernte Codeausführung)." #: doc/classes/PacketPeer.xml:61 msgid "" "Maximum buffer size allowed when encoding [Variant]s. Raise this value to " "support heavier memory allocations.\n" "The [method put_var] method allocates memory on the stack, and the buffer " "used will grow automatically to the closest power of two to match the size " "of the [Variant]. If the [Variant] is bigger than " "[code]encode_buffer_max_size[/code], the method will error out with " "[constant ERR_OUT_OF_MEMORY]." msgstr "" #: doc/classes/PacketPeerDTLS.xml:4 msgid "DTLS packet peer." msgstr "" #: doc/classes/PacketPeerDTLS.xml:7 msgid "" "This class represents a DTLS peer connection. It can be used to connect to a " "DTLS server, and is returned by [method DTLSServer.take_connection].\n" "[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are " "currently not supported. Revoked certificates are accepted as long as they " "are otherwise valid. If this is a concern, you may want to use automatically " "managed certificates with a short validity period." msgstr "" #: doc/classes/PacketPeerDTLS.xml:20 msgid "" "Connects a [code]peer[/code] beginning the DTLS handshake using the " "underlying [PacketPeerUDP] which must be connected (see [method " "PacketPeerUDP.connect_to_host]). If [code]validate_certs[/code] is " "[code]true[/code], [PacketPeerDTLS] will validate that the certificate " "presented by the remote peer and match it with the [code]for_hostname[/code] " "argument. You can specify a custom [X509Certificate] to use for validation " "via the [code]valid_certificate[/code] argument." msgstr "" #: doc/classes/PacketPeerDTLS.xml:26 msgid "Disconnects this peer, terminating the DTLS session." msgstr "" #: doc/classes/PacketPeerDTLS.xml:32 doc/classes/StreamPeerSSL.xml:43 msgid "Returns the status of the connection. See [enum Status] for values." msgstr "" #: doc/classes/PacketPeerDTLS.xml:38 msgid "" "Poll the connection to check for incoming packets. Call this frequently to " "update the status and keep the connection working." msgstr "" #: doc/classes/PacketPeerDTLS.xml:44 msgid "A status representing a [PacketPeerDTLS] that is disconnected." msgstr "" #: doc/classes/PacketPeerDTLS.xml:47 msgid "" "A status representing a [PacketPeerDTLS] that is currently performing the " "handshake with a remote peer." msgstr "" #: doc/classes/PacketPeerDTLS.xml:50 msgid "" "A status representing a [PacketPeerDTLS] that is connected to a remote peer." msgstr "" #: doc/classes/PacketPeerDTLS.xml:53 msgid "A status representing a [PacketPeerDTLS] in a generic error state." msgstr "" #: doc/classes/PacketPeerDTLS.xml:56 msgid "" "An error status that shows a mismatch in the DTLS certificate domain " "presented by the host and the domain requested for validation." msgstr "" #: doc/classes/PacketPeerStream.xml:4 msgid "Wrapper to use a PacketPeer over a StreamPeer." msgstr "" #: doc/classes/PacketPeerStream.xml:7 msgid "" "PacketStreamPeer provides a wrapper for working using packets over a stream. " "This allows for using packet based code with StreamPeers. PacketPeerStream " "implements a custom protocol over the StreamPeer, so the user should not " "read or write to the wrapped StreamPeer directly." msgstr "" #: doc/classes/PacketPeerStream.xml:19 msgid "The wrapped [StreamPeer] object." msgstr "" #: doc/classes/PacketPeerUDP.xml:4 msgid "UDP packet peer." msgstr "" #: doc/classes/PacketPeerUDP.xml:7 msgid "" "UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s." msgstr "" #: doc/classes/PacketPeerUDP.xml:15 msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on." msgstr "" #: doc/classes/PacketPeerUDP.xml:23 msgid "" "Calling this method connects this UDP peer to the given [code]host[/code]/" "[code]port[/code] pair. UDP is in reality connectionless, so this option " "only means that incoming packets from different addresses are automatically " "discarded, and that outgoing packets are always sent to the connected " "address (future calls to [method set_dest_address] are not allowed). This " "method does not send any data to the remote peer, to do that, use [method " "PacketPeer.put_var] or [method PacketPeer.put_packet] as usual. See also " "[UDPServer].\n" "[b]Note:[/b] Connecting to the remote peer does not help to protect from " "malicious attacks like IP spoofing, etc. Think about using an encryption " "technique like SSL or DTLS if you feel like your application is transferring " "sensitive information." msgstr "" #: doc/classes/PacketPeerUDP.xml:30 msgid "" "Returns the IP of the remote peer that sent the last packet(that was " "received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])." msgstr "" #: doc/classes/PacketPeerUDP.xml:36 msgid "" "Returns the port of the remote peer that sent the last packet(that was " "received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])." msgstr "" #: doc/classes/PacketPeerUDP.xml:42 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 "" #: doc/classes/PacketPeerUDP.xml:48 msgid "Returns whether this [PacketPeerUDP] is listening." msgstr "" #: doc/classes/PacketPeerUDP.xml:56 msgid "" "Joins the multicast group specified by [code]multicast_address[/code] using " "the interface identified by [code]interface_name[/code].\n" "You can join the same multicast group with multiple interfaces. Use [method " "IP.get_local_interfaces] to know which are available.\n" "[b]Note:[/b] Some Android devices might require the " "[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work." msgstr "" #: doc/classes/PacketPeerUDP.xml:66 msgid "" "Removes the interface identified by [code]interface_name[/code] from the " "multicast group specified by [code]multicast_address[/code]." msgstr "" #: doc/classes/PacketPeerUDP.xml:75 msgid "" "Makes this [PacketPeerUDP] listen on the [code]port[/code] binding to " "[code]bind_address[/code] with a buffer size [code]recv_buf_size[/code].\n" "If [code]bind_address[/code] is set to [code]\"*\"[/code] (default), the " "peer will listen on all available addresses (both IPv4 and IPv6).\n" "If [code]bind_address[/code] is set to [code]\"0.0.0.0\"[/code] (for IPv4) " "or [code]\"::\"[/code] (for IPv6), the peer will listen on all available " "addresses matching that IP type.\n" "If [code]bind_address[/code] is set to any valid address (e.g. " "[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " "only listen on the interface with that addresses (or fail if no interface " "with the given address exists)." msgstr "" #: doc/classes/PacketPeerUDP.xml:85 msgid "" "Enable or disable sending of broadcast packets (e.g. " "[code]set_dest_address(\"255.255.255.255\", 4343)[/code]. This option is " "disabled by default.\n" "[b]Note:[/b] Some Android devices might require the " "[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be " "enabled to receive broadcast packets too." msgstr "" #: doc/classes/PacketPeerUDP.xml:94 msgid "" "Sets the destination address and port for sending packets and variables. A " "hostname will be resolved using DNS if needed.\n" "[b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending " "packets to a broadcast address (e.g. [code]255.255.255.255[/code])." msgstr "" #: doc/classes/PacketPeerUDP.xml:101 msgid "" "Waits for a packet to arrive on the listening port. See [method listen].\n" "[b]Note:[/b] [method wait] can't be interrupted once it has been called. " "This can be worked around by allowing the other party to send a specific " "\"death pill\" packet like this:\n" "[codeblock]\n" "# Server\n" "socket.set_dest_address(\"127.0.0.1\", 789)\n" "socket.put_packet(\"Time to stop\".to_ascii())\n" "\n" "# Client\n" "while socket.wait() == OK:\n" " var data = socket.get_packet().get_string_from_ascii()\n" " if data == \"Time to stop\":\n" " return\n" "[/codeblock]" msgstr "" #: doc/classes/Panel.xml:4 msgid "Provides an opaque background for [Control] children." msgstr "" #: doc/classes/Panel.xml:7 msgid "" "Panel is a [Control] that displays an opaque background. It's commonly used " "as a parent and container for other types of [Control] nodes." msgstr "" #: doc/classes/Panel.xml:11 #, fuzzy msgid "https://godotengine.org/asset-library/asset/516" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Panel.xml:12 doc/classes/Skeleton.xml:12 #: doc/classes/SkeletonIK.xml:29 #, fuzzy msgid "https://godotengine.org/asset-library/asset/523" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Panel.xml:20 msgid "The style of this [Panel]." msgstr "" #: doc/classes/PanelContainer.xml:4 msgid "Panel container type." msgstr "" #: doc/classes/PanelContainer.xml:7 msgid "" "Panel container type. This container fits controls inside of the delimited " "area of a stylebox. It's useful for giving controls an outline." msgstr "" #: doc/classes/PanelContainer.xml:18 msgid "The style of [PanelContainer]'s background." msgstr "" #: doc/classes/PanoramaSky.xml:4 msgid "A type of [Sky] used to draw a background texture." msgstr "" #: doc/classes/PanoramaSky.xml:7 msgid "" "A resource referenced in an [Environment] that is used to draw a background. " "The Panorama sky functions similar to skyboxes in other engines, except it " "uses an equirectangular sky map instead of a cube map.\n" "Using an HDR panorama is strongly recommended for accurate, high-quality " "reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR " "([code].exr[/code]) image formats for this purpose.\n" "You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]this tool[/url] to convert a cube map to an " "equirectangular sky map." msgstr "" #: doc/classes/PanoramaSky.xml:17 #, fuzzy msgid "[Texture] to be applied to the PanoramaSky." msgstr "Gibt die Größe des Arrays zurück." #: doc/classes/ParallaxBackground.xml:4 msgid "A node used to create a parallax scrolling background." msgstr "" #: doc/classes/ParallaxBackground.xml:7 msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " "a parallax effect. Each [ParallaxLayer] can move at a different speed using " "[member ParallaxLayer.motion_offset]. This creates an illusion of depth in a " "2D game. If not used with a [Camera2D], you must manually calculate the " "[member scroll_offset]." msgstr "" #: doc/classes/ParallaxBackground.xml:16 msgid "The base position offset for all [ParallaxLayer] children." msgstr "" #: doc/classes/ParallaxBackground.xml:19 msgid "The base motion scale for all [ParallaxLayer] children." msgstr "" #: doc/classes/ParallaxBackground.xml:22 msgid "" "If [code]true[/code], elements in [ParallaxLayer] child aren't affected by " "the zoom level of the camera." msgstr "" #: doc/classes/ParallaxBackground.xml:25 msgid "" "Top-left limits for scrolling to begin. If the camera is outside of this " "limit, the background will stop scrolling. Must be lower than [member " "scroll_limit_end] to work." msgstr "" #: doc/classes/ParallaxBackground.xml:28 msgid "" "Bottom-right limits for scrolling to end. If the camera is outside of this " "limit, the background will stop scrolling. Must be higher than [member " "scroll_limit_begin] to work." msgstr "" #: doc/classes/ParallaxBackground.xml:31 msgid "" "The ParallaxBackground's scroll value. Calculated automatically when using a " "[Camera2D], but can be used to manually manage scrolling when no camera is " "present." msgstr "" #: doc/classes/ParallaxLayer.xml:4 msgid "A parallax scrolling layer to be used with [ParallaxBackground]." msgstr "" #: doc/classes/ParallaxLayer.xml:7 msgid "" "A ParallaxLayer must be the child of a [ParallaxBackground] node. Each " "ParallaxLayer can be set to move at different speeds relative to the camera " "movement or the [member ParallaxBackground.scroll_offset] value.\n" "This node's children will be affected by its scroll offset.\n" "[b]Note:[/b] Any changes to this node's position and scale made after it " "enters the scene will be ignored." msgstr "" #: doc/classes/ParallaxLayer.xml:17 msgid "" "The ParallaxLayer's [Texture] mirroring. Useful for creating an infinite " "scrolling background. If an axis is set to [code]0[/code], the [Texture] " "will not be mirrored." msgstr "" #: doc/classes/ParallaxLayer.xml:20 msgid "" "The ParallaxLayer's offset relative to the parent ParallaxBackground's " "[member ParallaxBackground.scroll_offset]." msgstr "" #: doc/classes/ParallaxLayer.xml:23 msgid "" "Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], " "it will not scroll." msgstr "" #: doc/classes/Particles.xml:4 #, fuzzy msgid "GPU-based 3D particle emitter." msgstr "3D Partikel Emitter." #: doc/classes/Particles.xml:7 msgid "" "3D particle node used to create a variety of particle systems and effects. " "[Particles] features an emitter that generates some number of particles at a " "given rate.\n" "Use the [code]process_material[/code] property to add a [ParticlesMaterial] " "to configure particle appearance and behavior. Alternatively, you can add a " "[ShaderMaterial] which will be applied to all particles.\n" "[b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using " "the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] " "to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu " "at the top of the 3D editor viewport then choosing [b]Convert to " "CPUParticles[/b].\n" "[b]Note:[/b] After working on a Particles node, remember to update its " "[member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu " "at the top of the 3D editor viewport then choose [b]Generate Visibility " "AABB[/b]. Otherwise, particles may suddenly disappear depending on the " "camera position and angle." msgstr "" #: doc/classes/Particles.xml:13 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/performance/vertex_animation/" "controlling_thousands_of_fish.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/3d/vertex_animation/" "controlling_thousands_of_fish.html" #: doc/classes/Particles.xml:20 msgid "" "Returns the axis-aligned bounding box that contains all the particles that " "are active in the current frame." msgstr "" #: doc/classes/Particles.xml:27 msgid "Returns the [Mesh] that is drawn at index [code]pass[/code]." msgstr "" #: doc/classes/Particles.xml:33 msgid "Restarts the particle emission, clearing existing particles." msgstr "" #: doc/classes/Particles.xml:41 msgid "Sets the [Mesh] that is drawn at index [code]pass[/code]." msgstr "" #: doc/classes/Particles.xml:54 msgid "[Mesh] that is drawn for the first draw pass." msgstr "" #: doc/classes/Particles.xml:57 msgid "[Mesh] that is drawn for the second draw pass." msgstr "" #: doc/classes/Particles.xml:60 msgid "[Mesh] that is drawn for the third draw pass." msgstr "" #: doc/classes/Particles.xml:63 msgid "[Mesh] that is drawn for the fourth draw pass." msgstr "" #: doc/classes/Particles.xml:66 msgid "The number of draw passes when rendering particles." msgstr "" #: doc/classes/Particles.xml:72 msgid "" "Time ratio between each emission. If [code]0[/code], particles are emitted " "continuously. If [code]1[/code], all particles are emitted simultaneously." msgstr "" #: doc/classes/Particles.xml:87 msgid "" "If [code]true[/code], only [code]amount[/code] particles will be emitted." msgstr "" #: doc/classes/Particles.xml:90 msgid "" "Amount of time to preprocess the particles before animation starts. Lets you " "start the animation some time after particles have started emitting." msgstr "" #: doc/classes/Particles.xml:93 doc/classes/Particles2D.xml:68 msgid "" "[Material] for processing particles. Can be a [ParticlesMaterial] or a " "[ShaderMaterial]." msgstr "" #: doc/classes/Particles.xml:96 msgid "Emission randomness ratio." msgstr "" #: doc/classes/Particles.xml:99 msgid "" "Speed scaling ratio. A value of [code]0[/code] can be used to pause the " "particles." msgstr "" #: doc/classes/Particles.xml:102 msgid "" "The [AABB] that determines the node's region which needs to be visible on " "screen for the particle system to be active.\n" "Grow the box if particles suddenly appear/disappear when the node enters/" "exits the screen. The [AABB] can be grown via code or with the [b]Particles " "→ Generate AABB[/b] editor tool.\n" "[b]Note:[/b] If the [ParticlesMaterial] in use is configured to cast " "shadows, you may want to enlarge this AABB to ensure the shadow is updated " "when particles are off-screen." msgstr "" #: doc/classes/Particles.xml:118 msgid "Maximum number of draw passes supported." msgstr "" #: doc/classes/Particles2D.xml:4 #, fuzzy msgid "GPU-based 2D particle emitter." msgstr "2D Partikel Emitter." #: doc/classes/Particles2D.xml:7 msgid "" "2D particle node used to create a variety of particle systems and effects. " "[Particles2D] features an emitter that generates some number of particles at " "a given rate.\n" "Use the [code]process_material[/code] property to add a [ParticlesMaterial] " "to configure particle appearance and behavior. Alternatively, you can add a " "[ShaderMaterial] which will be applied to all particles.\n" "[b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using " "the GLES2 renderer, use [CPUParticles2D] instead. You can convert " "[Particles2D] to [CPUParticles2D] by selecting the node, clicking the " "[b]Particles[/b] menu at the top of the 2D editor viewport then choosing " "[b]Convert to CPUParticles2D[/b].\n" "[b]Note:[/b] After working on a Particles node, remember to update its " "[member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu " "at the top of the 2D editor viewport then choose [b]Generate Visibility " "Rect[/b]. Otherwise, particles may suddenly disappear depending on the " "camera position and angle.\n" "[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the " "texture region defined in [AtlasTexture]s." msgstr "" #: doc/classes/Particles2D.xml:21 msgid "Returns a rectangle containing the positions of all existing particles." msgstr "" #: doc/classes/Particles2D.xml:27 msgid "Restarts all the existing particles." msgstr "" #: doc/classes/Particles2D.xml:80 msgid "" "The [Rect2] that determines the node's region which needs to be visible on " "screen for the particle system to be active.\n" "Grow the rect if particles suddenly appear/disappear when the node enters/" "exits the screen. The [Rect2] can be grown via code or with the [b]Particles " "→ Generate Visibility Rect[/b] editor tool." msgstr "" #: doc/classes/ParticlesMaterial.xml:4 msgid "Particle properties for [Particles] and [Particles2D] nodes." msgstr "" #: doc/classes/ParticlesMaterial.xml:7 msgid "" "ParticlesMaterial defines particle properties and behavior. It is used in " "the [code]process_material[/code] of [Particles] and [Particles2D] emitter " "nodes.\n" "Some of this material's properties are applied to each particle when " "emitted, while others can have a [CurveTexture] applied to vary values over " "the lifetime of the particle.\n" "When a randomness ratio is applied to a property it is used to scale that " "property by a random amount. The random ratio is used to interpolate between " "[code]1.0[/code] and a random number less than one, the result is multiplied " "by the property to obtain the randomized property. For example a random " "ratio of [code]0.4[/code] would scale the original property between " "[code]0.4-1.0[/code] of its original value." msgstr "" #: doc/classes/ParticlesMaterial.xml:18 msgid "Returns [code]true[/code] if the specified flag is enabled." msgstr "" #: doc/classes/ParticlesMaterial.xml:32 msgid "Returns the randomness ratio associated with the specified parameter." msgstr "" #: doc/classes/ParticlesMaterial.xml:39 #, fuzzy msgid "Returns the [Texture] used by the specified parameter." msgstr "Gibt den Sinus des Parameters zurück." #: doc/classes/ParticlesMaterial.xml:47 msgid "" "If [code]true[/code], enables the specified flag. See [enum Flags] for " "options." msgstr "" #: doc/classes/ParticlesMaterial.xml:55 msgid "Sets the specified [enum Parameter]." msgstr "" #: doc/classes/ParticlesMaterial.xml:63 msgid "Sets the randomness ratio for the specified [enum Parameter]." msgstr "" #: doc/classes/ParticlesMaterial.xml:71 #, fuzzy msgid "Sets the [Texture] for the specified [enum Parameter]." msgstr "Gibt das Unternodemit dem angegebenen [code]Namen[/code] zurück." #: doc/classes/ParticlesMaterial.xml:77 msgid "" "Initial rotation applied to each particle, in degrees.\n" "[b]Note:[/b] Only applied when [member flag_disable_z] or [member " "flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to " "draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]." msgstr "" #: doc/classes/ParticlesMaterial.xml:81 msgid "Each particle's rotation will be animated along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:87 msgid "" "Initial angular velocity applied to each particle in [i]degrees[/i] per " "second. Sets the speed of rotation of the particle.\n" "[b]Note:[/b] Only applied when [member flag_disable_z] or [member " "flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to " "draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]." msgstr "" #: doc/classes/ParticlesMaterial.xml:91 msgid "Each particle's angular velocity will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:100 msgid "Each particle's animation offset will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:109 msgid "Each particle's animation speed will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:115 msgid "" "Each particle's initial color. If the [Particles2D]'s [code]texture[/code] " "is defined, it will be multiplied by this color. To have particle display " "color in a [SpatialMaterial] make sure to set [member SpatialMaterial." "vertex_color_use_as_albedo] to [code]true[/code]." msgstr "" #: doc/classes/ParticlesMaterial.xml:124 msgid "Damping will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:133 msgid "" "The box's extents if [code]emission_shape[/code] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" #: doc/classes/ParticlesMaterial.xml:136 msgid "" "Particle color will be modulated by color determined by sampling this " "texture at the same point as the [member emission_point_texture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:139 msgid "" "Particle velocity and rotation will be set by sampling this texture at the " "same point as the [member emission_point_texture]. Used only in [constant " "EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or " "node by selecting \"Create Emission Points from Mesh/Node\" under the " "\"Particles\" tool in the toolbar." msgstr "" #: doc/classes/ParticlesMaterial.xml:142 msgid "" "The number of emission points if [code]emission_shape[/code] is set to " "[constant EMISSION_SHAPE_POINTS] or [constant " "EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" #: doc/classes/ParticlesMaterial.xml:145 msgid "" "Particles will be emitted at positions determined by sampling this texture " "at a random position. Used with [constant EMISSION_SHAPE_POINTS] and " "[constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from " "mesh or node by selecting \"Create Emission Points from Mesh/Node\" under " "the \"Particles\" tool in the toolbar." msgstr "" #: doc/classes/ParticlesMaterial.xml:148 msgid "" "The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/ParticlesMaterial.xml:151 msgid "" "The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/ParticlesMaterial.xml:154 msgid "" "The inner radius of the ring when using the emitter [constant " "EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/ParticlesMaterial.xml:157 msgid "" "The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/ParticlesMaterial.xml:160 msgid "" "Particles will be emitted inside this region. Use [enum EmissionShape] " "constants for values." msgstr "" #: doc/classes/ParticlesMaterial.xml:163 msgid "" "The sphere's radius if [code]emission_shape[/code] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" #: doc/classes/ParticlesMaterial.xml:175 msgid "Amount of [member spread] along the Y axis." msgstr "" #: doc/classes/ParticlesMaterial.xml:184 msgid "Each particle's hue will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:202 msgid "" "Each particle's linear acceleration will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:208 msgid "" "Orbital velocity applied to each particle. Makes the particles circle around " "origin. Specified in number of full rotations around origin per second.\n" "[b]Note:[/b] Only available when [member flag_disable_z] is [code]true[/" "code]." msgstr "" #: doc/classes/ParticlesMaterial.xml:212 msgid "Each particle's orbital velocity will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:221 msgid "" "Each particle's radial acceleration will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:230 msgid "Each particle's scale will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:242 msgid "" "Each particle's tangential acceleration will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:248 msgid "Trail particles' color will vary along this [GradientTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:251 msgid "" "Emitter will emit [code]amount[/code] divided by [code]trail_divisor[/code] " "particles. The remaining particles will be used as trail(s)." msgstr "" #: doc/classes/ParticlesMaterial.xml:254 msgid "Trail particles' size will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:259 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set initial velocity properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:262 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set angular velocity properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:265 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set orbital velocity properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:268 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set linear acceleration properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:271 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set radial acceleration properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:274 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set tangential acceleration properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:277 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set damping properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:280 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set angle properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:283 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set scale properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:286 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set hue variation properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:289 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set animation speed properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:292 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set animation offset properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:298 msgid "Use with [method set_flag] to set [member flag_align_y]." msgstr "" #: doc/classes/ParticlesMaterial.xml:301 msgid "Use with [method set_flag] to set [member flag_rotate_y]." msgstr "" #: doc/classes/ParticlesMaterial.xml:304 msgid "Use with [method set_flag] to set [member flag_disable_z]." msgstr "" #: doc/classes/ParticlesMaterial.xml:319 msgid "" "Particles will be emitted at a position determined by sampling a random " "point on the [member emission_point_texture]. Particle color will be " "modulated by [member emission_color_texture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:322 msgid "" "Particles will be emitted at a position determined by sampling a random " "point on the [member emission_point_texture]. Particle velocity and rotation " "will be set based on [member emission_normal_texture]. Particle color will " "be modulated by [member emission_color_texture]." msgstr "" #: doc/classes/Path.xml:4 msgid "Contains a [Curve3D] path for [PathFollow] nodes to follow." msgstr "" #: doc/classes/Path.xml:7 msgid "" "Can have [PathFollow] child nodes moving along the [Curve3D]. See " "[PathFollow] for more information on the usage.\n" "Note that the path is considered as relative to the moved nodes (children of " "[PathFollow]). As such, the curve should usually start with a zero vector " "[code](0, 0, 0)[/code]." msgstr "" #: doc/classes/Path.xml:16 msgid "A [Curve3D] describing the path." msgstr "" #: doc/classes/Path.xml:22 msgid "Emitted when the [member curve] changes." msgstr "" #: doc/classes/Path2D.xml:4 msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow." msgstr "" #: doc/classes/Path2D.xml:7 msgid "" "Can have [PathFollow2D] child nodes moving along the [Curve2D]. See " "[PathFollow2D] for more information on usage.\n" "[b]Note:[/b] The path is considered as relative to the moved nodes (children " "of [PathFollow2D]). As such, the curve should usually start with a zero " "vector ([code](0, 0)[/code])." msgstr "" #: doc/classes/Path2D.xml:16 msgid "A [Curve2D] describing the path." msgstr "" #: doc/classes/PathFollow.xml:4 msgid "Point sampler for a [Path]." msgstr "" #: doc/classes/PathFollow.xml:7 msgid "" "This node takes its parent [Path], and returns the coordinates of a point " "within it, given a distance from the first vertex.\n" "It is useful for making other nodes follow a path, without coding the " "movement pattern. For that, the nodes must be children of this node. The " "descendant nodes will then move accordingly when setting an offset in this " "node." msgstr "" #: doc/classes/PathFollow.xml:16 msgid "" "If [code]true[/code], the position between two cached points is interpolated " "cubically, and linearly otherwise.\n" "The points along the [Curve3D] of the [Path] are precomputed before use, for " "faster calculations. The point at the requested offset is then calculated " "interpolating between two adjacent cached points. This may present a problem " "if the curve makes sharp turns, as the cached points may not follow the " "curve closely enough.\n" "There are two answers to this problem: either increase the number of cached " "points and increase memory consumption, or make a cubic interpolation " "between two points at the cost of (slightly) slower calculations." msgstr "" #: doc/classes/PathFollow.xml:21 doc/classes/PathFollow2D.xml:21 msgid "The node's offset along the curve." msgstr "" #: doc/classes/PathFollow.xml:24 doc/classes/PathFollow2D.xml:27 msgid "" "If [code]true[/code], any offset outside the path's length will wrap around, " "instead of stopping at the ends. Use it for cyclic paths." msgstr "" #: doc/classes/PathFollow.xml:27 msgid "" "The distance from the first vertex, measured in 3D units along the path. " "This sets this node's position to a point within the path." msgstr "" #: doc/classes/PathFollow.xml:30 msgid "" "Allows or forbids rotation on one or more axes, depending on the [enum " "RotationMode] constants being used." msgstr "" #: doc/classes/PathFollow.xml:33 msgid "" "The distance from the first vertex, considering 0.0 as the first vertex and " "1.0 as the last. This is just another way of expressing the offset within " "the path, as the offset supplied is multiplied internally by the path's " "length." msgstr "" #: doc/classes/PathFollow.xml:36 doc/classes/PathFollow2D.xml:39 msgid "The node's offset perpendicular to the curve." msgstr "" #: doc/classes/PathFollow.xml:41 msgid "Forbids the PathFollow to rotate." msgstr "" #: doc/classes/PathFollow.xml:44 msgid "Allows the PathFollow to rotate in the Y axis only." msgstr "" #: doc/classes/PathFollow.xml:47 msgid "Allows the PathFollow to rotate in both the X, and Y axes." msgstr "" #: doc/classes/PathFollow.xml:50 msgid "Allows the PathFollow to rotate in any axis." msgstr "" #: doc/classes/PathFollow.xml:53 msgid "" "Uses the up vector information in a [Curve3D] to enforce orientation. This " "rotation mode requires the [Path]'s [member Curve3D.up_vector_enabled] " "property to be set to [code]true[/code]." msgstr "" #: doc/classes/PathFollow2D.xml:4 msgid "Point sampler for a [Path2D]." msgstr "" #: doc/classes/PathFollow2D.xml:7 msgid "" "This node takes its parent [Path2D], and returns the coordinates of a point " "within it, given a distance from the first vertex.\n" "It is useful for making other nodes follow a path, without coding the " "movement pattern. For that, the nodes must be children of this node. The " "descendant nodes will then move accordingly when setting an offset in this " "node." msgstr "" #: doc/classes/PathFollow2D.xml:16 msgid "" "If [code]true[/code], the position between two cached points is interpolated " "cubically, and linearly otherwise.\n" "The points along the [Curve2D] of the [Path2D] are precomputed before use, " "for faster calculations. The point at the requested offset is then " "calculated interpolating between two adjacent cached points. This may " "present a problem if the curve makes sharp turns, as the cached points may " "not follow the curve closely enough.\n" "There are two answers to this problem: either increase the number of cached " "points and increase memory consumption, or make a cubic interpolation " "between two points at the cost of (slightly) slower calculations." msgstr "" #: doc/classes/PathFollow2D.xml:24 msgid "" "How far to look ahead of the curve to calculate the tangent if the node is " "rotating. E.g. shorter lookaheads will lead to faster rotations." msgstr "" #: doc/classes/PathFollow2D.xml:30 msgid "The distance along the path in pixels." msgstr "" #: doc/classes/PathFollow2D.xml:33 msgid "" "If [code]true[/code], this node rotates to follow the path, making its " "descendants rotate." msgstr "" #: doc/classes/PathFollow2D.xml:36 msgid "" "The distance along the path as a number in the range 0.0 (for the first " "vertex) to 1.0 (for the last). This is just another way of expressing the " "offset within the path, as the offset supplied is multiplied internally by " "the path's length." msgstr "" #: doc/classes/PCKPacker.xml:4 msgid "Creates packages that can be loaded into a running project." msgstr "" #: doc/classes/PCKPacker.xml:7 msgid "" "The [PCKPacker] is used to create packages that can be loaded into a running " "project using [method ProjectSettings.load_resource_pack].\n" "[codeblock]\n" "var packer = PCKPacker.new()\n" "packer.pck_start(\"test.pck\")\n" "packer.add_file(\"res://text.txt\", \"text.txt\")\n" "packer.flush()\n" "[/codeblock]\n" "The above [PCKPacker] creates package [code]test.pck[/code], then adds a " "file named [code]text.txt[/code] at the root of the package." msgstr "" #: doc/classes/PCKPacker.xml:24 msgid "" "Adds the [code]source_path[/code] file to the current PCK package at the " "[code]pck_path[/code] internal path (should start with [code]res://[/code])." msgstr "" #: doc/classes/PCKPacker.xml:31 msgid "" "Writes the files specified using all [method add_file] calls since the last " "flush. If [code]verbose[/code] is [code]true[/code], a list of files added " "will be printed to the console for easier debugging." msgstr "" #: doc/classes/PCKPacker.xml:39 msgid "" "Creates a new PCK file with the name [code]pck_name[/code]. The [code].pck[/" "code] file extension isn't added automatically, so it should be part of " "[code]pck_name[/code] (even though it's not required)." msgstr "" #: doc/classes/Performance.xml:4 msgid "Exposes performance-related data." msgstr "" #: doc/classes/Performance.xml:7 msgid "" "This class provides access to a number of different monitors related to " "performance, such as memory usage, draw calls, and FPS. These are the same " "as the values displayed in the [b]Monitor[/b] tab in the editor's " "[b]Debugger[/b] panel. By using the [method get_monitor] method of this " "class, you can access this data from your code.\n" "[b]Note:[/b] A few of these monitors are only available in debug mode and " "will always return 0 when used in a release build.\n" "[b]Note:[/b] Many of these monitors are not updated in real-time, so there " "may be a short delay between changes." msgstr "" #: doc/classes/Performance.xml:18 msgid "" "Returns the value of one of the available monitors. You should provide one " "of the [enum Monitor] constants as the argument, like this:\n" "[codeblock]\n" "print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the " "console\n" "[/codeblock]" msgstr "" #: doc/classes/Performance.xml:27 msgid "Number of frames per second." msgstr "" #: doc/classes/Performance.xml:30 msgid "Time it took to complete one frame, in seconds." msgstr "" #: doc/classes/Performance.xml:33 msgid "Time it took to complete one physics frame, in seconds." msgstr "" #: doc/classes/Performance.xml:36 msgid "" "Static memory currently used, in bytes. Not available in release builds." msgstr "" #: doc/classes/Performance.xml:39 msgid "" "Dynamic memory currently used, in bytes. Not available in release builds." msgstr "" #: doc/classes/Performance.xml:42 msgid "Available static memory. Not available in release builds." msgstr "" #: doc/classes/Performance.xml:45 msgid "Available dynamic memory. Not available in release builds." msgstr "" #: doc/classes/Performance.xml:48 msgid "" "Largest amount of memory the message queue buffer has used, in bytes. The " "message queue is used for deferred functions calls and notifications." msgstr "" #: doc/classes/Performance.xml:51 msgid "Number of objects currently instanced (including nodes)." msgstr "" #: doc/classes/Performance.xml:54 msgid "Number of resources currently used." msgstr "" #: doc/classes/Performance.xml:57 msgid "" "Number of nodes currently instanced in the scene tree. This also includes " "the root node." msgstr "" #: doc/classes/Performance.xml:60 msgid "" "Number of orphan nodes, i.e. nodes which are not parented to a node of the " "scene tree." msgstr "" #: doc/classes/Performance.xml:63 msgid "3D objects drawn per frame." msgstr "" #: doc/classes/Performance.xml:66 msgid "Vertices drawn per frame. 3D only." msgstr "" #: doc/classes/Performance.xml:69 msgid "Material changes per frame. 3D only." msgstr "" #: doc/classes/Performance.xml:72 msgid "Shader changes per frame. 3D only." msgstr "" #: doc/classes/Performance.xml:75 msgid "Render surface changes per frame. 3D only." msgstr "" #: doc/classes/Performance.xml:78 msgid "Draw calls per frame. 3D only." msgstr "" #: doc/classes/Performance.xml:81 msgid "Items or joined items drawn per frame." msgstr "" #: doc/classes/Performance.xml:84 msgid "Draw calls per frame." msgstr "" #: doc/classes/Performance.xml:87 doc/classes/VisualServer.xml:3696 msgid "" "The amount of video memory used, i.e. texture and vertex memory combined." msgstr "" #: doc/classes/Performance.xml:90 doc/classes/VisualServer.xml:3699 msgid "The amount of texture memory used." msgstr "" #: doc/classes/Performance.xml:93 doc/classes/VisualServer.xml:3702 msgid "The amount of vertex memory used." msgstr "" #: doc/classes/Performance.xml:96 doc/classes/VisualServer.xml:3693 msgid "" "Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0." msgstr "" #: doc/classes/Performance.xml:99 msgid "Number of active [RigidBody2D] nodes in the game." msgstr "" #: doc/classes/Performance.xml:102 msgid "Number of collision pairs in the 2D physics engine." msgstr "" #: doc/classes/Performance.xml:105 msgid "Number of islands in the 2D physics engine." msgstr "" #: doc/classes/Performance.xml:108 msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game." msgstr "" #: doc/classes/Performance.xml:111 msgid "Number of collision pairs in the 3D physics engine." msgstr "" #: doc/classes/Performance.xml:114 msgid "Number of islands in the 3D physics engine." msgstr "" #: doc/classes/Performance.xml:117 msgid "Output latency of the [AudioServer]." msgstr "" #: doc/classes/Performance.xml:120 msgid "Represents the size of the [enum Monitor] enum." msgstr "" #: doc/classes/PHashTranslation.xml:4 msgid "Optimized translation." msgstr "Optimierte Übersetzung." #: doc/classes/PHashTranslation.xml:7 msgid "" "Optimized translation. Uses real-time compressed translations, which results " "in very small dictionaries." msgstr "" #: doc/classes/PHashTranslation.xml:16 msgid "" "Generates and sets an optimized translation from the given [Translation] " "resource." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:4 msgid "Direct access object to a physics body in the [Physics2DServer]." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:7 msgid "" "Provides direct access to a physics body in the [Physics2DServer], allowing " "safe changes to physics properties. This object is passed via the direct " "state callback of rigid/character bodies, and is intended for changing the " "direct state of that body. See [method RigidBody2D._integrate_forces]." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:11 #: doc/classes/Physics2DDirectSpaceState.xml:11 #: doc/classes/PhysicsDirectBodyState.xml:11 #: doc/classes/PhysicsDirectSpaceState.xml:11 doc/classes/RayCast.xml:14 #: doc/classes/RayCast2D.xml:14 doc/classes/World.xml:10 #: doc/classes/World2D.xml:10 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/physics/ray-casting.html" #: doc/classes/Physics2DDirectBodyState.xml:18 doc/classes/RigidBody2D.xml:30 msgid "Adds a constant directional force without affecting rotation." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:26 #: doc/classes/PhysicsDirectBodyState.xml:27 doc/classes/RigidBody2D.xml:38 msgid "" "Adds a positioned force to the body. Both the force and the offset from the " "body origin are in global coordinates." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:33 doc/classes/RigidBody2D.xml:45 msgid "Adds a constant rotational force." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:40 doc/classes/RigidBody2D.xml:52 msgid "Applies a directional impulse without affecting rotation." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:48 msgid "" "Applies a positioned impulse to the body. An impulse is time-independent! " "Applying an impulse every frame would result in a framerate-dependent force. " "For this reason, it should only be used when simulating one-time impacts " "(use the \"_force\" functions otherwise). The offset uses the rotation of " "the global coordinate system, but is centered at the object's origin." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:55 doc/classes/RigidBody2D.xml:67 msgid "Applies a rotational impulse to the body." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:62 #: doc/classes/PhysicsDirectBodyState.xml:64 msgid "Returns the collider's [RID]." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:69 #: doc/classes/PhysicsDirectBodyState.xml:71 msgid "Returns the collider's object id." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:76 msgid "" "Returns the collider object. This depends on how it was created (will return " "a scene node if such was used to create it)." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:83 #: doc/classes/PhysicsDirectBodyState.xml:85 msgid "Returns the contact position in the collider." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:90 #: doc/classes/PhysicsDirectBodyState.xml:92 msgid "Returns the collider's shape index." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:97 msgid "" "Returns the collided shape's metadata. This metadata is different from " "[method Object.get_meta], and is set with [method Physics2DServer." "shape_set_data]." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:104 #: doc/classes/PhysicsDirectBodyState.xml:99 msgid "Returns the linear velocity vector at the collider's contact point." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:110 msgid "" "Returns the number of contacts this body has with other bodies.\n" "[b]Note:[/b] By default, this returns 0 unless bodies are configured to " "monitor contacts. See [member RigidBody2D.contact_monitor]." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:118 #: doc/classes/PhysicsDirectBodyState.xml:120 msgid "Returns the local normal at the contact point." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:125 #: doc/classes/PhysicsDirectBodyState.xml:127 msgid "Returns the local position of the contact point." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:132 #: doc/classes/PhysicsDirectBodyState.xml:134 msgid "Returns the local shape index of the collision." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:138 #: doc/classes/PhysicsDirectBodyState.xml:140 msgid "Returns the current state of the space, useful for queries." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:145 #: doc/classes/PhysicsDirectBodyState.xml:147 msgid "" "Returns the body's velocity at the given relative position, including both " "translation and rotation." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:151 #: doc/classes/PhysicsDirectBodyState.xml:153 msgid "Calls the built-in force integration code." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:157 doc/classes/RigidBody2D.xml:101 msgid "The body's rotational velocity in [i]radians[/i] per second." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:160 #: doc/classes/PhysicsDirectBodyState.xml:164 msgid "The inverse of the inertia of the body." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:163 #: doc/classes/PhysicsDirectBodyState.xml:167 msgid "The inverse of the mass of the body." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:166 msgid "The body's linear velocity in pixels per second." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:169 #: doc/classes/PhysicsDirectBodyState.xml:175 msgid "If [code]true[/code], this body is currently sleeping (not active)." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:172 #: doc/classes/PhysicsDirectBodyState.xml:178 msgid "The timestep (delta) used for the simulation." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:175 #: doc/classes/PhysicsDirectBodyState.xml:181 msgid "" "The rate at which the body stops rotating, if there are not any other forces " "moving it." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:178 #: doc/classes/PhysicsDirectBodyState.xml:184 msgid "The total gravity vector being currently applied to this body." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:181 #: doc/classes/PhysicsDirectBodyState.xml:187 msgid "" "The rate at which the body stops moving, if there are not any other forces " "moving it." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml:184 #: doc/classes/PhysicsDirectBodyState.xml:190 msgid "The body's transformation matrix." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml:4 msgid "Direct access object to a space in the [Physics2DServer]." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml:7 msgid "" "Direct access object to a space in the [Physics2DServer]. It's used mainly " "to do queries against objects and areas residing in a given space." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml:18 msgid "" "Checks how far a [Shape2D] can move without colliding. All the parameters " "for the query, including the shape and the motion, are supplied through a " "[Physics2DShapeQueryParameters] object.\n" "Returns an array with the safe and unsafe proportions (between 0 and 1) of " "the motion. The safe proportion is the maximum fraction of the motion that " "can be made without a collision. The unsafe proportion is the minimum " "fraction of the distance that must be moved for a collision. If no collision " "is detected a result of [code][1.0, 1.0][/code] will be returned.\n" "[b]Note:[/b] Any [Shape2D]s that the shape is already colliding with e.g. " "inside of, will be ignored. Use [method collide_shape] to determine the " "[Shape2D]s that the shape is already colliding with." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml:28 msgid "" "Checks the intersections of a shape, given through a " "[Physics2DShapeQueryParameters] object, against the space. The resulting " "array contains a list of points where the shape intersects another. Like " "with [method intersect_shape], the number of returned results can be limited " "to save processing time." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml:35 msgid "" "Checks the intersections of a shape, given through a " "[Physics2DShapeQueryParameters] object, against the space. If it collides " "with more than one shape, the nearest one is selected. If the shape did not " "intersect anything, then an empty dictionary is returned instead.\n" "[b]Note:[/b] This method does not take into account the [code]motion[/code] " "property of the object. The returned object is a dictionary containing the " "following fields:\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If " "the object is an [Area2D], the result is [code](0, 0)[/code].\n" "[code]metadata[/code]: The intersecting shape's metadata. This metadata is " "different from [method Object.get_meta], and is set with [method " "Physics2DServer.shape_set_data].\n" "[code]normal[/code]: The object's surface normal at the intersection point.\n" "[code]point[/code]: The intersection point.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml:55 msgid "" "Checks whether a point is inside any solid shape. The shapes the point is " "inside of are returned in an array containing dictionaries with the " "following fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]metadata[/code]: The intersecting shape's metadata. This metadata is " "different from [method Object.get_meta], and is set with [method " "Physics2DServer.shape_set_data].\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "The number of intersections can be limited with the [code]max_results[/code] " "parameter, to reduce the processing time.\n" "Additionally, the method can take an [code]exclude[/code] array of objects " "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/" "code] bitmask representing the physics layers to check in, or booleans to " "determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, " "respectively.\n" "[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in " "[code]Segments[/code] build mode are not solid shapes. Therefore, they will " "not be detected." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml:76 msgid "" "Checks whether a point is inside any solid shape, in a specific canvas layer " "given by [code]canvas_instance_id[/code]. The shapes the point is inside of " "are returned in an array containing dictionaries with the following fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]metadata[/code]: The intersecting shape's metadata. This metadata is " "different from [method Object.get_meta], and is set with [method " "Physics2DServer.shape_set_data].\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "The number of intersections can be limited with the [code]max_results[/code] " "parameter, to reduce the processing time.\n" "Additionally, the method can take an [code]exclude[/code] array of objects " "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/" "code] bitmask representing the physics layers to check in, or booleans to " "determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, " "respectively.\n" "[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in " "[code]Segments[/code] build mode are not solid shapes. Therefore, they will " "not be detected." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml:96 msgid "" "Intersects a ray in a given space. The returned object is a dictionary with " "the following fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]metadata[/code]: The intersecting shape's metadata. This metadata is " "different from [method Object.get_meta], and is set with [method " "Physics2DServer.shape_set_data].\n" "[code]normal[/code]: The object's surface normal at the intersection point.\n" "[code]position[/code]: The intersection point.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "If the ray did not intersect anything, then an empty dictionary is returned " "instead.\n" "Additionally, the method can take an [code]exclude[/code] array of objects " "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/" "code] bitmask representing the physics layers to check in, or booleans to " "determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, " "respectively." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml:113 msgid "" "Checks the intersections of a shape, given through a " "[Physics2DShapeQueryParameters] object, against the space.\n" "[b]Note:[/b] This method does not take into account the [code]motion[/code] " "property of the object. The intersected shapes are returned in an array " "containing dictionaries with the following fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]metadata[/code]: The intersecting shape's metadata. This metadata is " "different from [method Object.get_meta], and is set with [method " "Physics2DServer.shape_set_data].\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "The number of intersections can be limited with the [code]max_results[/code] " "parameter, to reduce the processing time." msgstr "" #: doc/classes/Physics2DServer.xml:4 msgid "Server interface for low-level 2D physics access." msgstr "" #: doc/classes/Physics2DServer.xml:7 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 "" #: doc/classes/Physics2DServer.xml:19 doc/classes/PhysicsServer.xml:19 msgid "" "Adds a shape to the area, along with a transform matrix. Shapes are usually " "referenced by their index, so you should track which shape has a given index." msgstr "" #: doc/classes/Physics2DServer.xml:34 doc/classes/Physics2DServer.xml:304 #: doc/classes/PhysicsServer.xml:27 doc/classes/PhysicsServer.xml:298 msgid "" "Assigns the area to a descendant of [Object], so it can exist in the node " "tree." msgstr "" #: doc/classes/Physics2DServer.xml:41 doc/classes/PhysicsServer.xml:34 msgid "" "Removes all shapes from an area. It does not delete the shapes, so they can " "be reassigned later." msgstr "" #: doc/classes/Physics2DServer.xml:47 msgid "" "Creates an [Area2D]. After creating an [Area2D] with this method, assign it " "to a space using [method area_set_space] to use the created [Area2D] in the " "physics world." msgstr "" #: doc/classes/Physics2DServer.xml:60 doc/classes/Physics2DServer.xml:372 #: doc/classes/PhysicsServer.xml:47 doc/classes/PhysicsServer.xml:362 msgid "Gets the instance ID of the object the area is assigned to." msgstr "" #: doc/classes/Physics2DServer.xml:68 msgid "" "Returns an area parameter value. See [enum AreaParameter] for a list of " "available parameters." msgstr "" #: doc/classes/Physics2DServer.xml:76 doc/classes/PhysicsServer.xml:63 msgid "Returns the [RID] of the nth shape of an area." msgstr "" #: doc/classes/Physics2DServer.xml:83 doc/classes/PhysicsServer.xml:70 msgid "Returns the number of shapes assigned to an area." msgstr "" #: doc/classes/Physics2DServer.xml:91 doc/classes/PhysicsServer.xml:78 msgid "Returns the transform matrix of a shape within an area." msgstr "" #: doc/classes/Physics2DServer.xml:98 doc/classes/PhysicsServer.xml:85 msgid "Returns the space assigned to the area." msgstr "" #: doc/classes/Physics2DServer.xml:105 doc/classes/PhysicsServer.xml:92 msgid "Returns the space override mode for the area." msgstr "" #: doc/classes/Physics2DServer.xml:112 doc/classes/PhysicsServer.xml:99 msgid "Returns the transform matrix for an area." msgstr "" #: doc/classes/Physics2DServer.xml:120 doc/classes/PhysicsServer.xml:114 msgid "" "Removes a shape from an area. It does not delete the shape, so it can be " "reassigned later." msgstr "" #: doc/classes/Physics2DServer.xml:136 doc/classes/PhysicsServer.xml:130 msgid "Assigns the area to one or many physics layers." msgstr "" #: doc/classes/Physics2DServer.xml:144 doc/classes/PhysicsServer.xml:138 msgid "Sets which physics layers the area will monitor." msgstr "" #: doc/classes/Physics2DServer.xml:153 doc/classes/PhysicsServer.xml:147 msgid "" "Sets the function to call when any body/area enters or exits the area. This " "callback will be called for any object interacting with the area, and takes " "five parameters:\n" "1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on " "whether the object entered or exited the area.\n" "2: [RID] of the object that entered/exited the area.\n" "3: Instance ID of the object that entered/exited the area.\n" "4: The shape index of the object that entered/exited the area.\n" "5: The shape index of the area where the object entered/exited." msgstr "" #: doc/classes/Physics2DServer.xml:174 msgid "" "Sets the value for an area parameter. See [enum AreaParameter] for a list of " "available parameters." msgstr "" #: doc/classes/Physics2DServer.xml:183 doc/classes/PhysicsServer.xml:185 msgid "" "Substitutes a given area shape by another. The old shape is selected by its " "index, the new one by its [RID]." msgstr "" #: doc/classes/Physics2DServer.xml:192 msgid "Disables a given shape in an area." msgstr "" #: doc/classes/Physics2DServer.xml:201 doc/classes/PhysicsServer.xml:202 msgid "Sets the transform matrix for an area shape." msgstr "" #: doc/classes/Physics2DServer.xml:209 doc/classes/PhysicsServer.xml:210 msgid "Assigns a space to the area." msgstr "" #: doc/classes/Physics2DServer.xml:217 msgid "" "Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] " "for a list of available modes." msgstr "" #: doc/classes/Physics2DServer.xml:225 doc/classes/PhysicsServer.xml:226 msgid "Sets the transform matrix for an area." msgstr "" #: doc/classes/Physics2DServer.xml:240 doc/classes/PhysicsServer.xml:241 msgid "Adds a body to the list of bodies exempt from collisions." msgstr "" #: doc/classes/Physics2DServer.xml:249 msgid "" "Adds a positioned force to the applied force and torque. As with [method " "body_apply_impulse], both the force and the offset from the body origin are " "in global coordinates. A force differs from an impulse in that, while the " "two are forces, the impulse clears itself after being applied." msgstr "" #: doc/classes/Physics2DServer.xml:259 doc/classes/PhysicsServer.xml:259 msgid "" "Adds a shape to the body, along with a transform matrix. Shapes are usually " "referenced by their index, so you should track which shape has a given index." msgstr "" #: doc/classes/Physics2DServer.xml:282 msgid "" "Adds a positioned impulse to the applied force and torque. Both the force " "and the offset from the body origin are in global coordinates." msgstr "" #: doc/classes/Physics2DServer.xml:311 doc/classes/PhysicsServer.xml:305 msgid "Removes all shapes from a body." msgstr "" #: doc/classes/Physics2DServer.xml:317 msgid "Creates a physics body." msgstr "" #: doc/classes/Physics2DServer.xml:330 doc/classes/PhysicsServer.xml:320 msgid "Returns the physics layer or layers a body belongs to." msgstr "" #: doc/classes/Physics2DServer.xml:337 msgid "Returns the physics layer or layers a body can collide with." msgstr "" #: doc/classes/Physics2DServer.xml:344 msgid "Returns the continuous collision detection mode." msgstr "" #: doc/classes/Physics2DServer.xml:351 msgid "" "Returns the [Physics2DDirectBodyState] of the body. Returns [code]null[/" "code] if the body is destroyed or removed from the physics space." msgstr "" #: doc/classes/Physics2DServer.xml:358 doc/classes/PhysicsServer.xml:348 msgid "" "Returns the maximum contacts that can be reported. See [method " "body_set_max_contacts_reported]." msgstr "" #: doc/classes/Physics2DServer.xml:365 doc/classes/PhysicsServer.xml:355 msgid "Returns the body mode." msgstr "" #: doc/classes/Physics2DServer.xml:380 msgid "" "Returns the value of a body parameter. See [enum BodyParameter] for a list " "of available parameters." msgstr "" #: doc/classes/Physics2DServer.xml:388 doc/classes/PhysicsServer.xml:378 msgid "Returns the [RID] of the nth shape of a body." msgstr "" #: doc/classes/Physics2DServer.xml:395 doc/classes/PhysicsServer.xml:385 msgid "Returns the number of shapes assigned to a body." msgstr "" #: doc/classes/Physics2DServer.xml:403 msgid "Returns the metadata of a shape of a body." msgstr "" #: doc/classes/Physics2DServer.xml:411 doc/classes/PhysicsServer.xml:393 msgid "Returns the transform matrix of a body shape." msgstr "" #: doc/classes/Physics2DServer.xml:418 doc/classes/PhysicsServer.xml:400 msgid "Returns the [RID] of the space assigned to a body." msgstr "" #: doc/classes/Physics2DServer.xml:426 doc/classes/PhysicsServer.xml:408 msgid "Returns a body state." msgstr "" #: doc/classes/Physics2DServer.xml:433 doc/classes/PhysicsServer.xml:429 msgid "" "Returns whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" #: doc/classes/Physics2DServer.xml:441 msgid "Removes a body from the list of bodies exempt from collisions." msgstr "" #: doc/classes/Physics2DServer.xml:449 doc/classes/PhysicsServer.xml:453 msgid "" "Removes a shape from a body. The shape is not deleted, so it can be reused " "afterwards." msgstr "" #: doc/classes/Physics2DServer.xml:457 doc/classes/PhysicsServer.xml:469 #: doc/classes/RigidBody.xml:105 msgid "" "Sets an axis velocity. The velocity in the given vector axis will be set as " "the given vector length. This is useful for jumping behavior." msgstr "" #: doc/classes/Physics2DServer.xml:465 doc/classes/PhysicsServer.xml:477 msgid "Sets the physics layer or layers a body belongs to." msgstr "" #: doc/classes/Physics2DServer.xml:473 doc/classes/PhysicsServer.xml:485 msgid "Sets the physics layer or layers a body can collide with." msgstr "" #: doc/classes/Physics2DServer.xml:481 msgid "" "Sets the continuous collision detection mode using one of the [enum CCDMode] " "constants.\n" "Continuous collision detection tries to predict where a moving body will " "collide, instead of moving it and correcting its movement if it collided." msgstr "" #: doc/classes/Physics2DServer.xml:492 doc/classes/PhysicsServer.xml:504 msgid "" "Sets the function used to calculate physics for an object, if that object " "allows it (see [method body_set_omit_force_integration])." msgstr "" #: doc/classes/Physics2DServer.xml:500 doc/classes/PhysicsServer.xml:519 msgid "" "Sets the maximum contacts to report. Bodies can keep a log of the contacts " "with other bodies, this is enabled by setting the maximum amount of contacts " "reported to a number greater than 0." msgstr "" #: doc/classes/Physics2DServer.xml:508 msgid "Sets the body mode using one of the [enum BodyMode] constants." msgstr "" #: doc/classes/Physics2DServer.xml:516 doc/classes/PhysicsServer.xml:535 msgid "" "Sets whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" #: doc/classes/Physics2DServer.xml:525 msgid "" "Sets a body parameter. See [enum BodyParameter] for a list of available " "parameters." msgstr "" #: doc/classes/Physics2DServer.xml:534 doc/classes/PhysicsServer.xml:561 msgid "" "Substitutes a given body shape by another. The old shape is selected by its " "index, the new one by its [RID]." msgstr "" #: doc/classes/Physics2DServer.xml:544 msgid "" "Enables one way collision on body if [code]enable[/code] is [code]true[/" "code]." msgstr "" #: doc/classes/Physics2DServer.xml:553 msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]." msgstr "" #: doc/classes/Physics2DServer.xml:562 msgid "" "Sets metadata of a shape within a body. This metadata is different from " "[method Object.set_meta], and can be retrieved on shape queries." msgstr "" #: doc/classes/Physics2DServer.xml:571 doc/classes/PhysicsServer.xml:578 msgid "Sets the transform matrix for a body shape." msgstr "" #: doc/classes/Physics2DServer.xml:579 doc/classes/PhysicsServer.xml:586 msgid "Assigns a space to the body (see [method space_create])." msgstr "" #: doc/classes/Physics2DServer.xml:588 msgid "" "Sets a body state using one of the [enum BodyState] constants.\n" "Note that the method doesn't take effect immediately. The state will change " "on the next physics frame." msgstr "" #: doc/classes/Physics2DServer.xml:603 msgid "" "Returns [code]true[/code] if a collision would result from moving in the " "given direction from a given point in space. Margin increases the size of " "the shapes involved in the collision detection. [Physics2DTestMotionResult] " "can be passed to return additional information in." msgstr "" #: doc/classes/Physics2DServer.xml:633 msgid "" "Creates a damped spring joint between two bodies. If not specified, the " "second body is assumed to be the joint itself." msgstr "" #: doc/classes/Physics2DServer.xml:641 #, fuzzy msgid "Returns the value of a damped spring joint parameter." msgstr "Gibt den inversen Wert des Parameters zurück." #: doc/classes/Physics2DServer.xml:650 msgid "" "Sets a damped spring joint parameter. See [enum DampedStringParam] for a " "list of available parameters." msgstr "" #: doc/classes/Physics2DServer.xml:657 msgid "" "Destroys any of the objects created by Physics2DServer. If the [RID] passed " "is not one of the objects that can be created by Physics2DServer, an error " "will be sent to the console." msgstr "" #: doc/classes/Physics2DServer.xml:664 msgid "" "Returns information about the current state of the 2D physics engine. See " "[enum ProcessInfo] for a list of available states." msgstr "" #: doc/classes/Physics2DServer.xml:675 msgid "" "Creates a groove joint between two bodies. If not specified, the bodies are " "assumed to be the joint itself." msgstr "" #: doc/classes/Physics2DServer.xml:683 msgid "Returns the value of a joint parameter." msgstr "" #: doc/classes/Physics2DServer.xml:690 msgid "Returns a joint's type (see [enum JointType])." msgstr "" #: doc/classes/Physics2DServer.xml:699 msgid "" "Sets a joint parameter. See [enum JointParam] for a list of available " "parameters." msgstr "" #: doc/classes/Physics2DServer.xml:713 msgid "" "Creates a pin joint between two bodies. If not specified, the second body is " "assumed to be the joint itself." msgstr "" #: doc/classes/Physics2DServer.xml:735 msgid "Activates or deactivates the 2D physics engine." msgstr "" #: doc/classes/Physics2DServer.xml:742 msgid "" "Sets the amount of iterations for calculating velocities of colliding " "bodies. The greater the amount of iterations, the more accurate the " "collisions will be. However, a greater amount of iterations requires more " "CPU power, which can decrease performance. The default value is [code]8[/" "code]." msgstr "" #: doc/classes/Physics2DServer.xml:749 doc/classes/PhysicsServer.xml:859 msgid "Returns the shape data." msgstr "" #: doc/classes/Physics2DServer.xml:756 msgid "Returns a shape's type (see [enum ShapeType])." msgstr "" #: doc/classes/Physics2DServer.xml:764 doc/classes/PhysicsServer.xml:874 msgid "" "Sets the shape data that defines its shape and size. The data to be passed " "depends on the kind of shape created [method shape_get_type]." msgstr "" #: doc/classes/Physics2DServer.xml:770 doc/classes/PhysicsServer.xml:897 msgid "" "Creates a space. A space is a collection of parameters for the physics " "engine that can be assigned to an area or a body. It can be assigned to an " "area with [method area_set_space], or to a body with [method body_set_space]." msgstr "" #: doc/classes/Physics2DServer.xml:777 msgid "" "Returns the state of a space, a [Physics2DDirectSpaceState]. This object can " "be used to make collision/intersection queries." msgstr "" #: doc/classes/Physics2DServer.xml:785 doc/classes/PhysicsServer.xml:912 msgid "Returns the value of a space parameter." msgstr "" #: doc/classes/Physics2DServer.xml:792 doc/classes/PhysicsServer.xml:919 msgid "Returns whether the space is active." msgstr "" #: doc/classes/Physics2DServer.xml:800 doc/classes/PhysicsServer.xml:927 msgid "" "Marks a space as active. It will not have an effect, unless it is assigned " "to an area or body." msgstr "" #: doc/classes/Physics2DServer.xml:809 msgid "" "Sets the value for a space parameter. See [enum SpaceParameter] for a list " "of available parameters." msgstr "" #: doc/classes/Physics2DServer.xml:815 doc/classes/PhysicsServer.xml:1278 msgid "" "Constant to set/get the maximum distance a pair of bodies has to move before " "their collision status has to be recalculated." msgstr "" #: doc/classes/Physics2DServer.xml:818 doc/classes/PhysicsServer.xml:1281 msgid "" "Constant to set/get the maximum distance a shape can be from another before " "they are considered separated." msgstr "" #: doc/classes/Physics2DServer.xml:821 doc/classes/PhysicsServer.xml:1284 msgid "" "Constant to set/get the maximum distance a shape can penetrate another shape " "before it is considered a collision." msgstr "" #: doc/classes/Physics2DServer.xml:824 doc/classes/PhysicsServer.xml:1287 msgid "" "Constant to set/get the threshold linear velocity of activity. A body marked " "as potentially inactive for both linear and angular velocity will be put to " "sleep after the time given." msgstr "" #: doc/classes/Physics2DServer.xml:827 doc/classes/PhysicsServer.xml:1290 msgid "" "Constant to set/get the threshold angular velocity of activity. A body " "marked as potentially inactive for both linear and angular velocity will be " "put to sleep after the time given." msgstr "" #: doc/classes/Physics2DServer.xml:830 doc/classes/PhysicsServer.xml:1293 msgid "" "Constant to set/get the maximum time of activity. A body marked as " "potentially inactive for both linear and angular velocity will be put to " "sleep after this time." msgstr "" #: doc/classes/Physics2DServer.xml:833 doc/classes/PhysicsServer.xml:1298 msgid "" "Constant to set/get the default solver bias for all physics constraints. A " "solver bias is a factor controlling how much two objects \"rebound\", after " "violating a constraint, to avoid leaving them in that state because of " "numerical imprecision." msgstr "" #: doc/classes/Physics2DServer.xml:836 msgid "" "This is the constant for creating line shapes. A line shape is an infinite " "line with an origin point, and a normal. Thus, it can be used for front/" "behind checks." msgstr "" #: doc/classes/Physics2DServer.xml:841 msgid "" "This is the constant for creating segment shapes. A segment shape is a line " "from a point A to a point B. It can be checked for intersections." msgstr "" #: doc/classes/Physics2DServer.xml:844 msgid "" "This is the constant for creating circle shapes. A circle shape only has a " "radius. It can be used for intersections and inside/outside checks." msgstr "" #: doc/classes/Physics2DServer.xml:847 msgid "" "This is the constant for creating rectangle shapes. A rectangle shape is " "defined by a width and a height. It can be used for intersections and inside/" "outside checks." msgstr "" #: doc/classes/Physics2DServer.xml:850 msgid "" "This is the constant for creating capsule shapes. A capsule shape is defined " "by a radius and a length. It can be used for intersections and inside/" "outside checks." msgstr "" #: doc/classes/Physics2DServer.xml:853 msgid "" "This is the constant for creating convex polygon shapes. A polygon is " "defined by a list of points. It can be used for intersections and inside/" "outside checks. Unlike the [member CollisionPolygon2D.polygon] property, " "polygons modified with [method shape_set_data] do not verify that the points " "supplied form is a convex polygon." msgstr "" #: doc/classes/Physics2DServer.xml:856 msgid "" "This is the constant for creating concave polygon shapes. A polygon is " "defined by a list of points. It can be used for intersections checks, but " "not for inside/outside checks." msgstr "" #: doc/classes/Physics2DServer.xml:859 doc/classes/PhysicsServer.xml:1173 msgid "" "This constant is used internally by the engine. Any attempt to create this " "kind of shape results in an error." msgstr "" #: doc/classes/Physics2DServer.xml:862 doc/classes/PhysicsServer.xml:1176 msgid "Constant to set/get gravity strength in an area." msgstr "" #: doc/classes/Physics2DServer.xml:865 doc/classes/PhysicsServer.xml:1179 msgid "Constant to set/get gravity vector/center in an area." msgstr "" #: doc/classes/Physics2DServer.xml:868 doc/classes/PhysicsServer.xml:1182 msgid "" "Constant to set/get whether the gravity vector of an area is a direction, or " "a center point." msgstr "" #: doc/classes/Physics2DServer.xml:871 doc/classes/PhysicsServer.xml:1185 msgid "" "Constant to set/get the falloff factor for point gravity of an area. The " "greater this value is, the faster the strength of gravity decreases with the " "square of distance." msgstr "" #: doc/classes/Physics2DServer.xml:874 doc/classes/PhysicsServer.xml:1188 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 "" #: doc/classes/Physics2DServer.xml:877 doc/classes/PhysicsServer.xml:1191 msgid "Constant to set/get the linear dampening factor of an area." msgstr "" #: doc/classes/Physics2DServer.xml:880 doc/classes/PhysicsServer.xml:1194 msgid "Constant to set/get the angular dampening factor of an area." msgstr "" #: doc/classes/Physics2DServer.xml:883 doc/classes/PhysicsServer.xml:1197 msgid "Constant to set/get the priority (order of processing) of an area." msgstr "" #: doc/classes/Physics2DServer.xml:886 doc/classes/PhysicsServer.xml:1200 msgid "" "This area does not affect gravity/damp. These are generally areas that exist " "only to detect collisions, and objects entering or exiting them." msgstr "" #: doc/classes/Physics2DServer.xml:889 doc/classes/PhysicsServer.xml:1203 msgid "" "This area adds its gravity/damp values to whatever has been calculated so " "far. This way, many overlapping areas can combine their physics to make " "interesting effects." msgstr "" #: doc/classes/Physics2DServer.xml:892 doc/classes/PhysicsServer.xml:1206 msgid "" "This area adds its gravity/damp values to whatever has been calculated so " "far. Then stops taking into account the rest of the areas, even the default " "one." msgstr "" #: doc/classes/Physics2DServer.xml:895 doc/classes/PhysicsServer.xml:1209 msgid "" "This area replaces any gravity/damp, even the default one, and stops taking " "into account the rest of the areas." msgstr "" #: doc/classes/Physics2DServer.xml:898 doc/classes/PhysicsServer.xml:1212 msgid "" "This area replaces any gravity/damp calculated so far, but keeps calculating " "the rest of the areas, down to the default one." msgstr "" #: doc/classes/Physics2DServer.xml:901 doc/classes/PhysicsServer.xml:1215 msgid "Constant for static bodies." msgstr "" #: doc/classes/Physics2DServer.xml:904 doc/classes/PhysicsServer.xml:1218 msgid "Constant for kinematic bodies." msgstr "" #: doc/classes/Physics2DServer.xml:907 doc/classes/PhysicsServer.xml:1221 msgid "Constant for rigid bodies." msgstr "" #: doc/classes/Physics2DServer.xml:910 doc/classes/PhysicsServer.xml:1224 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 "" #: doc/classes/Physics2DServer.xml:913 doc/classes/PhysicsServer.xml:1227 msgid "Constant to set/get a body's bounce factor." msgstr "" #: doc/classes/Physics2DServer.xml:916 doc/classes/PhysicsServer.xml:1230 msgid "Constant to set/get a body's friction." msgstr "" #: doc/classes/Physics2DServer.xml:919 doc/classes/PhysicsServer.xml:1233 msgid "Constant to set/get a body's mass." msgstr "" #: doc/classes/Physics2DServer.xml:922 msgid "Constant to set/get a body's inertia." msgstr "" #: doc/classes/Physics2DServer.xml:925 doc/classes/PhysicsServer.xml:1236 msgid "Constant to set/get a body's gravity multiplier." msgstr "" #: doc/classes/Physics2DServer.xml:928 doc/classes/PhysicsServer.xml:1239 msgid "Constant to set/get a body's linear dampening factor." msgstr "" #: doc/classes/Physics2DServer.xml:931 doc/classes/PhysicsServer.xml:1242 msgid "Constant to set/get a body's angular dampening factor." msgstr "" #: doc/classes/Physics2DServer.xml:934 doc/classes/PhysicsServer.xml:1245 msgid "Represents the size of the [enum BodyParameter] enum." msgstr "" #: doc/classes/Physics2DServer.xml:937 doc/classes/PhysicsServer.xml:1248 msgid "Constant to set/get the current transform matrix of the body." msgstr "" #: doc/classes/Physics2DServer.xml:940 doc/classes/PhysicsServer.xml:1251 msgid "Constant to set/get the current linear velocity of the body." msgstr "" #: doc/classes/Physics2DServer.xml:943 doc/classes/PhysicsServer.xml:1254 msgid "Constant to set/get the current angular velocity of the body." msgstr "" #: doc/classes/Physics2DServer.xml:946 doc/classes/PhysicsServer.xml:1257 msgid "Constant to sleep/wake up a body, or to get whether it is sleeping." msgstr "" #: doc/classes/Physics2DServer.xml:949 doc/classes/PhysicsServer.xml:1260 msgid "Constant to set/get whether the body can sleep." msgstr "" #: doc/classes/Physics2DServer.xml:952 msgid "Constant to create pin joints." msgstr "" #: doc/classes/Physics2DServer.xml:955 msgid "Constant to create groove joints." msgstr "" #: doc/classes/Physics2DServer.xml:958 msgid "Constant to create damped spring joints." msgstr "" #: doc/classes/Physics2DServer.xml:967 msgid "" "Sets the resting length of the spring joint. The joint will always try to go " "to back this length when pulled apart." msgstr "" #: doc/classes/Physics2DServer.xml:970 msgid "" "Sets the stiffness of the spring joint. The joint applies a force equal to " "the stiffness times the distance from its resting length." msgstr "" #: doc/classes/Physics2DServer.xml:973 msgid "" "Sets the damping ratio of the spring joint. A value of 0 indicates an " "undamped spring, while 1 causes the system to reach equilibrium as fast as " "possible (critical damping)." msgstr "" #: doc/classes/Physics2DServer.xml:976 msgid "" "Disables continuous collision detection. This is the fastest way to detect " "body collisions, but can miss small, fast-moving objects." msgstr "" #: doc/classes/Physics2DServer.xml:979 msgid "" "Enables continuous collision detection by raycasting. It is faster than " "shapecasting, but less precise." msgstr "" #: doc/classes/Physics2DServer.xml:982 msgid "" "Enables continuous collision detection by shapecasting. It is the slowest " "CCD method, and the most precise." msgstr "" #: doc/classes/Physics2DServer.xml:985 doc/classes/PhysicsServer.xml:1263 msgid "" "The value of the first parameter and area callback function receives, when " "an object enters one of its shapes." msgstr "" #: doc/classes/Physics2DServer.xml:988 doc/classes/PhysicsServer.xml:1266 msgid "" "The value of the first parameter and area callback function receives, when " "an object exits one of its shapes." msgstr "" #: doc/classes/Physics2DServer.xml:991 doc/classes/PhysicsServer.xml:1269 msgid "Constant to get the number of objects that are not sleeping." msgstr "" #: doc/classes/Physics2DServer.xml:994 doc/classes/PhysicsServer.xml:1272 msgid "Constant to get the number of possible collisions." msgstr "" #: doc/classes/Physics2DServer.xml:997 doc/classes/PhysicsServer.xml:1275 msgid "" "Constant to get the number of space regions where a collision could occur." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml:4 msgid "Parameters to be sent to a 2D shape physics query." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml:7 msgid "" "This class contains the shape and other parameters for 2D intersection/" "collision queries." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml:16 msgid "" "Sets the [Shape2D] that will be used for collision/intersection queries." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml:22 msgid "If [code]true[/code], the query will take [Area2D]s into account." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml:25 msgid "" "If [code]true[/code], the query will take [PhysicsBody2D]s into account." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml:28 #: doc/classes/PhysicsShapeQueryParameters.xml:28 msgid "" "The physics layer(s) the query will take into account (as a bitmask). See " "[url=https://docs.godotengine.org/en/3.4/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml:31 #: doc/classes/PhysicsShapeQueryParameters.xml:31 msgid "" "The list of objects or object [RID]s that will be excluded from collisions." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml:34 #: doc/classes/PhysicsShapeQueryParameters.xml:34 msgid "The collision margin for the shape." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml:37 msgid "The motion of the shape being queried for." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml:40 #: doc/classes/PhysicsShapeQueryParameters.xml:37 msgid "The queried shape's [RID]. See also [method set_shape]." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml:43 #: doc/classes/PhysicsShapeQueryParameters.xml:40 msgid "The queried shape's transform matrix." msgstr "" #: doc/classes/PhysicsBody.xml:4 msgid "Base class for all objects affected by physics in 3D space." msgstr "" #: doc/classes/PhysicsBody.xml:7 msgid "" "PhysicsBody is an abstract base class for implementing a physics body. All " "*Body types inherit from it." msgstr "" #: doc/classes/PhysicsBody.xml:17 doc/classes/PhysicsBody2D.xml:17 #: doc/classes/SoftBody.xml:17 msgid "Adds a body to the list of bodies that this body can't collide with." msgstr "" #: doc/classes/PhysicsBody.xml:23 doc/classes/PhysicsBody2D.xml:23 #: doc/classes/SoftBody.xml:23 msgid "" "Returns an array of nodes that were added as collision exceptions for this " "body." msgstr "" #: doc/classes/PhysicsBody.xml:30 doc/classes/PhysicsBody2D.xml:30 #: doc/classes/SoftBody.xml:58 msgid "" "Removes a body from the list of bodies that this body can't collide with." msgstr "" #: doc/classes/PhysicsBody2D.xml:4 msgid "Base class for all objects affected by physics in 2D space." msgstr "" #: doc/classes/PhysicsBody2D.xml:7 msgid "" "PhysicsBody2D is an abstract base class for implementing a physics body. All " "*Body2D types inherit from it." msgstr "" #: doc/classes/PhysicsBody2D.xml:37 msgid "" "Both collision_layer and collision_mask. Returns collision_layer when " "accessed. Updates collision_layer and collision_mask when modified." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml:4 msgid "Direct access object to a physics body in the [PhysicsServer]." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml:7 msgid "" "Provides direct access to a physics body in the [PhysicsServer], allowing " "safe changes to physics properties. This object is passed via the direct " "state callback of rigid/character bodies, and is intended for changing the " "direct state of that body. See [method RigidBody._integrate_forces]." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml:18 msgid "" "Adds a constant directional force without affecting rotation.\n" "This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml:34 msgid "Adds a constant rotational force without affecting position." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml:41 msgid "" "Applies a single directional impulse without affecting rotation.\n" "This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml:50 msgid "" "Applies a positioned impulse to the body. An impulse is time-independent! " "Applying an impulse every frame would result in a framerate-dependent force. " "For this reason it should only be used when simulating one-time impacts. The " "position uses the rotation of the global coordinate system, but is centered " "at the object's origin." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml:57 msgid "" "Apply a torque impulse (which will be affected by the body mass and shape). " "This will rotate the body around the vector [code]j[/code] passed as " "parameter." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml:78 msgid "Returns the collider object." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml:105 msgid "" "Returns the number of contacts this body has with other bodies.\n" "[b]Note:[/b] By default, this returns 0 unless bodies are configured to " "monitor contacts. See [member RigidBody.contact_monitor]." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml:113 msgid "Impulse created by the contact. Only implemented for Bullet physics." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml:159 doc/classes/RigidBody.xml:115 msgid "" "The body's rotational velocity in axis-angle format. The magnitude of the " "vector is the rotation rate in [i]radians[/i] per second." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml:170 msgid "The body's linear velocity in units per second." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml:4 msgid "Direct access object to a space in the [PhysicsServer]." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml:7 msgid "" "Direct access object to a space in the [PhysicsServer]. It's used mainly to " "do queries against objects and areas residing in a given space." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml:19 msgid "" "Checks how far a [Shape] can move without colliding. All the parameters for " "the query, including the shape, are supplied through a " "[PhysicsShapeQueryParameters] object.\n" "Returns an array with the safe and unsafe proportions (between 0 and 1) of " "the motion. The safe proportion is the maximum fraction of the motion that " "can be made without a collision. The unsafe proportion is the minimum " "fraction of the distance that must be moved for a collision. If no collision " "is detected a result of [code][1.0, 1.0][/code] will be returned.\n" "[b]Note:[/b] Any [Shape]s that the shape is already colliding with e.g. " "inside of, will be ignored. Use [method collide_shape] to determine the " "[Shape]s that the shape is already colliding with." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml:29 msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters] object, against the space. The resulting array " "contains a list of points where the shape intersects another. Like with " "[method intersect_shape], the number of returned results can be limited to " "save processing time." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml:36 msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters] object, against the space. If it collides with " "more than one shape, the nearest one is selected. The returned object is a " "dictionary containing the following fields:\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If " "the object is an [Area], the result is [code](0, 0, 0)[/code].\n" "[code]normal[/code]: The object's surface normal at the intersection point.\n" "[code]point[/code]: The intersection point.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "If the shape did not intersect anything, then an empty dictionary is " "returned instead." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml:55 msgid "" "Checks whether a point is inside any solid shape. The shapes the point is " "inside of are returned in an array containing dictionaries with the " "following fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "The number of intersections can be limited with the [code]max_results[/code] " "parameter, to reduce the processing time.\n" "Additionally, the method can take an [code]exclude[/code] array of objects " "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/" "code] bitmask representing the physics layers to check in, or booleans to " "determine if the ray should collide with [PhysicsBody]s or [Area]s, " "respectively." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml:73 msgid "" "Intersects a ray in a given space. The returned object is a dictionary with " "the following fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]normal[/code]: The object's surface normal at the intersection point.\n" "[code]position[/code]: The intersection point.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "If the ray did not intersect anything, then an empty dictionary is returned " "instead.\n" "Additionally, the method can take an [code]exclude[/code] array of objects " "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/" "code] bitmask representing the physics layers to check in, or booleans to " "determine if the ray should collide with [PhysicsBody]s or [Area]s, " "respectively." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml:89 msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters] object, against the space. The intersected " "shapes are returned in an array containing dictionaries with the following " "fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "The number of intersections can be limited with the [code]max_results[/code] " "parameter, to reduce the processing time." msgstr "" #: doc/classes/PhysicsMaterial.xml:4 msgid "A material for physics properties." msgstr "" #: doc/classes/PhysicsMaterial.xml:7 msgid "" "Provides a means of modifying the collision properties of a [PhysicsBody]." msgstr "" #: doc/classes/PhysicsMaterial.xml:15 msgid "" "If [code]true[/code], subtracts the bounciness from the colliding object's " "bounciness instead of adding it." msgstr "" #: doc/classes/PhysicsMaterial.xml:18 msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " "[code]1[/code] (full bounciness)." msgstr "" #: doc/classes/PhysicsMaterial.xml:21 msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " "[code]1[/code] (maximum friction)." msgstr "" #: doc/classes/PhysicsMaterial.xml:24 msgid "" "If [code]true[/code], the physics engine will use the friction of the object " "marked as \"rough\" when two objects collide. If [code]false[/code], the " "physics engine will use the lowest friction of all colliding objects " "instead. If [code]true[/code] for both colliding objects, the physics engine " "will use the highest friction." msgstr "" #: doc/classes/PhysicsServer.xml:4 msgid "Server interface for low-level physics access." msgstr "" #: doc/classes/PhysicsServer.xml:7 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 "" #: doc/classes/PhysicsServer.xml:40 msgid "Creates an [Area]." msgstr "" #: doc/classes/PhysicsServer.xml:55 msgid "" "Returns an area parameter value. A list of available parameters is on the " "[enum AreaParameter] constants." msgstr "" #: doc/classes/PhysicsServer.xml:106 msgid "If [code]true[/code], area collides with rays." msgstr "" #: doc/classes/PhysicsServer.xml:168 msgid "" "Sets the value for an area parameter. A list of available parameters is on " "the [enum AreaParameter] constants." msgstr "" #: doc/classes/PhysicsServer.xml:176 msgid "Sets object pickable with rays." msgstr "" #: doc/classes/PhysicsServer.xml:218 msgid "" "Sets the space override mode for the area. The modes are described in the " "[enum AreaSpaceOverrideMode] constants." msgstr "" #: doc/classes/PhysicsServer.xml:282 msgid "" "Gives the body a push at a [code]position[/code] in the direction of the " "[code]impulse[/code]." msgstr "" #: doc/classes/PhysicsServer.xml:290 msgid "Gives the body a push to rotate it." msgstr "" #: doc/classes/PhysicsServer.xml:313 msgid "" "Creates a physics body. The first parameter can be any value from [enum " "BodyMode] constants, for the type of body created. Additionally, the body " "can be created in sleeping state to save processing time." msgstr "" #: doc/classes/PhysicsServer.xml:327 msgid "" "Returns the physics layer or layers a body can collide with.\n" "-" msgstr "" #: doc/classes/PhysicsServer.xml:335 msgid "" "Returns the [PhysicsDirectBodyState] of the body. Returns [code]null[/code] " "if the body is destroyed or removed from the physics space." msgstr "" #: doc/classes/PhysicsServer.xml:370 msgid "" "Returns the value of a body parameter. A list of available parameters is on " "the [enum BodyParameter] constants." msgstr "" #: doc/classes/PhysicsServer.xml:422 msgid "" "If [code]true[/code], the continuous collision detection mode is enabled." msgstr "" #: doc/classes/PhysicsServer.xml:436 msgid "If [code]true[/code], the body can be detected by rays." msgstr "" #: doc/classes/PhysicsServer.xml:444 msgid "" "Removes a body from the list of bodies exempt from collisions.\n" "Continuous collision detection tries to predict where a moving body will " "collide, instead of moving it and correcting its movement if it collided." msgstr "" #: doc/classes/PhysicsServer.xml:493 msgid "" "If [code]true[/code], the continuous collision detection mode is enabled.\n" "Continuous collision detection tries to predict where a moving body will " "collide, instead of moving it and correcting its movement if it collided." msgstr "" #: doc/classes/PhysicsServer.xml:527 msgid "Sets the body mode, from one of the [enum BodyMode] constants." msgstr "" #: doc/classes/PhysicsServer.xml:544 msgid "" "Sets a body parameter. A list of available parameters is on the [enum " "BodyParameter] constants." msgstr "" #: doc/classes/PhysicsServer.xml:552 msgid "Sets the body pickable with rays if [code]enabled[/code] is set." msgstr "" #: doc/classes/PhysicsServer.xml:595 msgid "Sets a body state (see [enum BodyState] constants)." msgstr "" #: doc/classes/PhysicsServer.xml:608 msgid "" "Returns [code]true[/code] if a collision would result from moving in the " "given direction from a given point in space. [PhysicsTestMotionResult] can " "be passed to return additional information in." msgstr "" #: doc/classes/PhysicsServer.xml:616 msgid "" "Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml:625 msgid "" "Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml:632 msgid "" "Destroys any of the objects created by PhysicsServer. If the [RID] passed is " "not one of the objects that can be created by PhysicsServer, an error will " "be sent to the console." msgstr "" #: doc/classes/PhysicsServer.xml:641 msgid "" "Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." msgstr "" #: doc/classes/PhysicsServer.xml:650 msgid "" "Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " "constants)." msgstr "" #: doc/classes/PhysicsServer.xml:660 msgid "" "Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." msgstr "" #: doc/classes/PhysicsServer.xml:670 msgid "" "Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " "constants)." msgstr "" #: doc/classes/PhysicsServer.xml:677 msgid "Returns an Info defined by the [enum ProcessInfo] input given." msgstr "" #: doc/classes/PhysicsServer.xml:685 msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)." msgstr "" #: doc/classes/PhysicsServer.xml:693 msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])." msgstr "" #: doc/classes/PhysicsServer.xml:702 msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)." msgstr "" #: doc/classes/PhysicsServer.xml:711 msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml:721 msgid "Creates a [ConeTwistJoint]." msgstr "" #: doc/classes/PhysicsServer.xml:731 msgid "Creates a [Generic6DOFJoint]." msgstr "" #: doc/classes/PhysicsServer.xml:741 msgid "Creates a [HingeJoint]." msgstr "" #: doc/classes/PhysicsServer.xml:751 msgid "Creates a [PinJoint]." msgstr "" #: doc/classes/PhysicsServer.xml:761 msgid "Creates a [SliderJoint]." msgstr "" #: doc/classes/PhysicsServer.xml:768 #, fuzzy msgid "Gets the priority value of the Joint." msgstr "Gibt den inversen Wert des Parameters zurück." #: doc/classes/PhysicsServer.xml:775 #, fuzzy msgid "Returns the type of the Joint." msgstr "Gibt die Größe des Arrays zurück." #: doc/classes/PhysicsServer.xml:783 #, fuzzy msgid "Sets the priority value of the Joint." msgstr "Gibt den inversen Wert des Parameters zurück." #: doc/classes/PhysicsServer.xml:790 msgid "" "Returns position of the joint in the local space of body a of the joint." msgstr "" #: doc/classes/PhysicsServer.xml:797 msgid "" "Returns position of the joint in the local space of body b of the joint." msgstr "" #: doc/classes/PhysicsServer.xml:805 msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml:813 msgid "Sets position of the joint in the local space of body a of the joint." msgstr "" #: doc/classes/PhysicsServer.xml:821 msgid "Sets position of the joint in the local space of body b of the joint." msgstr "" #: doc/classes/PhysicsServer.xml:830 msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml:837 msgid "Activates or deactivates the 3D physics engine." msgstr "" #: doc/classes/PhysicsServer.xml:844 msgid "" "Sets the amount of iterations for calculating velocities of colliding " "bodies. The greater the amount of iterations, the more accurate the " "collisions will be. However, a greater amount of iterations requires more " "CPU power, which can decrease performance. The default value is [code]8[/" "code].\n" "[b]Note:[/b] Only has an effect when using the GodotPhysics engine, not the " "default Bullet physics engine." msgstr "" #: doc/classes/PhysicsServer.xml:852 msgid "" "Creates a shape of a type from [enum ShapeType]. Does not assign it to a " "body or an area. To do so, you must use [method area_set_shape] or [method " "body_set_shape]." msgstr "" #: doc/classes/PhysicsServer.xml:866 msgid "Returns the type of shape (see [enum ShapeType] constants)." msgstr "" #: doc/classes/PhysicsServer.xml:882 doc/classes/PhysicsServer.xml:891 msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml:904 msgid "" "Returns the state of a space, a [PhysicsDirectSpaceState]. This object can " "be used to make collision/intersection queries." msgstr "" #: doc/classes/PhysicsServer.xml:936 msgid "" "Sets the value for a space parameter. A list of available parameters is on " "the [enum SpaceParameter] constants." msgstr "" #: doc/classes/PhysicsServer.xml:942 #, fuzzy msgid "The [Joint] is a [PinJoint]." msgstr "Das [Input] Singleton." #: doc/classes/PhysicsServer.xml:945 #, fuzzy msgid "The [Joint] is a [HingeJoint]." msgstr "Das [Input] Singleton." #: doc/classes/PhysicsServer.xml:948 msgid "The [Joint] is a [SliderJoint]." msgstr "" #: doc/classes/PhysicsServer.xml:951 msgid "The [Joint] is a [ConeTwistJoint]." msgstr "" #: doc/classes/PhysicsServer.xml:954 msgid "The [Joint] is a [Generic6DOFJoint]." msgstr "" #: doc/classes/PhysicsServer.xml:957 msgid "" "The strength with which the pinned objects try to stay in positional " "relation to each other.\n" "The higher, the stronger." msgstr "" #: doc/classes/PhysicsServer.xml:961 msgid "" "The strength with which the pinned objects try to stay in velocity relation " "to each other.\n" "The higher, the stronger." msgstr "" #: doc/classes/PhysicsServer.xml:965 msgid "" "If above 0, this value is the maximum value for an impulse that this Joint " "puts on its ends." msgstr "" #: doc/classes/PhysicsServer.xml:971 msgid "The maximum rotation across the Hinge." msgstr "" #: doc/classes/PhysicsServer.xml:974 msgid "The minimum rotation across the Hinge." msgstr "" #: doc/classes/PhysicsServer.xml:991 msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation." msgstr "" #: doc/classes/PhysicsServer.xml:994 msgid "If [code]true[/code], a motor turns the Hinge." msgstr "" #: doc/classes/PhysicsServer.xml:997 doc/classes/SliderJoint.xml:76 #: doc/classes/SliderJoint.xml:99 msgid "" "The maximum difference between the pivot points on their X axis before " "damping happens." msgstr "" #: doc/classes/PhysicsServer.xml:1000 doc/classes/SliderJoint.xml:67 #: doc/classes/SliderJoint.xml:102 msgid "" "The minimum difference between the pivot points on their X axis before " "damping happens." msgstr "" #: doc/classes/PhysicsServer.xml:1003 doc/classes/SliderJoint.xml:73 #: doc/classes/SliderJoint.xml:105 msgid "" "A factor applied to the movement across the slider axis once the limits get " "surpassed. The lower, the slower the movement." msgstr "" #: doc/classes/PhysicsServer.xml:1006 doc/classes/SliderJoint.xml:108 msgid "" "The amount of restitution once the limits are surpassed. The lower, the more " "velocityenergy gets lost." msgstr "" #: doc/classes/PhysicsServer.xml:1009 doc/classes/SliderJoint.xml:111 msgid "The amount of damping once the slider limits are surpassed." msgstr "" #: doc/classes/PhysicsServer.xml:1012 doc/classes/SliderJoint.xml:85 #: doc/classes/SliderJoint.xml:114 msgid "" "A factor applied to the movement across the slider axis as long as the " "slider is in the limits. The lower, the slower the movement." msgstr "" #: doc/classes/PhysicsServer.xml:1015 doc/classes/SliderJoint.xml:82 #: doc/classes/SliderJoint.xml:117 msgid "The amount of restitution inside the slider limits." msgstr "" #: doc/classes/PhysicsServer.xml:1018 doc/classes/SliderJoint.xml:79 #: doc/classes/SliderJoint.xml:120 msgid "The amount of damping inside the slider limits." msgstr "" #: doc/classes/PhysicsServer.xml:1021 doc/classes/SliderJoint.xml:94 #: doc/classes/SliderJoint.xml:123 msgid "A factor applied to the movement across axes orthogonal to the slider." msgstr "" #: doc/classes/PhysicsServer.xml:1024 doc/classes/SliderJoint.xml:91 #: doc/classes/SliderJoint.xml:126 msgid "" "The amount of restitution when movement is across axes orthogonal to the " "slider." msgstr "" #: doc/classes/PhysicsServer.xml:1027 doc/classes/SliderJoint.xml:88 #: doc/classes/SliderJoint.xml:129 msgid "" "The amount of damping when movement is across axes orthogonal to the slider." msgstr "" #: doc/classes/PhysicsServer.xml:1030 doc/classes/SliderJoint.xml:43 #: doc/classes/SliderJoint.xml:132 msgid "The upper limit of rotation in the slider." msgstr "" #: doc/classes/PhysicsServer.xml:1033 doc/classes/SliderJoint.xml:32 #: doc/classes/SliderJoint.xml:135 msgid "The lower limit of rotation in the slider." msgstr "" #: doc/classes/PhysicsServer.xml:1036 doc/classes/SliderJoint.xml:138 msgid "A factor applied to the all rotation once the limit is surpassed." msgstr "" #: doc/classes/PhysicsServer.xml:1039 doc/classes/SliderJoint.xml:141 msgid "The amount of restitution of the rotation when the limit is surpassed." msgstr "" #: doc/classes/PhysicsServer.xml:1042 doc/classes/SliderJoint.xml:144 msgid "The amount of damping of the rotation when the limit is surpassed." msgstr "" #: doc/classes/PhysicsServer.xml:1045 msgid "A factor that gets applied to the all rotation in the limits." msgstr "" #: doc/classes/PhysicsServer.xml:1048 doc/classes/SliderJoint.xml:49 #: doc/classes/SliderJoint.xml:150 msgid "The amount of restitution of the rotation in the limits." msgstr "" #: doc/classes/PhysicsServer.xml:1051 doc/classes/SliderJoint.xml:46 #: doc/classes/SliderJoint.xml:153 msgid "The amount of damping of the rotation in the limits." msgstr "" #: doc/classes/PhysicsServer.xml:1054 msgid "" "A factor that gets applied to the all rotation across axes orthogonal to the " "slider." msgstr "" #: doc/classes/PhysicsServer.xml:1057 doc/classes/SliderJoint.xml:58 #: doc/classes/SliderJoint.xml:159 msgid "" "The amount of restitution of the rotation across axes orthogonal to the " "slider." msgstr "" #: doc/classes/PhysicsServer.xml:1060 doc/classes/SliderJoint.xml:55 #: doc/classes/SliderJoint.xml:162 msgid "" "The amount of damping of the rotation across axes orthogonal to the slider." msgstr "" #: doc/classes/PhysicsServer.xml:1063 msgid "Represents the size of the [enum SliderJointParam] enum." msgstr "" #: doc/classes/PhysicsServer.xml:1080 msgid "" "The ease with which the Joint twists, if it's too low, it takes more force " "to twist the joint." msgstr "" #: doc/classes/PhysicsServer.xml:1092 msgid "" "A factor that gets applied to the movement across the axes. The lower, the " "slower the movement." msgstr "" #: doc/classes/PhysicsServer.xml:1095 msgid "" "The amount of restitution on the axes movement. The lower, the more velocity-" "energy gets lost." msgstr "" #: doc/classes/PhysicsServer.xml:1101 msgid "The velocity that the joint's linear motor will attempt to reach." msgstr "" #: doc/classes/PhysicsServer.xml:1104 msgid "" "The maximum force that the linear motor can apply while trying to reach the " "target velocity." msgstr "" #: doc/classes/PhysicsServer.xml:1113 msgid "A factor that gets multiplied onto all rotations across the axes." msgstr "" #: doc/classes/PhysicsServer.xml:1125 msgid "" "When correcting the crossing of limits in rotation across the axes, this " "error tolerance factor defines how much the correction gets slowed down. The " "lower, the slower." msgstr "" #: doc/classes/PhysicsServer.xml:1134 msgid "" "If [code]set[/code] there is linear motion possible within the given limits." msgstr "" #: doc/classes/PhysicsServer.xml:1137 msgid "If [code]set[/code] there is rotational motion possible." msgstr "" #: doc/classes/PhysicsServer.xml:1140 msgid "If [code]set[/code] there is a rotational motor across these axes." msgstr "" #: doc/classes/PhysicsServer.xml:1143 msgid "" "If [code]set[/code] there is a linear motor on this axis that targets a " "specific velocity." msgstr "" #: doc/classes/PhysicsServer.xml:1146 msgid "The [Shape] is a [PlaneShape]." msgstr "" #: doc/classes/PhysicsServer.xml:1149 msgid "The [Shape] is a [RayShape]." msgstr "" #: doc/classes/PhysicsServer.xml:1152 msgid "The [Shape] is a [SphereShape]." msgstr "" #: doc/classes/PhysicsServer.xml:1155 msgid "The [Shape] is a [BoxShape]." msgstr "" #: doc/classes/PhysicsServer.xml:1158 msgid "The [Shape] is a [CapsuleShape]." msgstr "" #: doc/classes/PhysicsServer.xml:1161 msgid "The [Shape] is a [CylinderShape]." msgstr "" #: doc/classes/PhysicsServer.xml:1164 msgid "The [Shape] is a [ConvexPolygonShape]." msgstr "" #: doc/classes/PhysicsServer.xml:1167 msgid "The [Shape] is a [ConcavePolygonShape]." msgstr "" #: doc/classes/PhysicsServer.xml:1170 msgid "The [Shape] is a [HeightMapShape]." msgstr "" #: doc/classes/PhysicsShapeQueryParameters.xml:4 msgid "Parameters to be sent to a 3D shape physics query." msgstr "" #: doc/classes/PhysicsShapeQueryParameters.xml:7 msgid "" "This class contains the shape and other parameters for 3D intersection/" "collision queries." msgstr "" #: doc/classes/PhysicsShapeQueryParameters.xml:16 msgid "Sets the [Shape] that will be used for collision/intersection queries." msgstr "" #: doc/classes/PhysicsShapeQueryParameters.xml:22 #, fuzzy msgid "If [code]true[/code], the query will take [Area]s into account." msgstr "Wenn [code]true[/code], wird die Textur zentriert." #: doc/classes/PhysicsShapeQueryParameters.xml:25 #, fuzzy msgid "If [code]true[/code], the query will take [PhysicsBody]s into account." msgstr "Wenn [code]true[/code], wird die Textur zentriert." #: doc/classes/PinJoint.xml:4 msgid "Pin joint for 3D PhysicsBodies." msgstr "" #: doc/classes/PinJoint.xml:7 msgid "" "Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. " "See also [Generic6DOFJoint]." msgstr "" #: doc/classes/PinJoint.xml:30 doc/classes/PinJoint.xml:41 msgid "" "The force with which the pinned objects stay in positional relation to each " "other. The higher, the stronger." msgstr "" #: doc/classes/PinJoint.xml:33 doc/classes/PinJoint.xml:44 msgid "" "The force with which the pinned objects stay in velocity relation to each " "other. The higher, the stronger." msgstr "" #: doc/classes/PinJoint.xml:36 doc/classes/PinJoint.xml:47 msgid "" "If above 0, this value is the maximum value for an impulse that this Joint " "produces." msgstr "" #: doc/classes/PinJoint2D.xml:4 msgid "Pin Joint for 2D shapes." msgstr "" #: doc/classes/PinJoint2D.xml:7 msgid "" "Pin Joint for 2D rigid bodies. It pins two bodies (rigid or static) together." msgstr "" #: doc/classes/PinJoint2D.xml:15 msgid "" "The higher this value, the more the bond to the pinned partner can flex." msgstr "" #: doc/classes/Plane.xml:4 msgid "Plane in hessian form." msgstr "" #: doc/classes/Plane.xml:7 msgid "" "Plane represents a normalized plane equation. Basically, \"normal\" is the " "normal of the plane (a,b,c normalized), and \"d\" is the distance from the " "origin to the plane (in the direction of \"normal\"). \"Over\" or \"Above\" " "the plane is considered the side of the plane towards where the normal is " "pointing." msgstr "" #: doc/classes/Plane.xml:20 msgid "" "Creates a plane from the four parameters. The three components of the " "resulting plane's [member normal] are [code]a[/code], [code]b[/code] and " "[code]c[/code], and the plane has a distance of [code]d[/code] from the " "origin." msgstr "" #: doc/classes/Plane.xml:29 msgid "Creates a plane from the three points, given in clockwise order." msgstr "" #: doc/classes/Plane.xml:37 msgid "Creates a plane from the normal and the plane's distance to the origin." msgstr "" #: doc/classes/Plane.xml:43 msgid "Returns the center of the plane." msgstr "" #: doc/classes/Plane.xml:50 msgid "" "Returns the shortest distance from the plane to the position [code]point[/" "code]." msgstr "" #: doc/classes/Plane.xml:56 msgid "" "Returns the center of the plane.\n" "This method is deprecated, please use [method center] instead." msgstr "" #: doc/classes/Plane.xml:65 msgid "" "Returns [code]true[/code] if [code]point[/code] is inside the plane. " "Comparison uses a custom minimum [code]epsilon[/code] threshold." msgstr "" #: doc/classes/Plane.xml:73 msgid "" "Returns the intersection point of the three planes [code]b[/code], [code]c[/" "code] and this plane. If no intersection is found, [code]null[/code] is " "returned." msgstr "" #: doc/classes/Plane.xml:81 msgid "" "Returns the intersection point of a ray consisting of the position " "[code]from[/code] and the direction normal [code]dir[/code] with this plane. " "If no intersection is found, [code]null[/code] is returned." msgstr "" #: doc/classes/Plane.xml:89 msgid "" "Returns the intersection point of a segment from position [code]begin[/code] " "to position [code]end[/code] with this plane. If no intersection is found, " "[code]null[/code] is returned." msgstr "" #: doc/classes/Plane.xml:96 msgid "" "Returns [code]true[/code] if this plane and [code]plane[/code] are " "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" #: doc/classes/Plane.xml:103 msgid "" "Returns [code]true[/code] if [code]point[/code] is located above the plane." msgstr "" #: doc/classes/Plane.xml:109 msgid "Returns a copy of the plane, normalized." msgstr "" #: doc/classes/Plane.xml:116 msgid "" "Returns the orthogonal projection of [code]point[/code] into a point in the " "plane." msgstr "" #: doc/classes/Plane.xml:122 msgid "" "The distance from the origin to the plane, in the direction of [member " "normal]. This value is typically non-negative.\n" "In the scalar equation of the plane [code]ax + by + cz = d[/code], this is " "[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented " "by the [member normal] property." msgstr "" #: doc/classes/Plane.xml:126 msgid "" "The normal of the plane, which must be normalized.\n" "In the scalar equation of the plane [code]ax + by + cz = d[/code], this is " "the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] " "property." msgstr "" #: doc/classes/Plane.xml:130 msgid "The X component of the plane's [member normal] vector." msgstr "" #: doc/classes/Plane.xml:133 msgid "The Y component of the plane's [member normal] vector." msgstr "" #: doc/classes/Plane.xml:136 msgid "The Z component of the plane's [member normal] vector." msgstr "" #: doc/classes/Plane.xml:141 msgid "A plane that extends in the Y and Z axes (normal vector points +X)." msgstr "" #: doc/classes/Plane.xml:144 msgid "A plane that extends in the X and Z axes (normal vector points +Y)." msgstr "" #: doc/classes/Plane.xml:147 msgid "A plane that extends in the X and Y axes (normal vector points +Z)." msgstr "" #: doc/classes/PlaneMesh.xml:4 msgid "Class representing a planar [PrimitiveMesh]." msgstr "" #: doc/classes/PlaneMesh.xml:7 msgid "" "Class representing a planar [PrimitiveMesh]. This flat mesh does not have a " "thickness. By default, this mesh is aligned on the X and Z axes; this " "default rotation isn't suited for use with billboarded materials. For " "billboarded materials, use [QuadMesh] instead.\n" "[b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you " "may stumble upon UV jittering issues depending on the camera angle. To solve " "this, increase [member subdivide_depth] and [member subdivide_width] until " "you no longer notice UV jittering." msgstr "" #: doc/classes/PlaneMesh.xml:16 msgid "Offset from the origin of the generated plane. Useful for particles." msgstr "" #: doc/classes/PlaneMesh.xml:19 msgid "Size of the generated plane." msgstr "" #: doc/classes/PlaneMesh.xml:22 msgid "Number of subdivision along the Z axis." msgstr "" #: doc/classes/PlaneMesh.xml:25 msgid "Number of subdivision along the X axis." msgstr "" #: doc/classes/PlaneShape.xml:4 msgid "Infinite plane shape for 3D collisions." msgstr "" #: doc/classes/PlaneShape.xml:7 msgid "" "An infinite plane shape for 3D collisions. Note that the [Plane]'s normal " "matters; anything \"below\" the plane will collide with it. If the " "[PlaneShape] is used in a [PhysicsBody], it will cause colliding objects " "placed \"below\" it to teleport \"above\" the plane." msgstr "" #: doc/classes/PlaneShape.xml:15 msgid "The [Plane] used by the [PlaneShape] for collision." msgstr "" #: doc/classes/PointMesh.xml:4 msgid "Mesh with a single Point primitive." msgstr "" #: doc/classes/PointMesh.xml:7 msgid "" "The PointMesh is made from a single point. Instead of relying on triangles, " "points are rendered as a single rectangle on the screen with a constant " "size. They are intended to be used with Particle systems, but can be used as " "a cheap way to render constant size billboarded sprites (for example in a " "point cloud).\n" "PointMeshes, must be used with a material that has a point size. Point size " "can be accessed in a shader with [code]POINT_SIZE[/code], or in a " "[SpatialMaterial] by setting [member SpatialMaterial.flags_use_point_size] " "and the variable [member SpatialMaterial.params_point_size].\n" "When using PointMeshes, properties that normally alter vertices will be " "ignored, including billboard mode, grow, and cull face." msgstr "" #: doc/classes/Polygon2D.xml:4 msgid "A 2D polygon." msgstr "" #: doc/classes/Polygon2D.xml:7 msgid "" "A Polygon2D is defined by a set of points. Each point is connected to the " "next, with the final point being connected to the first, resulting in a " "closed polygon. Polygon2Ds can be filled with color (solid or gradient) or " "filled with a given texture.\n" "[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a " "time. To increase this limit, open the Project Settings and increase [member " "ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and " "[member ProjectSettings.rendering/limits/buffers/" "canvas_polygon_index_buffer_size_kb]." msgstr "" #: doc/classes/Polygon2D.xml:18 msgid "" "Adds a bone with the specified [code]path[/code] and [code]weights[/code]." msgstr "" #: doc/classes/Polygon2D.xml:24 msgid "Removes all bones from this [Polygon2D]." msgstr "" #: doc/classes/Polygon2D.xml:31 msgid "Removes the specified bone from this [Polygon2D]." msgstr "" #: doc/classes/Polygon2D.xml:37 msgid "Returns the number of bones in this [Polygon2D]." msgstr "" #: doc/classes/Polygon2D.xml:44 msgid "Returns the path to the node associated with the specified bone." msgstr "" #: doc/classes/Polygon2D.xml:51 msgid "Returns the height values of the specified bone." msgstr "" #: doc/classes/Polygon2D.xml:59 msgid "Sets the path to the node associated with the specified bone." msgstr "" #: doc/classes/Polygon2D.xml:67 msgid "Sets the weight values for the specified bone." msgstr "" #: doc/classes/Polygon2D.xml:73 msgid "If [code]true[/code], polygon edges will be anti-aliased." msgstr "" #: doc/classes/Polygon2D.xml:78 msgid "" "The polygon's fill color. If [code]texture[/code] is defined, it will be " "multiplied by this color. It will also be the default color for vertices not " "set in [code]vertex_colors[/code]." msgstr "" #: doc/classes/Polygon2D.xml:83 msgid "" "Added padding applied to the bounding box when using [code]invert[/code]. " "Setting this value too small may result in a \"Bad Polygon\" error." msgstr "" #: doc/classes/Polygon2D.xml:86 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 "" #: doc/classes/Polygon2D.xml:89 msgid "The offset applied to each vertex." msgstr "" #: doc/classes/Polygon2D.xml:92 msgid "" "The polygon's list of vertices. The final point will be connected to the " "first.\n" "[b]Note:[/b] This returns a copy of the [PoolVector2Array] rather than a " "reference." msgstr "" #: doc/classes/Polygon2D.xml:100 msgid "" "The polygon's fill texture. Use [code]uv[/code] to set texture coordinates." msgstr "" #: doc/classes/Polygon2D.xml:103 msgid "" "Amount to offset the polygon's [code]texture[/code]. If [code](0, 0)[/code] " "the texture's origin (its top-left corner) will be placed at the polygon's " "[code]position[/code]." msgstr "" #: doc/classes/Polygon2D.xml:106 msgid "The texture's rotation in radians." msgstr "" #: doc/classes/Polygon2D.xml:109 msgid "The texture's rotation in degrees." msgstr "" #: doc/classes/Polygon2D.xml:112 msgid "" "Amount to multiply the [code]uv[/code] coordinates when using a " "[code]texture[/code]. Larger values make the texture smaller, and vice versa." msgstr "" #: doc/classes/Polygon2D.xml:115 msgid "" "Texture coordinates for each vertex of the polygon. There should be one " "[code]uv[/code] per polygon vertex. If there are fewer, undefined vertices " "will use [code](0, 0)[/code]." msgstr "" #: doc/classes/Polygon2D.xml:118 msgid "" "Color for each vertex. Colors are interpolated between vertices, resulting " "in smooth gradients. There should be one per polygon vertex. If there are " "fewer, undefined vertices will use [code]color[/code]." msgstr "" #: doc/classes/PoolByteArray.xml:4 #, fuzzy msgid "A pooled [Array] of bytes." msgstr "Ein gepacktes [Array] aus [Vector2]-Elementen." #: doc/classes/PoolByteArray.xml:7 #, fuzzy msgid "" "An [Array] specifically designed to hold bytes. Optimized for memory usage, " "does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" "Ein [Array] das nur für den Zweck [Vector2]-Elemente zu beinhalten entworfen " "wurde. Die Daten werden eng gepackt, so dass es zu Speichervorteilen für " "größere Arrays kommt.\n" "[b]Hinweis:[/b] Dieser Typ wird als Wert anstatt als Referenz übergeben." #: doc/classes/PoolByteArray.xml:17 #, fuzzy msgid "" "Constructs a new [PoolByteArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Erzeugt ein neues [PackedVector2Array]. Optional kann ein gewöhnliches " "[Array] übergeben werden das dann konvertiert wird." #: doc/classes/PoolByteArray.xml:29 #, fuzzy msgid "Appends a [PoolByteArray] at the end of this array." msgstr "Hängt ein [PackedVector2Array] am Ende dieses Arrays an." #: doc/classes/PoolByteArray.xml:36 msgid "" "Returns a new [PoolByteArray] with the data compressed. Set the compression " "mode using one of [enum File.CompressionMode]'s constants." msgstr "" #: doc/classes/PoolByteArray.xml:44 msgid "" "Returns a new [PoolByteArray] with the data decompressed. Set " "[code]buffer_size[/code] to the size of the uncompressed data. Set the " "compression mode using one of [enum File.CompressionMode]'s constants." msgstr "" #: doc/classes/PoolByteArray.xml:52 msgid "" "Returns a new [PoolByteArray] with the data decompressed. Set the " "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " "have to re-allocate it's output buffer multiple times while decompressing, " "where as [code]decompress[/code] knows it's output buffer size from the " "begining.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " "decompression exceeds that ammount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml:67 msgid "" "Returns a copy of the array's contents as [String]. Fast alternative to " "[method get_string_from_utf8] if the content is ASCII-only. Unlike the UTF-8 " "function this function maps every byte to a character in the array. " "Multibyte sequences will not be interpreted correctly. For parsing user " "input always use [method get_string_from_utf8]." msgstr "" #: doc/classes/PoolByteArray.xml:73 msgid "" "Returns a copy of the array's contents as [String]. Slower than [method " "get_string_from_ascii] but supports UTF-8 encoded data. Use this function if " "you are unsure about the source of the data. For user input this function " "should always be preferred." msgstr "" #: doc/classes/PoolByteArray.xml:79 msgid "" "Returns a hexadecimal representation of this array as a [String].\n" "[codeblock]\n" "var array = PoolByteArray([11, 46, 255])\n" "print(array.hex_encode()) # Prints: 0b2eff\n" "[/codeblock]" msgstr "" #: doc/classes/PoolByteArray.xml:91 doc/classes/PoolColorArray.xml:43 #: doc/classes/PoolRealArray.xml:44 doc/classes/PoolStringArray.xml:44 #: doc/classes/PoolVector2Array.xml:44 doc/classes/PoolVector3Array.xml:43 msgid "" "Inserts a new element at a given position in the array. The position must be " "valid, or at the end of the array ([code]idx == size()[/code])." msgstr "" "Fügt ein neues Element an der übergebenen Position ein. Die Position muss " "innerhalb des Arrays oder eins dahinter liegen([code]index == size()[/code])." #: doc/classes/PoolByteArray.xml:102 doc/classes/PoolRealArray.xml:55 msgid "Appends an element at the end of the array." msgstr "" #: doc/classes/PoolByteArray.xml:108 doc/classes/PoolColorArray.xml:60 #: doc/classes/PoolIntArray.xml:61 doc/classes/PoolRealArray.xml:61 #: doc/classes/PoolStringArray.xml:68 doc/classes/PoolVector2Array.xml:61 #: doc/classes/PoolVector3Array.xml:60 msgid "Removes an element from the array by index." msgstr "Entfernt das Element der Arrays dessen Position übergeben wurde." #: doc/classes/PoolByteArray.xml:114 doc/classes/PoolIntArray.xml:67 #: doc/classes/PoolRealArray.xml:67 #, fuzzy msgid "" "Sets the size of the array. If the array is grown, reserves elements at the " "end of the array. If the array is shrunk, truncates the array to the new " "size.\n" "[b]Note:[/b] Added elements are not automatically initialized to 0 and will " "contain garbage, i.e. indeterminate values." msgstr "" "Legt die Größe des Arrays fest. Sollte das Array dadurch wachsen, werden " "neue Elemente am Ende des Arrays reserviert. Sollte es schrumpfen, werden " "Elemente am Ende entsprechend weggeschnitten." #: doc/classes/PoolByteArray.xml:122 msgid "Changes the byte at the given index." msgstr "" #: doc/classes/PoolByteArray.xml:128 doc/classes/PoolColorArray.xml:79 #: doc/classes/PoolRealArray.xml:81 doc/classes/PoolStringArray.xml:87 #: doc/classes/PoolVector2Array.xml:80 doc/classes/PoolVector3Array.xml:79 msgid "Returns the size of the array." msgstr "Gibt die Größe des Arrays zurück." #: doc/classes/PoolByteArray.xml:136 msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " "new [PoolByteArray]. Any negative index is considered to be from the end of " "the array." msgstr "" #: doc/classes/PoolColorArray.xml:4 #, fuzzy msgid "A pooled [Array] of [Color]." msgstr "Ein gepacktes [Array] aus [Vector2]-Elementen." #: doc/classes/PoolColorArray.xml:7 #, fuzzy msgid "" "An [Array] specifically designed to hold [Color]. Optimized for memory " "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" "Ein [Array] das nur für den Zweck [Vector2]-Elemente zu beinhalten entworfen " "wurde. Die Daten werden eng gepackt, so dass es zu Speichervorteilen für " "größere Arrays kommt.\n" "[b]Hinweis:[/b] Dieser Typ wird als Wert anstatt als Referenz übergeben." #: doc/classes/PoolColorArray.xml:17 #, fuzzy msgid "" "Constructs a new [PoolColorArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Erzeugt ein neues [PackedVector2Array]. Optional kann ein gewöhnliches " "[Array] übergeben werden das dann konvertiert wird." #: doc/classes/PoolColorArray.xml:29 #, fuzzy msgid "Appends a [PoolColorArray] at the end of this array." msgstr "Hängt ein [PackedVector2Array] am Ende dieses Arrays an." #: doc/classes/PoolColorArray.xml:54 doc/classes/PoolIntArray.xml:55 msgid "Appends a value to the array." msgstr "" #: doc/classes/PoolColorArray.xml:66 doc/classes/PoolStringArray.xml:74 #: doc/classes/PoolVector2Array.xml:67 doc/classes/PoolVector3Array.xml:66 msgid "" "Sets the size of the array. If the array is grown, reserves elements at the " "end of the array. If the array is shrunk, truncates the array to the new " "size." msgstr "" "Legt die Größe des Arrays fest. Sollte das Array dadurch wachsen, werden " "neue Elemente am Ende des Arrays reserviert. Sollte es schrumpfen, werden " "Elemente am Ende entsprechend weggeschnitten." #: doc/classes/PoolColorArray.xml:73 msgid "Changes the [Color] at the given index." msgstr "" #: doc/classes/PoolIntArray.xml:4 #, fuzzy msgid "A pooled [Array] of integers ([int])." msgstr "Ein gepacktes [Array] aus [Vector2]-Elementen." #: doc/classes/PoolIntArray.xml:7 msgid "" "An [Array] specifically designed to hold integer values ([int]). Optimized " "for memory usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference.\n" "[b]Note:[/b] This type is limited to signed 32-bit integers, which means it " "can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. " "[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap " "around. In comparison, [int] uses signed 64-bit integers which can hold much " "larger values." msgstr "" #: doc/classes/PoolIntArray.xml:18 #, fuzzy msgid "" "Constructs a new [PoolIntArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Erzeugt ein neues [PackedVector2Array]. Optional kann ein gewöhnliches " "[Array] übergeben werden das dann konvertiert wird." #: doc/classes/PoolIntArray.xml:30 #, fuzzy msgid "Appends a [PoolIntArray] at the end of this array." msgstr "Hängt ein [PackedVector2Array] am Ende dieses Arrays an." #: doc/classes/PoolIntArray.xml:44 #, fuzzy msgid "" "Inserts a new int at a given position in the array. The position must be " "valid, or at the end of the array ([code]idx == size()[/code])." msgstr "" "Fügt ein neues Element an der übergebenen Position ein. Die Position muss " "innerhalb des Arrays oder eins dahinter liegen([code]index == size()[/code])." #: doc/classes/PoolIntArray.xml:75 #, fuzzy msgid "Changes the int at the given index." msgstr "Ändert den [Vector2] am übergeben Index." #: doc/classes/PoolIntArray.xml:81 msgid "Returns the array size." msgstr "" #: doc/classes/PoolRealArray.xml:4 #, fuzzy msgid "A pooled [Array] of reals ([float])." msgstr "Ein gepacktes [Array] aus [Vector2]-Elementen." #: doc/classes/PoolRealArray.xml:7 msgid "" "An [Array] specifically designed to hold floating-point values. Optimized " "for memory usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference.\n" "[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in " "[PoolRealArray] are 32-bit floats. This means values stored in " "[PoolRealArray] have lower precision compared to primitive [float]s. If you " "need to store 64-bit floats in an array, use a generic [Array] with [float] " "elements as these will still be 64-bit. However, using a generic [Array] to " "store [float]s will use roughly 6 times more memory compared to a " "[PoolRealArray]." msgstr "" #: doc/classes/PoolRealArray.xml:18 #, fuzzy msgid "" "Constructs a new [PoolRealArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Erzeugt ein neues [PackedVector2Array]. Optional kann ein gewöhnliches " "[Array] übergeben werden das dann konvertiert wird." #: doc/classes/PoolRealArray.xml:30 #, fuzzy msgid "Appends a [PoolRealArray] at the end of this array." msgstr "Hängt ein [PackedVector2Array] am Ende dieses Arrays an." #: doc/classes/PoolRealArray.xml:75 msgid "Changes the float at the given index." msgstr "" #: doc/classes/PoolStringArray.xml:4 #, fuzzy msgid "A pooled [Array] of [String]." msgstr "Ein gepacktes [Array] aus [Vector2]-Elementen." #: doc/classes/PoolStringArray.xml:7 #, fuzzy msgid "" "An [Array] specifically designed to hold [String]s. Optimized for memory " "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" "Ein [Array] das nur für den Zweck [Vector2]-Elemente zu beinhalten entworfen " "wurde. Die Daten werden eng gepackt, so dass es zu Speichervorteilen für " "größere Arrays kommt.\n" "[b]Hinweis:[/b] Dieser Typ wird als Wert anstatt als Referenz übergeben." #: doc/classes/PoolStringArray.xml:18 #, fuzzy msgid "" "Constructs a new [PoolStringArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Erzeugt ein neues [PackedVector2Array]. Optional kann ein gewöhnliches " "[Array] übergeben werden das dann konvertiert wird." #: doc/classes/PoolStringArray.xml:30 #, fuzzy msgid "Appends a [PoolStringArray] at the end of this array." msgstr "Hängt ein [PackedVector2Array] am Ende dieses Arrays an." #: doc/classes/PoolStringArray.xml:56 #, fuzzy msgid "" "Returns a [String] with each element of the array joined with the given " "[code]delimiter[/code]." msgstr "" "Gibt ein Array aller Zellen mit der angegebenen Kachel [code]index[/code] " "zurück." #: doc/classes/PoolStringArray.xml:62 msgid "Appends a string element at end of the array." msgstr "" #: doc/classes/PoolStringArray.xml:81 msgid "Changes the [String] at the given index." msgstr "" #: doc/classes/PoolVector2Array.xml:4 #, fuzzy msgid "A pooled [Array] of [Vector2]." msgstr "Ein gepacktes [Array] aus [Vector2]-Elementen." #: doc/classes/PoolVector2Array.xml:7 #, fuzzy msgid "" "An [Array] specifically designed to hold [Vector2]. Optimized for memory " "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" "Ein [Array] das nur für den Zweck [Vector2]-Elemente zu beinhalten entworfen " "wurde. Die Daten werden eng gepackt, so dass es zu Speichervorteilen für " "größere Arrays kommt.\n" "[b]Hinweis:[/b] Dieser Typ wird als Wert anstatt als Referenz übergeben." #: doc/classes/PoolVector2Array.xml:11 doc/classes/TileMap.xml:15 #: doc/classes/TileSet.xml:15 #, fuzzy msgid "https://godotengine.org/asset-library/asset/519" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/PoolVector2Array.xml:18 #, fuzzy msgid "" "Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Erzeugt ein neues [PackedVector2Array]. Optional kann ein gewöhnliches " "[Array] übergeben werden das dann konvertiert wird." #: doc/classes/PoolVector2Array.xml:30 #, fuzzy msgid "Appends a [PoolVector2Array] at the end of this array." msgstr "Hängt ein [PackedVector2Array] am Ende dieses Arrays an." #: doc/classes/PoolVector2Array.xml:55 msgid "Inserts a [Vector2] at the end." msgstr "Fügt ein [Vector2] am Ende hinzu." #: doc/classes/PoolVector2Array.xml:74 msgid "Changes the [Vector2] at the given index." msgstr "Ändert den [Vector2] am übergeben Index." #: doc/classes/PoolVector3Array.xml:4 #, fuzzy msgid "A pooled [Array] of [Vector3]." msgstr "Ein gepacktes [Array] aus [Vector3]-Elementen." #: doc/classes/PoolVector3Array.xml:7 #, fuzzy msgid "" "An [Array] specifically designed to hold [Vector3]. Optimized for memory " "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" "Ein [Array] das nur für den Zweck [Vector3]-Elemente zu beinhalten entworfen " "wurde. Die Daten werden eng gepackt, so dass es zu Speichervorteilen für " "größere Arrays kommt.\n" "[b]Hinweis:[/b] Dieser Typ wird als Wert anstatt als Referenz übergeben." #: doc/classes/PoolVector3Array.xml:17 #, fuzzy msgid "" "Constructs a new [PoolVector3Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Erzeugt ein neues [PackedVector3Array]. Optional kann ein gewöhnliches " "[Array] übergeben werden das dann konvertiert wird." #: doc/classes/PoolVector3Array.xml:29 #, fuzzy msgid "Appends a [PoolVector3Array] at the end of this array." msgstr "Hängt ein [PackedVector3Array] am Ende dieses Arrays an." #: doc/classes/PoolVector3Array.xml:54 msgid "Inserts a [Vector3] at the end." msgstr "Fügt ein [Vector3] am Ende hinzu." #: doc/classes/PoolVector3Array.xml:73 msgid "Changes the [Vector3] at the given index." msgstr "Ändert den [Vector3] am übergeben Index." #: doc/classes/Popup.xml:4 msgid "Base container control for popups and dialogs." msgstr "" #: doc/classes/Popup.xml:7 msgid "" "Popup is a base [Control] used to show dialogs and popups. It's a subwindow " "and modal by default (see [Control]) and has helpers for custom popup " "behavior. All popup methods ensure correct placement within the viewport." msgstr "" #: doc/classes/Popup.xml:16 msgid "Popup (show the control in modal form)." msgstr "" #: doc/classes/Popup.xml:23 msgid "" "Popup (show the control in modal form) in the center of the screen relative " "to its current canvas transform, at the current size, or at a size " "determined by [code]size[/code]." msgstr "" #: doc/classes/Popup.xml:31 msgid "" "Popup (show the control in modal form) in the center of the screen relative " "to the current canvas transform, clamping the size to [code]size[/code], " "then ensuring the popup is no larger than the viewport size multiplied by " "[code]fallback_ratio[/code]." msgstr "" #: doc/classes/Popup.xml:38 msgid "" "Popup (show the control in modal form) in the center of the screen relative " "to the current canvas transform, ensuring the size is never smaller than " "[code]minsize[/code]." msgstr "" #: doc/classes/Popup.xml:45 msgid "" "Popup (show the control in modal form) in the center of the screen relative " "to the current canvas transform, scaled at a ratio of size of the screen." msgstr "" #: doc/classes/Popup.xml:51 msgid "Shrink popup to keep to the minimum size of content." msgstr "" #: doc/classes/Popup.xml:57 msgid "" "If [code]true[/code], the popup will not be hidden when a click event occurs " "outside of it, or when it receives the [code]ui_cancel[/code] action event.\n" "[b]Note:[/b] Enabling this property doesn't affect the Close or Cancel " "buttons' behavior in dialogs that inherit from this class. As a workaround, " "you can use [method WindowDialog.get_close_button] or [method " "ConfirmationDialog.get_cancel] and hide the buttons in question by setting " "their [member CanvasItem.visible] property to [code]false[/code]." msgstr "" #: doc/classes/Popup.xml:65 msgid "" "Emitted when a popup is about to be shown. This is often used in [PopupMenu] " "to clear the list of options then create a new one according to the current " "context." msgstr "" #: doc/classes/Popup.xml:70 msgid "Emitted when a popup is hidden." msgstr "" #: doc/classes/Popup.xml:76 msgid "Notification sent right after the popup is shown." msgstr "" #: doc/classes/Popup.xml:79 msgid "Notification sent right after the popup is hidden." msgstr "" #: doc/classes/PopupDialog.xml:4 msgid "Base class for popup dialogs." msgstr "" #: doc/classes/PopupDialog.xml:7 msgid "" "PopupDialog is a base class for popup dialogs, along with [WindowDialog]." msgstr "" #: doc/classes/PopupDialog.xml:17 msgid "Sets a custom [StyleBox] for the panel of the [PopupDialog]." msgstr "" #: doc/classes/PopupMenu.xml:4 msgid "PopupMenu displays a list of options." msgstr "" #: doc/classes/PopupMenu.xml:7 msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " "in toolbars or context menus." msgstr "" #: doc/classes/PopupMenu.xml:18 msgid "" "Adds a new checkable item with text [code]label[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" #: doc/classes/PopupMenu.xml:29 msgid "" "Adds a new checkable item and assigns the specified [ShortCut] to it. Sets " "the label of the checkbox to the [ShortCut]'s name.\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" #: doc/classes/PopupMenu.xml:41 msgid "" "Adds a new checkable item with text [code]label[/code] and icon " "[code]texture[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" #: doc/classes/PopupMenu.xml:53 msgid "" "Adds a new checkable item and assigns the specified [ShortCut] and icon " "[code]texture[/code] to it. Sets the label of the checkbox to the " "[ShortCut]'s name.\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" #: doc/classes/PopupMenu.xml:65 msgid "" "Adds a new item with text [code]label[/code] and icon [code]texture[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators." msgstr "" #: doc/classes/PopupMenu.xml:76 msgid "Same as [method add_icon_check_item], but uses a radio check button." msgstr "" #: doc/classes/PopupMenu.xml:86 msgid "" "Same as [method add_icon_check_shortcut], but uses a radio check button." msgstr "" #: doc/classes/PopupMenu.xml:96 msgid "" "Adds a new item and assigns the specified [ShortCut] and icon [code]texture[/" "code] to it. Sets the label of the checkbox to the [ShortCut]'s name.\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index." msgstr "" #: doc/classes/PopupMenu.xml:106 msgid "" "Adds a new item with text [code]label[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators." msgstr "" #: doc/classes/PopupMenu.xml:118 msgid "" "Adds a new multistate item with text [code]label[/code].\n" "Contrarily to normal binary items, multistate items can have more than two " "states, as defined by [code]max_states[/code]. Each press or activate of the " "item will increase the state by one. The default value is defined by " "[code]default_state[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators." msgstr "" #: doc/classes/PopupMenu.xml:129 msgid "" "Adds a new radio check button with text [code]label[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" #: doc/classes/PopupMenu.xml:140 msgid "" "Adds a new radio check button and assigns a [ShortCut] to it. Sets the label " "of the checkbox to the [ShortCut]'s name.\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" #: doc/classes/PopupMenu.xml:150 msgid "" "Adds a separator between items. Separators also occupy an index, which you " "can set by using the [code]id[/code] parameter.\n" "A [code]label[/code] can optionally be provided, which will appear at the " "center of the separator." msgstr "" #: doc/classes/PopupMenu.xml:160 msgid "" "Adds a [ShortCut].\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index." msgstr "" #: doc/classes/PopupMenu.xml:170 msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " "clicked. The [code]submenu[/code] argument is the name of the child " "[PopupMenu] node that will be shown when the item is clicked.\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index." msgstr "" #: doc/classes/PopupMenu.xml:177 msgid "Removes all items from the [PopupMenu]." msgstr "" #: doc/classes/PopupMenu.xml:183 #, fuzzy msgid "" "Returns the index of the currently focused item. Returns [code]-1[/code] if " "no item is focused." msgstr "" "Liefert die [Animation] mit dem Schlüssel [code]name[/code] oder [code]null[/" "code], wenn nicht gefunden." #: doc/classes/PopupMenu.xml:190 msgid "" "Returns the accelerator of the item at index [code]idx[/code]. Accelerators " "are special combinations of keys that activate the item, no matter which " "control is focused." msgstr "" #: doc/classes/PopupMenu.xml:196 msgid "Returns the number of items in the [PopupMenu]." msgstr "" #: doc/classes/PopupMenu.xml:210 msgid "" "Returns the id of the item at index [code]idx[/code]. [code]id[/code] can be " "manually assigned, while index can not." msgstr "" #: doc/classes/PopupMenu.xml:217 msgid "" "Returns the index of the item containing the specified [code]id[/code]. " "Index is automatically assigned to each item by the engine. Index can not be " "set manually." msgstr "" #: doc/classes/PopupMenu.xml:224 msgid "" "Returns the metadata of the specified item, which might be of any type. You " "can set it with [method set_item_metadata], which provides a simple way of " "assigning context data to items." msgstr "" #: doc/classes/PopupMenu.xml:231 msgid "" "Returns the [ShortCut] associated with the specified [code]idx[/code] item." msgstr "" #: doc/classes/PopupMenu.xml:238 msgid "" "Returns the submenu name of the item at index [code]idx[/code]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" #: doc/classes/PopupMenu.xml:252 msgid "" "Returns the tooltip associated with the specified index index [code]idx[/" "code]." msgstr "" #: doc/classes/PopupMenu.xml:258 #, fuzzy msgid "" "Returns [code]true[/code] if the popup will be hidden when the window loses " "focus or not." msgstr "" "Gibt [code]true[/code] zurück, wenn ein Übergang zwischen den übergebenen " "Nodes existiert." #: doc/classes/PopupMenu.xml:265 msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is checkable " "in some way, i.e. if it has a checkbox or radio button.\n" "[b]Note:[/b] Checkable items just display a checkmark or radio button, but " "don't have any built-in checking behavior and must be checked/unchecked " "manually." msgstr "" #: doc/classes/PopupMenu.xml:273 msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is checked." msgstr "" #: doc/classes/PopupMenu.xml:280 msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is disabled. " "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 "" #: doc/classes/PopupMenu.xml:288 msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] has radio " "button-style checkability.\n" "[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/" "unchecking items in radio groups." msgstr "" #: doc/classes/PopupMenu.xml:296 msgid "" "Returns [code]true[/code] if the item is a separator. If it is, it will be " "displayed as a line. See [method add_separator] for more info on how to add " "a separator." msgstr "" #: doc/classes/PopupMenu.xml:303 msgid "Returns [code]true[/code] if the specified item's shortcut is disabled." msgstr "" #: doc/classes/PopupMenu.xml:310 msgid "" "Removes the item at index [code]idx[/code] from the menu.\n" "[b]Note:[/b] The indices of items after the removed item will be shifted by " "one." msgstr "" #: doc/classes/PopupMenu.xml:318 msgid "Hides the [PopupMenu] when the window loses focus." msgstr "" #: doc/classes/PopupMenu.xml:326 msgid "" "Sets the accelerator of the item at index [code]idx[/code]. Accelerators are " "special combinations of keys that activate the item, no matter which control " "is focused." msgstr "" #: doc/classes/PopupMenu.xml:334 msgid "" "Sets whether the item at index [code]idx[/code] has a checkbox. If " "[code]false[/code], sets the type of the item to plain text.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually." msgstr "" #: doc/classes/PopupMenu.xml:343 msgid "" "Sets the type of the item at the specified index [code]idx[/code] to radio " "button. If [code]false[/code], sets the type of the item to plain text." msgstr "" #: doc/classes/PopupMenu.xml:351 msgid "" "Mark the item at index [code]idx[/code] as a separator, which means that it " "would be displayed as a line. If [code]false[/code], sets the type of the " "item to plain text." msgstr "" #: doc/classes/PopupMenu.xml:359 msgid "Sets the checkstate status of the item at index [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml:367 msgid "" "Enables/disables the item at index [code]idx[/code]. When it is disabled, it " "can't be selected and its action can't be invoked." msgstr "" #: doc/classes/PopupMenu.xml:375 #, fuzzy msgid "Replaces the [Texture] icon of the specified [code]idx[/code]." msgstr "Gibt das Unternodemit dem angegebenen [code]Namen[/code] zurück." #: doc/classes/PopupMenu.xml:383 msgid "Sets the [code]id[/code] of the item at index [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml:391 msgid "" "Sets the metadata of an item, which may be of any type. You can later get it " "with [method get_item_metadata], which provides a simple way of assigning " "context data to items." msgstr "" #: doc/classes/PopupMenu.xml:399 msgid "" "Sets the state of a multistate item. See [method add_multistate_item] for " "details." msgstr "" #: doc/classes/PopupMenu.xml:408 msgid "Sets a [ShortCut] for the specified item [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml:416 msgid "Disables the [ShortCut] of the specified index [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml:424 msgid "" "Sets the submenu of the item at index [code]idx[/code]. The submenu is the " "name of a child [PopupMenu] node that would be shown when the item is " "clicked." msgstr "" #: doc/classes/PopupMenu.xml:440 msgid "" "Sets the [String] tooltip of the item at the specified index [code]idx[/" "code]." msgstr "" #: doc/classes/PopupMenu.xml:447 msgid "" "Toggles the check state of the item of the specified index [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml:454 msgid "" "Cycle to the next state of a multistate item. See [method " "add_multistate_item] for details." msgstr "" #: doc/classes/PopupMenu.xml:460 #, fuzzy msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys." msgstr "Wenn [code]true[/code], wird der [AnimationTree] verarbeitet." #: doc/classes/PopupMenu.xml:464 msgid "" "If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button " "is selected." msgstr "" #: doc/classes/PopupMenu.xml:467 msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected." msgstr "" #: doc/classes/PopupMenu.xml:470 msgid "" "If [code]true[/code], hides the [PopupMenu] when a state item is selected." msgstr "" #: doc/classes/PopupMenu.xml:473 msgid "" "Sets the delay time in seconds for the submenu item to popup on mouse " "hovering. If the popup menu is added as a child of another (acting as a " "submenu), it will inherit the delay time of the parent menu item." msgstr "" #: doc/classes/PopupMenu.xml:480 msgid "" "Emitted when user navigated to an item of some [code]id[/code] using " "[code]ui_up[/code] or [code]ui_down[/code] action." msgstr "" #: doc/classes/PopupMenu.xml:486 msgid "" "Emitted when an item of some [code]id[/code] is pressed or its accelerator " "is activated." msgstr "" #: doc/classes/PopupMenu.xml:492 msgid "" "Emitted when an item of some [code]index[/code] is pressed or its " "accelerator is activated." msgstr "" #: doc/classes/PopupMenu.xml:500 msgid "The default text [Color] for menu items' names." msgstr "" #: doc/classes/PopupMenu.xml:503 msgid "" "The text [Color] used for shortcuts and accelerators that show next to the " "menu item name when defined. See [method get_item_accelerator] for more info " "on accelerators." msgstr "" #: doc/classes/PopupMenu.xml:506 msgid "[Color] used for disabled menu items' text." msgstr "" #: doc/classes/PopupMenu.xml:509 msgid "[Color] used for the hovered text." msgstr "" #: doc/classes/PopupMenu.xml:512 msgid "[Color] used for labeled separators' text. See [method add_separator]." msgstr "" #: doc/classes/PopupMenu.xml:515 msgid "" "The horizontal space between the item's name and the shortcut text/submenu " "arrow." msgstr "" #: doc/classes/PopupMenu.xml:518 msgid "The vertical space between each menu item." msgstr "" #: doc/classes/PopupMenu.xml:521 msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml:524 msgid "[Texture] icon for the checked checkbox items." msgstr "" #: doc/classes/PopupMenu.xml:527 msgid "[Texture] icon for the checked radio button items." msgstr "" #: doc/classes/PopupMenu.xml:530 msgid "[Texture] icon for the unchecked radio button items." msgstr "" #: doc/classes/PopupMenu.xml:533 msgid "[Texture] icon for the submenu arrow." msgstr "" #: doc/classes/PopupMenu.xml:536 msgid "[Texture] icon for the unchecked checkbox items." msgstr "" #: doc/classes/PopupMenu.xml:539 msgid "[StyleBox] displayed when the [PopupMenu] item is hovered." msgstr "" #: doc/classes/PopupMenu.xml:542 msgid "" "[StyleBox] for the left side of labeled separator. See [method " "add_separator]." msgstr "" #: doc/classes/PopupMenu.xml:545 msgid "" "[StyleBox] for the right side of labeled separator. See [method " "add_separator]." msgstr "" #: doc/classes/PopupMenu.xml:548 msgid "Default [StyleBox] of the [PopupMenu] items." msgstr "" #: doc/classes/PopupMenu.xml:551 msgid "[StyleBox] used when the [PopupMenu] item is disabled." msgstr "" #: doc/classes/PopupMenu.xml:554 msgid "[StyleBox] used for the separators. See [method add_separator]." msgstr "" #: doc/classes/PopupPanel.xml:4 msgid "Class for displaying popups with a panel background." msgstr "" #: doc/classes/PopupPanel.xml:7 msgid "" "Class for displaying popups with a panel background. In some cases it might " "be simpler to use than [Popup], since it provides a configurable background. " "If you are making windows, better check [WindowDialog]." msgstr "" #: doc/classes/PopupPanel.xml:17 msgid "The background panel style of this [PopupPanel]." msgstr "" #: doc/classes/Portal.xml:4 msgid "Portal nodes are used to enable visibility between [Room]s." msgstr "" #: doc/classes/Portal.xml:7 msgid "" "[Portal]s are a special type of [MeshInstance] that allow the portal culling " "system to 'see' from one room to the next. They often correspond to doors " "and windows in level geometry. By only allowing [Camera]s to see through " "portals, this allows the system to cull out all the objects in rooms that " "cannot be seen through portals. This is a form of [b]occlusion culling[/b], " "and can greatly increase performance.\n" "There are some limitations to the form of portals:\n" "They must be single sided convex polygons, and usually you would orientate " "their front faces [b]outward[/b] from the [Room] they are placed in. The " "vertices should be positioned on a single plane (although their positioning " "does not have to be perfect).\n" "There is no need to place an opposite portal in an adjacent room, links are " "made two-way automatically." msgstr "" #: doc/classes/Portal.xml:20 doc/classes/Room.xml:21 msgid "Sets individual points. Primarily for use by the editor." msgstr "" #: doc/classes/Portal.xml:26 msgid "" "This is a shortcut for setting the linked [Room] in the name of the [Portal] " "(the name is used during conversion)." msgstr "" #: doc/classes/Portal.xml:29 msgid "" "The points defining the shape of the [Portal] polygon (which should be " "convex).\n" "These are defined in 2D, with [code]0,0[/code] being the origin of the " "[Portal] node's [member Spatial.global_transform].\n" "[b]Note:[/b] These raw points are sanitized for winding order internally." msgstr "" #: doc/classes/Portal.xml:34 msgid "" "Visibility through [Portal]s can be turned on and off at runtime - this is " "useful for having closable doors." msgstr "" #: doc/classes/Portal.xml:37 msgid "" "Some objects are so big that they may be present in more than one [Room] " "('sprawling'). As we often don't want objects that *just* breach the edges " "to be assigned to neighbouring rooms, you can assign an extra margin through " "the [Portal] to allow objects to breach without sprawling." msgstr "" #: doc/classes/Portal.xml:40 msgid "" "Portals default to being two way - see through in both directions, however " "you can make them one way, visible from the source room only." msgstr "" #: doc/classes/Portal.xml:43 msgid "" "In most cases you will want to use the default [Portal] margin in your " "portals (this is set in the [RoomManager]).\n" "If you want to override this default, set this value to [code]false[/code], " "and the local [member portal_margin] will take effect." msgstr "" #: doc/classes/Position2D.xml:4 msgid "Generic 2D position hint for editing." msgstr "" #: doc/classes/Position2D.xml:7 msgid "" "Generic 2D position hint for editing. It's just like a plain [Node2D], but " "it displays as a cross in the 2D editor at all times. You can set cross' " "visual size by using the gizmo in the 2D editor while the node is selected." msgstr "" #: doc/classes/Position3D.xml:4 msgid "Generic 3D position hint for editing." msgstr "" #: doc/classes/Position3D.xml:7 msgid "" "Generic 3D position hint for editing. It's just like a plain [Spatial], but " "it displays as a cross in the 3D editor at all times." msgstr "" #: doc/classes/PrimitiveMesh.xml:4 msgid "" "Base class for all primitive meshes. Handles applying a [Material] to a " "primitive mesh." msgstr "" #: doc/classes/PrimitiveMesh.xml:7 msgid "" "Base class for all primitive meshes. Handles applying a [Material] to a " "primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], " "[PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]." msgstr "" #: doc/classes/PrimitiveMesh.xml:15 msgid "" "Returns mesh arrays used to constitute surface of [Mesh]. The result can be " "passed to [method ArrayMesh.add_surface_from_arrays] to create a new " "surface. For example:\n" "[codeblock]\n" "var c := CylinderMesh.new()\n" "var arr_mesh := ArrayMesh.new()\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c." "get_mesh_arrays())\n" "[/codeblock]" msgstr "" #: doc/classes/PrimitiveMesh.xml:29 msgid "" "If set, the order of the vertices in each triangle are reversed resulting in " "the backside of the mesh being drawn.\n" "This gives the same result as using [constant SpatialMaterial.CULL_BACK] in " "[member SpatialMaterial.params_cull_mode]." msgstr "" #: doc/classes/PrimitiveMesh.xml:33 msgid "The current [Material] of the primitive mesh." msgstr "" #: doc/classes/PrismMesh.xml:4 doc/classes/PrismMesh.xml:7 msgid "Class representing a prism-shaped [PrimitiveMesh]." msgstr "" #: doc/classes/PrismMesh.xml:15 msgid "" "Displacement of the upper edge along the X axis. 0.0 positions edge straight " "above the bottom-left edge." msgstr "" #: doc/classes/PrismMesh.xml:18 msgid "Size of the prism." msgstr "" #: doc/classes/PrismMesh.xml:21 msgid "Number of added edge loops along the Z axis." msgstr "" #: doc/classes/PrismMesh.xml:24 msgid "Number of added edge loops along the Y axis." msgstr "" #: doc/classes/PrismMesh.xml:27 msgid "Number of added edge loops along the X axis." msgstr "" #: doc/classes/ProceduralSky.xml:4 msgid "" "Type of [Sky] that is generated procedurally based on user input parameters." msgstr "" #: doc/classes/ProceduralSky.xml:7 msgid "" "ProceduralSky provides a way to create an effective background quickly by " "defining procedural parameters for the sun, the sky and the ground. The sky " "and ground are very similar, they are defined by a color at the horizon, " "another color, and finally an easing curve to interpolate between these two " "colors. Similarly, the sun is described by a position in the sky, a color, " "and an easing curve. However, the sun also defines a minimum and maximum " "angle, these two values define at what distance the easing curve begins and " "ends from the sun, and thus end up defining the size of the sun in the sky.\n" "The ProceduralSky is updated on the CPU after the parameters change. It is " "stored in a texture and then displayed as a background in the scene. This " "makes it relatively unsuitable for real-time updates during gameplay. " "However, with a small enough texture size, it can still be updated " "relatively frequently, as it is updated on a background thread when multi-" "threading is available." msgstr "" #: doc/classes/ProceduralSky.xml:16 msgid "Color of the ground at the bottom." msgstr "" #: doc/classes/ProceduralSky.xml:19 msgid "" "How quickly the [member ground_horizon_color] fades into the [member " "ground_bottom_color]." msgstr "" #: doc/classes/ProceduralSky.xml:22 msgid "Amount of energy contribution from the ground." msgstr "" #: doc/classes/ProceduralSky.xml:25 msgid "Color of the ground at the horizon." msgstr "" #: doc/classes/ProceduralSky.xml:28 msgid "" "How quickly the [member sky_horizon_color] fades into the [member " "sky_top_color]." msgstr "" #: doc/classes/ProceduralSky.xml:31 msgid "Amount of energy contribution from the sky." msgstr "" #: doc/classes/ProceduralSky.xml:34 msgid "Color of the sky at the horizon." msgstr "" #: doc/classes/ProceduralSky.xml:37 msgid "Color of the sky at the top." msgstr "" #: doc/classes/ProceduralSky.xml:40 msgid "Distance from center of sun where it fades out completely." msgstr "" #: doc/classes/ProceduralSky.xml:43 msgid "Distance from sun where it goes from solid to starting to fade." msgstr "" #: doc/classes/ProceduralSky.xml:46 #, fuzzy msgid "The sun's color." msgstr "Biskuit Farbe." #: doc/classes/ProceduralSky.xml:49 msgid "" "How quickly the sun fades away between [member sun_angle_min] and [member " "sun_angle_max]." msgstr "" #: doc/classes/ProceduralSky.xml:52 msgid "Amount of energy contribution from the sun." msgstr "" #: doc/classes/ProceduralSky.xml:55 msgid "The sun's height using polar coordinates." msgstr "" #: doc/classes/ProceduralSky.xml:58 #, fuzzy msgid "The direction of the sun using polar coordinates." msgstr "" "Ein Vektor mit Koordinaten aus Fließkommazahlen genutzt für 2D Berechnungen." #: doc/classes/ProceduralSky.xml:61 msgid "" "Size of [Texture] that the ProceduralSky will generate. The size is set " "using [enum TextureSize]." msgstr "" #: doc/classes/ProceduralSky.xml:66 msgid "Sky texture will be 256x128." msgstr "" #: doc/classes/ProceduralSky.xml:69 msgid "Sky texture will be 512x256." msgstr "" #: doc/classes/ProceduralSky.xml:72 msgid "Sky texture will be 1024x512. This is the default size." msgstr "" #: doc/classes/ProceduralSky.xml:75 msgid "Sky texture will be 2048x1024." msgstr "" #: doc/classes/ProceduralSky.xml:78 msgid "Sky texture will be 4096x2048." msgstr "" #: doc/classes/ProceduralSky.xml:81 #, fuzzy msgid "Represents the size of the [enum TextureSize] enum." msgstr "Steht für die Größe von [enum TextureRepeat] enum." #: doc/classes/ProgressBar.xml:4 msgid "General-purpose progress bar." msgstr "" #: doc/classes/ProgressBar.xml:7 msgid "General-purpose progress bar. Shows fill percentage from right to left." msgstr "" #: doc/classes/ProgressBar.xml:15 msgid "If [code]true[/code], the fill percentage is displayed on the bar." msgstr "" #: doc/classes/ProgressBar.xml:24 msgid "The color of the text." msgstr "" #: doc/classes/ProgressBar.xml:27 msgid "The color of the text's shadow." msgstr "" #: doc/classes/ProgressBar.xml:30 msgid "" "Font used to draw the fill percentage if [member percent_visible] is " "[code]true[/code]." msgstr "" #: doc/classes/ProgressBar.xml:33 msgid "The style of the background." msgstr "" #: doc/classes/ProgressBar.xml:36 msgid "The style of the progress (i.e. the part that fills the bar)." msgstr "" #: doc/classes/ProjectSettings.xml:4 msgid "Contains global variables accessible from everywhere." msgstr "" #: doc/classes/ProjectSettings.xml:7 msgid "" "Contains global variables accessible from everywhere. Use [method " "get_setting], [method set_setting] or [method has_setting] to access them. " "Variables stored in [code]project.godot[/code] are also loaded into " "ProjectSettings, making this object very useful for reading custom game " "configuration options.\n" "When naming a Project Settings property, use the full path to the setting " "including the category. For example, [code]\"application/config/name\"[/" "code] for the project name. Category and property names can be viewed in the " "Project Settings dialog.\n" "[b]Feature tags:[/b] Project settings can be overridden for specific " "platforms and configurations (debug, release, ...) using [url=https://docs." "godotengine.org/en/3.4/tutorials/export/feature_tags.html]feature tags[/" "url].\n" "[b]Overriding:[/b] Any project setting can be overridden by creating a file " "named [code]override.cfg[/code] in the project's root directory. This can " "also be used in exported projects by placing this file in the same directory " "as the project binary. Overriding will still take the base project " "settings' [url=https://docs.godotengine.org/en/3.4/tutorials/export/" "feature_tags.html]feature tags[/url] in account. Therefore, make sure to " "[i]also[/i] override the setting with the desired feature tags if you want " "them to override base project settings on all platforms and configurations." msgstr "" #: doc/classes/ProjectSettings.xml:22 msgid "" "Adds a custom property info to a property. The dictionary must contain:\n" "- [code]name[/code]: [String] (the property's name)\n" "- [code]type[/code]: [int] (see [enum Variant.Type])\n" "- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and " "[code]hint_string[/code]: [String]\n" "[b]Example:[/b]\n" "[codeblock]\n" "ProjectSettings.set(\"category/property_name\", 0)\n" "\n" "var property_info = {\n" " \"name\": \"category/property_name\",\n" " \"type\": TYPE_INT,\n" " \"hint\": PROPERTY_HINT_ENUM,\n" " \"hint_string\": \"one,two,three\"\n" "}\n" "\n" "ProjectSettings.add_property_info(property_info)\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml:45 msgid "Clears the whole configuration (not recommended, may break things)." msgstr "" #: doc/classes/ProjectSettings.xml:52 msgid "" "Returns the order of a configuration value (influences when saved to the " "config file)." msgstr "" #: doc/classes/ProjectSettings.xml:59 msgid "" "Returns the value of a setting.\n" "[b]Example:[/b]\n" "[codeblock]\n" "print(ProjectSettings.get_setting(\"application/config/name\"))\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml:70 msgid "" "Returns the absolute, native OS path corresponding to the localized " "[code]path[/code] (starting with [code]res://[/code] or [code]user://[/" "code]). The returned path will vary depending on the operating system and " "user preferences. See [url=https://docs.godotengine.org/en/3.4/tutorials/io/" "data_paths.html]File paths in Godot projects[/url] to see what those paths " "convert to. See also [method localize_path].\n" "[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work " "in an exported project. Instead, prepend the executable's base directory to " "the path when running from an exported project:\n" "[codeblock]\n" "var path = \"\"\n" "if OS.has_feature(\"editor\"):\n" " # Running from an editor binary.\n" " # `path` will contain the absolute path to `hello.txt` located in the " "project root.\n" " path = ProjectSettings.globalize_path(\"res://hello.txt\")\n" "else:\n" " # Running from an exported project.\n" " # `path` will contain the absolute path to `hello.txt` next to the " "executable.\n" " # This is *not* identical to using `ProjectSettings.globalize_path()` " "with a `res://` path,\n" " # but is close enough in spirit.\n" " path = OS.get_executable_path().get_base_dir().plus_file(\"hello.txt\")\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml:91 msgid "Returns [code]true[/code] if a configuration value is present." msgstr "" #: doc/classes/ProjectSettings.xml:100 msgid "" "Loads the contents of the .pck or .zip file specified by [code]pack[/code] " "into the resource filesystem ([code]res://[/code]). Returns [code]true[/" "code] on success.\n" "[b]Note:[/b] If a file from [code]pack[/code] shares the same path as a file " "already in the resource filesystem, any attempts to load that file will use " "the file from [code]pack[/code] unless [code]replace_files[/code] is set to " "[code]false[/code].\n" "[b]Note:[/b] The optional [code]offset[/code] parameter can be used to " "specify the offset in bytes to the start of the resource pack. This is only " "supported for .pck files." msgstr "" #: doc/classes/ProjectSettings.xml:109 msgid "" "Returns the localized path (starting with [code]res://[/code]) corresponding " "to the absolute, native OS [code]path[/code]. See also [method " "globalize_path]." msgstr "" #: doc/classes/ProjectSettings.xml:116 msgid "" "Returns [code]true[/code] if the specified property exists and its initial " "value differs from the current value." msgstr "" #: doc/classes/ProjectSettings.xml:123 msgid "" "Returns the specified property's initial value. Returns [code]null[/code] if " "the property does not exist." msgstr "" #: doc/classes/ProjectSettings.xml:129 msgid "" "Saves the configuration to the [code]project.godot[/code] file.\n" "[b]Note:[/b] This method is intended to be used by editor plugins, as " "modified [ProjectSettings] can't be loaded back in the running app. If you " "want to change project settings in exported projects, use [method " "save_custom] to save [code]override.cfg[/code] file." msgstr "" #: doc/classes/ProjectSettings.xml:137 msgid "" "Saves the configuration to a custom file. The file extension must be [code]." "godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/" "code] (to save in binary format). You can also save [code]override.cfg[/" "code] file, which is also text, but can be used in exported projects unlike " "other formats." msgstr "" #: doc/classes/ProjectSettings.xml:145 msgid "" "Sets the specified property's initial value. This is the value the property " "reverts to." msgstr "" #: doc/classes/ProjectSettings.xml:153 msgid "" "Sets the order of a configuration value (influences when saved to the config " "file)." msgstr "" #: doc/classes/ProjectSettings.xml:161 msgid "" "Sets the value of a setting.\n" "[b]Example:[/b]\n" "[codeblock]\n" "ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml:171 msgid "" "Comma-separated list of custom Android modules (which must have been built " "in the Android export templates) using their Java package path, e.g. " "[code]\"org/godotengine/godot/MyCustomSingleton,com/example/foo/" "FrenchFriesFactory\"[/code].\n" "[b]Note:[/b] Since Godot 3.2.2, the [code]org/godotengine/godot/" "GodotPaymentV3[/code] module was deprecated and replaced by the " "[code]GodotPayment[/code] plugin which should be enabled in the Android " "export preset under [code]Plugins[/code] section. The singleton to access in " "code was also renamed to [code]GodotPayment[/code]." msgstr "" #: doc/classes/ProjectSettings.xml:175 msgid "Background color for the boot splash." msgstr "" #: doc/classes/ProjectSettings.xml:178 msgid "" "If [code]true[/code], scale the boot splash image to the full window length " "when engine starts. If [code]false[/code], the engine will leave it at the " "default pixel size." msgstr "" #: doc/classes/ProjectSettings.xml:181 msgid "Path to an image used as the boot splash." msgstr "" #: doc/classes/ProjectSettings.xml:184 msgid "" "If [code]true[/code], applies linear filtering when scaling the image " "(recommended for high resolution artwork). If [code]false[/code], uses " "nearest-neighbor interpolation (recommended for pixel art)." msgstr "" #: doc/classes/ProjectSettings.xml:187 msgid "" "This user directory is used for storing persistent data ([code]user://[/" "code] filesystem). If left empty, [code]user://[/code] resolves to a project-" "specific folder in Godot's own configuration folder (see [method OS." "get_user_data_dir]). If a custom directory name is defined, this name will " "be used instead and appended to the system-specific user data directory " "(same parent folder as the Godot configuration folder documented in [method " "OS.get_user_data_dir]).\n" "The [member application/config/use_custom_user_dir] setting must be enabled " "for this to take effect." msgstr "" #: doc/classes/ProjectSettings.xml:191 msgid "" "The project's description, displayed as a tooltip in the Project Manager " "when hovering the project." msgstr "" #: doc/classes/ProjectSettings.xml:194 msgid "" "Icon used for the project, set when project loads. Exporters will also use " "this icon when possible." msgstr "" #: doc/classes/ProjectSettings.xml:197 msgid "" "Icon set in [code].icns[/code] format used on macOS to set the game's icon. " "This is done automatically on start by calling [method OS.set_native_icon]." msgstr "" #: doc/classes/ProjectSettings.xml:200 msgid "" "The project's name. It is used both by the Project Manager and by exporters. " "The project name can be translated by translating its value in localization " "files. The window title will be set to match the project name automatically " "on startup.\n" "[b]Note:[/b] Changing this value will also change the user data folder's " "path if [member application/config/use_custom_user_dir] is [code]false[/" "code]. After renaming the project, you will no longer be able to access " "existing data in [code]user://[/code] unless you rename the old folder to " "match the new project name. See [url=https://docs.godotengine.org/en/3.4/" "tutorials/io/data_paths.html]Data paths[/url] in the documentation for more " "information." msgstr "" #: doc/classes/ProjectSettings.xml:204 msgid "" "Specifies a file to override project settings. For example: [code]user://" "custom_settings.cfg[/code]. See \"Overriding\" in the [ProjectSettings] " "class description at the top for more information.\n" "[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/" "code] will still be read to override the project settings." msgstr "" #: doc/classes/ProjectSettings.xml:208 msgid "" "If [code]true[/code], the project will save user data to its own user " "directory (see [member application/config/custom_user_dir_name]). This " "setting is only effective on desktop platforms. A name must be set in the " "[member application/config/custom_user_dir_name] setting for this to take " "effect. If [code]false[/code], the project will save user data to [code](OS " "user data directory)/Godot/app_userdata/(project name)[/code]." msgstr "" #: doc/classes/ProjectSettings.xml:211 msgid "" "If [code]true[/code], the project will use a hidden directory ([code]." "import[/code]) for storing project-specific data (metadata, shader cache, " "etc.).\n" "If [code]false[/code], a non-hidden directory ([code]import[/code]) will be " "used instead.\n" "[b]Note:[/b] Restart the application after changing this setting.\n" "[b]Note:[/b] Changing this value can help on platforms or with third-party " "tools where hidden directory patterns are disallowed. Only modify this " "setting if you know that your environment requires it, as changing the " "default can impact compatibility with some external tools or plugins which " "expect the default [code].import[/code] folder." msgstr "" #: doc/classes/ProjectSettings.xml:217 msgid "" "Icon set in [code].ico[/code] format used on Windows to set the game's icon. " "This is done automatically on start by calling [method OS.set_native_icon]." msgstr "" #: doc/classes/ProjectSettings.xml:220 msgid "" "Time samples for frame deltas are subject to random variation introduced by " "the platform, even when frames are displayed at regular intervals thanks to " "V-Sync. This can lead to jitter. Delta smoothing can often give a better " "result by filtering the input deltas to correct for minor fluctuations from " "the refresh rate.\n" "[b]Note:[/b] Delta smoothing is only attempted when [member display/window/" "vsync/use_vsync] is switched on, as it does not work well without V-Sync.\n" "It may take several seconds at a stable frame rate before the smoothing is " "initially activated. It will only be active on machines where performance is " "adequate to render frames at the refresh rate." msgstr "" #: doc/classes/ProjectSettings.xml:225 msgid "" "[b]Experimental.[/b] Shifts the measurement of delta time for each frame to " "just after the drawing has taken place. This may lead to more consistent " "deltas and a reduction in frame stutters." msgstr "" #: doc/classes/ProjectSettings.xml:228 msgid "" "If [code]true[/code], disables printing to standard error. If [code]true[/" "code], this also hides error and warning messages printed by [method " "@GDScript.push_error] and [method @GDScript.push_warning]. See also [member " "application/run/disable_stdout].\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml:232 msgid "" "If [code]true[/code], disables printing to standard output. This is " "equivalent to starting the editor or project with the [code]--quiet[/code] " "command line argument. See also [member application/run/disable_stderr].\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml:236 msgid "" "If [code]true[/code], flushes the standard output stream every time a line " "is printed. This affects both terminal logging and file logging.\n" "When running a project, this setting must be enabled if you want logs to be " "collected by service managers such as systemd/journalctl. This setting is " "disabled by default on release builds, since flushing on every printed line " "will negatively affect performance if lots of lines are printed in a rapid " "succession. Also, if this setting is enabled, logged files will still be " "written successfully if the application crashes or is otherwise killed by " "the user (without being closed \"normally\").\n" "[b]Note:[/b] Regardless of this setting, the standard error stream " "([code]stderr[/code]) is always flushed when a line is printed to it.\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml:242 msgid "" "Debug build override for [member application/run/flush_stdout_on_print], as " "performance is less important during debugging.\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml:246 msgid "" "Forces a delay between frames in the main loop (in milliseconds). This may " "be useful if you plan to disable vertical synchronization." msgstr "" #: doc/classes/ProjectSettings.xml:249 msgid "" "If [code]true[/code], enables low-processor usage mode. This setting only " "works on desktop platforms. The screen is not redrawn if nothing changes " "visually. This is meant for writing applications and editors, but is pretty " "useless (and can hurt performance) in most games." msgstr "" #: doc/classes/ProjectSettings.xml:252 msgid "" "Amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU usage." msgstr "" #: doc/classes/ProjectSettings.xml:255 msgid "Path to the main scene file that will be loaded when the project runs." msgstr "" #: doc/classes/ProjectSettings.xml:258 doc/classes/ProjectSettings.xml:261 msgid "" "Audio buses will disable automatically when sound goes below a given dB " "threshold for a given time. This saves CPU as effects assigned to that bus " "will no longer do any processing." msgstr "" #: doc/classes/ProjectSettings.xml:264 msgid "" "Default [AudioBusLayout] resource file to use in the project, unless " "overridden by the scene." msgstr "" #: doc/classes/ProjectSettings.xml:267 msgid "" "Specifies the audio driver to use. This setting is platform-dependent as " "each platform supports different audio drivers. If left empty, the default " "audio driver will be used." msgstr "" #: doc/classes/ProjectSettings.xml:270 msgid "" "If [code]true[/code], microphone input will be allowed. This requires " "appropriate permissions to be set when exporting to Android or iOS." msgstr "" #: doc/classes/ProjectSettings.xml:273 msgid "" "The mixing rate used for audio (in Hz). In general, it's better to not touch " "this and leave it to the host operating system." msgstr "" #: doc/classes/ProjectSettings.xml:276 msgid "" "Safer override for [member audio/mix_rate] in the Web platform. Here " "[code]0[/code] means \"let the browser choose\" (since some browsers do not " "like forcing the mix rate)." msgstr "" #: doc/classes/ProjectSettings.xml:279 msgid "" "Specifies the preferred output latency in milliseconds for audio. Lower " "values will result in lower audio latency at the cost of increased CPU " "usage. Low values may result in audible cracking on slower hardware.\n" "Audio output latency may be constrained by the host operating system and " "audio hardware drivers. If the host can not provide the specified audio " "output latency then Godot will attempt to use the nearest latency allowed by " "the host. As such you should always use [method AudioServer." "get_output_latency] to determine the actual audio output latency.\n" "[b]Note:[/b] This setting is ignored on Windows." msgstr "" #: doc/classes/ProjectSettings.xml:284 msgid "" "Safer override for [member audio/output_latency] in the Web platform, to " "avoid audio issues especially on mobile devices." msgstr "" #: doc/classes/ProjectSettings.xml:287 msgid "" "Setting to hardcode audio delay when playing video. Best to leave this " "untouched unless you know what you are doing." msgstr "" #: doc/classes/ProjectSettings.xml:290 msgid "" "The default compression level for gzip. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " "speed. Decompression speed is mostly unaffected by the compression level. " "[code]-1[/code] uses the default gzip compression level, which is identical " "to [code]6[/code] but could change in the future due to underlying zlib " "updates." msgstr "" #: doc/classes/ProjectSettings.xml:293 msgid "" "The default compression level for Zlib. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " "speed. Decompression speed is mostly unaffected by the compression level. " "[code]-1[/code] uses the default gzip compression level, which is identical " "to [code]6[/code] but could change in the future due to underlying zlib " "updates." msgstr "" #: doc/classes/ProjectSettings.xml:296 msgid "" "The default compression level for Zstandard. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " "speed. Decompression speed is mostly unaffected by the compression level." msgstr "" #: doc/classes/ProjectSettings.xml:299 msgid "" "Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-" "distance matching[/url] in Zstandard." msgstr "" "Aktiviert [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-" "distance matching[/url] in Zstandard." #: doc/classes/ProjectSettings.xml:302 msgid "" "Largest size limit (in power of 2) allowed when compressing using long-" "distance matching with Zstandard. Higher values can result in better " "compression, but will require more memory when compressing and decompressing." msgstr "" #: doc/classes/ProjectSettings.xml:305 msgid "" "If [code]true[/code], displays getters and setters in autocompletion results " "in the script editor. This setting is meant to be used when porting old " "projects (Godot 2), as using member variables is the preferred style from " "Godot 3 onwards." msgstr "" #: doc/classes/ProjectSettings.xml:308 msgid "" "If [code]true[/code], enables warnings when a constant is used as a function." msgstr "" #: doc/classes/ProjectSettings.xml:311 msgid "" "If [code]true[/code], enables warnings when deprecated keywords such as " "[code]slave[/code] are used." msgstr "" #: doc/classes/ProjectSettings.xml:314 msgid "" "If [code]true[/code], enables specific GDScript warnings (see [code]debug/" "gdscript/warnings/*[/code] settings). If [code]false[/code], disables all " "GDScript warnings." msgstr "" #: doc/classes/ProjectSettings.xml:317 msgid "" "If [code]true[/code], scripts in the [code]res://addons[/code] folder will " "not generate warnings." msgstr "" #: doc/classes/ProjectSettings.xml:320 msgid "" "If [code]true[/code], enables warnings when a function is declared with the " "same name as a constant." msgstr "" #: doc/classes/ProjectSettings.xml:323 msgid "" "If [code]true[/code], enables warnings when a function is declared with the " "same name as a variable. This will turn into an error in a future version " "when first-class functions become supported in GDScript." msgstr "" #: doc/classes/ProjectSettings.xml:326 msgid "" "If [code]true[/code], enables warnings when a function assigned to a " "variable may yield and return a function state instead of a value." msgstr "" #: doc/classes/ProjectSettings.xml:329 msgid "" "If [code]true[/code], enables warnings when using a function as if it was a " "property." msgstr "" #: doc/classes/ProjectSettings.xml:332 msgid "" "If [code]true[/code], enables warnings when a ternary operator may emit " "values with incompatible types." msgstr "" #: doc/classes/ProjectSettings.xml:335 msgid "" "If [code]true[/code], enables warnings when dividing an integer by another " "integer (the decimal part will be discarded)." msgstr "" #: doc/classes/ProjectSettings.xml:338 msgid "" "If [code]true[/code], enables warnings when passing a floating-point value " "to a function that expects an integer (it will be converted and lose " "precision)." msgstr "" #: doc/classes/ProjectSettings.xml:341 msgid "" "If [code]true[/code], enables warnings when using a property as if it was a " "function." msgstr "" #: doc/classes/ProjectSettings.xml:344 msgid "" "If [code]true[/code], enables warnings when calling a function without using " "its return value (by assigning it to a variable or using it as a function " "argument). Such return values are sometimes used to denote possible errors " "using the [enum Error] enum." msgstr "" #: doc/classes/ProjectSettings.xml:347 msgid "" "If [code]true[/code], enables warnings when defining a local or subclass " "member variable that would shadow a variable at an upper level (such as a " "member variable)." msgstr "" #: doc/classes/ProjectSettings.xml:350 msgid "" "If [code]true[/code], enables warnings when calling an expression that has " "no effect on the surrounding code, such as writing [code]2 + 2[/code] as a " "statement." msgstr "" #: doc/classes/ProjectSettings.xml:353 msgid "" "If [code]true[/code], enables warnings when calling a ternary expression " "that has no effect on the surrounding code, such as writing [code]42 if " "active else 0[/code] as a statement." msgstr "" #: doc/classes/ProjectSettings.xml:356 msgid "" "If [code]true[/code], all warnings will be reported as if they were errors." msgstr "" #: doc/classes/ProjectSettings.xml:359 msgid "" "If [code]true[/code], enables warnings when using a variable that wasn't " "previously assigned." msgstr "" #: doc/classes/ProjectSettings.xml:362 msgid "" "If [code]true[/code], enables warnings when assigning a variable using an " "assignment operator like [code]+=[/code] if the variable wasn't previously " "assigned." msgstr "" #: doc/classes/ProjectSettings.xml:365 msgid "" "If [code]true[/code], enables warnings when unreachable code is detected " "(such as after a [code]return[/code] statement that will always be executed)." msgstr "" #: doc/classes/ProjectSettings.xml:368 msgid "" "If [code]true[/code], enables warnings when using an expression whose type " "may not be compatible with the function parameter expected." msgstr "" #: doc/classes/ProjectSettings.xml:371 msgid "If [code]true[/code], enables warnings when performing an unsafe cast." msgstr "" #: doc/classes/ProjectSettings.xml:374 msgid "" "If [code]true[/code], enables warnings when calling a method whose presence " "is not guaranteed at compile-time in the class." msgstr "" #: doc/classes/ProjectSettings.xml:377 msgid "" "If [code]true[/code], enables warnings when accessing a property whose " "presence is not guaranteed at compile-time in the class." msgstr "" #: doc/classes/ProjectSettings.xml:380 #, fuzzy msgid "" "If [code]true[/code], enables warnings when a function parameter is unused." msgstr "" "Wenn [code]true[/code], können andere Überwachungsbereiche diesen Bereich " "erkennen." #: doc/classes/ProjectSettings.xml:383 #, fuzzy msgid "" "If [code]true[/code], enables warnings when a member variable is unused." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: doc/classes/ProjectSettings.xml:386 msgid "If [code]true[/code], enables warnings when a signal is unused." msgstr "" #: doc/classes/ProjectSettings.xml:389 msgid "If [code]true[/code], enables warnings when a local variable is unused." msgstr "" #: doc/classes/ProjectSettings.xml:392 msgid "" "If [code]true[/code], enables warnings when a variable is declared with the " "same name as a function. This will turn into an error in a future version " "when first-class functions become supported in GDScript." msgstr "" #: doc/classes/ProjectSettings.xml:395 msgid "" "If [code]true[/code], enables warnings when assigning the result of a " "function that returns [code]void[/code] to a variable." msgstr "" #: doc/classes/ProjectSettings.xml:398 msgid "Message to be displayed before the backtrace when the engine crashes." msgstr "" #: doc/classes/ProjectSettings.xml:401 msgid "" "Maximum number of frames per second allowed. The actual number of frames per " "second may still be below this value if the game is lagging.\n" "If [member display/window/vsync/use_vsync] is enabled, it takes precedence " "and the forced FPS number cannot exceed the monitor's refresh rate.\n" "This setting is therefore mostly relevant for lowering the maximum FPS below " "VSync, e.g. to perform non-real-time rendering of static frames, or test the " "project under lag conditions." msgstr "" #: doc/classes/ProjectSettings.xml:406 msgid "Maximum call stack allowed for debugging GDScript." msgstr "" #: doc/classes/ProjectSettings.xml:409 msgid "Maximum amount of functions per frame allowed when profiling." msgstr "" #: doc/classes/ProjectSettings.xml:412 msgid "Print frames per second to standard output every second." msgstr "" #: doc/classes/ProjectSettings.xml:415 msgid "" "Print more information to standard output when running. It displays " "information such as memory leaks, which scenes and resources are being " "loaded, etc." msgstr "" #: doc/classes/ProjectSettings.xml:418 msgid "Maximum call stack in visual scripting, to avoid infinite recursion." msgstr "" #: doc/classes/ProjectSettings.xml:421 msgid "" "Color of the contact points between collision shapes, visible when \"Visible " "Collision Shapes\" is enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml:424 msgid "" "Sets whether 2D physics will display collision outlines in game when " "\"Visible Collision Shapes\" is enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml:427 msgid "" "Maximum number of contact points between collision shapes to display when " "\"Visible Collision Shapes\" is enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml:430 msgid "" "Color of the collision shapes, visible when \"Visible Collision Shapes\" is " "enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml:433 msgid "" "Color of the disabled navigation geometry, visible when \"Visible Navigation" "\" is enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml:436 msgid "" "Color of the navigation geometry, visible when \"Visible Navigation\" is " "enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml:439 msgid "Custom image for the mouse cursor (limited to 256×256)." msgstr "" #: doc/classes/ProjectSettings.xml:442 msgid "Hotspot for the custom mouse cursor image." msgstr "" #: doc/classes/ProjectSettings.xml:445 msgid "Position offset for tooltips, relative to the mouse cursor's hotspot." msgstr "" #: doc/classes/ProjectSettings.xml:448 msgid "" "If [code]true[/code], allows HiDPI display on Windows, macOS, and the HTML5 " "platform. This setting has no effect on desktop Linux, as DPI-awareness " "fallbacks are not supported there." msgstr "" #: doc/classes/ProjectSettings.xml:451 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 "" #: doc/classes/ProjectSettings.xml:454 msgid "" "The default screen orientation to use on mobile devices.\n" "[b]Note:[/b] When set to a portrait orientation, this project setting does " "not flip the project resolution's width and height automatically. Instead, " "you have to set [member display/window/size/width] and [member display/" "window/size/height] accordingly." msgstr "" #: doc/classes/ProjectSettings.xml:458 msgid "" "If [code]true[/code], the home indicator is hidden automatically. This only " "affects iOS devices without a physical home button." msgstr "" #: doc/classes/ProjectSettings.xml:461 msgid "" "If [code]true[/code], allows per-pixel transparency for the window " "background. This affects performance, so leave it on [code]false[/code] " "unless you need it.\n" "See [member OS.window_per_pixel_transparency_enabled] for more details.\n" "[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, " "and Android." msgstr "" #: doc/classes/ProjectSettings.xml:466 msgid "" "Sets the window background to transparent when it starts.\n" "See [member OS.window_per_pixel_transparency_enabled] for more details.\n" "[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, " "and Android." msgstr "" #: doc/classes/ProjectSettings.xml:471 msgid "" "Forces the main window to be always on top.\n" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" #: doc/classes/ProjectSettings.xml:475 msgid "" "Forces the main window to be borderless.\n" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" #: doc/classes/ProjectSettings.xml:479 msgid "" "Sets the main window to full screen when the project starts. Note that this " "is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless " "window is used to emulate fullscreen. On macOS, a new desktop is used to " "display the running project.\n" "Regardless of the platform, enabling fullscreen will change the window size " "to match the monitor's size. Therefore, make sure your project supports " "[url=https://docs.godotengine.org/en/3.4/tutorials/rendering/" "multiple_resolutions.html]multiple resolutions[/url] when enabling " "fullscreen mode.\n" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" #: doc/classes/ProjectSettings.xml:484 msgid "" "Sets the game's main viewport height. On desktop platforms, this is the " "default window size. Stretch mode settings also use this as a reference when " "enabled." msgstr "" #: doc/classes/ProjectSettings.xml:487 msgid "" "Allows the window to be resizable by default.\n" "[b]Note:[/b] This setting is ignored on iOS and Android." msgstr "" #: doc/classes/ProjectSettings.xml:491 msgid "" "If greater than zero, overrides the window height when running the game. " "Useful for testing stretch modes." msgstr "" #: doc/classes/ProjectSettings.xml:494 msgid "" "If greater than zero, overrides the window width when running the game. " "Useful for testing stretch modes." msgstr "" #: doc/classes/ProjectSettings.xml:497 msgid "" "Sets the game's main viewport width. On desktop platforms, this is the " "default window size. Stretch mode settings also use this as a reference when " "enabled." msgstr "" #: doc/classes/ProjectSettings.xml:500 msgid "" "Specifies the tablet driver to use. If left empty, the default driver will " "be used." msgstr "" #: doc/classes/ProjectSettings.xml:503 msgid "" "If [code]true[/code], enables vertical synchronization. This eliminates " "tearing that may appear in moving scenes, at the cost of higher input " "latency and stuttering at lower framerates. If [code]false[/code], vertical " "synchronization will be disabled, however, many platforms will enforce it " "regardless (such as mobile platforms and HTML5)." msgstr "" #: doc/classes/ProjectSettings.xml:506 msgid "" "If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], " "enables vertical synchronization via the operating system's window " "compositor when in windowed mode and the compositor is enabled. This will " "prevent stutter in certain situations. (Windows only.)\n" "[b]Note:[/b] This option is experimental and meant to alleviate stutter " "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 "" #: doc/classes/ProjectSettings.xml:510 msgid "" "The command-line arguments to append to Godot's own command line when " "running the project. This doesn't affect the editor itself.\n" "It is possible to make another executable run Godot by using the " "[code]%command%[/code] placeholder. The placeholder will be replaced with " "Godot's own command line. Program-specific arguments should be placed " "[i]before[/i] the placeholder, whereas Godot-specific arguments should be " "placed [i]after[/i] the placeholder.\n" "For example, this can be used to force the project to run on the dedicated " "GPU in a NVIDIA Optimus system on Linux:\n" "[codeblock]\n" "prime-run %command%\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml:518 msgid "" "Search path for project-specific script templates. Godot will search for " "script templates both in the editor-specific path and in this project-" "specific path." msgstr "" #: doc/classes/ProjectSettings.xml:521 msgid "" "Text-based file extensions to include in the script editor's \"Find in Files" "\" feature. You can add e.g. [code]tscn[/code] if you wish to also parse " "your scene files, especially if you use built-in scripts which are " "serialized in the scene files." msgstr "" #: doc/classes/ProjectSettings.xml:524 msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " "used for all [ScrollContainer]s unless overridden." msgstr "" #: doc/classes/ProjectSettings.xml:527 msgid "" "If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and " "UWP to follow interface conventions." msgstr "" #: doc/classes/ProjectSettings.xml:532 msgid "" "Path to a custom [Theme] resource file to use for the project ([code]theme[/" "code] or generic [code]tres[/code]/[code]res[/code] extension)." msgstr "" #: doc/classes/ProjectSettings.xml:535 msgid "" "Path to a custom [Font] resource to use as default for all GUI elements of " "the project." msgstr "" #: doc/classes/ProjectSettings.xml:538 msgid "If [code]true[/code], makes sure the theme used works with HiDPI." msgstr "" #: doc/classes/ProjectSettings.xml:541 msgid "" "Timer setting for incremental search in [Tree], [ItemList], etc. controls " "(in milliseconds)." msgstr "" #: doc/classes/ProjectSettings.xml:544 msgid "Timer for detecting idle in [TextEdit] (in seconds)." msgstr "" #: doc/classes/ProjectSettings.xml:547 msgid "Default delay for tooltips (in seconds)." msgstr "" #: doc/classes/ProjectSettings.xml:550 msgid "" "Default [InputEventAction] to confirm a focused button, menu or list item, " "or validate input.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml:554 msgid "" "Default [InputEventAction] to discard a modal or pending input.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml:558 msgid "" "Default [InputEventAction] to move down in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml:562 msgid "" "Default [InputEventAction] to go to the end position of a [Control] (e.g. " "last item in an [ItemList] or a [Tree]), matching the behavior of [constant " "KEY_END] on typical desktop UI systems.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml:566 msgid "" "Default [InputEventAction] to focus the next [Control] in the scene. The " "focus behavior can be configured via [member Control.focus_next].\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml:570 msgid "" "Default [InputEventAction] to focus the previous [Control] in the scene. The " "focus behavior can be configured via [member Control.focus_previous].\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml:574 msgid "" "Default [InputEventAction] to go to the start position of a [Control] (e.g. " "first item in an [ItemList] or a [Tree]), matching the behavior of [constant " "KEY_HOME] on typical desktop UI systems.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml:578 msgid "" "Default [InputEventAction] to move left in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml:582 msgid "" "Default [InputEventAction] to go down a page in a [Control] (e.g. in an " "[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on " "typical desktop UI systems.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml:586 msgid "" "Default [InputEventAction] to go up a page in a [Control] (e.g. in an " "[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on " "typical desktop UI systems.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml:590 msgid "" "Default [InputEventAction] to move right in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml:594 msgid "" "Default [InputEventAction] to select an item in a [Control] (e.g. in an " "[ItemList] or a [Tree]).\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml:598 msgid "" "Default [InputEventAction] to move up in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml:602 msgid "" "If [code]true[/code], key/touch/joystick events will be flushed just before " "every idle and physics frame.\n" "If [code]false[/code], such events will be flushed only once per idle frame, " "between iterations of the engine.\n" "Enabling this can greatly improve the responsiveness to input, specially in " "devices that need to run multiple physics frames per visible (idle) frame, " "because they can't run at the target frame rate.\n" "[b]Note:[/b] Currently implemented only in Android." msgstr "" #: doc/classes/ProjectSettings.xml:608 msgid "" "If [code]true[/code], sends mouse input events when tapping or swiping on " "the touchscreen." msgstr "" #: doc/classes/ProjectSettings.xml:611 msgid "" "If [code]true[/code], sends touch input events when clicking or dragging the " "mouse." msgstr "" #: doc/classes/ProjectSettings.xml:614 msgid "Default delay for touch events. This only affects iOS devices." msgstr "" #: doc/classes/ProjectSettings.xml:617 msgid "Optional name for the 2D physics layer 1." msgstr "" #: doc/classes/ProjectSettings.xml:620 msgid "Optional name for the 2D physics layer 10." msgstr "" #: doc/classes/ProjectSettings.xml:623 msgid "Optional name for the 2D physics layer 11." msgstr "" #: doc/classes/ProjectSettings.xml:626 msgid "Optional name for the 2D physics layer 12." msgstr "" #: doc/classes/ProjectSettings.xml:629 msgid "Optional name for the 2D physics layer 13." msgstr "" #: doc/classes/ProjectSettings.xml:632 msgid "Optional name for the 2D physics layer 14." msgstr "" #: doc/classes/ProjectSettings.xml:635 msgid "Optional name for the 2D physics layer 15." msgstr "" #: doc/classes/ProjectSettings.xml:638 msgid "Optional name for the 2D physics layer 16." msgstr "" #: doc/classes/ProjectSettings.xml:641 msgid "Optional name for the 2D physics layer 17." msgstr "" #: doc/classes/ProjectSettings.xml:644 msgid "Optional name for the 2D physics layer 18." msgstr "" #: doc/classes/ProjectSettings.xml:647 msgid "Optional name for the 2D physics layer 19." msgstr "" #: doc/classes/ProjectSettings.xml:650 msgid "Optional name for the 2D physics layer 2." msgstr "" #: doc/classes/ProjectSettings.xml:653 msgid "Optional name for the 2D physics layer 20." msgstr "" #: doc/classes/ProjectSettings.xml:656 msgid "Optional name for the 2D physics layer 21." msgstr "" #: doc/classes/ProjectSettings.xml:659 msgid "Optional name for the 2D physics layer 22." msgstr "" #: doc/classes/ProjectSettings.xml:662 msgid "Optional name for the 2D physics layer 23." msgstr "" #: doc/classes/ProjectSettings.xml:665 msgid "Optional name for the 2D physics layer 24." msgstr "" #: doc/classes/ProjectSettings.xml:668 msgid "Optional name for the 2D physics layer 25." msgstr "" #: doc/classes/ProjectSettings.xml:671 msgid "Optional name for the 2D physics layer 26." msgstr "" #: doc/classes/ProjectSettings.xml:674 msgid "Optional name for the 2D physics layer 27." msgstr "" #: doc/classes/ProjectSettings.xml:677 msgid "Optional name for the 2D physics layer 28." msgstr "" #: doc/classes/ProjectSettings.xml:680 msgid "Optional name for the 2D physics layer 29." msgstr "" #: doc/classes/ProjectSettings.xml:683 msgid "Optional name for the 2D physics layer 3." msgstr "" #: doc/classes/ProjectSettings.xml:686 msgid "Optional name for the 2D physics layer 30." msgstr "" #: doc/classes/ProjectSettings.xml:689 msgid "Optional name for the 2D physics layer 31." msgstr "" #: doc/classes/ProjectSettings.xml:692 msgid "Optional name for the 2D physics layer 32." msgstr "" #: doc/classes/ProjectSettings.xml:695 msgid "Optional name for the 2D physics layer 4." msgstr "" #: doc/classes/ProjectSettings.xml:698 msgid "Optional name for the 2D physics layer 5." msgstr "" #: doc/classes/ProjectSettings.xml:701 msgid "Optional name for the 2D physics layer 6." msgstr "" #: doc/classes/ProjectSettings.xml:704 msgid "Optional name for the 2D physics layer 7." msgstr "" #: doc/classes/ProjectSettings.xml:707 msgid "Optional name for the 2D physics layer 8." msgstr "" #: doc/classes/ProjectSettings.xml:710 msgid "Optional name for the 2D physics layer 9." msgstr "" #: doc/classes/ProjectSettings.xml:713 msgid "Optional name for the 2D render layer 1." msgstr "" #: doc/classes/ProjectSettings.xml:716 msgid "Optional name for the 2D render layer 10." msgstr "" #: doc/classes/ProjectSettings.xml:719 msgid "Optional name for the 2D render layer 11." msgstr "" #: doc/classes/ProjectSettings.xml:722 msgid "Optional name for the 2D render layer 12." msgstr "" #: doc/classes/ProjectSettings.xml:725 msgid "Optional name for the 2D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml:728 msgid "Optional name for the 2D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml:731 msgid "Optional name for the 2D render layer 15." msgstr "" #: doc/classes/ProjectSettings.xml:734 msgid "Optional name for the 2D render layer 16." msgstr "" #: doc/classes/ProjectSettings.xml:737 msgid "Optional name for the 2D render layer 17." msgstr "" #: doc/classes/ProjectSettings.xml:740 msgid "Optional name for the 2D render layer 18." msgstr "" #: doc/classes/ProjectSettings.xml:743 msgid "Optional name for the 2D render layer 19." msgstr "" #: doc/classes/ProjectSettings.xml:746 msgid "Optional name for the 2D render layer 2." msgstr "" #: doc/classes/ProjectSettings.xml:749 msgid "Optional name for the 2D render layer 20." msgstr "" #: doc/classes/ProjectSettings.xml:752 msgid "Optional name for the 2D render layer 3." msgstr "" #: doc/classes/ProjectSettings.xml:755 msgid "Optional name for the 2D render layer 4." msgstr "" #: doc/classes/ProjectSettings.xml:758 msgid "Optional name for the 2D render layer 5." msgstr "" #: doc/classes/ProjectSettings.xml:761 msgid "Optional name for the 2D render layer 6." msgstr "" #: doc/classes/ProjectSettings.xml:764 msgid "Optional name for the 2D render layer 7." msgstr "" #: doc/classes/ProjectSettings.xml:767 msgid "Optional name for the 2D render layer 8." msgstr "" #: doc/classes/ProjectSettings.xml:770 msgid "Optional name for the 2D render layer 9." msgstr "" #: doc/classes/ProjectSettings.xml:773 msgid "Optional name for the 3D physics layer 1." msgstr "" #: doc/classes/ProjectSettings.xml:776 msgid "Optional name for the 3D physics layer 10." msgstr "" #: doc/classes/ProjectSettings.xml:779 msgid "Optional name for the 3D physics layer 11." msgstr "" #: doc/classes/ProjectSettings.xml:782 msgid "Optional name for the 3D physics layer 12." msgstr "" #: doc/classes/ProjectSettings.xml:785 msgid "Optional name for the 3D physics layer 13." msgstr "" #: doc/classes/ProjectSettings.xml:788 msgid "Optional name for the 3D physics layer 14." msgstr "" #: doc/classes/ProjectSettings.xml:791 msgid "Optional name for the 3D physics layer 15." msgstr "" #: doc/classes/ProjectSettings.xml:794 msgid "Optional name for the 3D physics layer 16." msgstr "" #: doc/classes/ProjectSettings.xml:797 msgid "Optional name for the 3D physics layer 17." msgstr "" #: doc/classes/ProjectSettings.xml:800 msgid "Optional name for the 3D physics layer 18." msgstr "" #: doc/classes/ProjectSettings.xml:803 msgid "Optional name for the 3D physics layer 19." msgstr "" #: doc/classes/ProjectSettings.xml:806 msgid "Optional name for the 3D physics layer 2." msgstr "" #: doc/classes/ProjectSettings.xml:809 msgid "Optional name for the 3D physics layer 20." msgstr "" #: doc/classes/ProjectSettings.xml:812 msgid "Optional name for the 3D physics layer 21." msgstr "" #: doc/classes/ProjectSettings.xml:815 msgid "Optional name for the 3D physics layer 22." msgstr "" #: doc/classes/ProjectSettings.xml:818 msgid "Optional name for the 3D physics layer 23." msgstr "" #: doc/classes/ProjectSettings.xml:821 msgid "Optional name for the 3D physics layer 24." msgstr "" #: doc/classes/ProjectSettings.xml:824 msgid "Optional name for the 3D physics layer 25." msgstr "" #: doc/classes/ProjectSettings.xml:827 msgid "Optional name for the 3D physics layer 26." msgstr "" #: doc/classes/ProjectSettings.xml:830 msgid "Optional name for the 3D physics layer 27." msgstr "" #: doc/classes/ProjectSettings.xml:833 msgid "Optional name for the 3D physics layer 28." msgstr "" #: doc/classes/ProjectSettings.xml:836 msgid "Optional name for the 3D physics layer 29." msgstr "" #: doc/classes/ProjectSettings.xml:839 msgid "Optional name for the 3D physics layer 3." msgstr "" #: doc/classes/ProjectSettings.xml:842 msgid "Optional name for the 3D physics layer 30." msgstr "" #: doc/classes/ProjectSettings.xml:845 msgid "Optional name for the 3D physics layer 31." msgstr "" #: doc/classes/ProjectSettings.xml:848 msgid "Optional name for the 3D physics layer 32." msgstr "" #: doc/classes/ProjectSettings.xml:851 msgid "Optional name for the 3D physics layer 4." msgstr "" #: doc/classes/ProjectSettings.xml:854 msgid "Optional name for the 3D physics layer 5." msgstr "" #: doc/classes/ProjectSettings.xml:857 msgid "Optional name for the 3D physics layer 6." msgstr "" #: doc/classes/ProjectSettings.xml:860 msgid "Optional name for the 3D physics layer 7." msgstr "" #: doc/classes/ProjectSettings.xml:863 msgid "Optional name for the 3D physics layer 8." msgstr "" #: doc/classes/ProjectSettings.xml:866 msgid "Optional name for the 3D physics layer 9." msgstr "" #: doc/classes/ProjectSettings.xml:869 msgid "Optional name for the 3D render layer 1." msgstr "" #: doc/classes/ProjectSettings.xml:872 msgid "Optional name for the 3D render layer 10." msgstr "" #: doc/classes/ProjectSettings.xml:875 msgid "Optional name for the 3D render layer 11." msgstr "" #: doc/classes/ProjectSettings.xml:878 msgid "Optional name for the 3D render layer 12." msgstr "" #: doc/classes/ProjectSettings.xml:881 msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml:884 msgid "Optional name for the 3D render layer 14" msgstr "" #: doc/classes/ProjectSettings.xml:887 msgid "Optional name for the 3D render layer 15." msgstr "" #: doc/classes/ProjectSettings.xml:890 msgid "Optional name for the 3D render layer 16." msgstr "" #: doc/classes/ProjectSettings.xml:893 msgid "Optional name for the 3D render layer 17." msgstr "" #: doc/classes/ProjectSettings.xml:896 msgid "Optional name for the 3D render layer 18." msgstr "" #: doc/classes/ProjectSettings.xml:899 msgid "Optional name for the 3D render layer 19." msgstr "" #: doc/classes/ProjectSettings.xml:902 msgid "Optional name for the 3D render layer 2." msgstr "" #: doc/classes/ProjectSettings.xml:905 msgid "Optional name for the 3D render layer 20." msgstr "" #: doc/classes/ProjectSettings.xml:908 msgid "Optional name for the 3D render layer 3." msgstr "" #: doc/classes/ProjectSettings.xml:911 msgid "Optional name for the 3D render layer 4." msgstr "" #: doc/classes/ProjectSettings.xml:914 msgid "Optional name for the 3D render layer 5." msgstr "" #: doc/classes/ProjectSettings.xml:917 msgid "Optional name for the 3D render layer 6." msgstr "" #: doc/classes/ProjectSettings.xml:920 msgid "Optional name for the 3D render layer 7." msgstr "" #: doc/classes/ProjectSettings.xml:923 msgid "Optional name for the 3D render layer 8." msgstr "" #: doc/classes/ProjectSettings.xml:926 msgid "Optional name for the 3D render layer 9." msgstr "" #: doc/classes/ProjectSettings.xml:929 msgid "" "The locale to fall back to if a translation isn't available in a given " "language. If left empty, [code]en[/code] (English) will be used." msgstr "" #: doc/classes/ProjectSettings.xml:932 msgid "" "If non-empty, this locale will be used when running the project from the " "editor." msgstr "" #: doc/classes/ProjectSettings.xml:935 msgid "If [code]true[/code], logs all output to files." msgstr "" #: doc/classes/ProjectSettings.xml:938 msgid "" "Desktop override for [member logging/file_logging/enable_file_logging], as " "log files are not readily accessible on mobile/Web platforms." msgstr "" #: doc/classes/ProjectSettings.xml:941 msgid "" "Path to logs within the project. Using an [code]user://[/code] path is " "recommended." msgstr "" #: doc/classes/ProjectSettings.xml:944 msgid "Specifies the maximum amount of log files allowed (used for rotation)." msgstr "" #: doc/classes/ProjectSettings.xml:949 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 "" #: doc/classes/ProjectSettings.xml:952 msgid "" "This is used by servers when used in multi-threading mode (servers and " "visual). RIDs are preallocated to avoid stalling the server requesting them " "on threads. If servers get stalled too often when loading resources in a " "thread, increase this number." msgstr "" #: doc/classes/ProjectSettings.xml:955 msgid "" "Maximum amount of characters allowed to send as output from the debugger. " "Over this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" #: doc/classes/ProjectSettings.xml:958 msgid "" "Maximum number of errors allowed to be sent as output from the debugger. " "Over this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" #: doc/classes/ProjectSettings.xml:961 msgid "" "Maximum amount of messages allowed to send as output from the debugger. Over " "this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" #: doc/classes/ProjectSettings.xml:964 msgid "" "Maximum number of warnings allowed to be sent as output from the debugger. " "Over this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" #: doc/classes/ProjectSettings.xml:967 msgid "" "Default size of packet peer stream for deserializing Godot data (in bytes, " "specified as a power of two). The default value [code]16[/code] is equal to " "65,536 bytes. Over this size, data is dropped." msgstr "" #: doc/classes/ProjectSettings.xml:970 msgid "Timeout (in seconds) for connection attempts using TCP." msgstr "" #: doc/classes/ProjectSettings.xml:973 msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer." msgstr "" #: doc/classes/ProjectSettings.xml:976 msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer." msgstr "" #: doc/classes/ProjectSettings.xml:979 msgid "Maximum number of concurrent input packets for [WebSocketClient]." msgstr "" #: doc/classes/ProjectSettings.xml:982 msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer." msgstr "" #: doc/classes/ProjectSettings.xml:985 msgid "Maximum number of concurrent output packets for [WebSocketClient]." msgstr "" #: doc/classes/ProjectSettings.xml:988 msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer." msgstr "" #: doc/classes/ProjectSettings.xml:991 msgid "Maximum number of concurrent input packets for [WebSocketServer]." msgstr "" #: doc/classes/ProjectSettings.xml:994 msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer." msgstr "" #: doc/classes/ProjectSettings.xml:997 msgid "Maximum number of concurrent output packets for [WebSocketServer]." msgstr "" #: doc/classes/ProjectSettings.xml:1000 msgid "" "Amount of read ahead used by remote filesystem. Higher values decrease the " "effects of latency at the cost of higher bandwidth usage." msgstr "" #: doc/classes/ProjectSettings.xml:1003 msgid "Page size used by remote filesystem (in bytes)." msgstr "" #: doc/classes/ProjectSettings.xml:1006 msgid "" "The CA certificates bundle to use for SSL connections. If this is set to a " "non-empty value, this will [i]override[/i] Godot's default [url=https://" "github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates." "crt]Mozilla certificate bundle[/url]. If left empty, the default certificate " "bundle will be used.\n" "If in doubt, leave this setting empty." msgstr "" #: doc/classes/ProjectSettings.xml:1010 msgid "" "When creating node names automatically, set the type of casing in this " "project. This is mostly an editor setting." msgstr "" #: doc/classes/ProjectSettings.xml:1013 msgid "" "What to use to separate node name from number. This is mostly an editor " "setting." msgstr "" #: doc/classes/ProjectSettings.xml:1016 msgid "" "Size of the hash table used for the broad-phase 2D hash grid algorithm.\n" "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" #: doc/classes/ProjectSettings.xml:1020 msgid "" "Additional expansion applied to object bounds in the 2D physics bounding " "volume hierarchy. This can reduce BVH processing at the cost of a slightly " "coarser broadphase, which can stress the physics more in some situations.\n" "The default value will work well in most situations. A value of 0.0 will " "turn this optimization off, and larger values may work better for larger, " "faster moving objects.\n" "[b]Note:[/b] Used only if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" #: doc/classes/ProjectSettings.xml:1025 msgid "" "Cell size used for the broad-phase 2D hash grid algorithm (in pixels).\n" "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" #: doc/classes/ProjectSettings.xml:1029 msgid "" "The default angular damp in 2D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " "At value [code]0[/code] objects will keep moving with the same velocity. " "Values greater than [code]1[/code] will aim to reduce the velocity to " "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " "to reduce the velocity to [code]0[/code] in half a second. A value equal to " "or greater than the physics frame rate ([member ProjectSettings.physics/" "common/physics_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" #: doc/classes/ProjectSettings.xml:1033 msgid "" "The default gravity strength in 2D (in pixels per second squared).\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the default gravity at runtime, use the following code sample:\n" "[codeblock]\n" "# Set the default gravity strength to 98.\n" "Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), " "Physics2DServer.AREA_PARAM_GRAVITY, 98)\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml:1041 msgid "" "The default gravity direction in 2D.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the default gravity vector at runtime, use the following code sample:\n" "[codeblock]\n" "# Set the default gravity direction to `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]" msgstr "" #: doc/classes/ProjectSettings.xml:1049 msgid "" "The default linear damp in 2D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " "At value [code]0[/code] objects will keep moving with the same velocity. " "Values greater than [code]1[/code] will aim to reduce the velocity to " "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " "to reduce the velocity to [code]0[/code] in half a second. A value equal to " "or greater than the physics frame rate ([member ProjectSettings.physics/" "common/physics_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" #: doc/classes/ProjectSettings.xml:1053 msgid "" "Threshold defining the surface size that constitutes a large object with " "regard to cells in the broad-phase 2D hash grid algorithm.\n" "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" #: doc/classes/ProjectSettings.xml:1057 msgid "" "Sets which physics engine to use for 2D physics.\n" "\"DEFAULT\" and \"GodotPhysics\" are the same, as there is currently no " "alternative 2D physics server implemented." msgstr "" #: doc/classes/ProjectSettings.xml:1061 msgid "" "Threshold angular velocity under which a 2D physics body will be considered " "inactive. See [constant Physics2DServer." "SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]." msgstr "" #: doc/classes/ProjectSettings.xml:1064 msgid "" "Threshold linear velocity under which a 2D physics body will be considered " "inactive. See [constant Physics2DServer." "SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]." msgstr "" #: doc/classes/ProjectSettings.xml:1067 msgid "" "Sets whether physics is run on the main thread or a separate one. Running " "the server on a thread increases performance, but restricts API access to " "only physics process.\n" "[b]Warning:[/b] As of Godot 3.2, there are mixed reports about the use of a " "Multi-Threaded thread model for physics. Be sure to assess whether it does " "give you extra performance and no regressions when using it." msgstr "" #: doc/classes/ProjectSettings.xml:1071 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 "" #: doc/classes/ProjectSettings.xml:1074 msgid "" "Enables the use of bounding volume hierarchy instead of hash grid for 2D " "physics spatial partitioning. This may give better performance." msgstr "" #: doc/classes/ProjectSettings.xml:1077 msgid "" "Sets whether the 3D physics world will be created with support for " "[SoftBody] physics. Only applies to the Bullet physics engine." msgstr "" #: doc/classes/ProjectSettings.xml:1080 msgid "" "The default angular damp in 3D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " "At value [code]0[/code] objects will keep moving with the same velocity. " "Values greater than [code]1[/code] will aim to reduce the velocity to " "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " "to reduce the velocity to [code]0[/code] in half a second. A value equal to " "or greater than the physics frame rate ([member ProjectSettings.physics/" "common/physics_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" #: doc/classes/ProjectSettings.xml:1084 msgid "" "The default gravity strength in 3D (in meters per second squared).\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the default gravity at runtime, use the following code sample:\n" "[codeblock]\n" "# Set the default gravity strength to 9.8.\n" "PhysicsServer.area_set_param(get_viewport().find_world().get_space(), " "PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml:1092 msgid "" "The default gravity direction in 3D.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the default gravity vector at runtime, use the following code sample:\n" "[codeblock]\n" "# Set the default gravity direction to `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]" msgstr "" #: doc/classes/ProjectSettings.xml:1100 msgid "" "The default linear damp in 3D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " "At value [code]0[/code] objects will keep moving with the same velocity. " "Values greater than [code]1[/code] will aim to reduce the velocity to " "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " "to reduce the velocity to [code]0[/code] in half a second. A value equal to " "or greater than the physics frame rate ([member ProjectSettings.physics/" "common/physics_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" #: doc/classes/ProjectSettings.xml:1104 msgid "" "Additional expansion applied to object bounds in the 3D physics bounding " "volume hierarchy. This can reduce BVH processing at the cost of a slightly " "coarser broadphase, which can stress the physics more in some situations.\n" "The default value will work well in most situations. A value of 0.0 will " "turn this optimization off, and larger values may work better for larger, " "faster moving objects.\n" "[b]Note:[/b] Used only if [member ProjectSettings.physics/3d/godot_physics/" "use_bvh] is enabled." msgstr "" #: doc/classes/ProjectSettings.xml:1109 msgid "" "Enables the use of bounding volume hierarchy instead of octree for 3D " "physics spatial partitioning. This may give better performance." msgstr "" #: doc/classes/ProjectSettings.xml:1112 msgid "" "Sets which physics engine to use for 3D physics.\n" "\"DEFAULT\" is currently the [url=https://bulletphysics.org]Bullet[/url] " "physics engine. The \"GodotPhysics\" engine is still supported as an " "alternative." msgstr "" #: doc/classes/ProjectSettings.xml:1116 msgid "Enables [member Viewport.physics_object_picking] on the root viewport." msgstr "" #: doc/classes/ProjectSettings.xml:1119 msgid "" "If enabled, 2D and 3D physics picking behaves this way in relation to " "pause:\n" "- When pause is started, every collision object that is hovered or captured " "(3D only) is released from that condition, getting the relevant mouse-exit " "callback, unless its pause mode makes it immune to pause.\n" "- During pause, picking only considers collision objects immune to pause, " "sending input events and enter/exit callbacks to them as expected.\n" "If disabled, the legacy behavior is used, which consists in queuing the " "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 "" #: doc/classes/ProjectSettings.xml:1125 msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the physics FPS at runtime, set [member Engine.iterations_per_second] " "instead." msgstr "" #: doc/classes/ProjectSettings.xml:1129 msgid "" "Controls how much physics ticks are synchronized with real time. For 0 or " "less, the ticks are synchronized. Such values are recommended for network " "games, where clock synchronization matters. Higher values cause higher " "deviation of in-game clock and real clock, but allows smoothing out " "framerate jitters. The default value of 0.5 should be fine for most; values " "above 2 could cause the game to react to dropped frames with a noticeable " "delay and are not recommended.\n" "[b]Note:[/b] For best results, when using a custom physics interpolation " "solution, the physics jitter fix should be disabled by setting [member " "physics/common/physics_jitter_fix] to [code]0[/code].\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead." msgstr "" #: doc/classes/ProjectSettings.xml:1134 msgid "" "[b]Experimental.[/b] Calls [code]glBufferData[/code] with NULL data prior to " "uploading batching data. This may not be necessary but can be used for " "safety.\n" "[b]Note:[/b] Use with care. You are advised to leave this as default for " "exports. A non-default setting that works better on your machine may " "adversely affect performance for end users." msgstr "" #: doc/classes/ProjectSettings.xml:1138 msgid "" "[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag " "for batching buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] " "flag.\n" "[b]Note:[/b] Use with care. You are advised to leave this as default for " "exports. A non-default setting that works better on your machine may " "adversely affect performance for end users." msgstr "" #: doc/classes/ProjectSettings.xml:1142 msgid "" "[b]Experimental.[/b] If set to on, this applies buffer orphaning - " "[code]glBufferData[/code] is called with NULL data and the full buffer size " "prior to uploading new data. This can be important to avoid stalling on some " "hardware.\n" "[b]Note:[/b] Use with care. You are advised to leave this as default for " "exports. A non-default setting that works better on your machine may " "adversely affect performance for end users." msgstr "" #: doc/classes/ProjectSettings.xml:1146 msgid "" "[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag " "for legacy buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] " "flag.\n" "[b]Note:[/b] Use with care. You are advised to leave this as default for " "exports. A non-default setting that works better on your machine may " "adversely affect performance for end users." msgstr "" #: doc/classes/ProjectSettings.xml:1150 msgid "" "Choose between fixed mode where corner scalings are preserved matching the " "artwork, and scaling mode.\n" "Not available in GLES3 when [member rendering/batching/options/use_batching] " "is off." msgstr "" #: doc/classes/ProjectSettings.xml:1154 msgid "" "Some NVIDIA GPU drivers have a bug which produces flickering issues for the " "[code]draw_rect[/code] method, especially as used in [TileMap]. Refer to " "[url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/" "url] for details.\n" "If [code]true[/code], this option enables a \"safe\" code path for such " "NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 " "rendering, but only on desktop platforms." msgstr "" #: doc/classes/ProjectSettings.xml:1158 msgid "" "If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. " "This provides greater compatibility with a wide range of hardware, and also " "may be faster in some circumstances.\n" "Currently only available when [member rendering/batching/options/" "use_batching] is active.\n" "[b]Note:[/b] Antialiased software skinned polys are not supported, and will " "be rendered without antialiasing.\n" "[b]Note:[/b] Custom shaders that use the [code]VERTEX[/code] built-in " "operate with [code]VERTEX[/code] position [i]after[/i] skinning, whereas " "with hardware skinning, [code]VERTEX[/code] is the position [i]before[/i] " "skinning." msgstr "" #: doc/classes/ProjectSettings.xml:1164 msgid "" "If [code]true[/code], forces snapping of vertices to pixels in 2D rendering. " "May help in some pixel art styles.\n" "This snapping is performed on the GPU in the vertex shader.\n" "Consider using the project setting [member rendering/batching/precision/" "uv_contract] to prevent artifacts." msgstr "" #: doc/classes/ProjectSettings.xml:1169 msgid "" "When batching is on, this regularly prints a frame diagnosis log. Note that " "this will degrade performance." msgstr "" #: doc/classes/ProjectSettings.xml:1172 msgid "" "[b]Experimental.[/b] For regression testing against the old renderer. If " "this is switched on, and [code]use_batching[/code] is set, the renderer will " "swap alternately between using the old renderer, and the batched renderer, " "on each frame. This makes it easy to identify visual differences. " "Performance will be degraded." msgstr "" #: doc/classes/ProjectSettings.xml:1175 msgid "" "Lights have the potential to prevent joining items, and break many of the " "performance benefits of batching. This setting enables some complex logic to " "allow joining items if their lighting is similar, and overlap tests pass. " "This can significantly improve performance in some games. Set to 0 to switch " "off. With large values the cost of overlap tests may lead to diminishing " "returns." msgstr "" #: doc/classes/ProjectSettings.xml:1178 msgid "" "Sets the proportion of the total screen area (in pixels) that must be saved " "by a scissor operation in order to activate light scissoring. This can " "prevent parts of items being rendered outside the light area. Lower values " "scissor more aggressively. A value of 1 scissors none of the items, a value " "of 0 scissors every item. The power of 4 of the value is used, in order to " "emphasize the lower range, and multiplied by the total screen area in pixels " "to give the threshold. This can reduce fill rate requirements in scenes with " "a lot of lighting." msgstr "" #: doc/classes/ProjectSettings.xml:1181 msgid "" "Enabling this setting uses the legacy method to draw batches containing only " "one rect. The legacy method is faster (approx twice as fast), but can cause " "flicker on some systems. In order to directly compare performance with the " "non-batching renderer you can set this to true, but it is recommended to " "turn this off unless you can guarantee your target hardware will work with " "this method." msgstr "" #: doc/classes/ProjectSettings.xml:1184 msgid "" "Turns 2D batching on and off. Batching increases performance by reducing the " "amount of graphics API drawcalls." msgstr "" #: doc/classes/ProjectSettings.xml:1187 msgid "Switches on 2D batching within the editor." msgstr "" #: doc/classes/ProjectSettings.xml:1190 msgid "" "Size of buffer reserved for batched vertices. Larger size enables larger " "batches, but there are diminishing returns for the memory used. This should " "only have a minor effect on performance." msgstr "" #: doc/classes/ProjectSettings.xml:1193 msgid "" "Including color in the vertex format has a cost, however, not including " "color prevents batching across color changes. This threshold determines the " "ratio of [code]number of vertex color changes / total number of vertices[/" "code] above which vertices will be translated to colored format. A value of " "0 will always use colored vertices, 1 will never use colored vertices." msgstr "" #: doc/classes/ProjectSettings.xml:1196 msgid "" "In certain circumstances, the batcher can reorder items in order to better " "join them. This may result in better performance. An overlap test is needed " "however for each item lookahead, so there is a trade off, with diminishing " "returns. If you are getting no benefit, setting this to 0 will switch it off." msgstr "" #: doc/classes/ProjectSettings.xml:1199 msgid "" "Sets the number of commands to lookahead to determine whether to batch " "render items. A value of 1 can join items consisting of single commands, 0 " "turns off joining. Higher values are in theory more likely to join, however " "this has diminishing returns and has a runtime cost so a small value is " "recommended." msgstr "" #: doc/classes/ProjectSettings.xml:1202 msgid "" "On some platforms (especially mobile), precision issues in shaders can lead " "to reading 1 texel outside of bounds, particularly where rects are scaled. " "This can particularly lead to border artifacts around tiles in tilemaps.\n" "This adjustment corrects for this by making a small contraction to the UV " "coordinates used. Note that this can result in a slight squashing of border " "texels." msgstr "" #: doc/classes/ProjectSettings.xml:1206 msgid "" "The amount of UV contraction. This figure is divided by 1000000, and is a " "proportion of the total texture dimensions, where the width and height are " "both ranged from 0.0 to 1.0.\n" "Use the default unless correcting for a problem on particular hardware." msgstr "" #: doc/classes/ProjectSettings.xml:1210 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_HIGH]." msgstr "" #: doc/classes/ProjectSettings.xml:1213 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_LOW]." msgstr "" #: doc/classes/ProjectSettings.xml:1216 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_MEDIUM]." msgstr "" #: doc/classes/ProjectSettings.xml:1219 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_ULTRA]." msgstr "" #: doc/classes/ProjectSettings.xml:1222 msgid "" "Default background clear color. Overridable per [Viewport] using its " "[Environment]. See [member Environment.background_mode] and [member " "Environment.background_color] in particular. To change this default color " "programmatically, use [method VisualServer.set_default_clear_color]." msgstr "" #: doc/classes/ProjectSettings.xml:1225 msgid "" "[Environment] that will be used as a fallback environment in case a scene " "does not specify its own environment. The default environment is loaded in " "at scene load time regardless of whether you have set an environment or not. " "If you do not rely on the fallback environment, it is best to delete " "[code]default_env.tres[/code], or to specify a different default environment " "here." msgstr "" #: doc/classes/ProjectSettings.xml:1228 msgid "" "The use of half-float vertex compression may be producing rendering errors " "on some platforms (especially iOS). These have been seen particularly in " "particles. Disabling half-float may resolve these problems." msgstr "" #: doc/classes/ProjectSettings.xml:1231 msgid "" "iOS specific override for [member rendering/gles2/compatibility/" "disable_half_float], due to poor support for half-float vertex compression " "on many devices." msgstr "" #: doc/classes/ProjectSettings.xml:1234 msgid "" "If [code]true[/code] and available on the target Android device, enables " "high floating point precision for all shader computations in GLES2.\n" "[b]Warning:[/b] High floating point precision can be extremely slow on older " "devices and is often not available at all. Use with caution." msgstr "" #: doc/classes/ProjectSettings.xml:1238 msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" #: doc/classes/ProjectSettings.xml:1241 msgid "" "Max buffer size for drawing polygons. Any polygon bigger than this will not " "work." msgstr "" #: doc/classes/ProjectSettings.xml:1244 msgid "" "Max index buffer size for drawing polygons. Any polygon bigger than this " "will not work." msgstr "" #: doc/classes/ProjectSettings.xml:1247 msgid "" "Max buffer size for drawing immediate objects (ImmediateGeometry nodes). " "Nodes using more than this size will not work." msgstr "" #: doc/classes/ProjectSettings.xml:1250 msgid "" "Max number of lights renderable per object. This is further limited by " "hardware support. Most devices only support 409 lights, while many devices " "(especially mobile) only support 102. Setting this low will slightly reduce " "memory usage and may decrease shader compile times." msgstr "" #: doc/classes/ProjectSettings.xml:1253 msgid "" "Max amount of elements renderable in a frame. If more elements than this are " "visible per frame, they will not be drawn. Keep in mind elements refer to " "mesh surfaces and not meshes themselves. Setting this low will slightly " "reduce memory usage and may decrease shader compile times, particularly on " "web. For most uses, the default value is suitable, but consider lowering as " "much as possible on web export." msgstr "" #: doc/classes/ProjectSettings.xml:1256 msgid "" "Max number of lights renderable in a frame. If more lights than this number " "are used, they will be ignored. Setting this low will slightly reduce memory " "usage and may decrease shader compile times, particularly on web. For most " "uses, the default value is suitable, but consider lowering as much as " "possible on web export." msgstr "" #: doc/classes/ProjectSettings.xml:1259 msgid "" "Max number of reflection probes renderable in a frame. If more reflection " "probes than this number are used, they will be ignored. Setting this low " "will slightly reduce memory usage and may decrease shader compile times, " "particularly on web. For most uses, the default value is suitable, but " "consider lowering as much as possible on web export." msgstr "" #: doc/classes/ProjectSettings.xml:1262 msgid "" "Shaders have a time variable that constantly increases. At some point, it " "needs to be rolled back to zero to avoid precision errors on shader " "animations. This setting specifies when (in seconds)." msgstr "" #: doc/classes/ProjectSettings.xml:1265 msgid "" "If [code]true[/code], the texture importer will import lossless textures " "using the PNG format. Otherwise, it will default to using WebP." msgstr "" #: doc/classes/ProjectSettings.xml:1268 msgid "" "The default compression level for lossless WebP. Higher levels result in " "smaller files at the cost of compression speed. Decompression speed is " "mostly unaffected by the compression level. Supported values are 0 to 9. " "Note that compression levels above 6 are very slow and offer very little " "savings." msgstr "" #: doc/classes/ProjectSettings.xml:1271 msgid "" "On import, mesh vertex data will be split into two streams within a single " "vertex buffer, one for position data and the other for interleaved " "attributes data. Recommended to be enabled if targeting mobile devices. " "Requires manual reimport of meshes after toggling." msgstr "" #: doc/classes/ProjectSettings.xml:1274 msgid "" "Determines the maximum number of sphere occluders that will be used at any " "one time.\n" "Although you can have many occluders in a scene, each frame the system will " "choose from these the most relevant based on a screen space metric, in order " "to give the best overall performance." msgstr "" #: doc/classes/ProjectSettings.xml:1278 msgid "" "The default convention is for portal normals to point outward (face outward) " "from the source room.\n" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " "convertion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml:1283 msgid "" "Show conversion logs.\n" "[b]Note:[/b] This will automatically be disabled in exports." msgstr "" #: doc/classes/ProjectSettings.xml:1287 msgid "" "If [code]true[/code], gameplay callbacks will be sent as [code]signals[/" "code]. If [code]false[/code], they will be sent as [code]notifications[/" "code]." msgstr "" #: doc/classes/ProjectSettings.xml:1290 msgid "" "If enabled, while merging meshes, the system will also attempt to remove " "[Spatial] nodes that no longer have any children.\n" "Reducing the number of [Node]s in the scene tree can make traversal more " "efficient, but can be switched off in case you wish to use empty [Spatial]s " "for markers or some other purpose." msgstr "" #: doc/classes/ProjectSettings.xml:1294 msgid "" "Show logs during PVS generation.\n" "[b]Note:[/b] This will automatically be disabled in exports." msgstr "" #: doc/classes/ProjectSettings.xml:1298 msgid "" "Uses a simplified method of generating PVS (potentially visible set) data. " "The results may not be accurate where more than one portal join adjacent " "rooms.\n" "[b]Note:[/b] Generally you should only use this option if you encounter bugs " "when it is set to [code]false[/code], i.e. there are problems with the " "default method." msgstr "" #: doc/classes/ProjectSettings.xml:1302 msgid "" "If [code]true[/code], allocates the main framebuffer with high dynamic " "range. High dynamic range allows the use of [Color] values greater than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/ProjectSettings.xml:1306 msgid "" "Lower-end override for [member rendering/quality/depth/hdr] on mobile " "devices, due to performance concerns or driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1309 msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" #: doc/classes/ProjectSettings.xml:1312 msgid "" "If [code]true[/code], performs a previous depth pass before rendering " "materials. This increases performance in scenes with high overdraw, when " "complex materials and lighting are used." msgstr "" #: doc/classes/ProjectSettings.xml:1315 msgid "" "The directional shadow's size in pixels. Higher values will result in " "sharper shadows, at the cost of performance. The value will be rounded up to " "the nearest power of 2." msgstr "" #: doc/classes/ProjectSettings.xml:1318 msgid "" "Lower-end override for [member rendering/quality/directional_shadow/size] on " "mobile devices, due to performance concerns or driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1321 msgid "" "The video driver to use (\"GLES2\" or \"GLES3\").\n" "[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--" "video-driver[/code] command line argument, or by the [member rendering/" "quality/driver/fallback_to_gles2] option if the target system does not " "support GLES3 and falls back to GLES2. In such cases, this property is not " "updated, so use [method OS.get_current_video_driver] to query it at run-time." msgstr "" #: doc/classes/ProjectSettings.xml:1325 msgid "" "If [code]true[/code], allows falling back to the GLES2 driver if the GLES3 " "driver is not supported.\n" "[b]Note:[/b] The two video drivers are not drop-in replacements for each " "other, so a game designed for GLES3 might not work properly when falling " "back to GLES2. In particular, some features of the GLES3 backend are not " "available in GLES2. Enabling this setting also means that both ETC and ETC2 " "VRAM-compressed textures will be exported on Android and iOS, increasing the " "data pack's size." msgstr "" #: doc/classes/ProjectSettings.xml:1329 msgid "" "Maximum anisotropic filter level used for textures with anisotropy enabled. " "Higher values will result in sharper textures when viewed from oblique " "angles, at the cost of performance. Only power-of-two values are valid (2, " "4, 8, 16)." msgstr "" #: doc/classes/ProjectSettings.xml:1332 msgid "" "Sets the number of MSAA samples to use. MSAA is used to reduce aliasing " "around the edges of polygons. A higher MSAA value results in smoother edges " "but can be significantly slower on some hardware.\n" "[b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend." msgstr "" #: doc/classes/ProjectSettings.xml:1336 msgid "" "If set to a value greater than [code]0.0[/code], contrast-adaptive " "sharpening will be applied to the 3D viewport. This has a low performance " "cost and can be used to recover some of the sharpness lost from using FXAA. " "Values around [code]0.5[/code] generally give the best results. See also " "[member rendering/quality/filters/use_fxaa]." msgstr "" #: doc/classes/ProjectSettings.xml:1339 msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible. In some cases, debanding may introduce a " "slightly noticeable dithering pattern. It's recommended to enable debanding " "only when actually needed since the dithering pattern will make lossless-" "compressed screenshots larger.\n" "[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/" "depth/hdr] must also be [code]true[/code] for debanding to be effective.\n" "[b]Note:[/b] There are known issues with debanding breaking rendering on " "mobile platforms. Due to this, it is recommended to leave this option " "disabled when targeting mobile platforms." msgstr "" #: doc/classes/ProjectSettings.xml:1344 msgid "" "Enables FXAA in the root Viewport. FXAA is a popular screen-space " "antialiasing method, which is fast but will make the image look blurry, " "especially at lower resolutions. It can still work relatively well at large " "resolutions such as 1440p and 4K. Some of the lost sharpness can be " "recovered by enabling contrast-adaptive sharpening (see [member rendering/" "quality/filters/sharpen_intensity])." msgstr "" #: doc/classes/ProjectSettings.xml:1347 msgid "" "If [code]true[/code], uses nearest-neighbor mipmap filtering when using " "mipmaps (also called \"bilinear filtering\"), which will result in visible " "seams appearing between mipmap stages. This may increase performance in " "mobile as less memory bandwidth is used. If [code]false[/code], linear " "mipmap filtering (also called \"trilinear filtering\") is used." msgstr "" #: doc/classes/ProjectSettings.xml:1350 msgid "" "Strategy used for framebuffer allocation. The simpler it is, the less " "resources it uses (but the less features it supports). If set to \"2D " "Without Sampling\" or \"3D Without Effects\", sample buffers will not be " "allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/" "code] will not be available in shaders and post-processing effects will not " "be available in the [Environment]." msgstr "" #: doc/classes/ProjectSettings.xml:1353 msgid "" "Lower-end override for [member rendering/quality/intended_usage/" "framebuffer_allocation] on mobile devices, due to performance concerns or " "driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1356 msgid "" "Enable usage of bicubic sampling in baked lightmaps. This results in " "smoother looking lighting at the expense of more bandwidth usage. On GLES2, " "changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml:1359 msgid "" "Lower-end override for [member rendering/quality/lightmapping/" "use_bicubic_sampling] on mobile devices, in order to reduce bandwidth usage." msgstr "" #: doc/classes/ProjectSettings.xml:1362 msgid "" "Size of the atlas used by reflection probes. A larger size can result in " "higher visual quality, while a smaller size will be faster and take up less " "memory." msgstr "" #: doc/classes/ProjectSettings.xml:1365 msgid "" "Number of subdivisions to use for the reflection atlas. A higher number " "lowers the quality of each atlas, but allows you to use more." msgstr "" #: doc/classes/ProjectSettings.xml:1368 msgid "" "If [code]true[/code], uses a high amount of samples to create blurred " "variants of reflection probes and panorama backgrounds (sky). Those blurred " "variants are used by rough materials." msgstr "" #: doc/classes/ProjectSettings.xml:1371 msgid "" "Lower-end override for [member rendering/quality/reflections/" "high_quality_ggx] on mobile devices, due to performance concerns or driver " "support." msgstr "" #: doc/classes/ProjectSettings.xml:1374 msgid "" "Limits the size of the irradiance map which is normally determined by " "[member Sky.radiance_size]. A higher size results in a higher quality " "irradiance map similarly to [member rendering/quality/reflections/" "high_quality_ggx]. Use a higher value when using high-frequency HDRI maps, " "otherwise keep this as low as possible.\n" "[b]Note:[/b] Low and mid range hardware do not support complex irradiance " "maps well and may crash if this is set too high." msgstr "" #: doc/classes/ProjectSettings.xml:1378 msgid "" "If [code]true[/code], uses texture arrays instead of mipmaps for reflection " "probes and panorama backgrounds (sky). This reduces jitter noise on " "reflections, but costs more performance and memory." msgstr "" #: doc/classes/ProjectSettings.xml:1381 msgid "" "Lower-end override for [member rendering/quality/reflections/" "texture_array_reflections] on mobile devices, due to performance concerns or " "driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1384 msgid "" "If [code]true[/code], uses faster but lower-quality Blinn model to generate " "blurred reflections instead of the GGX model." msgstr "" #: doc/classes/ProjectSettings.xml:1387 msgid "" "Lower-end override for [member rendering/quality/shading/" "force_blinn_over_ggx] on mobile devices, due to performance concerns or " "driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1390 msgid "" "If [code]true[/code], uses faster but lower-quality Lambert material " "lighting model instead of Burley." msgstr "" #: doc/classes/ProjectSettings.xml:1393 msgid "" "Lower-end override for [member rendering/quality/shading/" "force_lambert_over_burley] on mobile devices, due to performance concerns or " "driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1396 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." msgstr "" #: doc/classes/ProjectSettings.xml:1399 msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " "driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1402 msgid "" "If [code]true[/code], enables new physical light attenuation for " "[OmniLight]s and [SpotLight]s. This results in more realistic lighting " "appearance with a very small performance cost. When physical light " "attenuation is enabled, lights will appear to be darker as a result of the " "new attenuation formula. This can be compensated by adjusting the lights' " "energy or attenuation values.\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml:1406 msgid "" "Size for cubemap into which the shadow is rendered before being copied into " "the shadow atlas. A higher number can result in higher resolution shadows " "when used with a higher [member rendering/quality/shadow_atlas/size]. " "Setting higher than a quarter of the [member rendering/quality/shadow_atlas/" "size] will not result in a perceptible increase in visual quality." msgstr "" #: doc/classes/ProjectSettings.xml:1409 doc/classes/ProjectSettings.xml:1412 #: doc/classes/ProjectSettings.xml:1415 doc/classes/ProjectSettings.xml:1418 msgid "" "Subdivision quadrant size for shadow mapping. See shadow mapping " "documentation." msgstr "" #: doc/classes/ProjectSettings.xml:1421 msgid "" "Size for shadow atlas (used for OmniLights and SpotLights). See " "documentation." msgstr "" #: doc/classes/ProjectSettings.xml:1424 msgid "" "Lower-end override for [member rendering/quality/shadow_atlas/size] on " "mobile devices, due to performance concerns or driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1427 msgid "" "Shadow filter mode. Higher-quality settings result in smoother shadows that " "flicker less when moving. \"Disabled\" is the fastest option, but also has " "the lowest quality. \"PCF5\" is smoother but is also slower. \"PCF13\" is " "the smoothest option, but is also the slowest.\n" "[b]Note:[/b] When using the GLES2 backend, the \"PCF13\" option actually " "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 "" #: doc/classes/ProjectSettings.xml:1431 msgid "" "Lower-end override for [member rendering/quality/shadows/filter_mode] on " "mobile devices, due to performance concerns or driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1434 msgid "" "Forces [MeshInstance] to always perform skinning on the CPU (applies to both " "GLES2 and GLES3).\n" "See also [member rendering/quality/skinning/software_skinning_fallback]." msgstr "" #: doc/classes/ProjectSettings.xml:1438 msgid "" "Allows [MeshInstance] to perform skinning on the CPU when the hardware " "doesn't support the default GPU skinning process with GLES2.\n" "If [code]false[/code], an alternative skinning process on the GPU is used in " "this case (slower in most cases).\n" "See also [member rendering/quality/skinning/force_software_skinning].\n" "[b]Note:[/b] When the software skinning fallback is triggered, custom vertex " "shaders will behave in a different way, because the bone transform will be " "already applied to the modelview matrix." msgstr "" #: doc/classes/ProjectSettings.xml:1444 msgid "" "Additional expansion applied to object bounds in the 3D rendering bounding " "volume hierarchy. This can reduce BVH processing at the cost of a slightly " "reduced accuracy.\n" "The default value will work well in most situations. A value of 0.0 will " "turn this optimization off, and larger values may work better for larger, " "faster moving objects.\n" "[b]Note:[/b] Used only if [member ProjectSettings.rendering/quality/" "spatial_partitioning/use_bvh] is enabled." msgstr "" #: doc/classes/ProjectSettings.xml:1449 msgid "" "The rendering octree balance can be changed to favor smaller ([code]0[/" "code]), or larger ([code]1[/code]) branches.\n" "Larger branches can increase performance significantly in some projects.\n" "[b]Note:[/b] Not used if [member ProjectSettings.rendering/quality/" "spatial_partitioning/use_bvh] is enabled." msgstr "" #: doc/classes/ProjectSettings.xml:1454 msgid "" "Enables the use of bounding volume hierarchy instead of octree for rendering " "spatial partitioning. This may give better performance." msgstr "" #: doc/classes/ProjectSettings.xml:1457 msgid "" "Improves quality of subsurface scattering, but cost significantly increases." msgstr "" #: doc/classes/ProjectSettings.xml:1460 msgid "Quality setting for subsurface scattering (samples taken)." msgstr "" #: doc/classes/ProjectSettings.xml:1463 msgid "Max radius used for subsurface scattering samples." msgstr "" #: doc/classes/ProjectSettings.xml:1466 msgid "" "Weight subsurface scattering samples. Helps to avoid reading samples from " "unrelated parts of the screen." msgstr "" #: doc/classes/ProjectSettings.xml:1469 msgid "" "Use high-quality voxel cone tracing. This results in better-looking " "reflections, but is much more expensive on the GPU." msgstr "" #: doc/classes/ProjectSettings.xml:1472 msgid "" "Thread model for rendering. Rendering on a thread can vastly improve " "performance, but synchronizing to the main thread can cause a bit more " "jitter." msgstr "" #: doc/classes/ProjectSettings.xml:1475 msgid "" "If [code]true[/code], a thread safe version of BVH (bounding volume " "hierarchy) will be used in rendering and Godot physics.\n" "Try enabling this option if you see any visual anomalies in 3D (such as " "incorrect object visibility)." msgstr "" #: doc/classes/ProjectSettings.xml:1479 msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the BPTC algorithm. This texture compression algorithm is " "only supported on desktop platforms, and only when using the GLES3 " "renderer.\n" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" #: doc/classes/ProjectSettings.xml:1483 msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression algorithm. This algorithm " "doesn't support alpha channels in textures.\n" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" #: doc/classes/ProjectSettings.xml:1487 msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm. This texture " "compression algorithm is only supported when using the GLES3 renderer.\n" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" #: doc/classes/ProjectSettings.xml:1491 msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the PowerVR Texture Compression algorithm. This texture " "compression algorithm is only supported on iOS.\n" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" #: doc/classes/ProjectSettings.xml:1495 msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the S3 Texture Compression algorithm. This algorithm is only " "supported on desktop platforms and consoles.\n" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" #: doc/classes/ProjectSettings.xml:1499 msgid "" "Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in " "pixels)." msgstr "" #: doc/classes/ProximityGroup.xml:4 doc/classes/ProximityGroup.xml:7 msgid "General-purpose proximity detection node." msgstr "" #: doc/classes/QuadMesh.xml:4 msgid "Class representing a square mesh." msgstr "" #: doc/classes/QuadMesh.xml:7 msgid "" "Class representing a square [PrimitiveMesh]. This flat mesh does not have a " "thickness. By default, this mesh is aligned on the X and Y axes; this " "default rotation is more suited for use with billboarded materials. Unlike " "[PlaneMesh], this mesh doesn't provide subdivision options." msgstr "" #: doc/classes/QuadMesh.xml:11 doc/classes/Viewport.xml:20 #: doc/classes/ViewportTexture.xml:13 #, fuzzy msgid "https://godotengine.org/asset-library/asset/129" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/QuadMesh.xml:17 msgid "Offset of the generated Quad. Useful for particles." msgstr "" #: doc/classes/QuadMesh.xml:20 msgid "Size on the X and Y axes." msgstr "Größe auf der X- und Y-Achse." #: doc/classes/Quat.xml:4 msgid "Quaternion." msgstr "Die Quaternion." #: doc/classes/Quat.xml:7 msgid "" "A unit quaternion used for representing 3D rotations. Quaternions need to be " "normalized to be used for rotation.\n" "It is similar to Basis, which implements matrix representation of rotations, " "and can be parametrized using both an axis-angle pair or Euler angles. Basis " "stores rotation, scale, and shearing, while Quat only stores rotation.\n" "Due to its compactness and the way it is stored in memory, certain " "operations (obtaining axis-angle and performing SLERP, in particular) are " "more efficient and robust against floating-point errors." msgstr "" #: doc/classes/Quat.xml:12 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/3d/using_transforms." "html#interpolating-with-quaternions" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/3d/using_transforms." "html#interpolating-with-quaternions" #: doc/classes/Quat.xml:20 msgid "Constructs a quaternion from the given [Basis]." msgstr "Konstruiert ein Quaternion aus der gegebenen [Basis]." #: doc/classes/Quat.xml:27 msgid "" "Constructs a quaternion that will perform a rotation specified by Euler " "angles (in the YXZ convention: when decomposing, first Z, then X, and Y " "last), given in the vector format as (X angle, Y angle, Z angle)." msgstr "" "Konstruiert ein Quaternion, das eine Drehung ausführt, die durch Euler-" "Winkel (in der YXZ-Konvention: bei der Zerlegung zuerst Z, dann X und Y " "zuletzt) angegeben wird, die im Vektorformat als (X-Winkel, Y-Winkel, Z-" "Winkel) angegeben wird." #: doc/classes/Quat.xml:35 msgid "" "Constructs a quaternion that will rotate around the given axis by the " "specified angle. The axis must be a normalized vector." msgstr "" "Konstruiert ein Quaternion, das sich um die angegebene Achse um den " "angegebenen Winkel dreht. Die Achse muss ein normalisierter Vektor sein." #: doc/classes/Quat.xml:45 msgid "Constructs a quaternion defined by the given values." msgstr "" #: doc/classes/Quat.xml:52 msgid "" "Returns the angle between this quaternion and [code]to[/code]. This is the " "magnitude of the angle you would need to rotate by to get from one to the " "other.\n" "[b]Note:[/b] This method has an abnormally high amount of floating-point " "error, so methods such as [method @GDScript.is_zero_approx] will not work " "reliably." msgstr "" #: doc/classes/Quat.xml:63 #, fuzzy msgid "" "Performs a cubic spherical interpolation between quaternions [code]pre_a[/" "code], this vector, [code]b[/code], and [code]post_b[/code], by the given " "amount [code]weight[/code]." msgstr "" "Führt eine kubische Interpolation zwischen den Vektoren [code]pre_a[/code], " "[code]a[/code], [code]b[/code], [code]post_b[/code] ([code]a[/code] ist " "aktuell), um den angegebenen Betrag [code]t[/code] durch. [code]t[/code] " "liegt im Bereich von 0,0 bis 1,0 und stellt den Betrag der Interpolation dar." #: doc/classes/Quat.xml:70 msgid "Returns the dot product of two quaternions." msgstr "" #: doc/classes/Quat.xml:76 msgid "" "Returns Euler angles (in the YXZ convention: when decomposing, first Z, then " "X, and Y last) corresponding to the rotation represented by the unit " "quaternion. Returned vector contains the rotation angles in the format (X " "angle, Y angle, Z angle)." msgstr "" #: doc/classes/Quat.xml:82 msgid "Returns the inverse of the quaternion." msgstr "" #: doc/classes/Quat.xml:89 #, fuzzy msgid "" "Returns [code]true[/code] if this quaternion and [code]quat[/code] are " "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" "Gibt [code]true[/code] falls dieser Vektor und Vektor [code]v[/code] " "ungefähr gleich sind, wobei [method @GDScript.is_equal_approx] mit beiden " "Komponenten aufgerufen wird." #: doc/classes/Quat.xml:95 msgid "Returns whether the quaternion is normalized or not." msgstr "" #: doc/classes/Quat.xml:101 msgid "Returns the length of the quaternion." msgstr "" #: doc/classes/Quat.xml:107 msgid "Returns the length of the quaternion, squared." msgstr "" #: doc/classes/Quat.xml:113 msgid "Returns a copy of the quaternion, normalized to unit length." msgstr "" #: doc/classes/Quat.xml:120 msgid "" "Sets the quaternion to a rotation which rotates around axis by the specified " "angle, in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quat.xml:126 msgid "" "Sets the quaternion to a rotation specified by Euler angles (in the YXZ " "convention: when decomposing, first Z, then X, and Y last), given in the " "vector format as (X angle, Y angle, Z angle)." msgstr "" #: doc/classes/Quat.xml:134 msgid "" "Returns the result of the spherical linear interpolation between this " "quaternion and [code]to[/code] by amount [code]weight[/code].\n" "[b]Note:[/b] Both quaternions must be normalized." msgstr "" "Gibt das Ergebnis der sphärischen Linearinterpolation zwischen diesem " "Quaternion und [code]to[/code] nach Betrag [code]weight[/code].\n" "[b]Note:[/b] Beide Quaternionen müssen normalisiert sein." #: doc/classes/Quat.xml:143 msgid "" "Returns the result of the spherical linear interpolation between this " "quaternion and [code]to[/code] by amount [code]weight[/code], but without " "checking if the rotation path is not bigger than 90 degrees." msgstr "" "Gibt das Ergebnis der sphärischen Linearinterpolation zwischen diesem " "Quaternion und [code]to[/code] nach Betrag [code]weight[/code], jedoch ohne " "zu überprüfen, ob der Rotationspfad nicht größer als 90 Grad ist." #: doc/classes/Quat.xml:150 msgid "Returns a vector transformed (multiplied) by this quaternion." msgstr "" #: doc/classes/Quat.xml:156 msgid "" "W component of the quaternion (real part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" #: doc/classes/Quat.xml:160 msgid "" "X component of the quaternion (imaginary [code]i[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" #: doc/classes/Quat.xml:164 msgid "" "Y component of the quaternion (imaginary [code]j[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" #: doc/classes/Quat.xml:168 msgid "" "Z component of the quaternion (imaginary [code]k[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" #: doc/classes/Quat.xml:174 msgid "" "The identity quaternion, representing no rotation. Equivalent to an identity " "[Basis] matrix. If a vector is transformed by an identity quaternion, it " "will not change." msgstr "" #: doc/classes/RandomNumberGenerator.xml:4 msgid "A class for generating pseudo-random numbers." msgstr "" #: doc/classes/RandomNumberGenerator.xml:7 msgid "" "RandomNumberGenerator is a class for generating pseudo-random numbers. It " "currently uses [url=http://www.pcg-random.org/]PCG32[/url].\n" "[b]Note:[/b] The underlying algorithm is an implementation detail. As a " "result, it should not be depended upon for reproducible random streams " "across Godot versions.\n" "To generate a random float number (within a given range) based on a time-" "dependant seed:\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" "func _ready():\n" " rng.randomize()\n" " var my_random_number = rng.randf_range(-10.0, 10.0)\n" "[/codeblock]\n" "[b]Note:[/b] The default values of [member seed] and [member state] " "properties are pseudo-random, and changes when calling [method randomize]. " "The [code]0[/code] value documented here is a placeholder, and not the " "actual default seed." msgstr "" #: doc/classes/RandomNumberGenerator.xml:19 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/math/random_number_generation." "html" msgstr "https://docs.godotengine.org/de/latest/tutorials/math/index.html" #: doc/classes/RandomNumberGenerator.xml:25 msgid "" "Generates a pseudo-random float between [code]0.0[/code] and [code]1.0[/" "code] (inclusive)." msgstr "" #: doc/classes/RandomNumberGenerator.xml:33 msgid "" "Generates a pseudo-random float between [code]from[/code] and [code]to[/" "code] (inclusive)." msgstr "" #: doc/classes/RandomNumberGenerator.xml:41 msgid "" "Generates a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" "distributed[/url] pseudo-random number, using Box-Muller transform with the " "specified [code]mean[/code] and a standard [code]deviation[/code]. This is " "also called Gaussian distribution." msgstr "" #: doc/classes/RandomNumberGenerator.xml:47 msgid "" "Generates a pseudo-random 32-bit unsigned integer between [code]0[/code] and " "[code]4294967295[/code] (inclusive)." msgstr "" #: doc/classes/RandomNumberGenerator.xml:55 msgid "" "Generates a pseudo-random 32-bit signed integer between [code]from[/code] " "and [code]to[/code] (inclusive)." msgstr "" #: doc/classes/RandomNumberGenerator.xml:61 msgid "Setups a time-based seed to generator." msgstr "" #: doc/classes/RandomNumberGenerator.xml:67 msgid "" "Initializes the random number generator state based on the given seed value. " "A given seed will give a reproducible sequence of pseudo-random numbers.\n" "[b]Note:[/b] The RNG does not have an avalanche effect, and can output " "similar random streams given similar seeds. Consider using a hash function " "to improve your seed quality if they're sourced externally.\n" "[b]Note:[/b] Setting this property produces a side effect of changing the " "internal [member state], so make sure to initialize the seed [i]before[/i] " "modifying the [member state]:\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" "rng.seed = hash(\"Godot\")\n" "rng.state = 100 # Restore to some previously saved state.\n" "[/codeblock]\n" "[b]Warning:[/b] the getter of this property returns the previous [member " "state], and not the initial seed value, which is going to be fixed in Godot " "4.0." msgstr "" #: doc/classes/RandomNumberGenerator.xml:78 msgid "" "The current state of the random number generator. Save and restore this " "property to restore the generator to a previous state:\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" "print(rng.randf())\n" "var saved_state = rng.state # Store current state.\n" "print(rng.randf()) # Advance internal state.\n" "rng.state = saved_state # Restore the state.\n" "print(rng.randf()) # Prints the same value as in previous.\n" "[/codeblock]\n" "[b]Note:[/b] Do not set state to arbitrary values, since the random number " "generator requires the state to have certain qualities to behave properly. " "It should only be set to values that came from the state property itself. To " "initialize the random number generator with arbitrary input, use [member " "seed] instead." msgstr "" #: doc/classes/Range.xml:4 msgid "Abstract base class for range-based controls." msgstr "" #: doc/classes/Range.xml:7 msgid "" "Range is a base class for [Control] nodes that change a floating-point " "[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" "i] and [i]page[/i], for example a [ScrollBar]." msgstr "" #: doc/classes/Range.xml:16 msgid "" "Binds two ranges together along with any ranges previously grouped with " "either of them. When any of range's member variables change, it will share " "the new value with all other ranges in its group." msgstr "" #: doc/classes/Range.xml:22 msgid "Stops range from sharing its member variables with any other." msgstr "" #: doc/classes/Range.xml:28 msgid "" "If [code]true[/code], [member value] may be greater than [member max_value]." msgstr "" #: doc/classes/Range.xml:31 msgid "" "If [code]true[/code], [member value] may be less than [member min_value]." msgstr "" #: doc/classes/Range.xml:34 msgid "" "If [code]true[/code], and [code]min_value[/code] is greater than 0, " "[code]value[/code] will be represented exponentially rather than linearly." msgstr "" #: doc/classes/Range.xml:37 msgid "" "Maximum value. Range is clamped if [code]value[/code] is greater than " "[code]max_value[/code]." msgstr "" #: doc/classes/Range.xml:40 msgid "" "Minimum value. Range is clamped if [code]value[/code] is less than " "[code]min_value[/code]." msgstr "" #: doc/classes/Range.xml:43 msgid "" "Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size " "multiplied by [code]page[/code] over the difference between [code]min_value[/" "code] and [code]max_value[/code]." msgstr "" #: doc/classes/Range.xml:46 msgid "The value mapped between 0 and 1." msgstr "" #: doc/classes/Range.xml:49 msgid "" "If [code]true[/code], [code]value[/code] will always be rounded to the " "nearest integer." msgstr "" #: doc/classes/Range.xml:52 msgid "" "If greater than 0, [code]value[/code] will always be rounded to a multiple " "of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], " "[code]value[/code] will first be rounded to a multiple of [code]step[/code] " "then rounded to the nearest integer." msgstr "" #: doc/classes/Range.xml:55 msgid "Range's current value." msgstr "" #: doc/classes/Range.xml:61 msgid "" "Emitted when [member min_value], [member max_value], [member page], or " "[member step] change." msgstr "" #: doc/classes/Range.xml:67 msgid "Emitted when [member value] changes." msgstr "" #: doc/classes/RayCast.xml:4 doc/classes/RayCast2D.xml:4 msgid "Query the closest object intersecting a ray." msgstr "" #: doc/classes/RayCast.xml:7 msgid "" "A RayCast represents a line from its origin to its destination position, " "[code]cast_to[/code]. It is used to query the 3D space in order to find the " "closest object along the path of the ray.\n" "RayCast can ignore some objects by adding them to the exception list via " "[code]add_exception[/code] or by setting proper filtering with collision " "layers and masks.\n" "RayCast can be configured to report collisions with [Area]s ([member " "collide_with_areas]) and/or [PhysicsBody]s ([member collide_with_bodies]).\n" "Only enabled raycasts will be able to query the space and report " "collisions.\n" "RayCast calculates intersection every physics frame (see [Node]), and the " "result is cached so it can be used later until the next frame. If multiple " "queries are required between physics frames (or during the same frame), use " "[method force_raycast_update] after adjusting the raycast." msgstr "" #: doc/classes/RayCast.xml:22 doc/classes/RayCast2D.xml:21 msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified node." msgstr "" #: doc/classes/RayCast.xml:29 doc/classes/RayCast2D.xml:28 msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified [RID]." msgstr "" #: doc/classes/RayCast.xml:35 doc/classes/RayCast2D.xml:34 msgid "Removes all collision exceptions for this ray." msgstr "" #: doc/classes/RayCast.xml:41 msgid "" "Updates the collision information for the ray.\n" "Use this method to update the collision information immediately instead of " "waiting for the next [code]_physics_process[/code] call, for example if the " "ray or its parent has changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" #: doc/classes/RayCast.xml:49 doc/classes/RayCast2D.xml:47 msgid "" "Returns the first object that the ray intersects, or [code]null[/code] if no " "object is intersecting the ray (i.e. [method is_colliding] returns " "[code]false[/code])." msgstr "" #: doc/classes/RayCast.xml:55 doc/classes/RayCast2D.xml:53 msgid "" "Returns the shape ID of the first object that the ray intersects, or " "[code]0[/code] if no object is intersecting the ray (i.e. [method " "is_colliding] returns [code]false[/code])." msgstr "" #: doc/classes/RayCast.xml:62 msgid "" "Returns [code]true[/code] if the bit index passed is turned on.\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" #: doc/classes/RayCast.xml:69 doc/classes/RayCast2D.xml:66 msgid "" "Returns the normal of the intersecting object's shape at the collision point." msgstr "" #: doc/classes/RayCast.xml:75 doc/classes/RayCast2D.xml:72 msgid "" "Returns the collision point at which the ray intersects the closest object.\n" "[b]Note:[/b] This point is in the [b]global[/b] coordinate system." msgstr "" #: doc/classes/RayCast.xml:82 doc/classes/RayCast2D.xml:79 msgid "" "Returns whether any object is intersecting with the ray's vector " "(considering the vector length)." msgstr "" #: doc/classes/RayCast.xml:89 doc/classes/RayCast2D.xml:86 msgid "" "Removes a collision exception so the ray does report collisions with the " "specified node." msgstr "" #: doc/classes/RayCast.xml:96 doc/classes/RayCast2D.xml:93 msgid "" "Removes a collision exception so the ray does report collisions with the " "specified [RID]." msgstr "" #: doc/classes/RayCast.xml:104 msgid "" "Sets the bit index passed to the [code]value[/code] passed.\n" "[b]Note:[/b] Bit indexes range from 0-19." msgstr "" #: doc/classes/RayCast.xml:111 doc/classes/RayCast2D.xml:107 msgid "" "The ray's destination point, relative to the RayCast's [code]position[/code]." msgstr "" #: doc/classes/RayCast.xml:114 #, fuzzy msgid "If [code]true[/code], collision with [Area]s will be reported." msgstr "Wenn [code]true[/code], wird die Textur zentriert." #: doc/classes/RayCast.xml:117 #, fuzzy msgid "If [code]true[/code], collision with [PhysicsBody]s will be reported." msgstr "Wenn [code]true[/code], wird der [AnimationTree] verarbeitet." #: doc/classes/RayCast.xml:120 doc/classes/RayCast2D.xml:116 msgid "" "The ray's collision mask. Only objects in at least one collision layer " "enabled in the mask will be detected. See [url=https://docs.godotengine.org/" "en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/RayCast.xml:123 msgid "" "The custom color to use to draw the shape in the editor and at run-time if " "[b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This " "color will be highlighted at run-time if the [RayCast] is colliding with " "something.\n" "If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in " "[member ProjectSettings.debug/shapes/collision/shape_color] is used." msgstr "" #: doc/classes/RayCast.xml:127 msgid "" "If set to [code]1[/code], a line is used as the debug shape. Otherwise, a " "truncated pyramid is drawn to represent the [RayCast]. Requires [b]Visible " "Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug " "shape to be visible at run-time." msgstr "" #: doc/classes/RayCast.xml:130 doc/classes/RayCast2D.xml:119 msgid "If [code]true[/code], collisions will be reported." msgstr "" #: doc/classes/RayCast.xml:133 #, fuzzy msgid "" "If [code]true[/code], collisions will be ignored for this RayCast's " "immediate parent." msgstr "" "Wenn [code]true[/code], ist das einklappen für dieses TreeItem deaktiviert." #: doc/classes/RayCast2D.xml:7 msgid "" "A RayCast represents a line from its origin to its destination position, " "[code]cast_to[/code]. It is used to query the 2D space in order to find the " "closest object along the path of the ray.\n" "RayCast2D can ignore some objects by adding them to the exception list via " "[code]add_exception[/code], by setting proper filtering with collision " "layers, or by filtering object types with type masks.\n" "RayCast2D can be configured to report collisions with [Area2D]s ([member " "collide_with_areas]) and/or [PhysicsBody2D]s ([member " "collide_with_bodies]).\n" "Only enabled raycasts will be able to query the space and report " "collisions.\n" "RayCast2D calculates intersection every physics frame (see [Node]), and the " "result is cached so it can be used later until the next frame. If multiple " "queries are required between physics frames (or during the same frame) use " "[method force_raycast_update] after adjusting the raycast." msgstr "" #: doc/classes/RayCast2D.xml:40 msgid "" "Updates the collision information for the ray. Use this method to update the " "collision information immediately instead of waiting for the next " "[code]_physics_process[/code] call, for example if the ray or its parent has " "changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" #: doc/classes/RayCast2D.xml:101 msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" #: doc/classes/RayCast2D.xml:110 msgid "If [code]true[/code], collision with [Area2D]s will be reported." msgstr "" #: doc/classes/RayCast2D.xml:113 msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported." msgstr "" #: doc/classes/RayCast2D.xml:122 msgid "" "If [code]true[/code], the parent node will be excluded from collision " "detection." msgstr "" #: doc/classes/RayShape.xml:4 msgid "Ray shape for 3D collisions." msgstr "" #: doc/classes/RayShape.xml:7 msgid "" "Ray shape for 3D collisions, which can be set into a [PhysicsBody] or " "[Area]. A ray is not really a collision body; instead, it tries to separate " "itself from whatever is touching its far endpoint. It's often useful for " "characters." msgstr "" #: doc/classes/RayShape.xml:15 doc/classes/RayShape2D.xml:15 msgid "The ray's length." msgstr "" #: doc/classes/RayShape.xml:18 doc/classes/RayShape2D.xml:18 msgid "If [code]true[/code], allow the shape to return the correct normal." msgstr "" #: doc/classes/RayShape2D.xml:4 msgid "Ray shape for 2D collisions." msgstr "" #: doc/classes/RayShape2D.xml:7 msgid "" "Ray shape for 2D collisions. A ray is not really a collision body; instead, " "it tries to separate itself from whatever is touching its far endpoint. It's " "often useful for characters." msgstr "" #: doc/classes/Rect2.xml:4 #, fuzzy msgid "2D axis-aligned bounding box." msgstr "Achsen-Ausgerichtete Begrenzungs Box." #: doc/classes/Rect2.xml:7 #, fuzzy msgid "" "[Rect2] consists of a position, a size, and several utility functions. It is " "typically used for fast overlap tests.\n" "It uses floating-point coordinates.\n" "The 3D counterpart to [Rect2] is [AABB]." msgstr "" "AABB besteht aus einer Position, einer Größe und mehreren Hilfsfunktionen. " "Es wird typischerweise für schnelle Überlappungstests verwendet." #: doc/classes/Rect2.xml:22 msgid "Constructs a [Rect2] by position and size." msgstr "" #: doc/classes/Rect2.xml:32 msgid "Constructs a [Rect2] by x, y, width, and height." msgstr "" #: doc/classes/Rect2.xml:38 msgid "" "Returns a [Rect2] with equivalent position and area, modified so that the " "top-left corner is the origin and [code]width[/code] and [code]height[/code] " "are positive." msgstr "" #: doc/classes/Rect2.xml:45 msgid "Returns the intersection of this [Rect2] and b." msgstr "" #: doc/classes/Rect2.xml:52 msgid "" "Returns [code]true[/code] if this [Rect2] completely encloses another one." msgstr "" #: doc/classes/Rect2.xml:59 msgid "" "Returns a copy of this [Rect2] expanded to include a given point.\n" "[b]Example:[/b]\n" "[codeblock]\n" "# position (-3, 2), size (1, 1)\n" "var rect = Rect2(Vector2(-3, 2), Vector2(1, 1))\n" "# position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1)\n" "var rect2 = rect.expand(Vector2(0, -1))\n" "[/codeblock]" msgstr "" #: doc/classes/Rect2.xml:72 msgid "Returns the area of the [Rect2]." msgstr "" #: doc/classes/Rect2.xml:79 msgid "" "Returns a copy of the [Rect2] grown a given amount of units towards all the " "sides." msgstr "" #: doc/classes/Rect2.xml:89 msgid "" "Returns a copy of the [Rect2] grown a given amount of units towards each " "direction individually." msgstr "" #: doc/classes/Rect2.xml:97 msgid "" "Returns a copy of the [Rect2] grown a given amount of units towards the " "[enum Margin] direction." msgstr "" #: doc/classes/Rect2.xml:103 msgid "Returns [code]true[/code] if the [Rect2] is flat or empty." msgstr "" #: doc/classes/Rect2.xml:110 msgid "" "Returns [code]true[/code] if the [Rect2] contains a point. By convention, " "the right and bottom edges of the [Rect2] are considered exclusive, so " "points on these edges are [b]not[/b] included.\n" "[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative " "size[/i]. Use [method abs] to get a positive sized equivalent rectangle to " "check for contained points." msgstr "" #: doc/classes/Rect2.xml:119 msgid "" "Returns [code]true[/code] if the [Rect2] overlaps with [code]b[/code] (i.e. " "they have at least one point in common).\n" "If [code]include_borders[/code] is [code]true[/code], they will also be " "considered overlapping if their borders touch, even without intersection." msgstr "" #: doc/classes/Rect2.xml:127 msgid "" "Returns [code]true[/code] if this [Rect2] and [code]rect[/code] are " "approximately equal, by calling [code]is_equal_approx[/code] on each " "component." msgstr "" #: doc/classes/Rect2.xml:134 msgid "Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code]." msgstr "" #: doc/classes/RectangleShape2D.xml:4 msgid "Rectangle shape for 2D collisions." msgstr "" #: doc/classes/RectangleShape2D.xml:7 msgid "" "Rectangle shape for 2D collisions. This shape is useful for modeling box-" "like 2D objects." msgstr "" #: doc/classes/RectangleShape2D.xml:17 msgid "" "The rectangle's half extents. The width and height of this shape is twice " "the half extents." msgstr "" #: doc/classes/Reference.xml:4 msgid "Base class for reference-counted objects." msgstr "" #: doc/classes/Reference.xml:7 msgid "" "Base class for any object that keeps a reference count. [Resource] and many " "other helper objects inherit this class.\n" "Unlike other [Object] types, References keep an internal reference counter " "so that they are automatically released when no longer in use, and only " "then. References therefore do not need to be freed manually with [method " "Object.free].\n" "In the vast majority of use cases, instantiating and using [Reference]-" "derived types is all you need to do. The methods provided in this class are " "only for advanced users, and can cause issues if misused.\n" "[b]Note:[/b] In C#, references will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free references that are no longer in use. This means that unused references " "will linger on for a while before being removed." msgstr "" #: doc/classes/Reference.xml:19 msgid "" "Initializes the internal reference counter. Use this only if you really know " "what you are doing.\n" "Returns whether the initialization was successful." msgstr "" #: doc/classes/Reference.xml:26 msgid "" "Increments the internal reference counter. Use this only if you really know " "what you are doing.\n" "Returns [code]true[/code] if the increment was successful, [code]false[/" "code] otherwise." msgstr "" #: doc/classes/Reference.xml:33 msgid "" "Decrements the internal reference counter. Use this only if you really know " "what you are doing.\n" "Returns [code]true[/code] if the decrement was successful, [code]false[/" "code] otherwise." msgstr "" #: doc/classes/ReferenceRect.xml:4 msgid "Reference frame for GUI." msgstr "" #: doc/classes/ReferenceRect.xml:7 msgid "" "A rectangle box that displays only a [member border_color] border color " "around its rectangle. [ReferenceRect] has no fill [Color]. If you need to " "display a rectangle filled with a solid color, consider using [ColorRect] " "instead." msgstr "" #: doc/classes/ReferenceRect.xml:15 msgid "Sets the border [Color] of the [ReferenceRect]." msgstr "" #: doc/classes/ReferenceRect.xml:18 msgid "" "Sets the border width of the [ReferenceRect]. The border grows both inwards " "and outwards with respect to the rectangle box." msgstr "" #: doc/classes/ReferenceRect.xml:21 msgid "" "If set to [code]true[/code], the [ReferenceRect] will only be visible while " "in editor. Otherwise, [ReferenceRect] will be visible in game." msgstr "" #: doc/classes/ReflectionProbe.xml:4 msgid "Captures its surroundings to create reflections." msgstr "" #: doc/classes/ReflectionProbe.xml:7 msgid "" "Capture its surroundings as a dual paraboloid image, and stores versions of " "it with increasing levels of blur to simulate different material " "roughnesses.\n" "The [ReflectionProbe] is used to create high-quality reflections at the cost " "of performance. It can be combined with [GIProbe]s and Screen Space " "Reflections to achieve high quality reflections. [ReflectionProbe]s render " "all objects within their [member cull_mask], so updating them can be quite " "expensive. It is best to update them once with the important static objects " "and then leave them.\n" "[b]Note:[/b] By default Godot will only render 16 reflection probes. If you " "need more, increase the number of atlas subdivisions. This setting can be " "found in [member ProjectSettings.rendering/quality/reflections/" "atlas_subdiv].\n" "[b]Note:[/b] The GLES2 backend will only display two reflection probes at " "the same time for a single mesh. If possible, split up large meshes that " "span over multiple reflection probes into smaller ones." msgstr "" #: doc/classes/ReflectionProbe.xml:13 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/reflection_probes.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/3d/reflection_probes.html" #: doc/classes/ReflectionProbe.xml:19 msgid "" "If [code]true[/code], enables box projection. This makes reflections look " "more correct in rectangle-shaped rooms by offsetting the reflection center " "depending on the camera's location." msgstr "" #: doc/classes/ReflectionProbe.xml:22 msgid "" "Sets the cull mask which determines what objects are drawn by this probe. " "Every [VisualInstance] with a layer included in this cull mask will be " "rendered by the probe. It is best to only include large objects which are " "likely to take up a lot of space in the reflection in order to save on " "rendering cost." msgstr "" #: doc/classes/ReflectionProbe.xml:25 msgid "" "If [code]true[/code], computes shadows in the reflection probe. This makes " "the reflection probe slower to render; you may want to disable this if using " "the [constant UPDATE_ALWAYS] [member update_mode]." msgstr "" #: doc/classes/ReflectionProbe.xml:28 msgid "" "The size of the reflection probe. The larger the extents the more space " "covered by the probe which will lower the perceived resolution. It is best " "to keep the extents only as large as you need them." msgstr "" #: doc/classes/ReflectionProbe.xml:31 msgid "" "Defines the reflection intensity. Intensity modulates the strength of the " "reflection." msgstr "" #: doc/classes/ReflectionProbe.xml:34 msgid "" "Sets the ambient light color to be used when this probe is set to [member " "interior_enable]." msgstr "" #: doc/classes/ReflectionProbe.xml:37 msgid "" "Sets the contribution value for how much the reflection affects the ambient " "light for this reflection probe when set to [member interior_enable]. Useful " "so that ambient light matches the color of the room." msgstr "" #: doc/classes/ReflectionProbe.xml:40 msgid "" "Sets the energy multiplier for this reflection probe's ambient light " "contribution when set to [member interior_enable]." msgstr "" #: doc/classes/ReflectionProbe.xml:43 msgid "" "If [code]true[/code], reflections will ignore sky contribution. Ambient " "lighting is then controlled by the [code]interior_ambient_*[/code] " "properties." msgstr "" #: doc/classes/ReflectionProbe.xml:46 msgid "" "Sets the max distance away from the probe an object can be before it is " "culled." msgstr "" #: doc/classes/ReflectionProbe.xml:49 msgid "" "Sets the origin offset to be used when this reflection probe is in box " "project mode." msgstr "" #: doc/classes/ReflectionProbe.xml:52 msgid "" "Sets how frequently the probe is updated. Can be [constant UPDATE_ONCE] or " "[constant UPDATE_ALWAYS]." msgstr "" #: doc/classes/ReflectionProbe.xml:57 #, fuzzy msgid "Update the probe once on the next frame." msgstr "Aktualisierung an den Keyframes." #: doc/classes/ReflectionProbe.xml:60 msgid "" "Update the probe every frame. This is needed when you want to capture " "dynamic objects. However, it results in an increased render time. Use " "[constant UPDATE_ONCE] whenever possible." msgstr "" #: modules/regex/doc_classes/RegEx.xml:4 msgid "Class for searching text for patterns using regular expressions." msgstr "" #: modules/regex/doc_classes/RegEx.xml:7 msgid "" "A regular expression (or regex) is a compact language that can be used to " "recognise strings that follow a specific pattern, such as URLs, email " "addresses, complete sentences, etc. For instance, a regex of [code]ab[0-9][/" "code] would find any string that is [code]ab[/code] followed by any number " "from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can " "easily find various tutorials and detailed explanations on the Internet.\n" "To begin, the RegEx object needs to be compiled with the search pattern " "using [method compile] before it can be used.\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"\\\\w-(\\\\d+)\")\n" "[/codeblock]\n" "The search pattern must be escaped first for GDScript before it is escaped " "for the expression. For example, [code]compile(\"\\\\d+\")[/code] would be " "read by RegEx as [code]\\d+[/code]. Similarly, [code]compile(\"\\\"(?:\\\\\\" "\\.|[^\\\"])*\\\"\")[/code] would be read as [code]\"(?:\\\\.|[^\"])*\"[/" "code].\n" "Using [method search], you can find the pattern within the given text. If a " "pattern is found, [RegExMatch] is returned and you can retrieve details of " "the results using methods such as [method RegExMatch.get_string] and [method " "RegExMatch.get_start].\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"\\\\w-(\\\\d+)\")\n" "var result = regex.search(\"abc n-0123\")\n" "if result:\n" " print(result.get_string()) # Would print n-0123\n" "[/codeblock]\n" "The results of capturing groups [code]()[/code] can be retrieved by passing " "the group number to the various methods in [RegExMatch]. Group 0 is the " "default and will always refer to the entire pattern. In the above example, " "calling [code]result.get_string(1)[/code] would give you [code]0123[/code].\n" "This version of RegEx also supports named capturing groups, and the names " "can be used to retrieve the results. If two or more groups have the same " "name, the name would only refer to the first one with a match.\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"d(?[0-9]+)|x(?[0-9a-f]+)\")\n" "var result = regex.search(\"the number is x2f\")\n" "if result:\n" " print(result.get_string(\"digit\")) # Would print 2f\n" "[/codeblock]\n" "If you need to process multiple results, [method search_all] generates a " "list of all non-overlapping results. This can be combined with a [code]for[/" "code] loop for convenience.\n" "[codeblock]\n" "for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n" " print(result.get_string(\"digit\"))\n" "# Would print 01 03 0 3f 42\n" "[/codeblock]\n" "[b]Example of splitting a string using a RegEx:[/b]\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"\\\\S+\") # Negated whitespace character class.\n" "var results = []\n" "for result in regex.search_all(\"One Two \\n\\tThree\"):\n" " results.push_back(result.get_string())\n" "# The `results` array now contains \"One\", \"Two\", \"Three\".\n" "[/codeblock]\n" "[b]Note:[/b] Godot's regex implementation is based on the [url=https://www." "pcre.org/]PCRE2[/url] library. You can view the full pattern reference " "[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n" "[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test " "regular expressions online." msgstr "" #: modules/regex/doc_classes/RegEx.xml:55 msgid "" "This method resets the state of the object, as if it was freshly created. " "Namely, it unassigns the regular expression of this object." msgstr "" #: modules/regex/doc_classes/RegEx.xml:62 msgid "" "Compiles and assign the search pattern to use. Returns [constant OK] if the " "compilation is successful. If an error is encountered, details are printed " "to standard output and an error is returned." msgstr "" #: modules/regex/doc_classes/RegEx.xml:68 msgid "Returns the number of capturing groups in compiled pattern." msgstr "" #: modules/regex/doc_classes/RegEx.xml:74 msgid "" "Returns an array of names of named capturing groups in the compiled pattern. " "They are ordered by appearance." msgstr "" #: modules/regex/doc_classes/RegEx.xml:80 msgid "Returns the original search pattern that was compiled." msgstr "" #: modules/regex/doc_classes/RegEx.xml:86 msgid "Returns whether this object has a valid search pattern assigned." msgstr "" #: modules/regex/doc_classes/RegEx.xml:95 msgid "" "Searches the text for the compiled pattern. Returns a [RegExMatch] container " "of the first matching result if found, otherwise [code]null[/code]. The " "region to search within can be specified without modifying where the start " "and end anchor would be." msgstr "" #: modules/regex/doc_classes/RegEx.xml:104 msgid "" "Searches the text for the compiled pattern. Returns an array of [RegExMatch] " "containers for each non-overlapping result. If no results were found, an " "empty array is returned instead. The region to search within can be " "specified without modifying where the start and end anchor would be." msgstr "" #: modules/regex/doc_classes/RegEx.xml:115 msgid "" "Searches the text for the compiled pattern and replaces it with the " "specified string. Escapes and backreferences such as [code]$1[/code] and " "[code]$name[/code] are expanded and resolved. By default, only the first " "instance is replaced, but it can be changed for all instances (global " "replacement). The region to search within can be specified without modifying " "where the start and end anchor would be." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml:4 msgid "Contains the results of a [RegEx] search." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml:7 msgid "" "Contains the results of a single [RegEx] match returned by [method RegEx." "search] and [method RegEx.search_all]. It can be used to find the position " "and range of the match and its capturing groups, and it can extract its " "substring for you." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml:16 msgid "" "Returns the end position of the match within the source string. The end " "position of capturing groups can be retrieved by providing its group number " "as an integer or its string name (if it's a named group). The default value " "of 0 refers to the whole pattern.\n" "Returns -1 if the group did not match or doesn't exist." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml:23 msgid "Returns the number of capturing groups." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml:30 msgid "" "Returns the starting position of the match within the source string. The " "starting position of capturing groups can be retrieved by providing its " "group number as an integer or its string name (if it's a named group). The " "default value of 0 refers to the whole pattern.\n" "Returns -1 if the group did not match or doesn't exist." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml:38 msgid "" "Returns the substring of the match from the source string. Capturing groups " "can be retrieved by providing its group number as an integer or its string " "name (if it's a named group). The default value of 0 refers to the whole " "pattern.\n" "Returns an empty string if the group did not match or doesn't exist." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml:45 msgid "" "A dictionary of named groups and its corresponding group number. Only groups " "that were matched are included. If multiple groups have the same name, that " "name would refer to the first matching one." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml:48 msgid "An [Array] of the match and its capturing groups." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml:51 msgid "" "The source string used with the search pattern to find this matching result." msgstr "" #: doc/classes/RemoteTransform.xml:4 msgid "" "RemoteTransform pushes its own [Transform] to another [Spatial] derived Node " "in the scene." msgstr "" #: doc/classes/RemoteTransform.xml:7 msgid "" "RemoteTransform pushes its own [Transform] to another [Spatial] derived Node " "(called the remote node) in the scene.\n" "It can be set to update another Node's position, rotation and/or scale. It " "can use either global or local coordinates." msgstr "" #: doc/classes/RemoteTransform.xml:16 #, fuzzy msgid "" "[RemoteTransform] caches the remote node. It may not notice if the remote " "node disappears; [method force_update_cache] forces it to update the cache " "again." msgstr "" "Der [AnimationPlayer] speichert animierte Knoten im Cache. Er bemerkt " "möglicherweise nicht, wenn ein Knoten verschwindet; [method clear_caches] " "zwingt ihn, den Cache erneut zu aktualisieren." #: doc/classes/RemoteTransform.xml:22 msgid "" "The [NodePath] to the remote node, relative to the RemoteTransform's " "position in the scene." msgstr "" #: doc/classes/RemoteTransform.xml:25 doc/classes/RemoteTransform2D.xml:25 msgid "If [code]true[/code], the remote node's position is updated." msgstr "" #: doc/classes/RemoteTransform.xml:28 doc/classes/RemoteTransform2D.xml:28 msgid "If [code]true[/code], the remote node's rotation is updated." msgstr "" #: doc/classes/RemoteTransform.xml:31 doc/classes/RemoteTransform2D.xml:31 msgid "If [code]true[/code], the remote node's scale is updated." msgstr "" #: doc/classes/RemoteTransform.xml:34 doc/classes/RemoteTransform2D.xml:34 msgid "" "If [code]true[/code], global coordinates are used. If [code]false[/code], " "local coordinates are used." msgstr "" #: doc/classes/RemoteTransform2D.xml:4 msgid "" "RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] " "derived Node in the scene." msgstr "" #: doc/classes/RemoteTransform2D.xml:7 msgid "" "RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] " "derived Node (called the remote node) in the scene.\n" "It can be set to update another Node's position, rotation and/or scale. It " "can use either global or local coordinates." msgstr "" #: doc/classes/RemoteTransform2D.xml:16 msgid "" "[RemoteTransform2D] caches the remote node. It may not notice if the remote " "node disappears; [method force_update_cache] forces it to update the cache " "again." msgstr "" #: doc/classes/RemoteTransform2D.xml:22 msgid "" "The [NodePath] to the remote node, relative to the RemoteTransform2D's " "position in the scene." msgstr "" #: doc/classes/Resource.xml:4 msgid "Base class for all resources." msgstr "" #: doc/classes/Resource.xml:7 msgid "" "Resource is the base class for all Godot-specific resource types, serving " "primarily as data containers. Since they inherit from [Reference], resources " "are reference-counted and freed when no longer in use. They are also cached " "once loaded from disk, so that any further attempts to load a resource from " "a given path will return the same reference (all this in contrast to a " "[Node], which is not reference-counted and can be instanced from disk as " "many times as desired). Resources can be saved externally on disk or bundled " "into another object, such as a [Node] or another resource.\n" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " "will linger on for a while before being removed." msgstr "" #: doc/classes/Resource.xml:11 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/scripting/resources.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/i18n/locales.html" #: doc/classes/Resource.xml:18 msgid "" "Virtual function which can be overridden to customize the behavior value of " "[method setup_local_to_scene]." msgstr "" #: doc/classes/Resource.xml:25 msgid "" "Duplicates the resource, returning a new resource with the exported members " "copied. [b]Note:[/b] To duplicate the resource the constructor is called " "without arguments. This method will error when the constructor doesn't have " "default values.\n" "By default, sub-resources are shared between resource copies for efficiency. " "This can be changed by passing [code]true[/code] to the [code]subresources[/" "code] argument which will copy the subresources.\n" "[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method " "will only perform a shallow copy. Nested resources within subresources will " "not be duplicated and will still be shared.\n" "[b]Note:[/b] When duplicating a resource, only [code]export[/code]ed " "properties are copied. Other properties will be set to their default value " "in the new resource." msgstr "" #: doc/classes/Resource.xml:34 msgid "" "Emits the [signal changed] signal.\n" "If external objects which depend on this resource should be updated, this " "method must be called manually whenever the state of this resource has " "changed (such as modification of properties).\n" "The method is equivalent to:\n" "[codeblock]\n" "emit_signal(\"changed\")\n" "[/codeblock]\n" "[b]Note:[/b] This method is called automatically for built-in resources." msgstr "" #: doc/classes/Resource.xml:46 msgid "" "If [member resource_local_to_scene] is enabled and the resource was loaded " "from a [PackedScene] instantiation, returns the local scene where this " "resource's unique copy is in use. Otherwise, returns [code]null[/code]." msgstr "" #: doc/classes/Resource.xml:52 msgid "" "Returns the RID of the resource (or an empty RID). Many resources (such as " "[Texture], [Mesh], etc) are high-level abstractions of resources stored in a " "server, so this function will return the original RID." msgstr "" #: doc/classes/Resource.xml:58 msgid "" "This method is called when a resource with [member resource_local_to_scene] " "enabled is loaded from a [PackedScene] instantiation. Its behavior can be " "customized by overriding [method _setup_local_to_scene] from script.\n" "For most resources, this method performs no base logic. [ViewportTexture] " "performs custom logic to properly set the proxy texture and flags in the " "local viewport." msgstr "" #: doc/classes/Resource.xml:66 msgid "" "Sets the path of the resource, potentially overriding an existing cache " "entry for this path. This differs from setting [member resource_path], as " "the latter would error out if another resource was already cached for the " "given path." msgstr "" #: doc/classes/Resource.xml:72 msgid "" "If [code]true[/code], the resource will be made unique in each instance of " "its local scene. It can thus be modified in a scene instance without " "impacting other instances of that same scene." msgstr "" #: doc/classes/Resource.xml:75 msgid "" "The name of the resource. This is an optional identifier. If [member " "resource_name] is not empty, its value will be displayed to represent the " "current resource in the editor inspector. For built-in scripts, the [member " "resource_name] will be displayed as the tab name in the script editor." msgstr "" #: doc/classes/Resource.xml:78 msgid "" "The path to the resource. In case it has its own file, it will return its " "filepath. If it's tied to the scene, it will return the scene's path, " "followed by the resource's index." msgstr "" #: doc/classes/Resource.xml:84 msgid "" "Emitted whenever the resource changes.\n" "[b]Note:[/b] This signal is not emitted automatically for custom resources, " "which means that you need to create a setter and emit the signal yourself." msgstr "" #: doc/classes/ResourceFormatLoader.xml:4 msgid "Loads a specific resource type from a file." msgstr "" #: doc/classes/ResourceFormatLoader.xml:7 msgid "" "Godot loads resources in the editor or in exported games using " "ResourceFormatLoaders. They are queried automatically via the " "[ResourceLoader] singleton, or when a resource with internal dependencies is " "loaded. Each file type may load as a different resource type, so multiple " "ResourceFormatLoaders are registered in the engine.\n" "Extending this class allows you to define your own loader. Be sure to " "respect the documented return types and values. You should give it a global " "class name with [code]class_name[/code] for it to be registered. Like built-" "in ResourceFormatLoaders, it will be called automatically when loading " "resources of its handled type(s). You may also implement a " "[ResourceFormatSaver].\n" "[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type " "you need exists but Godot is unable to load its format. Choosing one way " "over another depends on if the format is suitable or not for the final " "exported game. For example, it's better to import [code].png[/code] textures " "as [code].stex[/code] ([StreamTexture]) first, so they can be loaded with " "better efficiency on the graphics card." msgstr "" #: doc/classes/ResourceFormatLoader.xml:19 msgid "" "If implemented, gets the dependencies of a given resource. If " "[code]add_types[/code] is [code]true[/code], paths should be appended " "[code]::TypeName[/code], where [code]TypeName[/code] is the class name of " "the dependency.\n" "[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 "" #: doc/classes/ResourceFormatLoader.xml:26 msgid "Gets the list of extensions for files this loader is able to read." msgstr "" #: doc/classes/ResourceFormatLoader.xml:33 msgid "" "Gets the class name of the resource associated with the given path. If the " "loader cannot handle it, it should return [code]\"\"[/code].\n" "[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 "" #: doc/classes/ResourceFormatLoader.xml:41 msgid "" "Tells which resource class this loader can load.\n" "[b]Note:[/b] Custom resource types defined by scripts aren't known by the " "[ClassDB], so you might just handle [code]\"Resource\"[/code] for them." msgstr "" #: doc/classes/ResourceFormatLoader.xml:50 msgid "" "Loads a resource when the engine finds this loader to be compatible. If the " "loaded resource is the result of an import, [code]original_path[/code] will " "target the source file. Returns a [Resource] object on success, or an [enum " "Error] constant in case of failure." msgstr "" #: doc/classes/ResourceFormatLoader.xml:58 msgid "" "If implemented, renames dependencies within the given resource and saves it. " "[code]renames[/code] is a dictionary [code]{ String => String }[/code] " "mapping old dependency paths to new paths.\n" "Returns [constant OK] on success, or an [enum Error] constant in case of " "failure." msgstr "" #: doc/classes/ResourceFormatSaver.xml:4 msgid "Saves a specific resource type to a file." msgstr "" #: doc/classes/ResourceFormatSaver.xml:7 msgid "" "The engine can save resources when you do it from the editor, or when you " "use the [ResourceSaver] singleton. This is accomplished thanks to multiple " "[ResourceFormatSaver]s, each handling its own format and called " "automatically by the engine.\n" "By default, Godot saves resources as [code].tres[/code] (text-based), [code]." "res[/code] (binary) or another built-in format, but you can choose to create " "your own format by extending this class. Be sure to respect the documented " "return types and values. You should give it a global class name with " "[code]class_name[/code] for it to be registered. Like built-in " "ResourceFormatSavers, it will be called automatically when saving resources " "of its recognized type(s). You may also implement a [ResourceFormatLoader]." msgstr "" #: doc/classes/ResourceFormatSaver.xml:17 msgid "" "Returns the list of extensions available for saving the resource object, " "provided it is recognized (see [method recognize])." msgstr "" #: doc/classes/ResourceFormatSaver.xml:24 msgid "Returns whether the given resource object can be saved by this saver." msgstr "" #: doc/classes/ResourceFormatSaver.xml:33 msgid "" "Saves the given resource object to a file at the target [code]path[/code]. " "[code]flags[/code] is a bitmask composed with [enum ResourceSaver." "SaverFlags] constants.\n" "Returns [constant OK] on success, or an [enum Error] constant in case of " "failure." msgstr "" #: doc/classes/ResourceImporter.xml:4 msgid "Base class for the implementation of core resource importers." msgstr "" #: doc/classes/ResourceImporter.xml:7 msgid "" "This is the base class for the resource importers implemented in core. To " "implement your own resource importers using editor plugins, see " "[EditorImportPlugin]." msgstr "" #: doc/classes/ResourceImporter.xml:16 msgid "The default import order." msgstr "" #: doc/classes/ResourceImporter.xml:19 msgid "" "The import order for scenes, which ensures scenes are imported [i]after[/i] " "all other core resources such as textures. Custom importers should generally " "have an import order lower than [code]100[/code] to avoid issues when " "importing scenes that rely on custom resources." msgstr "" #: doc/classes/ResourceInteractiveLoader.xml:4 #, fuzzy msgid "Interactive [Resource] loader." msgstr "Kann keine Ressource erfassen Fehler." #: doc/classes/ResourceInteractiveLoader.xml:7 msgid "" "Interactive [Resource] loader. This object is returned by [ResourceLoader] " "when performing an interactive load. It allows loading resources with high " "granularity, which makes it mainly useful for displaying loading bars or " "percentages." msgstr "" #: doc/classes/ResourceInteractiveLoader.xml:15 #, fuzzy msgid "" "Returns the loaded resource if the load operation completed successfully, " "[code]null[/code] otherwise." msgstr "" "Gibt [code]true[/code] zurück wenn dieser Bereich vollendet ist, ansonsten " "[code]false[/code]." #: doc/classes/ResourceInteractiveLoader.xml:21 msgid "" "Returns the load stage. The total amount of stages can be queried with " "[method get_stage_count]." msgstr "" #: doc/classes/ResourceInteractiveLoader.xml:27 msgid "" "Returns the total amount of stages (calls to [method poll]) needed to " "completely load this resource." msgstr "" #: doc/classes/ResourceInteractiveLoader.xml:33 msgid "" "Polls the loading operation, i.e. loads a data chunk up to the next stage.\n" "Returns [constant OK] if the poll is successful but the load operation has " "not finished yet (intermediate stage). This means [method poll] will have to " "be called again until the last stage is completed.\n" "Returns [constant ERR_FILE_EOF] if the load operation has completed " "successfully. The loaded resource can be obtained by calling [method " "get_resource].\n" "Returns another [enum Error] code if the poll has failed." msgstr "" #: doc/classes/ResourceInteractiveLoader.xml:42 msgid "" "Polls the loading operation successively until the resource is completely " "loaded or a [method poll] fails.\n" "Returns [constant ERR_FILE_EOF] if the load operation has completed " "successfully. The loaded resource can be obtained by calling [method " "get_resource].\n" "Returns another [enum Error] code if a poll has failed, aborting the " "operation." msgstr "" #: doc/classes/ResourceLoader.xml:4 msgid "Singleton used to load resource files." msgstr "" #: doc/classes/ResourceLoader.xml:7 msgid "" "Singleton used to load resource files from the filesystem.\n" "It uses the many [ResourceFormatLoader] classes registered in the engine " "(either built-in or from a plugin) to load files into memory and convert " "them to a format that can be used by the engine." msgstr "" #: doc/classes/ResourceLoader.xml:19 msgid "" "Returns whether a recognized resource exists for the given [code]path[/" "code].\n" "An optional [code]type_hint[/code] can be used to further specify the " "[Resource] type that should be handled by the [ResourceFormatLoader]." msgstr "" #: doc/classes/ResourceLoader.xml:27 msgid "" "Returns the dependencies for the resource at the given [code]path[/code]." msgstr "" #: doc/classes/ResourceLoader.xml:34 msgid "Returns the list of recognized extensions for a resource type." msgstr "" #: doc/classes/ResourceLoader.xml:41 msgid "" "[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead." msgstr "" #: doc/classes/ResourceLoader.xml:48 msgid "" "Returns whether a cached resource is available for the given [code]path[/" "code].\n" "Once a resource has been loaded by the engine, it is cached in memory for " "faster access, and future calls to the [method load] or [method " "load_interactive] methods will use the cached version. The cached resource " "can be overridden by using [method Resource.take_over_path] on a new " "resource for that same path." msgstr "" #: doc/classes/ResourceLoader.xml:58 msgid "" "Loads a resource at the given [code]path[/code], caching the result for " "further access.\n" "The registered [ResourceFormatLoader]s are queried sequentially to find the " "first one which can handle the file's extension, and then attempt loading. " "If loading fails, the remaining ResourceFormatLoaders are also attempted.\n" "An optional [code]type_hint[/code] can be used to further specify the " "[Resource] type that should be handled by the [ResourceFormatLoader]. " "Anything that inherits from [Resource] can be used as a type hint, for " "example [Image].\n" "If [code]no_cache[/code] is [code]true[/code], the resource cache will be " "bypassed and the resource will be loaded anew. Otherwise, the cached " "resource will be returned if it exists.\n" "Returns an empty resource if no [ResourceFormatLoader] could handle the " "file.\n" "GDScript has a simplified [method @GDScript.load] built-in method which can " "be used in most situations, leaving the use of [ResourceLoader] for more " "advanced scenarios." msgstr "" #: doc/classes/ResourceLoader.xml:71 msgid "" "Starts loading a resource interactively. The returned " "[ResourceInteractiveLoader] object allows to load with high granularity, " "calling its [method ResourceInteractiveLoader.poll] method successively to " "load chunks.\n" "An optional [code]type_hint[/code] can be used to further specify the " "[Resource] type that should be handled by the [ResourceFormatLoader]. " "Anything that inherits from [Resource] can be used as a type hint, for " "example [Image]." msgstr "" #: doc/classes/ResourceLoader.xml:79 msgid "" "Changes the behavior on missing sub-resources. The default behavior is to " "abort loading." msgstr "" #: doc/classes/ResourcePreloader.xml:4 msgid "Resource Preloader Node." msgstr "" #: doc/classes/ResourcePreloader.xml:7 msgid "" "This node is used to preload sub-resources inside a scene, so when the scene " "is loaded, all the resources are ready to use and can be retrieved from the " "preloader.\n" "GDScript has a simplified [method @GDScript.preload] built-in method which " "can be used in most situations, leaving the use of [ResourcePreloader] for " "more advanced scenarios." msgstr "" #: doc/classes/ResourcePreloader.xml:18 msgid "" "Adds a resource to the preloader with the given [code]name[/code]. If a " "resource with the given [code]name[/code] already exists, the new resource " "will be renamed to \"[code]name[/code] N\" where N is an incrementing number " "starting from 2." msgstr "" #: doc/classes/ResourcePreloader.xml:25 msgid "Returns the resource associated to [code]name[/code]." msgstr "" #: doc/classes/ResourcePreloader.xml:31 msgid "Returns the list of resources inside the preloader." msgstr "" #: doc/classes/ResourcePreloader.xml:38 msgid "" "Returns [code]true[/code] if the preloader contains a resource associated to " "[code]name[/code]." msgstr "" #: doc/classes/ResourcePreloader.xml:45 msgid "" "Removes the resource associated to [code]name[/code] from the preloader." msgstr "" #: doc/classes/ResourcePreloader.xml:53 msgid "" "Renames a resource inside the preloader from [code]name[/code] to " "[code]newname[/code]." msgstr "" #: doc/classes/ResourceSaver.xml:4 msgid "Singleton for saving Godot-specific resource types." msgstr "" #: doc/classes/ResourceSaver.xml:7 msgid "" "Singleton for saving Godot-specific resource types to the filesystem.\n" "It uses the many [ResourceFormatSaver] classes registered in the engine " "(either built-in or from a plugin) to save engine-specific resource data to " "text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files " "(e.g. [code].res[/code] or [code].scn[/code])." msgstr "" #: doc/classes/ResourceSaver.xml:17 msgid "" "Returns the list of extensions available for saving a resource of a given " "type." msgstr "" #: doc/classes/ResourceSaver.xml:26 msgid "" "Saves a resource to disk to the given path, using a [ResourceFormatSaver] " "that recognizes the resource object.\n" "The [code]flags[/code] bitmask can be specified to customize the save " "behavior.\n" "Returns [constant OK] on success." msgstr "" #: doc/classes/ResourceSaver.xml:34 msgid "Save the resource with a path relative to the scene which uses it." msgstr "" #: doc/classes/ResourceSaver.xml:37 msgid "Bundles external resources." msgstr "" #: doc/classes/ResourceSaver.xml:40 msgid "" "Changes the [member Resource.resource_path] of the saved resource to match " "its new location." msgstr "" #: doc/classes/ResourceSaver.xml:43 msgid "" "Do not save editor-specific metadata (identified by their [code]__editor[/" "code] prefix)." msgstr "" #: doc/classes/ResourceSaver.xml:46 msgid "Save as big endian (see [member File.endian_swap])." msgstr "" #: doc/classes/ResourceSaver.xml:49 msgid "" "Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only " "available for binary resource types." msgstr "" #: doc/classes/ResourceSaver.xml:52 msgid "" "Take over the paths of the saved subresources (see [method Resource." "take_over_path])." msgstr "" #: doc/classes/RichTextEffect.xml:4 msgid "A custom effect for use with [RichTextLabel]." msgstr "" #: doc/classes/RichTextEffect.xml:7 msgid "" "A custom effect for use with [RichTextLabel].\n" "[b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be " "defined as a member variable called [code]bbcode[/code] in the script.\n" "[codeblock]\n" "# The RichTextEffect will be usable like this: `[example]Some text[/" "example]`\n" "var bbcode = \"example\"\n" "[/codeblock]\n" "[b]Note:[/b] As soon as a [RichTextLabel] contains at least one " "[RichTextEffect], it will continuously process the effect unless the project " "is paused. This may impact battery life negatively." msgstr "" #: doc/classes/RichTextEffect.xml:24 msgid "" "Override this method to modify properties in [code]char_fx[/code]. The " "method must return [code]true[/code] if the character could be transformed " "successfully. If the method returns [code]false[/code], it will skip " "transformation to avoid displaying broken text." msgstr "" #: doc/classes/RichTextLabel.xml:4 msgid "Label that displays rich text." msgstr "" #: doc/classes/RichTextLabel.xml:7 msgid "" "Rich text can contain custom text, fonts, images and some basic formatting. " "The label manages these as an internal tag stack. It also adapts itself to " "given width/heights.\n" "[b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and " "reconstruct it from the property's contents. Any edits made to [member " "bbcode_text] will erase previous edits made from other manual sources such " "as [method append_bbcode] and the [code]push_*[/code] / [method pop] " "methods.\n" "[b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For " "example, instead of using [code][b]bold[i]bold italic[/b]italic[/i][/code], " "use [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code].\n" "[b]Note:[/b] [code]push_*/pop[/code] functions won't affect BBCode.\n" "[b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to " "horizontally align text to the center. Instead, enable [member " "bbcode_enabled] and surround the text in a [code][center][/code] tag as " "follows: [code][center]Example[/center][/code]. There is currently no built-" "in way to vertically align text either, but this can be emulated by relying " "on anchors/containers and the [member fit_content_height] property.\n" "[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most " "emoji) are [i]not[/i] supported on Windows. They will display as unknown " "characters instead. This will be resolved in Godot 4.0." msgstr "" #: doc/classes/RichTextLabel.xml:16 #, fuzzy msgid "https://godotengine.org/asset-library/asset/132" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/RichTextLabel.xml:26 msgid "" "Adds an image's opening and closing tags to the tag stack, optionally " "providing a [code]width[/code] and [code]height[/code] to resize the image.\n" "If [code]width[/code] or [code]height[/code] is set to 0, the image size " "will be adjusted in order to keep the original aspect ratio." msgstr "" #: doc/classes/RichTextLabel.xml:34 msgid "Adds raw non-BBCode-parsed text to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:41 msgid "" "Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns " "the result of the parsing, [constant OK] if successful.\n" "[b]Note:[/b] Using this method, you can't close a tag that was opened in a " "previous [method append_bbcode] call. This is done to improve performance, " "especially when updating large RichTextLabels since rebuilding the whole " "BBCode every time would be slower. If you absolutely need to close a tag in " "a future method call, append the [member bbcode_text] instead of using " "[method append_bbcode]." msgstr "" #: doc/classes/RichTextLabel.xml:48 msgid "Clears the tag stack and sets [member bbcode_text] to an empty string." msgstr "" #: doc/classes/RichTextLabel.xml:54 msgid "Returns the height of the content." msgstr "" #: doc/classes/RichTextLabel.xml:60 msgid "" "Returns the total number of newlines in the tag stack's text tags. Considers " "wrapped text as one line." msgstr "" #: doc/classes/RichTextLabel.xml:66 msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." msgstr "" #: doc/classes/RichTextLabel.xml:72 msgid "" "Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/RichTextLabel.xml:79 msgid "Returns the number of visible lines." msgstr "" #: doc/classes/RichTextLabel.xml:86 msgid "" "Installs a custom effect. [code]effect[/code] should be a valid " "[RichTextEffect]." msgstr "" #: doc/classes/RichTextLabel.xml:92 msgid "Adds a newline tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:99 msgid "" "The assignment version of [method append_bbcode]. Clears the tag stack and " "inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] " "successfully." msgstr "" #: doc/classes/RichTextLabel.xml:106 msgid "Parses BBCode parameter [code]expressions[/code] into a dictionary." msgstr "" #: doc/classes/RichTextLabel.xml:112 msgid "" "Terminates the current tag. Use after [code]push_*[/code] methods to close " "BBCodes manually. Does not need to follow [code]add_*[/code] methods." msgstr "" #: doc/classes/RichTextLabel.xml:119 msgid "" "Adds an [code][align][/code] tag based on the given [code]align[/code] " "value. See [enum Align] for possible values." msgstr "" #: doc/classes/RichTextLabel.xml:125 msgid "" "Adds a [code][font][/code] tag with a bold font to the tag stack. This is " "the same as adding a [code][b][/code] tag if not currently in a [code][i][/" "code] tag." msgstr "" #: doc/classes/RichTextLabel.xml:131 msgid "" "Adds a [code][font][/code] tag with a bold italics font to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:137 msgid "" "Adds a [code][cell][/code] tag to the tag stack. Must be inside a [code]" "[table][/code] tag. See [method push_table] for details." msgstr "" #: doc/classes/RichTextLabel.xml:144 msgid "Adds a [code][color][/code] tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:151 msgid "" "Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for " "its duration." msgstr "" #: doc/classes/RichTextLabel.xml:158 msgid "" "Adds an [code][indent][/code] tag to the tag stack. Multiplies [code]level[/" "code] by current [member tab_size] to determine new margin length." msgstr "" #: doc/classes/RichTextLabel.xml:164 msgid "" "Adds a [code][font][/code] tag with a italics font to the tag stack. This is " "the same as adding a [code][i][/code] tag if not currently in a [code][b][/" "code] tag." msgstr "" #: doc/classes/RichTextLabel.xml:171 msgid "" "Adds a [code][list][/code] tag to the tag stack. Similar to the BBCodes " "[code][ol][/code] or [code][ul][/code], but supports more list types. Not " "fully implemented!" msgstr "" #: doc/classes/RichTextLabel.xml:178 msgid "" "Adds a [code][meta][/code] tag to the tag stack. Similar to the BBCode [code]" "[url=something]{text}[/url][/code], but supports non-[String] metadata types." msgstr "" #: doc/classes/RichTextLabel.xml:184 msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:190 msgid "Adds a [code][font][/code] tag with a normal font to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:196 msgid "Adds a [code][s][/code] tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:203 msgid "Adds a [code][table=columns][/code] tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:209 msgid "Adds a [code][u][/code] tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:216 msgid "" "Removes a line of content from the label. Returns [code]true[/code] if the " "line exists.\n" "The [code]line[/code] argument is the index of the line to remove, it can " "take values in the interval [code][0, get_line_count() - 1][/code]." msgstr "" #: doc/classes/RichTextLabel.xml:224 msgid "Scrolls the window's top line to match [code]line[/code]." msgstr "" #: doc/classes/RichTextLabel.xml:233 msgid "" "Edits the selected column's expansion options. If [code]expand[/code] is " "[code]true[/code], the column expands in proportion to its expansion ratio " "versus the other columns' ratios.\n" "For example, 2 columns with ratios 3 and 4 plus 70 pixels in available width " "would expand 30 and 40 pixels, respectively.\n" "If [code]expand[/code] is [code]false[/code], the column will not contribute " "to the total ratio." msgstr "" #: doc/classes/RichTextLabel.xml:241 msgid "" "If [code]true[/code], the label uses BBCode formatting.\n" "[b]Note:[/b] Trying to alter the [RichTextLabel]'s text with [method " "add_text] will reset this to [code]false[/code]. Use instead [method " "append_bbcode] to preserve BBCode formatting." msgstr "" #: doc/classes/RichTextLabel.xml:245 msgid "" "The label's text in BBCode format. Is not representative of manual " "modifications to the internal tag stack. Erases changes made by other " "methods when edited.\n" "[b]Note:[/b] It is unadvised to use the [code]+=[/code] operator with " "[code]bbcode_text[/code] (e.g. [code]bbcode_text += \"some string\"[/code]) " "as it replaces the whole text and can cause slowdowns. Use [method " "append_bbcode] for adding text instead, unless you absolutely need to close " "a tag that was opened in an earlier method call." msgstr "" #: doc/classes/RichTextLabel.xml:249 msgid "" "The currently installed custom effects. This is an array of " "[RichTextEffect]s.\n" "To add a custom effect, it's more convenient to use [method install_effect]." msgstr "" #: doc/classes/RichTextLabel.xml:253 msgid "" "If [code]true[/code], the label's height will be automatically updated to " "fit its content.\n" "[b]Note:[/b] This property is used as a workaround to fix issues with " "[RichTextLabel] in [Container]s, but it's unreliable in some cases and will " "be removed in future versions." msgstr "" #: doc/classes/RichTextLabel.xml:257 msgid "" "If [code]true[/code], the label underlines meta tags such as [code][url]" "{text}[/url][/code]." msgstr "" #: doc/classes/RichTextLabel.xml:260 msgid "If [code]true[/code], the label uses the custom font color." msgstr "" #: doc/classes/RichTextLabel.xml:263 msgid "" "The range of characters to display, as a [float] between 0.0 and 1.0. When " "assigned an out of range value, it's the same as assigning 1.0.\n" "[b]Note:[/b] Setting this property updates [member visible_characters] based " "on current [method get_total_character_count]." msgstr "" #: doc/classes/RichTextLabel.xml:268 msgid "" "If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/" "code] does not block scrolling completely. See [method scroll_to_line]." msgstr "" #: doc/classes/RichTextLabel.xml:271 msgid "" "If [code]true[/code], the window scrolls down to display new content " "automatically." msgstr "" #: doc/classes/RichTextLabel.xml:274 msgid "If [code]true[/code], the label allows text selection." msgstr "" #: doc/classes/RichTextLabel.xml:277 msgid "" "The number of spaces associated with a single tab length. Does not affect " "[code]\\t[/code] in text tags, only indent tags." msgstr "" #: doc/classes/RichTextLabel.xml:280 msgid "" "The raw text of the label.\n" "When set, clears the tag stack and adds a raw text tag to the top of it. " "Does not parse BBCodes. Does not modify [member bbcode_text]." msgstr "" #: doc/classes/RichTextLabel.xml:284 msgid "" "The restricted number of characters to display in the label. If [code]-1[/" "code], all characters will be displayed.\n" "[b]Note:[/b] Setting this property updates [member percent_visible] based on " "current [method get_total_character_count]." msgstr "" #: doc/classes/RichTextLabel.xml:292 msgid "" "Triggered when the user clicks on content between meta tags. If the meta is " "defined in text, e.g. [code][url={\"data\"=\"hi\"}]hi[/url][/code], then the " "parameter for this signal will be a [String] type. If a particular type or " "an object is desired, the [method push_meta] method must be used to manually " "insert the data into the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:298 msgid "Triggers when the mouse exits a meta tag." msgstr "" #: doc/classes/RichTextLabel.xml:304 msgid "Triggers when the mouse enters a meta tag." msgstr "" #: doc/classes/RichTextLabel.xml:310 msgid "Makes text left aligned." msgstr "" #: doc/classes/RichTextLabel.xml:313 msgid "Makes text centered." msgstr "" #: doc/classes/RichTextLabel.xml:316 msgid "Makes text right aligned." msgstr "" #: doc/classes/RichTextLabel.xml:319 msgid "Makes text fill width." msgstr "" #: doc/classes/RichTextLabel.xml:322 msgid "Each list item has a number marker." msgstr "" #: doc/classes/RichTextLabel.xml:325 msgid "Each list item has a letter marker." msgstr "" #: doc/classes/RichTextLabel.xml:328 msgid "Each list item has a filled circle marker." msgstr "" #: doc/classes/RichTextLabel.xml:371 msgid "The default text color." msgstr "" #: doc/classes/RichTextLabel.xml:374 msgid "" "The color of selected text, used when [member selection_enabled] is " "[code]true[/code]." msgstr "" #: doc/classes/RichTextLabel.xml:377 msgid "The color of the font's shadow." msgstr "" #: doc/classes/RichTextLabel.xml:380 msgid "The color of the selection box." msgstr "" #: doc/classes/RichTextLabel.xml:383 msgid "The vertical space between lines." msgstr "" #: doc/classes/RichTextLabel.xml:386 msgid "" "Boolean value. If 1 ([code]true[/code]), the shadow will be displayed around " "the whole text as an outline." msgstr "" #: doc/classes/RichTextLabel.xml:389 msgid "The horizontal offset of the font's shadow." msgstr "" #: doc/classes/RichTextLabel.xml:392 msgid "The vertical offset of the font's shadow." msgstr "" #: doc/classes/RichTextLabel.xml:395 msgid "The horizontal separation of elements in a table." msgstr "" #: doc/classes/RichTextLabel.xml:398 msgid "The vertical separation of elements in a table." msgstr "" #: doc/classes/RichTextLabel.xml:401 msgid "The font used for bold text." msgstr "" #: doc/classes/RichTextLabel.xml:404 msgid "The font used for bold italics text." msgstr "" #: doc/classes/RichTextLabel.xml:407 msgid "The font used for italics text." msgstr "" #: doc/classes/RichTextLabel.xml:410 msgid "The font used for monospace text." msgstr "" #: doc/classes/RichTextLabel.xml:413 msgid "The default text font." msgstr "" #: doc/classes/RichTextLabel.xml:416 msgid "The background The background used when the [RichTextLabel] is focused." msgstr "" #: doc/classes/RichTextLabel.xml:419 msgid "The normal background for the [RichTextLabel]." msgstr "" #: doc/classes/RID.xml:4 msgid "Handle for a [Resource]'s unique ID." msgstr "" #: doc/classes/RID.xml:7 msgid "" "The RID type is used to access the unique integer ID of a resource. They are " "opaque, which means they do not grant access to the associated resource by " "themselves. They are used by and with the low-level Server classes such as " "[VisualServer]." msgstr "" #: doc/classes/RID.xml:16 msgid "" "Creates a new RID instance with the ID of a given resource. When not handed " "a valid resource, silently stores the unused ID 0." msgstr "" #: doc/classes/RID.xml:22 msgid "Returns the ID of the referenced resource." msgstr "" #: doc/classes/RigidBody.xml:4 msgid "" "Physics Body whose position is determined through physics simulation in 3D " "space." msgstr "" #: doc/classes/RigidBody.xml:7 msgid "" "This is the node that implements full 3D physics. This means that you do not " "control a RigidBody directly. Instead, you can apply forces to it (gravity, " "impulses, etc.), and the physics simulation will calculate the resulting " "movement, collision, bouncing, rotating, etc.\n" "A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and " "Kinematic.\n" "[b]Note:[/b] Don't change a RigidBody's position every frame or very often. " "Sporadic changes work fine, but physics runs at a different granularity " "(fixed Hz) than usual rendering (process callback) and maybe even in a " "separate thread, so changing this from a process loop may result in strange " "behavior. If you need to directly affect the body's state, use [method " "_integrate_forces], which allows you to directly access the physics state.\n" "If you need to override the default physics behavior, you can write a custom " "force integration function. See [member custom_integrator].\n" "With Bullet physics (the default), the center of mass is the RigidBody3D " "center. With GodotPhysics, the center of mass is the average of the " "[CollisionShape] centers." msgstr "" #: doc/classes/RigidBody.xml:23 msgid "" "Called during physics processing, allowing you to read and safely modify the " "simulation state for the object. By default, it works in addition to the " "usual physics behavior, but the [member custom_integrator] property allows " "you to disable the default behavior and do fully custom force integration " "for a body." msgstr "" #: doc/classes/RigidBody.xml:30 msgid "" "Adds a constant directional force (i.e. acceleration) without affecting " "rotation.\n" "This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]." msgstr "" #: doc/classes/RigidBody.xml:39 msgid "" "Adds a constant directional force (i.e. acceleration).\n" "The position uses the rotation of the global coordinate system, but is " "centered at the object's origin." msgstr "" #: doc/classes/RigidBody.xml:47 msgid "" "Adds a constant rotational force (i.e. a motor) without affecting position." msgstr "" #: doc/classes/RigidBody.xml:54 msgid "" "Applies a directional impulse without affecting rotation.\n" "This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]." msgstr "" #: doc/classes/RigidBody.xml:63 msgid "" "Applies a positioned impulse to the body. An impulse is time independent! " "Applying an impulse every frame would result in a framerate-dependent force. " "For this reason it should only be used when simulating one-time impacts. The " "position uses the rotation of the global coordinate system, but is centered " "at the object's origin." msgstr "" #: doc/classes/RigidBody.xml:70 msgid "" "Applies a torque impulse which will be affected by the body mass and shape. " "This will rotate the body around the [code]impulse[/code] vector passed." msgstr "" #: doc/classes/RigidBody.xml:77 msgid "" "Returns [code]true[/code] if the specified linear or rotational axis is " "locked." msgstr "" #: doc/classes/RigidBody.xml:83 doc/classes/RigidBody2D.xml:73 msgid "" "Returns a list of the bodies colliding with this one. Requires [member " "contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of collisions is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" #: doc/classes/RigidBody.xml:90 msgid "" "Returns the inverse inertia tensor basis. This is used to calculate the " "angular acceleration resulting from a torque applied to the RigidBody." msgstr "" #: doc/classes/RigidBody.xml:98 msgid "Locks the specified linear or rotational axis." msgstr "" #: doc/classes/RigidBody.xml:111 msgid "" "Damps RigidBody's rotational forces.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" #: doc/classes/RigidBody.xml:118 msgid "Lock the body's rotation in the X axis." msgstr "" #: doc/classes/RigidBody.xml:121 msgid "Lock the body's rotation in the Y axis." msgstr "" #: doc/classes/RigidBody.xml:124 msgid "Lock the body's rotation in the Z axis." msgstr "" #: doc/classes/RigidBody.xml:127 msgid "Lock the body's movement in the X axis." msgstr "" #: doc/classes/RigidBody.xml:130 msgid "Lock the body's movement in the Y axis." msgstr "" #: doc/classes/RigidBody.xml:133 msgid "Lock the body's movement in the Z axis." msgstr "" #: doc/classes/RigidBody.xml:136 doc/classes/RigidBody2D.xml:110 #: doc/classes/StaticBody.xml:19 doc/classes/StaticBody2D.xml:16 msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " "[code]1[/code] (full bounciness).\n" "Deprecated, use [member PhysicsMaterial.bounce] instead via [member " "physics_material_override]." msgstr "" #: doc/classes/RigidBody.xml:140 msgid "" "If [code]true[/code], the body can enter sleep mode when there is no " "movement. See [member sleeping].\n" "[b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its " "[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep " "manually by setting its [member sleeping] property to [code]true[/code]." msgstr "" #: doc/classes/RigidBody.xml:144 #, fuzzy msgid "" "If [code]true[/code], the RigidBody will emit signals when it collides with " "another RigidBody. See also [member contacts_reported]." msgstr "" "Wenn der Wert [code]true[/code] ist, dann ist Tranzparenz für den Körper " "aktiviert. Siehe auch [member blend_mode]." #: doc/classes/RigidBody.xml:147 msgid "" "The maximum number of contacts that will be recorded. Requires [member " "contact_monitor] to be set to [code]true[/code].\n" "[b]Note:[/b] The number of contacts is different from the number of " "collisions. Collisions between parallel edges will result in two contacts " "(one at each end), and collisions between parallel faces will result in four " "contacts (one at each corner)." msgstr "" #: doc/classes/RigidBody.xml:151 msgid "" "If [code]true[/code], continuous collision detection is used.\n" "Continuous collision detection tries to predict where a moving body will " "collide, instead of moving it and correcting its movement if it collided. " "Continuous collision detection is more precise, and misses fewer impacts by " "small, fast-moving objects. Not using continuous collision detection is " "faster to compute, but can miss small, fast-moving objects." msgstr "" #: doc/classes/RigidBody.xml:155 msgid "" "If [code]true[/code], internal force integration will be disabled (like " "gravity or air friction) for this body. Other than collision response, the " "body will only move as determined by the [method _integrate_forces] " "function, if defined." msgstr "" #: doc/classes/RigidBody.xml:158 msgid "" "The body's friction, from 0 (frictionless) to 1 (max friction).\n" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" #: doc/classes/RigidBody.xml:162 msgid "" "This is multiplied by the global 3D gravity setting found in [b]Project > " "Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For " "example, a value of 1 will be normal gravity, 2 will apply double gravity, " "and 0.5 will apply half gravity to this object." msgstr "" #: doc/classes/RigidBody.xml:165 msgid "" "The body's linear damp. Cannot be less than -1.0. If this value is different " "from -1.0, any linear damp derived from the world or areas will be " "overridden.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" #: doc/classes/RigidBody.xml:169 msgid "" "The body's linear velocity in units per second. Can be used sporadically, " "but [b]don't set this every frame[/b], because physics may run in another " "thread and runs at a different granularity. Use [method _integrate_forces] " "as your process loop for precise control of the body state." msgstr "" #: doc/classes/RigidBody.xml:172 doc/classes/RigidBody2D.xml:149 msgid "The body's mass." msgstr "" #: doc/classes/RigidBody.xml:175 msgid "The body mode. See [enum Mode] for possible values." msgstr "" #: doc/classes/RigidBody.xml:178 doc/classes/RigidBody2D.xml:155 #: doc/classes/StaticBody.xml:33 doc/classes/StaticBody2D.xml:30 msgid "" "The physics material override for the body.\n" "If a material is assigned to this property, it will be used instead of any " "other physics material, such as an inherited one." msgstr "" #: doc/classes/RigidBody.xml:182 doc/classes/RigidBody2D.xml:159 msgid "" "If [code]true[/code], the body will not move and will not calculate forces " "until woken up by another body through, for example, a collision, or by " "using the [method apply_impulse] or [method add_force] methods." msgstr "" #: doc/classes/RigidBody.xml:185 msgid "" "The body's weight based on its mass and the global 3D gravity. Global values " "are set in [b]Project > Project Settings > Physics > 3d[/b]." msgstr "" #: doc/classes/RigidBody.xml:192 msgid "" "Emitted when a collision with another [PhysicsBody] or [GridMap] occurs. " "Requires [member contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" #: doc/classes/RigidBody.xml:199 msgid "" "Emitted when the collision with another [PhysicsBody] or [GridMap] ends. " "Requires [member contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" #: doc/classes/RigidBody.xml:209 msgid "" "Emitted when one of this RigidBody's [Shape]s collides with another " "[PhysicsBody] or [GridMap]'s [Shape]s. Requires [member contact_monitor] to " "be set to [code]true[/code] and [member contacts_reported] to be set high " "enough to detect all the collisions. [GridMap]s are detected if the " "[MeshLibrary] has Collision [Shape]s.\n" "[code]body_rid[/code] the [RID] of the other [PhysicsBody] or " "[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap].\n" "[code]body_shape_index[/code] the index of the [Shape] of the other " "[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the " "[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)" "[/code].\n" "[code]local_shape_index[/code] the index of the [Shape] of this RigidBody " "used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code].\n" "[b]Note:[/b] Bullet physics cannot identify the shape index when using a " "[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a " "[ConcavePolygonShape] with Bullet physics if you need shape indices." msgstr "" #: doc/classes/RigidBody.xml:223 msgid "" "Emitted when the collision between one of this RigidBody's [Shape]s and " "another [PhysicsBody] or [GridMap]'s [Shape]s ends. Requires [member " "contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n" "[code]body_rid[/code] the [RID] of the other [PhysicsBody] or " "[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer]. [GridMap]s " "are detected if the Meshes have [Shape]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap].\n" "[code]body_shape_index[/code] the index of the [Shape] of the other " "[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the " "[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)" "[/code].\n" "[code]local_shape_index[/code] the index of the [Shape] of this RigidBody " "used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code].\n" "[b]Note:[/b] Bullet physics cannot identify the shape index when using a " "[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a " "[ConcavePolygonShape] with Bullet physics if you need shape indices." msgstr "" #: doc/classes/RigidBody.xml:233 doc/classes/RigidBody2D.xml:208 msgid "" "Emitted when the physics engine changes the body's sleeping state.\n" "[b]Note:[/b] Changing the value [member sleeping] will not trigger this " "signal. It is only emitted if the sleeping state is changed by the physics " "engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used." msgstr "" #: doc/classes/RigidBody.xml:240 msgid "" "Rigid body mode. This is the \"natural\" state of a rigid body. It is " "affected by forces, and can move, rotate, and be affected by user code." msgstr "" #: doc/classes/RigidBody.xml:243 msgid "" "Static mode. The body behaves like a [StaticBody], and can only move by user " "code." msgstr "" #: doc/classes/RigidBody.xml:246 msgid "" "Character body mode. This behaves like a rigid body, but can not rotate." msgstr "" #: doc/classes/RigidBody.xml:249 msgid "" "Kinematic body mode. The body behaves like a [KinematicBody], and can only " "move by user code." msgstr "" #: doc/classes/RigidBody2D.xml:4 msgid "A body that is controlled by the 2D physics engine." msgstr "" #: doc/classes/RigidBody2D.xml:7 msgid "" "This node implements simulated 2D physics. You do not control a RigidBody2D " "directly. Instead, you apply forces to it (gravity, impulses, etc.) and the " "physics simulation calculates the resulting movement based on its mass, " "friction, and other physical properties.\n" "A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and " "Kinematic.\n" "[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or " "[code]linear_velocity[/code] every frame or even very often. If you need to " "directly affect the body's state, use [method _integrate_forces], which " "allows you to directly access the physics state.\n" "Please also keep in mind that physics bodies manage their own transform " "which overwrites the ones you set. So any direct or indirect transformation " "(including scaling of the node or its parent) will be visible in the editor " "only, and immediately reset at runtime.\n" "If you need to override the default physics behavior or add a transformation " "at runtime, you can write a custom force integration. See [member " "custom_integrator].\n" "The center of mass is always located at the node's origin without taking " "into account the [CollisionShape2D] centroid offsets." msgstr "" #: doc/classes/RigidBody2D.xml:15 #, fuzzy msgid "https://godotengine.org/asset-library/asset/119" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/RigidBody2D.xml:16 doc/classes/Sprite.xml:10 #, fuzzy msgid "https://godotengine.org/asset-library/asset/148" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/RigidBody2D.xml:23 msgid "" "Allows you to read and safely modify the simulation state for the object. " "Use this instead of [method Node._physics_process] if you need to directly " "change the body's [code]position[/code] or other physics properties. By " "default, it works in addition to the usual physics behavior, but [member " "custom_integrator] allows you to disable the default behavior and write " "custom force integration for a body." msgstr "" #: doc/classes/RigidBody2D.xml:60 msgid "" "Applies a positioned impulse to the body. An impulse is time-independent! " "Applying an impulse every frame would result in a framerate-dependent force. " "For this reason it should only be used when simulating one-time impacts (use " "the \"_force\" functions otherwise). The position uses the rotation of the " "global coordinate system, but is centered at the object's origin." msgstr "" #: doc/classes/RigidBody2D.xml:81 msgid "" "Sets the body's velocity on the given axis. The velocity in the given vector " "axis will be set as the given vector length. This is useful for jumping " "behavior." msgstr "" #: doc/classes/RigidBody2D.xml:91 msgid "" "Returns [code]true[/code] if a collision would result from moving in the " "given vector. [code]margin[/code] increases the size of the shapes involved " "in the collision detection, and [code]result[/code] is an object of type " "[Physics2DTestMotionResult], which contains additional information about the " "collision (should there be one)." msgstr "" #: doc/classes/RigidBody2D.xml:97 msgid "" "Damps the body's [member angular_velocity]. If [code]-1[/code], the body " "will use the [b]Default Angular Damp[/b] defined in [b]Project > Project " "Settings > Physics > 2d[/b].\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" #: doc/classes/RigidBody2D.xml:104 msgid "The body's total applied force." msgstr "" #: doc/classes/RigidBody2D.xml:107 msgid "The body's total applied torque." msgstr "" #: doc/classes/RigidBody2D.xml:114 msgid "" "If [code]true[/code], the body can enter sleep mode when there is no " "movement. See [member sleeping].\n" "[b]Note:[/b] A RigidBody2D will never enter sleep mode automatically if its " "[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep " "manually by setting its [member sleeping] property to [code]true[/code]." msgstr "" #: doc/classes/RigidBody2D.xml:118 msgid "" "If [code]true[/code], the body will emit signals when it collides with " "another RigidBody2D. See also [member contacts_reported]." msgstr "" #: doc/classes/RigidBody2D.xml:121 msgid "" "The maximum number of contacts that will be recorded. Requires [member " "contact_monitor] to be set to [code]true[/code].\n" "[b]Note:[/b] The number of contacts is different from the number of " "collisions. Collisions between parallel edges will result in two contacts " "(one at each end)." msgstr "" #: doc/classes/RigidBody2D.xml:125 msgid "" "Continuous collision detection mode.\n" "Continuous collision detection tries to predict where a moving body will " "collide instead of moving it and correcting its movement after collision. " "Continuous collision detection is slower, but more precise and misses fewer " "collisions with small, fast-moving objects. Raycasting and shapecasting " "methods are available. See [enum CCDMode] for details." msgstr "" #: doc/classes/RigidBody2D.xml:129 msgid "" "If [code]true[/code], internal force integration is disabled for this body. " "Aside from collision response, the body will only move as determined by the " "[method _integrate_forces] function." msgstr "" #: doc/classes/RigidBody2D.xml:132 msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " "[code]1[/code] (maximum friction).\n" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" #: doc/classes/RigidBody2D.xml:136 msgid "" "Multiplies the gravity applied to the body. The body's gravity is calculated " "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 "" #: doc/classes/RigidBody2D.xml:139 msgid "" "The body's moment of inertia. This is like mass, but for rotation: it " "determines how much torque it takes to rotate the body. The moment of " "inertia is usually computed automatically from the mass and the shapes, but " "this function allows you to set a custom value. Set 0 inertia to return to " "automatically computing it." msgstr "" #: doc/classes/RigidBody2D.xml:142 msgid "" "Damps the body's [member linear_velocity]. If [code]-1[/code], the body will " "use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > " "Physics > 2d[/b].\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" #: doc/classes/RigidBody2D.xml:146 msgid "" "The body's linear velocity in pixels per second. Can be used sporadically, " "but [b]don't set this every frame[/b], because physics may run in another " "thread and runs at a different granularity. Use [method _integrate_forces] " "as your process loop for precise control of the body state." msgstr "" #: doc/classes/RigidBody2D.xml:152 msgid "The body's mode. See [enum Mode] for possible values." msgstr "" #: doc/classes/RigidBody2D.xml:162 msgid "" "The body's weight based on its mass and the [b]Default Gravity[/b] value in " "[b]Project > Project Settings > Physics > 2d[/b]." msgstr "" #: doc/classes/RigidBody2D.xml:169 msgid "" "Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. " "Requires [member contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" #: doc/classes/RigidBody2D.xml:176 msgid "" "Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. " "Requires [member contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" #: doc/classes/RigidBody2D.xml:186 msgid "" "Emitted when one of this RigidBody2D's [Shape2D]s collides with another " "[PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] " "to be set to [code]true[/code] and [member contacts_reported] to be set high " "enough to detect all the collisions. [TileMap]s are detected if the " "[TileSet] has Collision [Shape2D]s.\n" "[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s " "[CollisionObject2D] used by the [Physics2DServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap].\n" "[code]body_shape_index[/code] the index of the [Shape2D] of the other " "[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the " "[CollisionShape2D] node with [code]body." "shape_owner_get_owner(body_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this " "RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node " "with [code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/RigidBody2D.xml:199 msgid "" "Emitted when the collision between one of this RigidBody2D's [Shape2D]s and " "another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member " "contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n" "[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s " "[CollisionObject2D] used by the [Physics2DServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap].\n" "[code]body_shape_index[/code] the index of the [Shape2D] of the other " "[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the " "[CollisionShape2D] node with [code]body." "shape_owner_get_owner(body_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this " "RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node " "with [code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/RigidBody2D.xml:215 msgid "" "Rigid mode. The body behaves as a physical object. It collides with other " "bodies and responds to forces applied to it. This is the default mode." msgstr "" #: doc/classes/RigidBody2D.xml:218 msgid "Static mode. The body behaves like a [StaticBody2D] and does not move." msgstr "" #: doc/classes/RigidBody2D.xml:221 msgid "" "Character mode. Similar to [constant MODE_RIGID], but the body can not " "rotate." msgstr "" #: doc/classes/RigidBody2D.xml:224 msgid "" "Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved " "by code." msgstr "" #: doc/classes/RigidBody2D.xml:227 msgid "" "Continuous collision detection disabled. This is the fastest way to detect " "body collisions, but can miss small, fast-moving objects." msgstr "" #: doc/classes/RigidBody2D.xml:230 msgid "" "Continuous collision detection enabled using raycasting. This is faster than " "shapecasting but less precise." msgstr "" #: doc/classes/RigidBody2D.xml:233 msgid "" "Continuous collision detection enabled using shapecasting. This is the " "slowest CCD method and the most precise." msgstr "" #: doc/classes/Room.xml:4 msgid "Room node, used to group objects together locally for [Portal] culling." msgstr "" #: doc/classes/Room.xml:7 msgid "" "The [Portal] culling system requires levels to be built using objects " "grouped together by location in areas called [Room]s. In many cases these " "will correspond to actual rooms in buildings, but not necessarily (a canyon " "area may be treated as a room).\n" "Any [VisualInstance] that is a child or grandchild of a [Room] will be " "assigned to that room, if the [code]portal_mode[/code] of that " "[VisualInstance] is set to [code]STATIC[/code] (does not move) or " "[code]DYNAMIC[/code] (moves only within the room).\n" "Internally the room boundary must form a [b]convex hull[/b], and by default " "this is determined automatically by the geometry of the objects you place " "within the room.\n" "You can alternatively precisely specify a [b]manual bound[/b]. If you place " "a [MeshInstance] with a name prefixed by [code]Bound_[/code], it will turn " "off the bound generation from geometry, and instead use the vertices of this " "MeshInstance to directly calculate a convex hull during the conversion stage " "(see [RoomManager]).\n" "In order to see from one room into an adjacent room, [Portal]s must be " "placed over non-occluded openings between rooms. These will often be placed " "over doors and windows." msgstr "" #: doc/classes/Room.xml:27 msgid "" "If [code]points[/code] are set, the [Room] bounding convex hull will be " "built from these points. If no points are set, the room bound will either be " "derived from a manual bound ([MeshInstance] with name prefix [code]Bound_[/" "code]), or from the geometry within the room.\n" "Note that you can use the [code]Generate Points[/code] editor button to get " "started. This will use either the geometry or manual bound to generate the " "room hull, and save the resulting points, allowing you to edit them to " "further refine the bound." msgstr "" #: doc/classes/Room.xml:31 msgid "" "The [code]simplify[/code] value determines to what degree room hulls " "(bounds) are simplified, by removing similar planes. A value of 0 gives no " "simplification, 1 gives maximum simplification." msgstr "" #: doc/classes/Room.xml:34 msgid "" "The room hull simplification can either use the default value set in the " "[RoomManager], or override this and use the per room setting." msgstr "" #: doc/classes/RoomGroup.xml:4 msgid "Groups [Room]s together to allow common functionality." msgstr "" #: doc/classes/RoomGroup.xml:7 msgid "" "Although [Room] behaviour can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " "children of a [RoomGroup] in order to assign them to the RoomGroup.\n" "A [RoomGroup] can for example be used to specify [Room]s that are " "[b]outside[/b], and switch on or off a directional light, sky, or rain " "effect as the player enters / exits the area.\n" "[RoomGroup]s receive [b]gameplay callbacks[/b] when the " "[code]gameplay_monitor[/code] is switched on, as [code]signal[/code]s or " "[code]notification[/code]s as they enter and exit the [b]gameplay area[/b] " "(see [RoomManager] for details)." msgstr "" #: doc/classes/RoomGroup.xml:18 msgid "" "This priority will be applied to [Room]s within the group. The [Room] " "priority allows the use of [b]internal rooms[/b], rooms [i]within[/i] " "another room or rooms.\n" "When the [Camera] is within more than one room (regular and internal), the " "higher priority room will take precedence. So with for example, a house " "inside a terrain 'room', you would make the house higher priority, so that " "when the camera is within the house, the house is used as the source room, " "but outside the house, the terrain room would be used instead." msgstr "" #: doc/classes/RoomManager.xml:4 msgid "The RoomManager node is used to control the portal culling system." msgstr "" #: doc/classes/RoomManager.xml:7 msgid "" "In order to utilize the portal occlusion culling system, you must build your " "level using [Room]s and [Portal]s. Before these can be used at runtime, they " "must undergo a short conversion process to build the [code]room graph[/" "code], runtime data needed for portal culling. The [code]room graph[/code] " "is controlled by the [RoomManager] node, and the [RoomManager] also contains " "settings that are common throughout the portal system." msgstr "" #: doc/classes/RoomManager.xml:15 msgid "" "This function clears all converted data from the [b]room graph[/b]. Use this " "before unloading a level, when transitioning from level to level, or " "returning to a main menu." msgstr "" #: doc/classes/RoomManager.xml:21 msgid "" "This is the most important function in the whole portal culling system. " "Without it, the system cannot function.\n" "First it goes through every [Room] that is a child of the [code]room list[/" "code] node (and [RoomGroup]s within) and converts and adds it to the " "[code]room graph[/code].\n" "This works for both [Room] nodes, and [Spatial] nodes that follow a special " "naming convention. They should begin with the prefix [i]'Room_'[/i], " "followed by the name you wish to give the room, e.g. [i]'Room_lounge'[/i]. " "This will automatically convert such [Spatial]s to [Room] nodes for you. " "This is useful if you want to build you entire room system in e.g. Blender, " "and reimport multiple times as you work on the level.\n" "The conversion will try to assign [VisualInstance]s that are children and " "grandchildren of the [Room] to the room. These should be given a suitable " "[code]portal mode[/code] (see the [CullInstance] documentation). The default " "[code]portal mode[/code] is [code]STATIC[/code] - objects which are not " "expected to move while the level is played, which will typically be most " "objects.\n" "The conversion will usually use the geometry of these [VisualInstance]s (and " "the [Portal]s) to calculate a convex hull bound for the room. These bounds " "will be shown in the editor with a wireframe. Alternatively you can specify " "a manual custom bound for any room, see the [Room] documentation.\n" "By definition, [Camera]s within a room can see everything else within the " "room (that is one advantage to using convex hulls). However, in order to see " "from one room into adjacent rooms, you must place [Portal]s, which represent " "openings that the camera can see through, like windows and doors.\n" "[Portal]s are really just specialized [MeshInstance]s. In fact you will " "usually first create a portal by creating a [MeshInstance], especially a " "[code]plane[/code] mesh instance. You would move the plane in the editor to " "cover a window or doorway, with the front face pointing outward from the " "room. To let the conversion process know you want this mesh to be a portal, " "again we use a special naming convention. [MeshInstance]s to be converted to " "a [Portal] should start with the prefix [i]'Portal_'[/i].\n" "You now have a choice - you can leave the name as [i]'Portal_'[/i] and allow " "the system to automatically detect the nearest [Room] to link. In most cases " "this will work fine.\n" "An alternative method is to specify the [Room] to link to manually, " "appending a suffix to the portal name, which should be the name of the room " "you intend to link to. For example [i]'Portal_lounge'[/i] will attempt to " "link to the room named [i]'Room_lounge'[/i].\n" "There is a special case here - Godot does not allow two nodes to share the " "same name. What if you want to manually have more than one portal leading " "into the same room? Surely they will need to both be called, e.g. " "[i]'Portal_lounge'[/i]?\n" "The solution is a wildcard character. After the room name, if you use the " "character [i]'*'[/i], this character and anything following it will be " "ignored. So you can use for example [i]'Portal_lounge*0'[/i], " "[i]'Portal_lounge*1'[/i] etc.\n" "Note that [Portal]s that have already been converted to [Portal] nodes " "(rather than [MeshInstance]s) still need to follow the same naming " "convention, as they will be relinked each time during conversion.\n" "It is recommended that you only place objects in rooms that are desired to " "stay within those rooms - i.e. [code]portal mode[/code]s [code]STATIC[/code] " "or [code]DYNAMIC[/code] (not crossing portals). [code]GLOBAL[/code] and " "[code]ROAMING[/code] objects are best placed in another part of the scene " "tree, to avoid confusion. See [CullInstance] for a full description of " "portal modes." msgstr "" #: doc/classes/RoomManager.xml:39 msgid "" "Switches the portal culling system on and off.\n" "It is important to note that when portal culling is active, it is " "responsible for [b]all[/b] the 3d culling. Some editor functionality may be " "more difficult to use, so switching the active flag is intended to be used " "to make sure your [Room] / [Portal] layout works within the editor.\n" "Switching to [code]active[/code] will have no effect when the [code]room " "graph[/code] is unloaded (the rooms have not yet been converted)." msgstr "" #: doc/classes/RoomManager.xml:44 msgid "" "Large objects can 'sprawl' over (be present in) more than one room. It can " "be useful to visualize which objects are sprawling outside the current " "room.\n" "Toggling this setting turns this debug view on and off." msgstr "" #: doc/classes/RoomManager.xml:48 msgid "" "Usually we don't want objects that only [b]just[/b] cross a boundary into an " "adjacent [Room] to sprawl into that room. To prevent this, each [Portal] has " "an extra margin, or tolerance zone where objects can enter without sprawling " "to a neighbouring room.\n" "In most cases you can set this here for all portals. It is possible to " "override the margin for each portal." msgstr "" #: doc/classes/RoomManager.xml:52 msgid "" "When using a partial or full PVS, the gameplay monitor allows you to receive " "callbacks when roaming objects or rooms enter or exit the [b]gameplay area[/" "b]. The gameplay area is defined as either the primary, or secondary PVS.\n" "These callbacks allow you to, for example, reduce processing for objects " "that are far from the player, or turn on and off AI.\n" "You can either choose to receive callbacks as notifications through the " "[code]_notification[/code] function, or as signals.\n" "[code]NOTIFICATION_ENTER_GAMEPLAY[/code]\n" "[code]NOTIFICATION_EXIT_GAMEPLAY[/code]\n" "Signals: [code]\"gameplay_entered\"[/code], [code]\"gameplay_exited\"[/code]" msgstr "" #: doc/classes/RoomManager.xml:60 msgid "" "If enabled, the system will attempt to merge similar meshes (particularly in " "terms of materials) within [Room]s during conversion. This can significantly " "reduce the number of drawcalls and state changes required during rendering, " "albeit at a cost of reduced culling granularity.\n" "[b]Note:[/b] This operates at runtime during the conversion process, and " "will only operate on exported or running projects, in order to prevent " "accidental alteration to the scene and loss of data." msgstr "" #: doc/classes/RoomManager.xml:64 msgid "" "When converting rooms, the editor will warn you if overlap is detected " "between rooms. Overlap can interfere with determining the room that cameras " "and objects are within. A small amount can be acceptable, depending on your " "level. Here you can alter the threshold at which the editor warning appears. " "There are no other side effects." msgstr "" #: doc/classes/RoomManager.xml:67 msgid "" "Portal rendering is recursive - each time a portal is seen through an " "earlier portal there is some cost. For this reason, and to prevent the " "possibility of infinite loops, this setting provides a hard limit on the " "recursion depth.\n" "[b]Note:[/b] This value is unused when using [code]Full[/code] PVS mode." msgstr "" #: doc/classes/RoomManager.xml:71 msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " "to override this behaviour and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" #: doc/classes/RoomManager.xml:75 msgid "" "Optionally during conversion the potentially visible set (PVS) of rooms that " "are potentially visible from each room can be calculated. This can be used " "either to aid in dynamic portal culling, or to totally replace portal " "culling.\n" "In [code]Full[/code] PVS Mode, all objects within the potentially visible " "rooms will be frustum culled, and rendered if they are within the view " "frustum." msgstr "" #: doc/classes/RoomManager.xml:79 msgid "" "In order to reduce processing for roaming objects, an expansion is applied " "to their AABB as they move. This expanded volume is used to calculate which " "rooms the roaming object is within. If the object's exact AABB is still " "within this expanded volume on the next move, there is no need to reprocess " "the object, which can save considerable CPU.\n" "The downside is that if the expansion is too much, the object may end up " "unexpectedly sprawling into neighbouring rooms and showing up where it might " "otherwise be culled.\n" "In order to balance roaming performance against culling accuracy, this " "expansion margin can be customized by the user. It will typically depend on " "your room and object sizes, and movement speeds. The default value should " "work reasonably in most circumstances." msgstr "" #: doc/classes/RoomManager.xml:84 msgid "" "During the conversion process, the geometry of objects within [Room]s, or a " "custom specified manual bound, are used to generate a [b]convex hull bound[/" "b].\n" "This convex hull is [b]required[/b] in the visibility system, and is used " "for many purposes. Most importantly, it is used to decide whether the " "[Camera] (or an object) is within a [Room]. The convex hull generating " "algorithm is good, but occasionally it can create too many (or too few) " "planes to give a good representation of the room volume.\n" "The [code]room_simplify[/code] value can be used to gain fine control over " "this process. It determines how similar planes can be for them to be " "considered the same (and duplicates removed). The value can be set between 0 " "(no simplification) and 1 (maximum simplification).\n" "The value set here is the default for all rooms, but individual rooms can " "override this value if desired.\n" "The room convex hulls are shown as a wireframe in the editor." msgstr "" #: doc/classes/RoomManager.xml:91 msgid "" "For the [Room] conversion process to succeed, you must point the " "[RoomManager] to the parent [Node] of your [Room]s and [RoomGroup]s, which " "we refer to as the [code]roomlist[/code] (the roomlist is not a special node " "type, it is normally just a [Spatial])." msgstr "" #: doc/classes/RoomManager.xml:94 msgid "Shows the [Portal] margins when the portal gizmo is used in the editor." msgstr "" #: doc/classes/RoomManager.xml:97 msgid "" "When receiving gameplay callbacks when objects enter and exit gameplay, the " "[b]gameplay area[/b] can be defined by either the primary PVS (potentially " "visible set) of [Room]s, or the secondary PVS (the primary PVS and their " "neighbouring [Room]s).\n" "Sometimes using the larger gameplay area of the secondary PVS may be " "preferable." msgstr "" #: doc/classes/RoomManager.xml:103 msgid "" "Use only [Portal]s at runtime to determine visibility. PVS will not be " "generated at [Room]s conversion, and gameplay notifications cannot be used." msgstr "" #: doc/classes/RoomManager.xml:106 msgid "" "Use a combination of PVS and [Portal]s to determine visibility (this is " "usually fastest and most accurate)." msgstr "" #: doc/classes/RoomManager.xml:109 msgid "" "Use only the PVS (potentially visible set) of [Room]s to determine " "visibility." msgstr "" #: doc/classes/RootMotionView.xml:4 msgid "Editor-only helper for setting up root motion in [AnimationTree]." msgstr "" #: doc/classes/RootMotionView.xml:7 msgid "" "[i]Root motion[/i] refers to an animation technique where a mesh's skeleton " "is used to give impulse to a character. When working with 3D animations, a " "popular technique is for animators to use the root skeleton bone to give " "motion to the rest of the skeleton. This allows animating characters in a " "way where steps actually match the floor below. It also allows precise " "interaction with objects during cinematics. See also [AnimationTree].\n" "[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be " "hidden automatically in the running project, and will also be converted to a " "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " "[code]@tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml:11 #, fuzzy msgid "" "https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree." "html#root-motion" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/animation/animation_tree." "html" #: doc/classes/RootMotionView.xml:17 msgid "Path to an [AnimationTree] node to use as a basis for root motion." msgstr "" #: doc/classes/RootMotionView.xml:20 msgid "The grid's cell size in 3D units." msgstr "" #: doc/classes/RootMotionView.xml:23 #, fuzzy msgid "The grid's color." msgstr "Beige Farbe." #: doc/classes/RootMotionView.xml:26 msgid "" "The grid's radius in 3D units. The grid's opacity will fade gradually as the " "distance from the origin increases until this [member radius] is reached." msgstr "" #: doc/classes/RootMotionView.xml:29 msgid "" "If [code]true[/code], the grid's points will all be on the same Y coordinate " "([i]local[/i] Y = 0). If [code]false[/code], the points' original Y " "coordinate is preserved." msgstr "" #: doc/classes/SceneState.xml:4 msgid "A script interface to a scene file's data." msgstr "" #: doc/classes/SceneState.xml:7 msgid "" "Maintains a list of resources, nodes, exported, and overridden properties, " "and built-in scripts associated with a scene.\n" "This class cannot be instantiated directly, it is retrieved for a given " "scene as the result of [method PackedScene.get_state]." msgstr "" #: doc/classes/SceneState.xml:17 msgid "" "Returns the list of bound parameters for the signal at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml:23 msgid "" "Returns the number of signal connections in the scene.\n" "The [code]idx[/code] argument used to query connection metadata in other " "[code]get_connection_*[/code] methods in the interval [code][0, " "get_connection_count() - 1][/code]." msgstr "" #: doc/classes/SceneState.xml:31 msgid "" "Returns the connection flags for the signal at [code]idx[/code]. See [enum " "Object.ConnectFlags] constants." msgstr "" #: doc/classes/SceneState.xml:38 msgid "Returns the method connected to the signal at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml:45 msgid "Returns the name of the signal at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml:52 msgid "" "Returns the path to the node that owns the signal at [code]idx[/code], " "relative to the root node." msgstr "" #: doc/classes/SceneState.xml:59 msgid "" "Returns the path to the node that owns the method connected to the signal at " "[code]idx[/code], relative to the root node." msgstr "" #: doc/classes/SceneState.xml:65 msgid "" "Returns the number of nodes in the scene.\n" "The [code]idx[/code] argument used to query node data in other " "[code]get_node_*[/code] methods in the interval [code][0, get_node_count() - " "1][/code]." msgstr "" #: doc/classes/SceneState.xml:73 msgid "" "Returns the list of group names associated with the node at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml:80 msgid "" "Returns the node's index, which is its position relative to its siblings. " "This is only relevant and saved in scenes for cases where new nodes are " "added to an instanced or inherited scene among siblings from the base scene. " "Despite the name, this index is not related to the [code]idx[/code] argument " "used here and in other methods." msgstr "" #: doc/classes/SceneState.xml:87 msgid "" "Returns a [PackedScene] for the node at [code]idx[/code] (i.e. the whole " "branch starting at this node, with its child nodes and resources), or " "[code]null[/code] if the node is not an instance." msgstr "" #: doc/classes/SceneState.xml:94 msgid "" "Returns the path to the represented scene file if the node at [code]idx[/" "code] is an [InstancePlaceholder]." msgstr "" #: doc/classes/SceneState.xml:101 msgid "Returns the name of the node at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml:108 msgid "" "Returns the path to the owner of the node at [code]idx[/code], relative to " "the root node." msgstr "" #: doc/classes/SceneState.xml:116 msgid "" "Returns the path to the node at [code]idx[/code].\n" "If [code]for_parent[/code] is [code]true[/code], returns the path of the " "[code]idx[/code] node's parent instead." msgstr "" #: doc/classes/SceneState.xml:124 msgid "" "Returns the number of exported or overridden properties for the node at " "[code]idx[/code].\n" "The [code]prop_idx[/code] argument used to query node property data in other " "[code]get_node_property_*[/code] methods in the interval [code][0, " "get_node_property_count() - 1][/code]." msgstr "" #: doc/classes/SceneState.xml:133 msgid "" "Returns the name of the property at [code]prop_idx[/code] for the node at " "[code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml:141 msgid "" "Returns the value of the property at [code]prop_idx[/code] for the node at " "[code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml:148 msgid "Returns the type of the node at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml:155 msgid "" "Returns [code]true[/code] if the node at [code]idx[/code] is an " "[InstancePlaceholder]." msgstr "" #: doc/classes/SceneState.xml:161 msgid "" "If passed to [method PackedScene.instance], blocks edits to the scene state." msgstr "" #: doc/classes/SceneState.xml:164 msgid "" "If passed to [method PackedScene.instance], provides inherited scene " "resources to the local scene.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" #: doc/classes/SceneState.xml:168 msgid "" "If passed to [method PackedScene.instance], provides local scene resources " "to the local scene. Only the main scene should receive the main edit state.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" #: doc/classes/SceneTree.xml:4 msgid "Manages the game loop via a hierarchy of nodes." msgstr "" #: doc/classes/SceneTree.xml:7 msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " "of nodes in a scene as well as scenes themselves. Nodes can be added, " "retrieved and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" "You can also use the [SceneTree] to organize your nodes into groups: every " "node can be assigned as many groups as you want to create, e.g. an \"enemy\" " "group. You can then iterate these groups or even call methods and set " "properties on all the group's members at once.\n" "[SceneTree] is the default [MainLoop] implementation used by scenes, and is " "thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml:12 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/scripting/scene_tree.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/shading/index.html" #: doc/classes/SceneTree.xml:13 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/rendering/multiple_resolutions." "html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/viewports/" "multiple_resolutions.html" #: doc/classes/SceneTree.xml:21 msgid "" "Calls [code]method[/code] on each member of the given group. You can pass " "arguments to [code]method[/code] by specifying them at the end of the method " "call. This method is equivalent of calling [method call_group_flags] with " "[constant GROUP_CALL_DEFAULT] flag.\n" "[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (7 " "arguments passed to this method in total).\n" "[b]Note:[/b] Due to design limitations, [method call_group] will fail " "silently if one of the arguments is [code]null[/code].\n" "[b]Note:[/b] [method call_group] will always call methods with an one-frame " "delay, in a way similar to [method Object.call_deferred]. To call methods " "immediately, use [method call_group_flags] with the [constant " "GROUP_CALL_REALTIME] flag." msgstr "" #: doc/classes/SceneTree.xml:33 msgid "" "Calls [code]method[/code] on each member of the given group, respecting the " "given [enum GroupCallFlags]. You can pass arguments to [code]method[/code] " "by specifying them at the end of the method call.\n" "[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (8 " "arguments passed to this method in total).\n" "[b]Note:[/b] Due to design limitations, [method call_group_flags] will fail " "silently if one of the arguments is [code]null[/code].\n" "[codeblock]\n" "# Call the method immediately and in reverse order.\n" "get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME | SceneTree." "GROUP_CALL_REVERSE, \"bases\", \"destroy\")\n" "[/codeblock]" msgstr "" #: doc/classes/SceneTree.xml:46 msgid "" "Changes the running scene to the one at the given [code]path[/code], after " "loading it into a [PackedScene] and creating a new instance.\n" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the " "[code]path[/code] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if that scene cannot be instantiated.\n" "[b]Note:[/b] The scene change is deferred, which means that the new scene " "node is added on the next idle frame. You won't be able to access it " "immediately after the [method change_scene] call." msgstr "" #: doc/classes/SceneTree.xml:55 msgid "" "Changes the running scene to a new instance of the given [PackedScene].\n" "Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated.\n" "[b]Note:[/b] The scene change is deferred, which means that the new scene " "node is added on the next idle frame. You won't be able to access it " "immediately after the [method change_scene_to] call." msgstr "" #: doc/classes/SceneTree.xml:65 msgid "" "Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after " "the given time in seconds elapsed in this [SceneTree]. If " "[code]pause_mode_process[/code] is set to [code]false[/code], pausing the " "[SceneTree] will also pause the timer.\n" "Commonly used to create a one-shot delay timer as in the following example:\n" "[codeblock]\n" "func some_function():\n" " print(\"start\")\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"end\")\n" "[/codeblock]\n" "The timer will be automatically freed after its time elapses." msgstr "" #: doc/classes/SceneTree.xml:79 msgid "" "Returns the current frame number, i.e. the total frame count since the " "application started." msgstr "" #: doc/classes/SceneTree.xml:85 msgid "" "Returns the peer IDs of all connected peers of this [SceneTree]'s [member " "network_peer]." msgstr "" #: doc/classes/SceneTree.xml:91 msgid "Returns the unique peer ID of this [SceneTree]'s [member network_peer]." msgstr "" #: doc/classes/SceneTree.xml:97 msgid "Returns the number of nodes in this [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml:104 msgid "Returns a list of all nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml:110 msgid "Returns the sender's peer ID for the most recently received RPC call." msgstr "" #: doc/classes/SceneTree.xml:117 msgid "Returns [code]true[/code] if the given group exists." msgstr "" #: doc/classes/SceneTree.xml:129 #, fuzzy msgid "" "Returns [code]true[/code] if the most recent [InputEvent] was marked as " "handled with [method set_input_as_handled]." msgstr "" "Gibt [code]true[/code] zurück, wenn der Vektor normalisiert ist, andernfalls " "false." #: doc/classes/SceneTree.xml:135 msgid "" "Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in " "server mode (listening for connections)." msgstr "" #: doc/classes/SceneTree.xml:143 msgid "Sends the given notification to all members of the [code]group[/code]." msgstr "" #: doc/classes/SceneTree.xml:152 msgid "" "Sends the given notification to all members of the [code]group[/code], " "respecting the given [enum GroupCallFlags]." msgstr "" #: doc/classes/SceneTree.xml:159 msgid "" "Queues the given object for deletion, delaying the call to [method Object." "free] to after the current frame." msgstr "" #: doc/classes/SceneTree.xml:166 msgid "" "Quits the application at the end of the current iteration. A process " "[code]exit_code[/code] can optionally be passed as an argument. If this " "argument is [code]0[/code] or greater, it will override the [member OS." "exit_code] defined before quitting the application.\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " "iOS Human Interface Guidelines, the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml:173 msgid "" "Reloads the currently active scene.\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " "current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml:181 msgid "" "If [code]true[/code], the application automatically accepts quitting. " "Enabled by default.\n" "For mobile platforms, see [method set_quit_on_go_back]." msgstr "" #: doc/classes/SceneTree.xml:191 msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group." msgstr "" #: doc/classes/SceneTree.xml:201 msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group, respecting the given [enum GroupCallFlags]." msgstr "" #: doc/classes/SceneTree.xml:207 msgid "Marks the most recent [InputEvent] as handled." msgstr "" #: doc/classes/SceneTree.xml:214 msgid "" "If [code]true[/code], the application quits automatically on going back (e." "g. on Android). Enabled by default.\n" "To handle 'Go Back' button when this option is disabled, use [constant " "MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]." msgstr "" #: doc/classes/SceneTree.xml:225 msgid "" "Configures screen stretching to the given [enum StretchMode], [enum " "StretchAspect], minimum size and [code]scale[/code]." msgstr "" #: doc/classes/SceneTree.xml:231 msgid "The current scene." msgstr "" #: doc/classes/SceneTree.xml:234 msgid "" "If [code]true[/code], collision shapes will be visible when running the game " "from the editor for debugging purposes." msgstr "" #: doc/classes/SceneTree.xml:237 msgid "" "If [code]true[/code], navigation polygons will be visible when running the " "game from the editor for debugging purposes." msgstr "" #: doc/classes/SceneTree.xml:240 msgid "The root of the edited scene." msgstr "" #: doc/classes/SceneTree.xml:243 msgid "The default [MultiplayerAPI] instance for this [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml:246 msgid "" "If [code]true[/code] (default value), enables automatic polling of the " "[MultiplayerAPI] for this SceneTree during [signal idle_frame].\n" "If [code]false[/code], you need to manually call [method MultiplayerAPI." "poll] to process network packets and deliver RPCs/RSETs. This allows running " "RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) " "and for manual [Mutex] protection when accessing the [MultiplayerAPI] from " "threads." msgstr "" #: doc/classes/SceneTree.xml:250 msgid "" "The peer object to handle the RPC system (effectively enabling networking " "when set). Depending on the peer itself, the [SceneTree] will become a " "network server (check with [method is_network_server]) and will set the root " "node's network mode to master, or it will become a regular peer with the " "root node set to puppet. All child nodes are set to inherit the network mode " "by default. Handling of networking-related events (connection, " "disconnection, new clients) is done by connecting to [SceneTree]'s signals." msgstr "" #: doc/classes/SceneTree.xml:253 msgid "" "If [code]true[/code], the [SceneTree] is paused. Doing so will have the " "following behavior:\n" "- 2D and 3D physics will be stopped. This includes signals and collision " "detection.\n" "- [method Node._process], [method Node._physics_process] and [method Node." "_input] will not be called anymore in nodes." msgstr "" #: doc/classes/SceneTree.xml:258 msgid "" "If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new " "incoming connections." msgstr "" #: doc/classes/SceneTree.xml:261 msgid "The [SceneTree]'s root [Viewport]." msgstr "" #: doc/classes/SceneTree.xml:264 msgid "" "If [code]true[/code], font oversampling is enabled. This means that " "[DynamicFont]s will be rendered at higher or lower size than configured " "based on the viewport's scaling ratio. For example, in a viewport scaled " "with a factor 1.5, a font configured with size 14 would be rendered with " "size 21 ([code]14 * 1.5[/code]).\n" "[b]Note:[/b] Font oversampling is only used if the viewport stretch mode is " "[constant STRETCH_MODE_VIEWPORT], and if the stretch aspect mode is " "different from [constant STRETCH_ASPECT_IGNORE].\n" "[b]Note:[/b] This property is set automatically for the active [SceneTree] " "when the project starts based on the configuration of [code]rendering/" "quality/dynamic_fonts/use_oversampling[/code] in [ProjectSettings]. The " "property can however be overridden at runtime as needed." msgstr "" #: doc/classes/SceneTree.xml:272 msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] successfully " "connected to a server. Only emitted on clients." msgstr "" #: doc/classes/SceneTree.xml:277 msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] fails to establish " "a connection to a server. Only emitted on clients." msgstr "" #: doc/classes/SceneTree.xml:284 msgid "" "Emitted when files are dragged from the OS file manager and dropped in the " "game window. The arguments are a list of file paths and the identifier of " "the screen where the drag originated." msgstr "" #: doc/classes/SceneTree.xml:291 #, fuzzy msgid "Emitted whenever global menu item is clicked." msgstr "Gesendet wenn das Rechteck Element geändert wurde." #: doc/classes/SceneTree.xml:296 msgid "" "Emitted immediately before [method Node._process] is called on every node in " "the [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml:302 msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] connects with a " "new peer. ID is the peer ID of the new peer. Clients get notified when other " "clients connect to the same server. Upon connecting to a server, a client " "also receives this signal for the server (with ID being 1)." msgstr "" #: doc/classes/SceneTree.xml:308 msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] disconnects from a " "peer. Clients get notified when other clients disconnect from the same " "server." msgstr "" #: doc/classes/SceneTree.xml:314 msgid "Emitted whenever a node is added to the [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml:320 msgid "" "Emitted when a node's configuration changed. Only emitted in [code]tool[/" "code] mode." msgstr "" #: doc/classes/SceneTree.xml:326 msgid "Emitted whenever a node is removed from the [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml:332 msgid "Emitted whenever a node is renamed." msgstr "" #: doc/classes/SceneTree.xml:337 msgid "" "Emitted immediately before [method Node._physics_process] is called on every " "node in the [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml:342 msgid "" "Emitted when the screen resolution (fullscreen) or window size (windowed) " "changes." msgstr "" #: doc/classes/SceneTree.xml:347 msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] disconnected from " "server. Only emitted on clients." msgstr "" #: doc/classes/SceneTree.xml:352 msgid "" "Emitted whenever the [SceneTree] hierarchy changed (children being moved or " "renamed, etc.)." msgstr "" #: doc/classes/SceneTree.xml:358 msgid "Call a group with no flags (default)." msgstr "" #: doc/classes/SceneTree.xml:361 msgid "Call a group in reverse scene order." msgstr "" #: doc/classes/SceneTree.xml:364 msgid "Call a group immediately (calls are normally made on idle)." msgstr "" #: doc/classes/SceneTree.xml:367 msgid "Call a group only once even if the call is executed many times." msgstr "" #: doc/classes/SceneTree.xml:370 #, fuzzy msgid "No stretching." msgstr "Zuhören stoppen." #: doc/classes/SceneTree.xml:373 msgid "Render stretching in higher resolution (interpolated)." msgstr "" #: doc/classes/SceneTree.xml:376 msgid "" "Keep the specified display resolution. No interpolation. Content may appear " "pixelated." msgstr "" #: doc/classes/SceneTree.xml:379 msgid "" "Fill the window with the content stretched to cover excessive space. Content " "may appear stretched." msgstr "" #: doc/classes/SceneTree.xml:382 msgid "" "Retain the same aspect ratio by padding with black bars on either axis. This " "prevents distortion." msgstr "" #: doc/classes/SceneTree.xml:385 msgid "" "Expand vertically. Left/right black bars may appear if the window is too " "wide." msgstr "" #: doc/classes/SceneTree.xml:388 msgid "" "Expand horizontally. Top/bottom black bars may appear if the window is too " "tall." msgstr "" #: doc/classes/SceneTree.xml:391 msgid "" "Expand in both directions, retaining the same aspect ratio. This prevents " "distortion while avoiding black bars." msgstr "" #: doc/classes/SceneTreeTimer.xml:4 msgid "One-shot timer." msgstr "Einmaliger Timer." #: doc/classes/SceneTreeTimer.xml:7 msgid "" "A one-shot timer managed by the scene tree, which emits [signal timeout] on " "completion. See also [method SceneTree.create_timer].\n" "As opposed to [Timer], it does not require the instantiation of a node. " "Commonly used to create a one-shot delay timer as in the following example:\n" "[codeblock]\n" "func some_function():\n" " print(\"Timer started.\")\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" "The timer will be automatically freed after its time elapses." msgstr "" #: doc/classes/SceneTreeTimer.xml:23 msgid "The time remaining (in seconds)." msgstr "" #: doc/classes/SceneTreeTimer.xml:29 doc/classes/Timer.xml:61 msgid "Emitted when the timer reaches 0." msgstr "" #: doc/classes/Script.xml:4 msgid "A class stored as a resource." msgstr "" #: doc/classes/Script.xml:7 msgid "" "A class stored as a resource. A script extends the functionality of all " "objects that instance it.\n" "The [code]new[/code] method of a script subclass creates a new instance. " "[method Object.set_script] extends an existing object, if that object's " "class matches one of the script's base classes." msgstr "" #: doc/classes/Script.xml:11 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/scripting/index.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/shading/index.html" #: doc/classes/Script.xml:17 msgid "Returns [code]true[/code] if the script can be instanced." msgstr "" #: doc/classes/Script.xml:23 msgid "Returns the script directly inherited by this script." msgstr "" #: doc/classes/Script.xml:29 msgid "Returns the script's base type." msgstr "" #: doc/classes/Script.xml:36 msgid "Returns the default value of the specified property." msgstr "" #: doc/classes/Script.xml:42 msgid "Returns a dictionary containing constant names and their values." msgstr "" #: doc/classes/Script.xml:48 msgid "Returns the list of methods in this [Script]." msgstr "" #: doc/classes/Script.xml:54 msgid "Returns the list of properties in this [Script]." msgstr "" #: doc/classes/Script.xml:60 msgid "Returns the list of user signals defined in this [Script]." msgstr "" #: doc/classes/Script.xml:67 msgid "" "Returns [code]true[/code] if the script, or a base class, defines a signal " "with the given name." msgstr "" #: doc/classes/Script.xml:73 msgid "Returns [code]true[/code] if the script contains non-empty source code." msgstr "" #: doc/classes/Script.xml:80 msgid "" "Returns [code]true[/code] if [code]base_object[/code] is an instance of this " "script." msgstr "" #: doc/classes/Script.xml:86 msgid "" "Returns [code]true[/code] if the script is a tool script. A tool script can " "run in the editor." msgstr "" #: doc/classes/Script.xml:93 msgid "Reloads the script's class implementation. Returns an error code." msgstr "" #: doc/classes/Script.xml:99 msgid "" "The script source code or an empty string if source code is not available. " "When set, does not reload the class implementation automatically." msgstr "" #: doc/classes/ScriptCreateDialog.xml:4 msgid "The Editor's popup dialog for creating new [Script] files." msgstr "" #: doc/classes/ScriptCreateDialog.xml:7 msgid "" "The [ScriptCreateDialog] creates script files according to a given template " "for a given scripting language. The standard use is to configure its fields " "prior to calling one of the [method Popup.popup] methods.\n" "[codeblock]\n" "func _ready():\n" " dialog.config(\"Node\", \"res://new_node.gd\") # For in-engine types\n" " dialog.config(\"\\\"res://base_node.gd\\\"\", \"res://derived_node.gd\") " "# For script types\n" " dialog.popup_centered()\n" "[/codeblock]" msgstr "" #: doc/classes/ScriptCreateDialog.xml:25 msgid "Prefills required fields to configure the ScriptCreateDialog for use." msgstr "" #: doc/classes/ScriptCreateDialog.xml:40 msgid "Emitted when the user clicks the OK button." msgstr "" #: doc/classes/ScriptEditor.xml:4 msgid "Godot editor's script editor." msgstr "" #: doc/classes/ScriptEditor.xml:7 msgid "" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_script_editor]." msgstr "" #: doc/classes/ScriptEditor.xml:31 msgid "Returns a [Script] that is currently active in editor." msgstr "" #: doc/classes/ScriptEditor.xml:44 msgid "" "Returns an array with all [Script] objects which are currently open in " "editor." msgstr "" #: doc/classes/ScriptEditor.xml:51 msgid "Goes to the specified line in the current script." msgstr "" #: doc/classes/ScriptEditor.xml:59 msgid "" "Opens the script create dialog. The script will extend [code]base_name[/" "code]. The file extension can be omitted from [code]base_path[/code]. It " "will be added based on the selected scripting language." msgstr "" #: doc/classes/ScriptEditor.xml:67 msgid "" "Emitted when user changed active script. Argument is a freshly activated " "[Script]." msgstr "" #: doc/classes/ScriptEditor.xml:73 msgid "" "Emitted when editor is about to close the active script. Argument is a " "[Script] that is going to be closed." msgstr "" #: doc/classes/ScrollBar.xml:4 msgid "Base class for scroll bars." msgstr "" #: doc/classes/ScrollBar.xml:7 msgid "" "Scrollbars are a [Range]-based [Control], that display a draggable area (the " "size of the page). Horizontal ([HScrollBar]) and Vertical ([VScrollBar]) " "versions are available." msgstr "" #: doc/classes/ScrollBar.xml:15 msgid "" "Overrides the step used when clicking increment and decrement buttons or " "when using arrow keys when the [ScrollBar] is focused." msgstr "" #: doc/classes/ScrollBar.xml:23 msgid "Emitted when the scrollbar is being scrolled." msgstr "" #: doc/classes/ScrollContainer.xml:4 msgid "A helper node for displaying scrollable elements such as lists." msgstr "" #: doc/classes/ScrollContainer.xml:7 msgid "" "A ScrollContainer node meant to contain a [Control] child. ScrollContainers " "will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or " "both) when needed and will only draw the Control within the ScrollContainer " "area. Scrollbars will automatically be drawn at the right (for vertical) or " "bottom (for horizontal) and will enable dragging to move the viewable " "Control (and its children) within the ScrollContainer. Scrollbars will also " "automatically resize the grabber based on the [member Control.rect_min_size] " "of the Control relative to the ScrollContainer. Works great with a [Panel] " "control. You can set [code]EXPAND[/code] on the children's size flags, so " "they will upscale to the ScrollContainer's size if it's larger (scroll is " "invisible for the chosen dimension)." msgstr "" #: doc/classes/ScrollContainer.xml:16 msgid "" "Ensures the given [code]control[/code] is visible (must be a direct or " "indirect child of the ScrollContainer). Used by [member follow_focus].\n" "[b]Note:[/b] This will not work on a node that was just added during the " "same frame. If you want to scroll to a newly added child, you must wait " "until the next frame using [signal SceneTree.idle_frame]:\n" "[codeblock]\n" "add_child(child_node)\n" "yield(get_tree(), \"idle_frame\")\n" "ensure_control_visible(child_node)\n" "[/codeblock]" msgstr "" #: doc/classes/ScrollContainer.xml:28 msgid "" "Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to disable the horizontal scrollbar, use " "[member scroll_horizontal_enabled]. If you want to only hide it instead, use " "its [member CanvasItem.visible] property." msgstr "" #: doc/classes/ScrollContainer.xml:35 msgid "" "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to disable the vertical scrollbar, use " "[member scroll_vertical_enabled]. If you want to only hide it instead, use " "its [member CanvasItem.visible] property." msgstr "" #: doc/classes/ScrollContainer.xml:42 msgid "" "If [code]true[/code], the ScrollContainer will automatically scroll to " "focused children (including indirect children) to make sure they are fully " "visible." msgstr "" #: doc/classes/ScrollContainer.xml:48 msgid "The current horizontal scroll value." msgstr "" #: doc/classes/ScrollContainer.xml:51 msgid "If [code]true[/code], enables horizontal scrolling." msgstr "" #: doc/classes/ScrollContainer.xml:54 msgid "The current vertical scroll value." msgstr "" #: doc/classes/ScrollContainer.xml:57 msgid "If [code]true[/code], enables vertical scrolling." msgstr "" #: doc/classes/ScrollContainer.xml:63 msgid "Emitted when scrolling stops." msgstr "" #: doc/classes/ScrollContainer.xml:68 msgid "Emitted when scrolling is started." msgstr "" #: doc/classes/ScrollContainer.xml:76 msgid "The background [StyleBox] of the [ScrollContainer]." msgstr "" #: doc/classes/SegmentShape2D.xml:4 msgid "Segment shape for 2D collisions." msgstr "" #: doc/classes/SegmentShape2D.xml:7 msgid "" "Segment shape for 2D collisions. Consists of two points, [code]a[/code] and " "[code]b[/code]." msgstr "" #: doc/classes/SegmentShape2D.xml:15 msgid "The segment's first point position." msgstr "" #: doc/classes/SegmentShape2D.xml:18 msgid "The segment's second point position." msgstr "" #: doc/classes/Semaphore.xml:4 msgid "A synchronization semaphore." msgstr "" #: doc/classes/Semaphore.xml:7 msgid "" "A synchronization semaphore which can be used to synchronize multiple " "[Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. " "For a binary version, see [Mutex]." msgstr "" #: doc/classes/Semaphore.xml:16 msgid "" "Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " "on success, [constant ERR_BUSY] otherwise." msgstr "" #: doc/classes/Semaphore.xml:22 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." msgstr "" #: doc/classes/Separator.xml:4 msgid "Base class for separators." msgstr "" #: doc/classes/Separator.xml:7 msgid "" "Separator is a [Control] used for separating other controls. It's purely a " "visual decoration. Horizontal ([HSeparator]) and Vertical ([VSeparator]) " "versions are available." msgstr "" #: doc/classes/Shader.xml:4 msgid "A custom shader program." msgstr "" #: doc/classes/Shader.xml:7 msgid "" "This class allows you to define a custom shader program that can be used by " "a [ShaderMaterial]. Shaders allow you to write your own custom behavior for " "rendering objects or updating particle information. For a detailed " "explanation and usage, please see the tutorials linked below." msgstr "" #: doc/classes/Shader.xml:10 doc/classes/ShaderMaterial.xml:11 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/shaders/index.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/shading/index.html" #: doc/classes/Shader.xml:11 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/shaders/" "introduction_to_shaders.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/3d/introduction_to_3d.html" #: doc/classes/Shader.xml:18 msgid "" "Returns the texture that is set as default for the specified parameter.\n" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" #: doc/classes/Shader.xml:25 msgid "" "Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], " "[constant MODE_SPATIAL] or [constant MODE_PARTICLES]." msgstr "" #: doc/classes/Shader.xml:32 msgid "" "Returns [code]true[/code] if the shader has this param defined as a uniform " "in its code.\n" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" #: doc/classes/Shader.xml:41 msgid "" "Sets the default texture to be used with a texture uniform. The default is " "used if a texture is not set in the [ShaderMaterial].\n" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" #: doc/classes/Shader.xml:48 msgid "" "Returns the shader's code as the user has written it, not the full generated " "code used internally." msgstr "" #: doc/classes/Shader.xml:51 msgid "" "Returns the shader's custom defines. Custom defines can be used in Godot to " "add GLSL preprocessor directives (e.g: extensions) required for the shader " "logic.\n" "[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so " "care should be taken when using them." msgstr "" #: doc/classes/Shader.xml:57 msgid "Mode used to draw all 3D objects." msgstr "" #: doc/classes/Shader.xml:60 msgid "Mode used to draw all 2D objects." msgstr "" #: doc/classes/Shader.xml:63 msgid "" "Mode used to calculate particle information on a per-particle basis. Not " "used for drawing." msgstr "" #: doc/classes/ShaderMaterial.xml:4 msgid "A material that uses a custom [Shader] program." msgstr "" #: doc/classes/ShaderMaterial.xml:7 msgid "" "A material that uses a custom [Shader] program to render either items to " "screen or process particles. You can create multiple materials for the same " "shader but configure different values for the uniforms defined in the " "shader.\n" "[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot " "emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can " "emit light in a [GIProbe]." msgstr "" #: doc/classes/ShaderMaterial.xml:18 msgid "" "Returns the current value set for this material of a uniform in the shader." msgstr "" #: doc/classes/ShaderMaterial.xml:25 msgid "" "Returns [code]true[/code] if the property identified by [code]name[/code] " "can be reverted to a default value." msgstr "" #: doc/classes/ShaderMaterial.xml:32 msgid "" "Returns the default value of the material property with given [code]name[/" "code]." msgstr "" #: doc/classes/ShaderMaterial.xml:40 msgid "" "Changes the value set for this material of a uniform in the shader.\n" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" #: doc/classes/ShaderMaterial.xml:47 msgid "The [Shader] program used to render this material." msgstr "" #: doc/classes/Shape.xml:4 msgid "Base class for all 3D shape resources." msgstr "" #: doc/classes/Shape.xml:7 msgid "" "Base class for all 3D shape resources. Nodes that inherit from this can be " "used as shapes for a [PhysicsBody] or [Area] objects." msgstr "" #: doc/classes/Shape.xml:16 msgid "" "Returns the [ArrayMesh] used to draw the debug collision for this [Shape]." msgstr "" #: doc/classes/Shape.xml:22 msgid "" "The collision margin for the shape. Used in Bullet Physics only.\n" "Collision margins allow collision detection to be more efficient by adding " "an extra shell around shapes. Collision algorithms are more expensive when " "objects overlap by more than their margin, so a higher value for margins is " "better for performance, at the cost of accuracy around edges as it makes " "them less sharp." msgstr "" #: doc/classes/Shape2D.xml:4 msgid "Base class for all 2D shapes." msgstr "" #: doc/classes/Shape2D.xml:7 msgid "Base class for all 2D shapes. All 2D shape types inherit from this." msgstr "" #: doc/classes/Shape2D.xml:19 msgid "" "Returns [code]true[/code] if this shape is colliding with another.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " "([code]shape_xform[/code])." msgstr "" #: doc/classes/Shape2D.xml:29 msgid "" "Returns a list of the points where this shape touches another. If there are " "no collisions the list is empty.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " "([code]shape_xform[/code])." msgstr "" #: doc/classes/Shape2D.xml:41 msgid "" "Returns whether this shape would collide with another, if a given movement " "was applied.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " "([code]with_shape[/code]), the transformation matrix of that shape " "([code]shape_xform[/code]), and the movement to test onto the other object " "([code]shape_motion[/code])." msgstr "" #: doc/classes/Shape2D.xml:53 msgid "" "Returns a list of the points where this shape would touch another, if a " "given movement was applied. If there are no collisions the list is empty.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " "([code]with_shape[/code]), the transformation matrix of that shape " "([code]shape_xform[/code]), and the movement to test onto the other object " "([code]shape_motion[/code])." msgstr "" #: doc/classes/Shape2D.xml:62 msgid "" "Draws a solid shape onto a [CanvasItem] with the [VisualServer] API filled " "with the specified [code]color[/code]. The exact drawing method is specific " "for each shape and cannot be configured." msgstr "" #: doc/classes/Shape2D.xml:68 msgid "The shape's custom solver bias." msgstr "" #: doc/classes/ShortCut.xml:4 msgid "A shortcut for binding input." msgstr "" #: doc/classes/ShortCut.xml:7 msgid "" "A shortcut for binding input.\n" "Shortcuts are commonly used for interacting with a [Control] element from a " "[InputEvent]." msgstr "" #: doc/classes/ShortCut.xml:16 msgid "Returns the shortcut's [InputEvent] as a [String]." msgstr "" #: doc/classes/ShortCut.xml:23 msgid "" "Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/" "code]." msgstr "" #: doc/classes/ShortCut.xml:29 msgid "If [code]true[/code], this shortcut is valid." msgstr "" #: doc/classes/ShortCut.xml:35 msgid "" "The shortcut's [InputEvent].\n" "Generally the [InputEvent] is a keyboard key, though it can be any " "[InputEvent]." msgstr "" #: doc/classes/Skeleton.xml:4 msgid "Skeleton for characters and animated objects." msgstr "" #: doc/classes/Skeleton.xml:7 msgid "" "Skeleton provides a hierarchical interface for managing bones, including " "pose, rest and animation (see [Animation]). It can also use ragdoll " "physics.\n" "The overall transform of a bone with respect to the skeleton is determined " "by the following hierarchical order: rest pose, custom pose and pose.\n" "Note that \"global pose\" below refers to the overall transform of the bone " "with respect to skeleton, so it not the actual global/world transform of the " "bone." msgstr "" #: doc/classes/Skeleton.xml:20 msgid "" "Adds a bone, with name [code]name[/code]. [method get_bone_count] will " "become the bone index." msgstr "" #: doc/classes/Skeleton.xml:28 doc/classes/Skeleton.xml:109 #: doc/classes/Skeleton.xml:212 msgid "[i]Deprecated soon.[/i]" msgstr "[i]Bald veraltet.[/i]" #: doc/classes/Skeleton.xml:34 msgid "Clear all the bones in this skeleton." msgstr "" #: doc/classes/Skeleton.xml:46 msgid "Returns the bone index that matches [code]name[/code] as its name." msgstr "" #: doc/classes/Skeleton.xml:52 msgid "Returns the amount of bones in the skeleton." msgstr "" #: doc/classes/Skeleton.xml:59 msgid "" "Returns the custom pose of the specified bone. Custom pose is applied on top " "of the rest pose." msgstr "" #: doc/classes/Skeleton.xml:66 msgid "" "Returns the overall transform of the specified bone, with respect to the " "skeleton. Being relative to the skeleton frame, this is not the actual " "\"global\" transform of the bone." msgstr "" #: doc/classes/Skeleton.xml:73 msgid "" "Returns the overall transform of the specified bone, with respect to the " "skeleton, but without any global pose overrides. Being relative to the " "skeleton frame, this is not the actual \"global\" transform of the bone." msgstr "" #: doc/classes/Skeleton.xml:80 msgid "Returns the name of the bone at index [code]index[/code]." msgstr "" #: doc/classes/Skeleton.xml:87 msgid "" "Returns the bone index which is the parent of the bone at [code]bone_idx[/" "code]. If -1, then bone has no parent.\n" "[b]Note:[/b] The parent bone returned will always be less than " "[code]bone_idx[/code]." msgstr "" #: doc/classes/Skeleton.xml:95 msgid "" "Returns the pose transform of the specified bone. Pose is applied on top of " "the custom pose, which is applied on top the rest pose." msgstr "" #: doc/classes/Skeleton.xml:102 msgid "Returns the rest transform for a bone [code]bone_idx[/code]." msgstr "" #: doc/classes/Skeleton.xml:187 msgid "" "Sets the bone index [code]parent_idx[/code] as the parent of the bone at " "[code]bone_idx[/code]. If -1, then bone has no parent.\n" "[b]Note:[/b] [code]parent_idx[/code] must be less than [code]bone_idx[/code]." msgstr "" #: doc/classes/Skeleton.xml:196 #, fuzzy msgid "Sets the pose transform for bone [code]bone_idx[/code]." msgstr "" "Gibt zurück, ob die Knochenauflage für den Bone an [code]bone_idx[/code] " "deaktiviert ist." #: doc/classes/Skeleton.xml:204 msgid "Sets the rest transform for bone [code]bone_idx[/code]." msgstr "" #: doc/classes/Skeleton2D.xml:4 msgid "Skeleton for 2D characters and animated objects." msgstr "" #: doc/classes/Skeleton2D.xml:7 msgid "" "Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of " "[Bone2D]. Skeleton2D holds a reference to the rest pose of its children and " "acts as a single point of access to its bones." msgstr "" #: doc/classes/Skeleton2D.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/animation/2d_skeletons.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/animation/2d_skeletons.html" #: doc/classes/Skeleton2D.xml:17 msgid "" "Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The " "object to return is identified by the parameter [code]idx[/code]. Bones are " "indexed by descending the node hierarchy from top to bottom, adding the " "children of each branch before moving to the next sibling." msgstr "" #: doc/classes/Skeleton2D.xml:23 msgid "" "Returns the number of [Bone2D] nodes in the node hierarchy parented by " "Skeleton2D." msgstr "" #: doc/classes/Skeleton2D.xml:29 msgid "Returns the [RID] of a Skeleton2D instance." msgstr "" #: doc/classes/SkeletonIK.xml:4 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 "" #: doc/classes/SkeletonIK.xml:7 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. A " "typical scenario for IK in games is to place a characters feet on the ground " "or a characters hands on a currently hold object. SkeletonIK uses " "FabrikInverseKinematic internally to solve the bone chain and applies the " "results to the [Skeleton] [code]bones_global_pose_override[/code] property " "for all affected bones in the chain. If fully applied this overwrites any " "bone transform from [Animation]s or bone custom poses set by users. The " "applied amount can be controlled with the [code]interpolation[/code] " "property.\n" "[codeblock]\n" "# Apply IK effect automatically on every new frame (not the current)\n" "skeleton_ik_node.start()\n" "\n" "# Apply IK effect only on the current frame\n" "skeleton_ik_node.start(true)\n" "\n" "# Stop IK effect and reset bones_global_pose_override on Skeleton\n" "skeleton_ik_node.stop()\n" "\n" "# Apply full IK effect\n" "skeleton_ik_node.set_interpolation(1.0)\n" "\n" "# Apply half IK effect\n" "skeleton_ik_node.set_interpolation(0.5)\n" "\n" "# Apply zero IK effect (a value at or below 0.01 also removes " "bones_global_pose_override on Skeleton)\n" "skeleton_ik_node.set_interpolation(0.0)\n" "[/codeblock]" msgstr "" #: doc/classes/SkeletonIK.xml:35 msgid "" "Returns the parent [Skeleton] Node that was present when SkeletonIK entered " "the [SceneTree]. Returns null if the parent node was not a [Skeleton] Node " "when SkeletonIK entered the [SceneTree]." msgstr "" #: doc/classes/SkeletonIK.xml:41 msgid "" "Returns [code]true[/code] if SkeletonIK is applying IK effects on continues " "frames to the [Skeleton] bones. Returns [code]false[/code] if SkeletonIK is " "stopped or [method start] was used with the [code]one_time[/code] parameter " "set to [code]true[/code]." msgstr "" #: doc/classes/SkeletonIK.xml:48 msgid "" "Starts applying IK effects on each frame to the [Skeleton] bones but will " "only take effect starting on the next frame. If [code]one_time[/code] is " "[code]true[/code], this will take effect immediately but also reset on the " "next frame." msgstr "" #: doc/classes/SkeletonIK.xml:54 msgid "" "Stops applying IK effects on each frame to the [Skeleton] bones and also " "calls [method Skeleton.clear_bones_global_pose_override] to remove existing " "overrides on all bones." msgstr "" #: doc/classes/SkeletonIK.xml:60 msgid "" "Interpolation value for how much the IK results are applied to the current " "skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton " "bone transforms completely while a value of [code]0.0[/code] will visually " "disable the SkeletonIK. A value at or below [code]0.01[/code] also calls " "[method Skeleton.clear_bones_global_pose_override]." msgstr "" #: doc/classes/SkeletonIK.xml:63 msgid "" "Secondary target position (first is [member target] property or [member " "target_node]) for the IK chain. Use magnet position (pole target) to control " "the bending of the IK chain. Only works if the bone chain has more than 2 " "bones. The middle chain bone position will be linearly interpolated with the " "magnet position." msgstr "" #: doc/classes/SkeletonIK.xml:66 msgid "" "Number of iteration loops used by the IK solver to produce more accurate " "(and elegant) bone chain results." msgstr "" #: doc/classes/SkeletonIK.xml:69 msgid "" "The minimum distance between bone and goal target. If the distance is below " "this value, the IK solver stops further iterations." msgstr "" #: doc/classes/SkeletonIK.xml:72 msgid "" "If [code]true[/code] overwrites the rotation of the tip bone with the " "rotation of the [member target] (or [member target_node] if defined)." msgstr "" #: doc/classes/SkeletonIK.xml:75 msgid "The name of the current root bone, the first bone in the IK chain." msgstr "" #: doc/classes/SkeletonIK.xml:78 msgid "" "First target of the IK chain where the tip bone is placed and, if [member " "override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a " "[member target_node] path is available the nodes transform is used instead " "and this property is ignored." msgstr "" #: doc/classes/SkeletonIK.xml:81 msgid "" "Target node [NodePath] for the IK chain. If available, the node's current " "[Transform] is used instead of the [member target] property." msgstr "" #: doc/classes/SkeletonIK.xml:84 msgid "" "The name of the current tip bone, the last bone in the IK chain placed at " "the [member target] transform (or [member target_node] if defined)." msgstr "" #: doc/classes/SkeletonIK.xml:87 msgid "" "If [code]true[/code], instructs the IK solver to consider the secondary " "magnet target (pole target) when calculating the bone chain. Use the magnet " "position (pole target) to control the bending of the IK chain." msgstr "" #: doc/classes/Sky.xml:4 doc/classes/Sky.xml:7 msgid "The base class for [PanoramaSky] and [ProceduralSky]." msgstr "" #: doc/classes/Sky.xml:15 msgid "" "The [Sky]'s radiance map size. The higher the radiance map size, the more " "detailed the lighting from the [Sky] will be.\n" "See [enum RadianceSize] constants for values.\n" "[b]Note:[/b] You will only benefit from high radiance sizes if you have " "perfectly sharp reflective surfaces in your project and are not using " "[ReflectionProbe]s or [GIProbe]s. For most projects, keeping [member " "radiance_size] to the default value is the best compromise between visuals " "and performance. Be careful when using high radiance size values as these " "can cause crashes on low-end GPUs." msgstr "" #: doc/classes/Sky.xml:22 msgid "Radiance texture size is 32×32 pixels." msgstr "" #: doc/classes/Sky.xml:25 msgid "Radiance texture size is 64×64 pixels." msgstr "" #: doc/classes/Sky.xml:28 msgid "Radiance texture size is 128×128 pixels." msgstr "" #: doc/classes/Sky.xml:31 msgid "Radiance texture size is 256×256 pixels." msgstr "" #: doc/classes/Sky.xml:34 msgid "Radiance texture size is 512×512 pixels." msgstr "" #: doc/classes/Sky.xml:37 msgid "" "Radiance texture size is 1024×1024 pixels.\n" "[b]Note:[/b] [constant RADIANCE_SIZE_1024] is not exposed in the inspector " "as it is known to cause GPU hangs on certain systems." msgstr "" #: doc/classes/Sky.xml:41 msgid "" "Radiance texture size is 2048×2048 pixels.\n" "[b]Note:[/b] [constant RADIANCE_SIZE_2048] is not exposed in the inspector " "as it is known to cause GPU hangs on certain systems." msgstr "" #: doc/classes/Sky.xml:45 msgid "Represents the size of the [enum RadianceSize] enum." msgstr "" #: doc/classes/Slider.xml:4 msgid "Base class for GUI sliders." msgstr "" #: doc/classes/Slider.xml:7 msgid "" "Base class for GUI sliders.\n" "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] " "signals are part of the [Range] class which this class inherits from." msgstr "" #: doc/classes/Slider.xml:16 msgid "" "If [code]true[/code], the slider can be interacted with. If [code]false[/" "code], the value can be changed only by code." msgstr "" #: doc/classes/Slider.xml:20 msgid "If [code]true[/code], the value can be changed using the mouse wheel." msgstr "" #: doc/classes/Slider.xml:24 msgid "" "Number of ticks displayed on the slider, including border ticks. Ticks are " "uniformly-distributed value markers." msgstr "" #: doc/classes/Slider.xml:27 msgid "" "If [code]true[/code], the slider will display ticks for minimum and maximum " "values." msgstr "" #: doc/classes/SliderJoint.xml:4 msgid "Slider between two PhysicsBodies in 3D." msgstr "" #: doc/classes/SliderJoint.xml:7 msgid "" "Slides across the X axis of the pivot object. See also [Generic6DOFJoint]." msgstr "" #: doc/classes/SliderJoint.xml:28 msgid "" "The amount of damping of the rotation when the limit is surpassed.\n" "A lower damping value allows a rotation initiated by body A to travel to " "body B slower." msgstr "" #: doc/classes/SliderJoint.xml:35 msgid "" "The amount of restitution of the rotation when the limit is surpassed.\n" "Does not affect damping." msgstr "" #: doc/classes/SliderJoint.xml:39 msgid "" "A factor applied to the all rotation once the limit is surpassed.\n" "Makes all rotation slower when between 0 and 1." msgstr "" #: doc/classes/SliderJoint.xml:52 doc/classes/SliderJoint.xml:147 msgid "A factor applied to the all rotation in the limits." msgstr "" #: doc/classes/SliderJoint.xml:61 doc/classes/SliderJoint.xml:156 msgid "" "A factor applied to the all rotation across axes orthogonal to the slider." msgstr "" #: doc/classes/SliderJoint.xml:64 msgid "" "The amount of damping that happens once the limit defined by [member " "linear_limit/lower_distance] and [member linear_limit/upper_distance] is " "surpassed." msgstr "" #: doc/classes/SliderJoint.xml:70 msgid "" "The amount of restitution once the limits are surpassed. The lower, the more " "velocity-energy gets lost." msgstr "" #: doc/classes/SoftBody.xml:4 msgid "A soft mesh physics body." msgstr "" #: doc/classes/SoftBody.xml:7 msgid "" "A deformable physics body. Used to create elastic or deformable objects such " "as cloth, rubber, or other flexible materials." msgstr "" #: doc/classes/SoftBody.xml:10 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/physics/soft_body.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/physics/soft_body.html" #: doc/classes/SoftBody.xml:44 msgid "Returns local translation of a vertex in the surface array." msgstr "" #: doc/classes/SoftBody.xml:51 #, fuzzy msgid "Returns [code]true[/code] if vertex is set to pinned." msgstr "Gibt [code]true[/code] zurück falls das Array leer ist." #: doc/classes/SoftBody.xml:83 msgid "" "Sets the pinned state of a surface vertex. When set to [code]true[/code], " "the optional [code]attachment_path[/code] can define a [Spatial] the pinned " "vertex will be attached to." msgstr "" #: doc/classes/SoftBody.xml:91 msgid "" "The physics layers this SoftBody is in.\n" "Collidable objects can exist in any of 32 different layers. These layers " "work like a tagging system, and are not visual. A collidable can use these " "layers to select with which objects it can collide, using the collision_mask " "property.\n" "A contact is detected if object A is in any of the layers that object B " "scans, or object B is in any layer scanned by object A. See [url=https://" "docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction." "html#collision-layers-and-masks]Collision layers and masks[/url] in the " "documentation for more information." msgstr "" #: doc/classes/SoftBody.xml:96 msgid "" "The physics layers this SoftBody scans for collisions. See [url=https://docs." "godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-" "layers-and-masks]Collision layers and masks[/url] in the documentation for " "more information." msgstr "" #: doc/classes/SoftBody.xml:105 msgid "[NodePath] to a [CollisionObject] this SoftBody should avoid clipping." msgstr "" #: doc/classes/SoftBody.xml:108 msgid "" "If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to " "[code]false[/code] to pause the physics simulation." msgstr "" #: doc/classes/SoftBody.xml:115 #, fuzzy msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s." msgstr "Wenn [code]true[/code], wird der [AnimationTree] verarbeitet." #: doc/classes/SoftBody.xml:118 msgid "" "Increasing this value will improve the resulting simulation, but can affect " "performance. Use with care." msgstr "" #: doc/classes/SoftBody.xml:121 msgid "The SoftBody's mass." msgstr "" #: doc/classes/Spatial.xml:4 msgid "Most basic 3D game object, parent of all 3D-related nodes." msgstr "" #: doc/classes/Spatial.xml:7 msgid "" "Most basic 3D game object, with a 3D [Transform] and visibility settings. " "All other 3D game objects inherit from Spatial. Use [Spatial] as a parent " "node to move, scale, rotate and show/hide children in a 3D project.\n" "Affine operations (rotate, scale, translate) happen in parent's local " "coordinate system, unless the [Spatial] object is set as top-level. Affine " "operations in this coordinate system correspond to direct affine operations " "on the [Spatial]'s transform. The word local below refers to this coordinate " "system. The coordinate system that is attached to the [Spatial] object " "itself is referred to as object-local coordinate system.\n" "[b]Note:[/b] Unless otherwise specified, all methods that have angle " "parameters must have angles specified as [i]radians[/i]. To convert degrees " "to radians, use [method @GDScript.deg2rad]." msgstr "" #: doc/classes/Spatial.xml:12 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/3d/introduction_to_3d.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/3d/introduction_to_3d.html" #: doc/classes/Spatial.xml:13 doc/classes/Vector3.xml:16 #, fuzzy msgid "https://github.com/godotengine/godot-demo-projects/tree/master/3d" msgstr "" "https://github.com/godotengine/godot-demo-projects/tree/master/audio/" "generator" #: doc/classes/Spatial.xml:25 msgid "" "Returns the parent [Spatial], or an empty [Object] if no parent exists or " "parent is not of type [Spatial]." msgstr "" #: doc/classes/Spatial.xml:31 msgid "" "Returns the current [World] resource this [Spatial] node is registered to." msgstr "" #: doc/classes/Spatial.xml:39 msgid "" "Rotates the global (world) transformation around axis, a unit [Vector3], by " "specified angle in radians. The rotation axis is in global coordinate system." msgstr "" #: doc/classes/Spatial.xml:46 msgid "" "Scales the global (world) transformation by the given [Vector3] scale " "factors." msgstr "" #: doc/classes/Spatial.xml:53 msgid "" "Moves the global (world) transformation by [Vector3] offset. The offset is " "in global coordinate system." msgstr "" #: doc/classes/Spatial.xml:59 msgid "" "Disables rendering of this node. Changes [member visible] to [code]false[/" "code]." msgstr "" #: doc/classes/Spatial.xml:65 msgid "" "Returns whether node notifies about its local transformation changes. " "[Spatial] will not propagate this by default." msgstr "" #: doc/classes/Spatial.xml:71 msgid "" "Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its " "local transformation scale." msgstr "" #: doc/classes/Spatial.xml:77 msgid "" "Returns whether this node is set as Toplevel, that is whether it ignores its " "parent nodes transformations." msgstr "" #: doc/classes/Spatial.xml:83 msgid "" "Returns whether the node notifies about its global and local transformation " "changes. [Spatial] will not propagate this by default." msgstr "" #: doc/classes/Spatial.xml:97 msgid "" "Rotates itself so that the local -Z axis points towards the [code]target[/" "code] position.\n" "The transform will first be rotated around the given [code]up[/code] vector, " "and then fully aligned to the target by a further rotation around an axis " "perpendicular to both the [code]target[/code] and [code]up[/code] vectors.\n" "Operations take place in global space." msgstr "" #: doc/classes/Spatial.xml:108 msgid "" "Moves the node to the specified [code]position[/code], and then rotates " "itself to point toward the [code]target[/code] as per [method look_at]. " "Operations take place in global space." msgstr "" #: doc/classes/Spatial.xml:114 msgid "" "Resets this node's transformations (like scale, skew and taper) preserving " "its rotation and translation by performing Gram-Schmidt orthonormalization " "on this node's [Transform]." msgstr "" #: doc/classes/Spatial.xml:122 msgid "" "Rotates the local transformation around axis, a unit [Vector3], by specified " "angle in radians." msgstr "" #: doc/classes/Spatial.xml:130 msgid "" "Rotates the local transformation around axis, a unit [Vector3], by specified " "angle in radians. The rotation axis is in object-local coordinate system." msgstr "" #: doc/classes/Spatial.xml:137 msgid "Rotates the local transformation around the X axis by angle in radians." msgstr "" #: doc/classes/Spatial.xml:144 msgid "Rotates the local transformation around the Y axis by angle in radians." msgstr "" #: doc/classes/Spatial.xml:151 msgid "Rotates the local transformation around the Z axis by angle in radians." msgstr "" #: doc/classes/Spatial.xml:158 msgid "" "Scales the local transformation by given 3D scale factors in object-local " "coordinate system." msgstr "" #: doc/classes/Spatial.xml:165 msgid "" "Makes the node ignore its parents transformations. Node transformations are " "only in global space." msgstr "" #: doc/classes/Spatial.xml:172 msgid "" "Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local " "transformation scale. Changes to the local transformation scale are " "preserved." msgstr "" #: doc/classes/Spatial.xml:178 msgid "" "Reset all transformations for this node (sets its [Transform] to the " "identity matrix)." msgstr "" #: doc/classes/Spatial.xml:185 msgid "" "Sets whether the node ignores notification that its transformation (global " "or local) changed." msgstr "" #: doc/classes/Spatial.xml:192 msgid "" "Sets whether the node notifies about its local transformation changes. " "[Spatial] will not propagate this by default." msgstr "" #: doc/classes/Spatial.xml:199 msgid "" "Sets whether the node notifies about its global and local transformation " "changes. [Spatial] will not propagate this by default, unless it is in the " "editor context and it has a valid gizmo." msgstr "" #: doc/classes/Spatial.xml:205 msgid "" "Enables rendering of this node. Changes [member visible] to [code]true[/" "code]." msgstr "" #: doc/classes/Spatial.xml:212 msgid "" "Transforms [code]local_point[/code] from this node's local space to world " "space." msgstr "" #: doc/classes/Spatial.xml:219 msgid "" "Transforms [code]global_point[/code] from world space to this node's local " "space." msgstr "" #: doc/classes/Spatial.xml:226 msgid "" "Changes the node's position by the given offset [Vector3].\n" "Note that the translation [code]offset[/code] is affected by the node's " "scale, so if scaled by e.g. [code](10, 1, 1)[/code], a translation by an " "offset of [code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) " "to the X coordinate." msgstr "" #: doc/classes/Spatial.xml:234 msgid "" "Changes the node's position by the given offset [Vector3] in local space." msgstr "" #: doc/classes/Spatial.xml:240 msgid "Updates the [SpatialGizmo] of this node." msgstr "" #: doc/classes/Spatial.xml:246 msgid "" "The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] " "as custom visualization and editing handles in Editor." msgstr "" #: doc/classes/Spatial.xml:249 msgid "World space (global) [Transform] of this node." msgstr "" #: doc/classes/Spatial.xml:252 msgid "" "Rotation part of the local transformation in radians, specified in terms of " "YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n" "[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a " "vector. The three Euler angles, which are the three independent parameters " "of the Euler-angle parametrization of the rotation matrix, are stored in a " "[Vector3] data structure not because the rotation is a vector, but only " "because [Vector3] exists as a convenient data-structure to store 3 floating-" "point numbers. Therefore, applying affine operations on the rotation \"vector" "\" is not meaningful." msgstr "" #: doc/classes/Spatial.xml:256 msgid "" "Rotation part of the local transformation in degrees, specified in terms of " "YXZ-Euler angles in the format (X angle, Y angle, Z angle)." msgstr "" #: doc/classes/Spatial.xml:259 msgid "Scale part of the local transformation." msgstr "" #: doc/classes/Spatial.xml:262 msgid "Local space [Transform] of this node, with respect to the parent node." msgstr "" #: doc/classes/Spatial.xml:265 msgid "Local translation of this node." msgstr "" #: doc/classes/Spatial.xml:268 msgid "" "If [code]true[/code], this node is drawn. The node is only visible if all of " "its antecedents are visible as well (in other words, [method " "is_visible_in_tree] must return [code]true[/code])." msgstr "" #: doc/classes/Spatial.xml:274 msgid "" "Emitted by portal system gameplay monitor when a node enters the gameplay " "area." msgstr "" #: doc/classes/Spatial.xml:279 msgid "" "Emitted by portal system gameplay monitor when a node exits the gameplay " "area." msgstr "" #: doc/classes/Spatial.xml:284 msgid "Emitted when node visibility changes." msgstr "" #: doc/classes/Spatial.xml:290 msgid "" "Spatial nodes receives this notification when their global transform " "changes. This means that either the current or a parent node changed its " "transform.\n" "In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first " "need to ask for it, with [method set_notify_transform]. The notification is " "also sent if the node is in the editor context and it has a valid gizmo." msgstr "" #: doc/classes/Spatial.xml:294 msgid "" "Spatial nodes receives this notification when they are registered to new " "[World] resource." msgstr "" #: doc/classes/Spatial.xml:297 msgid "" "Spatial nodes receives this notification when they are unregistered from " "current [World] resource." msgstr "" #: doc/classes/Spatial.xml:300 msgid "Spatial nodes receives this notification when their visibility changes." msgstr "" #: doc/classes/Spatial.xml:303 msgid "" "Spatial nodes receives this notification if the portal system gameplay " "monitor detects they have entered the gameplay area." msgstr "" #: doc/classes/Spatial.xml:306 msgid "" "Spatial nodes receives this notification if the portal system gameplay " "monitor detects they have exited the gameplay area." msgstr "" #: doc/classes/SpatialMaterial.xml:4 msgid "Default 3D rendering material." msgstr "" #: doc/classes/SpatialMaterial.xml:7 msgid "" "This provides a default material with a wide variety of rendering features " "and properties without the need to write shader code. See the tutorial below " "for details." msgstr "" #: doc/classes/SpatialMaterial.xml:10 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/spatial_material.html" msgstr "" "https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html" #: doc/classes/SpatialMaterial.xml:17 msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "" #: doc/classes/SpatialMaterial.xml:24 msgid "" "Returns [code]true[/code], if the specified flag is enabled. See [enum " "Flags] enumerator for options." msgstr "" "Gibt [code]true[/code] zurück, wenn die spezifizerte Flagge aktiviert ist. " "Siehe die [enum Flags] Aufzählung für Optionen." #: doc/classes/SpatialMaterial.xml:31 msgid "" "Returns the [Texture] associated with the specified [enum TextureParam]." msgstr "" #: doc/classes/SpatialMaterial.xml:39 msgid "" "If [code]true[/code], enables the specified [enum Feature]. Many features " "that are available in [SpatialMaterial]s need to be enabled before use. This " "way the cost for using the feature is only incurred when specified. Features " "can also be enabled by setting the corresponding member to [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml:47 msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " "behaviour that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " "enumerator for options." msgstr "" #: doc/classes/SpatialMaterial.xml:55 msgid "" "Sets the [Texture] to be used by the specified [enum TextureParam]. This " "function is called when setting members ending in [code]*_texture[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml:61 msgid "The material's base color." msgstr "" #: doc/classes/SpatialMaterial.xml:64 msgid "" "Texture to multiply by [member albedo_color]. Used for basic texturing of " "objects." msgstr "" #: doc/classes/SpatialMaterial.xml:67 msgid "The strength of the anisotropy effect." msgstr "" #: doc/classes/SpatialMaterial.xml:70 msgid "" "If [code]true[/code], anisotropy is enabled. Changes the shape of the " "specular blob and aligns it to tangent space. Mesh tangents are needed for " "this to work. If the mesh does not contain tangents the anisotropy effect " "will appear broken." msgstr "" #: doc/classes/SpatialMaterial.xml:73 msgid "Texture that offsets the tangent map for anisotropy calculations." msgstr "" #: doc/classes/SpatialMaterial.xml:76 msgid "" "If [code]true[/code], ambient occlusion is enabled. Ambient occlusion " "darkens areas based on the [member ao_texture]." msgstr "" #: doc/classes/SpatialMaterial.xml:79 msgid "" "Amount that ambient occlusion affects lighting from lights. If [code]0[/" "code], ambient occlusion only affects ambient light. If [code]1[/code], " "ambient occlusion affects lights just as much as it affects ambient light. " "This can be used to impact the strength of the ambient occlusion effect, but " "typically looks unrealistic." msgstr "" #: doc/classes/SpatialMaterial.xml:82 msgid "" "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the " "[member ao_texture]." msgstr "" #: doc/classes/SpatialMaterial.xml:85 msgid "" "Texture that defines the amount of ambient occlusion for a given point on " "the object." msgstr "" #: doc/classes/SpatialMaterial.xml:88 doc/classes/SpatialMaterial.xml:325 msgid "" "Specifies the channel of the [member ao_texture] in which the ambient " "occlusion 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." msgstr "" #: doc/classes/SpatialMaterial.xml:91 msgid "" "Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks " "the same as disabling the clearcoat effect." msgstr "" #: doc/classes/SpatialMaterial.xml:94 msgid "" "If [code]true[/code], clearcoat rendering is enabled. Adds a secondary " "transparent pass to the lighting calculation resulting in an added specular " "blob. This makes materials appear as if they have a clear layer on them that " "can be either glossy or rough.\n" "[b]Note:[/b] Clearcoat rendering is not visible if the material has [member " "flags_unshaded] set to [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml:98 msgid "" "Sets the roughness of the clearcoat pass. A higher value results in a " "smoother clearcoat while a lower value results in a rougher clearcoat." msgstr "" #: doc/classes/SpatialMaterial.xml:101 msgid "" "Texture that defines the strength of the clearcoat effect and the glossiness " "of the clearcoat. Strength is specified in the red channel while glossiness " "is specified in the green channel." msgstr "" #: doc/classes/SpatialMaterial.xml:104 msgid "" "If [code]true[/code], the shader will read depth texture at multiple points " "along the view ray to determine occlusion and parrallax. This can be very " "performance demanding, but results in more realistic looking depth mapping." msgstr "" #: doc/classes/SpatialMaterial.xml:107 msgid "" "If [code]true[/code], depth mapping is enabled (also called \"parallax " "mapping\" or \"height mapping\"). See also [member normal_enabled].\n" "[b]Note:[/b] Depth mapping is not supported if triplanar mapping is used on " "the same material. The value of [member depth_enabled] will be ignored if " "[member uv1_triplanar] is enabled." msgstr "" #: doc/classes/SpatialMaterial.xml:111 msgid "" "If [code]true[/code], direction of the binormal is flipped before using in " "the depth effect. This may be necessary if you have encoded your binormals " "in a way that is conflicting with the depth effect." msgstr "" #: doc/classes/SpatialMaterial.xml:114 msgid "" "If [code]true[/code], direction of the tangent is flipped before using in " "the depth effect. This may be necessary if you have encoded your tangents in " "a way that is conflicting with the depth effect." msgstr "" #: doc/classes/SpatialMaterial.xml:117 msgid "" "Number of layers to use when using [member depth_deep_parallax] and the view " "direction is perpendicular to the surface of the object. A higher number " "will be more performance demanding while a lower number may not look as " "crisp." msgstr "" #: doc/classes/SpatialMaterial.xml:120 msgid "" "Number of layers to use when using [member depth_deep_parallax] and the view " "direction is parallel to the surface of the object. A higher number will be " "more performance demanding while a lower number may not look as crisp." msgstr "" #: doc/classes/SpatialMaterial.xml:123 msgid "" "Scales the depth offset effect. A higher number will create a larger depth." msgstr "" #: doc/classes/SpatialMaterial.xml:126 msgid "" "Texture used to determine depth at a given pixel. Depth is always stored in " "the red channel." msgstr "" #: doc/classes/SpatialMaterial.xml:129 msgid "Texture that specifies the color of the detail overlay." msgstr "" #: doc/classes/SpatialMaterial.xml:132 msgid "" "Specifies how the [member detail_albedo] should blend with the current " "[code]ALBEDO[/code]. See [enum BlendMode] for options." msgstr "" #: doc/classes/SpatialMaterial.xml:135 msgid "" "If [code]true[/code], enables the detail overlay. Detail is a second texture " "that gets mixed over the surface of the object based on [member " "detail_mask]. This can be used to add variation to objects, or to blend " "between two different albedo/normal textures." msgstr "" #: doc/classes/SpatialMaterial.xml:138 msgid "" "Texture used to specify how the detail textures get blended with the base " "textures." msgstr "" #: doc/classes/SpatialMaterial.xml:141 msgid "" "Texture that specifies the per-pixel normal of the detail overlay.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/SpatialMaterial.xml:145 msgid "" "Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail " "layer. See [enum DetailUV] for options." msgstr "" #: doc/classes/SpatialMaterial.xml:148 msgid "" "Distance at which the object appears fully opaque.\n" "[b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than " "[code]distance_fade_min_distance[/code], the behavior will be reversed. The " "object will start to fade away at [code]distance_fade_max_distance[/code] " "and will fully disappear once it reaches [code]distance_fade_min_distance[/" "code]." msgstr "" #: doc/classes/SpatialMaterial.xml:152 msgid "" "Distance at which the object starts to become visible. If the object is less " "than this distance away, it will be invisible.\n" "[b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than " "[code]distance_fade_max_distance[/code], the behavior will be reversed. The " "object will start to fade away at [code]distance_fade_max_distance[/code] " "and will fully disappear once it reaches [code]distance_fade_min_distance[/" "code]." msgstr "" #: doc/classes/SpatialMaterial.xml:156 msgid "" "Specifies which type of fade to use. Can be any of the [enum " "DistanceFadeMode]s." msgstr "" #: doc/classes/SpatialMaterial.xml:159 msgid "The emitted light's color. See [member emission_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml:162 msgid "" "If [code]true[/code], the body emits light. Emitting light makes the object " "appear brighter. The object can also cast light on other objects if a " "[GIProbe] or [BakedLightmap] is used and this object is used in baked " "lighting." msgstr "" #: doc/classes/SpatialMaterial.xml:165 msgid "The emitted light's strength. See [member emission_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml:168 msgid "Use [code]UV2[/code] to read from the [member emission_texture]." msgstr "" #: doc/classes/SpatialMaterial.xml:171 msgid "" "Sets how [member emission] interacts with [member emission_texture]. Can " "either add or multiply. See [enum EmissionOperator] for options." msgstr "" #: doc/classes/SpatialMaterial.xml:174 msgid "Texture that specifies how much surface emits light at a given point." msgstr "" #: doc/classes/SpatialMaterial.xml:177 msgid "" "Forces a conversion of the [member albedo_texture] from sRGB space to linear " "space." msgstr "" #: doc/classes/SpatialMaterial.xml:180 msgid "If [code]true[/code], the object receives no ambient light." msgstr "" #: doc/classes/SpatialMaterial.xml:183 msgid "" "If [code]true[/code], the object receives no shadow that would otherwise be " "cast onto it." msgstr "" #: doc/classes/SpatialMaterial.xml:186 msgid "" "If [code]true[/code], the shader will compute extra operations to make sure " "the normal stays correct when using a non-uniform scale. Only enable if " "using non-uniform scaling." msgstr "" #: doc/classes/SpatialMaterial.xml:189 msgid "" "If [code]true[/code], the object is rendered at the same size regardless of " "distance." msgstr "" #: doc/classes/SpatialMaterial.xml:192 msgid "" "If [code]true[/code], depth testing is disabled and the object will be drawn " "in render order." msgstr "" #: doc/classes/SpatialMaterial.xml:195 #, fuzzy msgid "" "If [code]true[/code], transparency is enabled on the body. See also [member " "params_blend_mode]." msgstr "" "Wenn der Wert [code]true[/code] ist, dann ist Tranzparenz für den Körper " "aktiviert. Siehe auch [member blend_mode]." #: doc/classes/SpatialMaterial.xml:198 #, fuzzy msgid "If [code]true[/code], the object is unaffected by lighting." msgstr "Wenn [code]true[/code], wird gerade [member animation]] abgespielt." #: doc/classes/SpatialMaterial.xml:201 msgid "" "If [code]true[/code], render point size can be changed.\n" "[b]Note:[/b] This is only effective for objects whose geometry is point-" "based rather than triangle-based. See also [member params_point_size]." msgstr "" #: doc/classes/SpatialMaterial.xml:205 msgid "" "If [code]true[/code], enables the \"shadow to opacity\" render mode where " "lighting modifies the alpha so shadowed areas are opaque and non-shadowed " "areas are transparent. Useful for overlaying shadows onto a camera feed in " "AR." msgstr "" #: doc/classes/SpatialMaterial.xml:208 msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " "pixel. This may increase performance on low-end devices." msgstr "" #: doc/classes/SpatialMaterial.xml:211 #, fuzzy msgid "" "If [code]true[/code], triplanar mapping is calculated in world space rather " "than object local space. See also [member uv1_triplanar]." msgstr "" "Wenn der Wert [code]true[/code] ist, dann ist Tranzparenz für den Körper " "aktiviert. Siehe auch [member blend_mode]." #: doc/classes/SpatialMaterial.xml:214 msgid "" "A high value makes the material appear more like a metal. Non-metals use " "their albedo as the diffuse color and add diffuse to the specular " "reflection. With non-metals, the reflection appears on top of the albedo " "color. Metals use their albedo as a multiplier to the specular reflection " "and set the diffuse color to black resulting in a tinted reflection. " "Materials work better when fully metal or fully non-metal, values between " "[code]0[/code] and [code]1[/code] should only be used for blending between " "metal and non-metal sections. To alter the amount of reflection use [member " "roughness]." msgstr "" #: doc/classes/SpatialMaterial.xml:217 msgid "" "Sets the size of the specular lobe. The specular lobe is the bright spot " "that is reflected from light sources.\n" "[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it " "should be left at [code]0.5[/code] in most cases. See also [member " "roughness]." msgstr "" #: doc/classes/SpatialMaterial.xml:221 msgid "" "Texture used to specify metallic for an object. This is multiplied by " "[member metallic]." msgstr "" #: doc/classes/SpatialMaterial.xml:224 msgid "" "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." msgstr "" #: doc/classes/SpatialMaterial.xml:227 msgid "If [code]true[/code], normal mapping is enabled." msgstr "" #: doc/classes/SpatialMaterial.xml:230 msgid "The strength of the normal map's effect." msgstr "" #: doc/classes/SpatialMaterial.xml:233 msgid "" "Texture used to specify the normal at a given pixel. The " "[code]normal_texture[/code] only uses the red and green channels; the blue " "and alpha channels are ignored. The normal read from [code]normal_texture[/" "code] is oriented around the surface normal provided by the [Mesh].\n" "[b]Note:[/b] The mesh must have both normals and tangents defined in its " "vertex data. Otherwise, the normal map won't render correctly and will only " "appear to darken the whole surface. If creating geometry with [SurfaceTool], " "you can use [method SurfaceTool.generate_normals] and [method SurfaceTool." "generate_tangents] to automatically generate normals and tangents " "respectively.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/SpatialMaterial.xml:238 msgid "Threshold at which the alpha scissor will discard values." msgstr "" #: doc/classes/SpatialMaterial.xml:241 msgid "" "If [code]true[/code], the shader will keep the scale set for the mesh. " "Otherwise the scale is lost when billboarding. Only applies when [member " "params_billboard_mode] is [constant BILLBOARD_ENABLED]." msgstr "" #: doc/classes/SpatialMaterial.xml:244 msgid "" "Controls how the object faces the camera. See [enum BillboardMode].\n" "[b]Note:[/b] Billboard mode is not suitable for VR because the left-right " "vector of the camera is not horizontal when the screen is attached to your " "head instead of on the table. See [url=https://github.com/godotengine/godot/" "issues/41567]GitHub issue #41567[/url] for details." msgstr "" #: doc/classes/SpatialMaterial.xml:248 msgid "" "The material's blend mode.\n" "[b]Note:[/b] Values other than [code]Mix[/code] force the object into the " "transparent pipeline. See [enum BlendMode]." msgstr "" #: doc/classes/SpatialMaterial.xml:252 msgid "" "Which side of the object is not drawn when backfaces are rendered. See [enum " "CullMode]." msgstr "" #: doc/classes/SpatialMaterial.xml:255 msgid "" "Determines when depth rendering takes place. See [enum DepthDrawMode]. See " "also [member flags_transparent]." msgstr "" #: doc/classes/SpatialMaterial.xml:258 msgid "" "The algorithm used for diffuse light scattering. See [enum DiffuseMode]." msgstr "" #: doc/classes/SpatialMaterial.xml:261 #, fuzzy msgid "" "If [code]true[/code], enables the vertex grow setting. See [member " "params_grow_amount]." msgstr "" "Wenn der Wert [code]true[/code] ist, dann ist Tranzparenz für den Körper " "aktiviert. Siehe auch [member blend_mode]." #: doc/classes/SpatialMaterial.xml:264 msgid "Grows object vertices in the direction of their normals." msgstr "" #: doc/classes/SpatialMaterial.xml:267 #, fuzzy msgid "Currently unimplemented in Godot." msgstr "zu Zeit ungenutzt." #: doc/classes/SpatialMaterial.xml:270 #, fuzzy msgid "The point size in pixels. See [member flags_use_point_size]." msgstr "" "Gibt die minimale Größe dieses Controls zurück. Siehe [member rect_min_size]." #: doc/classes/SpatialMaterial.xml:273 msgid "The method for rendering the specular blob. See [enum SpecularMode]." msgstr "" #: doc/classes/SpatialMaterial.xml:276 msgid "" "If [code]true[/code], the shader will discard all pixels that have an alpha " "value less than [member params_alpha_scissor_threshold]." msgstr "" #: doc/classes/SpatialMaterial.xml:279 msgid "" "The number of horizontal frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member " "params_billboard_mode]." msgstr "" #: doc/classes/SpatialMaterial.xml:282 msgid "" "If [code]true[/code], particle animations are looped. Only enabled when " "using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]." msgstr "" #: doc/classes/SpatialMaterial.xml:285 msgid "" "The number of vertical frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member " "params_billboard_mode]." msgstr "" #: doc/classes/SpatialMaterial.xml:288 msgid "" "Distance over which the fade effect takes place. The larger the distance the " "longer it takes for an object to fade." msgstr "" #: doc/classes/SpatialMaterial.xml:291 msgid "" "If [code]true[/code], the proximity fade effect is enabled. The proximity " "fade effect fades out each pixel based on its distance to another object." msgstr "" #: doc/classes/SpatialMaterial.xml:294 msgid "" "If [code]true[/code], the refraction effect is enabled. Refraction distorts " "transparency based on light from behind the object. When using the GLES3 " "backend, the material's roughness value will affect the blurriness of the " "refraction. Higher roughness values will make the refraction look blurrier." msgstr "" #: doc/classes/SpatialMaterial.xml:297 msgid "" "The strength of the refraction effect. Higher values result in a more " "distorted appearance for the refraction." msgstr "" #: doc/classes/SpatialMaterial.xml:300 msgid "" "Texture that controls the strength of the refraction per-pixel. Multiplied " "by [member refraction_scale]." msgstr "" #: doc/classes/SpatialMaterial.xml:303 msgid "" "Specifies the channel of the [member refraction_texture] in which the " "refraction 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." msgstr "" #: doc/classes/SpatialMaterial.xml:306 msgid "Sets the strength of the rim lighting effect." msgstr "" #: doc/classes/SpatialMaterial.xml:309 msgid "" "If [code]true[/code], rim effect is enabled. Rim lighting increases the " "brightness at glancing angles on an object.\n" "[b]Note:[/b] Rim lighting is not visible if the material has [member " "flags_unshaded] set to [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml:313 msgid "" "Texture used to set the strength of the rim lighting effect per-pixel. " "Multiplied by [member rim]." msgstr "" #: doc/classes/SpatialMaterial.xml:316 msgid "" "The amount of to blend light and albedo color when rendering rim effect. If " "[code]0[/code] the light color is used, while [code]1[/code] means albedo " "color is used. An intermediate value generally works best." msgstr "" #: doc/classes/SpatialMaterial.xml:319 msgid "" "Surface reflection. A value of [code]0[/code] represents a perfect mirror " "while a value of [code]1[/code] completely blurs the reflection. See also " "[member metallic]." msgstr "" #: doc/classes/SpatialMaterial.xml:322 msgid "" "Texture used to control the roughness per-pixel. Multiplied by [member " "roughness]." msgstr "" #: doc/classes/SpatialMaterial.xml:328 msgid "" "If [code]true[/code], subsurface scattering is enabled. Emulates light that " "penetrates an object's surface, is scattered, and then emerges." msgstr "" #: doc/classes/SpatialMaterial.xml:331 msgid "The strength of the subsurface scattering effect." msgstr "" #: doc/classes/SpatialMaterial.xml:334 msgid "" "Texture used to control the subsurface scattering strength. Stored in the " "red texture channel. Multiplied by [member subsurf_scatter_strength]." msgstr "" #: doc/classes/SpatialMaterial.xml:337 msgid "" "The color used by the transmission effect. Represents the light passing " "through an object." msgstr "" #: doc/classes/SpatialMaterial.xml:340 #, fuzzy msgid "If [code]true[/code], the transmission effect is enabled." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: doc/classes/SpatialMaterial.xml:343 msgid "" "Texture used to control the transmission effect per-pixel. Added to [member " "transmission]." msgstr "" #: doc/classes/SpatialMaterial.xml:346 msgid "" "How much to offset the [code]UV[/code] coordinates. This amount will be " "added to [code]UV[/code] in the vertex function. This can be used to offset " "a texture." msgstr "" "Wie weit die [code]UV[/code] Koordinaten verschoben werden sollen. Dieser " "Wert wird in der Vertex Funktion zu den [code]UV[/code]'s addiert. Er kann " "zum verschieben einer Textur gennutzt werden." #: doc/classes/SpatialMaterial.xml:349 msgid "" "How much to scale the [code]UV[/code] coordinates. This is multiplied by " "[code]UV[/code] in the vertex function." msgstr "" "Um wieviel die [code]UV[/code] Koordinaten vergrößert werden sollen. Dieser " "Wert wird in der Vertex Funktion mit den [code]UV[/code]'s multipiziert." #: doc/classes/SpatialMaterial.xml:352 msgid "" "If [code]true[/code], instead of using [code]UV[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " "the orientation of the object's surface to blend between texture " "coordinates. It reads from the source texture 3 times, once for each axis " "and then blends between the results based on how closely the pixel aligns " "with each axis. This is often used for natural features to get a realistic " "blend of materials. Because triplanar texturing requires many more texture " "reads per-pixel it is much slower than normal UV texturing. Additionally, " "because it is blending the texture between the three axes, it is unsuitable " "when you are trying to achieve crisp texturing." msgstr "" #: doc/classes/SpatialMaterial.xml:355 doc/classes/SpatialMaterial.xml:367 msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply." msgstr "" #: doc/classes/SpatialMaterial.xml:358 msgid "" "How much to offset the [code]UV2[/code] coordinates. This amount will be " "added to [code]UV2[/code] in the vertex function. This can be used to offset " "a texture." msgstr "" #: doc/classes/SpatialMaterial.xml:361 msgid "" "How much to scale the [code]UV2[/code] coordinates. This is multiplied by " "[code]UV2[/code] in the vertex function." msgstr "" #: doc/classes/SpatialMaterial.xml:364 msgid "" "If [code]true[/code], instead of using [code]UV2[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " "the orientation of the object's surface to blend between texture " "coordinates. It reads from the source texture 3 times, once for each axis " "and then blends between the results based on how closely the pixel aligns " "with each axis. This is often used for natural features to get a realistic " "blend of materials. Because triplanar texturing requires many more texture " "reads per-pixel it is much slower than normal UV texturing. Additionally, " "because it is blending the texture between the three axes, it is unsuitable " "when you are trying to achieve crisp texturing." msgstr "" #: doc/classes/SpatialMaterial.xml:370 msgid "" "If [code]true[/code], the model's vertex colors are processed as sRGB mode." msgstr "" #: doc/classes/SpatialMaterial.xml:373 msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "" #: doc/classes/SpatialMaterial.xml:378 msgid "Texture specifying per-pixel color." msgstr "" #: doc/classes/SpatialMaterial.xml:381 msgid "Texture specifying per-pixel metallic value." msgstr "" #: doc/classes/SpatialMaterial.xml:384 msgid "Texture specifying per-pixel roughness value." msgstr "" #: doc/classes/SpatialMaterial.xml:387 msgid "Texture specifying per-pixel emission color." msgstr "" #: doc/classes/SpatialMaterial.xml:390 msgid "Texture specifying per-pixel normal vector." msgstr "" #: doc/classes/SpatialMaterial.xml:393 msgid "Texture specifying per-pixel rim value." msgstr "" #: doc/classes/SpatialMaterial.xml:396 msgid "Texture specifying per-pixel clearcoat value." msgstr "" #: doc/classes/SpatialMaterial.xml:399 msgid "" "Texture specifying per-pixel flowmap direction for use with [member " "anisotropy]." msgstr "" #: doc/classes/SpatialMaterial.xml:402 msgid "Texture specifying per-pixel ambient occlusion value." msgstr "" #: doc/classes/SpatialMaterial.xml:405 msgid "Texture specifying per-pixel depth." msgstr "" #: doc/classes/SpatialMaterial.xml:408 msgid "Texture specifying per-pixel subsurface scattering." msgstr "" #: doc/classes/SpatialMaterial.xml:411 msgid "Texture specifying per-pixel transmission color." msgstr "" #: doc/classes/SpatialMaterial.xml:414 msgid "Texture specifying per-pixel refraction strength." msgstr "" #: doc/classes/SpatialMaterial.xml:417 msgid "Texture specifying per-pixel detail mask blending value." msgstr "" #: doc/classes/SpatialMaterial.xml:420 msgid "Texture specifying per-pixel detail color." msgstr "" #: doc/classes/SpatialMaterial.xml:423 msgid "Texture specifying per-pixel detail normal." msgstr "" #: doc/classes/SpatialMaterial.xml:426 msgid "Represents the size of the [enum TextureParam] enum." msgstr "" #: doc/classes/SpatialMaterial.xml:429 msgid "Use [code]UV[/code] with the detail texture." msgstr "" #: doc/classes/SpatialMaterial.xml:432 msgid "Use [code]UV2[/code] with the detail texture." msgstr "" #: doc/classes/SpatialMaterial.xml:435 msgid "Constant for setting [member flags_transparent]." msgstr "" #: doc/classes/SpatialMaterial.xml:438 msgid "Constant for setting [member emission_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml:441 msgid "Constant for setting [member normal_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml:444 msgid "Constant for setting [member rim_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml:447 msgid "Constant for setting [member clearcoat_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml:450 msgid "Constant for setting [member anisotropy_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml:453 msgid "Constant for setting [member ao_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml:456 msgid "Constant for setting [member depth_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml:459 msgid "Constant for setting [member subsurf_scatter_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml:462 msgid "Constant for setting [member transmission_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml:465 msgid "Constant for setting [member refraction_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml:468 msgid "Constant for setting [member detail_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml:474 msgid "" "Default blend mode. The color of the object is blended over the background " "based on the object's alpha value." msgstr "" #: doc/classes/SpatialMaterial.xml:477 msgid "The color of the object is added to the background." msgstr "" #: doc/classes/SpatialMaterial.xml:480 msgid "The color of the object is subtracted from the background." msgstr "" #: doc/classes/SpatialMaterial.xml:483 msgid "The color of the object is multiplied by the background." msgstr "" #: doc/classes/SpatialMaterial.xml:486 msgid "Default depth draw mode. Depth is drawn only for opaque objects." msgstr "" #: doc/classes/SpatialMaterial.xml:489 msgid "Depth draw is calculated for both opaque and transparent objects." msgstr "" #: doc/classes/SpatialMaterial.xml:492 msgid "No depth draw." msgstr "" #: doc/classes/SpatialMaterial.xml:495 msgid "" "For transparent objects, an opaque pass is made first with the opaque parts, " "then transparency is drawn." msgstr "" #: doc/classes/SpatialMaterial.xml:498 msgid "Default cull mode. The back of the object is culled when not visible." msgstr "" #: doc/classes/SpatialMaterial.xml:501 msgid "The front of the object is culled when not visible." msgstr "" #: doc/classes/SpatialMaterial.xml:504 msgid "No culling is performed." msgstr "" #: doc/classes/SpatialMaterial.xml:507 msgid "" "No lighting is used on the object. Color comes directly from [code]ALBEDO[/" "code]." msgstr "" #: doc/classes/SpatialMaterial.xml:510 msgid "" "Lighting is calculated per-vertex rather than per-pixel. This can be used to " "increase the speed of the shader at the cost of quality." msgstr "" #: doc/classes/SpatialMaterial.xml:513 msgid "" "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." msgstr "" #: doc/classes/SpatialMaterial.xml:516 msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "" #: doc/classes/SpatialMaterial.xml:519 msgid "" "Vertex color is in sRGB space and needs to be converted to linear. Only " "applies in the GLES3 renderer." msgstr "" #: doc/classes/SpatialMaterial.xml:522 msgid "" "Uses point size to alter the size of primitive points. Also changes the " "albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/" "code]." msgstr "" #: doc/classes/SpatialMaterial.xml:525 msgid "" "Object is scaled by depth so that it always appears the same size on screen." msgstr "" #: doc/classes/SpatialMaterial.xml:528 msgid "" "Shader will keep the scale set for the mesh. Otherwise the scale is lost " "when billboarding. Only applies when [member params_billboard_mode] is " "[constant BILLBOARD_ENABLED]." msgstr "" #: doc/classes/SpatialMaterial.xml:531 msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml:534 msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV2[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml:537 msgid "" "Use [code]UV2[/code] coordinates to look up from the [member ao_texture]." msgstr "" #: doc/classes/SpatialMaterial.xml:540 msgid "" "Use [code]UV2[/code] coordinates to look up from the [member " "emission_texture]." msgstr "" #: doc/classes/SpatialMaterial.xml:543 msgid "Use alpha scissor. Set by [member params_use_alpha_scissor]." msgstr "" #: doc/classes/SpatialMaterial.xml:546 msgid "" "Use world coordinates in the triplanar texture lookup instead of local " "coordinates." msgstr "" #: doc/classes/SpatialMaterial.xml:549 msgid "Forces the shader to convert albedo from sRGB space to linear space." msgstr "" #: doc/classes/SpatialMaterial.xml:552 msgid "Disables receiving shadows from other objects." msgstr "" #: doc/classes/SpatialMaterial.xml:555 msgid "Disables receiving ambient light." msgstr "" #: doc/classes/SpatialMaterial.xml:558 msgid "Ensures that normals appear correct, even with non-uniform scaling." msgstr "" #: doc/classes/SpatialMaterial.xml:561 msgid "Enables the shadow to opacity feature." msgstr "" #: doc/classes/SpatialMaterial.xml:567 msgid "Default diffuse scattering algorithm." msgstr "" #: doc/classes/SpatialMaterial.xml:570 msgid "Diffuse scattering ignores roughness." msgstr "" #: doc/classes/SpatialMaterial.xml:573 msgid "Extends Lambert to cover more than 90 degrees when roughness increases." msgstr "" #: doc/classes/SpatialMaterial.xml:576 msgid "Attempts to use roughness to emulate microsurfacing." msgstr "" #: doc/classes/SpatialMaterial.xml:579 msgid "Uses a hard cut for lighting, with smoothing affected by roughness." msgstr "" #: doc/classes/SpatialMaterial.xml:582 msgid "Default specular blob." msgstr "" #: doc/classes/SpatialMaterial.xml:585 doc/classes/SpatialMaterial.xml:588 msgid "Older specular algorithm, included for compatibility." msgstr "" #: doc/classes/SpatialMaterial.xml:591 msgid "Toon blob which changes size based on roughness." msgstr "" #: doc/classes/SpatialMaterial.xml:594 msgid "No specular blob." msgstr "" #: doc/classes/SpatialMaterial.xml:597 msgid "Billboard mode is disabled." msgstr "" #: doc/classes/SpatialMaterial.xml:600 msgid "The object's Z axis will always face the camera." msgstr "" #: doc/classes/SpatialMaterial.xml:603 msgid "The object's X axis will always face the camera." msgstr "" #: doc/classes/SpatialMaterial.xml:606 msgid "" "Used for particle systems when assigned to [Particles] and [CPUParticles] " "nodes. Enables [code]particles_anim_*[/code] properties.\n" "The [member ParticlesMaterial.anim_speed] or [member CPUParticles." "anim_speed] should also be set to a positive value for the animation to play." msgstr "" #: doc/classes/SpatialMaterial.xml:610 msgid "Used to read from the red channel of a texture." msgstr "" #: doc/classes/SpatialMaterial.xml:613 msgid "Used to read from the green channel of a texture." msgstr "" #: doc/classes/SpatialMaterial.xml:616 msgid "Used to read from the blue channel of a texture." msgstr "" #: doc/classes/SpatialMaterial.xml:619 msgid "Used to read from the alpha channel of a texture." msgstr "" #: doc/classes/SpatialMaterial.xml:625 msgid "Adds the emission color to the color from the emission texture." msgstr "" #: doc/classes/SpatialMaterial.xml:628 msgid "Multiplies the emission color by the color from the emission texture." msgstr "" #: doc/classes/SpatialMaterial.xml:631 msgid "Do not use distance fade." msgstr "" #: doc/classes/SpatialMaterial.xml:634 msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using the alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml:637 msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using a dither approach. Dithering discards pixels based on a set pattern to " "smoothly fade without enabling transparency. On certain hardware this can be " "faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." msgstr "" #: doc/classes/SpatialMaterial.xml:640 msgid "" "Smoothly fades the object out based on the object's distance from the camera " "using a dither approach. Dithering discards pixels based on a set pattern to " "smoothly fade without enabling transparency. On certain hardware this can be " "faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." msgstr "" #: doc/classes/SphereMesh.xml:4 doc/classes/SphereMesh.xml:7 msgid "Class representing a spherical [PrimitiveMesh]." msgstr "" #: doc/classes/SphereMesh.xml:15 msgid "Full height of the sphere." msgstr "" #: doc/classes/SphereMesh.xml:18 msgid "" "If [code]true[/code], a hemisphere is created rather than a full sphere.\n" "[b]Note:[/b] To get a regular hemisphere, the height and radius of the " "sphere must be equal." msgstr "" #: doc/classes/SphereMesh.xml:22 msgid "Number of radial segments on the sphere." msgstr "" #: doc/classes/SphereMesh.xml:25 msgid "Radius of sphere." msgstr "" #: doc/classes/SphereMesh.xml:28 msgid "Number of segments along the height of the sphere." msgstr "" #: doc/classes/SphereShape.xml:4 msgid "Sphere shape for 3D collisions." msgstr "" #: doc/classes/SphereShape.xml:7 msgid "" "Sphere shape for 3D collisions, which can be set into a [PhysicsBody] or " "[Area]. This shape is useful for modeling sphere-like 3D objects." msgstr "" #: doc/classes/SphereShape.xml:16 msgid "The sphere's radius. The shape's diameter is double the radius." msgstr "" #: doc/classes/SpinBox.xml:4 msgid "Numerical input text field." msgstr "" #: doc/classes/SpinBox.xml:7 msgid "" "SpinBox is a numerical input text field. It allows entering integers and " "floats.\n" "[b]Example:[/b]\n" "[codeblock]\n" "var spin_box = SpinBox.new()\n" "add_child(spin_box)\n" "var line_edit = spin_box.get_line_edit()\n" "line_edit.context_menu_enabled = false\n" "spin_box.align = LineEdit.ALIGN_RIGHT\n" "[/codeblock]\n" "The above code will create a [SpinBox], disable context menu on it and set " "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." msgstr "" #: doc/classes/SpinBox.xml:26 msgid "Applies the current value of this [SpinBox]." msgstr "" #: doc/classes/SpinBox.xml:32 msgid "" "Returns the [LineEdit] instance from this [SpinBox]. You can use it to " "access properties and methods of [LineEdit].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/SpinBox.xml:39 msgid "Sets the text alignment of the [SpinBox]." msgstr "" #: doc/classes/SpinBox.xml:42 msgid "" "If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be " "read only." msgstr "" #: doc/classes/SpinBox.xml:45 msgid "" "Adds the specified [code]prefix[/code] string before the numerical value of " "the [SpinBox]." msgstr "" #: doc/classes/SpinBox.xml:48 msgid "" "Adds the specified [code]suffix[/code] string after the numerical value of " "the [SpinBox]." msgstr "" #: doc/classes/SpinBox.xml:55 msgid "Sets a custom [Texture] for up and down arrows of the [SpinBox]." msgstr "" #: doc/classes/SplitContainer.xml:4 msgid "Container for splitting and adjusting." msgstr "" #: doc/classes/SplitContainer.xml:7 msgid "" "Container for splitting two [Control]s vertically or horizontally, with a " "grabber that allows adjusting the split offset or ratio." msgstr "" #: doc/classes/SplitContainer.xml:15 msgid "" "Clamps the [member split_offset] value to not go outside the currently " "possible minimal and maximum values." msgstr "" #: doc/classes/SplitContainer.xml:21 msgid "" "If [code]true[/code], the area of the first [Control] will be collapsed and " "the dragger will be disabled." msgstr "" #: doc/classes/SplitContainer.xml:24 msgid "" "Determines the dragger's visibility. See [enum DraggerVisibility] for " "details." msgstr "" #: doc/classes/SplitContainer.xml:27 msgid "" "The initial offset of the splitting between the two [Control]s, with " "[code]0[/code] being at the end of the first [Control]." msgstr "" #: doc/classes/SplitContainer.xml:34 msgid "Emitted when the dragger is dragged by user." msgstr "" #: doc/classes/SplitContainer.xml:40 msgid "The split dragger is visible when the cursor hovers it." msgstr "" #: doc/classes/SplitContainer.xml:43 msgid "The split dragger is never visible." msgstr "" #: doc/classes/SplitContainer.xml:46 msgid "The split dragger is never visible and its space collapsed." msgstr "" #: doc/classes/SpotLight.xml:4 msgid "A spotlight, such as a reflector spotlight or a lantern." msgstr "" #: doc/classes/SpotLight.xml:7 msgid "" "A Spotlight is a type of [Light] node that emits lights in a specific " "direction, in the shape of a cone. The light is attenuated through the " "distance. This attenuation can be configured by changing the energy, radius " "and attenuation parameters of [Light].\n" "[b]Note:[/b] By default, only 32 SpotLights may affect a single mesh " "[i]resource[/i] at once. Consider splitting your level into several meshes " "to decrease the likelihood that more than 32 lights will affect the same " "mesh resource. Splitting the level mesh will also improve frustum culling " "effectiveness, leading to greater performance. If you need to use more " "lights per mesh, you can increase [member ProjectSettings.rendering/limits/" "rendering/max_lights_per_object] at the cost of shader compilation times." msgstr "" #: doc/classes/SpotLight.xml:18 msgid "The spotlight's angle in degrees." msgstr "" #: doc/classes/SpotLight.xml:21 msgid "The spotlight's angular attenuation curve." msgstr "" #: doc/classes/SpotLight.xml:24 msgid "The spotlight's light energy attenuation curve." msgstr "" #: doc/classes/SpotLight.xml:27 msgid "" "The maximal range that can be reached by the spotlight. Note that the " "effectively lit area may appear to be smaller depending on the [member " "spot_attenuation] in use. No matter the [member spot_attenuation] in use, " "the light will never reach anything outside this range." msgstr "" #: doc/classes/SpringArm.xml:4 msgid "A helper node, mostly used in 3rd person cameras." msgstr "" #: doc/classes/SpringArm.xml:7 msgid "" "The SpringArm node is a node that casts a ray (or collision shape) along its " "z axis and moves all its direct children to the collision point, minus a " "margin.\n" "The most common use case for this is to make a 3rd person camera that reacts " "to collisions in the environment.\n" "The SpringArm will either cast a ray, or if a shape is given, it will cast " "the shape in the direction of its z axis.\n" "If you use the SpringArm as a camera controller for your player, you might " "need to exclude the player's collider from the SpringArm's collision check." msgstr "" #: doc/classes/SpringArm.xml:19 msgid "" "Adds the [PhysicsBody] object with the given [RID] to the list of " "[PhysicsBody] objects excluded from the collision check." msgstr "" #: doc/classes/SpringArm.xml:25 msgid "" "Clears the list of [PhysicsBody] objects excluded from the collision check." msgstr "" #: doc/classes/SpringArm.xml:31 msgid "Returns the spring arm's current length." msgstr "Gibt die aktuelle Länge des Federarms zurück." #: doc/classes/SpringArm.xml:38 msgid "" "Removes the given [RID] from the list of [PhysicsBody] objects excluded from " "the collision check." msgstr "" #: doc/classes/SpringArm.xml:44 msgid "" "The layers against which the collision check shall be done. See [url=https://" "docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction." "html#collision-layers-and-masks]Collision layers and masks[/url] in the " "documentation for more information." msgstr "" #: doc/classes/SpringArm.xml:47 msgid "" "When the collision check is made, a candidate length for the SpringArm is " "given.\n" "The margin is then subtracted to this length and the translation is applied " "to the child objects of the SpringArm.\n" "This margin is useful for when the SpringArm has a [Camera] as a child node: " "without the margin, the [Camera] would be placed on the exact point of " "collision, while with the margin the [Camera] would be placed close to the " "point of collision." msgstr "" #: doc/classes/SpringArm.xml:52 msgid "" "The [Shape] to use for the SpringArm.\n" "When the shape is set, the SpringArm will cast the [Shape] on its z axis " "instead of performing a ray cast." msgstr "" #: doc/classes/SpringArm.xml:56 msgid "" "The maximum extent of the SpringArm. This is used as a length for both the " "ray and the shape cast used internally to calculate the desired position of " "the SpringArm's child nodes.\n" "To know more about how to perform a shape cast or a ray cast, please consult " "the [PhysicsDirectSpaceState] documentation." msgstr "" #: doc/classes/Sprite.xml:4 msgid "General-purpose sprite node." msgstr "" #: doc/classes/Sprite.xml:7 msgid "" "A node that displays a 2D texture. The texture displayed can be a region " "from a larger atlas texture, or a frame from a sprite sheet animation." msgstr "" #: doc/classes/Sprite.xml:16 msgid "" "Returns a [Rect2] representing the Sprite's boundary in local coordinates. " "Can be used to detect if the Sprite was clicked. Example:\n" "[codeblock]\n" "func _input(event):\n" " if event is InputEventMouseButton and event.pressed and event." "button_index == BUTTON_LEFT:\n" " if get_rect().has_point(to_local(event.position)):\n" " print(\"A click!\")\n" "[/codeblock]" msgstr "" #: doc/classes/Sprite.xml:29 msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " "[code]false[/code] in other case.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" #: doc/classes/Sprite.xml:36 msgid "If [code]true[/code], texture is centered." msgstr "" #: doc/classes/Sprite.xml:45 doc/classes/Sprite3D.xml:15 msgid "" "Current frame to display from sprite sheet. [member hframes] or [member " "vframes] must be greater than 1." msgstr "" #: doc/classes/Sprite.xml:48 doc/classes/Sprite3D.xml:18 msgid "" "Coordinates of the frame to display from sprite sheet. This is as an alias " "for the [member frame] property. [member hframes] or [member vframes] must " "be greater than 1." msgstr "" #: doc/classes/Sprite.xml:51 doc/classes/Sprite3D.xml:21 msgid "The number of columns in the sprite sheet." msgstr "" #: doc/classes/Sprite.xml:54 msgid "" "The normal map gives depth to the Sprite.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/Sprite.xml:61 msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " "[member region_rect]." msgstr "" #: doc/classes/Sprite.xml:64 msgid "If [code]true[/code], the outermost pixels get blurred out." msgstr "" #: doc/classes/Sprite.xml:67 doc/classes/Sprite3D.xml:27 msgid "" "The region of the atlas texture to display. [member region_enabled] must be " "[code]true[/code]." msgstr "" #: doc/classes/Sprite.xml:70 msgid "[Texture] object to draw." msgstr "" #: doc/classes/Sprite.xml:73 doc/classes/Sprite3D.xml:33 msgid "The number of rows in the sprite sheet." msgstr "" #: doc/classes/Sprite.xml:79 doc/classes/Sprite3D.xml:39 msgid "Emitted when the [member frame] changes." msgstr "" #: doc/classes/Sprite.xml:84 msgid "Emitted when the [member texture] changes." msgstr "" #: doc/classes/Sprite3D.xml:4 msgid "2D sprite node in a 3D world." msgstr "" #: doc/classes/Sprite3D.xml:7 msgid "" "A node that displays a 2D texture in a 3D environment. The texture displayed " "can be a region from a larger atlas texture, or a frame from a sprite sheet " "animation." msgstr "" #: doc/classes/Sprite3D.xml:24 msgid "" "If [code]true[/code], texture will be cut from a larger atlas texture. See " "[member region_rect]." msgstr "" #: doc/classes/Sprite3D.xml:30 msgid "" "[Texture] object to draw. If [member GeometryInstance.material_override] is " "used, this will be overridden." msgstr "" #: doc/classes/SpriteBase3D.xml:4 msgid "2D sprite node in 3D environment." msgstr "" #: doc/classes/SpriteBase3D.xml:7 msgid "A node that displays 2D texture information in a 3D environment." msgstr "" #: doc/classes/SpriteBase3D.xml:27 msgid "Returns the rectangle representing this sprite." msgstr "" #: doc/classes/SpriteBase3D.xml:35 msgid "If [code]true[/code], the specified flag will be enabled." msgstr "" #: doc/classes/SpriteBase3D.xml:43 msgid "The direction in which the front of the texture faces." msgstr "" #: doc/classes/SpriteBase3D.xml:51 msgid "" "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." msgstr "" #: doc/classes/SpriteBase3D.xml:60 msgid "" "A color value that gets multiplied on, could be used for mood-coloring or to " "simulate the color of light." msgstr "" #: doc/classes/SpriteBase3D.xml:66 msgid "" "The objects' visibility on a scale from [code]0[/code] fully invisible to " "[code]1[/code] fully visible." msgstr "" #: doc/classes/SpriteBase3D.xml:69 msgid "The size of one pixel's width on the sprite to scale it in 3D." msgstr "" #: doc/classes/SpriteBase3D.xml:72 #, fuzzy msgid "" "If [code]true[/code], the [Light] in the [Environment] has effects on the " "sprite." msgstr "" "Wenn [code]true[/code], können andere Überwachungsbereiche diesen Bereich " "erkennen." #: doc/classes/SpriteBase3D.xml:75 msgid "" "If [code]true[/code], the texture's transparency and the opacity are used to " "make those parts of the sprite invisible." msgstr "" #: doc/classes/SpriteBase3D.xml:80 msgid "" "If set, the texture's transparency and the opacity are used to make those " "parts of the sprite invisible." msgstr "" #: doc/classes/SpriteBase3D.xml:83 msgid "If set, lights in the environment affect the sprite." msgstr "" #: doc/classes/SpriteBase3D.xml:86 msgid "" "If set, texture can be seen from the back as well, if not, it is invisible " "when looking at it from behind." msgstr "" #: doc/classes/SpriteBase3D.xml:89 msgid "Represents the size of the [enum DrawFlags] enum." msgstr "" #: doc/classes/SpriteFrames.xml:4 msgid "Sprite frame library for AnimatedSprite." msgstr "" #: doc/classes/SpriteFrames.xml:7 msgid "" "Sprite frame library for [AnimatedSprite]. Contains frames and animation " "data for playback.\n" "[b]Note:[/b] You can associate a set of normal maps by creating additional " "[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " "having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" "code] will make it so the [code]run[/code] animation uses the normal map." msgstr "" #: doc/classes/SpriteFrames.xml:17 msgid "Adds a new animation to the library." msgstr "" #: doc/classes/SpriteFrames.xml:26 msgid "Adds a frame to the given animation." msgstr "" #: doc/classes/SpriteFrames.xml:33 msgid "Removes all frames from the given animation." msgstr "" #: doc/classes/SpriteFrames.xml:39 msgid "Removes all animations. A \"default\" animation will be created." msgstr "" #: doc/classes/SpriteFrames.xml:46 #, fuzzy msgid "" "Returns [code]true[/code] if the given animation is configured to loop when " "it finishes playing. Otherwise, returns [code]false[/code]." msgstr "" "Gibt [code]true[/code] zurück, wenn der angegebene Track importiert ist. " "Andernfalls wird [code]false[/code] zurückgegeben." #: doc/classes/SpriteFrames.xml:52 msgid "" "Returns an array containing the names associated to each animation. Values " "are placed in alphabetical order." msgstr "" #: doc/classes/SpriteFrames.xml:59 doc/classes/SpriteFrames.xml:120 msgid "The animation's speed in frames per second." msgstr "" #: doc/classes/SpriteFrames.xml:67 msgid "Returns the animation's selected frame." msgstr "" #: doc/classes/SpriteFrames.xml:74 msgid "Returns the number of frames in the animation." msgstr "" #: doc/classes/SpriteFrames.xml:81 msgid "If [code]true[/code], the named animation exists." msgstr "" #: doc/classes/SpriteFrames.xml:88 msgid "Removes the given animation." msgstr "" #: doc/classes/SpriteFrames.xml:96 msgid "Removes the animation's selected frame." msgstr "" #: doc/classes/SpriteFrames.xml:104 msgid "Changes the animation's name to [code]newname[/code]." msgstr "" #: doc/classes/SpriteFrames.xml:112 msgid "If [code]true[/code], the animation will loop." msgstr "" #: doc/classes/SpriteFrames.xml:129 msgid "Sets the texture of the given frame." msgstr "" #: doc/classes/SpriteFrames.xml:135 msgid "Compatibility property, always equals to an empty array." msgstr "" #: doc/classes/StaticBody.xml:4 msgid "Static body for 3D physics." msgstr "" #: doc/classes/StaticBody.xml:7 msgid "" "Static body for 3D physics. A static body is a simple body that is not " "intended to move. In contrast to [RigidBody], they don't consume any CPU " "resources as long as they don't move.\n" "Additionally, a constant linear or angular velocity can be set for the " "static body, so even if it doesn't move, it affects other bodies as if it " "was moving (this is useful for simulating conveyor belts or conveyor wheels)." msgstr "" #: doc/classes/StaticBody.xml:23 msgid "" "The body's constant angular velocity. This does not rotate the body, but " "affects other bodies that touch it, as if it was in a state of rotation." msgstr "" #: doc/classes/StaticBody.xml:26 msgid "" "The body's constant linear velocity. This does not move the body, but " "affects other bodies that touch it, as if it was in a state of movement." msgstr "" #: doc/classes/StaticBody.xml:29 msgid "" "The body's friction, from 0 (frictionless) to 1 (full friction).\n" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" #: doc/classes/StaticBody2D.xml:4 msgid "Static body for 2D physics." msgstr "" #: doc/classes/StaticBody2D.xml:7 msgid "" "Static body for 2D physics. A StaticBody2D is a body that is not intended to " "move. It is ideal for implementing objects in the environment, such as walls " "or platforms.\n" "Additionally, a constant linear or angular velocity can be set for the " "static body, which will affect colliding bodies as if it were moving (for " "example, a conveyor belt)." msgstr "" #: doc/classes/StaticBody2D.xml:20 msgid "" "The body's constant angular velocity. This does not rotate the body, but " "affects colliding bodies, as if it were rotating." msgstr "" #: doc/classes/StaticBody2D.xml:23 msgid "" "The body's constant linear velocity. This does not move the body, but " "affects colliding bodies, as if it were moving." msgstr "" #: doc/classes/StaticBody2D.xml:26 msgid "" "The body's friction. Values range from [code]0[/code] (no friction) to " "[code]1[/code] (full friction).\n" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" #: doc/classes/StreamPeer.xml:4 msgid "Abstraction and base class for stream-based protocols." msgstr "" #: doc/classes/StreamPeer.xml:7 msgid "" "StreamPeer is an abstraction and base class for stream-based protocols (such " "as TCP). It provides an API for sending and receiving data through streams " "as raw data or strings." msgstr "" #: doc/classes/StreamPeer.xml:15 msgid "Gets a signed 16-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml:21 msgid "Gets a signed 32-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml:27 msgid "Gets a signed 64-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml:33 msgid "Gets a signed byte from the stream." msgstr "" #: doc/classes/StreamPeer.xml:39 msgid "Returns the amount of bytes this [StreamPeer] has available." msgstr "" #: doc/classes/StreamPeer.xml:46 msgid "" "Returns a chunk data with the received bytes. The amount of bytes to be " "received can be requested in the [code]bytes[/code] argument. If not enough " "bytes are available, the function will block until the desired amount is " "received. This function returns two values, an [enum @GlobalScope.Error] " "code and a data array." msgstr "" #: doc/classes/StreamPeer.xml:52 msgid "Gets a double-precision float from the stream." msgstr "" #: doc/classes/StreamPeer.xml:58 msgid "Gets a single-precision float from the stream." msgstr "" #: doc/classes/StreamPeer.xml:65 msgid "" "Returns a chunk data with the received bytes. The amount of bytes to be " "received can be requested in the \"bytes\" argument. If not enough bytes are " "available, the function will return how many were actually received. This " "function returns two values, an [enum @GlobalScope.Error] code, and a data " "array." msgstr "" #: doc/classes/StreamPeer.xml:72 msgid "" "Gets a string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" #: doc/classes/StreamPeer.xml:78 msgid "Gets an unsigned 16-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml:84 msgid "Gets an unsigned 32-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml:90 msgid "Gets an unsigned 64-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml:96 msgid "Gets an unsigned byte from the stream." msgstr "" #: doc/classes/StreamPeer.xml:103 msgid "" "Gets an UTF-8 string with byte-length [code]bytes[/code] from the stream " "(this decodes the string sent as UTF-8). If [code]bytes[/code] is negative " "(default) the length will be read from the stream using the reverse process " "of [method put_utf8_string]." msgstr "" #: doc/classes/StreamPeer.xml:110 msgid "" "Gets a Variant from the stream. If [code]allow_objects[/code] is [code]true[/" "code], decoding objects is allowed.\n" "[b]Warning:[/b] Deserialized objects can contain code which gets executed. " "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" #: doc/classes/StreamPeer.xml:118 msgid "Puts a signed 16-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml:125 msgid "Puts a signed 32-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml:132 msgid "Puts a signed 64-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml:139 msgid "Puts a signed byte into the stream." msgstr "" #: doc/classes/StreamPeer.xml:146 msgid "" "Sends a chunk of data through the connection, blocking if necessary until " "the data is done sending. This function returns an [enum @GlobalScope.Error] " "code." msgstr "" #: doc/classes/StreamPeer.xml:153 msgid "Puts a double-precision float into the stream." msgstr "" #: doc/classes/StreamPeer.xml:160 msgid "Puts a single-precision float into the stream." msgstr "" #: doc/classes/StreamPeer.xml:167 msgid "" "Sends a chunk of data through the connection. If all the data could not be " "sent at once, only part of it will. This function returns two values, an " "[enum @GlobalScope.Error] code and an integer, describing how much data was " "actually sent." msgstr "" #: doc/classes/StreamPeer.xml:174 msgid "" "Puts a zero-terminated ASCII string into the stream prepended by a 32-bit " "unsigned integer representing its size.\n" "[b]Note:[/b] To put an ASCII string without prepending its size, you can use " "[method put_data]:\n" "[codeblock]\n" "put_data(\"Hello world\".to_ascii())\n" "[/codeblock]" msgstr "" #: doc/classes/StreamPeer.xml:185 msgid "Puts an unsigned 16-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml:192 msgid "Puts an unsigned 32-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml:199 msgid "Puts an unsigned 64-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml:206 msgid "Puts an unsigned byte into the stream." msgstr "" #: doc/classes/StreamPeer.xml:213 msgid "" "Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits " "unsigned integer representing its size.\n" "[b]Note:[/b] To put an UTF-8 string without prepending its size, you can use " "[method put_data]:\n" "[codeblock]\n" "put_data(\"Hello world\".to_utf8())\n" "[/codeblock]" msgstr "" #: doc/classes/StreamPeer.xml:225 msgid "" "Puts a Variant into the stream. If [code]full_objects[/code] is [code]true[/" "code] encoding objects is allowed (and can potentially include code)." msgstr "" #: doc/classes/StreamPeer.xml:231 msgid "" "If [code]true[/code], this [StreamPeer] will using big-endian format for " "encoding and decoding." msgstr "" #: doc/classes/StreamPeerSSL.xml:4 msgid "SSL stream peer." msgstr "" #: doc/classes/StreamPeerSSL.xml:7 msgid "" "SSL stream peer. This object can be used to connect to an SSL server or " "accept a single SSL client connection." msgstr "" #: doc/classes/StreamPeerSSL.xml:20 msgid "" "Accepts a peer connection as a server using the given [code]private_key[/" "code] and providing the given [code]certificate[/code] to the client. You " "can pass the optional [code]chain[/code] parameter to provide additional CA " "chain information along with the certificate." msgstr "" #: doc/classes/StreamPeerSSL.xml:30 msgid "" "Connects to a peer using an underlying [StreamPeer] [code]stream[/code]. If " "[code]validate_certs[/code] is [code]true[/code], [StreamPeerSSL] will " "validate that the certificate presented by the peer matches the " "[code]for_hostname[/code].\n" "[b]Note:[/b] Specifying a custom [code]valid_certificate[/code] is not " "supported in HTML5 exports due to browsers restrictions." msgstr "" #: doc/classes/StreamPeerSSL.xml:37 doc/classes/StreamPeerTCP.xml:23 msgid "Disconnects from host." msgstr "" #: doc/classes/StreamPeerSSL.xml:49 msgid "" "Poll the connection to check for incoming bytes. Call this right before " "[method StreamPeer.get_available_bytes] for it to work properly." msgstr "" #: doc/classes/StreamPeerSSL.xml:59 msgid "A status representing a [StreamPeerSSL] that is disconnected." msgstr "" #: doc/classes/StreamPeerSSL.xml:62 msgid "A status representing a [StreamPeerSSL] during handshaking." msgstr "" #: doc/classes/StreamPeerSSL.xml:65 msgid "A status representing a [StreamPeerSSL] that is connected to a host." msgstr "" #: doc/classes/StreamPeerSSL.xml:68 msgid "A status representing a [StreamPeerSSL] in error state." msgstr "" #: doc/classes/StreamPeerSSL.xml:71 msgid "" "An error status that shows a mismatch in the SSL certificate domain " "presented by the host and the domain requested for validation." msgstr "" #: doc/classes/StreamPeerTCP.xml:4 msgid "TCP stream peer." msgstr "" #: doc/classes/StreamPeerTCP.xml:7 msgid "" "TCP stream peer. This object can be used to connect to TCP servers, or also " "is returned by a TCP server." msgstr "" #: doc/classes/StreamPeerTCP.xml:17 msgid "" "Connects to the specified [code]host:port[/code] pair. A hostname will be " "resolved if valid. Returns [constant OK] on success or [constant FAILED] on " "failure." msgstr "" #: doc/classes/StreamPeerTCP.xml:29 msgid "Returns the IP of this peer." msgstr "" #: doc/classes/StreamPeerTCP.xml:35 msgid "Returns the port of this peer." msgstr "" #: doc/classes/StreamPeerTCP.xml:41 msgid "Returns the status of the connection, see [enum Status]." msgstr "" #: doc/classes/StreamPeerTCP.xml:47 #, fuzzy msgid "" "Returns [code]true[/code] if this peer is currently connected or is " "connecting to a host, [code]false[/code] otherwise." msgstr "" "Gibt [code]true[/code] zurück wenn die Mono Laufzeit sich beendet, ansonsten " "[code]false[/code]." #: doc/classes/StreamPeerTCP.xml:54 msgid "" "If [code]enabled[/code] is [code]true[/code], packets will be sent " "immediately. If [code]enabled[/code] is [code]false[/code] (the default), " "packet transfers will be delayed and combined using [url=https://en." "wikipedia.org/wiki/Nagle%27s_algorithm]Nagle's algorithm[/url].\n" "[b]Note:[/b] It's recommended to leave this disabled for applications that " "send large packets or need to transfer a lot of data, as enabling this can " "decrease the total available bandwidth." msgstr "" #: doc/classes/StreamPeerTCP.xml:61 msgid "" "The initial status of the [StreamPeerTCP]. This is also the status after " "disconnecting." msgstr "" #: doc/classes/StreamPeerTCP.xml:64 msgid "A status representing a [StreamPeerTCP] that is connecting to a host." msgstr "" #: doc/classes/StreamPeerTCP.xml:67 msgid "A status representing a [StreamPeerTCP] that is connected to a host." msgstr "" #: doc/classes/StreamPeerTCP.xml:70 msgid "A status representing a [StreamPeerTCP] in error state." msgstr "" #: doc/classes/StreamTexture.xml:4 msgid "A [code].stex[/code] texture." msgstr "" #: doc/classes/StreamTexture.xml:7 msgid "A texture that is loaded from a [code].stex[/code] file." msgstr "" #: doc/classes/StreamTexture.xml:16 msgid "Loads the texture from the given path." msgstr "" #: doc/classes/StreamTexture.xml:23 msgid "The StreamTexture's file path to a [code].stex[/code] file." msgstr "" #: doc/classes/String.xml:4 msgid "Built-in string class." msgstr "" #: doc/classes/String.xml:7 msgid "" "This is the built-in string class (and the one used by GDScript). It " "supports Unicode and provides all necessary means for string handling. " "Strings are reference-counted and use a copy-on-write approach, so passing " "them around is cheap in resources." msgstr "" #: doc/classes/String.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/scripting/gdscript/" "gdscript_format_string.html" msgstr "" "https://docs.godotengine.org/de/latest/getting_started/scripting/gdscript/" "gdscript_format_string.html" #: doc/classes/String.xml:17 msgid "Constructs a new String from the given [bool]." msgstr "" #: doc/classes/String.xml:24 msgid "Constructs a new String from the given [int]." msgstr "" #: doc/classes/String.xml:31 msgid "Constructs a new String from the given [float]." msgstr "" #: doc/classes/String.xml:38 msgid "Constructs a new String from the given [Vector2]." msgstr "" #: doc/classes/String.xml:45 msgid "Constructs a new String from the given [Rect2]." msgstr "" #: doc/classes/String.xml:52 msgid "Constructs a new String from the given [Vector3]." msgstr "" #: doc/classes/String.xml:59 msgid "Constructs a new String from the given [Transform2D]." msgstr "" #: doc/classes/String.xml:66 msgid "Constructs a new String from the given [Plane]." msgstr "" #: doc/classes/String.xml:73 msgid "Constructs a new String from the given [Quat]." msgstr "" #: doc/classes/String.xml:80 msgid "Constructs a new String from the given [AABB]." msgstr "" #: doc/classes/String.xml:87 msgid "Constructs a new String from the given [Basis]." msgstr "" #: doc/classes/String.xml:94 msgid "Constructs a new String from the given [Transform]." msgstr "" #: doc/classes/String.xml:101 msgid "Constructs a new String from the given [Color]." msgstr "" #: doc/classes/String.xml:108 msgid "Constructs a new String from the given [NodePath]." msgstr "" #: doc/classes/String.xml:115 msgid "Constructs a new String from the given [RID]." msgstr "" #: doc/classes/String.xml:122 msgid "Constructs a new String from the given [Dictionary]." msgstr "" #: doc/classes/String.xml:129 msgid "Constructs a new String from the given [Array]." msgstr "" #: doc/classes/String.xml:136 #, fuzzy msgid "Constructs a new String from the given [PoolByteArray]." msgstr "" "Erzeugt einen neuen [Vector2] aus den übergeben [code]x[/code] und [code]y[/" "code]." #: doc/classes/String.xml:143 #, fuzzy msgid "Constructs a new String from the given [PoolIntArray]." msgstr "" "Erzeugt einen neuen [Vector2] aus den übergeben [code]x[/code] und [code]y[/" "code]." #: doc/classes/String.xml:150 #, fuzzy msgid "Constructs a new String from the given [PoolRealArray]." msgstr "" "Erzeugt einen neuen [Vector2] aus den übergeben [code]x[/code] und [code]y[/" "code]." #: doc/classes/String.xml:157 #, fuzzy msgid "Constructs a new String from the given [PoolStringArray]." msgstr "" "Erzeugt einen neuen [Vector2] aus den übergeben [code]x[/code] und [code]y[/" "code]." #: doc/classes/String.xml:164 #, fuzzy msgid "Constructs a new String from the given [PoolVector2Array]." msgstr "Erzeugt einen neuen [Vector2] aus einem [Vector2i]." #: doc/classes/String.xml:171 #, fuzzy msgid "Constructs a new String from the given [PoolVector3Array]." msgstr "Erzeugt einen neuen [Vector2] aus einem [Vector2i]." #: doc/classes/String.xml:178 #, fuzzy msgid "Constructs a new String from the given [PoolColorArray]." msgstr "" "Erzeugt einen neuen [Vector2] aus den übergeben [code]x[/code] und [code]y[/" "code]." #: doc/classes/String.xml:185 msgid "Returns [code]true[/code] if the string begins with the given string." msgstr "" #: doc/classes/String.xml:191 msgid "Returns the bigrams (pairs of consecutive letters) of this string." msgstr "" #: doc/classes/String.xml:197 msgid "" "Returns a copy of the string with special characters escaped using the C " "language standard." msgstr "" #: doc/classes/String.xml:203 msgid "" "Returns a copy of the string with escaped characters replaced by their " "meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/" "code], [code]\\?[/code], [code]\\\\[/code], [code]\\a[/code], [code]\\b[/" "code], [code]\\f[/code], [code]\\n[/code], [code]\\r[/code], [code]\\t[/" "code], [code]\\v[/code].\n" "[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the " "[code]\\uXXXX[/code] escape sequence." msgstr "" #: doc/classes/String.xml:210 msgid "" "Changes the case of some letters. Replaces underscores with spaces, adds " "spaces before in-word uppercase characters, converts all letters to " "lowercase, then capitalizes the first letter and every letter following a " "space character. For [code]capitalize camelCase mixed_with_underscores[/" "code], it will return [code]Capitalize Camel Case Mixed With Underscores[/" "code]." msgstr "" #: doc/classes/String.xml:217 msgid "" "Performs a case-sensitive comparison to another string. Returns [code]-1[/" "code] if less than, [code]1[/code] if greater than, or [code]0[/code] if " "equal. \"less than\" or \"greater than\" are determined by the [url=https://" "en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] " "of each string, which roughly matches the alphabetical order.\n" "[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the " "\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] " "if the \"base\" string is shorter than the [code]to[/code] string. Keep in " "mind this length is determined by the number of Unicode codepoints, [i]not[/" "i] the actual visible characters.\n" "[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" " "string is empty, [code]1[/code] if the [code]to[/code] string is empty or " "[code]0[/code] if both strings are empty.\n" "To get a boolean result from a string comparison, use the [code]==[/code] " "operator instead. See also [method nocasecmp_to]." msgstr "" #: doc/classes/String.xml:229 msgid "" "Returns the number of occurrences of substring [code]what[/code] between " "[code]from[/code] and [code]to[/code] positions. If [code]from[/code] and " "[code]to[/code] equals 0 the whole string will be used. If only [code]to[/" "code] equals 0 the remained substring will be used." msgstr "" #: doc/classes/String.xml:238 msgid "" "Returns the number of occurrences of substring [code]what[/code] (ignoring " "case) between [code]from[/code] and [code]to[/code] positions. If " "[code]from[/code] and [code]to[/code] equals 0 the whole string will be " "used. If only [code]to[/code] equals 0 the remained substring will be used." msgstr "" #: doc/classes/String.xml:244 msgid "" "Returns a copy of the string with indentation (leading tabs and spaces) " "removed." msgstr "" #: doc/classes/String.xml:250 msgid "" "Returns [code]true[/code] if the length of the string equals [code]0[/code]." msgstr "" "Liefert [code]true[/code] wenn die Länge der Zeichenkette [code]0[/code] ist." #: doc/classes/String.xml:257 msgid "Returns [code]true[/code] if the string ends with the given string." msgstr "" #: doc/classes/String.xml:264 msgid "" "Erases [code]chars[/code] characters from the string starting from " "[code]position[/code]." msgstr "" #: doc/classes/String.xml:272 msgid "" "Finds the first occurrence of a substring. Returns the starting position of " "the substring or [code]-1[/code] if not found. Optionally, the initial " "search index can be passed.\n" "[b]Note:[/b] If you just want to know whether a string contains a substring, " "use the [code]in[/code] operator as follows:\n" "[codeblock]\n" "# Will evaluate to `false`.\n" "if \"i\" in \"team\":\n" " pass\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml:285 msgid "" "Finds the last occurrence of a substring. Returns the starting position of " "the substring or [code]-1[/code] if not found." msgstr "" #: doc/classes/String.xml:293 msgid "" "Finds the first occurrence of a substring, ignoring case. Returns the " "starting position of the substring or [code]-1[/code] if not found. " "Optionally, the initial search index can be passed." msgstr "" #: doc/classes/String.xml:301 msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " "with [code]values[/code]." msgstr "" #: doc/classes/String.xml:307 msgid "If the string is a valid file path, returns the base directory name." msgstr "" #: doc/classes/String.xml:313 msgid "" "If the string is a valid file path, returns the full file path without the " "extension." msgstr "" #: doc/classes/String.xml:319 msgid "" "Returns the extension without the leading period character ([code].[/code]) " "if the string is a valid file name or path. If the string does not contain " "an extension, returns an empty string instead.\n" "[codeblock]\n" "print(\"/path/to/file.txt\".get_extension()) # \"txt\"\n" "print(\"file.txt\".get_extension()) # \"txt\"\n" "print(\"file.sample.txt\".get_extension()) # \"txt\"\n" "print(\".txt\".get_extension()) # \"txt\"\n" "print(\"file.txt.\".get_extension()) # \"\" (empty string)\n" "print(\"file.txt..\".get_extension()) # \"\" (empty string)\n" "print(\"txt\".get_extension()) # \"\" (empty string)\n" "print(\"\".get_extension()) # \"\" (empty string)\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml:335 msgid "If the string is a valid file path, returns the filename." msgstr "" #: doc/classes/String.xml:341 msgid "Hashes the string and returns a 32-bit integer." msgstr "" #: doc/classes/String.xml:347 msgid "" "Converts a string containing a hexadecimal number into an integer. " "Hexadecimal strings are expected to be prefixed with \"[code]0x[/code]\" " "otherwise [code]0[/code] is returned.\n" "[codeblock]\n" "print(\"0xff\".hex_to_int()) # Print \"255\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml:356 msgid "" "Escapes (encodes) a string to URL friendly format. Also referred to as 'URL " "encode'.\n" "[codeblock]\n" "print(\"https://example.org/?escaped=\" + \"Godot Engine:'docs'\"." "http_escape())\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml:365 msgid "" "Unescapes (decodes) a string in URL encoded format. Also referred to as 'URL " "decode'.\n" "[codeblock]\n" "print(\"https://example.org/?escaped=\" + \"Godot%20Engine%3A%27docs%27\"." "http_unescape())\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml:375 msgid "" "Converts [code]size[/code] represented as number of bytes to human-readable " "format using internationalized set of data size units, namely: B, KiB, MiB, " "GiB, TiB, PiB, EiB. Note that the next smallest unit is picked automatically " "to hold at most 1024 units.\n" "[codeblock]\n" "var bytes = 133790307\n" "var size = String.humanize_size(bytes)\n" "print(size) # prints \"127.5 MiB\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml:388 msgid "" "Returns a copy of the string with the substring [code]what[/code] inserted " "at the given position." msgstr "" #: doc/classes/String.xml:394 msgid "" "If the string is a path to a file or directory, returns [code]true[/code] if " "the path is absolute." msgstr "" #: doc/classes/String.xml:400 msgid "" "If the string is a path to a file or directory, returns [code]true[/code] if " "the path is relative." msgstr "" #: doc/classes/String.xml:407 msgid "" "Returns [code]true[/code] if this string is a subsequence of the given " "string." msgstr "" #: doc/classes/String.xml:414 msgid "" "Returns [code]true[/code] if this string is a subsequence of the given " "string, without considering case." msgstr "" #: doc/classes/String.xml:420 msgid "" "Returns [code]true[/code] if this string is free from characters that aren't " "allowed in file names, those being:\n" "[code]: / \\ ? * \" | % < >[/code]" msgstr "" #: doc/classes/String.xml:427 msgid "Returns [code]true[/code] if this string contains a valid float." msgstr "" #: doc/classes/String.xml:434 msgid "" "Returns [code]true[/code] if this string contains a valid hexadecimal " "number. If [code]with_prefix[/code] is [code]true[/code], then a validity of " "the hexadecimal number is determined by [code]0x[/code] prefix, for " "instance: [code]0xDEADC0DE[/code]." msgstr "" #: doc/classes/String.xml:440 msgid "" "Returns [code]true[/code] if this string contains a valid color in " "hexadecimal HTML notation. Other HTML notations such as named colors or " "[code]hsl()[/code] colors aren't considered valid by this method and will " "return [code]false[/code]." msgstr "" #: doc/classes/String.xml:446 msgid "" "Returns [code]true[/code] if this string is a valid identifier. A valid " "identifier may contain only letters, digits and underscores ([code]_[/code]) " "and the first character may not be a digit." msgstr "" #: doc/classes/String.xml:452 msgid "Returns [code]true[/code] if this string contains a valid integer." msgstr "" #: doc/classes/String.xml:458 msgid "" "Returns [code]true[/code] if this string contains only a well-formatted IPv4 " "or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/" "Reserved_IP_addresses]reserved IP addresses[/url] such as [code]0.0.0.0[/" "code] as valid." msgstr "" #: doc/classes/String.xml:464 msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" #: doc/classes/String.xml:471 msgid "Returns a number of characters from the left of the string." msgstr "" #: doc/classes/String.xml:477 msgid "Returns the string's amount of characters." msgstr "" #: doc/classes/String.xml:484 msgid "" "Returns a copy of the string with characters removed from the left. The " "[code]chars[/code] argument is a string specifying the set of characters to " "be removed.\n" "[b]Note:[/b] The [code]chars[/code] is not a prefix. See [method " "trim_prefix] method that will remove a single prefix string rather than a " "set of characters." msgstr "" #: doc/classes/String.xml:492 msgid "" "Does a simple case-sensitive expression match, where [code]\"*\"[/code] " "matches zero or more arbitrary characters and [code]\"?\"[/code] matches any " "single character except a period ([code]\".\"[/code])." msgstr "" #: doc/classes/String.xml:499 msgid "" "Does a simple case-insensitive expression match, where [code]\"*\"[/code] " "matches zero or more arbitrary characters and [code]\"?\"[/code] matches any " "single character except a period ([code]\".\"[/code])." msgstr "" #: doc/classes/String.xml:505 msgid "Returns the MD5 hash of the string as an array of bytes." msgstr "" #: doc/classes/String.xml:511 msgid "Returns the MD5 hash of the string as a string." msgstr "" #: doc/classes/String.xml:518 msgid "" "Performs a case-insensitive [i]natural order[/i] comparison to another " "string. Returns [code]-1[/code] if less than, [code]1[/code] if greater " "than, or [code]0[/code] if equal. \"less than\" or \"greater than\" are " "determined by the [url=https://en.wikipedia.org/wiki/" "List_of_Unicode_characters]Unicode code points[/url] of each string, which " "roughly matches the alphabetical order. Internally, lowercase characters " "will be converted to uppercase during the comparison.\n" "When used for sorting, natural order comparison will order suites of numbers " "as expected by most people. If you sort the numbers from 1 to 10 using " "natural order, you will get [code][1, 2, 3, ...][/code] instead of [code][1, " "10, 2, 3, ...][/code].\n" "[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the " "\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] " "if the \"base\" string is shorter than the [code]to[/code] string. Keep in " "mind this length is determined by the number of Unicode codepoints, [i]not[/" "i] the actual visible characters.\n" "[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" " "string is empty, [code]1[/code] if the [code]to[/code] string is empty or " "[code]0[/code] if both strings are empty.\n" "To get a boolean result from a string comparison, use the [code]==[/code] " "operator instead. See also [method nocasecmp_to] and [method casecmp_to]." msgstr "" #: doc/classes/String.xml:529 msgid "" "Performs a case-insensitive comparison to another string. Returns [code]-1[/" "code] if less than, [code]1[/code] if greater than, or [code]0[/code] if " "equal. \"less than\" or \"greater than\" are determined by the [url=https://" "en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] " "of each string, which roughly matches the alphabetical order. Internally, " "lowercase characters will be converted to uppercase during the comparison.\n" "[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the " "\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] " "if the \"base\" string is shorter than the [code]to[/code] string. Keep in " "mind this length is determined by the number of Unicode codepoints, [i]not[/" "i] the actual visible characters.\n" "[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" " "string is empty, [code]1[/code] if the [code]to[/code] string is empty or " "[code]0[/code] if both strings are empty.\n" "To get a boolean result from a string comparison, use the [code]==[/code] " "operator instead. See also [method casecmp_to]." msgstr "" #: doc/classes/String.xml:539 msgid "Returns the character code at position [code]at[/code]." msgstr "" #: doc/classes/String.xml:546 msgid "" "Formats a number to have an exact number of [code]digits[/code] after the " "decimal point." msgstr "" #: doc/classes/String.xml:553 msgid "" "Formats a number to have an exact number of [code]digits[/code] before the " "decimal point." msgstr "" #: doc/classes/String.xml:559 msgid "Decode a percent-encoded string. See [method percent_encode]." msgstr "" #: doc/classes/String.xml:565 msgid "" "Percent-encodes a string. Encodes parameters in a URL when sending a HTTP " "GET request (and bodies of form-urlencoded POST requests)." msgstr "" #: doc/classes/String.xml:572 msgid "" "If the string is a path, this concatenates [code]file[/code] at the end of " "the string as a subpath. E.g. [code]\"this/is\".plus_file(\"path\") == " "\"this/is/path\"[/code]." msgstr "" #: doc/classes/String.xml:579 msgid "" "Returns original string repeated a number of times. The number of " "repetitions is given by the argument." msgstr "" #: doc/classes/String.xml:587 msgid "" "Replaces occurrences of a case-sensitive substring with the given one inside " "the string." msgstr "" #: doc/classes/String.xml:595 msgid "" "Replaces occurrences of a case-insensitive substring with the given one " "inside the string." msgstr "" #: doc/classes/String.xml:603 msgid "" "Performs a case-sensitive search for a substring, but starts from the end of " "the string instead of the beginning." msgstr "" #: doc/classes/String.xml:611 msgid "" "Performs a case-insensitive search for a substring, but starts from the end " "of the string instead of the beginning." msgstr "" #: doc/classes/String.xml:618 msgid "Returns the right side of the string from a given position." msgstr "" #: doc/classes/String.xml:627 msgid "" "Splits the string by a [code]delimiter[/code] string and returns an array of " "the substrings, starting from right.\n" "The splits in the returned array are sorted in the same order as the " "original string, from left to right.\n" "If [code]maxsplit[/code] is specified, it defines the number of splits to do " "from the right up to [code]maxsplit[/code]. The default value of 0 means " "that all items are split, thus giving the same result as [method split].\n" "Example:\n" "[codeblock]\n" "var some_string = \"One,Two,Three,Four\"\n" "var some_array = some_string.rsplit(\",\", true, 1)\n" "print(some_array.size()) # Prints 2\n" "print(some_array[0]) # Prints \"Four\"\n" "print(some_array[1]) # Prints \"Three,Two,One\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml:644 msgid "" "Returns a copy of the string with characters removed from the right. The " "[code]chars[/code] argument is a string specifying the set of characters to " "be removed.\n" "[b]Note:[/b] The [code]chars[/code] is not a suffix. See [method " "trim_suffix] method that will remove a single suffix string rather than a " "set of characters." msgstr "" #: doc/classes/String.xml:651 msgid "Returns the SHA-1 hash of the string as an array of bytes." msgstr "" #: doc/classes/String.xml:657 msgid "Returns the SHA-1 hash of the string as a string." msgstr "" #: doc/classes/String.xml:663 msgid "Returns the SHA-256 hash of the string as an array of bytes." msgstr "" #: doc/classes/String.xml:669 msgid "Returns the SHA-256 hash of the string as a string." msgstr "" #: doc/classes/String.xml:676 msgid "" "Returns the similarity index of the text compared to this string. 1 means " "totally similar and 0 means totally dissimilar." msgstr "" #: doc/classes/String.xml:682 msgid "Returns a simplified canonical path." msgstr "" #: doc/classes/String.xml:691 msgid "" "Splits the string by a [code]delimiter[/code] string and returns an array of " "the substrings. The [code]delimiter[/code] can be of any length.\n" "If [code]maxsplit[/code] is specified, it defines the number of splits to do " "from the left up to [code]maxsplit[/code]. The default value of [code]0[/" "code] means that all items are split.\n" "Example:\n" "[codeblock]\n" "var some_string = \"One,Two,Three,Four\"\n" "var some_array = some_string.split(\",\", true, 1)\n" "print(some_array.size()) # Prints 2\n" "print(some_array[0]) # Prints \"One\"\n" "print(some_array[1]) # Prints \"Two,Three,Four\"\n" "[/codeblock]\n" "If you need to split strings with more complex rules, use the [RegEx] class " "instead." msgstr "" #: doc/classes/String.xml:709 msgid "" "Splits the string in floats by using a delimiter string and returns an array " "of the substrings.\n" "For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if " "split by [code]\",\"[/code]." msgstr "" #: doc/classes/String.xml:718 msgid "" "Returns a copy of the string stripped of any non-printable character " "(including tabulations, spaces and line breaks) at the beginning and the " "end. The optional arguments are used to toggle stripping on the left and " "right edges respectively." msgstr "" #: doc/classes/String.xml:724 msgid "" "Returns a copy of the string stripped of any escape character. These include " "all non-printable control characters of the first page of the ASCII table (< " "32), such as tabulation ([code]\\t[/code] in C) and newline ([code]\\n[/" "code] and [code]\\r[/code]) characters, but not spaces." msgstr "" #: doc/classes/String.xml:732 msgid "" "Returns part of the string from the position [code]from[/code] with length " "[code]len[/code]. Argument [code]len[/code] is optional and using [code]-1[/" "code] will return remaining characters from given position." msgstr "" "Gibt einen Teil der Zeichenkette ab der Position [code]from[/code] mit der " "Länge [code]len[/code] zurück. Das Argument [code]len[/code] ist optional. " "Mit [code]-1[/code] werden die restlichen Zeichen ab der angegebenen " "Position zurückgegeben." #: doc/classes/String.xml:738 msgid "" "Converts the String (which is a character array) to [PoolByteArray] (which " "is an array of bytes). The conversion is faster compared to [method " "to_utf8], as this method assumes that all the characters in the String are " "ASCII characters." msgstr "" #: doc/classes/String.xml:744 msgid "" "Converts a string containing a decimal number into a [code]float[/code]." msgstr "" #: doc/classes/String.xml:750 msgid "" "Converts a string containing an integer number into an [code]int[/code]." msgstr "" #: doc/classes/String.xml:756 msgid "Returns the string converted to lowercase." msgstr "" #: doc/classes/String.xml:762 msgid "Returns the string converted to uppercase." msgstr "" #: doc/classes/String.xml:768 msgid "" "Converts the String (which is an array of characters) to [PoolByteArray] " "(which is an array of bytes). The conversion is a bit slower than [method " "to_ascii], but supports all UTF-8 characters. Therefore, you should prefer " "this function over [method to_ascii]." msgstr "" #: doc/classes/String.xml:774 msgid "" "Converts the String (which is an array of characters) to [PoolByteArray] " "(which is an array of bytes)." msgstr "" #: doc/classes/String.xml:781 msgid "" "Removes a given string from the start if it starts with it or leaves the " "string unchanged." msgstr "" #: doc/classes/String.xml:788 msgid "" "Removes a given string from the end if it ends with it or leaves the string " "unchanged." msgstr "" #: doc/classes/String.xml:794 msgid "" "Removes any characters from the string that are prohibited in [Node] names " "([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]\"[/" "code])." msgstr "" #: doc/classes/String.xml:800 msgid "" "Returns a copy of the string with special characters escaped using the XML " "standard." msgstr "" #: doc/classes/String.xml:806 msgid "" "Returns a copy of the string with escaped characters replaced by their " "meanings according to the XML standard." msgstr "" #: doc/classes/StyleBox.xml:4 msgid "Base class for drawing stylized boxes for the UI." msgstr "" #: doc/classes/StyleBox.xml:7 msgid "" "StyleBox is [Resource] that provides an abstract base class for drawing " "stylized boxes for the UI. StyleBoxes are used for drawing the styles of " "buttons, line edit backgrounds, tree backgrounds, etc. and also for testing " "a transparency mask for pointer signals. If mask test fails on a StyleBox " "assigned as mask to a control, clicks and motion signals will go through it " "to the one below.\n" "[b]Note:[/b] For children of [Control] that have [i]Theme Properties[/i], " "the [code]focus[/code] [StyleBox] is displayed over the [code]normal[/code], " "[code]hover[/code] or [code]pressed[/code] [StyleBox]. This makes the " "[code]focus[/code] [StyleBox] more reusable across different nodes." msgstr "" #: doc/classes/StyleBox.xml:18 msgid "" "Draws this stylebox using a [CanvasItem] with given [RID].\n" "You can get a [RID] value using [method Object.get_instance_id] on a " "[CanvasItem]-derived node." msgstr "" #: doc/classes/StyleBox.xml:25 msgid "Returns the size of this [StyleBox] without the margins." msgstr "" #: doc/classes/StyleBox.xml:31 msgid "" "Returns the [CanvasItem] that handles its [constant CanvasItem." "NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment." msgstr "" #: doc/classes/StyleBox.xml:38 msgid "Returns the default value of the specified [enum Margin]." msgstr "" #: doc/classes/StyleBox.xml:45 msgid "" "Returns the content margin offset for the specified [enum Margin].\n" "Positive values reduce size inwards, unlike [Control]'s margin values." msgstr "" #: doc/classes/StyleBox.xml:52 msgid "Returns the minimum size that this stylebox can be shrunk to." msgstr "" #: doc/classes/StyleBox.xml:58 msgid "" "Returns the \"offset\" of a stylebox. This helper function returns a value " "equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style." "get_margin(MARGIN_TOP))[/code]." msgstr "" #: doc/classes/StyleBox.xml:66 msgid "" "Sets the default value of the specified [enum Margin] to given [code]offset[/" "code] in pixels." msgstr "" #: doc/classes/StyleBox.xml:74 msgid "Test a position in a rectangle, return whether it passes the mask test." msgstr "" #: doc/classes/StyleBox.xml:80 msgid "" "The bottom margin for the contents of this style box. Increasing this value " "reduces the space available to the contents from the bottom.\n" "If this value is negative, it is ignored and a child-specific margin is used " "instead. For example for [StyleBoxFlat] the border thickness (if any) is " "used instead.\n" "It is up to the code using this style box to decide what these contents are: " "for example, a [Button] respects this content margin for the textual " "contents of the button.\n" "[method get_margin] should be used to fetch this value as consumer instead " "of reading these properties directly. This is because it correctly respects " "negative values and the fallback mentioned above." msgstr "" #: doc/classes/StyleBox.xml:86 msgid "" "The left margin for the contents of this style box.Increasing this value " "reduces the space available to the contents from the left.\n" "Refer to [member content_margin_bottom] for extra considerations." msgstr "" #: doc/classes/StyleBox.xml:90 msgid "" "The right margin for the contents of this style box. Increasing this value " "reduces the space available to the contents from the right.\n" "Refer to [member content_margin_bottom] for extra considerations." msgstr "" #: doc/classes/StyleBox.xml:94 msgid "" "The top margin for the contents of this style box. Increasing this value " "reduces the space available to the contents from the top.\n" "Refer to [member content_margin_bottom] for extra considerations." msgstr "" #: doc/classes/StyleBoxEmpty.xml:4 msgid "Empty stylebox (does not display anything)." msgstr "" #: doc/classes/StyleBoxEmpty.xml:7 msgid "Empty stylebox (really does not display anything)." msgstr "" #: doc/classes/StyleBoxFlat.xml:4 msgid "" "Customizable [StyleBox] with a given set of parameters (no texture required)." msgstr "" #: doc/classes/StyleBoxFlat.xml:7 msgid "" "This [StyleBox] can be used to achieve all kinds of looks without the need " "of a texture. The following properties are customizable:\n" "- Color\n" "- Border width (individual width for each border)\n" "- Rounded corners (individual radius for each corner)\n" "- Shadow (with blur and offset)\n" "Setting corner radius to high values is allowed. As soon as corners overlap, " "the stylebox will switch to a relative system. Example:\n" "[codeblock]\n" "height = 30\n" "corner_radius_top_left = 50\n" "corner_radius_bottom_left = 100\n" "[/codeblock]\n" "The relative system now would take the 1:2 ratio of the two left corners to " "calculate the actual corner width. Both corners added will [b]never[/b] be " "more than the height. Result:\n" "[codeblock]\n" "corner_radius_top_left: 10\n" "corner_radius_bottom_left: 20\n" "[/codeblock]" msgstr "" #: doc/classes/StyleBoxFlat.xml:31 msgid "" "Returns the given [code]margin[/code]'s border width. See [enum Margin] for " "possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml:37 msgid "Returns the smallest border width out of all four borders." msgstr "" #: doc/classes/StyleBoxFlat.xml:44 msgid "" "Returns the given [code]corner[/code]'s radius. See [enum Corner] for " "possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml:51 doc/classes/StyleBoxTexture.xml:16 msgid "" "Returns the size of the given [code]margin[/code]'s expand margin. See [enum " "Margin] for possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml:59 msgid "" "Sets the border width to [code]width[/code] pixels for the given " "[code]margin[/code]. See [enum Margin] for possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml:66 msgid "Sets the border width to [code]width[/code] pixels for all margins." msgstr "" #: doc/classes/StyleBoxFlat.xml:74 msgid "" "Sets the corner radius to [code]radius[/code] pixels for the given " "[code]corner[/code]. See [enum Corner] for possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml:81 msgid "Sets the corner radius to [code]radius[/code] pixels for all corners." msgstr "" #: doc/classes/StyleBoxFlat.xml:91 msgid "" "Sets the corner radius for each corner to [code]radius_top_left[/code], " "[code]radius_top_right[/code], [code]radius_bottom_right[/code], and " "[code]radius_bottom_left[/code] pixels." msgstr "" #: doc/classes/StyleBoxFlat.xml:99 doc/classes/StyleBoxTexture.xml:48 msgid "" "Sets the expand margin to [code]size[/code] pixels for the given " "[code]margin[/code]. See [enum Margin] for possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml:106 doc/classes/StyleBoxTexture.xml:30 msgid "Sets the expand margin to [code]size[/code] pixels for all margins." msgstr "" #: doc/classes/StyleBoxFlat.xml:116 doc/classes/StyleBoxTexture.xml:40 msgid "" "Sets the expand margin for each margin to [code]size_left[/code], " "[code]size_top[/code], [code]size_right[/code], and [code]size_bottom[/code] " "pixels." msgstr "" #: doc/classes/StyleBoxFlat.xml:122 msgid "" "Antialiasing draws a small ring around the edges, which fades to " "transparency. As a result, edges look much smoother. This is only noticeable " "when using rounded corners.\n" "[b]Note:[/b] When using beveled corners with 45-degree angles ([member " "corner_detail] = 1), it is recommended to set [member anti_aliasing] to " "[code]false[/code] to ensure crisp visuals and avoid possible visual " "glitches." msgstr "" #: doc/classes/StyleBoxFlat.xml:126 msgid "" "This changes the size of the faded ring. Higher values can be used to " "achieve a \"blurry\" effect." msgstr "" #: doc/classes/StyleBoxFlat.xml:129 msgid "The background color of the stylebox." msgstr "" #: doc/classes/StyleBoxFlat.xml:132 msgid "If [code]true[/code], the border will fade into the background color." msgstr "" #: doc/classes/StyleBoxFlat.xml:135 msgid "Sets the color of the border." msgstr "" #: doc/classes/StyleBoxFlat.xml:138 msgid "Border width for the bottom border." msgstr "" #: doc/classes/StyleBoxFlat.xml:141 msgid "Border width for the left border." msgstr "" #: doc/classes/StyleBoxFlat.xml:144 msgid "Border width for the right border." msgstr "" #: doc/classes/StyleBoxFlat.xml:147 msgid "Border width for the top border." msgstr "" #: doc/classes/StyleBoxFlat.xml:150 msgid "" "This sets the number of vertices used for each corner. Higher values result " "in rounder corners but take more processing power to compute. When choosing " "a value, you should take the corner radius ([method set_corner_radius_all]) " "into account.\n" "For corner radii less than 10, [code]4[/code] or [code]5[/code] should be " "enough. For corner radii less than 30, values between [code]8[/code] and " "[code]12[/code] should be enough.\n" "A corner detail of [code]1[/code] will result in chamfered corners instead " "of rounded corners, which is useful for some artistic effects." msgstr "" #: doc/classes/StyleBoxFlat.xml:155 msgid "" "The bottom-left corner's radius. If [code]0[/code], the corner is not " "rounded." msgstr "" #: doc/classes/StyleBoxFlat.xml:158 msgid "" "The bottom-right corner's radius. If [code]0[/code], the corner is not " "rounded." msgstr "" #: doc/classes/StyleBoxFlat.xml:161 msgid "" "The top-left corner's radius. If [code]0[/code], the corner is not rounded." msgstr "" #: doc/classes/StyleBoxFlat.xml:164 msgid "" "The top-right corner's radius. If [code]0[/code], the corner is not rounded." msgstr "" #: doc/classes/StyleBoxFlat.xml:167 msgid "Toggles drawing of the inner part of the stylebox." msgstr "" #: doc/classes/StyleBoxFlat.xml:170 msgid "" "Expands the stylebox outside of the control rect on the bottom edge. Useful " "in combination with [member border_width_bottom] to draw a border outside " "the control rect." msgstr "" #: doc/classes/StyleBoxFlat.xml:173 msgid "" "Expands the stylebox outside of the control rect on the left edge. Useful in " "combination with [member border_width_left] to draw a border outside the " "control rect." msgstr "" #: doc/classes/StyleBoxFlat.xml:176 msgid "" "Expands the stylebox outside of the control rect on the right edge. Useful " "in combination with [member border_width_right] to draw a border outside the " "control rect." msgstr "" #: doc/classes/StyleBoxFlat.xml:179 msgid "" "Expands the stylebox outside of the control rect on the top edge. Useful in " "combination with [member border_width_top] to draw a border outside the " "control rect." msgstr "" #: doc/classes/StyleBoxFlat.xml:182 msgid "" "The color of the shadow. This has no effect if [member shadow_size] is lower " "than 1." msgstr "" #: doc/classes/StyleBoxFlat.xml:185 msgid "" "The shadow offset in pixels. Adjusts the position of the shadow relatively " "to the stylebox." msgstr "" #: doc/classes/StyleBoxFlat.xml:188 msgid "The shadow size in pixels." msgstr "" #: doc/classes/StyleBoxLine.xml:4 msgid "[StyleBox] that displays a single line." msgstr "" #: doc/classes/StyleBoxLine.xml:7 msgid "" "[StyleBox] that displays a single line of a given color and thickness. It " "can be used to draw things like separators." msgstr "" #: doc/classes/StyleBoxLine.xml:15 msgid "The line's color." msgstr "" #: doc/classes/StyleBoxLine.xml:18 msgid "" "The number of pixels the line will extend before the [StyleBoxLine]'s " "bounds. If set to a negative value, the line will begin inside the " "[StyleBoxLine]'s bounds." msgstr "" #: doc/classes/StyleBoxLine.xml:21 msgid "" "The number of pixels the line will extend past the [StyleBoxLine]'s bounds. " "If set to a negative value, the line will end inside the [StyleBoxLine]'s " "bounds." msgstr "" #: doc/classes/StyleBoxLine.xml:24 msgid "The line's thickness in pixels." msgstr "" #: doc/classes/StyleBoxLine.xml:27 msgid "" "If [code]true[/code], the line will be vertical. If [code]false[/code], the " "line will be horizontal." msgstr "" #: doc/classes/StyleBoxTexture.xml:4 msgid "Texture-based nine-patch [StyleBox]." msgstr "" #: doc/classes/StyleBoxTexture.xml:7 msgid "" "Texture-based nine-patch [StyleBox], in a way similar to [NinePatchRect]. " "This stylebox performs a 3×3 scaling of a texture, where only the center " "cell is fully stretched. This makes it possible to design bordered styles " "regardless of the stylebox's size." msgstr "" #: doc/classes/StyleBoxTexture.xml:23 msgid "" "Returns the size of the given [code]margin[/code]. See [enum Margin] for " "possible values." msgstr "" #: doc/classes/StyleBoxTexture.xml:56 msgid "" "Sets the margin to [code]size[/code] pixels for the given [code]margin[/" "code]. See [enum Margin] for possible values." msgstr "" #: doc/classes/StyleBoxTexture.xml:62 msgid "" "Controls how the stylebox's texture will be stretched or tiled horizontally. " "See [enum AxisStretchMode] for possible values." msgstr "" #: doc/classes/StyleBoxTexture.xml:65 msgid "" "Controls how the stylebox's texture will be stretched or tiled vertically. " "See [enum AxisStretchMode] for possible values." msgstr "" #: doc/classes/StyleBoxTexture.xml:68 msgid "" "If [code]true[/code], the nine-patch texture's center tile will be drawn." msgstr "" #: doc/classes/StyleBoxTexture.xml:71 msgid "" "Expands the bottom margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" #: doc/classes/StyleBoxTexture.xml:74 msgid "" "Expands the left margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" #: doc/classes/StyleBoxTexture.xml:77 msgid "" "Expands the right margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" #: doc/classes/StyleBoxTexture.xml:80 msgid "" "Expands the top margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" #: doc/classes/StyleBoxTexture.xml:83 msgid "" "Increases the bottom margin of the 3×3 texture box.\n" "A higher value means more of the source texture is considered to be part of " "the bottom border of the 3×3 box.\n" "This is also the value used as fallback for [member StyleBox." "content_margin_bottom] if it is negative." msgstr "" #: doc/classes/StyleBoxTexture.xml:88 msgid "" "Increases the left margin of the 3×3 texture box.\n" "A higher value means more of the source texture is considered to be part of " "the left border of the 3×3 box.\n" "This is also the value used as fallback for [member StyleBox." "content_margin_left] if it is negative." msgstr "" #: doc/classes/StyleBoxTexture.xml:93 msgid "" "Increases the right margin of the 3×3 texture box.\n" "A higher value means more of the source texture is considered to be part of " "the right border of the 3×3 box.\n" "This is also the value used as fallback for [member StyleBox." "content_margin_right] if it is negative." msgstr "" #: doc/classes/StyleBoxTexture.xml:98 msgid "" "Increases the top margin of the 3×3 texture box.\n" "A higher value means more of the source texture is considered to be part of " "the top border of the 3×3 box.\n" "This is also the value used as fallback for [member StyleBox." "content_margin_top] if it is negative." msgstr "" #: doc/classes/StyleBoxTexture.xml:103 msgid "Modulates the color of the texture when this style box is drawn." msgstr "" #: doc/classes/StyleBoxTexture.xml:106 msgid "" "The normal map to use when drawing this style box.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/StyleBoxTexture.xml:110 msgid "" "Species a sub-region of the texture to use.\n" "This is equivalent to first wrapping the texture in an [AtlasTexture] with " "the same region." msgstr "" #: doc/classes/StyleBoxTexture.xml:114 msgid "The texture to use when drawing this style box." msgstr "" #: doc/classes/StyleBoxTexture.xml:120 msgid "Emitted when the stylebox's texture is changed." msgstr "" #: doc/classes/StyleBoxTexture.xml:126 msgid "" "Stretch the stylebox's texture. This results in visible distortion unless " "the texture size matches the stylebox's size perfectly." msgstr "" #: doc/classes/StyleBoxTexture.xml:129 msgid "" "Repeats the stylebox's texture to match the stylebox's size according to the " "nine-patch system." msgstr "" #: doc/classes/StyleBoxTexture.xml:132 msgid "" "Repeats the stylebox's texture to match the stylebox's size according to the " "nine-patch system. Unlike [constant AXIS_STRETCH_MODE_TILE], the texture may " "be slightly stretched to make the nine-patch texture tile seamlessly." msgstr "" #: doc/classes/SurfaceTool.xml:4 msgid "Helper tool to create geometry." msgstr "" #: doc/classes/SurfaceTool.xml:7 msgid "" "The [SurfaceTool] is used to construct a [Mesh] by specifying vertex " "attributes individually. It can be used to construct a [Mesh] from a script. " "All properties except indices need to be added before calling [method " "add_vertex]. For example, to add vertex colors and UVs:\n" "[codeblock]\n" "var st = SurfaceTool.new()\n" "st.begin(Mesh.PRIMITIVE_TRIANGLES)\n" "st.add_color(Color(1, 0, 0))\n" "st.add_uv(Vector2(0, 0))\n" "st.add_vertex(Vector3(0, 0, 0))\n" "[/codeblock]\n" "The above [SurfaceTool] now contains one vertex of a triangle which has a UV " "coordinate and a specified [Color]. If another vertex were added without " "calling [method add_uv] or [method add_color], then the last values would be " "used.\n" "Vertex attributes must be passed [b]before[/b] calling [method add_vertex]. " "Failure to do so will result in an error when committing the vertex " "information to a mesh.\n" "Additionally, the attributes used before the first vertex is added determine " "the format of the mesh. For example, if you only add UVs to the first " "vertex, you cannot add color to any of the subsequent vertices.\n" "See also [ArrayMesh], [ImmediateGeometry] and [MeshDataTool] for procedural " "geometry generation.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" #: doc/classes/SurfaceTool.xml:29 msgid "" "Specifies an array of bones to use for the [i]next[/i] vertex. [code]bones[/" "code] must contain 4 integers." msgstr "" #: doc/classes/SurfaceTool.xml:36 msgid "" "Specifies a [Color] to use for the [i]next[/i] vertex. If every vertex needs " "to have this information set and you fail to submit it for the first vertex, " "this information may not be used at all.\n" "[b]Note:[/b] The material must have [member SpatialMaterial." "vertex_color_use_as_albedo] enabled for the vertex color to be visible." msgstr "" #: doc/classes/SurfaceTool.xml:44 msgid "" "Adds an index to index array if you are using indexed vertices. Does not " "need to be called before adding vertices." msgstr "" #: doc/classes/SurfaceTool.xml:51 msgid "" "Specifies a normal to use for the [i]next[/i] vertex. If every vertex needs " "to have this information set and you fail to submit it for the first vertex, " "this information may not be used at all." msgstr "" #: doc/classes/SurfaceTool.xml:58 msgid "" "Specifies whether the current vertex (if using only vertex arrays) or " "current index (if also using index arrays) should use smooth normals for " "normal calculation." msgstr "" #: doc/classes/SurfaceTool.xml:65 msgid "" "Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs " "to have this information set and you fail to submit it for the first vertex, " "this information may not be used at all." msgstr "" #: doc/classes/SurfaceTool.xml:77 msgid "" "Inserts a triangle fan made of array data into [Mesh] being constructed.\n" "Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" #: doc/classes/SurfaceTool.xml:85 msgid "" "Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If " "every vertex needs to have this information set and you fail to submit it " "for the first vertex, this information may not be used at all." msgstr "" #: doc/classes/SurfaceTool.xml:92 msgid "" "Specifies an optional second set of UV coordinates to use for the [i]next[/" "i] vertex. If every vertex needs to have this information set and you fail " "to submit it for the first vertex, this information may not be used at all." msgstr "" #: doc/classes/SurfaceTool.xml:99 msgid "" "Specifies the position of current vertex. Should be called after specifying " "other vertex properties (e.g. Color, UV)." msgstr "" #: doc/classes/SurfaceTool.xml:106 msgid "" "Specifies weight values to use for the [i]next[/i] vertex. [code]weights[/" "code] must contain 4 values. If every vertex needs to have this information " "set and you fail to submit it for the first vertex, this information may not " "be used at all." msgstr "" #: doc/classes/SurfaceTool.xml:115 msgid "" "Append vertices from a given [Mesh] surface onto the current vertex array " "with specified [Transform].\n" "[b]Note:[/b] Using [method append_from] on a [Thread] is much slower as the " "GPU must communicate data back to the CPU, while also causing the main " "thread to stall (as OpenGL is not thread-safe). Consider requesting a copy " "of the mesh, converting it to an [ArrayMesh] and adding vertices manually " "instead." msgstr "" #: doc/classes/SurfaceTool.xml:123 msgid "" "Called before adding any vertices. Takes the primitive type as an argument " "(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])." msgstr "" #: doc/classes/SurfaceTool.xml:129 msgid "Clear all information passed into the surface tool so far." msgstr "" #: doc/classes/SurfaceTool.xml:137 msgid "" "Returns a constructed [ArrayMesh] from current information passed in. If an " "existing [ArrayMesh] is passed in as an argument, will add an extra surface " "to the existing [ArrayMesh].\n" "Default flag is [constant Mesh.ARRAY_COMPRESS_DEFAULT] if compression is " "enabled. If compression is disabled the default flag is [constant Mesh." "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION]. See [code]ARRAY_COMPRESS_*[/code] " "constants in [enum Mesh.ArrayFormat] for other flags." msgstr "" #: doc/classes/SurfaceTool.xml:144 msgid "" "Commits the data to the same format used by [method ArrayMesh." "add_surface_from_arrays]. This way you can further process the mesh data " "using the [ArrayMesh] API." msgstr "" #: doc/classes/SurfaceTool.xml:152 msgid "Creates a vertex array from an existing [Mesh]." msgstr "" #: doc/classes/SurfaceTool.xml:161 msgid "" "Creates a vertex array from the specified blend shape of an existing [Mesh]. " "This can be used to extract a specific pose from a blend shape." msgstr "" #: doc/classes/SurfaceTool.xml:167 msgid "Removes the index array by expanding the vertex array." msgstr "" #: doc/classes/SurfaceTool.xml:174 msgid "" "Generates normals from vertices so you do not have to do it manually. If " "[code]flip[/code] is [code]true[/code], the resulting normals will be " "inverted. [method generate_normals] should be called [i]after[/i] generating " "geometry and [i]before[/i] committing the mesh using [method commit] or " "[method commit_to_arrays]. For correct display of normal-mapped surfaces, " "you will also have to generate tangents using [method generate_tangents].\n" "[b]Note:[/b] [method generate_normals] only works if the primitive type to " "be set to [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" #: doc/classes/SurfaceTool.xml:181 msgid "" "Generates a tangent vector for each vertex. Requires that each vertex have " "UVs and normals set already (see [method generate_normals])." msgstr "" #: doc/classes/SurfaceTool.xml:187 msgid "" "Shrinks the vertex array by creating an index array. This can improve " "performance by avoiding vertex reuse." msgstr "" #: doc/classes/SurfaceTool.xml:194 msgid "Sets [Material] to be used by the [Mesh] you are constructing." msgstr "" #: doc/classes/TabContainer.xml:4 msgid "Tabbed container." msgstr "Tabulierter Container." #: doc/classes/TabContainer.xml:7 msgid "" "Arranges [Control] children into a tabbed view, creating a tab for each one. " "The active tab's corresponding [Control] has its [code]visible[/code] " "property set to [code]true[/code], and all other children's to [code]false[/" "code].\n" "Ignores non-[Control] children.\n" "[b]Note:[/b] The drawing of the clickable tabs themselves is handled by this " "node. Adding [Tabs] as children is not needed." msgstr "" #: doc/classes/TabContainer.xml:17 msgid "Returns the child [Control] node located at the active tab index." msgstr "" #: doc/classes/TabContainer.xml:23 msgid "" "Returns the [Popup] node instance if one has been set already with [method " "set_popup].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/TabContainer.xml:30 doc/classes/Tabs.xml:36 msgid "Returns the previously active tab index." msgstr "" #: doc/classes/TabContainer.xml:37 msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/TabContainer.xml:43 doc/classes/Tabs.xml:48 msgid "Returns the number of tabs." msgstr "" #: doc/classes/TabContainer.xml:50 doc/classes/Tabs.xml:55 msgid "" "Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is " "disabled." msgstr "" #: doc/classes/TabContainer.xml:57 #, fuzzy msgid "" "Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden." msgstr "" "Gibt [code]true[/code] zurück, wenn die Spur bei Index [code]idx[/code] " "aktiviert ist." #: doc/classes/TabContainer.xml:64 doc/classes/Tabs.xml:62 #, fuzzy msgid "" "Returns the [Texture] for the tab at index [code]tab_idx[/code] or " "[code]null[/code] if the tab has no [Texture]." msgstr "" "Liefert die [Animation] mit dem Schlüssel [code]name[/code] oder [code]null[/" "code], wenn nicht gefunden." #: doc/classes/TabContainer.xml:71 msgid "" "Returns the index of the tab at local coordinates [code]point[/code]. " "Returns [code]-1[/code] if the point is outside the control boundaries or if " "there's no tab at the queried position." msgstr "" #: doc/classes/TabContainer.xml:78 msgid "" "Returns the title of the tab at index [code]tab_idx[/code]. Tab titles " "default to the name of the indexed child node, but this can be overridden " "with [method set_tab_title]." msgstr "" #: doc/classes/TabContainer.xml:84 msgid "Returns the [TabContainer] rearrange group id." msgstr "" #: doc/classes/TabContainer.xml:91 msgid "" "If set on a [Popup] node instance, a popup menu icon appears in the top-" "right corner of the [TabContainer]. Clicking it will expand the [Popup] node." msgstr "" #: doc/classes/TabContainer.xml:99 doc/classes/Tabs.xml:118 #, fuzzy msgid "" "If [code]disabled[/code] is [code]true[/code], disables the tab at index " "[code]tab_idx[/code], making it non-interactable." msgstr "" "Gibt [code]true[/code] zurück, wenn die Spur bei Index [code]idx[/code] " "aktiviert ist." #: doc/classes/TabContainer.xml:107 #, fuzzy msgid "" "If [code]hidden[/code] is [code]true[/code], hides the tab at index " "[code]tab_idx[/code], making it disappear from the tab area." msgstr "" "Gibt [code]true[/code] zurück, wenn die Spur bei Index [code]idx[/code] " "aktiviert ist." #: doc/classes/TabContainer.xml:115 msgid "Sets an icon for the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/TabContainer.xml:123 msgid "" "Sets a title for the tab at index [code]tab_idx[/code]. Tab titles default " "to the name of the indexed child node." msgstr "" #: doc/classes/TabContainer.xml:130 msgid "" "Defines rearrange group id, choose for each [TabContainer] the same value to " "enable tab drag between [TabContainer]. Enable drag with [member " "drag_to_rearrange_enabled]." msgstr "" #: doc/classes/TabContainer.xml:136 msgid "" "If [code]true[/code], all tabs are drawn in front of the panel. If " "[code]false[/code], inactive tabs are drawn behind the panel." msgstr "" #: doc/classes/TabContainer.xml:139 msgid "" "The current tab index. When set, this index's [Control] node's " "[code]visible[/code] property is set to [code]true[/code] and all others are " "set to [code]false[/code]." msgstr "" #: doc/classes/TabContainer.xml:142 doc/classes/Tabs.xml:150 msgid "If [code]true[/code], tabs can be rearranged with mouse drag." msgstr "" #: doc/classes/TabContainer.xml:145 msgid "" "The alignment of all tabs in the tab container. See the [enum TabAlign] " "constants for details." msgstr "" #: doc/classes/TabContainer.xml:148 msgid "" "If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content " "and titles are hidden." msgstr "" #: doc/classes/TabContainer.xml:151 msgid "" "If [code]true[/code], children [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" #: doc/classes/TabContainer.xml:157 msgid "" "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method " "set_popup] for details." msgstr "" #: doc/classes/TabContainer.xml:163 doc/classes/Tabs.xml:178 msgid "Emitted when switching to another tab." msgstr "" #: doc/classes/TabContainer.xml:169 msgid "Emitted when a tab is selected, even if it is the current tab." msgstr "" #: doc/classes/TabContainer.xml:175 doc/classes/Tabs.xml:202 msgid "Align the tabs to the left." msgstr "" #: doc/classes/TabContainer.xml:178 doc/classes/Tabs.xml:205 msgid "Align the tabs to the center." msgstr "" #: doc/classes/TabContainer.xml:181 doc/classes/Tabs.xml:208 msgid "Align the tabs to the right." msgstr "" #: doc/classes/TabContainer.xml:186 doc/classes/Tabs.xml:228 msgid "Font color of inactive tabs." msgstr "" #: doc/classes/TabContainer.xml:189 doc/classes/Tabs.xml:231 msgid "Font color of disabled tabs." msgstr "" #: doc/classes/TabContainer.xml:192 doc/classes/Tabs.xml:234 msgid "Font color of the currently selected tab." msgstr "" #: doc/classes/TabContainer.xml:195 msgid "Horizontal separation between tabs." msgstr "" #: doc/classes/TabContainer.xml:202 msgid "The space at the left and right edges of the tab bar." msgstr "" #: doc/classes/TabContainer.xml:207 doc/classes/Tabs.xml:246 msgid "The font used to draw tab names." msgstr "" #: doc/classes/TabContainer.xml:210 doc/classes/Tabs.xml:252 msgid "" "Icon for the left arrow button that appears when there are too many tabs to " "fit in the container width. When the button is disabled (i.e. the first tab " "is visible), it appears semi-transparent." msgstr "" #: doc/classes/TabContainer.xml:213 doc/classes/Tabs.xml:255 msgid "" "Icon for the left arrow button that appears when there are too many tabs to " "fit in the container width. Used when the button is being hovered with the " "cursor." msgstr "" #: doc/classes/TabContainer.xml:216 doc/classes/Tabs.xml:258 msgid "" "Icon for the right arrow button that appears when there are too many tabs to " "fit in the container width. When the button is disabled (i.e. the last tab " "is visible) it appears semi-transparent." msgstr "" #: doc/classes/TabContainer.xml:219 doc/classes/Tabs.xml:261 msgid "" "Icon for the right arrow button that appears when there are too many tabs to " "fit in the container width. Used when the button is being hovered with the " "cursor." msgstr "" #: doc/classes/TabContainer.xml:222 msgid "The icon for the menu button (see [method set_popup])." msgstr "" #: doc/classes/TabContainer.xml:225 msgid "" "The icon for the menu button (see [method set_popup]) when it's being " "hovered with the cursor." msgstr "" #: doc/classes/TabContainer.xml:228 msgid "The style for the background fill." msgstr "" #: doc/classes/TabContainer.xml:231 msgid "The style of inactive tabs." msgstr "" #: doc/classes/TabContainer.xml:234 msgid "The style of disabled tabs." msgstr "" #: doc/classes/TabContainer.xml:237 doc/classes/Tabs.xml:276 msgid "The style of the currently selected tab." msgstr "" #: doc/classes/Tabs.xml:4 msgid "Tabs control." msgstr "" #: doc/classes/Tabs.xml:7 msgid "" "Simple tabs control, similar to [TabContainer] but is only in charge of " "drawing tabs, not interacting with children." msgstr "" #: doc/classes/Tabs.xml:17 msgid "Adds a new tab." msgstr "" #: doc/classes/Tabs.xml:24 msgid "Moves the scroll view to make the tab visible." msgstr "" #: doc/classes/Tabs.xml:30 msgid "" "Returns [code]true[/code] if the offset buttons (the ones that appear when " "there's not enough space for all tabs) are visible." msgstr "" #: doc/classes/Tabs.xml:42 msgid "Returns [code]true[/code] if select with right mouse button is enabled." msgstr "" #: doc/classes/Tabs.xml:68 msgid "Returns the number of hidden tabs offsetted to the left." msgstr "" #: doc/classes/Tabs.xml:75 msgid "Returns tab [Rect2] with local position and size." msgstr "" #: doc/classes/Tabs.xml:82 #, fuzzy msgid "Returns the title of the tab at index [code]tab_idx[/code]." msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]." #: doc/classes/Tabs.xml:88 msgid "Returns the [Tabs]' rearrange group ID." msgstr "" #: doc/classes/Tabs.xml:96 msgid "Moves a tab from [code]from[/code] to [code]to[/code]." msgstr "" #: doc/classes/Tabs.xml:103 msgid "Removes the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/Tabs.xml:110 msgid "" "If [code]true[/code], enables selecting a tab with the right mouse button." msgstr "" #: doc/classes/Tabs.xml:126 msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/Tabs.xml:134 msgid "Sets a [code]title[/code] for the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/Tabs.xml:141 msgid "" "Defines the rearrange group ID. Choose for each [Tabs] the same value to " "dragging tabs between [Tabs]. Enable drag with [member " "drag_to_rearrange_enabled]." msgstr "" #: doc/classes/Tabs.xml:147 msgid "Select tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/Tabs.xml:153 msgid "" "if [code]true[/code], the mouse's scroll wheel can be used to navigate the " "scroll view." msgstr "" #: doc/classes/Tabs.xml:156 msgid "The alignment of all tabs. See [enum TabAlign] for details." msgstr "" #: doc/classes/Tabs.xml:159 msgid "" "Sets when the close button will appear on the tabs. See [enum " "CloseButtonDisplayPolicy] for details." msgstr "" #: doc/classes/Tabs.xml:166 msgid "" "Emitted when the active tab is rearranged via mouse drag. See [member " "drag_to_rearrange_enabled]." msgstr "" #: doc/classes/Tabs.xml:172 msgid "Emitted when a tab is right-clicked." msgstr "" #: doc/classes/Tabs.xml:184 msgid "Emitted when a tab is clicked, even if it is the current tab." msgstr "" #: doc/classes/Tabs.xml:190 msgid "Emitted when a tab is closed." msgstr "" #: doc/classes/Tabs.xml:196 msgid "Emitted when a tab is hovered by the mouse." msgstr "" #: doc/classes/Tabs.xml:211 msgid "Represents the size of the [enum TabAlign] enum." msgstr "" #: doc/classes/Tabs.xml:214 msgid "Never show the close buttons." msgstr "" #: doc/classes/Tabs.xml:217 msgid "Only show the close button on the currently active tab." msgstr "" #: doc/classes/Tabs.xml:220 msgid "Show the close button on all tabs." msgstr "" #: doc/classes/Tabs.xml:223 msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum." msgstr "" #: doc/classes/Tabs.xml:237 msgid "The horizontal separation between the tabs." msgstr "" #: doc/classes/Tabs.xml:249 msgid "The icon for the close button (see [member tab_close_display_policy])." msgstr "" #: doc/classes/Tabs.xml:264 msgid "Background of the close button when it's being hovered with the cursor." msgstr "" #: doc/classes/Tabs.xml:267 msgid "Background of the close button when it's being pressed." msgstr "" #: doc/classes/Tabs.xml:270 msgid "The style of an inactive tab." msgstr "" #: doc/classes/Tabs.xml:273 msgid "The style of a disabled tab" msgstr "" #: doc/classes/TCP_Server.xml:4 msgid "A TCP server." msgstr "" #: doc/classes/TCP_Server.xml:7 msgid "" "A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] " "when it gets an incoming connection." msgstr "" #: doc/classes/TCP_Server.xml:15 msgid "Returns [code]true[/code] if a connection is available for taking." msgstr "" #: doc/classes/TCP_Server.xml:21 msgid "" "Returns [code]true[/code] if the server is currently listening for " "connections." msgstr "" #: doc/classes/TCP_Server.xml:29 msgid "" "Listen on the [code]port[/code] binding to [code]bind_address[/code].\n" "If [code]bind_address[/code] is set as [code]\"*\"[/code] (default), the " "server will listen on all available addresses (both IPv4 and IPv6).\n" "If [code]bind_address[/code] is set as [code]\"0.0.0.0\"[/code] (for IPv4) " "or [code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [code]bind_address[/code] is set to any valid address (e.g. " "[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " "only listen on the interface with that addresses (or fail if no interface " "with the given address exists)." msgstr "" #: doc/classes/TCP_Server.xml:38 msgid "Stops listening." msgstr "Zuhören stoppen." #: doc/classes/TCP_Server.xml:44 msgid "" "If a connection is available, returns a StreamPeerTCP with the connection." msgstr "" #: doc/classes/TextEdit.xml:4 msgid "Multiline text editing control." msgstr "" #: doc/classes/TextEdit.xml:7 msgid "" "TextEdit is meant for editing large, multiline text. It also has facilities " "for editing code, such as syntax highlighting support and multiple levels of " "undo/redo.\n" "[b]Note:[/b] When holding down [code]Alt[/code], the vertical scroll wheel " "will scroll 5 times as fast as it would normally do. This also works in the " "Godot script editor." msgstr "" #: doc/classes/TextEdit.xml:20 msgid "Adds color region (given the delimiters) and its colors." msgstr "" #: doc/classes/TextEdit.xml:28 msgid "Adds a [code]keyword[/code] and its [Color]." msgstr "" #: doc/classes/TextEdit.xml:35 msgid "" "Returns if the given line is foldable, that is, it has indented lines right " "below it." msgstr "" #: doc/classes/TextEdit.xml:41 msgid "" "Centers the viewport on the line the editing cursor is at. This also resets " "the [member scroll_horizontal] value to [code]0[/code]." msgstr "" #: doc/classes/TextEdit.xml:47 msgid "" "Clears all custom syntax coloring information previously added with [method " "add_color_region] or [method add_keyword_color]." msgstr "" #: doc/classes/TextEdit.xml:53 msgid "Clears the undo history." msgstr "" #: doc/classes/TextEdit.xml:59 msgid "Copy's the current text selection." msgstr "" #: doc/classes/TextEdit.xml:65 msgid "Returns the column the editing cursor is at." msgstr "" #: doc/classes/TextEdit.xml:71 msgid "Returns the line the editing cursor is at." msgstr "" #: doc/classes/TextEdit.xml:79 msgid "" "Moves the cursor at the specified [code]column[/code] index.\n" "If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport " "will center at the cursor position after the move occurs." msgstr "" #: doc/classes/TextEdit.xml:90 msgid "" "Moves the cursor at the specified [code]line[/code] index.\n" "If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport " "will center at the cursor position after the move occurs.\n" "If [code]can_be_hidden[/code] is set to [code]true[/code], the specified " "[code]line[/code] can be hidden using [method set_line_as_hidden]." msgstr "" #: doc/classes/TextEdit.xml:98 msgid "Cut's the current selection." msgstr "" #: doc/classes/TextEdit.xml:104 msgid "Deselects the current selection." msgstr "" #: doc/classes/TextEdit.xml:110 msgid "Folds all lines that are possible to be folded (see [method can_fold])." msgstr "" #: doc/classes/TextEdit.xml:117 msgid "Folds the given line, if possible (see [method can_fold])." msgstr "" #: doc/classes/TextEdit.xml:123 msgid "Returns an array containing the line number of each breakpoint." msgstr "" #: doc/classes/TextEdit.xml:130 #, fuzzy msgid "Returns the [Color] of the specified [code]keyword[/code]." msgstr "Gibt das Unternodemit dem angegebenen [code]Namen[/code] zurück." #: doc/classes/TextEdit.xml:137 msgid "Returns the text of a specific line." msgstr "" #: doc/classes/TextEdit.xml:144 msgid "" "Returns the line and column at the given position. In the returned vector, " "[code]x[/code] is the column, [code]y[/code] is the line." msgstr "" #: doc/classes/TextEdit.xml:150 msgid "Returns the amount of total lines in the text." msgstr "" #: doc/classes/TextEdit.xml:156 #, fuzzy msgid "Returns the height of a largest line." msgstr "Gibt die [Texture2D] des angegebenen Rahmens zurück." #: doc/classes/TextEdit.xml:164 #, fuzzy msgid "" "Returns the width in pixels of the [code]wrap_index[/code] on [code]line[/" "code]." msgstr "" "Benennt eine vorhandene Animation mit der Taste [code]name[/code] in " "[code]newname[/code] um." #: doc/classes/TextEdit.xml:171 #, fuzzy msgid "Returns the number of times the given line is wrapped." msgstr "Gibt die Anzahl der Dreiecke im Überblendungsbereich zurück." #: doc/classes/TextEdit.xml:178 msgid "Returns an array of [String]s representing each wrapped index." msgstr "" #: doc/classes/TextEdit.xml:184 msgid "" "Returns the [PopupMenu] of this [TextEdit]. By default, this menu is " "displayed when right-clicking on the [TextEdit].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/TextEdit.xml:193 msgid "" "Returns the local position for the given [code]line[/code] and [code]column[/" "code]. If [code]x[/code] or [code]y[/code] of the returned vector equal " "[code]-1[/code], the position is outside of the viewable area of the " "control.\n" "[b]Note:[/b] The Y position corresponds to the bottom side of the line. Use " "[method get_rect_at_line_column] to get the top side position." msgstr "" #: doc/classes/TextEdit.xml:202 msgid "" "Returns the local position and size for the grapheme at the given " "[code]line[/code] and [code]column[/code]. If [code]x[/code] or [code]y[/" "code] position of the returned rect equal [code]-1[/code], the position is " "outside of the viewable area of the control.\n" "[b]Note:[/b] The Y position of the returned rect corresponds to the top side " "of the line, unlike [method get_pos_at_line_column] which returns the bottom " "side." msgstr "" #: doc/classes/TextEdit.xml:209 msgid "Returns the selection begin column." msgstr "" #: doc/classes/TextEdit.xml:215 msgid "Returns the selection begin line." msgstr "" #: doc/classes/TextEdit.xml:221 msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml:227 msgid "Returns the selection end column." msgstr "" #: doc/classes/TextEdit.xml:233 msgid "Returns the selection end line." msgstr "" #: doc/classes/TextEdit.xml:239 #, fuzzy msgid "Returns the total width of all gutters and internal padding." msgstr "Gibt die Anzahl der Spuren in der Animation zurück." #: doc/classes/TextEdit.xml:245 msgid "" "Returns a [String] text with the word under the caret (text cursor) location." msgstr "" #: doc/classes/TextEdit.xml:252 #, fuzzy msgid "" "Returns whether the specified [code]keyword[/code] has a color set to it or " "not." msgstr "Gibt das Unternodemit dem angegebenen [code]Namen[/code] zurück." #: doc/classes/TextEdit.xml:258 doc/classes/UndoRedo.xml:121 msgid "Returns [code]true[/code] if a \"redo\" action is available." msgstr "Gibt [code]true[/code] zurück, wenn eine \"redo\" Aktion möglich ist." #: doc/classes/TextEdit.xml:264 doc/classes/UndoRedo.xml:127 msgid "Returns [code]true[/code] if an \"undo\" action is available." msgstr "Gibt [code]true[/code] zurück, wenn eine \"undo\" Aktion möglich ist." #: doc/classes/TextEdit.xml:271 msgid "Insert the specified text at the cursor position." msgstr "" #: doc/classes/TextEdit.xml:278 msgid "Returns whether the line at the specified index is folded or not." msgstr "" #: doc/classes/TextEdit.xml:285 msgid "Returns whether the line at the specified index is hidden or not." msgstr "" #: doc/classes/TextEdit.xml:292 #, fuzzy msgid "" "Returns [code]true[/code] when the specified [code]line[/code] is bookmarked." msgstr "" "Gibt [code]true[/code] zurück, wenn ein Unternode mit dem angegebenen " "[code]name[/code] existiert." #: doc/classes/TextEdit.xml:299 #, fuzzy msgid "" "Returns [code]true[/code] when the specified [code]line[/code] has a " "breakpoint." msgstr "" "Gibt [code]true[/code] zurück, wenn ein Unternode mit dem angegebenen " "[code]name[/code] existiert." #: doc/classes/TextEdit.xml:306 #, fuzzy msgid "" "Returns [code]true[/code] when the specified [code]line[/code] is marked as " "safe." msgstr "" "Gibt [code]true[/code] zurück, wenn ein Unternode mit dem angegebenen " "[code]name[/code] existiert." #: doc/classes/TextEdit.xml:313 #, fuzzy msgid "Returns if the given line is wrapped." msgstr "Gibt den Namen des übergebenen AnimationNode zurück." #: doc/classes/TextEdit.xml:319 msgid "Returns [code]true[/code] if the selection is active." msgstr "" #: doc/classes/TextEdit.xml:326 msgid "" "Triggers a right-click menu action by the specified index. See [enum " "MenuItems] for a list of available indexes." msgstr "" #: doc/classes/TextEdit.xml:332 msgid "Paste the current selection." msgstr "" #: doc/classes/TextEdit.xml:338 msgid "Perform redo operation." msgstr "" #: doc/classes/TextEdit.xml:344 msgid "" "Removes all the breakpoints. This will not fire the [signal " "breakpoint_toggled] signal." msgstr "" #: doc/classes/TextEdit.xml:354 msgid "" "Perform a search inside the text. Search flags can be specified in the [enum " "SearchFlags] enum.\n" "Returns an empty [code]PoolIntArray[/code] if no result was found. " "Otherwise, the result line and column can be accessed at indices specified " "in the [enum SearchResult] enum, e.g:\n" "[codeblock]\n" "var result = search(key, flags, line, column)\n" "if result.size() > 0:\n" " # Result found.\n" " var res_line = result[TextEdit.SEARCH_RESULT_LINE]\n" " var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n" "[/codeblock]" msgstr "" #: doc/classes/TextEdit.xml:372 msgid "" "Perform selection, from line/column to line/column.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." msgstr "" #: doc/classes/TextEdit.xml:379 msgid "" "Select all the text.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." msgstr "" #: doc/classes/TextEdit.xml:388 msgid "Sets the text for a specific line." msgstr "" #: doc/classes/TextEdit.xml:396 msgid "" "Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes " "the bookmark if [code]bookmark[/code] is false.\n" "Bookmarks are shown in the [member breakpoint_gutter]." msgstr "" #: doc/classes/TextEdit.xml:405 msgid "" "Adds or removes the breakpoint in [code]line[/code]. Breakpoints are shown " "in the [member breakpoint_gutter]." msgstr "" #: doc/classes/TextEdit.xml:413 msgid "If [code]true[/code], hides the line of the specified index." msgstr "" #: doc/classes/TextEdit.xml:421 msgid "" "If [code]true[/code], marks the [code]line[/code] as safe.\n" "This will show the line number with the color provided in the " "[code]safe_line_number_color[/code] theme property." msgstr "" #: doc/classes/TextEdit.xml:429 msgid "Toggle the folding of the code block at the given line." msgstr "" #: doc/classes/TextEdit.xml:435 msgid "Perform undo operation." msgstr "" #: doc/classes/TextEdit.xml:442 msgid "Unfolds the given line, if folded." msgstr "" #: doc/classes/TextEdit.xml:448 msgid "" "Unhide all lines that were previously set to hidden by [method " "set_line_as_hidden]." msgstr "" #: doc/classes/TextEdit.xml:454 #, fuzzy msgid "If [code]true[/code], the bookmark gutter is visible." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: doc/classes/TextEdit.xml:457 msgid "If [code]true[/code], the breakpoint gutter is visible." msgstr "" #: doc/classes/TextEdit.xml:466 msgid "" "If [code]true[/code], the caret displays as a rectangle.\n" "If [code]false[/code], the caret displays as a bar." msgstr "" #: doc/classes/TextEdit.xml:470 msgid "" "If [code]true[/code], a right-click moves the cursor at the mouse position " "before displaying the context menu.\n" "If [code]false[/code], the context menu disregards mouse location." msgstr "" #: doc/classes/TextEdit.xml:474 msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml:477 msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." msgstr "" #: doc/classes/TextEdit.xml:480 msgid "" "If [code]true[/code], the \"tab\" character will have a visible " "representation." msgstr "" #: doc/classes/TextEdit.xml:484 msgid "" "If [code]true[/code], the fold gutter is visible. This enables folding " "groups of indented lines." msgstr "" #: doc/classes/TextEdit.xml:487 msgid "" "If [code]true[/code], all lines that have been set to hidden by [method " "set_line_as_hidden], will not be visible." msgstr "" #: doc/classes/TextEdit.xml:490 msgid "" "If [code]true[/code], all occurrences of the selected text will be " "highlighted." msgstr "" #: doc/classes/TextEdit.xml:493 msgid "If [code]true[/code], the line containing the cursor is highlighted." msgstr "" #: doc/classes/TextEdit.xml:496 msgid "" "If [code]true[/code], a minimap is shown, providing an outline of your " "source code." msgstr "" #: doc/classes/TextEdit.xml:499 msgid "The width, in pixels, of the minimap." msgstr "" #: doc/classes/TextEdit.xml:503 msgid "" "If [code]true[/code], custom [code]font_color_selected[/code] will be used " "for selected text." msgstr "" #: doc/classes/TextEdit.xml:506 msgid "" "If [code]true[/code], read-only mode is enabled. Existing text cannot be " "modified and new text cannot be added." msgstr "" #: doc/classes/TextEdit.xml:509 msgid "" "If there is a horizontal scrollbar, this determines the current horizontal " "scroll value in pixels." msgstr "" #: doc/classes/TextEdit.xml:512 msgid "" "If there is a vertical scrollbar, this determines the current vertical " "scroll value in line numbers, starting at 0 for the top line." msgstr "" #: doc/classes/TextEdit.xml:515 msgid "" "If [code]true[/code], text can be selected.\n" "If [code]false[/code], text can not be selected by the user or by the " "[method select] or [method select_all] methods." msgstr "" #: doc/classes/TextEdit.xml:519 msgid "" "If [code]true[/code], shortcut keys for context menu items are enabled, even " "if the context menu is disabled." msgstr "" #: doc/classes/TextEdit.xml:522 msgid "" "If [code]true[/code], line numbers are displayed to the left of the text." msgstr "" #: doc/classes/TextEdit.xml:525 msgid "" "If [code]true[/code], sets the [code]step[/code] of the scrollbars to " "[code]0.25[/code] which results in smoother scrolling." msgstr "" #: doc/classes/TextEdit.xml:528 msgid "" "If [code]true[/code], any custom color properties that have been set for " "this [TextEdit] will be visible." msgstr "" #: doc/classes/TextEdit.xml:531 msgid "String value of the [TextEdit]." msgstr "" #: doc/classes/TextEdit.xml:534 msgid "Vertical scroll sensitivity." msgstr "" #: doc/classes/TextEdit.xml:540 msgid "" "If [code]true[/code], enables text wrapping when it goes beyond the edge of " "what is visible." msgstr "" #: doc/classes/TextEdit.xml:547 msgid "Emitted when a breakpoint is placed via the breakpoint gutter." msgstr "" #: doc/classes/TextEdit.xml:552 msgid "Emitted when the cursor changes." msgstr "" #: doc/classes/TextEdit.xml:559 msgid "Emitted when the info icon is clicked." msgstr "" #: doc/classes/TextEdit.xml:581 msgid "Match case when searching." msgstr "" #: doc/classes/TextEdit.xml:584 msgid "Match whole words when searching." msgstr "" #: doc/classes/TextEdit.xml:587 msgid "Search from end to beginning." msgstr "" #: doc/classes/TextEdit.xml:590 msgid "Used to access the result column from [method search]." msgstr "" #: doc/classes/TextEdit.xml:593 msgid "Used to access the result line from [method search]." msgstr "" #: doc/classes/TextEdit.xml:602 msgid "" "Pastes the clipboard text over the selected text (or at the cursor's " "position)." msgstr "" #: doc/classes/TextEdit.xml:605 msgid "Erases the whole [TextEdit] text." msgstr "" #: doc/classes/TextEdit.xml:608 msgid "Selects the whole [TextEdit] text." msgstr "" #: doc/classes/TextEdit.xml:614 msgid "Redoes the previous action." msgstr "" #: doc/classes/TextEdit.xml:622 msgid "" "Sets the background [Color] of this [TextEdit]. [member syntax_highlighting] " "has to be enabled." msgstr "" #: doc/classes/TextEdit.xml:625 msgid "" "Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to " "be enabled." msgstr "" #: doc/classes/TextEdit.xml:630 doc/classes/TextEdit.xml:649 msgid "" "Sets the [Color] of the breakpoints. [member breakpoint_gutter] has to be " "enabled." msgstr "" #: doc/classes/TextEdit.xml:654 msgid "Sets the font [Color]." msgstr "" #: doc/classes/TextEdit.xml:659 msgid "" "Sets the [Color] of the selected text. [member override_selected_font_color] " "has to be enabled." msgstr "" #: doc/classes/TextEdit.xml:664 msgid "" "Sets the [Color] of the line numbers. [member show_line_numbers] has to be " "enabled." msgstr "" #: doc/classes/TextEdit.xml:667 msgid "Sets the [Color] of marked text." msgstr "" #: doc/classes/TextEdit.xml:676 msgid "Sets the highlight [Color] of text selections." msgstr "" #: doc/classes/TextEdit.xml:681 msgid "" "Sets the highlight [Color] of multiple occurrences. [member " "highlight_all_occurrences] has to be enabled." msgstr "" #: doc/classes/TextEdit.xml:690 msgid "Sets the spacing between the lines." msgstr "" #: doc/classes/TextEdit.xml:693 msgid "Sets the default [Font]." msgstr "" #: doc/classes/TextEdit.xml:702 msgid "Sets a custom [Texture] for tab text characters." msgstr "" #: doc/classes/TextEdit.xml:709 msgid "Sets the [StyleBox] of this [TextEdit]." msgstr "" #: doc/classes/TextEdit.xml:712 msgid "" "Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled." msgstr "" #: doc/classes/Texture.xml:4 msgid "Texture for 2D and 3D." msgstr "" #: doc/classes/Texture.xml:7 msgid "" "A texture works by registering an image in the video hardware, which then " "can be used in 3D models or 2D [Sprite] or GUI [Control].\n" "Textures are often created by loading them from a file. See [method " "@GDScript.load].\n" "[Texture] is a base for other resources. It cannot be used directly.\n" "[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics " "hardware limitations. Larger textures may fail to import." msgstr "" #: doc/classes/Texture.xml:23 msgid "" "Draws the texture using a [CanvasItem] with the [VisualServer] API at the " "specified [code]position[/code]. Equivalent to [method VisualServer." "canvas_item_add_texture_rect] with a rect at [code]position[/code] and the " "size of this [Texture]." msgstr "" #: doc/classes/Texture.xml:35 msgid "" "Draws the texture using a [CanvasItem] with the [VisualServer] API. " "Equivalent to [method VisualServer.canvas_item_add_texture_rect]." msgstr "" #: doc/classes/Texture.xml:48 msgid "" "Draws a part of the texture using a [CanvasItem] with the [VisualServer] " "API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region]." msgstr "" #: doc/classes/Texture.xml:54 msgid "" "Returns an [Image] that is a copy of data from this [Texture]. [Image]s can " "be accessed and manipulated directly." msgstr "" #: doc/classes/Texture.xml:60 msgid "Returns the texture height." msgstr "" #: doc/classes/Texture.xml:66 msgid "Returns the texture size." msgstr "" #: doc/classes/Texture.xml:72 msgid "Returns the texture width." msgstr "" #: doc/classes/Texture.xml:78 #, fuzzy msgid "Returns [code]true[/code] if this [Texture] has an alpha channel." msgstr "Liefert [code]true[/code] wenn das [Rect2i] einen Punkt beinhaltet." #: doc/classes/Texture.xml:84 msgid "" "The texture's [enum Flags]. [enum Flags] are used to set various properties " "of the [Texture]." msgstr "" #: doc/classes/Texture.xml:89 msgid "" "Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant " "FLAG_FILTER] are enabled." msgstr "" #: doc/classes/Texture.xml:92 doc/classes/VisualServer.xml:3206 msgid "" "Generates mipmaps, which are smaller versions of the same texture to use " "when zoomed out, keeping the aspect ratio." msgstr "" #: doc/classes/Texture.xml:95 msgid "" "Repeats the texture (instead of clamp to edge).\n" "[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support " "repetition." msgstr "" #: doc/classes/Texture.xml:99 doc/classes/VisualServer.xml:3212 msgid "Uses a magnifying filter, to enable smooth zooming in of the texture." msgstr "" #: doc/classes/Texture.xml:102 doc/classes/TextureLayered.xml:88 #: doc/classes/VisualServer.xml:3215 msgid "" "Uses anisotropic mipmap filtering. Generates smaller versions of the same " "texture with different aspect ratios.\n" "This results in better-looking textures when viewed from oblique angles." msgstr "" #: doc/classes/Texture.xml:106 doc/classes/VisualServer.xml:3219 msgid "Converts the texture to the sRGB color space." msgstr "" #: doc/classes/Texture.xml:109 msgid "" "Repeats the texture with alternate sections mirrored.\n" "[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support " "repetition." msgstr "" #: doc/classes/Texture.xml:113 doc/classes/VisualServer.xml:3225 msgid "Texture is a video surface." msgstr "" #: doc/classes/Texture3D.xml:4 msgid "Texture with 3 dimensions." msgstr "" #: doc/classes/Texture3D.xml:7 msgid "" "Texture3D is a 3-dimensional texture that has a width, height, and depth." msgstr "" #: doc/classes/Texture3D.xml:20 msgid "" "Creates the Texture3D with specified [code]width[/code], [code]height[/" "code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/" "code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/" "code] options." msgstr "" #: doc/classes/TextureArray.xml:4 msgid "Array of textures stored in a single primitive." msgstr "" #: doc/classes/TextureArray.xml:7 msgid "" "[TextureArray]s store an array of [Image]s in a single [Texture] primitive. " "Each layer of the texture array has its own mipmap chain. This makes it is a " "good alternative to texture atlases.\n" "[TextureArray]s must be displayed using shaders. After importing your file " "as a [TextureArray] and setting the appropriate Horizontal and Vertical " "Slices, display it by setting it as a uniform to a shader, for example:\n" "[codeblock]\n" "shader_type canvas_item;\n" "\n" "uniform sampler2DArray tex;\n" "uniform int index;\n" "\n" "void fragment() {\n" " COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));\n" "}\n" "[/codeblock]\n" "Set the integer uniform \"index\" to show a particular part of the texture " "as defined by the Horizontal and Vertical Slices in the importer." msgstr "" #: doc/classes/TextureArray.xml:32 msgid "" "Creates the TextureArray with specified [code]width[/code], [code]height[/" "code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/" "code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/" "code] options." msgstr "" #: doc/classes/TextureButton.xml:4 msgid "" "Texture-based button. Supports Pressed, Hover, Disabled and Focused states." msgstr "" #: doc/classes/TextureButton.xml:7 msgid "" "[TextureButton] has the same functionality as [Button], except it uses " "sprites instead of Godot's [Theme] resource. It is faster to create, but it " "doesn't support localization like more complex [Control]s.\n" "The \"normal\" state must contain a texture ([member texture_normal]); other " "textures are optional.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" #: doc/classes/TextureButton.xml:18 msgid "" "If [code]true[/code], the texture stretches to the edges of the node's " "bounding rectangle using the [member stretch_mode]. If [code]false[/code], " "the texture will not scale with the node." msgstr "" #: doc/classes/TextureButton.xml:27 msgid "" "Controls the texture's behavior when you resize the node's bounding " "rectangle, [b]only if[/b] [member expand] is [code]true[/code]. Set it to " "one of the [enum StretchMode] constants. See the constants to learn more." msgstr "" #: doc/classes/TextureButton.xml:30 msgid "" "Pure black and white [BitMap] image to use for click detection. On the mask, " "white pixels represent the button's clickable area. Use it to create buttons " "with curved shapes." msgstr "" #: doc/classes/TextureButton.xml:33 msgid "" "Texture to display when the node is disabled. See [member BaseButton." "disabled]." msgstr "" #: doc/classes/TextureButton.xml:36 msgid "Texture to display when the node has mouse or keyboard focus." msgstr "" #: doc/classes/TextureButton.xml:39 msgid "Texture to display when the mouse hovers the node." msgstr "" #: doc/classes/TextureButton.xml:42 msgid "" "Texture to display by default, when the node is [b]not[/b] in the disabled, " "focused, hover or pressed state." msgstr "" #: doc/classes/TextureButton.xml:45 msgid "" "Texture to display on mouse down over the node, if the node has keyboard " "focus and the player presses the Enter key or if the player presses the " "[member BaseButton.shortcut] key." msgstr "" #: doc/classes/TextureButton.xml:50 doc/classes/TextureRect.xml:38 msgid "Scale to fit the node's bounding rectangle." msgstr "" #: doc/classes/TextureButton.xml:53 doc/classes/TextureRect.xml:41 msgid "Tile inside the node's bounding rectangle." msgstr "" #: doc/classes/TextureButton.xml:56 doc/classes/TextureRect.xml:44 msgid "" "The texture keeps its original size and stays in the bounding rectangle's " "top-left corner." msgstr "" #: doc/classes/TextureButton.xml:59 doc/classes/TextureRect.xml:47 msgid "" "The texture keeps its original size and stays centered in the node's " "bounding rectangle." msgstr "" #: doc/classes/TextureButton.xml:62 doc/classes/TextureRect.xml:50 msgid "" "Scale the texture to fit the node's bounding rectangle, but maintain the " "texture's aspect ratio." msgstr "" #: doc/classes/TextureButton.xml:65 msgid "" "Scale the texture to fit the node's bounding rectangle, center it, and " "maintain its aspect ratio." msgstr "" #: doc/classes/TextureButton.xml:68 doc/classes/TextureRect.xml:56 msgid "" "Scale the texture so that the shorter side fits the bounding rectangle. The " "other side clips to the node's limits." msgstr "" #: doc/classes/TextureLayered.xml:4 msgid "Base class for 3D texture types." msgstr "" #: doc/classes/TextureLayered.xml:7 msgid "" "Base class for [Texture3D] and [TextureArray]. Cannot be used directly, but " "contains all the functions necessary for accessing and using [Texture3D] and " "[TextureArray]. Data is set on a per-layer basis. For [Texture3D]s, the " "layer specifies the depth or Z-index, they can be treated as a bunch of 2D " "slices. Similarly, for [TextureArray]s, the layer specifies the array layer." msgstr "" #: doc/classes/TextureLayered.xml:15 msgid "" "Returns the depth of the texture. Depth is the 3rd dimension (typically Z-" "axis)." msgstr "" #: doc/classes/TextureLayered.xml:21 msgid "" "Returns the current format being used by this texture. See [enum Image." "Format] for details." msgstr "" #: doc/classes/TextureLayered.xml:27 msgid "" "Returns the height of the texture. Height is typically represented by the Y-" "axis." msgstr "" #: doc/classes/TextureLayered.xml:34 msgid "" "Returns an [Image] resource with the data from specified [code]layer[/code]." msgstr "" #: doc/classes/TextureLayered.xml:40 msgid "" "Returns the width of the texture. Width is typically represented by the X-" "axis." msgstr "" #: doc/classes/TextureLayered.xml:51 msgid "" "Partially sets the data for a specified [code]layer[/code] by overwriting " "using the data of the specified [code]image[/code]. [code]x_offset[/code] " "and [code]y_offset[/code] determine where the [Image] is \"stamped\" over " "the texture. The [code]image[/code] must fit within the texture." msgstr "" #: doc/classes/TextureLayered.xml:59 msgid "" "Sets the data for the specified layer. Data takes the form of a 2-" "dimensional [Image] resource." msgstr "" #: doc/classes/TextureLayered.xml:65 msgid "Returns a dictionary with all the data used by this texture." msgstr "" #: doc/classes/TextureLayered.xml:68 msgid "Specifies which [enum Flags] apply to this texture." msgstr "" #: doc/classes/TextureLayered.xml:73 msgid "" "Default flags for [TextureArray]. [constant FLAG_MIPMAPS], [constant " "FLAG_REPEAT] and [constant FLAG_FILTER] are enabled." msgstr "" #: doc/classes/TextureLayered.xml:76 msgid "Default flags for [Texture3D]. [constant FLAG_FILTER] is enabled." msgstr "" #: doc/classes/TextureLayered.xml:79 #, fuzzy msgid "Texture will generate mipmaps on creation." msgstr "Textur wird nicht wiederholt." #: doc/classes/TextureLayered.xml:82 msgid "Texture will repeat when UV used is outside the 0-1 range." msgstr "" #: doc/classes/TextureLayered.xml:85 msgid "" "Use filtering when reading from texture. Filtering smooths out pixels. " "Turning filtering off is slightly faster and more appropriate when you need " "access to individual pixels." msgstr "" #: doc/classes/TextureProgress.xml:4 msgid "" "Texture-based progress bar. Useful for loading screens and life or stamina " "bars." msgstr "" #: doc/classes/TextureProgress.xml:7 msgid "" "TextureProgress works like [ProgressBar], but uses up to 3 textures instead " "of Godot's [Theme] resource. It can be used to create horizontal, vertical " "and radial progress bars." msgstr "" #: doc/classes/TextureProgress.xml:28 msgid "The fill direction. See [enum FillMode] for possible values." msgstr "" #: doc/classes/TextureProgress.xml:32 msgid "" "If [code]true[/code], Godot treats the bar's textures like in " "[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like " "[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When " "using a radial [member fill_mode], this setting will enable stretching." msgstr "" #: doc/classes/TextureProgress.xml:35 msgid "" "Offsets [member texture_progress] if [member fill_mode] is [constant " "FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]." msgstr "" #: doc/classes/TextureProgress.xml:38 msgid "" "Upper limit for the fill of [member texture_progress] if [member fill_mode] " "is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the " "node's [code]value[/code] is equal to its [code]max_value[/code], the " "texture fills up to this angle.\n" "See [member Range.value], [member Range.max_value]." msgstr "" #: doc/classes/TextureProgress.xml:42 msgid "" "Starting angle for the fill of [member texture_progress] if [member " "fill_mode] is [constant FILL_CLOCKWISE] or [constant " "FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its " "[code]min_value[/code], the texture doesn't show up at all. When the " "[code]value[/code] increases, the texture fills and tends towards [member " "radial_fill_degrees]." msgstr "" #: doc/classes/TextureProgress.xml:45 msgid "" "The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's " "bottom corners and side will have a height of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" #: doc/classes/TextureProgress.xml:48 msgid "The width of the 9-patch's left column." msgstr "" #: doc/classes/TextureProgress.xml:51 msgid "The width of the 9-patch's right column." msgstr "" #: doc/classes/TextureProgress.xml:54 msgid "The height of the 9-patch's top row." msgstr "" #: doc/classes/TextureProgress.xml:57 msgid "" "[Texture] that draws over the progress bar. Use it to add highlights or an " "upper-frame that hides part of [member texture_progress]." msgstr "" #: doc/classes/TextureProgress.xml:60 msgid "" "[Texture] that clips based on the node's [code]value[/code] and [member " "fill_mode]. As [code]value[/code] increased, the texture fills up. It shows " "entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't " "show at all if [code]value[/code] is equal to [code]min_value[/code].\n" "The [code]value[/code] property comes from [Range]. See [member Range." "value], [member Range.min_value], [member Range.max_value]." msgstr "" #: doc/classes/TextureProgress.xml:64 msgid "" "The offset of [member texture_progress]. Useful for [member texture_over] " "and [member texture_under] with fancy borders, to avoid transparent margins " "in your progress texture." msgstr "" #: doc/classes/TextureProgress.xml:67 msgid "[Texture] that draws under the progress bar. The bar's background." msgstr "" #: doc/classes/TextureProgress.xml:70 msgid "" "Multiplies the color of the bar's [code]texture_over[/code] texture. The " "effect is similar to [member CanvasItem.modulate], except it only affects " "this specific texture instead of the entire node." msgstr "" #: doc/classes/TextureProgress.xml:73 msgid "" "Multiplies the color of the bar's [code]texture_progress[/code] texture." msgstr "" #: doc/classes/TextureProgress.xml:76 msgid "Multiplies the color of the bar's [code]texture_under[/code] texture." msgstr "" #: doc/classes/TextureProgress.xml:81 msgid "The [member texture_progress] fills from left to right." msgstr "" #: doc/classes/TextureProgress.xml:84 msgid "The [member texture_progress] fills from right to left." msgstr "" #: doc/classes/TextureProgress.xml:87 msgid "The [member texture_progress] fills from top to bottom." msgstr "" #: doc/classes/TextureProgress.xml:90 msgid "The [member texture_progress] fills from bottom to top." msgstr "" #: doc/classes/TextureProgress.xml:93 msgid "" "Turns the node into a radial bar. The [member texture_progress] fills " "clockwise. See [member radial_center_offset], [member radial_initial_angle] " "and [member radial_fill_degrees] to control the way the bar fills up." msgstr "" #: doc/classes/TextureProgress.xml:96 msgid "" "Turns the node into a radial bar. The [member texture_progress] fills " "counterclockwise. See [member radial_center_offset], [member " "radial_initial_angle] and [member radial_fill_degrees] to control the way " "the bar fills up." msgstr "" #: doc/classes/TextureProgress.xml:99 msgid "" "The [member texture_progress] fills from the center, expanding both towards " "the left and the right." msgstr "" #: doc/classes/TextureProgress.xml:102 msgid "" "The [member texture_progress] fills from the center, expanding both towards " "the top and the bottom." msgstr "" #: doc/classes/TextureProgress.xml:105 msgid "" "Turns the node into a radial bar. The [member texture_progress] fills " "radially from the center, expanding both clockwise and counterclockwise. See " "[member radial_center_offset], [member radial_initial_angle] and [member " "radial_fill_degrees] to control the way the bar fills up." msgstr "" #: doc/classes/TextureRect.xml:4 msgid "Control for drawing textures." msgstr "" #: doc/classes/TextureRect.xml:7 msgid "" "Used to draw icons and sprites in a user interface. The texture's placement " "can be controlled with the [member stretch_mode] property. It can scale, " "tile, or stay centered inside its bounding rectangle.\n" "[b]Note:[/b] You should enable [member flip_v] when using a TextureRect to " "display a [ViewportTexture]. Alternatively, you can enable [member Viewport." "render_target_v_flip] on the Viewport. Otherwise, the image will appear " "upside down." msgstr "" #: doc/classes/TextureRect.xml:17 msgid "If [code]true[/code], the texture scales to fit its bounding rectangle." msgstr "" #: doc/classes/TextureRect.xml:27 msgid "" "Controls the texture's behavior when resizing the node's bounding rectangle. " "See [enum StretchMode]." msgstr "" #: doc/classes/TextureRect.xml:30 msgid "The node's [Texture] resource." msgstr "" #: doc/classes/TextureRect.xml:35 msgid "" "Scale to fit the node's bounding rectangle, only if [code]expand[/code] is " "[code]true[/code]. Default [code]stretch_mode[/code], for backwards " "compatibility. Until you set [code]expand[/code] to [code]true[/code], the " "texture will behave like [constant STRETCH_KEEP]." msgstr "" #: doc/classes/TextureRect.xml:53 msgid "" "Scale the texture to fit the node's bounding rectangle, center it and " "maintain its aspect ratio." msgstr "" #: doc/classes/Theme.xml:4 msgid "Theme for controls." msgstr "" #: doc/classes/Theme.xml:7 msgid "" "A theme for skinning controls. Controls can be skinned individually, but for " "complex applications, it's more practical to just create a global theme that " "defines everything. This theme can be applied to any [Control]; the Control " "and its children will automatically use it.\n" "Theme resources can alternatively be loaded by writing them in a [code]." "theme[/code] file, see the documentation for more information." msgstr "" #: doc/classes/Theme.xml:11 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/ui/gui_skinning.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/gui/gui_skinning.html" #: doc/classes/Theme.xml:17 msgid "Clears all values on the theme." msgstr "" #: doc/classes/Theme.xml:25 #, fuzzy msgid "" "Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "Bewegt den Vektor Richtung [code]to[/code] für den festen Betrag " "[code]delta[/code]." #: doc/classes/Theme.xml:33 #, fuzzy msgid "" "Clears the constant at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "Bewegt den Vektor Richtung [code]to[/code] für den festen Betrag " "[code]delta[/code]." #: doc/classes/Theme.xml:41 #, fuzzy msgid "" "Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "Bewegt den Vektor Richtung [code]to[/code] für den festen Betrag " "[code]delta[/code]." #: doc/classes/Theme.xml:49 #, fuzzy msgid "" "Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]." msgstr "" "Bewegt den Vektor Richtung [code]to[/code] für den festen Betrag " "[code]delta[/code]." #: doc/classes/Theme.xml:57 #, fuzzy msgid "" "Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "Gibt [code]true[/code] zurück, wenn das Array [code]value[/code] enthält." #: doc/classes/Theme.xml:66 msgid "" "Clears the theme item of [code]data_type[/code] at [code]name[/code] if the " "theme has [code]node_type[/code]." msgstr "" #: doc/classes/Theme.xml:72 msgid "Sets the theme's values to a copy of the default theme values." msgstr "" #: doc/classes/Theme.xml:79 msgid "Sets the theme's values to a copy of a given theme." msgstr "" #: doc/classes/Theme.xml:87 #, fuzzy msgid "" "Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "Gibt [code]true[/code] zurück, wenn das Array [code]value[/code] enthält." #: doc/classes/Theme.xml:94 msgid "" "Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s " "name, for use in [method get_color], if the theme has [code]node_type[/code]." msgstr "" #: doc/classes/Theme.xml:100 msgid "" "Returns all the [Color] types as a [PoolStringArray] filled with unique type " "names, for use in [method get_color] and/or [method get_color_list]." msgstr "" #: doc/classes/Theme.xml:108 #, fuzzy msgid "" "Returns the constant at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "Gibt [code]true[/code] zurück, wenn das Array [code]value[/code] enthält." #: doc/classes/Theme.xml:115 msgid "" "Returns all the constants as a [PoolStringArray] filled with each constant's " "name, for use in [method get_constant], if the theme has [code]node_type[/" "code]." msgstr "" #: doc/classes/Theme.xml:121 msgid "" "Returns all the constant types as a [PoolStringArray] filled with unique " "type names, for use in [method get_constant] and/or [method " "get_constant_list]." msgstr "" #: doc/classes/Theme.xml:129 #, fuzzy msgid "" "Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "Gibt [code]true[/code] zurück, wenn das Array [code]value[/code] enthält." #: doc/classes/Theme.xml:136 msgid "" "Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s " "name, for use in [method get_font], if the theme has [code]node_type[/code]." msgstr "" #: doc/classes/Theme.xml:142 msgid "" "Returns all the [Font] types as a [PoolStringArray] filled with unique type " "names, for use in [method get_font] and/or [method get_font_list]." msgstr "" #: doc/classes/Theme.xml:150 #, fuzzy msgid "" "Returns the icon [Texture] at [code]name[/code] if the theme has " "[code]node_type[/code]." msgstr "" "Liefert die Position des Punktes bei Index [code]Punkt[/code] im Dreieck von " "Index [code]Dreieck[/code]." #: doc/classes/Theme.xml:157 msgid "" "Returns all the icons as a [PoolStringArray] filled with each [Texture]'s " "name, for use in [method get_icon], if the theme has [code]node_type[/code]." msgstr "" #: doc/classes/Theme.xml:163 msgid "" "Returns all the icon types as a [PoolStringArray] filled with unique type " "names, for use in [method get_icon] and/or [method get_icon_list]." msgstr "" #: doc/classes/Theme.xml:171 msgid "" "Returns the [StyleBox] at [code]name[/code] if the theme has " "[code]node_type[/code].\n" "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 "" #: doc/classes/Theme.xml:179 msgid "" "Returns all the [StyleBox]s as a [PoolStringArray] filled with each " "[StyleBox]'s name, for use in [method get_stylebox], if the theme has " "[code]node_type[/code].\n" "Valid [code]node_type[/code]s may be found using [method get_stylebox_types]." msgstr "" #: doc/classes/Theme.xml:186 msgid "" "Returns all the [StyleBox] types as a [PoolStringArray] filled with unique " "type names, for use in [method get_stylebox] and/or [method " "get_stylebox_list]." msgstr "" #: doc/classes/Theme.xml:195 msgid "" "Returns the theme item of [code]data_type[/code] at [code]name[/code] if the " "theme has [code]node_type[/code].\n" "Valid [code]name[/code]s may be found using [method get_theme_item_list] or " "a data type specific method. Valid [code]node_type[/code]s may be found " "using [method get_theme_item_types] or a data type specific method." msgstr "" #: doc/classes/Theme.xml:204 msgid "" "Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] " "filled with each theme items's name, for use in [method get_theme_item] or a " "data type specific method, if the theme has [code]node_type[/code].\n" "Valid [code]node_type[/code]s may be found using [method " "get_theme_item_types] or a data type specific method." msgstr "" #: doc/classes/Theme.xml:212 msgid "" "Returns all the theme items of [code]data_type[/code] types as a " "[PoolStringArray] filled with unique type names, for use in [method " "get_theme_item], [method get_theme_item_list] or data type specific methods." msgstr "" #: doc/classes/Theme.xml:219 msgid "" "Returns all the theme types as a [PoolStringArray] filled with unique type " "names, for use in other [code]get_*[/code] functions of this theme.\n" "[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in " "future version." msgstr "" #: doc/classes/Theme.xml:228 #, fuzzy msgid "" "Returns [code]true[/code] if [Color] with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" "Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/" "code]angegeben ist, existiert, ansonsten [code]false[/code]." #: doc/classes/Theme.xml:237 msgid "" "Returns [code]true[/code] if constant with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" #: doc/classes/Theme.xml:244 #, fuzzy msgid "" "Returns [code]true[/code] if this theme has a valid [member default_font] " "value." msgstr "" "Gibt [code]true[/code] zurück, wenn das Array [code]value[/code] enthält." #: doc/classes/Theme.xml:252 #, fuzzy msgid "" "Returns [code]true[/code] if [Font] with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" "Gibt [code]true[/code] zurück wenn Einstellung welche durch [code]name[/" "code]angegeben ist, existiert, ansonsten [code]false[/code]." #: doc/classes/Theme.xml:261 msgid "" "Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" #: doc/classes/Theme.xml:270 msgid "" "Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" #: doc/classes/Theme.xml:280 msgid "" "Returns [code]true[/code] if a theme item of [code]data_type[/code] with " "[code]name[/code] is in [code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" #: doc/classes/Theme.xml:288 msgid "" "Adds missing and overrides existing definitions with values from the " "[code]other[/code] [Theme].\n" "[b]Note:[/b] This modifies the current theme. If you want to merge two " "themes together without modifying either one, create a new empty theme and " "merge the other two into it one after another." msgstr "" #: doc/classes/Theme.xml:298 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." msgstr "" #: doc/classes/Theme.xml:307 msgid "" "Renames the constant 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." msgstr "" #: doc/classes/Theme.xml:316 msgid "" "Renames the [Font] 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." msgstr "" #: doc/classes/Theme.xml:325 msgid "" "Renames the icon 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." msgstr "" #: doc/classes/Theme.xml:334 msgid "" "Renames [StyleBox] 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." msgstr "" #: doc/classes/Theme.xml:344 msgid "" "Renames the theme item of [code]data_type[/code] 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." msgstr "" #: doc/classes/Theme.xml:353 msgid "" "Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in " "[code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml:363 msgid "" "Sets the theme's constant to [code]constant[/code] at [code]name[/code] in " "[code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml:373 msgid "" "Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in " "[code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml:383 msgid "" "Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] " "in [code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml:393 msgid "" "Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in " "[code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml:404 msgid "" "Sets the theme item of [code]data_type[/code] to [code]value[/code] at " "[code]name[/code] in [code]node_type[/code].\n" "Does nothing if the [code]value[/code] type does not match [code]data_type[/" "code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml:412 msgid "" "The default font of this [Theme] resource. Used as a fallback value for font " "items defined in this theme, but having invalid values. If this value is " "also invalid, the global default value is used.\n" "Use [method has_default_font] to check if this value is valid." msgstr "" #: doc/classes/Theme.xml:418 msgid "Theme's [Color] item type." msgstr "" #: doc/classes/Theme.xml:421 #, fuzzy msgid "Theme's constant item type." msgstr "Der Übergangstyp." #: doc/classes/Theme.xml:424 msgid "Theme's [Font] item type." msgstr "" #: doc/classes/Theme.xml:427 msgid "Theme's icon [Texture] item type." msgstr "" #: doc/classes/Theme.xml:430 msgid "Theme's [StyleBox] item type." msgstr "" #: doc/classes/Theme.xml:433 #, fuzzy msgid "Maximum value for the DataType enum." msgstr "Maximaler Wert für das Modus-Enum." #: doc/classes/Thread.xml:4 msgid "A unit of execution in a process." msgstr "" #: doc/classes/Thread.xml:7 msgid "" "A unit of execution in a process. Can run methods on [Object]s " "simultaneously. The use of synchronization via [Mutex] or [Semaphore] is " "advised if working with shared objects.\n" "[b]Note:[/b] Breakpoints won't break on code if it's running in a thread. " "This is a current limitation of the GDScript debugger." msgstr "" #: doc/classes/Thread.xml:12 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/performance/threads/" "thread_safe_apis.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/threads/thread_safe_apis." "html" #: doc/classes/Thread.xml:19 msgid "" "Returns the current [Thread]'s ID, uniquely identifying it among all " "threads. If the [Thread] is not running this returns an empty string." msgstr "" #: doc/classes/Thread.xml:25 msgid "" "Returns [code]true[/code] if this [Thread] has been started. Once started, " "this will return [code]true[/code] until it is joined using [method " "wait_to_finish]. For checking if a [Thread] is still executing its task, use " "[method is_alive]." msgstr "" #: doc/classes/Thread.xml:31 msgid "" "Returns [code]true[/code] if this [Thread] is currently running. This is " "useful for determining if [method wait_to_finish] can be called without " "blocking the calling thread.\n" "To check if a [Thread] is joinable, use [method is_active]." msgstr "" #: doc/classes/Thread.xml:42 msgid "" "Starts a new [Thread] that runs [code]method[/code] on object " "[code]instance[/code] with [code]userdata[/code] passed as an argument. Even " "if no userdata is passed, [code]method[/code] must accept one argument and " "it will be null. The [code]priority[/code] of the [Thread] can be changed by " "passing a value from the [enum Priority] enum.\n" "Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure." msgstr "" #: doc/classes/Thread.xml:49 msgid "" "Joins the [Thread] and waits for it to finish. Returns the output of the " "method passed to [method start].\n" "Should either be used when you want to retrieve the value returned from the " "method called by the [Thread] or before freeing the instance that contains " "the [Thread].\n" "To determine if this can be called without blocking the calling thread, " "check if [method is_alive] is [code]false[/code].\n" "[b]Note:[/b] After the [Thread] finishes joining it will be disposed. If you " "want to use it again you will have to create a new instance of it." msgstr "" #: doc/classes/Thread.xml:58 msgid "A thread running with lower priority than normally." msgstr "" #: doc/classes/Thread.xml:61 msgid "A thread with a standard priority." msgstr "" #: doc/classes/Thread.xml:64 msgid "A thread running with higher priority than normally." msgstr "" #: doc/classes/TileMap.xml:4 msgid "Node for 2D tile-based maps." msgstr "" #: doc/classes/TileMap.xml:7 msgid "" "Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list " "of tiles (textures plus optional collision, navigation, and/or occluder " "shapes) which are used to create grid-based maps.\n" "When doing physics queries against the tilemap, the cell coordinates are " "encoded as [code]metadata[/code] for each detected collision shape returned " "by methods such as [method Physics2DDirectSpaceState.intersect_shape], " "[method Physics2DDirectBodyState.get_contact_collider_shape_metadata], etc." msgstr "" #: doc/classes/TileMap.xml:11 doc/classes/TileSet.xml:11 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/2d/using_tilemaps.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/2d/using_tilemaps.html" #: doc/classes/TileMap.xml:14 doc/classes/TileSet.xml:14 #, fuzzy msgid "https://godotengine.org/asset-library/asset/111" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/TileMap.xml:23 msgid "Clears all cells." msgstr "" #: doc/classes/TileMap.xml:29 msgid "Clears cells that do not exist in the tileset." msgstr "" #: doc/classes/TileMap.xml:37 msgid "" "Returns the tile index of the given cell. If no tile exists in the cell, " "returns [constant INVALID_CELL]." msgstr "" #: doc/classes/TileMap.xml:45 msgid "" "Returns the coordinate (subtile column and row) of the autotile variation in " "the tileset. Returns a zero vector if the cell doesn't have autotiling." msgstr "" #: doc/classes/TileMap.xml:52 msgid "" "Returns the tile index of the cell given by a Vector2. If no tile exists in " "the cell, returns [constant INVALID_CELL]." msgstr "" #: doc/classes/TileMap.xml:59 msgid "Returns [code]true[/code] if the given collision layer bit is set." msgstr "" #: doc/classes/TileMap.xml:66 msgid "Returns [code]true[/code] if the given collision mask bit is set." msgstr "" #: doc/classes/TileMap.xml:72 msgid "" "Returns a [Vector2] array with the positions of all cells containing a tile " "from the tileset (i.e. a tile index different from [code]-1[/code])." msgstr "" #: doc/classes/TileMap.xml:79 #, fuzzy msgid "" "Returns an array of all cells with the given tile index specified in " "[code]id[/code]." msgstr "" "Gibt ein Array aller Zellen mit der angegebenen Kachel [code]index[/code] " "zurück." #: doc/classes/TileMap.xml:85 msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map." msgstr "" #: doc/classes/TileMap.xml:93 msgid "" "Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y " "axes are swapped." msgstr "" #: doc/classes/TileMap.xml:101 msgid "Returns [code]true[/code] if the given cell is flipped in the X axis." msgstr "" #: doc/classes/TileMap.xml:109 msgid "Returns [code]true[/code] if the given cell is flipped in the Y axis." msgstr "" #: doc/classes/TileMap.xml:117 msgid "" "Returns the local position of the top left corner of the cell corresponding " "to the given tilemap (grid-based) coordinates.\n" "To get the global position, use [method Node2D.to_global]:\n" "[codeblock]\n" "var local_position = my_tilemap.map_to_world(map_position)\n" "var global_position = my_tilemap.to_global(local_position)\n" "[/codeblock]\n" "Optionally, the tilemap's half offset can be ignored." msgstr "" #: doc/classes/TileMap.xml:136 msgid "" "Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " "subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " "update_dirty_quadrants].\n" "Overriding this method also overrides it internally, allowing custom logic " "to be implemented when tiles are placed/removed:\n" "[codeblock]\n" "func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, " "autotile_coord=Vector2()):\n" " # Write your custom logic here.\n" " # To call the default method:\n" " .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n" "[/codeblock]" msgstr "" #: doc/classes/TileMap.xml:158 msgid "" "Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped or transposed.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " "update_dirty_quadrants]." msgstr "" #: doc/classes/TileMap.xml:170 msgid "Sets the given collision layer bit." msgstr "" #: doc/classes/TileMap.xml:178 msgid "Sets the given collision mask bit." msgstr "" #: doc/classes/TileMap.xml:185 msgid "" "Applies autotiling rules to the cell (and its adjacent cells) referenced by " "its grid-based X and Y coordinates." msgstr "" #: doc/classes/TileMap.xml:193 msgid "" "Applies autotiling rules to the cells in the given region (specified by grid-" "based X and Y coordinates).\n" "Calling with invalid (or missing) parameters applies autotiling rules for " "the entire tilemap." msgstr "" #: doc/classes/TileMap.xml:200 msgid "" "Updates the tile map's quadrants, allowing things such as navigation and " "collision shapes to be immediately used if modified." msgstr "" #: doc/classes/TileMap.xml:207 msgid "" "Returns the tilemap (grid-based) coordinates corresponding to the given " "local position.\n" "To use this with a global position, first determine the local position with " "[method Node2D.to_local]:\n" "[codeblock]\n" "var local_position = my_tilemap.to_local(global_position)\n" "var map_position = my_tilemap.world_to_map(local_position)\n" "[/codeblock]" msgstr "" #: doc/classes/TileMap.xml:218 msgid "If [code]true[/code], the cell's UVs will be clipped." msgstr "" #: doc/classes/TileMap.xml:221 msgid "The custom [Transform2D] to be applied to the TileMap's cells." msgstr "" #: doc/classes/TileMap.xml:224 msgid "" "Amount to offset alternating tiles. See [enum HalfOffset] for possible " "values." msgstr "" #: doc/classes/TileMap.xml:227 msgid "" "The TileMap's quadrant size. Optimizes drawing by batching, using chunks of " "this size." msgstr "" #: doc/classes/TileMap.xml:230 msgid "The TileMap's cell size." msgstr "" #: doc/classes/TileMap.xml:233 msgid "Position for tile origin. See [enum TileOrigin] for possible values." msgstr "" #: doc/classes/TileMap.xml:236 msgid "" "If [code]true[/code], the TileMap's direct children will be drawn in order " "of their Y coordinate." msgstr "" #: doc/classes/TileMap.xml:239 msgid "" "If [code]true[/code], the textures will be centered in the middle of each " "tile. This is useful for certain isometric or top-down modes when textures " "are made larger or smaller than the tiles (e.g. to avoid flickering on tile " "edges). The offset is still applied, but from the center of the tile. If " "used, [member compatibility_mode] is ignored.\n" "If [code]false[/code], the texture position start in the top-left corner " "unless [member compatibility_mode] is enabled." msgstr "" #: doc/classes/TileMap.xml:243 msgid "" "Bounce value for static body collisions (see [code]collision_use_kinematic[/" "code])." msgstr "" #: doc/classes/TileMap.xml:246 msgid "" "Friction value for static body collisions (see " "[code]collision_use_kinematic[/code])." msgstr "" #: doc/classes/TileMap.xml:249 msgid "" "The collision layer(s) for all colliders in the TileMap. See [url=https://" "docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction." "html#collision-layers-and-masks]Collision layers and masks[/url] in the " "documentation for more information." msgstr "" #: doc/classes/TileMap.xml:252 msgid "" "The collision mask(s) for all colliders in the TileMap. See [url=https://" "docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction." "html#collision-layers-and-masks]Collision layers and masks[/url] in the " "documentation for more information." msgstr "" #: doc/classes/TileMap.xml:255 msgid "" "If [code]true[/code], TileMap collisions will be handled as a kinematic " "body. If [code]false[/code], collisions will be handled as static body." msgstr "" #: doc/classes/TileMap.xml:258 msgid "" "If [code]true[/code], this tilemap's collision shape will be added to the " "collision shape of the parent. The parent has to be a [CollisionObject2D]." msgstr "" #: doc/classes/TileMap.xml:261 msgid "" "If [code]true[/code], the compatibility with the tilemaps made in Godot 3.1 " "or earlier is maintained (textures move when the tile origin changes and " "rotate if the texture size is not homogeneous). This mode presents problems " "when doing [code]flip_h[/code], [code]flip_v[/code] and [code]transpose[/" "code] tile operations on non-homogeneous isometric tiles (e.g. 2:1), in " "which the texture could not coincide with the collision, thus it is not " "recommended for isometric or non-square tiles.\n" "If [code]false[/code], the textures do not move when doing [code]flip_h[/" "code], [code]flip_v[/code] operations if no offset is used, nor when " "changing the tile origin.\n" "The compatibility mode doesn't work with the [member centered_textures] " "option, because displacing textures with the [member cell_tile_origin] " "option or in irregular tiles is not relevant when centering those textures." msgstr "" #: doc/classes/TileMap.xml:266 msgid "The TileMap orientation mode. See [enum Mode] for possible values." msgstr "" #: doc/classes/TileMap.xml:269 msgid "" "The light mask assigned to all light occluders in the TileMap. The TileSet's " "light occluders will cast shadows only from Light2D(s) that have the same " "light mask(s)." msgstr "" #: doc/classes/TileMap.xml:272 msgid "" "If [code]true[/code], collision shapes are visible in the editor. Doesn't " "affect collision shapes visibility at runtime. To show collision shapes at " "runtime, enable [b]Visible Collision Shapes[/b] in the [b]Debug[/b] menu " "instead." msgstr "" #: doc/classes/TileMap.xml:275 msgid "The assigned [TileSet]." msgstr "" #: doc/classes/TileMap.xml:281 msgid "Emitted when a tilemap setting has changed." msgstr "" #: doc/classes/TileMap.xml:287 msgid "Returned when a cell doesn't exist." msgstr "" #: doc/classes/TileMap.xml:290 msgid "Orthogonal orientation mode." msgstr "" #: doc/classes/TileMap.xml:293 msgid "Isometric orientation mode." msgstr "" #: doc/classes/TileMap.xml:296 msgid "Custom orientation mode." msgstr "" #: doc/classes/TileMap.xml:299 msgid "Half offset on the X coordinate." msgstr "" #: doc/classes/TileMap.xml:302 msgid "Half offset on the Y coordinate." msgstr "" #: doc/classes/TileMap.xml:305 msgid "Half offset disabled." msgstr "" #: doc/classes/TileMap.xml:308 msgid "Half offset on the X coordinate (negative)." msgstr "" #: doc/classes/TileMap.xml:311 msgid "Half offset on the Y coordinate (negative)." msgstr "" #: doc/classes/TileMap.xml:314 msgid "Tile origin at its top-left corner." msgstr "" #: doc/classes/TileMap.xml:317 msgid "Tile origin at its center." msgstr "" #: doc/classes/TileMap.xml:320 msgid "Tile origin at its bottom-left corner." msgstr "" #: doc/classes/TileSet.xml:4 msgid "Tile library for tilemaps." msgstr "" #: doc/classes/TileSet.xml:7 msgid "" "A TileSet is a library of tiles for a [TileMap]. It contains a list of " "tiles, each consisting of a sprite and optional collision shapes.\n" "Tiles are referenced by a unique integer ID." msgstr "" #: doc/classes/TileSet.xml:42 msgid "" "Determines when the auto-tiler should consider two different auto-tile IDs " "to be bound together.\n" "[b]Note:[/b] [code]neighbor_id[/code] will be [code]-1[/code] ([constant " "TileMap.INVALID_CELL]) when checking a tile against an empty neighbor tile." msgstr "" #: doc/classes/TileSet.xml:50 msgid "Clears all bitmask information of the autotile." msgstr "" #: doc/classes/TileSet.xml:58 msgid "" "Returns the bitmask of the subtile from an autotile given its coordinates.\n" "The value is the sum of the values in [enum AutotileBindings] present in the " "subtile (e.g. a value of 5 means the bitmask has bindings in both the top " "left and top right)." msgstr "" #: doc/classes/TileSet.xml:66 msgid "Returns the [enum BitmaskMode] of the autotile." msgstr "" #: doc/classes/TileSet.xml:73 msgid "" "Returns the subtile that's being used as an icon in an atlas/autotile given " "its coordinates.\n" "The subtile defined as the icon will be used as a fallback when the atlas/" "autotile's bitmask information is incomplete. It will also be used to " "represent it in the TileSet editor." msgstr "" #: doc/classes/TileSet.xml:82 msgid "" "Returns the light occluder of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml:90 msgid "" "Returns the navigation polygon of the subtile from an atlas/autotile given " "its coordinates." msgstr "" #: doc/classes/TileSet.xml:97 msgid "Returns the size of the subtiles in an atlas/autotile." msgstr "" #: doc/classes/TileSet.xml:104 msgid "Returns the spacing between subtiles of the atlas/autotile." msgstr "" #: doc/classes/TileSet.xml:112 msgid "" "Returns the priority of the subtile from an autotile given its coordinates.\n" "When more than one subtile has the same bitmask value, one of them will be " "picked randomly for drawing. Its priority will define how often it will be " "picked." msgstr "" #: doc/classes/TileSet.xml:121 msgid "" "Returns the drawing index of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml:130 msgid "" "Sets the bitmask of the subtile from an autotile given its coordinates.\n" "The value is the sum of the values in [enum AutotileBindings] present in the " "subtile (e.g. a value of 5 means the bitmask has bindings in both the top " "left and top right)." msgstr "" #: doc/classes/TileSet.xml:139 msgid "Sets the [enum BitmaskMode] of the autotile." msgstr "" #: doc/classes/TileSet.xml:147 msgid "" "Sets the subtile that will be used as an icon in an atlas/autotile given its " "coordinates.\n" "The subtile defined as the icon will be used as a fallback when the atlas/" "autotile's bitmask information is incomplete. It will also be used to " "represent it in the TileSet editor." msgstr "" #: doc/classes/TileSet.xml:157 msgid "" "Sets the light occluder of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml:166 msgid "" "Sets the navigation polygon of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml:174 msgid "Sets the size of the subtiles in an atlas/autotile." msgstr "" #: doc/classes/TileSet.xml:182 msgid "Sets the spacing between subtiles of the atlas/autotile." msgstr "" #: doc/classes/TileSet.xml:191 msgid "" "Sets the priority of the subtile from an autotile given its coordinates.\n" "When more than one subtile has the same bitmask value, one of them will be " "picked randomly for drawing. Its priority will define how often it will be " "picked." msgstr "" #: doc/classes/TileSet.xml:201 msgid "" "Sets the drawing index of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml:207 msgid "Clears all tiles." msgstr "" #: doc/classes/TileSet.xml:214 msgid "Creates a new tile with the given ID." msgstr "" #: doc/classes/TileSet.xml:221 msgid "Returns the first tile matching the given name." msgstr "" #: doc/classes/TileSet.xml:227 msgid "" "Returns the ID following the last currently used ID, useful when creating a " "new tile." msgstr "" #: doc/classes/TileSet.xml:233 msgid "Returns an array of all currently used tile IDs." msgstr "" #: doc/classes/TileSet.xml:240 msgid "Removes the given tile ID." msgstr "" #: doc/classes/TileSet.xml:251 msgid "Adds a shape to the tile." msgstr "" #: doc/classes/TileSet.xml:258 msgid "Returns the tile's light occluder." msgstr "" #: doc/classes/TileSet.xml:265 msgid "Returns the tile's material." msgstr "" #: doc/classes/TileSet.xml:272 msgid "Returns the tile's modulation color." msgstr "" #: doc/classes/TileSet.xml:279 msgid "Returns the tile's name." msgstr "" #: doc/classes/TileSet.xml:286 msgid "Returns the navigation polygon of the tile." msgstr "" #: doc/classes/TileSet.xml:293 msgid "Returns the offset of the tile's navigation polygon." msgstr "" #: doc/classes/TileSet.xml:300 msgid "Returns the tile's normal map texture." msgstr "" #: doc/classes/TileSet.xml:307 msgid "Returns the offset of the tile's light occluder." msgstr "" #: doc/classes/TileSet.xml:314 msgid "Returns the tile sub-region in the texture." msgstr "" #: doc/classes/TileSet.xml:322 msgid "Returns a tile's given shape." msgstr "" #: doc/classes/TileSet.xml:329 msgid "Returns the number of shapes assigned to a tile." msgstr "" #: doc/classes/TileSet.xml:337 msgid "Returns the offset of a tile's shape." msgstr "" #: doc/classes/TileSet.xml:345 msgid "Returns the one-way collision value of a tile's shape." msgstr "" #: doc/classes/TileSet.xml:360 msgid "Returns the [Transform2D] of a tile's shape." msgstr "" #: doc/classes/TileSet.xml:367 msgid "" "Returns an array of dictionaries describing the tile's shapes.\n" "[b]Dictionary structure in the array returned by this method:[/b]\n" "[codeblock]\n" "{\n" " \"autotile_coord\": Vector2,\n" " \"one_way\": bool,\n" " \"one_way_margin\": int,\n" " \"shape\": CollisionShape2D,\n" " \"shape_transform\": Transform2D,\n" "}\n" "[/codeblock]" msgstr "" #: doc/classes/TileSet.xml:384 msgid "Returns the tile's texture." msgstr "" #: doc/classes/TileSet.xml:391 msgid "Returns the texture offset of the tile." msgstr "" #: doc/classes/TileSet.xml:398 msgid "Returns the tile's [enum TileMode]." msgstr "" #: doc/classes/TileSet.xml:405 msgid "Returns the tile's Z index (drawing layer)." msgstr "" #: doc/classes/TileSet.xml:413 msgid "Sets a light occluder for the tile." msgstr "" #: doc/classes/TileSet.xml:421 msgid "Sets the tile's material." msgstr "" #: doc/classes/TileSet.xml:429 msgid "Sets the tile's modulation color." msgstr "" #: doc/classes/TileSet.xml:437 msgid "Sets the tile's name." msgstr "" #: doc/classes/TileSet.xml:445 msgid "Sets the tile's navigation polygon." msgstr "" #: doc/classes/TileSet.xml:453 msgid "Sets an offset for the tile's navigation polygon." msgstr "" #: doc/classes/TileSet.xml:461 msgid "" "Sets the tile's normal map texture.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/TileSet.xml:470 msgid "Sets an offset for the tile's light occluder." msgstr "" #: doc/classes/TileSet.xml:478 msgid "" "Sets the tile's sub-region in the texture. This is common in texture atlases." msgstr "" #: doc/classes/TileSet.xml:487 msgid "Sets a shape for the tile, enabling collision." msgstr "" #: doc/classes/TileSet.xml:496 msgid "Sets the offset of a tile's shape." msgstr "" #: doc/classes/TileSet.xml:505 msgid "Enables one-way collision on a tile's shape." msgstr "" #: doc/classes/TileSet.xml:522 msgid "Sets a [Transform2D] on a tile's shape." msgstr "" #: doc/classes/TileSet.xml:530 msgid "Sets an array of shapes for the tile, enabling collision." msgstr "" #: doc/classes/TileSet.xml:538 msgid "Sets the tile's texture." msgstr "" #: doc/classes/TileSet.xml:546 msgid "Sets the tile's texture offset." msgstr "" #: doc/classes/TileSet.xml:554 msgid "Sets the tile's [enum TileMode]." msgstr "" #: doc/classes/TileSet.xml:562 msgid "Sets the tile's drawing index." msgstr "" #: doc/classes/Timer.xml:4 msgid "A countdown timer." msgstr "" #: doc/classes/Timer.xml:7 msgid "" "Counts down a specified interval and emits a signal on reaching 0. Can be " "set to repeat or \"one-shot\" mode.\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " "[method SceneTree.create_timer]." msgstr "" #: doc/classes/Timer.xml:17 msgid "Returns [code]true[/code] if the timer is stopped." msgstr "" #: doc/classes/Timer.xml:24 msgid "" "Starts the timer. Sets [code]wait_time[/code] to [code]time_sec[/code] if " "[code]time_sec > 0[/code]. This also resets the remaining time to " "[code]wait_time[/code].\n" "[b]Note:[/b] This method will not resume a paused timer. See [member paused]." msgstr "" #: doc/classes/Timer.xml:31 msgid "Stops the timer." msgstr "" #: doc/classes/Timer.xml:37 msgid "" "If [code]true[/code], the timer will automatically start when entering the " "scene tree.\n" "[b]Note:[/b] This property is automatically set to [code]false[/code] after " "the timer enters the scene tree and starts." msgstr "" #: doc/classes/Timer.xml:41 msgid "" "If [code]true[/code], the timer will stop when reaching 0. If [code]false[/" "code], it will restart." msgstr "" #: doc/classes/Timer.xml:44 msgid "" "If [code]true[/code], the timer is paused and will not process until it is " "unpaused again, even if [method start] is called." msgstr "" #: doc/classes/Timer.xml:47 msgid "Processing mode. See [enum TimerProcessMode]." msgstr "" #: doc/classes/Timer.xml:50 msgid "" "The timer's remaining time in seconds. Returns 0 if the timer is inactive.\n" "[b]Note:[/b] You cannot set this value. To change the timer's remaining " "time, use [method start]." msgstr "" #: doc/classes/Timer.xml:54 msgid "" "The wait time in seconds.\n" "[b]Note:[/b] Timers can only emit once per rendered frame at most (or once " "per physics frame if [member process_mode] is [constant " "TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 " "seconds) will behave in significantly different ways depending on the " "rendered framerate. For very low wait times, it is recommended to use a " "process loop in a script instead of using a Timer node." msgstr "" #: doc/classes/Timer.xml:67 msgid "" "Update the timer during the physics step at each frame (fixed framerate " "processing)." msgstr "" #: doc/classes/Timer.xml:70 msgid "Update the timer during the idle time at each frame." msgstr "" #: doc/classes/ToolButton.xml:4 msgid "Flat button helper class." msgstr "" #: doc/classes/ToolButton.xml:7 msgid "" "This is a helper class to generate a flat [Button] (see [member Button." "flat]), creating a [ToolButton] is equivalent to:\n" "[codeblock]\n" "var btn = Button.new()\n" "btn.flat = true\n" "[/codeblock]" msgstr "" #: doc/classes/ToolButton.xml:24 msgid "Default text [Color] of the [ToolButton]." msgstr "" #: doc/classes/ToolButton.xml:27 msgid "Text [Color] used when the [ToolButton] is disabled." msgstr "" #: doc/classes/ToolButton.xml:30 msgid "" "Text [Color] used when the [ToolButton] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/ToolButton.xml:33 msgid "Text [Color] used when the [ToolButton] is being hovered." msgstr "" #: doc/classes/ToolButton.xml:36 msgid "Text [Color] used when the [ToolButton] is being pressed." msgstr "" #: doc/classes/ToolButton.xml:39 msgid "The horizontal space between [ToolButton]'s icon and text." msgstr "" #: doc/classes/ToolButton.xml:42 msgid "[Font] of the [ToolButton]'s text." msgstr "" #: doc/classes/ToolButton.xml:45 msgid "[StyleBox] used when the [ToolButton] is disabled." msgstr "" #: doc/classes/ToolButton.xml:48 msgid "" "[StyleBox] used when the [ToolButton] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" #: doc/classes/ToolButton.xml:51 msgid "[StyleBox] used when the [ToolButton] is being hovered." msgstr "" #: doc/classes/ToolButton.xml:54 msgid "Default [StyleBox] for the [ToolButton]." msgstr "" #: doc/classes/ToolButton.xml:57 msgid "[StyleBox] used when the [ToolButton] is being pressed." msgstr "" #: doc/classes/TouchScreenButton.xml:4 msgid "Button for touch screen devices for gameplay use." msgstr "" #: doc/classes/TouchScreenButton.xml:7 msgid "" "TouchScreenButton allows you to create on-screen buttons for touch devices. " "It's intended for gameplay use, such as a unit you have to touch to move. " "Unlike [Button], TouchScreenButton supports multitouch out of the box. " "Several TouchScreenButtons can be pressed at the same time with touch " "input.\n" "This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot " "set anchors on it. If you want to create menus or user interfaces, you may " "want to use [Button] nodes instead. To make button nodes react to touch " "events, you can enable the Emulate Mouse option in the Project Settings.\n" "You can configure TouchScreenButton to be visible only on touch devices, " "helping you develop your game both for desktop and mobile devices." msgstr "" #: doc/classes/TouchScreenButton.xml:17 msgid "Returns [code]true[/code] if this button is currently pressed." msgstr "" #: doc/classes/TouchScreenButton.xml:23 msgid "The button's action. Actions can be handled with [InputEventAction]." msgstr "" #: doc/classes/TouchScreenButton.xml:26 msgid "The button's bitmask." msgstr "" #: doc/classes/TouchScreenButton.xml:29 msgid "The button's texture for the normal state." msgstr "" #: doc/classes/TouchScreenButton.xml:32 msgid "" "If [code]true[/code], the [signal pressed] and [signal released] signals are " "emitted whenever a pressed finger goes in and out of the button, even if the " "pressure started outside the active area of the button.\n" "[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode." msgstr "" #: doc/classes/TouchScreenButton.xml:36 msgid "The button's texture for the pressed state." msgstr "" #: doc/classes/TouchScreenButton.xml:39 msgid "The button's shape." msgstr "" #: doc/classes/TouchScreenButton.xml:42 msgid "" "If [code]true[/code], the button's shape is centered in the provided " "texture. If no texture is used, this property has no effect." msgstr "" #: doc/classes/TouchScreenButton.xml:45 msgid "If [code]true[/code], the button's shape is visible." msgstr "" #: doc/classes/TouchScreenButton.xml:48 msgid "" "The button's visibility mode. See [enum VisibilityMode] for possible values." msgstr "" #: doc/classes/TouchScreenButton.xml:54 msgid "Emitted when the button is pressed (down)." msgstr "" #: doc/classes/TouchScreenButton.xml:59 msgid "Emitted when the button is released (up)." msgstr "" #: doc/classes/TouchScreenButton.xml:65 msgid "Always visible." msgstr "Immer sichtbar." #: doc/classes/TouchScreenButton.xml:68 msgid "Visible on touch screens only." msgstr "" #: doc/classes/Transform.xml:4 msgid "3D transformation (3×4 matrix)." msgstr "" #: doc/classes/Transform.xml:7 msgid "" "3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " "represent transformations such as translation, rotation, or scaling. It " "consists of a [member basis] (first 3 columns) and a [Vector3] for the " "[member origin] (last column).\n" "For more information, read the \"Matrices and transforms\" documentation " "article." msgstr "" #: doc/classes/Transform.xml:26 msgid "" "Constructs a Transform from four [Vector3] values (matrix columns). Each " "axis corresponds to local basis vectors (some of which may be scaled)." msgstr "" #: doc/classes/Transform.xml:34 msgid "Constructs a Transform from a [Basis] and [Vector3]." msgstr "Konstruiert eine Transformation aus einer [Basis] und [Vector3]." #: doc/classes/Transform.xml:41 msgid "Constructs a Transform from a [Transform2D]." msgstr "Konstruiert einen Transform aus einem [Transform2D]." #: doc/classes/Transform.xml:48 msgid "" "Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, " "0)[/code]." msgstr "" #: doc/classes/Transform.xml:55 msgid "" "Constructs the Transform from a [Basis]. The origin will be Vector3(0, 0, 0)." msgstr "" #: doc/classes/Transform.xml:61 doc/classes/Transform2D.xml:44 msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation, scaling and translation." msgstr "" #: doc/classes/Transform.xml:69 msgid "" "Interpolates the transform to other Transform by weight amount (on the range " "of 0.0 to 1.0)." msgstr "" #: doc/classes/Transform.xml:75 msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " "affine_inverse for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml:82 doc/classes/Transform2D.xml:99 msgid "" "Returns [code]true[/code] if this transform and [code]transform[/code] are " "approximately equal, by calling [code]is_equal_approx[/code] on each " "component." msgstr "" #: doc/classes/Transform.xml:90 msgid "" "Returns a copy of the transform rotated such that its -Z axis points towards " "the [code]target[/code] position.\n" "The transform will first be rotated around the given [code]up[/code] vector, " "and then fully aligned to the target by a further rotation around an axis " "perpendicular to both the [code]target[/code] and [code]up[/code] vectors.\n" "Operations take place in global space." msgstr "" #: doc/classes/Transform.xml:98 msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors." msgstr "" #: doc/classes/Transform.xml:106 msgid "" "Rotates the transform around the given axis by the given angle (in radians), " "using matrix multiplication. The axis must be a normalized vector." msgstr "" #: doc/classes/Transform.xml:113 msgid "" "Scales basis and origin of the transform by the given scale factor, using " "matrix multiplication." msgstr "" #: doc/classes/Transform.xml:120 doc/classes/Transform2D.xml:126 msgid "" "Translates the transform by the given offset, relative to the transform's " "basis vectors.\n" "Unlike [method rotated] and [method scaled], this does not use matrix " "multiplication." msgstr "" #: doc/classes/Transform.xml:128 msgid "" "Transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by " "this transform." msgstr "" #: doc/classes/Transform.xml:135 msgid "" "Inverse-transforms the given [Vector3], [Plane], [AABB], or " "[PoolVector3Array] by this transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling). " "Equivalent to calling [code]inverse().xform(v)[/code] on this transform. For " "affine transformations (e.g. with scaling) see [method affine_inverse] " "method." msgstr "" #: doc/classes/Transform.xml:141 msgid "" "The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " "and Z axis. These vectors can be interpreted as the basis vectors of local " "coordinate system traveling with the object." msgstr "" #: doc/classes/Transform.xml:144 msgid "" "The translation offset of the transform (column 3, the fourth column). " "Equivalent to array index [code]3[/code]." msgstr "" #: doc/classes/Transform.xml:149 msgid "" "[Transform] with no translation, rotation or scaling applied. When applied " "to other data structures, [constant IDENTITY] performs no transformation." msgstr "" #: doc/classes/Transform.xml:152 msgid "[Transform] with mirroring applied perpendicular to the YZ plane." msgstr "" #: doc/classes/Transform.xml:155 msgid "[Transform] with mirroring applied perpendicular to the XZ plane." msgstr "" #: doc/classes/Transform.xml:158 msgid "[Transform] with mirroring applied perpendicular to the XY plane." msgstr "" #: doc/classes/Transform2D.xml:4 msgid "2D transformation (2×3 matrix)." msgstr "" #: doc/classes/Transform2D.xml:7 msgid "" "2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can " "represent transformations such as translation, rotation, or scaling. It " "consists of three [Vector2] values: [member x], [member y], and the [member " "origin].\n" "For more information, read the \"Matrices and transforms\" documentation " "article." msgstr "" #: doc/classes/Transform2D.xml:21 msgid "Constructs the transform from a 3D [Transform]." msgstr "" #: doc/classes/Transform2D.xml:30 msgid "" "Constructs the transform from 3 [Vector2] values representing [member x], " "[member y], and the [member origin] (the three column vectors)." msgstr "" #: doc/classes/Transform2D.xml:38 msgid "Constructs the transform from a given angle (in radians) and position." msgstr "" #: doc/classes/Transform2D.xml:51 msgid "" "Returns a vector transformed (multiplied) by the basis matrix.\n" "This method does not account for translation (the origin vector)." msgstr "" #: doc/classes/Transform2D.xml:59 msgid "" "Returns a vector transformed (multiplied) by the inverse basis matrix.\n" "This method does not account for translation (the origin vector)." msgstr "" #: doc/classes/Transform2D.xml:66 msgid "Returns the transform's origin (translation)." msgstr "" #: doc/classes/Transform2D.xml:72 msgid "Returns the transform's rotation (in radians)." msgstr "" #: doc/classes/Transform2D.xml:78 msgid "Returns the scale." msgstr "" #: doc/classes/Transform2D.xml:86 msgid "" "Returns a transform interpolated between this transform and another by a " "given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" #: doc/classes/Transform2D.xml:92 msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " "[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform2D.xml:105 msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform2D.xml:112 msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" #: doc/classes/Transform2D.xml:119 msgid "" "Scales the transform by the given scale factor, using matrix multiplication." msgstr "" #: doc/classes/Transform2D.xml:134 msgid "" "Transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this " "transform." msgstr "" #: doc/classes/Transform2D.xml:141 msgid "" "Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by " "this transform, under the assumption that the transformation is composed of " "rotation and translation (no scaling). Equivalent to calling [code]inverse()." "xform(v)[/code] on this transform. For affine transformations (e.g. with " "scaling) see [method affine_inverse] method." msgstr "" #: doc/classes/Transform2D.xml:147 msgid "" "The origin vector (column 2, the third column). Equivalent to array index " "[code]2[/code]. The origin vector represents translation." msgstr "" #: doc/classes/Transform2D.xml:158 msgid "" "The identity [Transform2D] with no translation, rotation or scaling applied. " "When applied to other data structures, [constant IDENTITY] performs no " "transformation." msgstr "" #: doc/classes/Transform2D.xml:161 msgid "The [Transform2D] that will flip something along the X axis." msgstr "" #: doc/classes/Transform2D.xml:164 msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" #: doc/classes/Translation.xml:4 msgid "Language Translation." msgstr "Sprachübersetzung." #: doc/classes/Translation.xml:7 msgid "" "Translations are resources that can be loaded and unloaded on demand. They " "map a string to another string." msgstr "" #: doc/classes/Translation.xml:10 doc/classes/TranslationServer.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/i18n/internationalizing_games." "html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/i18n/" "internationalizing_games.html" #: doc/classes/Translation.xml:11 doc/classes/TranslationServer.xml:11 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/i18n/locales.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/i18n/locales.html" #: doc/classes/Translation.xml:18 msgid "Virtual method to override [method get_message]." msgstr "" #: doc/classes/Translation.xml:26 msgid "Adds a message if nonexistent, followed by its translation." msgstr "" #: doc/classes/Translation.xml:33 msgid "Erases a message." msgstr "" #: doc/classes/Translation.xml:40 msgid "Returns a message's translation." msgstr "" #: doc/classes/Translation.xml:46 msgid "Returns the number of existing messages." msgstr "" #: doc/classes/Translation.xml:52 msgid "Returns all the messages (keys)." msgstr "" #: doc/classes/Translation.xml:58 msgid "The locale of the translation." msgstr "" #: doc/classes/TranslationServer.xml:4 msgid "Server that manages all translations." msgstr "" #: doc/classes/TranslationServer.xml:7 msgid "" "Server that manages all translations. Translations can be set to it and " "removed from it." msgstr "" #: doc/classes/TranslationServer.xml:18 msgid "Adds a [Translation] resource." msgstr "" #: doc/classes/TranslationServer.xml:24 msgid "Clears the server from all translations." msgstr "" #: doc/classes/TranslationServer.xml:30 #, fuzzy msgid "Returns an array of all loaded locales of the project." msgstr "" "Gibt ein Array aller Zellen mit der angegebenen Kachel [code]index[/code] " "zurück." #: doc/classes/TranslationServer.xml:36 msgid "" "Returns the current locale of the project.\n" "See also [method OS.get_locale] and [method OS.get_locale_language] to query " "the locale of the user system." msgstr "" #: doc/classes/TranslationServer.xml:44 msgid "" "Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] " "would return [code]\"English (United States)\"[/code])." msgstr "" #: doc/classes/TranslationServer.xml:51 msgid "Removes the given translation from the server." msgstr "" #: doc/classes/TranslationServer.xml:58 msgid "" "Sets the locale of the project. The [code]locale[/code] string will be " "standardized to match known locales (e.g. [code]en-US[/code] would be " "matched to [code]en_US[/code]).\n" "If translations have been loaded beforehand for the new locale, they will be " "applied." msgstr "" #: doc/classes/TranslationServer.xml:66 msgid "Returns the current locale's translation for the given message (key)." msgstr "" #: doc/classes/Tree.xml:4 msgid "Control to show a tree of items." msgstr "" #: doc/classes/Tree.xml:7 msgid "" "This shows a tree of items that can be selected, expanded and collapsed. The " "tree can have multiple columns with custom controls like text editing, " "buttons and popups. It can be useful for structured displays and " "interactions.\n" "Trees are built via code, using [TreeItem] objects to create the structure. " "They have a single root but multiple roots can be simulated if a dummy " "hidden root is added.\n" "[codeblock]\n" "func _ready():\n" " var tree = Tree.new()\n" " var root = tree.create_item()\n" " tree.set_hide_root(true)\n" " var child1 = tree.create_item(root)\n" " var child2 = tree.create_item(root)\n" " var subchild1 = tree.create_item(child1)\n" " subchild1.set_text(0, \"Subchild1\")\n" "[/codeblock]\n" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " "to remove it from the [Tree]." msgstr "" #: doc/classes/Tree.xml:27 msgid "Returns [code]true[/code] if the column titles are being shown." msgstr "" #: doc/classes/Tree.xml:33 msgid "Clears the tree. This removes all items." msgstr "" #: doc/classes/Tree.xml:41 msgid "" "Creates an item in the tree and adds it as a child of [code]parent[/code].\n" "If [code]parent[/code] is [code]null[/code], the root item will be the " "parent, or the new item will be the root itself if the tree is empty.\n" "The new item will be the [code]idx[/code]th child of parent, or it will be " "the last child if there are not enough siblings." msgstr "" #: doc/classes/Tree.xml:49 msgid "" "Edits the selected tree item as if it was clicked. The item must be set " "editable with [method TreeItem.set_editable]. Returns [code]true[/code] if " "the item could be edited. Fails if no item is selected." msgstr "" #: doc/classes/Tree.xml:55 msgid "" "Makes the currently focused cell visible.\n" "This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this " "will not do horizontal scrolling, as all the cells in the selected row is " "focused logically.\n" "[b]Note:[/b] Despite the name of this method, the focus cursor itself is " "only visible in [constant SELECT_MULTI] mode." msgstr "" #: doc/classes/Tree.xml:64 msgid "" "Returns the column index at [code]position[/code], or -1 if no item is there." msgstr "" #: doc/classes/Tree.xml:71 msgid "Returns the column's title." msgstr "" #: doc/classes/Tree.xml:78 msgid "Returns the column's width in pixels." msgstr "" #: doc/classes/Tree.xml:84 msgid "" "Returns the rectangle for custom popups. Helper to create custom cell " "controls that display a popup. See [method TreeItem.set_cell_mode]." msgstr "" #: doc/classes/Tree.xml:91 msgid "" "Returns the drop section at [code]position[/code], or -100 if no item is " "there.\n" "Values -1, 0, or 1 will be returned for the \"above item\", \"on item\", and " "\"below item\" drop sections, respectively. See [enum DropModeFlags] for a " "description of each drop section.\n" "To get the item which the returned drop section is relative to, use [method " "get_item_at_position]." msgstr "" #: doc/classes/Tree.xml:99 msgid "" "Returns the currently edited item. Can be used with [signal item_edited] to " "get the item that was modified.\n" "[codeblock]\n" "func _ready():\n" " $Tree.item_edited.connect(on_Tree_item_edited)\n" "\n" "func on_Tree_item_edited():\n" " print($Tree.get_edited()) # This item just got edited (e.g. checked).\n" "[/codeblock]" msgstr "" #: doc/classes/Tree.xml:112 #, fuzzy msgid "Returns the column for the currently edited item." msgstr "Gibt den Kosinus des Parameters zurück." #: doc/classes/Tree.xml:120 msgid "" "Returns the rectangle area for the specified item. If [code]column[/code] is " "specified, only get the position and size of that column, otherwise get the " "rectangle containing all columns." msgstr "" #: doc/classes/Tree.xml:127 msgid "" "Returns the tree item at the specified position (relative to the tree origin " "position)." msgstr "" #: doc/classes/Tree.xml:134 msgid "" "Returns the next selected item after the given one, or [code]null[/code] if " "the end is reached.\n" "If [code]from[/code] is [code]null[/code], this returns the first selected " "item." msgstr "" #: doc/classes/Tree.xml:141 msgid "Returns the last pressed button's index." msgstr "" #: doc/classes/Tree.xml:147 msgid "" "Returns the tree's root item, or [code]null[/code] if the tree is empty." msgstr "" #: doc/classes/Tree.xml:153 msgid "Returns the current scrolling position." msgstr "" #: doc/classes/Tree.xml:159 msgid "" "Returns the currently focused item, or [code]null[/code] if no item is " "focused.\n" "In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused " "item is same as the selected item. In [constant SELECT_MULTI] mode, the " "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 "" #: doc/classes/Tree.xml:167 msgid "" "Returns the currently focused column, or -1 if no column is focused.\n" "In [constant SELECT_SINGLE] mode, the focused column is the selected column. " "In [constant SELECT_ROW] mode, the focused column is always 0 if any item is " "selected. In [constant SELECT_MULTI] mode, the focused column is the column " "under the focus cursor, and there are not necessarily any column selected.\n" "To tell whether a column of an item is selected, use [method TreeItem." "is_selected]." msgstr "" #: doc/classes/Tree.xml:176 #, fuzzy msgid "Causes the [Tree] to jump to the specified item." msgstr "Trennt das Node, der mit dem angegebenen Eingang verbunden ist." #: doc/classes/Tree.xml:184 msgid "" "If [code]true[/code], the column will have the \"Expand\" flag of [Control]. " "Columns that have the \"Expand\" flag will use their \"min_width\" in a " "similar fashion to [member Control.size_flags_stretch_ratio]." msgstr "" #: doc/classes/Tree.xml:192 msgid "" "Sets the minimum width of a column. Columns that have the \"Expand\" flag " "will use their \"min_width\" in a similar fashion to [member Control." "size_flags_stretch_ratio]." msgstr "" #: doc/classes/Tree.xml:200 msgid "Sets the title of a column." msgstr "" #: doc/classes/Tree.xml:207 msgid "If [code]true[/code], column titles are visible." msgstr "" #: doc/classes/Tree.xml:213 msgid "" "If [code]true[/code], the currently selected cell may be selected again." msgstr "" #: doc/classes/Tree.xml:216 msgid "If [code]true[/code], a right mouse button click can select items." msgstr "" #: doc/classes/Tree.xml:219 msgid "The number of columns." msgstr "" #: doc/classes/Tree.xml:222 msgid "" "The drop mode as an OR combination of flags. See [enum DropModeFlags] " "constants. Once dropping is done, reverts to [constant DROP_MODE_DISABLED]. " "Setting this during [method Control.can_drop_data] is recommended.\n" "This controls the drop sections, i.e. the decision and drawing of possible " "drop locations based on the mouse position." msgstr "" #: doc/classes/Tree.xml:227 msgid "If [code]true[/code], the folding arrow is hidden." msgstr "" #: doc/classes/Tree.xml:230 msgid "If [code]true[/code], the tree's root is hidden." msgstr "" #: doc/classes/Tree.xml:234 msgid "" "Allows single or multiple selection. See the [enum SelectMode] constants." msgstr "" #: doc/classes/Tree.xml:243 msgid "" "Emitted when a button on the tree was pressed (see [method TreeItem." "add_button])." msgstr "" #: doc/classes/Tree.xml:248 msgid "Emitted when a cell is selected." msgstr "" #: doc/classes/Tree.xml:254 msgid "Emitted when a column's title is pressed." msgstr "" #: doc/classes/Tree.xml:260 msgid "" "Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked " "to be edited." msgstr "" #: doc/classes/Tree.xml:266 msgid "" "Emitted when the right mouse button is pressed in the empty space of the " "tree." msgstr "" #: doc/classes/Tree.xml:272 msgid "" "Emitted when the right mouse button is pressed if right mouse button " "selection is active and the tree is empty." msgstr "" #: doc/classes/Tree.xml:277 msgid "Emitted when an item's label is double-clicked." msgstr "" #: doc/classes/Tree.xml:283 msgid "Emitted when an item is collapsed by a click on the folding arrow." msgstr "" #: doc/classes/Tree.xml:288 msgid "" "Emitted when a custom button is pressed (i.e. in a [constant TreeItem." "CELL_MODE_CUSTOM] mode cell)." msgstr "" #: doc/classes/Tree.xml:293 msgid "Emitted when an item's icon is double-clicked." msgstr "" #: doc/classes/Tree.xml:298 msgid "Emitted when an item is edited." msgstr "" #: doc/classes/Tree.xml:303 msgid "Emitted when an item is edited using the right mouse button." msgstr "" #: doc/classes/Tree.xml:309 msgid "Emitted when an item is selected with the right mouse button." msgstr "" #: doc/classes/Tree.xml:314 msgid "Emitted when an item is selected." msgstr "" #: doc/classes/Tree.xml:322 msgid "" "Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is " "[constant SELECT_MULTI]." msgstr "" #: doc/classes/Tree.xml:327 msgid "Emitted when a left mouse button click does not select any item." msgstr "" #: doc/classes/Tree.xml:333 msgid "" "Allows selection of a single cell at a time. From the perspective of items, " "only a single item is allowed to be selected. And there is only one column " "selected in the selected item.\n" "The focus cursor is always hidden in this mode, but it is positioned at the " "current selection, making the currently selected item the currently focused " "item." msgstr "" #: doc/classes/Tree.xml:337 msgid "" "Allows selection of a single row at a time. From the perspective of items, " "only a single items is allowed to be selected. And all the columns are " "selected in the selected item.\n" "The focus cursor is always hidden in this mode, but it is positioned at the " "first column of the current selection, making the currently selected item " "the currently focused item." msgstr "" #: doc/classes/Tree.xml:341 msgid "" "Allows selection of multiple cells at the same time. From the perspective of " "items, multiple items are allowed to be selected. And there can be multiple " "columns selected in each selected item.\n" "The focus cursor is visible in this mode, the item or column under the " "cursor is not necessarily selected." msgstr "" #: doc/classes/Tree.xml:345 msgid "" "Disables all drop sections, but still allows to detect the \"on item\" drop " "section by [method get_drop_section_at_position].\n" "[b]Note:[/b] This is the default flag, it has no effect when combined with " "other flags." msgstr "" #: doc/classes/Tree.xml:349 msgid "" "Enables the \"on item\" drop section. This drop section covers the entire " "item.\n" "When combined with [constant DROP_MODE_INBETWEEN], this drop section halves " "the height and stays centered vertically." msgstr "" #: doc/classes/Tree.xml:353 msgid "" "Enables \"above item\" and \"below item\" drop sections. The \"above item\" " "drop section covers the top half of the item, and the \"below item\" drop " "section covers the bottom half.\n" "When combined with [constant DROP_MODE_ON_ITEM], these drop sections halves " "the height and stays on top / bottom accordingly." msgstr "" #: doc/classes/Tree.xml:359 msgid "" "Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" #: doc/classes/Tree.xml:362 msgid "" "[Color] used to draw possible drop locations. See [enum DropModeFlags] " "constants for further description of drop locations." msgstr "" #: doc/classes/Tree.xml:371 msgid "[Color] of the guideline." msgstr "" #: doc/classes/Tree.xml:374 msgid "[Color] of the relationship lines." msgstr "" #: doc/classes/Tree.xml:377 msgid "Default text [Color] of the title button." msgstr "" #: doc/classes/Tree.xml:380 msgid "The horizontal space between each button in a cell." msgstr "" #: doc/classes/Tree.xml:383 msgid "" "Draws the guidelines if not zero, this acts as a boolean. The guideline is a " "horizontal line drawn at the bottom of each item." msgstr "" #: doc/classes/Tree.xml:386 msgid "" "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." msgstr "" #: doc/classes/Tree.xml:389 msgid "" "The horizontal space between item cells. This is also used as the margin at " "the start of an item when folding is disabled." msgstr "" #: doc/classes/Tree.xml:392 msgid "" "The horizontal margin at the start of an item. This is used when folding is " "enabled for the item." msgstr "" #: doc/classes/Tree.xml:395 msgid "" "The maximum distance between the mouse cursor and the control's border to " "trigger border scrolling when dragging." msgstr "" #: doc/classes/Tree.xml:398 msgid "The speed of border scrolling." msgstr "" #: doc/classes/Tree.xml:401 msgid "" "The vertical padding inside each item, i.e. the distance between the item's " "content and top/bottom border." msgstr "" #: doc/classes/Tree.xml:407 msgid "[Font] of the title button's text." msgstr "" #: doc/classes/Tree.xml:410 msgid "The arrow icon used when a foldable item is not collapsed." msgstr "" #: doc/classes/Tree.xml:413 msgid "The arrow icon used when a foldable item is collapsed." msgstr "" #: doc/classes/Tree.xml:416 msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is checked." msgstr "" #: doc/classes/Tree.xml:419 msgid "" "The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode " "cell." msgstr "" #: doc/classes/Tree.xml:422 msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is unchecked." msgstr "" #: doc/classes/Tree.xml:425 msgid "" "The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " "mode cell." msgstr "" #: doc/classes/Tree.xml:428 msgid "" "Default [StyleBox] for the [Tree], i.e. used when the control is not being " "focused." msgstr "" #: doc/classes/Tree.xml:431 msgid "[StyleBox] used when the [Tree] is being focused." msgstr "" #: doc/classes/Tree.xml:434 msgid "[StyleBox] used when a button in the tree is pressed." msgstr "" #: doc/classes/Tree.xml:437 msgid "[StyleBox] used for the cursor, when the [Tree] is being focused." msgstr "" #: doc/classes/Tree.xml:440 msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused." msgstr "" #: doc/classes/Tree.xml:443 msgid "" "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." msgstr "" #: doc/classes/Tree.xml:446 msgid "" "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" #: doc/classes/Tree.xml:449 msgid "" "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "pressed." msgstr "" #: doc/classes/Tree.xml:452 msgid "" "[StyleBox] for the selected items, used when the [Tree] is not being focused." msgstr "" #: doc/classes/Tree.xml:455 msgid "" "[StyleBox] for the selected items, used when the [Tree] is being focused." msgstr "" #: doc/classes/Tree.xml:458 msgid "[StyleBox] used when the title button is being hovered." msgstr "" #: doc/classes/Tree.xml:461 msgid "Default [StyleBox] for the title button." msgstr "" #: doc/classes/Tree.xml:464 msgid "[StyleBox] used when the title button is being pressed." msgstr "" #: doc/classes/TreeItem.xml:4 msgid "Control for a single item inside a [Tree]." msgstr "" #: doc/classes/TreeItem.xml:7 msgid "" "Control for a single item inside a [Tree]. May have child [TreeItem]s and be " "styled as well as contain buttons.\n" "You can remove a [TreeItem] by using [method Object.free]." msgstr "" #: doc/classes/TreeItem.xml:21 msgid "" "Adds a button with [Texture] [code]button[/code] at column [code]column[/" "code]. The [code]button_idx[/code] index is used to identify the button when " "calling other methods. If not specified, the next available index is used, " "which may be retrieved by calling [method get_button_count] immediately " "after this method. Optionally, the button can be [code]disabled[/code] and " "have a [code]tooltip[/code]." msgstr "" #: doc/classes/TreeItem.xml:28 msgid "" "Calls the [code]method[/code] on the actual TreeItem and its children " "recursively. Pass parameters as a comma separated list." msgstr "" #: doc/classes/TreeItem.xml:35 msgid "Resets the background color for the given column to default." msgstr "" #: doc/classes/TreeItem.xml:42 msgid "Resets the color for the given column to default." msgstr "" #: doc/classes/TreeItem.xml:49 msgid "Deselects the given column." msgstr "" #: doc/classes/TreeItem.xml:57 msgid "" "Removes the button at index [code]button_idx[/code] in column [code]column[/" "code]." msgstr "" #: doc/classes/TreeItem.xml:65 #, fuzzy msgid "" "Returns the [Texture] of the button at index [code]button_idx[/code] in " "column [code]column[/code]." msgstr "" "Liefert die Position des Punktes bei Index [code]Punkt[/code] im Dreieck von " "Index [code]Dreieck[/code]." #: doc/classes/TreeItem.xml:72 msgid "" "Returns the number of buttons in column [code]column[/code]. May be used to " "get the most recently added button's index, if no index was specified." msgstr "" #: doc/classes/TreeItem.xml:80 msgid "" "Returns the tooltip string for the button at index [code]button_idx[/code] " "in column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml:87 msgid "Returns the column's cell mode." msgstr "" #: doc/classes/TreeItem.xml:93 msgid "" "Returns the TreeItem's first child item or a null object if there is none." msgstr "" #: doc/classes/TreeItem.xml:100 msgid "Returns the custom background color of column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml:107 msgid "Returns the custom color of column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml:114 msgid "Returns [code]true[/code] if [code]expand_right[/code] is set." msgstr "" #: doc/classes/TreeItem.xml:121 #, fuzzy msgid "Returns the given column's icon [Texture]. Error if no icon is set." msgstr "Gibt die [Texture2D] des angegebenen Rahmens zurück." #: doc/classes/TreeItem.xml:128 msgid "Returns the column's icon's maximum width." msgstr "" #: doc/classes/TreeItem.xml:135 msgid "Returns the [Color] modulating the column's icon." msgstr "" #: doc/classes/TreeItem.xml:142 #, fuzzy msgid "Returns the icon [Texture] region as [Rect2]." msgstr "Liefert den Schnittpunkt von diesem [Rect2i] und b." #: doc/classes/TreeItem.xml:149 msgid "" "Returns the metadata value that was set for the given column using [method " "set_metadata]." msgstr "" #: doc/classes/TreeItem.xml:155 msgid "" "Returns the next TreeItem in the tree or a null object if there is none." msgstr "" #: doc/classes/TreeItem.xml:162 msgid "" "Returns the next visible TreeItem in the tree or a null object if there is " "none.\n" "If [code]wrap[/code] is enabled, the method will wrap around to the first " "visible element in the tree when called on the last visible element, " "otherwise it returns [code]null[/code]." msgstr "" #: doc/classes/TreeItem.xml:169 msgid "Returns the parent TreeItem or a null object if there is none." msgstr "" #: doc/classes/TreeItem.xml:175 msgid "" "Returns the previous TreeItem in the tree or a null object if there is none." msgstr "" #: doc/classes/TreeItem.xml:182 msgid "" "Returns the previous visible TreeItem in the tree or a null object if there " "is none.\n" "If [code]wrap[/code] is enabled, the method will wrap around to the last " "visible element in the tree when called on the first visible element, " "otherwise it returns [code]null[/code]." msgstr "" #: doc/classes/TreeItem.xml:190 msgid "Returns the value of a [constant CELL_MODE_RANGE] column." msgstr "" #: doc/classes/TreeItem.xml:197 msgid "" "Returns a dictionary containing the range parameters for a given column. The " "keys are \"min\", \"max\", \"step\", and \"expr\"." msgstr "" #: doc/classes/TreeItem.xml:204 msgid "Gets the suffix string shown after the column value." msgstr "" #: doc/classes/TreeItem.xml:211 msgid "Returns the given column's text." msgstr "" #: doc/classes/TreeItem.xml:218 msgid "Returns the given column's text alignment." msgstr "" #: doc/classes/TreeItem.xml:225 msgid "Returns the given column's tooltip." msgstr "" #: doc/classes/TreeItem.xml:233 msgid "" "Returns [code]true[/code] if the button at index [code]button_idx[/code] for " "the given column is disabled." msgstr "" #: doc/classes/TreeItem.xml:240 msgid "Returns [code]true[/code] if the given column is checked." msgstr "" #: doc/classes/TreeItem.xml:253 msgid "Returns [code]true[/code] if column [code]column[/code] is editable." msgstr "" #: doc/classes/TreeItem.xml:260 msgid "Returns [code]true[/code] if column [code]column[/code] is selectable." msgstr "" #: doc/classes/TreeItem.xml:267 msgid "Returns [code]true[/code] if column [code]column[/code] is selected." msgstr "" #: doc/classes/TreeItem.xml:273 msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy." msgstr "" #: doc/classes/TreeItem.xml:279 msgid "Moves this TreeItem to the top in the [Tree] hierarchy." msgstr "" #: doc/classes/TreeItem.xml:286 msgid "" "Removes the given child [TreeItem] and all its children from the [Tree]. " "Note that it doesn't free the item from memory, so it can be reused later. " "To completely remove a [TreeItem] use [method Object.free]." msgstr "" #: doc/classes/TreeItem.xml:293 msgid "Selects the column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml:302 #, fuzzy msgid "" "Sets the given column's button [Texture] at index [code]button_idx[/code] to " "[code]button[/code]." msgstr "" "Liefert die Position des Punktes bei Index [code]Punkt[/code] im Dreieck von " "Index [code]Dreieck[/code]." #: doc/classes/TreeItem.xml:311 msgid "" "If [code]true[/code], disables the button at index [code]button_idx[/code] " "in column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml:319 msgid "" "Sets the given column's cell mode to [code]mode[/code]. See [enum " "TreeCellMode] constants." msgstr "" #: doc/classes/TreeItem.xml:327 msgid "If [code]true[/code], the column [code]column[/code] is checked." msgstr "" #: doc/classes/TreeItem.xml:343 msgid "" "Sets the given column's custom background color and whether to just use it " "as an outline." msgstr "" #: doc/classes/TreeItem.xml:351 msgid "Sets the given column's custom color." msgstr "" #: doc/classes/TreeItem.xml:360 msgid "" "Sets the given column's custom draw callback to [code]callback[/code] method " "on [code]object[/code].\n" "The [code]callback[/code] should accept two arguments: the [TreeItem] that " "is drawn and its position and size as a [Rect2]." msgstr "" #: doc/classes/TreeItem.xml:369 msgid "If [code]true[/code], column [code]column[/code] is editable." msgstr "" #: doc/classes/TreeItem.xml:377 msgid "" "If [code]true[/code], column [code]column[/code] is expanded to the right." msgstr "" #: doc/classes/TreeItem.xml:385 #, fuzzy msgid "Sets the given column's icon [Texture]." msgstr "Gibt die [Texture2D] des angegebenen Rahmens zurück." #: doc/classes/TreeItem.xml:393 msgid "Sets the given column's icon's maximum width." msgstr "" #: doc/classes/TreeItem.xml:401 msgid "Modulates the given column's icon with [code]modulate[/code]." msgstr "" #: doc/classes/TreeItem.xml:409 msgid "Sets the given column's icon's texture region." msgstr "" #: doc/classes/TreeItem.xml:417 msgid "" "Sets the metadata value for the given column, which can be retrieved later " "using [method get_metadata]. This can be used, for example, to store a " "reference to the original data." msgstr "" #: doc/classes/TreeItem.xml:425 msgid "Sets the value of a [constant CELL_MODE_RANGE] column." msgstr "" #: doc/classes/TreeItem.xml:436 msgid "" "Sets the range of accepted values for a column. The column must be in the " "[constant CELL_MODE_RANGE] mode.\n" "If [code]expr[/code] is [code]true[/code], the edit mode slider will use an " "exponential scale as with [member Range.exp_edit]." msgstr "" #: doc/classes/TreeItem.xml:445 msgid "If [code]true[/code], the given column is selectable." msgstr "" #: doc/classes/TreeItem.xml:453 msgid "" "Sets a string to be shown after a column's value (for example, a unit " "abbreviation)." msgstr "" #: doc/classes/TreeItem.xml:461 #, fuzzy msgid "Sets the given column's text value." msgstr "Gibt den Verzögerungswert des angegebenen Frames zurück." #: doc/classes/TreeItem.xml:469 msgid "" "Sets the given column's text alignment. See [enum TextAlign] for possible " "values." msgstr "" #: doc/classes/TreeItem.xml:477 msgid "Sets the given column's tooltip text." msgstr "" #: doc/classes/TreeItem.xml:483 msgid "If [code]true[/code], the TreeItem is collapsed." msgstr "" #: doc/classes/TreeItem.xml:486 msgid "The custom minimum height." msgstr "Die benutzerdefinierte kleinstmögliche Höhe." #: doc/classes/TreeItem.xml:489 msgid "If [code]true[/code], folding is disabled for this TreeItem." msgstr "" "Wenn [code]true[/code], ist das einklappen für dieses TreeItem deaktiviert." #: doc/classes/TreeItem.xml:494 msgid "Cell contains a string." msgstr "Zelle enthält eine Zeichenkette." #: doc/classes/TreeItem.xml:497 #, fuzzy msgid "Cell contains a checkbox." msgstr "Zelle enthält ein Symbol." #: doc/classes/TreeItem.xml:500 msgid "Cell contains a range." msgstr "" #: doc/classes/TreeItem.xml:503 msgid "Cell contains an icon." msgstr "Zelle enthält ein Symbol." #: doc/classes/TreeItem.xml:508 msgid "Align text to the left. See [code]set_text_align()[/code]." msgstr "Richtet Text links aus. Siehe [code]set_text_align()[/code]." #: doc/classes/TreeItem.xml:511 msgid "Center text. See [code]set_text_align()[/code]." msgstr "Richtet Text zentriert aus. Siehe [code]set_text_align()[/code]." #: doc/classes/TreeItem.xml:514 msgid "Align text to the right. See [code]set_text_align()[/code]." msgstr "Richtet Text rechts aus. Siehe [code]set_text_align()[/code]." #: doc/classes/TriangleMesh.xml:4 msgid "Internal mesh type." msgstr "Interner Mesh Typ." #: doc/classes/TriangleMesh.xml:7 msgid "Mesh type used internally for collision calculations." msgstr "Mesh Typ welcher intern für Kollisionsberechnungen benutzt wird." #: doc/classes/Tween.xml:4 msgid "Smoothly animates a node's properties over time." msgstr "" "Animiert die Eigenschaften eines Knotens im Laufe der Zeit reibungslos." #: doc/classes/Tween.xml:7 #, fuzzy msgid "" "Tweens are useful for animations requiring a numerical property to be " "interpolated over a range of values. The name [i]tween[/i] comes from [i]in-" "betweening[/i], an animation technique where you specify [i]keyframes[/i] " "and the computer interpolates the frames that appear between them.\n" "[Tween] is more suited than [AnimationPlayer] for animations where you don't " "know the final values in advance. For example, interpolating a dynamically-" "chosen camera zoom value is best done with a [Tween] node; it would be " "difficult to do the same thing with an [AnimationPlayer] node.\n" "Here is a brief usage example that makes a 2D node move smoothly between two " "positions:\n" "[codeblock]\n" "var tween = get_node(\"Tween\")\n" "tween.interpolate_property($Node2D, \"position\",\n" " Vector2(0, 0), Vector2(100, 100), 1,\n" " Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)\n" "tween.start()\n" "[/codeblock]\n" "Many methods require a property name, such as [code]\"position\"[/code] " "above. You can find the correct property name by hovering over the property " "in the Inspector. You can also provide the components of a property directly " "by using [code]\"property:component\"[/code] (e.g. [code]position:x[/code]), " "where it would only apply to that particular component.\n" "Many of the methods accept [code]trans_type[/code] and [code]ease_type[/" "code]. The first accepts an [enum TransitionType] constant, and refers to " "the way the timing of the animation is handled (see [url=https://easings." "net/]easings.net[/url] for some examples). The second accepts an [enum " "EaseType] constant, and controls where the [code]trans_type[/code] is " "applied to the interpolation (in the beginning, the end, or both). If you " "don't know which transition and easing to pick, you can try different [enum " "TransitionType] constants with [constant EASE_IN_OUT], and use the one that " "looks best.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]" msgstr "" "Tweens sind nützlich für Animationen, bei denen eine numerische Eigenschaft " "über einen Bereich von Werten interpoliert werden muss. Der Name [i]tween[/" "i] kommt von [i]in-betweening[/i], einer Animationstechnik, bei der Sie " "[i]Keyframes[/i] angeben und der Computer die Frames interpoliert, die " "dazwischen erscheinen.\n" "[Tween] eignet sich besser als [AnimationPlayer] für Animationen, bei denen " "Sie die Endwerte nicht im Voraus kennen. Das Interpolieren eines dynamisch " "gewählten Kamerazoomwerts lässt sich z. B. am besten mit einem [Tween]-" "Knoten durchführen; mit einem [AnimationPlayer]-Knoten wäre es schwierig, " "dasselbe zu tun.\n" "Hier ist ein kurzes Anwendungsbeispiel, das einen 2D-Knoten dazu bringt, " "sich fließend zwischen zwei Positionen zu bewegen:\n" "[codeblock]\n" "var tween = get_node(\"Tween\")\n" "tween.interpolate_property($Node2D, \"position\",\n" " Vector2(0, 0), Vector2(100, 100), 1,\n" " Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)\n" "tween.start()\n" "[/codeblock]\n" "Viele Methoden erfordern einen Eigenschaftsnamen, wie z. B. [code]\"position" "\"[/code] oben. Sie können den richtigen Eigenschaftsnamen finden, indem Sie " "den Mauszeiger über die Eigenschaft im Inspektor bewegen. Sie können auch " "die Komponenten einer Eigenschaft direkt angeben, indem Sie [code]\"property:" "component\"[/code] verwenden (z. B. [code]position:x[/code]), wobei die " "Eigenschaft nur für diese bestimmte Komponente gelten würde.\n" "Viele der Methoden akzeptieren [code]trans_type[/code] und [code]ease_type[/" "code]. Die erste akzeptiert eine [enum TransitionType]-Konstante und bezieht " "sich auf die Art und Weise, wie das Timing der Animation behandelt wird " "(siehe [url=https://easings.net/]easings.net[/url] für einige Beispiele). " "Die zweite akzeptiert eine [enum EaseType]-Konstante und steuert, wo der " "[code]trans_type[/code] auf die Interpolation angewendet wird (am Anfang, am " "Ende oder beides). Wenn Sie nicht wissen, welchen Übergang und welches " "Easing Sie wählen sollen, können Sie verschiedene [enum TransitionType]-" "Konstanten mit der [constant EASE_IN_OUT] ausprobieren und diejenige " "verwenden, die am besten aussieht.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "tween_cheatsheet.png]Tween-Easing und Übergangstypen Cheatsheet[/url]" #: doc/classes/Tween.xml:36 msgid "" "Follows [code]method[/code] of [code]object[/code] and applies the returned " "value on [code]target_method[/code] of [code]target[/code], beginning from " "[code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/" "code] later. Methods are called with consecutive values.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" #: doc/classes/Tween.xml:52 msgid "" "Follows [code]property[/code] of [code]object[/code] and applies it on " "[code]target_property[/code] of [code]target[/code], beginning from " "[code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/" "code] seconds later.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" #: doc/classes/Tween.xml:59 msgid "" "Returns the total time needed for all tweens to end. If you have two tweens, " "one lasting 10 seconds and the other 20 seconds, it would return 20 seconds, " "as by that time all tweens would have finished." msgstr "" #: doc/classes/Tween.xml:73 msgid "" "Calls [code]callback[/code] of [code]object[/code] after [code]duration[/" "code]. [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the " "callback." msgstr "" #: doc/classes/Tween.xml:87 msgid "" "Calls [code]callback[/code] of [code]object[/code] after [code]duration[/" "code] on the main thread (similar to [method Object.call_deferred]). " "[code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the " "callback." msgstr "" #: doc/classes/Tween.xml:101 msgid "" "Animates [code]method[/code] of [code]object[/code] from [code]initial_val[/" "code] to [code]final_val[/code] for [code]duration[/code] seconds, " "[code]delay[/code] seconds later. Methods are called with consecutive " "values.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" #: doc/classes/Tween.xml:116 msgid "" "Animates [code]property[/code] of [code]object[/code] from " "[code]initial_val[/code] to [code]final_val[/code] for [code]duration[/code] " "seconds, [code]delay[/code] seconds later. Setting the initial value to " "[code]null[/code] uses the current value of the property.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" #: doc/classes/Tween.xml:123 msgid "" "Returns [code]true[/code] if any tweens are currently running.\n" "[b]Note:[/b] This method doesn't consider tweens that have ended." msgstr "" #: doc/classes/Tween.xml:132 msgid "" "Stops animation and removes a tween, given its object and property/method " "pair. By default, all tweens are removed, unless [code]key[/code] is " "specified." msgstr "" #: doc/classes/Tween.xml:138 msgid "Stops animation and removes all tweens." msgstr "Beendet die Animation und entfernt alle Tweens." #: doc/classes/Tween.xml:146 msgid "" "Resets a tween to its initial value (the one given, not the one before the " "tween), given its object and property/method pair. By default, all tweens " "are removed, unless [code]key[/code] is specified." msgstr "" #: doc/classes/Tween.xml:152 msgid "" "Resets all tweens to their initial values (the ones given, not those before " "the tween)." msgstr "" #: doc/classes/Tween.xml:160 msgid "" "Continues animating a stopped tween, given its object and property/method " "pair. By default, all tweens are resumed, unless [code]key[/code] is " "specified." msgstr "" #: doc/classes/Tween.xml:166 msgid "Continues animating all stopped tweens." msgstr "" #: doc/classes/Tween.xml:173 msgid "Sets the interpolation to the given [code]time[/code] in seconds." msgstr "" #: doc/classes/Tween.xml:180 msgid "" "Activates/deactivates the tween. See also [method stop_all] and [method " "resume_all]." msgstr "" #: doc/classes/Tween.xml:186 msgid "Starts the tween. You can define animations both before and after this." msgstr "" #: doc/classes/Tween.xml:194 msgid "" "Stops a tween, given its object and property/method pair. By default, all " "tweens are stopped, unless [code]key[/code] is specified." msgstr "" #: doc/classes/Tween.xml:200 msgid "Stops animating all tweens." msgstr "" #: doc/classes/Tween.xml:215 msgid "" "Animates [code]method[/code] of [code]object[/code] from the value returned " "by [code]initial_method[/code] to [code]final_val[/code] for [code]duration[/" "code] seconds, [code]delay[/code] seconds later. Methods are animated by " "calling them with consecutive values.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" #: doc/classes/Tween.xml:231 msgid "" "Animates [code]property[/code] of [code]object[/code] from the current value " "of the [code]initial_val[/code] property of [code]initial[/code] to " "[code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] " "seconds later.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" #: doc/classes/Tween.xml:238 msgid "Returns the current time of the tween." msgstr "" #: doc/classes/Tween.xml:244 msgid "The tween's animation process thread. See [enum TweenProcessMode]." msgstr "" #: doc/classes/Tween.xml:247 msgid "" "The tween's speed multiplier. For example, set it to [code]1.0[/code] for " "normal speed, [code]2.0[/code] for two times normal speed, or [code]0.5[/" "code] for half of the normal speed. A value of [code]0[/code] pauses the " "animation, but see also [method set_active] or [method stop_all] for this." msgstr "" #: doc/classes/Tween.xml:250 msgid "If [code]true[/code], the tween loops." msgstr "" #: doc/classes/Tween.xml:256 msgid "Emitted when all processes in a tween end." msgstr "" #: doc/classes/Tween.xml:263 msgid "Emitted when a tween ends." msgstr "" #: doc/classes/Tween.xml:270 msgid "Emitted when a tween starts." msgstr "" #: doc/classes/Tween.xml:279 msgid "Emitted at each step of the animation." msgstr "" #: doc/classes/Tween.xml:285 msgid "The tween updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Tween.xml:288 msgid "The tween updates with the [code]_process[/code] callback." msgstr "" #: doc/classes/Tween.xml:291 msgid "The animation is interpolated linearly." msgstr "" #: doc/classes/Tween.xml:294 msgid "The animation is interpolated using a sine function." msgstr "" #: doc/classes/Tween.xml:297 msgid "" "The animation is interpolated with a quintic (to the power of 5) function." msgstr "" #: doc/classes/Tween.xml:300 msgid "" "The animation is interpolated with a quartic (to the power of 4) function." msgstr "" #: doc/classes/Tween.xml:303 msgid "" "The animation is interpolated with a quadratic (to the power of 2) function." msgstr "" #: doc/classes/Tween.xml:306 msgid "" "The animation is interpolated with an exponential (to the power of x) " "function." msgstr "" #: doc/classes/Tween.xml:309 msgid "" "The animation is interpolated with elasticity, wiggling around the edges." msgstr "" #: doc/classes/Tween.xml:312 msgid "" "The animation is interpolated with a cubic (to the power of 3) function." msgstr "" #: doc/classes/Tween.xml:315 msgid "The animation is interpolated with a function using square roots." msgstr "" #: doc/classes/Tween.xml:318 msgid "The animation is interpolated by bouncing at the end." msgstr "" #: doc/classes/Tween.xml:321 msgid "The animation is interpolated backing out at ends." msgstr "" #: doc/classes/Tween.xml:324 msgid "The interpolation starts slowly and speeds up towards the end." msgstr "" #: doc/classes/Tween.xml:327 msgid "The interpolation starts quickly and slows down towards the end." msgstr "" #: doc/classes/Tween.xml:330 msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is slowest at both ends." msgstr "" #: doc/classes/Tween.xml:333 msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is fastest at both ends." msgstr "" #: doc/classes/UDPServer.xml:4 msgid "Helper class to implement a UDP server." msgstr "" #: doc/classes/UDPServer.xml:7 msgid "" "A simple server that opens a UDP socket and returns connected " "[PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP." "connect_to_host].\n" "After starting the server ([method listen]), you will need to [method poll] " "it at regular intervals (e.g. inside [method Node._process]) for it to " "process new packets, delivering them to the appropriate [PacketPeerUDP], and " "taking new connections.\n" "Below a small example of how it can be used:\n" "[codeblock]\n" "# server.gd\n" "extends Node\n" "\n" "var server := UDPServer.new()\n" "var peers = []\n" "\n" "func _ready():\n" " server.listen(4242)\n" "\n" "func _process(delta):\n" " server.poll() # Important!\n" " if server.is_connection_available():\n" " var peer : PacketPeerUDP = server.take_connection()\n" " var pkt = peer.get_packet()\n" " print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer." "get_packet_port()])\n" " print(\"Received data: %s\" % [pkt.get_string_from_utf8()])\n" " # Reply so it knows we received the message.\n" " peer.put_packet(pkt)\n" " # Keep a reference so we can keep contacting the remote peer.\n" " peers.append(peer)\n" "\n" " for i in range(0, peers.size()):\n" " pass # Do something with the connected peers.\n" "\n" "[/codeblock]\n" "[codeblock]\n" "# client.gd\n" "extends Node\n" "\n" "var udp := PacketPeerUDP.new()\n" "var connected = false\n" "\n" "func _ready():\n" " udp.connect_to_host(\"127.0.0.1\", 4242)\n" "\n" "func _process(delta):\n" " if !connected:\n" " # Try to contact server\n" " udp.put_packet(\"The answer is... 42!\".to_utf8())\n" " if udp.get_available_packet_count() > 0:\n" " print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n" " connected = true\n" "[/codeblock]" msgstr "" #: doc/classes/UDPServer.xml:61 msgid "" "Returns [code]true[/code] if a packet with a new address/port combination " "was received on the socket." msgstr "" "Gibt [code]true[/code] zurück, wenn ein Paket mit einer neuen Kombination " "aus Adresse und Port auf dem Socket empfangen wurde." #: doc/classes/UDPServer.xml:67 msgid "" "Returns [code]true[/code] if the socket is open and listening on a port." msgstr "" #: doc/classes/UDPServer.xml:75 msgid "" "Starts the server by opening a UDP socket listening on the given port. You " "can optionally specify a [code]bind_address[/code] to only listen for " "packets sent to that address. See also [method PacketPeerUDP.listen]." msgstr "" #: doc/classes/UDPServer.xml:81 msgid "" "Call this method at regular intervals (e.g. inside [method Node._process]) " "to process new packets. And packet from known address/port pair will be " "delivered to the appropriate [PacketPeerUDP], any packet received from an " "unknown address/port pair will be added as a pending connection (see [method " "is_connection_available], [method take_connection]). The maximum number of " "pending connection is defined via [member max_pending_connections]." msgstr "" #: doc/classes/UDPServer.xml:87 msgid "" "Stops the server, closing the UDP socket if open. Will close all connected " "[PacketPeerUDP] accepted via [method take_connection] (remote peers will not " "be notified)." msgstr "" #: doc/classes/UDPServer.xml:93 msgid "" "Returns the first pending connection (connected to the appropriate address/" "port). Will return [code]null[/code] if no new connection is available. See " "also [method is_connection_available], [method PacketPeerUDP." "connect_to_host]." msgstr "" #: doc/classes/UDPServer.xml:99 msgid "" "Define the maximum number of pending connections, during [method poll], any " "new pending connection exceeding that value will be automatically dropped. " "Setting this value to [code]0[/code] effectively prevents any new pending " "connection to be accepted (e.g. when all your players have connected)." msgstr "" #: doc/classes/UndoRedo.xml:4 msgid "Helper to manage undo/redo operations in the editor or custom tools." msgstr "" #: doc/classes/UndoRedo.xml:7 msgid "" "Helper to manage undo/redo operations in the editor or custom tools. It " "works by registering methods and property changes inside \"actions\".\n" "Common behavior is to create an action, then add do/undo calls to functions " "or property changes, then committing the action.\n" "Here's an example on how to add an action to the Godot editor's own " "[UndoRedo], from a plugin:\n" "[codeblock]\n" "var undo_redo = get_undo_redo() # Method of EditorPlugin.\n" "\n" "func do_something():\n" " pass # Put your code here.\n" "\n" "func undo_something():\n" " pass # Put here the code that reverts what's done by " "\"do_something()\".\n" "\n" "func _on_MyButton_pressed():\n" " var node = get_node(\"MyNode2D\")\n" " undo_redo.create_action(\"Move the node\")\n" " undo_redo.add_do_method(self, \"do_something\")\n" " undo_redo.add_undo_method(self, \"undo_something\")\n" " undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n" " undo_redo.add_undo_property(node, \"position\", node.position)\n" " undo_redo.commit_action()\n" "[/codeblock]\n" "[method create_action], [method add_do_method], [method add_undo_method], " "[method add_do_property], [method add_undo_property], and [method " "commit_action] should be called one after the other, like in the example. " "Not doing so could lead to crashes.\n" "If you don't need to register a method, you can leave [method add_do_method] " "and [method add_undo_method] out; the same goes for properties. You can also " "register more than one method/property." msgstr "" #: doc/classes/UndoRedo.xml:39 msgid "Register a method that will be called when the action is committed." msgstr "" #: doc/classes/UndoRedo.xml:48 msgid "Register a property value change for \"do\"." msgstr "" #: doc/classes/UndoRedo.xml:55 msgid "" "Register a reference for \"do\" that will be erased if the \"do\" history is " "lost. This is useful mostly for new nodes created for the \"do\" call. Do " "not use for resources." msgstr "" #: doc/classes/UndoRedo.xml:63 msgid "Register a method that will be called when the action is undone." msgstr "" #: doc/classes/UndoRedo.xml:72 msgid "Register a property value change for \"undo\"." msgstr "" #: doc/classes/UndoRedo.xml:79 msgid "" "Register a reference for \"undo\" that will be erased if the \"undo\" " "history is lost. This is useful mostly for nodes removed with the \"do\" " "call (not the \"undo\" call!)." msgstr "" #: doc/classes/UndoRedo.xml:86 msgid "" "Clear the undo/redo history and associated references.\n" "Passing [code]false[/code] to [code]increase_version[/code] will prevent the " "version number to be increased from this." msgstr "" #: doc/classes/UndoRedo.xml:93 msgid "" "Commit the action. All \"do\" methods/properties are called/set when this " "function is called." msgstr "" #: doc/classes/UndoRedo.xml:101 msgid "" "Create a new action. After this is called, do all your calls to [method " "add_do_method], [method add_undo_method], [method add_do_property], and " "[method add_undo_property], then commit the action with [method " "commit_action].\n" "The way actions are merged is dictated by the [code]merge_mode[/code] " "argument. See [enum MergeMode] for details." msgstr "" #: doc/classes/UndoRedo.xml:108 msgid "Gets the name of the current action." msgstr "" #: doc/classes/UndoRedo.xml:114 msgid "" "Gets the version. Every time a new action is committed, the [UndoRedo]'s " "version number is increased automatically.\n" "This is useful mostly to check if something changed from a saved version." msgstr "" #: doc/classes/UndoRedo.xml:133 msgid "" "Returns [code]true[/code] if the [UndoRedo] is currently committing the " "action, i.e. running its \"do\" method or property change (see [method " "commit_action])." msgstr "" #: doc/classes/UndoRedo.xml:139 msgid "Redo the last action." msgstr "Die letzte Aktion wiederholen." #: doc/classes/UndoRedo.xml:145 msgid "Undo the last action." msgstr "Die letzte Aktion rückgängig machen." #: doc/classes/UndoRedo.xml:152 msgid "Called when [method undo] or [method redo] was called." msgstr "" "Wird aufgerufen, wenn [method undo] oder [method redo] aufgerufen wurde." #: doc/classes/UndoRedo.xml:158 msgid "Makes \"do\"/\"undo\" operations stay in separate actions." msgstr "" #: doc/classes/UndoRedo.xml:161 msgid "" "Makes so that the action's \"do\" operation is from the first action created " "and the \"undo\" operation is from the last subsequent action with the same " "name." msgstr "" #: doc/classes/UndoRedo.xml:164 msgid "Makes subsequent actions with the same name be merged into one." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:4 msgid "UPNP network functions." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:7 msgid "" "Provides UPNP functionality to discover [UPNPDevice]s on the local network " "and execute commands on them, like managing port mappings (port forwarding) " "and querying the local and remote network IP address. Note that methods on " "this class are synchronous and block the calling thread.\n" "To forward a specific port:\n" "[codeblock]\n" "const PORT = 7777\n" "var upnp = UPNP.new()\n" "upnp.discover(2000, 2, \"InternetGatewayDevice\")\n" "upnp.add_port_mapping(port)\n" "[/codeblock]\n" "To close a specific port (e.g. after you have finished using it):\n" "[codeblock]\n" "upnp.delete_port_mapping(port)\n" "[/codeblock]\n" "[b]Note:[/b] UPnP discovery blocks the current thread. To perform discovery " "without blocking the main thread, use [Thread]s like this:\n" "[codeblock]\n" "# Emitted when UPnP port mapping setup is completed (regardless of success " "or failure).\n" "signal upnp_completed(error)\n" "\n" "# Replace this with your own server port number between 1025 and 65535.\n" "const SERVER_PORT = 3928\n" "var thread = null\n" "\n" "func _upnp_setup(server_port):\n" " # UPNP queries take some time.\n" " var upnp = UPNP.new()\n" " var err = upnp.discover()\n" "\n" " if err != OK:\n" " push_error(str(err))\n" " emit_signal(\"upnp_completed\", err)\n" " return\n" "\n" " if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n" " upnp.add_port_mapping(server_port, server_port, ProjectSettings." "get_setting(\"application/config/name\"), \"UDP\")\n" " upnp.add_port_mapping(server_port, server_port, ProjectSettings." "get_setting(\"application/config/name\"), \"TCP\")\n" " emit_signal(\"upnp_completed\", OK)\n" "\n" "func _ready():\n" " thread = Thread.new()\n" " thread.start(self, \"_upnp_setup\", SERVER_PORT)\n" "\n" "func _exit_tree():\n" " # Wait for thread finish here to handle game exit while the thread is " "running.\n" " thread.wait_to_finish()\n" "[/codeblock]" msgstr "" #: modules/upnp/doc_classes/UPNP.xml:59 msgid "Adds the given [UPNPDevice] to the list of discovered devices." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:70 msgid "" "Adds a mapping to forward the external [code]port[/code] (between 1 and " "65535) on the default gateway (see [method get_gateway]) to the " "[code]internal_port[/code] on the local machine for the given protocol " "[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP " "being the default). If a port mapping for the given port and protocol " "combination already exists on that gateway device, this method tries to " "overwrite it. If that is not desired, you can retrieve the gateway manually " "with [method get_gateway] and call [method add_port_mapping] on it, if any.\n" "If [code]internal_port[/code] is [code]0[/code] (the default), the same port " "number is used for both the external and the internal port (the [code]port[/" "code] value).\n" "The description ([code]desc[/code]) is shown in some router UIs and can be " "used to point out which application added the mapping. The mapping's lease " "duration can be limited by specifying a [code]duration[/code] (in seconds). " "However, some routers are incompatible with one or both of these, so use " "with caution and add fallback logic in case of errors to retry without them " "if in doubt.\n" "See [enum UPNPResult] for possible return values." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:79 msgid "Clears the list of discovered devices." msgstr "Leert die Liste der entdeckten Geräte." #: modules/upnp/doc_classes/UPNP.xml:87 msgid "" "Deletes the port mapping for the given port and protocol combination on the " "default gateway (see [method get_gateway]) if one exists. [code]port[/code] " "must be a valid port between 1 and 65535, [code]proto[/code] can be either " "[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible " "return values." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:96 msgid "" "Discovers local [UPNPDevice]s. Clears the list of previously discovered " "devices.\n" "Filters for IGD (InternetGatewayDevice) type devices by default, as those " "manage port forwarding. [code]timeout[/code] is the time to wait for " "responses in milliseconds. [code]ttl[/code] is the time-to-live; only touch " "this if you know what you're doing.\n" "See [enum UPNPResult] for possible return values." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:105 msgid "Returns the [UPNPDevice] at the given [code]index[/code]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:111 msgid "Returns the number of discovered [UPNPDevice]s." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:117 msgid "" "Returns the default gateway. That is the first discovered [UPNPDevice] that " "is also a valid IGD (InternetGatewayDevice)." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:123 msgid "" "Returns the external [IP] address of the default gateway (see [method " "get_gateway]) as string. Returns an empty string on error." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:130 msgid "" "Removes the device at [code]index[/code] from the list of discovered devices." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:138 msgid "" "Sets the device at [code]index[/code] from the list of discovered devices to " "[code]device[/code]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:144 msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:147 msgid "" "If [code]0[/code], the local port to use for discovery is chosen " "automatically by the system. If [code]1[/code], discovery will be done from " "the source port 1900 (same as destination port). Otherwise, the value will " "be used as the port." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:150 msgid "" "Multicast interface to use for discovery. Uses the default multicast " "interface if empty." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:155 msgid "UPNP command or discovery was successful." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:158 msgid "" "Not authorized to use the command on the [UPNPDevice]. May be returned when " "the user disabled UPNP on their router." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:161 msgid "" "No port mapping was found for the given port, protocol combination on the " "given [UPNPDevice]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:164 msgid "Inconsistent parameters." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:167 msgid "" "No such entry in array. May be returned if a given port, protocol " "combination is not found on an [UPNPDevice]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:170 msgid "The action failed." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:173 msgid "" "The [UPNPDevice] does not allow wildcard values for the source IP address." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:176 msgid "The [UPNPDevice] does not allow wildcard values for the external port." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:179 msgid "The [UPNPDevice] does not allow wildcard values for the internal port." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:182 msgid "The remote host value must be a wildcard." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:185 msgid "The external port value must be a wildcard." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:188 msgid "" "No port maps are available. May also be returned if port mapping " "functionality is not available." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:191 msgid "" "Conflict with other mechanism. May be returned instead of [constant " "UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] if a port mapping conflicts with an " "existing one." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:194 msgid "Conflict with an existing port mapping." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:197 msgid "External and internal port values must be the same." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:200 msgid "" "Only permanent leases are supported. Do not use the [code]duration[/code] " "parameter when adding port mappings." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:203 msgid "Invalid gateway." msgstr "ungültiges Gateway." #: modules/upnp/doc_classes/UPNP.xml:206 msgid "Invalid port." msgstr "ungültiger Port." #: modules/upnp/doc_classes/UPNP.xml:209 msgid "Invalid protocol." msgstr "ungültiges Protokoll." #: modules/upnp/doc_classes/UPNP.xml:212 msgid "Invalid duration." msgstr "ungültige Zeitdauer." #: modules/upnp/doc_classes/UPNP.xml:215 msgid "Invalid arguments." msgstr "ungültiges Argument." #: modules/upnp/doc_classes/UPNP.xml:218 msgid "Invalid response." msgstr "ungültige Antwort." #: modules/upnp/doc_classes/UPNP.xml:221 msgid "Invalid parameter." msgstr "ungültiger Parameter." #: modules/upnp/doc_classes/UPNP.xml:224 #: modules/upnp/doc_classes/UPNPDevice.xml:69 msgid "HTTP error." msgstr "HTTP Fehler." #: modules/upnp/doc_classes/UPNP.xml:227 msgid "Socket error." msgstr "Socket Fehler." #: modules/upnp/doc_classes/UPNP.xml:230 msgid "Error allocating memory." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:233 msgid "" "No gateway available. You may need to call [method discover] first, or " "discovery didn't detect any valid IGDs (InternetGatewayDevices)." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:236 msgid "" "No devices available. You may need to call [method discover] first, or " "discovery didn't detect any valid [UPNPDevice]s." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:239 #: modules/upnp/doc_classes/UPNPDevice.xml:93 msgid "Unknown error." msgstr "unbekannter Fehler." #: modules/upnp/doc_classes/UPNPDevice.xml:4 msgid "UPNP device." msgstr "UPNP Gerät." #: modules/upnp/doc_classes/UPNPDevice.xml:7 msgid "" "UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides " "low-level access to UPNP control commands. Allows to manage port mappings " "(port forwarding) and to query network information of the device (like local " "and external IP address and status). Note that methods on this class are " "synchronous and block the calling thread." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:20 msgid "" "Adds a port mapping to forward the given external port on this [UPNPDevice] " "for the given protocol to the local machine. See [method UPNP." "add_port_mapping]." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:28 msgid "" "Deletes the port mapping identified by the given port and protocol " "combination on this device. See [method UPNP.delete_port_mapping]." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:34 msgid "" "Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) " "which potentially supports port forwarding." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:40 msgid "" "Returns the external IP address of this [UPNPDevice] or an empty string." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:46 msgid "URL to the device description." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:49 msgid "IDG control URL." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:52 msgid "" "Address of the local machine in the network connecting it to this " "[UPNPDevice]." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:55 msgid "IGD service type." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:58 msgid "IGD status. See [enum IGDStatus]." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:61 msgid "Service type." msgstr "Service Typ." #: modules/upnp/doc_classes/UPNPDevice.xml:66 msgid "OK." msgstr "OK." #: modules/upnp/doc_classes/UPNPDevice.xml:72 msgid "Empty HTTP response." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:75 msgid "Returned response contained no URLs." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:78 msgid "Not a valid IGD." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:81 msgid "Disconnected." msgstr "getrennt." #: modules/upnp/doc_classes/UPNPDevice.xml:84 msgid "Unknown device." msgstr "unbekanntes Gerät." #: modules/upnp/doc_classes/UPNPDevice.xml:87 msgid "Invalid control." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:90 msgid "Memory allocation error." msgstr "" #: doc/classes/Variant.xml:4 msgid "The most important data type in Godot." msgstr "" #: doc/classes/Variant.xml:7 msgid "" "In computer programming, a Variant class is a class that is designed to " "store a variety of other types. Dynamic programming languages like PHP, Lua, " "JavaScript and GDScript like to use them to store variables' data on the " "backend. With these Variants, properties are able to change value types " "freely.\n" "[codeblock]\n" "var foo = 2 # foo is dynamically an integer\n" "foo = \"Now foo is a string!\"\n" "foo = Reference.new() # foo is an Object\n" "var bar: int = 2 # bar is a statically typed integer.\n" "# bar = \"Uh oh! I can't make static variables become a different type!\"\n" "[/codeblock]\n" "Godot tracks all scripting API variables within Variants. Without even " "realizing it, you use Variants all the time. When a particular language " "enforces its own rules for keeping data typed, then that language is " "applying its own custom logic over the base Variant scripting API.\n" "- GDScript automatically wrap values in them. It keeps all data in plain " "Variants by default and then optionally enforces custom static typing rules " "on variable types.\n" "- VisualScript tracks properties inside Variants as well, but it also uses " "static typing. The GUI interface enforces that properties have a particular " "type that doesn't change over time.\n" "- C# is statically typed, but uses the Mono [code]object[/code] type in " "place of Godot's Variant class when it needs to represent a dynamic value. " "[code]object[/code] is the Mono runtime's equivalent of the same concept.\n" "- The statically-typed language NativeScript C++ does not define a built-in " "Variant-like class. Godot's GDNative bindings provide their own godot::" "Variant class for users; Any point at which the C++ code starts interacting " "with the Godot runtime is a place where you might have to start wrapping " "data inside Variant objects.\n" "The global [method @GDScript.typeof] function returns the enumerated value " "of the Variant type stored in the current variable (see [enum Variant." "Type]).\n" "[codeblock]\n" "var foo = 2\n" "match typeof(foo):\n" " TYPE_NIL:\n" " print(\"foo is null\")\n" " TYPE_INTEGER:\n" " print(\"foo is an integer\")\n" " TYPE_OBJECT:\n" " # Note that Objects are their own special category.\n" " # To get the name of the underlying Object type, you need the " "`get_class()` method.\n" " print(\"foo is a(n) %s\" % foo.get_class()) # inject the class name " "into a formatted string.\n" " # Note also that there is not yet any way to get a script's " "`class_name` string easily.\n" " # To fetch that value, you need to dig deeply into a hidden " "ProjectSettings setting: an Array of Dictionaries called " "\"_global_script_classes\".\n" " # Open your project.godot file to see it up close.\n" "[/codeblock]\n" "A Variant takes up only 20 bytes and can store almost any engine datatype " "inside of it. Variants are rarely used to hold information for long periods " "of time. Instead, they are used mainly for communication, editing, " "serialization and moving data around.\n" "Godot has specifically invested in making its Variant class as flexible as " "possible; so much so that it is used for a multitude of operations to " "facilitate communication between all of Godot's systems.\n" "A Variant:\n" "- Can store almost any datatype.\n" "- Can perform operations between many variants. GDScript uses Variant as its " "atomic/native datatype.\n" "- Can be hashed, so it can be compared quickly to other variants.\n" "- Can be used to convert safely between datatypes.\n" "- Can be used to abstract calling methods and their arguments. Godot exports " "all its functions through variants.\n" "- Can be used to defer calls or move data between threads.\n" "- Can be serialized as binary and stored to disk, or transferred via " "network.\n" "- Can be serialized to text and use it for printing values and editable " "settings.\n" "- Can work as an exported property, so the editor can edit it universally.\n" "- Can be used for dictionaries, arrays, parsers, etc.\n" "[b]Containers (Array and Dictionary):[/b] Both are implemented using " "variants. A [Dictionary] can match any datatype used as key to any other " "datatype. An [Array] just holds an array of Variants. Of course, a Variant " "can also hold a [Dictionary] and an [Array] inside, making it even more " "flexible.\n" "Modifications to a container will modify all references to it. A [Mutex] " "should be created to lock it if multi-threaded access is desired." msgstr "" #: doc/classes/Variant.xml:53 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/development/cpp/variant_class.html" msgstr "" "https://docs.godotengine.org/de/latest/development/cpp/variant_class.html" #: doc/classes/VBoxContainer.xml:4 msgid "Vertical box container." msgstr "" #: doc/classes/VBoxContainer.xml:7 msgid "Vertical box container. See [BoxContainer]." msgstr "" #: doc/classes/VBoxContainer.xml:18 msgid "The vertical space between the [VBoxContainer]'s elements." msgstr "" #: doc/classes/Vector2.xml:4 msgid "Vector used for 2D math." msgstr "" #: doc/classes/Vector2.xml:7 #, fuzzy msgid "" "2-element structure that can be used to represent positions in 2D space or " "any other pair of numeric values.\n" "[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/" "code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will " "always evaluate to [code]true[/code]." msgstr "" "Ein Struktur aus zwei Elementen die genutzt werden kann um Positionen im 2D-" "Raum oder Paare aus zwei Zahlen darzustellen.\n" "Es werden Fließkommazahlen als Koordinaten benutzt." #: doc/classes/Vector2.xml:14 doc/classes/Vector3.xml:14 msgid "" "https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab" msgstr "" #: doc/classes/Vector2.xml:24 #, fuzzy msgid "" "Constructs a new Vector2 from the given [code]x[/code] and [code]y[/code]." msgstr "" "Erzeugt einen neuen [Vector2] aus den übergeben [code]x[/code] und [code]y[/" "code]." #: doc/classes/Vector2.xml:30 doc/classes/Vector3.xml:31 msgid "" "Returns a new vector with all components in absolute values (i.e. positive)." msgstr "" "Erzeugt einen neuen Vektor mit allen Komponenten als Beträge (also positiv)." #: doc/classes/Vector2.xml:36 msgid "" "Returns this vector's angle with respect to the positive X axis, or [code]" "(1, 0)[/code] vector, in radians.\n" "For example, [code]Vector2.RIGHT.angle()[/code] will return zero, " "[code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter " "turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return " "[code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "vector2_angle.png]Illustration of the returned angle.[/url]\n" "Equivalent to the result of [method @GDScript.atan2] when called with the " "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]." msgstr "" #: doc/classes/Vector2.xml:46 msgid "" "Returns the angle to the given vector, in radians.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "vector2_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" #: doc/classes/Vector2.xml:54 msgid "" "Returns the angle between the line connecting the two points and the X axis, " "in radians.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "vector2_angle_to_point.png]Illustration of the returned angle.[/url]" msgstr "" #: doc/classes/Vector2.xml:61 msgid "" "Returns the aspect ratio of this vector, the ratio of [member x] to [member " "y]." msgstr "Gibt das Verhältnis von [member x] zu [member y] zurück." #: doc/classes/Vector2.xml:68 doc/classes/Vector3.xml:45 msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "Gibt den Vektor reflektiert an der Ebene des Normalenvektors zurück." #: doc/classes/Vector2.xml:74 msgid "" "Returns the vector with all components rounded up (towards positive " "infinity)." msgstr "" "Liefert den Vektor mit allen Komponenten aufgerundet (gegen positive " "Unendlichkeit)." #: doc/classes/Vector2.xml:81 msgid "" "Returns the vector with a maximum length by limiting its length to " "[code]length[/code]." msgstr "" "Gibt den Vektor mit maximaler Länge zurück, indem seine Länge auf " "[code]length[/code] begrenzt wird." #: doc/classes/Vector2.xml:88 msgid "Returns the cross product of this vector and [code]with[/code]." msgstr "Gibt das Kreuzprodukt aus diesem Vektor und [code]mit[/code] zurück." #: doc/classes/Vector2.xml:98 #, fuzzy msgid "" "Cubically interpolates between this vector and [code]b[/code] using " "[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " "result at position [code]weight[/code]. [code]weight[/code] is on the range " "of 0.0 to 1.0, representing the amount of interpolation." msgstr "" "Interpoliert kubisch zwischen diesem Vektor und [code]b[/code], wobei " "[code]pre_a[/code] und [code]post_b[/code] als Griffe benutzt werden, und " "gibt das Ergebnis an der Stelle [code]t[/code] zurück. [code]t[/code] liegt " "zwischen 0.0 und 1.0 und bezeichnet den Grad der Interpolation." #: doc/classes/Vector2.xml:105 doc/classes/Vector3.xml:75 #, fuzzy msgid "" "Returns the normalized vector pointing from this vector to [code]b[/code]. " "This is equivalent to using [code](b - a).normalized()[/code]." msgstr "Gibt den Einheitsvektor der von diesem zu [code]b[/code] zeigt zurück." #: doc/classes/Vector2.xml:112 doc/classes/Vector3.xml:82 msgid "" "Returns the squared distance between this vector and [code]b[/code].\n" "This method runs faster than [method distance_to], so prefer it if you need " "to compare vectors or need the squared distance for some formula." msgstr "" "Gibt den quadrierten Abstand zwischen diesem Vektor und [code]b[/code] " "zurück.\n" "Diese Funktion ist schneller als [method distance_to], also bevorzuge sie, " "wenn du Vektoren vergleichst oder die quadrierte Distanz für eine Formel " "brauchst." #: doc/classes/Vector2.xml:120 msgid "Returns the distance between this vector and [code]to[/code]." msgstr "Gibt den Abstand zwischen diesem Vektor und [code]bis[/code] zurück." #: doc/classes/Vector2.xml:127 msgid "" "Returns the dot product of this vector and [code]with[/code]. This can be " "used to compare the angle between two vectors. For example, this can be used " "to determine whether an enemy is facing the player.\n" "The dot product will be [code]0[/code] for a straight angle (90 degrees), " "greater than 0 for angles narrower than 90 degrees and lower than 0 for " "angles wider than 90 degrees.\n" "When using unit (normalized) vectors, the result will always be between " "[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite " "directions, and [code]1.0[/code] (0 degree angle) when the vectors are " "aligned.\n" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" #: doc/classes/Vector2.xml:136 msgid "" "Returns the vector with all components rounded down (towards negative " "infinity)." msgstr "" "Liefert den Vektor mit allen Komponenten abgerundet (gegen negative " "Unendlichkeit)." #: doc/classes/Vector2.xml:143 doc/classes/Vector3.xml:119 msgid "" "Returns [code]true[/code] if this vector and [code]v[/code] are " "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" "Gibt [code]true[/code] falls dieser Vektor und Vektor [code]v[/code] " "ungefähr gleich sind, wobei [method @GDScript.is_equal_approx] mit beiden " "Komponenten aufgerufen wird." #: doc/classes/Vector2.xml:149 doc/classes/Vector3.xml:125 #, fuzzy msgid "" "Returns [code]true[/code] if the vector is normalized, [code]false[/code] " "otherwise." msgstr "" "Gibt [code]true[/code] zurück, wenn der Vektor normalisiert ist, andernfalls " "false." #: doc/classes/Vector2.xml:155 doc/classes/Vector3.xml:131 msgid "Returns the length (magnitude) of this vector." msgstr "Gibt die Länge (Betrag) dieses Vektors zurück." #: doc/classes/Vector2.xml:161 doc/classes/Vector3.xml:137 msgid "" "Returns the squared length (squared magnitude) of this vector.\n" "This method runs faster than [method length], so prefer it if you need to " "compare vectors or need the squared distance for some formula." msgstr "" "Gibt die quadrierte Länge des Vektors zurück. \n" "Diese Funktion ist schneller als [method length] also bevorzuge sie, wenn du " "Vektoren vergleichst oder die quadrierte Distanz für eine Formel brauchst." #: doc/classes/Vector2.xml:170 #, fuzzy msgid "" "Returns the result of the linear interpolation between this vector and " "[code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the " "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" "Gibt das Ergebnis der Linearinterpolation zwischen diesem Vektor und " "[code]b[/code] um den Wert [code]t[/code] zurück. [code]t[/code] liegt " "zwischen 0.0 und 1.0 und bezeichnet den Grad der Interpolation." #: doc/classes/Vector2.xml:178 msgid "" "Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " "amount." msgstr "" "Bewegt den Vektor Richtung [code]to[/code] für den festen Betrag " "[code]delta[/code]." #: doc/classes/Vector2.xml:184 doc/classes/Vector3.xml:172 msgid "" "Returns the vector scaled to unit length. Equivalent to [code]v / v.length()" "[/code]." msgstr "" "Gibt den Vektor auf Einheitslänge skaliert zurück. Dh gibt den " "Einheitsvektor in die gleiche Richtung zurück. Entspricht [code]v / v." "length()[/code]." #: doc/classes/Vector2.xml:191 doc/classes/Vector3.xml:186 msgid "" "Returns a vector composed of the [method @GDScript.fposmod] of this vector's " "components and [code]mod[/code]." msgstr "" "Gibt den Vektor zurück der entsteht, wenn [method @GDScript.fposmod] auf die " "Komponenten dieses Vektors und [code]mod[/code] ausgeführt wird." #: doc/classes/Vector2.xml:198 doc/classes/Vector3.xml:193 msgid "" "Returns a vector composed of the [method @GDScript.fposmod] of this vector's " "components and [code]modv[/code]'s components." msgstr "" "Gibt den Vektor zurück der entsteht, wenn [method @GDScript.fposmod] auf die " "Komponenten dieses Vektors und [code]modv[/code] ausgeführt wird." #: doc/classes/Vector2.xml:205 msgid "Returns the vector projected onto the vector [code]b[/code]." msgstr "Gibt die Projektion dieses Vektors auf [code]b[/code] zurück." #: doc/classes/Vector2.xml:212 msgid "Returns the vector reflected from a plane defined by the given normal." msgstr "" "Gibt die Reflexion dieses Vektors auf die Ebene des übergebenen " "Normalenvektors zurück." #: doc/classes/Vector2.xml:219 msgid "" "Returns the vector rotated by [code]phi[/code] radians. See also [method " "@GDScript.deg2rad]." msgstr "" "Gibt den Vektor rotiert um [code]phi[/code] rad zurück. Siehe auch [method " "@GDScript.deg2rad]." #: doc/classes/Vector2.xml:225 msgid "" "Returns the vector with all components rounded to the nearest integer, with " "halfway cases rounded away from zero." msgstr "" "Gibt den Vektor zurück der entsteht wenn alle Komponenten zur nächsten " "Ganzzahl gerundet werden, wobei 0,5 immer weg von der Null gerundet wird." #: doc/classes/Vector2.xml:231 #, fuzzy msgid "" "Returns the vector with each component set to one or negative one, depending " "on the signs of the components. If a component is zero, it returns positive " "one." msgstr "" "Gibt den Vektor zurück, bei dem jede Komponente auf eins oder negativ " "gesetzt ist, je nach Vorzeichen der Komponenten, oder null, wenn die " "Komponente null ist, durch Aufruf der [method @GDScript.sign] für jede " "Komponente." #: doc/classes/Vector2.xml:239 doc/classes/Vector3.xml:243 #, fuzzy msgid "" "Returns the result of spherical linear interpolation between this vector and " "[code]to[/code], by amount [code]weight[/code]. [code]weight[/code] is on " "the range of 0.0 to 1.0, representing the amount of interpolation.\n" "[b]Note:[/b] Both vectors must be normalized." msgstr "" "Gibt das Ergebnis der sphärischen Linearinterpolation zwischen diesem Vektor " "und [code]b[/code], in Position [code]t[/code] zurück. [code]t[/code] ist im " "Interval von 0.0 bis 1.0 und bezeichnet den Grad der Interpolation.\n" "[b]Hinweis:[/b] Beide Vektoren müssen normalisiert sein." #: doc/classes/Vector2.xml:247 doc/classes/Vector3.xml:251 msgid "Returns this vector slid along a plane defined by the given normal." msgstr "" "Gibt diesen Vektor gleitend entlang einer Ebene zurück, die durch die " "angegebene Normale definiert ist." #: doc/classes/Vector2.xml:254 doc/classes/Vector3.xml:258 msgid "" "Returns this vector with each component snapped to the nearest multiple of " "[code]step[/code]. This can also be used to round to an arbitrary number of " "decimals." msgstr "" "Gibt diesen Vektor zurück, wobei jede Komponente auf das nächstliegende " "Vielfache von [code]step[/code] gerundet ist. Dies kann zum Runden auf eine " "beliebige Anzahl von Nachkommastellen verwendet werden." #: doc/classes/Vector2.xml:260 msgid "" "Returns a perpendicular vector rotated 90 degrees counter-clockwise compared " "to the original, with the same length." msgstr "" #: doc/classes/Vector2.xml:266 doc/classes/Vector3.xml:271 msgid "" "The vector's X component. Also accessible by using the index position [code]" "[0][/code]." msgstr "" "Die x-Komponente des Vektors. Ebenfalls verfügbar unter der Indexposition " "[code][0][/code]." #: doc/classes/Vector2.xml:269 doc/classes/Vector3.xml:274 msgid "" "The vector's Y component. Also accessible by using the index position [code]" "[1][/code]." msgstr "" "Die y-Komponente des Vektors. Ebenfalls verfügbar unter der Indexposition " "[code][1][/code]." #: doc/classes/Vector2.xml:274 msgid "Enumerated value for the X axis." msgstr "Numerischer Wert für die x-Achse." #: doc/classes/Vector2.xml:277 msgid "Enumerated value for the Y axis." msgstr "Numerischer Wert für die y-Achse." #: doc/classes/Vector2.xml:280 doc/classes/Vector3.xml:291 msgid "Zero vector, a vector with all components set to [code]0[/code]." msgstr "" "Nullvektor, ein Vektor, bei dem alle Komponenten auf [code]0[/code] " "festgelegt sind." #: doc/classes/Vector2.xml:283 doc/classes/Vector3.xml:294 msgid "One vector, a vector with all components set to [code]1[/code]." msgstr "" "Einser Vektor, ein Vektor bei dem alle Komponenten auf [code]1[/code] " "gesetzt sind." #: doc/classes/Vector2.xml:286 doc/classes/Vector3.xml:297 msgid "" "Infinity vector, a vector with all components set to [constant @GDScript." "INF]." msgstr "" #: doc/classes/Vector2.xml:289 msgid "Left unit vector. Represents the direction of left." msgstr "" #: doc/classes/Vector2.xml:292 msgid "Right unit vector. Represents the direction of right." msgstr "" #: doc/classes/Vector2.xml:295 msgid "Up unit vector. Y is down in 2D, so this vector points -Y." msgstr "" #: doc/classes/Vector2.xml:298 msgid "Down unit vector. Y is down in 2D, so this vector points +Y." msgstr "" #: doc/classes/Vector3.xml:4 msgid "Vector used for 3D math." msgstr "" #: doc/classes/Vector3.xml:7 msgid "" "3-element structure that can be used to represent positions in 3D space or " "any other pair of numeric values.\n" "[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]." msgstr "" #: doc/classes/Vector3.xml:25 #, fuzzy msgid "Returns a Vector3 with the given components." msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." #: doc/classes/Vector3.xml:38 #, fuzzy msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "Gibt den minimalen Winkel zum angegebenen Vektor in Bogenmaß zurück." #: doc/classes/Vector3.xml:51 msgid "" "Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" "Gibt einen neuen Vektor zurück, bei dem alle Komponenten aufgerundet sind " "(gegen positive Unendlichkeit)." #: doc/classes/Vector3.xml:58 msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "Gibt das Kreuzprodukt aus diesem Vektor und [code]b[/code] zurück." #: doc/classes/Vector3.xml:68 #, fuzzy msgid "" "Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" "code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " "the given amount [code]weight[/code]. [code]weight[/code] is on the range of " "0.0 to 1.0, representing the amount of interpolation." msgstr "" "Führt eine kubische Interpolation zwischen den Vektoren [code]pre_a[/code], " "[code]a[/code], [code]b[/code], [code]post_b[/code] ([code]a[/code] ist " "aktuell), um den angegebenen Betrag [code]t[/code] durch. [code]t[/code] " "liegt im Bereich von 0,0 bis 1,0 und stellt den Betrag der Interpolation dar." #: doc/classes/Vector3.xml:90 msgid "Returns the distance between this vector and [code]b[/code]." msgstr "Gibt den Abstand zwischen diesem Vektor und [code]b[/code] zurück." #: doc/classes/Vector3.xml:97 msgid "" "Returns the dot product of this vector and [code]b[/code]. This can be used " "to compare the angle between two vectors. For example, this can be used to " "determine whether an enemy is facing the player.\n" "The dot product will be [code]0[/code] for a straight angle (90 degrees), " "greater than 0 for angles narrower than 90 degrees and lower than 0 for " "angles wider than 90 degrees.\n" "When using unit (normalized) vectors, the result will always be between " "[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite " "directions, and [code]1.0[/code] (0 degree angle) when the vectors are " "aligned.\n" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" #: doc/classes/Vector3.xml:106 msgid "" "Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" "Gibt einen neuen Vektor zurück, bei dem alle Komponenten abgerundet sind " "(gegen negativ unendlich)." #: doc/classes/Vector3.xml:112 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 "" #: doc/classes/Vector3.xml:146 #, fuzzy msgid "" "Returns the result of the linear interpolation between this vector and " "[code]to[/code] by amount [code]t[/code]. [code]weight[/code] is on the " "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" "Gibt das Ergebnis der Linearinterpolation zwischen diesem Vektor und " "[code]b[/code] um den Wert [code]t[/code] zurück. [code]t[/code] liegt " "zwischen 0.0 und 1.0 und bezeichnet den Grad der Interpolation." #: doc/classes/Vector3.xml:152 msgid "" "Returns the axis of the vector's largest value. See [code]AXIS_*[/code] " "constants. If all components are equal, this method returns [constant " "AXIS_X]." msgstr "" #: doc/classes/Vector3.xml:158 msgid "" "Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] " "constants. If all components are equal, this method returns [constant " "AXIS_Z]." msgstr "" #: doc/classes/Vector3.xml:166 msgid "" "Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " "amount." msgstr "" "Bewegt den Vektor Richtung [code]to[/code] für den festen Betrag " "[code]delta[/code]." #: doc/classes/Vector3.xml:179 msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml:200 msgid "Returns this vector projected onto another vector [code]b[/code]." msgstr "" "Gibt diesen Vektor projiziert auf einen anderen Vektor [code]b[/code] zurück." #: doc/classes/Vector3.xml:207 msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" "Gibt die Reflexion dieses Vektors auf die Ebene des übergebenen " "Normalenvektors zurück." #: doc/classes/Vector3.xml:215 msgid "" "Rotates this vector around a given axis by [code]phi[/code] radians. The " "axis must be a normalized vector." msgstr "" "Dreht diesen Vektor um eine gegebene Achse um [code]phi[/code] Bogenmaß. Die " "Achse muss ein normierter Vektor sein." #: doc/classes/Vector3.xml:221 msgid "" "Returns this vector with all components rounded to the nearest integer, with " "halfway cases rounded away from zero." msgstr "" "Gibt diesen Vektor mit allen Komponenten auf die nächste Ganzzahl gerundet " "zurück, wobei die Hälfte der Fälle von Null abgerundet wird." #: doc/classes/Vector3.xml:227 #, fuzzy msgid "" "Returns a vector with each component set to one or negative one, depending " "on the signs of this vector's components. If a component is zero, it returns " "positive one." msgstr "" "Gibt einen Vektor zurück, bei dem jede Komponente auf eins oder negativ " "gesetzt ist, je nach Vorzeichen der Komponenten dieses Vektors, oder null, " "wenn die Komponente null ist, indem die [method@GDScript.sign] für jede " "Komponente aufgerufen wird." #: doc/classes/Vector3.xml:235 msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" "code]." msgstr "" #: doc/classes/Vector3.xml:264 msgid "" "Returns a diagonal matrix with the vector as main diagonal.\n" "This is equivalent to a Basis with no rotation or shearing and this vector's " "components set as the scale." msgstr "" #: doc/classes/Vector3.xml:277 msgid "" "The vector's Z component. Also accessible by using the index position [code]" "[2][/code]." msgstr "" #: doc/classes/Vector3.xml:282 msgid "" "Enumerated value for the X axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" #: doc/classes/Vector3.xml:285 msgid "" "Enumerated value for the Y axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" #: doc/classes/Vector3.xml:288 msgid "" "Enumerated value for the Z axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" #: doc/classes/Vector3.xml:300 msgid "" "Left unit vector. Represents the local direction of left, and the global " "direction of west." msgstr "" #: doc/classes/Vector3.xml:303 msgid "" "Right unit vector. Represents the local direction of right, and the global " "direction of east." msgstr "" #: doc/classes/Vector3.xml:306 msgid "Up unit vector." msgstr "Hoch-Einheitsvektor." #: doc/classes/Vector3.xml:309 msgid "Down unit vector." msgstr "Runter-Einheitsvektor." #: doc/classes/Vector3.xml:312 msgid "" "Forward unit vector. Represents the local direction of forward, and the " "global direction of north." msgstr "" #: doc/classes/Vector3.xml:315 msgid "" "Back unit vector. Represents the local direction of back, and the global " "direction of south." msgstr "" #: doc/classes/VehicleBody.xml:4 msgid "Physics body that simulates the behavior of a car." msgstr "" #: doc/classes/VehicleBody.xml:7 msgid "" "This node implements all the physics logic needed to simulate a car. It is " "based on the raycast vehicle system commonly found in physics engines. You " "will need to add a [CollisionShape] for the main body of your vehicle and " "add [VehicleWheel] nodes for the wheels. You should also add a " "[MeshInstance] to this node for the 3D model of your car but this model " "should not include meshes for the wheels. You should control the vehicle by " "using the [member brake], [member engine_force], and [member steering] " "properties and not change the position or orientation of this node " "directly.\n" "[b]Note:[/b] The origin point of your VehicleBody will determine the center " "of gravity of your vehicle so it is better to keep this low and move the " "[CollisionShape] and [MeshInstance] upwards.\n" "[b]Note:[/b] This class has known issues and isn't designed to provide " "realistic 3D vehicle physics. If you want advanced vehicle physics, you will " "probably have to write your own physics integration using another " "[PhysicsBody] class." msgstr "" #: doc/classes/VehicleBody.xml:18 msgid "" "Slows down the vehicle by applying a braking force. The vehicle is only " "slowed down if the wheels are in contact with a surface. The force you need " "to apply to adequately slow down your vehicle depends on the [member " "RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a " "value in the 25 - 30 range for hard braking." msgstr "" #: doc/classes/VehicleBody.xml:21 msgid "" "Accelerates the vehicle by applying an engine force. The vehicle is only " "speed up if the wheels that have [member VehicleWheel.use_as_traction] set " "to [code]true[/code] and are in contact with a surface. The [member " "RigidBody.mass] of the vehicle has an effect on the acceleration of the " "vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 " "range for acceleration.\n" "[b]Note:[/b] The simulation does not take the effect of gears into account, " "you will need to add logic for this if you wish to simulate gears.\n" "A negative value will result in the vehicle reversing." msgstr "" #: doc/classes/VehicleBody.xml:27 msgid "" "The steering angle for the vehicle. Setting this to a non-zero value will " "result in the vehicle turning when it's moving. Wheels that have [member " "VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be " "rotated." msgstr "" #: doc/classes/VehicleWheel.xml:4 msgid "Physics object that simulates the behavior of a wheel." msgstr "" #: doc/classes/VehicleWheel.xml:7 msgid "" "This node needs to be used as a child node of [VehicleBody] and simulates " "the behavior of one of its wheels. This node also acts as a collider to " "detect if the wheel is touching a surface.\n" "[b]Note:[/b] This class has known issues and isn't designed to provide " "realistic 3D vehicle physics. If you want advanced vehicle physics, you will " "probably have to write your own physics integration using another " "[PhysicsBody] class." msgstr "" #: doc/classes/VehicleWheel.xml:17 msgid "Returns the rotational speed of the wheel in revolutions per minute." msgstr "" #: doc/classes/VehicleWheel.xml:23 msgid "" "Returns a value between 0.0 and 1.0 that indicates whether this wheel is " "skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 " "means not skidding (the wheel has full grip, e.g. dry asphalt road)." msgstr "" #: doc/classes/VehicleWheel.xml:29 msgid "Returns [code]true[/code] if this wheel is in contact with a surface." msgstr "" #: doc/classes/VehicleWheel.xml:35 msgid "" "Slows down the wheel by applying a braking force. The wheel is only slowed " "down if it is in contact with a surface. The force you need to apply to " "adequately slow down your vehicle depends on the [member RigidBody.mass] of " "the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - " "30 range for hard braking." msgstr "" #: doc/classes/VehicleWheel.xml:38 msgid "" "The damping applied to the spring when the spring is being compressed. This " "value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the " "car will keep bouncing as the spring keeps its energy. A good value for this " "is around 0.3 for a normal car, 0.5 for a race car." msgstr "" #: doc/classes/VehicleWheel.xml:41 msgid "" "The damping applied to the spring when relaxing. This value should be " "between 0.0 (no damping) and 1.0. This value should always be slightly " "higher than the [member damping_compression] property. For a [member " "damping_compression] value of 0.3, try a relaxation value of 0.5." msgstr "" #: doc/classes/VehicleWheel.xml:44 msgid "" "Accelerates the wheel by applying an engine force. The wheel is only speed " "up if it is in contact with a surface. The [member RigidBody.mass] of the " "vehicle has an effect on the acceleration of the vehicle. For a vehicle with " "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n" "[b]Note:[/b] The simulation does not take the effect of gears into account, " "you will need to add logic for this if you wish to simulate gears.\n" "A negative value will result in the wheel reversing." msgstr "" #: doc/classes/VehicleWheel.xml:49 msgid "" "The steering angle for the wheel. Setting this to a non-zero value will " "result in the vehicle turning when it's moving." msgstr "" #: doc/classes/VehicleWheel.xml:52 msgid "" "The maximum force the spring can resist. This value should be higher than a " "quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring " "will not carry the weight of the vehicle. Good results are often obtained by " "a value that is about 3× to 4× this number." msgstr "" #: doc/classes/VehicleWheel.xml:55 msgid "" "This value defines the stiffness of the suspension. Use a value lower than " "50 for an off-road car, a value between 50 and 100 for a race car and try " "something around 200 for something like a Formula 1 car." msgstr "" #: doc/classes/VehicleWheel.xml:58 msgid "" "This is the distance the suspension can travel. As Godot units are " "equivalent to meters, keep this setting relatively low. Try a value between " "0.1 and 0.3 depending on the type of car." msgstr "" #: doc/classes/VehicleWheel.xml:61 msgid "" "If [code]true[/code], this wheel will be turned when the car steers. This " "value is used in conjunction with [member VehicleBody.steering] and ignored " "if you are using the per-wheel [member steering] value instead." msgstr "" #: doc/classes/VehicleWheel.xml:64 msgid "" "If [code]true[/code], this wheel transfers engine force to the ground to " "propel the vehicle forward. This value is used in conjunction with [member " "VehicleBody.engine_force] and ignored if you are using the per-wheel [member " "engine_force] value instead." msgstr "" #: doc/classes/VehicleWheel.xml:67 msgid "" "This determines how much grip this wheel has. It is combined with the " "friction setting of the surface the wheel is in contact with. 0.0 means no " "grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the " "rear wheels slightly lower than the front wheels, or use a lower value to " "simulate tire wear.\n" "It's best to set this to 1.0 when starting out." msgstr "" #: doc/classes/VehicleWheel.xml:71 msgid "The radius of the wheel in meters." msgstr "" #: doc/classes/VehicleWheel.xml:74 msgid "" "This is the distance in meters the wheel is lowered from its origin point. " "Don't set this to 0.0 and move the wheel into position, instead move the " "origin point of your wheel (the gizmo in Godot) to the position the wheel " "will take when bottoming out, then use the rest length to move the wheel " "down to the position it should be in when the car is in rest." msgstr "" #: doc/classes/VehicleWheel.xml:77 msgid "" "This value affects the roll of your vehicle. If set to 1.0 for all wheels, " "your vehicle will be prone to rolling over, while a value of 0.0 will resist " "body roll." msgstr "" #: doc/classes/VideoPlayer.xml:4 msgid "Control for playing video streams." msgstr "" #: doc/classes/VideoPlayer.xml:7 msgid "" "Control node for playing video streams using [VideoStream] resources.\n" "Supported video formats are [url=https://www.webmproject.org/]WebM[/url] " "([code].webm[/code], [VideoStreamWebm]), [url=https://www.theora.org/]Ogg " "Theora[/url] ([code].ogv[/code], [VideoStreamTheora]), and any format " "exposed via a GDNative plugin using [VideoStreamGDNative].\n" "[b]Note:[/b] Due to a bug, VideoPlayer does not support localization " "remapping yet.\n" "[b]Warning:[/b] On HTML5, video playback [i]will[/i] perform poorly due to " "missing architecture-specific assembly optimizations, especially for VP8/VP9." msgstr "" #: doc/classes/VideoPlayer.xml:18 msgid "" "Returns the video stream's name, or [code]\"\"[/code] if no video " "stream is assigned." msgstr "" #: doc/classes/VideoPlayer.xml:24 #, fuzzy msgid "Returns the current frame as a [Texture]." msgstr "Gibt die [Texture2D] des angegebenen Rahmens zurück." #: doc/classes/VideoPlayer.xml:30 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 "" #: doc/classes/VideoPlayer.xml:37 msgid "" "Starts the video playback from the beginning. If the video is paused, this " "will not unpause the video." msgstr "" #: doc/classes/VideoPlayer.xml:43 msgid "" "Stops the video playback and sets the stream position to 0.\n" "[b]Note:[/b] Although the stream position will be set to 0, the first frame " "of the video stream won't become the current frame." msgstr "" #: doc/classes/VideoPlayer.xml:50 msgid "The embedded audio track to play." msgstr "" #: doc/classes/VideoPlayer.xml:53 msgid "If [code]true[/code], playback starts when the scene loads." msgstr "" #: doc/classes/VideoPlayer.xml:56 msgid "Amount of time in milliseconds to store in buffer while playing." msgstr "" #: doc/classes/VideoPlayer.xml:59 msgid "Audio bus to use for sound playback." msgstr "" #: doc/classes/VideoPlayer.xml:62 msgid "" "If [code]true[/code], the video scales to the control size. Otherwise, the " "control minimum size will be automatically adjusted to match the video " "stream's dimensions." msgstr "" #: doc/classes/VideoPlayer.xml:65 msgid "If [code]true[/code], the video is paused." msgstr "" #: doc/classes/VideoPlayer.xml:68 msgid "The assigned video stream. See description for supported formats." msgstr "" #: doc/classes/VideoPlayer.xml:71 msgid "" "The current position of the stream, in seconds.\n" "[b]Note:[/b] Changing this value won't have any effect as seeking is not " "implemented yet, except in video formats implemented by a GDNative add-on." msgstr "" #: doc/classes/VideoPlayer.xml:75 msgid "Audio volume as a linear value." msgstr "" #: doc/classes/VideoPlayer.xml:78 msgid "Audio volume in dB." msgstr "" #: doc/classes/VideoPlayer.xml:84 msgid "Emitted when playback is finished." msgstr "" #: doc/classes/VideoStream.xml:4 msgid "Base resource for video streams." msgstr "" #: doc/classes/VideoStream.xml:7 msgid "" "Base resource type for all video streams. Classes that derive from " "[VideoStream] can all be used as resource types to play back videos in " "[VideoPlayer]." msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml:4 msgid "[VideoStream] resource for for video formats implemented via GDNative." msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml:7 msgid "" "[VideoStream] resource for for video formats implemented via GDNative.\n" "It can be used via [url=https://github.com/KidRigger/godot-" "videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg." "org]FFmpeg[/url] library." msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml:16 msgid "Returns the video file handled by this [VideoStreamGDNative]." msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml:23 msgid "" "Sets the video file that this [VideoStreamGDNative] resource handles. The " "supported extensions depend on the GDNative plugins used to expose video " "formats." msgstr "" #: modules/theora/doc_classes/VideoStreamTheora.xml:4 msgid "[VideoStream] resource for Ogg Theora videos." msgstr "" #: modules/theora/doc_classes/VideoStreamTheora.xml:7 msgid "" "[VideoStream] resource handling the [url=https://www.theora.org/]Ogg Theora[/" "url] video format with [code].ogv[/code] extension. The Theora codec is less " "efficient than [VideoStreamWebm]'s VP8 and VP9, but it requires less CPU " "resources to decode. The Theora codec is decoded on the CPU.\n" "[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] " "extension, you will have to rename the extension to [code].ogv[/code] to use " "those videos within Godot." msgstr "" #: modules/theora/doc_classes/VideoStreamTheora.xml:16 msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]." msgstr "" #: modules/theora/doc_classes/VideoStreamTheora.xml:23 msgid "" "Sets the Ogg Theora video file that this [VideoStreamTheora] resource " "handles. The [code]file[/code] name should have the [code].ogv[/code] " "extension." msgstr "" #: modules/webm/doc_classes/VideoStreamWebm.xml:4 msgid "[VideoStream] resource for WebM videos." msgstr "" #: modules/webm/doc_classes/VideoStreamWebm.xml:7 msgid "" "[VideoStream] resource handling the [url=https://www.webmproject.org/]WebM[/" "url] video format with [code].webm[/code] extension. Both the VP8 and VP9 " "codecs are supported. The VP8 and VP9 codecs are more efficient than " "[VideoStreamTheora], but they require more CPU resources to decode " "(especially VP9). Both the VP8 and VP9 codecs are decoded on the CPU.\n" "[b]Note:[/b] Alpha channel (also known as transparency) is not supported. " "The video will always appear to have a black background, even if it " "originally contains an alpha channel.\n" "[b]Note:[/b] There are known bugs and performance issues with WebM video " "playback in Godot. If you run into problems, try using the Ogg Theora format " "instead: [VideoStreamTheora]" msgstr "" #: modules/webm/doc_classes/VideoStreamWebm.xml:17 msgid "Returns the WebM video file handled by this [VideoStreamWebm]." msgstr "" #: modules/webm/doc_classes/VideoStreamWebm.xml:24 msgid "" "Sets the WebM video file that this [VideoStreamWebm] resource handles. The " "[code]file[/code] name should have the [code].webm[/code] extension." msgstr "" #: doc/classes/Viewport.xml:4 msgid "Creates a sub-view into the screen." msgstr "" #: doc/classes/Viewport.xml:7 msgid "" "A Viewport creates a different view into the screen, or a sub-view inside " "another viewport. Children 2D Nodes will display on it, and children Camera " "3D nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so they don't share " "what they draw with other viewports.\n" "If a viewport is a child of a [ViewportContainer], it will automatically " "take up its size, otherwise it must be set manually.\n" "Viewports can also choose to be audio listeners, so they generate positional " "audio depending on a 2D or 3D camera child of it.\n" "Also, viewports can be assigned to different screens in case the devices " "have multiple screens.\n" "Finally, viewports can also behave as render targets, in which case they " "will not be visible unless the associated texture is used to draw.\n" "[b]Note:[/b] By default, a newly created Viewport in Godot 3.x will appear " "to be upside down. Enabling [member render_target_v_flip] will display the " "Viewport with the correct orientation." msgstr "" #: doc/classes/Viewport.xml:17 #, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/rendering/index.html" msgstr "https://docs.godotengine.org/de/latest/tutorials/shading/index.html" #: doc/classes/Viewport.xml:19 doc/classes/ViewportTexture.xml:12 #, fuzzy msgid "https://godotengine.org/asset-library/asset/128" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Viewport.xml:21 #, fuzzy msgid "https://godotengine.org/asset-library/asset/130" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Viewport.xml:22 #, fuzzy msgid "https://godotengine.org/asset-library/asset/541" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Viewport.xml:23 doc/classes/ViewportTexture.xml:14 #, fuzzy msgid "https://godotengine.org/asset-library/asset/586" msgstr "https://docs.godotengine.org/de/latest/tutorials/vr/index.html" #: doc/classes/Viewport.xml:29 msgid "" "Returns the first valid [World] for this viewport, searching the [member " "world] property of itself and any Viewport ancestor." msgstr "" #: doc/classes/Viewport.xml:35 msgid "" "Returns the first valid [World2D] for this viewport, searching the [member " "world_2d] property of itself and any Viewport ancestor." msgstr "" #: doc/classes/Viewport.xml:41 msgid "Returns the active 3D camera." msgstr "" #: doc/classes/Viewport.xml:47 msgid "Returns the total transform of the viewport." msgstr "" #: doc/classes/Viewport.xml:53 #, fuzzy msgid "Returns the topmost modal in the stack." msgstr "Gibt den Aktualisierungsmodus einer Wertespur zurück." #: doc/classes/Viewport.xml:59 msgid "Returns the mouse position relative to the viewport." msgstr "" #: doc/classes/Viewport.xml:66 msgid "Returns information about the viewport from the rendering pipeline." msgstr "" #: doc/classes/Viewport.xml:73 msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant." msgstr "" #: doc/classes/Viewport.xml:79 msgid "Returns the size override set with [method set_size_override]." msgstr "" #: doc/classes/Viewport.xml:85 msgid "" "Returns the viewport's texture.\n" "[b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is " "flipped vertically. You can use [method Image.flip_y] on the result of " "[method Texture.get_data] to flip it back, for example:\n" "[codeblock]\n" "var img = get_viewport().get_texture().get_data()\n" "img.flip_y()\n" "[/codeblock]" msgstr "" #: doc/classes/Viewport.xml:96 #, fuzzy msgid "Returns the viewport's RID from the [VisualServer]." msgstr "Gibt die Größe des Arrays zurück." #: doc/classes/Viewport.xml:102 msgid "Returns the visible rectangle in global screen coordinates." msgstr "" #: doc/classes/Viewport.xml:108 msgid "" "Returns the drag data from the GUI, that was previously returned by [method " "Control.get_drag_data]." msgstr "" #: doc/classes/Viewport.xml:114 #, fuzzy msgid "Returns [code]true[/code] if there are visible modals on-screen." msgstr "Gibt [code]true[/code] zurück falls das Array leer ist." #: doc/classes/Viewport.xml:120 msgid "" "Returns [code]true[/code] if the viewport is currently performing a drag " "operation." msgstr "" #: doc/classes/Viewport.xml:137 #, fuzzy msgid "" "Returns [code]true[/code] if the size override is enabled. See [method " "set_size_override]." msgstr "" "Gibt [code]true[/code] zurück, wenn die spezifizerte Flagge aktiviert ist. " "Siehe die [enum Flags] Aufzählung für Optionen." #: doc/classes/Viewport.xml:144 msgid "" "Attaches this [Viewport] to the root [Viewport] with the specified " "rectangle. This bypasses the need for another node to display this " "[Viewport] but makes you responsible for updating the position of this " "[Viewport] manually." msgstr "" #: doc/classes/Viewport.xml:150 msgid "Stops the input from propagating further down the [SceneTree]." msgstr "" #: doc/classes/Viewport.xml:158 msgid "" "Sets the number of subdivisions to use in the specified quadrant. A higher " "number of subdivisions allows you to have more shadows in the scene at once, " "but reduces the quality of the shadows. A good practice is to have quadrants " "with a varying number of subdivisions and to have as few subdivisions as " "possible." msgstr "" #: doc/classes/Viewport.xml:167 msgid "" "Sets the size override of the viewport. If the [code]enable[/code] parameter " "is [code]true[/code] the override is used, otherwise it uses the default " "size. If the size parameter is [code](-1, -1)[/code], it won't update the " "size." msgstr "" #: doc/classes/Viewport.xml:179 msgid "Forces update of the 2D and 3D worlds." msgstr "" #: doc/classes/Viewport.xml:186 msgid "Warps the mouse to a position relative to the viewport." msgstr "" #: doc/classes/Viewport.xml:192 #, fuzzy msgid "If [code]true[/code], the viewport will be used in AR/VR process." msgstr "Wenn [code]true[/code], wird der [AnimationTree] verarbeitet." #: doc/classes/Viewport.xml:195 msgid "If [code]true[/code], the viewport will process 2D audio streams." msgstr "" #: doc/classes/Viewport.xml:198 msgid "If [code]true[/code], the viewport will process 3D audio streams." msgstr "" #: doc/classes/Viewport.xml:201 msgid "" "The canvas transform of the viewport, useful for changing the on-screen " "positions of all child [CanvasItem]s. This is relative to the global canvas " "transform of the viewport." msgstr "" #: doc/classes/Viewport.xml:204 msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible. In some cases, debanding may introduce a " "slightly noticeable dithering pattern. It's recommended to enable debanding " "only when actually needed since the dithering pattern will make lossless-" "compressed screenshots larger.\n" "[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be " "[code]true[/code] for debanding to be effective." msgstr "" #: doc/classes/Viewport.xml:208 msgid "The overlay mode for test rendered geometry in debug purposes." msgstr "" #: doc/classes/Viewport.xml:211 msgid "" "If [code]true[/code], the viewport will disable 3D rendering. For actual " "disabling use [code]usage[/code]." msgstr "" #: doc/classes/Viewport.xml:214 msgid "" "Enables fast approximate antialiasing. FXAA is a popular screen-space " "antialiasing method, which is fast but will make the image look blurry, " "especially at lower resolutions. It can still work relatively well at large " "resolutions such as 1440p and 4K. Some of the lost sharpness can be " "recovered by enabling contrast-adaptive sharpening (see [member " "sharpen_intensity])." msgstr "" #: doc/classes/Viewport.xml:217 msgid "" "The global canvas transform of the viewport. The canvas transform is " "relative to this." msgstr "" #: doc/classes/Viewport.xml:220 #, fuzzy msgid "If [code]true[/code], the viewport will not receive input events." msgstr "Wenn [code]true[/code], wird die Textur zentriert." #: doc/classes/Viewport.xml:223 msgid "" "If [code]true[/code], the GUI controls on the viewport will lay pixel " "perfectly." msgstr "" #: doc/classes/Viewport.xml:228 msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " "values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " "does not store the full range of a floating point number.\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " "[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml:232 msgid "" "If [code]true[/code], the result after 3D rendering will not have a linear " "to sRGB color conversion applied. This is important when the viewport is " "used as a render target where the result is used as a texture on a 3D object " "rendered in another viewport. It is also important if the viewport is used " "to create data that is not color based (noise, heightmaps, pickmaps, etc.). " "Do not enable this when the viewport is used as a texture on a 2D object or " "if the viewport is your final output. For the GLES2 driver this will convert " "the sRGB output to linear, this should only be used for VR plugins that " "require input in linear color space!" msgstr "" #: doc/classes/Viewport.xml:235 msgid "" "The multisample anti-aliasing mode. A higher number results in smoother " "edges at the cost of significantly worse performance. A value of 4 is best " "unless targeting very high-end systems." msgstr "" #: doc/classes/Viewport.xml:238 #, fuzzy msgid "" "If [code]true[/code], the viewport will use [World] defined in [code]world[/" "code] property." msgstr "" "Gibt [code]true[/code] zurück wenn der Skript Bereich lädt, ansonsten " "[code]false[/code]." #: doc/classes/Viewport.xml:241 msgid "" "If [code]true[/code], the objects rendered by viewport become subjects of " "mouse picking process." msgstr "" #: doc/classes/Viewport.xml:244 msgid "" "If [code]true[/code], renders the Viewport directly to the screen instead of " "to the root viewport. Only available in GLES2. This is a low-level " "optimization and should not be used in most cases. If used, reading from the " "Viewport or from [code]SCREEN_TEXTURE[/code] becomes unavailable. For more " "information see [method VisualServer.viewport_set_render_direct_to_screen]." msgstr "" #: doc/classes/Viewport.xml:247 msgid "" "The clear mode when viewport used as a render target.\n" "[b]Note:[/b] This property is intended for 2D usage." msgstr "" #: doc/classes/Viewport.xml:251 msgid "The update mode when viewport used as a render target." msgstr "" #: doc/classes/Viewport.xml:254 msgid "" "If [code]true[/code], the result of rendering will be flipped vertically. " "Since Viewports in Godot 3.x render upside-down, it's recommended to set " "this to [code]true[/code] in most situations." msgstr "" #: doc/classes/Viewport.xml:257 msgid "The subdivision amount of the first quadrant on the shadow atlas." msgstr "" #: doc/classes/Viewport.xml:260 msgid "The subdivision amount of the second quadrant on the shadow atlas." msgstr "" #: doc/classes/Viewport.xml:263 msgid "The subdivision amount of the third quadrant on the shadow atlas." msgstr "" #: doc/classes/Viewport.xml:266 msgid "The subdivision amount of the fourth quadrant on the shadow atlas." msgstr "" #: doc/classes/Viewport.xml:269 msgid "" "The shadow atlas' resolution (used for omni and spot lights). The value will " "be rounded up to the nearest power of 2.\n" "[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-" "created viewports default to a value of 0, this value must be set above 0 " "manually." msgstr "" #: doc/classes/Viewport.xml:273 msgid "" "If set to a value greater than [code]0.0[/code], contrast-adaptive " "sharpening will be applied to the 3D viewport. This has a low performance " "cost and can be used to recover some of the sharpness lost from using FXAA. " "Values around [code]0.5[/code] generally give the best results. See also " "[member fxaa]." msgstr "" #: doc/classes/Viewport.xml:276 msgid "" "The width and height of viewport. Must be set to a value greater than or " "equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed." msgstr "" #: doc/classes/Viewport.xml:279 #, fuzzy msgid "If [code]true[/code], the size override affects stretch as well." msgstr "" "Wenn [code]true[/code], hat der Audiobus des Bereichs Vorrang vor dem " "Standard-Audiobus." #: doc/classes/Viewport.xml:282 msgid "" "If [code]true[/code], the viewport should render its background as " "transparent." msgstr "" #: doc/classes/Viewport.xml:285 msgid "The rendering mode of viewport." msgstr "" #: doc/classes/Viewport.xml:288 msgid "The custom [World] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml:291 msgid "The custom [World2D] which can be used as 2D environment source." msgstr "" #: doc/classes/Viewport.xml:298 msgid "Emitted when a Control node grabs keyboard focus." msgstr "" #: doc/classes/Viewport.xml:303 msgid "" "Emitted when the size of the viewport is changed, whether by [method " "set_size_override], resize of window, or some other means." msgstr "" #: doc/classes/Viewport.xml:309 msgid "Do not update the render target." msgstr "" #: doc/classes/Viewport.xml:312 msgid "" "Update the render target once, then switch to [constant UPDATE_DISABLED]." msgstr "" #: doc/classes/Viewport.xml:315 msgid "" "Update the render target only when it is visible. This is the default value." msgstr "" #: doc/classes/Viewport.xml:318 msgid "Always update the render target." msgstr "" #: doc/classes/Viewport.xml:321 msgid "This quadrant will not be used." msgstr "" #: doc/classes/Viewport.xml:324 msgid "This quadrant will only be used by one shadow map." msgstr "" #: doc/classes/Viewport.xml:327 msgid "This quadrant will be split in 4 and used by up to 4 shadow maps." msgstr "" #: doc/classes/Viewport.xml:330 msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps." msgstr "" #: doc/classes/Viewport.xml:333 msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps." msgstr "" #: doc/classes/Viewport.xml:336 msgid "" "This quadrant will be split 256 ways and used by up to 256 shadow maps. " "Unless the [member shadow_atlas_size] is very high, the shadows in this " "quadrant will be very low resolution." msgstr "" #: doc/classes/Viewport.xml:339 msgid "" "This quadrant will be split 1024 ways and used by up to 1024 shadow maps. " "Unless the [member shadow_atlas_size] is very high, the shadows in this " "quadrant will be very low resolution." msgstr "" #: doc/classes/Viewport.xml:342 msgid "Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum." msgstr "" #: doc/classes/Viewport.xml:345 msgid "Amount of objects in frame." msgstr "" #: doc/classes/Viewport.xml:348 msgid "Amount of vertices in frame." msgstr "" #: doc/classes/Viewport.xml:351 msgid "Amount of material changes in frame." msgstr "" #: doc/classes/Viewport.xml:354 msgid "Amount of shader changes in frame." msgstr "" #: doc/classes/Viewport.xml:357 msgid "Amount of surface changes in frame." msgstr "" #: doc/classes/Viewport.xml:360 doc/classes/Viewport.xml:366 msgid "Amount of draw calls in frame." msgstr "" #: doc/classes/Viewport.xml:363 msgid "Amount of items or joined items in frame." msgstr "" #: doc/classes/Viewport.xml:369 msgid "Represents the size of the [enum RenderInfo] enum." msgstr "" #: doc/classes/Viewport.xml:372 msgid "Objects are displayed normally." msgstr "" #: doc/classes/Viewport.xml:375 msgid "Objects are displayed without light information." msgstr "" #: doc/classes/Viewport.xml:378 msgid "" "Objected are displayed semi-transparent with additive blending so you can " "see where they intersect." msgstr "" #: doc/classes/Viewport.xml:381 msgid "Objects are displayed in wireframe style." msgstr "" #: doc/classes/Viewport.xml:384 msgid "Multisample anti-aliasing mode disabled. This is the default value." msgstr "" #: doc/classes/Viewport.xml:387 msgid "Use 2x Multisample Antialiasing." msgstr "" #: doc/classes/Viewport.xml:390 msgid "Use 4x Multisample Antialiasing." msgstr "" #: doc/classes/Viewport.xml:393 msgid "" "Use 8x Multisample Antialiasing. Likely unsupported on low-end and older " "hardware." msgstr "" #: doc/classes/Viewport.xml:396 msgid "" "Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end " "hardware." msgstr "" #: doc/classes/Viewport.xml:399 msgid "" "Allocates all buffers needed for drawing 2D scenes. This takes less VRAM " "than the 3D usage modes. Note that 3D rendering effects such as glow and HDR " "are not available when using this mode." msgstr "" #: doc/classes/Viewport.xml:402 msgid "" "Allocates buffers needed for 2D scenes without allocating a buffer for " "screen copy. Accordingly, you cannot read from the screen. Of the [enum " "Usage] types, this requires the least VRAM. Note that 3D rendering effects " "such as glow and HDR are not available when using this mode." msgstr "" #: doc/classes/Viewport.xml:405 msgid "" "Allocates full buffers for drawing 3D scenes and all 3D effects including " "buffers needed for 2D scenes and effects." msgstr "" #: doc/classes/Viewport.xml:408 msgid "" "Allocates buffers needed for drawing 3D scenes. But does not allocate " "buffers needed for reading from the screen and post-processing effects. " "Saves some VRAM." msgstr "" #: doc/classes/Viewport.xml:411 msgid "Always clear the render target before drawing." msgstr "" #: doc/classes/Viewport.xml:414 msgid "Never clear the render target." msgstr "" #: doc/classes/Viewport.xml:417 msgid "" "Clear the render target next frame, then switch to [constant " "CLEAR_MODE_NEVER]." msgstr "" #: doc/classes/ViewportContainer.xml:4 msgid "Control for holding [Viewport]s." msgstr "" #: doc/classes/ViewportContainer.xml:7 msgid "" "A [Container] node that holds a [Viewport], automatically setting its size.\n" "[b]Note:[/b] Changing a ViewportContainer's [member Control.rect_scale] will " "cause its contents to appear distorted. To change its visual size without " "causing distortion, adjust the node's margins instead (if it's not already " "in a container)." msgstr "" #: doc/classes/ViewportContainer.xml:16 #, fuzzy msgid "" "If [code]true[/code], the viewport will be scaled to the control's size." msgstr "Wenn [code]true[/code], wird die Textur zentriert." #: doc/classes/ViewportContainer.xml:19 msgid "" "Divides the viewport's effective resolution by this value while preserving " "its scale. This can be used to speed up rendering.\n" "For example, a 1280×720 viewport with [member stretch_shrink] set to " "[code]2[/code] will be rendered at 640×360 while occupying the same size in " "the container.\n" "[b]Note:[/b] [member stretch] must be [code]true[/code] for this property to " "work." msgstr "" #: doc/classes/ViewportTexture.xml:4 msgid "Texture which displays the content of a [Viewport]." msgstr "" #: doc/classes/ViewportTexture.xml:7 msgid "" "Displays the content of a [Viewport] node as a dynamic [Texture]. This can " "be used to mix controls, 2D, and 3D elements in the same scene.\n" "To create a ViewportTexture in code, use the [method Viewport.get_texture] " "method on the target viewport." msgstr "" #: doc/classes/ViewportTexture.xml:22 msgid "" "The path to the [Viewport] node to display. This is relative to the scene " "root, not to the node which uses the texture." msgstr "" #: doc/classes/VisibilityEnabler.xml:4 doc/classes/VisibilityEnabler2D.xml:4 msgid "Enables certain nodes only when approximately visible." msgstr "" #: doc/classes/VisibilityEnabler.xml:7 msgid "" "The VisibilityEnabler will disable [RigidBody] and [AnimationPlayer] nodes " "when they are not visible. It will only affect other nodes within the same " "scene as the VisibilityEnabler itself.\n" "If you just want to receive notifications, use [VisibilityNotifier] " "instead.\n" "[b]Note:[/b] VisibilityEnabler uses an approximate heuristic for performance " "reasons. It doesn't take walls and other occlusion into account (unless you " "are using [Portal]s). The heuristic is an implementation detail and may " "change in future versions. If you need precise visibility checking, use " "another method such as adding an [Area] node as a child of a [Camera] node " "and/or [method Vector3.dot].\n" "[b]Note:[/b] VisibilityEnabler will not affect nodes added after scene " "initialization." msgstr "" #: doc/classes/VisibilityEnabler.xml:19 doc/classes/VisibilityEnabler2D.xml:19 msgid "" "Returns whether the enabler identified by given [enum Enabler] constant is " "active." msgstr "" #: doc/classes/VisibilityEnabler.xml:27 doc/classes/VisibilityEnabler2D.xml:27 msgid "" "Sets active state of the enabler identified by given [enum Enabler] constant." msgstr "" #: doc/classes/VisibilityEnabler.xml:33 #, fuzzy msgid "If [code]true[/code], [RigidBody] nodes will be paused." msgstr "Wenn [code]true[/code], wird der [AnimationTree] verarbeitet." #: doc/classes/VisibilityEnabler.xml:36 doc/classes/VisibilityEnabler2D.xml:39 msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused." msgstr "" #: doc/classes/VisibilityEnabler.xml:41 doc/classes/VisibilityEnabler2D.xml:53 msgid "This enabler will pause [AnimationPlayer] nodes." msgstr "" #: doc/classes/VisibilityEnabler.xml:44 msgid "This enabler will freeze [RigidBody] nodes." msgstr "" #: doc/classes/VisibilityEnabler.xml:47 doc/classes/VisibilityEnabler2D.xml:71 msgid "Represents the size of the [enum Enabler] enum." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:7 msgid "" "The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and " "other nodes when they are not visible. It will only affect nodes with the " "same root node as the VisibilityEnabler2D, and the root node itself.\n" "If you just want to receive notifications, use [VisibilityNotifier2D] " "instead.\n" "[b]Note:[/b] For performance reasons, VisibilityEnabler2D uses an " "approximate heuristic with precision determined by [member ProjectSettings." "world/2d/cell_size]. If you need precise visibility checking, use another " "method such as adding an [Area2D] node as a child of a [Camera2D] node.\n" "[b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene " "initialization." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:33 msgid "If [code]true[/code], [RigidBody2D] nodes will be paused." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:36 #, fuzzy msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused." msgstr "Wenn [code]true[/code], wird der [AnimationTree] verarbeitet." #: doc/classes/VisibilityEnabler2D.xml:42 #, fuzzy msgid "If [code]true[/code], [Particles2D] nodes will be paused." msgstr "Wenn [code]true[/code], wird die Textur zentriert." #: doc/classes/VisibilityEnabler2D.xml:45 msgid "" "If [code]true[/code], the parent's [method Node._physics_process] will be " "stopped." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:48 msgid "" "If [code]true[/code], the parent's [method Node._process] will be stopped." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:56 msgid "This enabler will freeze [RigidBody2D] nodes." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:59 msgid "This enabler will stop [Particles2D] nodes." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:62 msgid "This enabler will stop the parent's _process function." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:65 msgid "This enabler will stop the parent's _physics_process function." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:68 msgid "This enabler will stop [AnimatedSprite] nodes animations." msgstr "" #: doc/classes/VisibilityNotifier.xml:4 doc/classes/VisibilityNotifier2D.xml:4 msgid "Detects approximately when the node is visible on screen." msgstr "" #: doc/classes/VisibilityNotifier.xml:7 msgid "" "The VisibilityNotifier detects when it is visible on the screen. It also " "notifies when its bounding rectangle enters or exits the screen or a " "[Camera]'s view.\n" "If you want nodes to be disabled automatically when they exit the screen, " "use [VisibilityEnabler] instead.\n" "[b]Note:[/b] VisibilityNotifier uses an approximate heuristic for " "performance reasons. It doesn't take walls and other occlusion into account " "(unless you are using [Portal]s). The heuristic is an implementation detail " "and may change in future versions. If you need precise visibility checking, " "use another method such as adding an [Area] node as a child of a [Camera] " "node and/or [method Vector3.dot]." msgstr "" #: doc/classes/VisibilityNotifier.xml:17 msgid "" "If [code]true[/code], the bounding box is on the screen.\n" "[b]Note:[/b] It takes one frame for the node's visibility to be assessed " "once added to the scene tree, so this method will return [code]false[/code] " "right after it is instantiated, even if it will be on screen in the draw " "pass." msgstr "" #: doc/classes/VisibilityNotifier.xml:24 msgid "The VisibilityNotifier's bounding box." msgstr "" #: doc/classes/VisibilityNotifier.xml:31 #, fuzzy msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view." msgstr "Gesendet wenn die Sichtbarkeit (versteckt/sichtbar) sich verändert." #: doc/classes/VisibilityNotifier.xml:37 #, fuzzy msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view." msgstr "Gesendet wenn die Sichtbarkeit (versteckt/sichtbar) sich verändert." #: doc/classes/VisibilityNotifier.xml:42 #, fuzzy msgid "Emitted when the VisibilityNotifier enters the screen." msgstr "Gesendet wenn die Sichtbarkeit (versteckt/sichtbar) sich verändert." #: doc/classes/VisibilityNotifier.xml:47 #, fuzzy msgid "Emitted when the VisibilityNotifier exits the screen." msgstr "Gesendet wenn die Sichtbarkeit (versteckt/sichtbar) sich verändert." #: doc/classes/VisibilityNotifier2D.xml:7 msgid "" "The VisibilityNotifier2D detects when it is visible on the screen. It also " "notifies when its bounding rectangle enters or exits the screen or a " "viewport.\n" "If you want nodes to be disabled automatically when they exit the screen, " "use [VisibilityEnabler2D] instead.\n" "[b]Note:[/b] For performance reasons, VisibilityNotifier2D uses an " "approximate heuristic with precision determined by [member ProjectSettings." "world/2d/cell_size]. If you need precise visibility checking, use another " "method such as adding an [Area2D] node as a child of a [Camera2D] node." msgstr "" #: doc/classes/VisibilityNotifier2D.xml:18 msgid "" "If [code]true[/code], the bounding rectangle is on the screen.\n" "[b]Note:[/b] It takes one frame for the node's visibility to be assessed " "once added to the scene tree, so this method will return [code]false[/code] " "right after it is instantiated, even if it will be on screen in the draw " "pass." msgstr "" #: doc/classes/VisibilityNotifier2D.xml:25 msgid "The VisibilityNotifier2D's bounding rectangle." msgstr "" #: doc/classes/VisibilityNotifier2D.xml:31 msgid "Emitted when the VisibilityNotifier2D enters the screen." msgstr "" #: doc/classes/VisibilityNotifier2D.xml:36 msgid "Emitted when the VisibilityNotifier2D exits the screen." msgstr "" #: doc/classes/VisibilityNotifier2D.xml:42 msgid "Emitted when the VisibilityNotifier2D enters a [Viewport]'s view." msgstr "" #: doc/classes/VisibilityNotifier2D.xml:48 msgid "Emitted when the VisibilityNotifier2D exits a [Viewport]'s view." msgstr "" #: doc/classes/VisualInstance.xml:4 msgid "Parent of all visual 3D nodes." msgstr "" #: doc/classes/VisualInstance.xml:7 msgid "" "The [VisualInstance] is used to connect a resource to a visual " "representation. All visual 3D nodes inherit from the [VisualInstance]. In " "general, you should not access the [VisualInstance] properties directly as " "they are accessed and managed by the nodes that inherit from " "[VisualInstance]. [VisualInstance] is the node representation of the " "[VisualServer] instance." msgstr "" #: doc/classes/VisualInstance.xml:15 msgid "" "Returns the [AABB] (also known as the bounding box) for this " "[VisualInstance]. See also [method get_transformed_aabb]." msgstr "" #: doc/classes/VisualInstance.xml:21 msgid "" "Returns the RID of the resource associated with this [VisualInstance]. For " "example, if the Node is a [MeshInstance], this will return the RID of the " "associated [Mesh]." msgstr "" #: doc/classes/VisualInstance.xml:27 msgid "" "Returns the RID of this instance. This RID is the same as the RID returned " "by [method VisualServer.instance_create]. This RID is needed if you want to " "call [VisualServer] functions directly on this [VisualInstance]." msgstr "" #: doc/classes/VisualInstance.xml:34 msgid "" "Returns [code]true[/code] when the specified layer is enabled in [member " "layers] and [code]false[/code] otherwise." msgstr "" #: doc/classes/VisualInstance.xml:40 msgid "" "Returns the transformed [AABB] (also known as the bounding box) for this " "[VisualInstance].\n" "Transformed in this case means the [AABB] plus the position, rotation, and " "scale of the [Spatial]'s [Transform]. See also [method get_aabb]." msgstr "" #: doc/classes/VisualInstance.xml:48 msgid "" "Sets the resource that is instantiated by this [VisualInstance], which " "changes how the engine handles the [VisualInstance] under the hood. " "Equivalent to [method VisualServer.instance_set_base]." msgstr "" #: doc/classes/VisualInstance.xml:56 msgid "Enables a particular layer in [member layers]." msgstr "" #: doc/classes/VisualInstance.xml:62 msgid "" "The render layer(s) this [VisualInstance] is drawn on.\n" "This object will only be visible for [Camera]s whose cull mask includes the " "render object this [VisualInstance] is set to." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:4 msgid "A script implemented in the Visual Script programming environment." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:7 msgid "" "A script implemented in the Visual Script programming environment. The " "script extends the functionality of all objects that instance it.\n" "[method Object.set_script] extends an existing object, if that object's " "class matches one of the script's base classes.\n" "You are most likely to use this class via the Visual Script editor or when " "writing plugins for it." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:12 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/scripting/visual_script/" "index.html" msgstr "" "https://docs.godotengine.org/de/latest/getting_started/scripting/" "visual_script/index.html" #: modules/visual_script/doc_classes/VisualScript.xml:19 msgid "Add a custom signal with the specified name to the VisualScript." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:26 msgid "Add a function with the specified name to the VisualScript." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:36 msgid "Add a node to a function of the VisualScript." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:45 msgid "" "Add a variable to the VisualScript, optionally giving it a default value or " "marking it as exported." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:55 msgid "" "Add an argument to a custom signal added with [method add_custom_signal]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:62 msgid "Get the count of a custom signal's arguments." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:70 msgid "Get the name of a custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:78 msgid "Get the type of a custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:86 msgid "Remove a specific custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:95 msgid "Rename a custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:104 msgid "Change the type of a custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:113 msgid "Swap two of the arguments of a custom signal." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:124 msgid "" "Connect two data ports. The value of [code]from_node[/code]'s " "[code]from_port[/code] would be fed into [code]to_node[/code]'s " "[code]to_port[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:135 msgid "" "Disconnect two data ports previously connected with [method data_connect]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:142 msgid "Returns the id of a function's entry point node." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:149 msgid "Returns the position of the center of the screen for a given function." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:157 msgid "Returns a node given its id and its function." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:165 msgid "Returns a node's position in pixels." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:172 msgid "Returns the default (initial) value of a variable." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:179 msgid "Returns whether a variable is exported." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:186 msgid "" "Returns the information for a given variable as a dictionary. The " "information includes its name, type, hint and usage." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:193 msgid "Returns whether a signal exists with the specified name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:204 msgid "Returns whether the specified data ports are connected." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:211 msgid "Returns whether a function exists with the specified name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:219 msgid "Returns whether a node exists with the given id." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:229 msgid "Returns whether the specified sequence ports are connected." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:236 msgid "Returns whether a variable exists with the specified name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:243 msgid "Remove a custom signal with the given name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:250 msgid "Remove a specific function and its nodes from the script." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:258 msgid "Remove a specific node." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:265 msgid "Remove a variable with the given name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:273 msgid "Change the name of a custom signal." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:281 msgid "Change the name of a function." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:289 msgid "Change the name of a variable." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:299 msgid "" "Connect two sequence ports. The execution will flow from of [code]from_node[/" "code]'s [code]from_output[/code] into [code]to_node[/code].\n" "Unlike [method data_connect], there isn't a [code]to_port[/code], since the " "target node can have only one sequence port." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:310 msgid "" "Disconnect two sequence ports previously connected with [method " "sequence_connect]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:318 msgid "Position the center of the screen for a function." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:325 msgid "Set the base type of the script." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:334 msgid "Position a node on the screen." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:342 msgid "Change the default (initial) value of a variable." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:350 msgid "Change whether a variable is exported." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:358 msgid "" "Set a variable's info, using the same format as [method get_variable_info]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:367 msgid "Emitted when the ports of a node are changed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml:4 msgid "A Visual Script node representing a constant from the base types." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml:7 msgid "" "A Visual Script node representing a constant from base types, such as " "[constant Vector3.AXIS_X]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml:15 msgid "The type to get the constant from." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml:18 msgid "The name of the constant to return." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:4 msgid "A Visual Script node used to call built-in functions." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:7 msgid "" "A built-in function used inside a [VisualScript]. It is usually a math " "function or an utility function.\n" "See also [@GDScript], for the same functions in the GDScript language." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:16 msgid "The function to be executed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:21 msgid "Return the sine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:24 msgid "Return the cosine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:27 msgid "Return the tangent of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:30 msgid "Return the hyperbolic sine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:33 msgid "Return the hyperbolic cosine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:36 msgid "Return the hyperbolic tangent of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:39 msgid "Return the arc sine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:42 msgid "Return the arc cosine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:45 msgid "Return the arc tangent of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:48 msgid "" "Return the arc tangent of the input, using the signs of both parameters to " "determine the exact angle." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:51 msgid "Return the square root of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:54 msgid "" "Return the remainder of one input divided by the other, using floating-point " "numbers." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:57 msgid "" "Return the positive remainder of one input divided by the other, using " "floating-point numbers." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:60 msgid "Return the input rounded down." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:63 msgid "Return the input rounded up." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:66 msgid "Return the input rounded to the nearest integer." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:69 msgid "Return the absolute value of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:72 msgid "" "Return the sign of the input, turning it into 1, -1, or 0. Useful to " "determine if the input is positive or negative." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:75 msgid "Return the input raised to a given power." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:78 msgid "" "Return the natural logarithm of the input. Note that this is not the typical " "base-10 logarithm function calculators use." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:81 msgid "" "Return the mathematical constant [b]e[/b] raised to the specified power of " "the input. [b]e[/b] has an approximate value of 2.71828." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:84 msgid "" "Return whether the input is NaN (Not a Number) or not. NaN is usually " "produced by dividing 0 by 0, though other ways exist." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:87 msgid "" "Return whether the input is an infinite floating-point number or not. " "Infinity is usually produced by dividing a number by 0, though other ways " "exist." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:90 msgid "" "Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is " "ease-in, 1+ is ease out. Negative values are in-out/out in." msgstr "" "Erleichternde Funktion, basierend auf dem Exponenten. 0 ist konstant, 1 ist " "linear, 0 bis 1 ist ease-in, 1+ ist ease-out. Negative Werte sind in-out/out-" "in." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:93 msgid "" "Return the number of digit places after the decimal that the first non-zero " "digit occurs." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:96 msgid "Return the input snapped to a given step." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:99 msgid "" "Return a number linearly interpolated between the first two inputs, based on " "the third input. Uses the formula [code]a + (a - b) * t[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:106 msgid "Moves the number toward a value, based on the third input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:109 msgid "" "Return the result of [code]value[/code] decreased by [code]step[/code] * " "[code]amount[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:112 msgid "" "Randomize the seed (or the internal state) of the random number generator. " "Current implementation reseeds using a number based on time." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:115 msgid "" "Return a random 32 bits integer value. To obtain a random value between 0 to " "N (where N is smaller than 2^32 - 1), you can use it with the remainder " "function." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:118 msgid "" "Return a random floating-point value between 0 and 1. To obtain a random " "value between 0 to N, you can use it with multiplication." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:121 msgid "Return a random floating-point value between the two inputs." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:124 msgid "Set the seed for the random number generator." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:127 msgid "Return a random value from the given seed, along with the new seed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:130 msgid "Convert the input from degrees to radians." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:133 msgid "Convert the input from radians to degrees." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:136 msgid "Convert the input from linear volume to decibel volume." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:139 msgid "Convert the input from decibel volume to linear volume." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:152 msgid "Return the greater of the two numbers, also known as their maximum." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:155 msgid "Return the lesser of the two numbers, also known as their minimum." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:158 msgid "" "Return the input clamped inside the given range, ensuring the result is " "never outside it. Equivalent to [code]min(max(input, range_low), range_high)" "[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:161 msgid "Return the nearest power of 2 to the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:164 msgid "Create a [WeakRef] from the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:167 msgid "Create a [FuncRef] from the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:170 msgid "Convert between types." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:173 msgid "" "Return the type of the input as an integer. Check [enum Variant.Type] for " "the integers that might be returned." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:176 msgid "Checks if a type is registered in the [ClassDB]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:179 msgid "Return a character with the given ascii value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:182 msgid "Convert the input to a string." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:185 msgid "Print the given string to the output window." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:188 msgid "Print the given string to the standard error output." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:191 msgid "" "Print the given string to the standard output, without adding a newline." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:194 msgid "Serialize a [Variant] to a string." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:197 msgid "" "Deserialize a [Variant] from a string serialized using [constant VAR_TO_STR]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:200 msgid "Serialize a [Variant] to a [PoolByteArray]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:203 msgid "" "Deserialize a [Variant] from a [PoolByteArray] serialized using [constant " "VAR_TO_BYTES]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:206 msgid "" "Return the [Color] with the given name and alpha ranging from 0 to 1.\n" "[b]Note:[/b] Names are defined in [code]color_names.inc[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:210 msgid "" "Return a number smoothly interpolated between the first two inputs, based on " "the third input. Similar to [constant MATH_LERP], but interpolates faster at " "the beginning and slower at the end. Using Hermite interpolation formula:\n" "[codeblock]\n" "var t = clamp((weight - from) / (to - from), 0.0, 1.0)\n" "return t * t * (3.0 - 2.0 * t)\n" "[/codeblock]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:223 msgid "Represents the size of the [enum BuiltinFunc] enum." msgstr "" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml:4 msgid "Gets a constant from a given class." msgstr "" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml:7 msgid "" "This node returns a constant from a given class, such as [constant " "TYPE_INT]. See the given class' documentation for available constants.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]value[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml:19 msgid "The constant's parent class." msgstr "" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml:22 msgid "" "The constant to return. See the given class for its available constants." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComment.xml:4 msgid "A Visual Script node used to annotate the script." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComment.xml:7 msgid "" "A Visual Script node used to display annotations in the script, so that code " "may be documented.\n" "Comment nodes can be resized so they encompass a group of nodes." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComment.xml:16 msgid "The text inside the comment node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComment.xml:19 msgid "The comment node's size (in pixels)." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComment.xml:22 msgid "The comment node's title." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComposeArray.xml:4 msgid "A Visual Script Node used to create array from a list of items." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComposeArray.xml:7 msgid "" "A Visual Script Node used to compose array from the list of elements " "provided with custom in-graph UI hard coded in the VisualScript Editor." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCondition.xml:4 msgid "A Visual Script node which branches the flow." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCondition.xml:7 msgid "" "A Visual Script node that checks a [bool] input port. If [code]true[/code], " "it will exit via the \"true\" sequence port. If [code]false[/code], it will " "exit via the \"false\" sequence port. After exiting either, it exits via the " "\"done\" port. Sequence ports may be left disconnected.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]if (cond) is[/code]\n" "- Data (boolean): [code]cond[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence: [code]true[/code]\n" "- Sequence: [code]false[/code]\n" "- Sequence: [code]done[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstant.xml:4 msgid "Gets a contant's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstant.xml:7 msgid "" "This node returns a constant's value.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]get[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstant.xml:19 msgid "The constant's type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstant.xml:22 msgid "The constant's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstructor.xml:4 msgid "A Visual Script node which calls a base type constructor." msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstructor.xml:7 msgid "" "A Visual Script node which calls a base type constructor. It can be used for " "type conversion as well." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:4 msgid "A scripted Visual Script node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:7 msgid "A custom Visual Script node which can be scripted in powerful ways." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:15 msgid "Return the node's title." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:21 msgid "Return the node's category." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:27 msgid "Return the count of input value ports." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:34 msgid "" "Return the specified input port's hint. See the [enum @GlobalScope." "PropertyHint] hints." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:41 #, fuzzy msgid "Return the specified input port's hint string." msgstr "Der angegebene Eingangsschnittstelle liegt außerhalb des Bereichs." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:48 msgid "Return the specified input port's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:55 msgid "" "Return the specified input port's type. See the [enum Variant.Type] values." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:61 msgid "Return the amount of output [b]sequence[/b] ports." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:68 msgid "Return the specified [b]sequence[/b] output's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:74 msgid "Return the amount of output value ports." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:81 msgid "" "Return the specified output port's hint. See the [enum @GlobalScope." "PropertyHint] hints." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:88 #, fuzzy msgid "Return the specified output port's hint string." msgstr "Der angegebene Eingangsschnittstelle liegt außerhalb des Bereichs." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:95 #, fuzzy msgid "Return the specified output port's name." msgstr "Gibt den Sinus des Parameters zurück." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:102 #, fuzzy msgid "" "Return the specified output port's type. See the [enum Variant.Type] values." msgstr "Stellt die Größe dar des [enum Variant.Type] enum." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:108 msgid "" "Return the custom node's text, which is shown right next to the input " "[b]sequence[/b] port (if there is none, on the place that is usually taken " "by it)." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:114 msgid "" "Return the size of the custom node's working memory. See [method _step] for " "more details." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:120 msgid "Return whether the custom node has an input [b]sequence[/b] port." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:130 msgid "" "Execute the custom node's logic, returning the index of the output sequence " "port to use or a [String] when there is an error.\n" "The [code]inputs[/code] array contains the values of the input ports.\n" "[code]outputs[/code] is an array whose indices should be set to the " "respective outputs.\n" "The [code]start_mode[/code] is usually [constant START_MODE_BEGIN_SEQUENCE], " "unless you have used the [code]STEP_*[/code] constants.\n" "[code]working_mem[/code] is an array which can be used to persist " "information between runs of the custom node. The size needs to be predefined " "using [method _get_working_memory_size].\n" "When returning, you can mask the returned value with one of the " "[code]STEP_*[/code] constants." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:141 msgid "The start mode used the first time when [method _step] is called." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:144 msgid "" "The start mode used when [method _step] is called after coming back from a " "[constant STEP_PUSH_STACK_BIT]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:147 msgid "" "The start mode used when [method _step] is called after resuming from " "[constant STEP_YIELD_BIT]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:150 msgid "" "Hint used by [method _step] to tell that control should return to it when " "there is no other node left to execute.\n" "This is used by [VisualScriptCondition] to redirect the sequence to the " "\"Done\" port after the [code]true[/code]/[code]false[/code] branch has " "finished execution." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:154 msgid "" "Hint used by [method _step] to tell that control should return back, either " "hitting a previous [constant STEP_PUSH_STACK_BIT] or exiting the function." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:159 msgid "" "Hint used by [method _step] to tell that control should stop and exit the " "function." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:162 msgid "" "Hint used by [method _step] to tell that the function should be yielded.\n" "Using this requires you to have at least one working memory slot, which is " "used for the [VisualScriptFunctionState]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml:4 #: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml:7 msgid "" "A Visual Script node which deconstructs a base type instance into its parts." msgstr "" #: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml:15 msgid "The type to deconstruct." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEditor.xml:16 msgid "" "Add a custom Visual Script node to the editor. It'll be placed under " "\"Custom Nodes\" with the [code]category[/code] as the parameter." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEditor.xml:24 msgid "" "Remove a custom Visual Script node from the editor. Custom nodes already " "placed on scripts won't be removed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEditor.xml:31 msgid "Emitted when a custom Visual Script node is added or removed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml:4 msgid "Emits a specified signal." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml:7 msgid "" "Emits a specified signal when it is executed.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]emit[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence" msgstr "" #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml:19 msgid "The signal to emit." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml:4 #: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml:7 msgid "A Visual Script node returning a singleton from [@GlobalScope]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml:15 msgid "The singleton's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptExpression.xml:4 msgid "A Visual Script node that can execute a custom expression." msgstr "" #: modules/visual_script/doc_classes/VisualScriptExpression.xml:7 msgid "" "A Visual Script node that can execute a custom expression. Values can be " "provided for the input and the expression result can be retrieved from the " "output." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunction.xml:4 msgid "A Visual Script node representing a function." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunction.xml:7 msgid "" "[VisualScriptFunction] represents a function header. It is the starting " "point for the function body and can be used to tweak the function's " "properties (e.g. RPC mode)." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:4 #, fuzzy msgid "A Visual Script node for calling a function." msgstr "Das [VisualScriptEditor] Singleton." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:7 msgid "" "[VisualScriptFunctionCall] is created when you add or drag and drop a " "function onto the Visual Script graph. It allows to tweak parameters of the " "call, e.g. what object the function is called on." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:15 msgid "" "The script to be used when [member call_mode] is set to [constant " "CALL_MODE_INSTANCE]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:18 #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:15 msgid "" "The base type to be used when [member call_mode] is set to [constant " "CALL_MODE_INSTANCE]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:21 msgid "" "The type to be used when [member call_mode] is set to [constant " "CALL_MODE_BASIC_TYPE]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:24 msgid "" "[code]call_mode[/code] determines the target object on which the method will " "be called. See [enum CallMode] for options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:27 #, fuzzy msgid "The name of the function to be called." msgstr "" "Der Name der Animation, die beim Laden der Szene abgespielt werden soll." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:30 #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:21 msgid "" "The node path to use when [member call_mode] is set to [constant " "CALL_MODE_NODE_PATH]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:33 msgid "" "The mode for RPC calls. See [method Node.rpc] for more details and [enum " "RPCCallMode] for available options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:36 msgid "" "The singleton to call the method on. Used when [member call_mode] is set to " "[constant CALL_MODE_SINGLETON]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:39 msgid "" "Number of default arguments that will be used when calling the function. " "Can't be higher than the number of available default arguments in the " "method's declaration." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:42 msgid "" "If [code]false[/code], call errors (e.g. wrong number of arguments) will be " "ignored." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:47 msgid "The method will be called on this [Object]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:50 msgid "The method will be called on the given [Node] in the scene tree." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:53 msgid "" "The method will be called on an instanced node with the given type and " "script." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:56 msgid "The method will be called on a GDScript basic type (e.g. [Vector2])." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:59 msgid "The method will be called on a singleton." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:62 msgid "The method will be called locally." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:65 msgid "The method will be called remotely." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:68 msgid "The method will be called remotely using an unreliable protocol." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:71 msgid "The method will be called remotely for the given peer." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:74 msgid "" "The method will be called remotely for the given peer, using an unreliable " "protocol." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml:4 msgid "A Visual Script node representing a function state." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml:7 msgid "" "[VisualScriptFunctionState] is returned from [VisualScriptYield] and can be " "used to resume a paused function call." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml:18 msgid "" "Connects this [VisualScriptFunctionState] to a signal in the given object to " "automatically resume when it's emitted." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml:24 #, fuzzy msgid "Returns whether the function state is valid." msgstr "Gibt das Anfangsnode des übergebenen Übergangs zurück." #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml:31 msgid "Resumes the function to run from the point it was yielded." msgstr "" #: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml:4 #: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml:7 msgid "A Visual Script node returning a constant from [@GlobalScope]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml:15 msgid "The constant to be used." msgstr "" #: modules/visual_script/doc_classes/VisualScriptIndexGet.xml:4 msgid "A Visual Script node for getting a value from an array or a dictionary." msgstr "" #: modules/visual_script/doc_classes/VisualScriptIndexGet.xml:7 msgid "" "[VisualScriptIndexGet] will return the value stored in an array or a " "dictionary under the given index." msgstr "" #: modules/visual_script/doc_classes/VisualScriptIndexSet.xml:4 msgid "A Visual Script node for setting a value in an array or a dictionary." msgstr "" #: modules/visual_script/doc_classes/VisualScriptIndexSet.xml:7 msgid "" "[VisualScriptIndexSet] will set the value stored in an array or a dictionary " "under the given index to the provided new value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml:4 msgid "A Visual Script node returning a state of an action." msgstr "" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml:7 msgid "" "[VisualScriptInputAction] can be used to check if an action is pressed or " "released." msgstr "" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml:15 #, fuzzy msgid "Name of the action." msgstr "Die letzte Aktion wiederholen." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml:18 #, fuzzy msgid "State of the action to check. See [enum Mode] for options." msgstr "Der operator, der benutzt wird. Siehe [enum Operator] für Optionen." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml:23 #, fuzzy msgid "[code]True[/code] if action is pressed." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml:26 #, fuzzy msgid "[code]True[/code] if action is released (i.e. not pressed)." msgstr "" "Gibt [code]true[/code] zurück, wenn gerade eine Animation abgespielt wird." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml:29 #, fuzzy msgid "[code]True[/code] on the frame the action was pressed." msgstr "Wenn [code]true[/code], wird der [AnimationTree] verarbeitet." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml:32 #, fuzzy msgid "[code]True[/code] on the frame the action was released." msgstr "Wenn [code]true[/code], wird gerade [member animation]] abgespielt." #: modules/visual_script/doc_classes/VisualScriptIterator.xml:4 msgid "Steps through items in a given input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptIterator.xml:7 msgid "" "This node steps through each item in a given input. Input can be any " "sequence data type, such as an [Array] or [String]. When each item has been " "processed, execution passed out the [code]exit[/code] Sequence port.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]for (elem) in (input)[/code]\n" "- Data (variant): [code]input[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence: [code]each[/code]\n" "- Sequence: [code]exit[/code]\n" "- Data (variant): [code]elem[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml:4 msgid "A Visual Script virtual class for in-graph editable nodes." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml:7 msgid "" "A Visual Script virtual class that defines the shape and the default " "behavior of the nodes that have to be in-graph editable nodes." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml:18 msgid "Adds an input port to the Visual Script node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml:27 msgid "Adds an output port to the Visual Script node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml:34 #, fuzzy msgid "Removes an input port from the Visual Script node." msgstr "Entfernt das Element der Arrays dessen Position übergeben wurde." #: modules/visual_script/doc_classes/VisualScriptLists.xml:41 #, fuzzy msgid "Removes an output port from the Visual Script node." msgstr "Entfernt das Element der Arrays dessen Position übergeben wurde." #: modules/visual_script/doc_classes/VisualScriptLists.xml:49 #, fuzzy msgid "Sets the name of an input port." msgstr "Ruft den Namen eines Eingangs nach Index ab." #: modules/visual_script/doc_classes/VisualScriptLists.xml:57 #, fuzzy msgid "Sets the type of an input port." msgstr "Ruft den Typ einer Spur ab." #: modules/visual_script/doc_classes/VisualScriptLists.xml:65 #, fuzzy msgid "Sets the name of an output port." msgstr "Ruft den Namen eines Eingangs nach Index ab." #: modules/visual_script/doc_classes/VisualScriptLists.xml:73 #, fuzzy msgid "Sets the type of an output port." msgstr "Ruft den Typ einer Spur ab." #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml:4 msgid "Gets a local variable's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml:7 msgid "" "Returns a local variable's value. \"Var Name\" must be supplied, with an " "optional type.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]get[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml:19 #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml:21 msgid "The local variable's type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml:22 #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml:24 msgid "The local variable's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml:4 msgid "Changes a local variable's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml:7 msgid "" "Changes a local variable's value to the given input. The new value is also " "provided on an output Data port.\n" "[b]Input Ports:[/b]\n" "- Sequence\n" "- Data (variant): [code]set[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence\n" "- Data (variant): [code]get[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:4 msgid "Commonly used mathematical constants." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:7 msgid "" "Provides common math constants, such as Pi, on an output Data port.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]get[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:19 msgid "The math constant." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:24 msgid "Unity: [code]1[/code]." msgstr "Unity: [code]1[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:27 msgid "Pi: [code]3.141593[/code]." msgstr "Pi: [code]3.141593[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:30 msgid "Pi divided by two: [code]1.570796[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:33 msgid "Tau: [code]6.283185[/code]." msgstr "τ: [code]6.283185[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:36 msgid "" "Mathematical constant [code]e[/code], the natural log base: [code]2.718282[/" "code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:39 msgid "Square root of two: [code]1.414214[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:42 msgid "Infinity: [code]inf[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:45 msgid "Not a number: [code]nan[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:48 msgid "Represents the size of the [enum MathConstant] enum." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml:4 msgid "A node which is part of a [VisualScript]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml:7 msgid "" "A node which is part of a [VisualScript]. Not to be confused with [Node], " "which is a part of a [SceneTree]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml:16 msgid "" "Returns the default value of a given port. The default value is used when " "nothing is connected to the port." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml:22 msgid "Returns the [VisualScript] instance the node is bound to." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml:28 msgid "" "Notify that the node's ports have changed. Usually used in conjunction with " "[VisualScriptCustomNode] ." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml:36 msgid "Change the default value of a given port." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml:43 msgid "Emitted when the available input/output ports are changed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptOperator.xml:4 msgid "A Visual Script node that performs an operation on two values." msgstr "" #: modules/visual_script/doc_classes/VisualScriptOperator.xml:7 msgid "" "[b]Input Ports:[/b]\n" "- Data (variant): [code]A[/code]\n" "- Data (variant): [code]B[/code]\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]result[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptOperator.xml:19 #, fuzzy msgid "" "The operation to be performed. See [enum Variant.Operator] for available " "options." msgstr "Der operator, der benutzt wird. Siehe [enum Operator] für Optionen." #: modules/visual_script/doc_classes/VisualScriptOperator.xml:22 #, fuzzy msgid "" "The type of the values for this operation. See [enum Variant.Type] for " "available options." msgstr "" "Der Prozessmodus dieses [AnimationTree]. Siehe [enum AnimationProcessMode] " "für verfügbare Modi." #: modules/visual_script/doc_classes/VisualScriptPreload.xml:4 msgid "Creates a new [Resource] or loads one from the filesystem." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPreload.xml:7 msgid "" "Creates a new [Resource] or loads one from the filesystem.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (object): [code]res[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptPreload.xml:19 msgid "The [Resource] to load." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:4 msgid "A Visual Script node returning a value of a property from an [Object]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:7 msgid "" "[VisualScriptPropertyGet] can return a value of any property from the " "current object or other objects." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:15 #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:18 msgid "" "The script to be used when [member set_mode] is set to [constant " "CALL_MODE_INSTANCE]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:18 #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:21 msgid "" "The base type to be used when [member set_mode] is set to [constant " "CALL_MODE_INSTANCE]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:21 #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:24 msgid "" "The type to be used when [member set_mode] is set to [constant " "CALL_MODE_BASIC_TYPE]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:24 msgid "" "The indexed name of the property to retrieve. See [method Object." "get_indexed] for details." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:27 #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:30 msgid "" "The node path to use when [member set_mode] is set to [constant " "CALL_MODE_NODE_PATH]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:30 msgid "" "The name of the property to retrieve. Changing this will clear [member " "index]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:33 msgid "" "[code]set_mode[/code] determines the target object from which the property " "will be retrieved. See [enum CallMode] for options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:38 msgid "The property will be retrieved from this [Object]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:41 #, fuzzy msgid "The property will be retrieved from the given [Node] in the scene tree." msgstr "" "Die Eigenschaft wird serialisiert und in der Szenendatei gespeichert " "(Standard)." #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:44 msgid "" "The property will be retrieved from an instanced node with the given type " "and script." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:47 msgid "" "The property will be retrieved from a GDScript basic type (e.g. [Vector2])." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:4 msgid "A Visual Script node that sets a property of an [Object]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:7 msgid "" "[VisualScriptPropertySet] can set the value of any property from the current " "object or other objects." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:15 #, fuzzy msgid "" "The additional operation to perform when assigning. See [enum AssignOp] for " "options." msgstr "Der operator, der benutzt wird. Siehe [enum Operator] für Optionen." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:27 msgid "" "The indexed name of the property to set. See [method Object.set_indexed] for " "details." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:33 msgid "" "The name of the property to set. Changing this will clear [member index]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:36 msgid "" "[code]set_mode[/code] determines the target object on which the property " "will be set. See [enum CallMode] for options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:41 #, fuzzy msgid "The property will be set on this [Object]." msgstr "Die Eigenschaft wird im Editor-Inspektor überprüft." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:44 #, fuzzy msgid "The property will be set on the given [Node] in the scene tree." msgstr "" "Die Eigenschaft wird serialisiert und in der Szenendatei gespeichert " "(Standard)." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:47 msgid "" "The property will be set on an instanced node with the given type and script." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:50 msgid "The property will be set on a GDScript basic type (e.g. [Vector2])." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:53 msgid "The property will be assigned regularly." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:56 msgid "" "The value will be added to the property. Equivalent of doing [code]+=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:59 msgid "" "The value will be subtracted from the property. Equivalent of doing [code]-" "=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:62 msgid "" "The property will be multiplied by the value. Equivalent of doing [code]*=[/" "code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:65 msgid "" "The property will be divided by the value. Equivalent of doing [code]/=[/" "code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:68 msgid "" "A modulo operation will be performed on the property and the value. " "Equivalent of doing [code]%=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:71 msgid "" "The property will be binarly shifted to the left by the given value. " "Equivalent of doing [code]<<[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:74 msgid "" "The property will be binarly shifted to the right by the given value. " "Equivalent of doing [code]>>[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:77 msgid "" "A binary [code]AND[/code] operation will be performed on the property. " "Equivalent of doing [code]&=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:80 msgid "" "A binary [code]OR[/code] operation will be performed on the property. " "Equivalent of doing [code]|=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:83 msgid "" "A binary [code]XOR[/code] operation will be performed on the property. " "Equivalent of doing [code]^=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptReturn.xml:4 msgid "Exits a function and returns an optional value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptReturn.xml:7 msgid "" "Ends the execution of a function and returns control to the calling " "function. Optionally, it can return a [Variant] value.\n" "[b]Input Ports:[/b]\n" "- Sequence\n" "- Data (variant): [code]result[/code] (optional)\n" "[b]Output Ports:[/b]\n" "none" msgstr "" #: modules/visual_script/doc_classes/VisualScriptReturn.xml:20 msgid "If [code]true[/code], the [code]return[/code] input port is available." msgstr "" #: modules/visual_script/doc_classes/VisualScriptReturn.xml:23 msgid "The return value's data type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml:4 msgid "Node reference." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml:7 msgid "" "A direct reference to a node.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data: [code]node[/code] (obj)" msgstr "" #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml:19 msgid "The node's path in the scene tree." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSceneTree.xml:4 #: modules/visual_script/doc_classes/VisualScriptSceneTree.xml:7 msgid "A Visual Script node for accessing [SceneTree] methods." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSelect.xml:4 msgid "Chooses between two input values." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSelect.xml:7 msgid "" "Chooses between two input values based on a Boolean condition.\n" "[b]Input Ports:[/b]\n" "- Data (boolean): [code]cond[/code]\n" "- Data (variant): [code]a[/code]\n" "- Data (variant): [code]b[/code]\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]out[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptSelect.xml:21 msgid "The input variables' type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSelf.xml:4 msgid "Outputs a reference to the current instance." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSelf.xml:7 msgid "" "Provides a reference to the node running the visual script.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (object): [code]instance[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptSequence.xml:4 msgid "Executes a series of Sequence ports." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSequence.xml:7 msgid "" "Steps through a series of one or more output Sequence ports. The " "[code]current[/code] data port outputs the currently executing item.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]in order[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence: [code]1[/code]\n" "- Sequence: [code]2 - n[/code] (optional)\n" "- Data (int): [code]current[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptSequence.xml:21 msgid "The number of steps in the sequence." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSubCall.xml:4 msgid "Calls a method called [code]_subcall[/code] in this object." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSubCall.xml:7 msgid "" "[VisualScriptSubCall] will call method named [code]_subcall[/code] in the " "current script. It will fail if the method doesn't exist or the provided " "arguments are wrong." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSubCall.xml:16 msgid "Called by this node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSwitch.xml:4 msgid "Branches program flow based on a given input's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSwitch.xml:7 msgid "" "Branches the flow based on an input's value. Use [b]Case Count[/b] in the " "Inspector to set the number of branches and each comparison's optional " "type.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]'input' is[/code]\n" "- Data (variant): [code]=[/code]\n" "- Data (variant): [code]=[/code] (optional)\n" "- Data (variant): [code]input[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence\n" "- Sequence (optional)\n" "- Sequence: [code]done[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml:4 msgid "A Visual Script node that casts the given value to another type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml:7 msgid "" "[VisualScriptTypeCast] will perform a type conversion to an [Object]-derived " "type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml:15 msgid "" "The target script class to be converted to. If none, only the [member " "base_type] will be used." msgstr "" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml:18 msgid "The target type to be converted to." msgstr "" #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml:4 msgid "Gets a variable's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml:7 msgid "" "Returns a variable's value. \"Var Name\" must be supplied, with an optional " "type.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]value[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml:19 #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml:20 msgid "The variable's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml:4 msgid "Changes a variable's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml:7 msgid "" "Changes a variable's value to the given input.\n" "[b]Input Ports:[/b]\n" "- Sequence\n" "- Data (variant): [code]set[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence" msgstr "" #: modules/visual_script/doc_classes/VisualScriptWhile.xml:4 msgid "Conditional loop." msgstr "" #: modules/visual_script/doc_classes/VisualScriptWhile.xml:7 msgid "" "Loops while a condition is [code]true[/code]. Execution continues out the " "[code]exit[/code] Sequence port when the loop terminates.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]while(cond)[/code]\n" "- Data (bool): [code]cond[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence: [code]repeat[/code]\n" "- Sequence: [code]exit[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml:4 msgid "A Visual Script node used to pause a function execution." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml:7 msgid "" "[VisualScriptYield] will pause the function call and return " "[VisualScriptFunctionState], which can be used to resume the function." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml:15 #, fuzzy msgid "" "The mode to use for yielding. See [enum YieldMode] for available options." msgstr "Der operator, der benutzt wird. Siehe [enum Operator] für Optionen." #: modules/visual_script/doc_classes/VisualScriptYield.xml:18 msgid "The time to wait when [member mode] is set to [constant YIELD_WAIT]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml:23 msgid "Yields during an idle frame." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml:26 msgid "Yields during a physics frame." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml:29 #, fuzzy msgid "Yields a function and waits the given time." msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:4 msgid "A Visual Script node yielding for a signal." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:7 msgid "" "[VisualScriptYieldSignal] will pause the function execution until the " "provided signal is emitted." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:18 msgid "" "[code]call_mode[/code] determines the target object to wait for the signal " "emission. See [enum CallMode] for options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:24 msgid "The signal name to be waited for." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:29 msgid "A signal from this [Object] will be used." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:32 msgid "A signal from the given [Node] in the scene tree will be used." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:35 msgid "A signal from an instanced node with the given type will be used." msgstr "" #: doc/classes/VisualServer.xml:4 msgid "Server for anything visible." msgstr "" #: doc/classes/VisualServer.xml:7 msgid "" "Server for anything visible. The visual server is the API backend for " "everything visible. The whole scene system mounts on it to display.\n" "The visual server is completely opaque, the internals are entirely " "implementation specific and cannot be accessed.\n" "The visual server can be used to bypass the scene system entirely.\n" "Resources are created using the [code]*_create[/code] functions.\n" "All objects are drawn to a viewport. You can use the [Viewport] attached to " "the [SceneTree] or you can create one yourself with [method " "viewport_create]. When using a custom scenario or canvas, the scenario or " "canvas needs to be attached to the viewport using [method " "viewport_set_scenario] or [method viewport_attach_canvas].\n" "In 3D, all visual objects must be associated with a scenario. The scenario " "is a visual representation of the world. If accessing the visual server from " "a running game, the scenario can be accessed from the scene tree from any " "[Spatial] node with [method Spatial.get_world]. Otherwise, a scenario can be " "created with [method scenario_create].\n" "Similarly, in 2D, a canvas is needed to draw all canvas items.\n" "In 3D, all visible objects are comprised of a resource and an instance. A " "resource can be a mesh, a particle system, a light, or any other 3D object. " "In order to be visible resources must be attached to an instance using " "[method instance_set_base]. The instance must also be attached to the " "scenario using [method instance_set_scenario] in order to be visible.\n" "In 2D, all visible objects are some form of canvas item. In order to be " "visible, a canvas item needs to be the child of a canvas attached to a " "viewport, or it needs to be the child of another canvas item that is " "eventually attached to the canvas." msgstr "" #: doc/classes/VisualServer.xml:18 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/performance/using_servers.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/optimization/using_servers." "html" #: doc/classes/VisualServer.xml:28 msgid "Sets images to be rendered in the window margin." msgstr "" #: doc/classes/VisualServer.xml:38 msgid "" "Sets margin size, where black bars (or images, if [method " "black_bars_set_images] was used) are rendered." msgstr "" #: doc/classes/VisualServer.xml:44 msgid "" "Creates a camera and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]camera_*[/code] " "VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml:53 msgid "" "Sets the cull mask associated with this camera. The cull mask describes " "which 3D layers are rendered by this camera. Equivalent to [member Camera." "cull_mask]." msgstr "" #: doc/classes/VisualServer.xml:61 msgid "" "Sets the environment used by this camera. Equivalent to [member Camera." "environment]." msgstr "" #: doc/classes/VisualServer.xml:72 msgid "" "Sets camera to use frustum projection. This mode allows adjusting the " "[code]offset[/code] argument to create \"tilted frustum\" effects." msgstr "" #: doc/classes/VisualServer.xml:82 msgid "" "Sets camera to use orthogonal projection, also known as orthographic " "projection. Objects remain the same size on the screen no matter how far " "away they are." msgstr "" #: doc/classes/VisualServer.xml:92 msgid "" "Sets camera to use perspective projection. Objects on the screen becomes " "smaller when they are far away." msgstr "" #: doc/classes/VisualServer.xml:100 msgid "Sets [Transform] of camera." msgstr "" #: doc/classes/VisualServer.xml:108 msgid "" "If [code]true[/code], preserves the horizontal aspect ratio which is " "equivalent to [constant Camera.KEEP_WIDTH]. If [code]false[/code], preserves " "the vertical aspect ratio which is equivalent to [constant Camera." "KEEP_HEIGHT]." msgstr "" #: doc/classes/VisualServer.xml:114 msgid "" "Creates a canvas and returns the assigned [RID]. It can be accessed with the " "RID that is returned. This RID will be used in all [code]canvas_*[/code] " "VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml:125 msgid "Adds a circle command to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml:133 #, fuzzy msgid "" "If ignore is [code]true[/code], the VisualServer does not perform clipping." msgstr "Wenn [code]true[/code], wird der [AnimationTree] verarbeitet." #: doc/classes/VisualServer.xml:145 msgid "Adds a line command to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml:157 msgid "Adds a mesh command to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml:167 msgid "" "Adds a [MultiMesh] to the [CanvasItem]'s draw commands. Only affects its " "aabb at the moment." msgstr "" #: doc/classes/VisualServer.xml:184 msgid "" "Adds a nine patch image to the [CanvasItem]'s draw commands.\n" "See [NinePatchRect] for more explanation." msgstr "" #: doc/classes/VisualServer.xml:195 msgid "Adds a particle system to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml:208 msgid "Adds a polygon to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml:219 msgid "" "Adds a polyline, which is a line from multiple points with a width, to the " "[CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml:232 msgid "Adds a primitive to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml:241 msgid "Adds a rectangle to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml:249 msgid "" "Adds a [Transform2D] command to the [CanvasItem]'s draw commands.\n" "This sets the extra_matrix uniform when executed. This affects the later " "commands of the canvas item." msgstr "" #: doc/classes/VisualServer.xml:263 msgid "Adds a textured rect to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml:277 msgid "" "Adds a texture rect with region setting to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml:295 msgid "Adds a triangle array to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml:302 msgid "Clears the [CanvasItem] and removes all commands in it." msgstr "" #: doc/classes/VisualServer.xml:308 msgid "" "Creates a new [CanvasItem] and returns its [RID]. It can be accessed with " "the RID that is returned. This RID will be used in all [code]canvas_item_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml:317 #, fuzzy msgid "Sets clipping for the [CanvasItem]." msgstr "Ein Material für [CanvasItem]." #: doc/classes/VisualServer.xml:326 msgid "Sets the [CanvasItem] to copy a rect to the backbuffer." msgstr "" #: doc/classes/VisualServer.xml:335 msgid "Defines a custom drawing rectangle for the [CanvasItem]." msgstr "" #: doc/classes/VisualServer.xml:343 msgid "" "Enables the use of distance fields for GUI elements that are rendering " "distance field based fonts." msgstr "" #: doc/classes/VisualServer.xml:351 msgid "Sets [CanvasItem] to be drawn behind its parent." msgstr "" #: doc/classes/VisualServer.xml:359 msgid "Sets the index for the [CanvasItem]." msgstr "" #: doc/classes/VisualServer.xml:367 doc/classes/VisualServer.xml:493 #: doc/classes/VisualServer.xml:549 msgid "" "The light mask. See [LightOccluder2D] for more information on light masks." msgstr "" #: doc/classes/VisualServer.xml:375 msgid "Sets a new material to the [CanvasItem]." msgstr "" #: doc/classes/VisualServer.xml:383 msgid "Sets the color that modulates the [CanvasItem] and its children." msgstr "" #: doc/classes/VisualServer.xml:391 msgid "" "Sets the parent for the [CanvasItem]. The parent can be another canvas item, " "or it can be the root canvas that is attached to the viewport." msgstr "" #: doc/classes/VisualServer.xml:399 msgid "Sets the color that modulates the [CanvasItem] without children." msgstr "" #: doc/classes/VisualServer.xml:407 msgid "Sets if [CanvasItem]'s children should be sorted by y-position." msgstr "" #: doc/classes/VisualServer.xml:415 msgid "Sets the [CanvasItem]'s [Transform2D]." msgstr "" #: doc/classes/VisualServer.xml:423 msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "" #: doc/classes/VisualServer.xml:431 msgid "Sets if the canvas item (including its children) is visible." msgstr "" #: doc/classes/VisualServer.xml:439 msgid "" "If this is enabled, the Z index of the parent will be added to the " "children's Z index." msgstr "" #: doc/classes/VisualServer.xml:447 msgid "" "Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are " "drawn first)." msgstr "" #: doc/classes/VisualServer.xml:455 msgid "" "Attaches the canvas light to the canvas. Removes it from its previous canvas." msgstr "" #: doc/classes/VisualServer.xml:461 msgid "" "Creates a canvas light and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all " "[code]canvas_light_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml:470 msgid "" "Attaches a light occluder to the canvas. Removes it from its previous canvas." msgstr "" #: doc/classes/VisualServer.xml:476 msgid "" "Creates a light occluder and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all " "[code]canvas_light_ocluder_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml:485 msgid "Enables or disables light occluder." msgstr "" #: doc/classes/VisualServer.xml:501 msgid "Sets a light occluder's polygon." msgstr "" #: doc/classes/VisualServer.xml:509 msgid "Sets a light occluder's [Transform2D]." msgstr "" #: doc/classes/VisualServer.xml:517 msgid "Sets the color for a light." msgstr "" #: doc/classes/VisualServer.xml:525 msgid "Enables or disables a canvas light." msgstr "" #: doc/classes/VisualServer.xml:533 msgid "Sets a canvas light's energy." msgstr "" #: doc/classes/VisualServer.xml:541 msgid "Sets a canvas light's height." msgstr "" #: doc/classes/VisualServer.xml:557 msgid "" "The binary mask used to determine which layers this canvas light's shadows " "affects. See [LightOccluder2D] for more information on light masks." msgstr "" #: doc/classes/VisualServer.xml:566 msgid "The layer range that gets rendered with this light." msgstr "" #: doc/classes/VisualServer.xml:574 msgid "The mode of the light, see [enum CanvasLightMode] constants." msgstr "" #: doc/classes/VisualServer.xml:582 msgid "" "Sets the texture's scale factor of the light. Equivalent to [member Light2D." "texture_scale]." msgstr "" #: doc/classes/VisualServer.xml:590 msgid "" "Sets the width of the shadow buffer, size gets scaled to the next power of " "two for this." msgstr "" #: doc/classes/VisualServer.xml:598 msgid "Sets the color of the canvas light's shadow." msgstr "" #: doc/classes/VisualServer.xml:606 msgid "Enables or disables the canvas light's shadow." msgstr "" #: doc/classes/VisualServer.xml:614 msgid "" "Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] " "constants." msgstr "" #: doc/classes/VisualServer.xml:622 #, fuzzy msgid "Sets the length of the shadow's gradient." msgstr "Liefert die Länge des Audio Streams in Sekunden zurück." #: doc/classes/VisualServer.xml:630 msgid "Smoothens the shadow. The lower, the smoother." msgstr "" #: doc/classes/VisualServer.xml:638 msgid "" "Sets texture to be used by light. Equivalent to [member Light2D.texture]." msgstr "" #: doc/classes/VisualServer.xml:646 msgid "" "Sets the offset of the light's texture. Equivalent to [member Light2D." "offset]." msgstr "" #: doc/classes/VisualServer.xml:654 msgid "Sets the canvas light's [Transform2D]." msgstr "" #: doc/classes/VisualServer.xml:663 msgid "" "Sets the Z range of objects that will be affected by this light. Equivalent " "to [member Light2D.range_z_min] and [member Light2D.range_z_max]." msgstr "" #: doc/classes/VisualServer.xml:669 msgid "" "Creates a new light occluder polygon and adds it to the VisualServer. It can " "be accessed with the RID that is returned. This RID will be used in all " "[code]canvas_occluder_polygon_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml:678 msgid "" "Sets an occluder polygons cull mode. See [enum " "CanvasOccluderPolygonCullMode] constants." msgstr "" #: doc/classes/VisualServer.xml:687 msgid "Sets the shape of the occluder polygon." msgstr "" #: doc/classes/VisualServer.xml:695 msgid "Sets the shape of the occluder polygon as lines." msgstr "" #: doc/classes/VisualServer.xml:704 msgid "" "A copy of the canvas item will be drawn with a local offset of the mirroring " "[Vector2]." msgstr "" #: doc/classes/VisualServer.xml:712 msgid "Modulates all colors in the given canvas." msgstr "" #: doc/classes/VisualServer.xml:718 msgid "" "Creates a directional light and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID can be used in most " "[code]light_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this directional light to an instance using " "[method instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml:728 msgid "" "Draws a frame. [i]This method is deprecated[/i], please use [method " "force_draw] instead." msgstr "" #: doc/classes/VisualServer.xml:734 msgid "" "Creates an environment and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all " "[code]environment_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml:747 msgid "" "Sets the values to be used with the \"Adjustment\" post-process effect. See " "[Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml:757 msgid "Sets the ambient light parameters. See [Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml:765 msgid "" "Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment." "background_mode]." msgstr "" #: doc/classes/VisualServer.xml:773 msgid "" "Color displayed for clear areas of the scene (if using Custom color or Color" "+Sky background modes)." msgstr "" #: doc/classes/VisualServer.xml:781 msgid "Sets the intensity of the background color." msgstr "" #: doc/classes/VisualServer.xml:789 msgid "Sets the maximum layer to use if using Canvas background mode." msgstr "" #: doc/classes/VisualServer.xml:801 msgid "" "Sets the values to be used with the \"DoF Far Blur\" post-process effect. " "See [Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml:813 msgid "" "Sets the values to be used with the \"DoF Near Blur\" post-process effect. " "See [Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml:824 msgid "" "Sets the variables to be used with the scene fog. See [Environment] for more " "details." msgstr "" #: doc/classes/VisualServer.xml:837 msgid "" "Sets the variables to be used with the fog depth effect. See [Environment] " "for more details." msgstr "" #: doc/classes/VisualServer.xml:848 msgid "" "Sets the variables to be used with the fog height effect. See [Environment] " "for more details." msgstr "" #: doc/classes/VisualServer.xml:866 msgid "" "Sets the variables to be used with the \"glow\" post-process effect. See " "[Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml:874 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 "" #: doc/classes/VisualServer.xml:882 msgid "" "Sets a custom field of view for the background [Sky]. Equivalent to [member " "Environment.background_sky_custom_fov]." msgstr "" #: doc/classes/VisualServer.xml:890 msgid "" "Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent " "to [member Environment.background_sky_orientation]." msgstr "" #: doc/classes/VisualServer.xml:909 msgid "" "Sets the variables to be used with the \"Screen Space Ambient Occlusion " "(SSAO)\" post-process effect. See [Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml:922 msgid "" "Sets the variables to be used with the \"screen space reflections\" post-" "process effect. See [Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml:937 msgid "" "Sets the variables to be used with the \"tonemap\" post-process effect. See " "[Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml:943 msgid "Removes buffers and clears testcubes." msgstr "" #: doc/classes/VisualServer.xml:951 msgid "" "Forces a frame to be drawn when the function is called. Drawing a frame " "updates all [Viewport]s that are set to update. Use with extreme caution." msgstr "" #: doc/classes/VisualServer.xml:957 msgid "Synchronizes threads." msgstr "Synchronisiert Threads." #: doc/classes/VisualServer.xml:964 msgid "Tries to free an object in the VisualServer." msgstr "" #: doc/classes/VisualServer.xml:971 msgid "Returns a certain information, see [enum RenderInfo] for options." msgstr "" #: doc/classes/VisualServer.xml:977 msgid "Returns the id of the test cube. Creates one if none exists." msgstr "" #: doc/classes/VisualServer.xml:983 msgid "Returns the id of the test texture. Creates one if none exists." msgstr "" #: doc/classes/VisualServer.xml:989 msgid "" "Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/" "SSE2\").\n" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string." msgstr "" #: doc/classes/VisualServer.xml:996 msgid "" "Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string." msgstr "" #: doc/classes/VisualServer.xml:1003 msgid "Returns the id of a white texture. Creates one if none exists." msgstr "" #: doc/classes/VisualServer.xml:1009 msgid "" "Creates a GI probe and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]gi_probe_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this GI probe to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml:1018 msgid "" "Returns the bias value for the GI probe. Bias is used to avoid self " "occlusion. Equivalent to [member GIProbeData.bias]." msgstr "" #: doc/classes/VisualServer.xml:1025 msgid "" "Returns the axis-aligned bounding box that covers the full extent of the GI " "probe." msgstr "" #: doc/classes/VisualServer.xml:1032 msgid "Returns the cell size set by [method gi_probe_set_cell_size]." msgstr "" #: doc/classes/VisualServer.xml:1039 #, fuzzy msgid "Returns the data used by the GI probe." msgstr "Gibt den Sinus des Parameters zurück." #: doc/classes/VisualServer.xml:1046 #, fuzzy msgid "" "Returns the dynamic range set for this GI probe. Equivalent to [member " "GIProbe.dynamic_range]." msgstr "" "Gibt die minimale Größe dieses Controls zurück. Siehe [member rect_min_size]." #: doc/classes/VisualServer.xml:1053 msgid "" "Returns the energy multiplier for this GI probe. Equivalent to [member " "GIProbe.energy]." msgstr "" #: doc/classes/VisualServer.xml:1060 #, fuzzy msgid "" "Returns the normal bias for this GI probe. Equivalent to [member GIProbe." "normal_bias]." msgstr "" "Gibt die minimale Größe dieses Controls zurück. Siehe [member rect_min_size]." #: doc/classes/VisualServer.xml:1067 msgid "" "Returns the propagation value for this GI probe. Equivalent to [member " "GIProbe.propagation]." msgstr "" #: doc/classes/VisualServer.xml:1074 msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]." msgstr "" #: doc/classes/VisualServer.xml:1081 msgid "" "Returns [code]true[/code] if the GI probe data associated with this GI probe " "is compressed. Equivalent to [member GIProbe.compress]." msgstr "" #: doc/classes/VisualServer.xml:1088 msgid "" "Returns [code]true[/code] if the GI probe is set to interior, meaning it " "does not account for sky light. Equivalent to [member GIProbe.interior]." msgstr "" #: doc/classes/VisualServer.xml:1096 msgid "" "Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe." "bias]." msgstr "" #: doc/classes/VisualServer.xml:1104 msgid "" "Sets the axis-aligned bounding box that covers the extent of the GI probe." msgstr "" #: doc/classes/VisualServer.xml:1112 msgid "Sets the size of individual cells within the GI probe." msgstr "" #: doc/classes/VisualServer.xml:1120 msgid "" "Sets the compression setting for the GI probe data. Compressed data will " "take up less space but may look worse. Equivalent to [member GIProbe." "compress]." msgstr "" #: doc/classes/VisualServer.xml:1128 msgid "" "Sets the data to be used in the GI probe for lighting calculations. Normally " "this is created and called internally within the [GIProbe] node. You should " "not try to set this yourself." msgstr "" #: doc/classes/VisualServer.xml:1136 msgid "" "Sets the dynamic range of the GI probe. Dynamic range sets the limit for how " "bright lights can be. A smaller range captures greater detail but limits how " "bright lights can be. Equivalent to [member GIProbe.dynamic_range]." msgstr "" #: doc/classes/VisualServer.xml:1144 msgid "" "Sets the energy multiplier for this GI probe. A higher energy makes the " "indirect light from the GI probe brighter. Equivalent to [member GIProbe." "energy]." msgstr "" #: doc/classes/VisualServer.xml:1152 msgid "" "Sets the interior value of this GI probe. A GI probe set to interior does " "not include the sky when calculating lighting. Equivalent to [member GIProbe." "interior]." msgstr "" #: doc/classes/VisualServer.xml:1160 msgid "" "Sets the normal bias for this GI probe. Normal bias behaves similar to the " "other form of bias and may help reduce self-occlusion. Equivalent to [member " "GIProbe.normal_bias]." msgstr "" #: doc/classes/VisualServer.xml:1168 msgid "" "Sets the propagation of light within this GI probe. Equivalent to [member " "GIProbe.propagation]." msgstr "" #: doc/classes/VisualServer.xml:1176 msgid "Sets the to cell [Transform] for this GI probe." msgstr "" #: doc/classes/VisualServer.xml:1182 msgid "" "Returns [code]true[/code] if changes have been made to the VisualServer's " "data. [method draw] is usually called if this happens." msgstr "" #: doc/classes/VisualServer.xml:1189 msgid "Not yet implemented. Always returns [code]false[/code]." msgstr "" #: doc/classes/VisualServer.xml:1196 msgid "" "Returns [code]true[/code] if the OS supports a certain feature. Features " "might be [code]s3tc[/code], [code]etc[/code], [code]etc2[/code], " "[code]pvrtc[/code] and [code]skinning_fallback[/code].\n" "When rendering with GLES2, returns [code]true[/code] with " "[code]skinning_fallback[/code] in case the hardware doesn't support the " "default GPU skinning process." msgstr "" #: doc/classes/VisualServer.xml:1206 msgid "" "Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to " "[method ImmediateGeometry.begin]." msgstr "" #: doc/classes/VisualServer.xml:1213 msgid "" "Clears everything that was set up between [method immediate_begin] and " "[method immediate_end]. Equivalent to [method ImmediateGeometry.clear]." msgstr "" #: doc/classes/VisualServer.xml:1221 msgid "" "Sets the color to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_color]." msgstr "" #: doc/classes/VisualServer.xml:1227 msgid "" "Creates an immediate geometry and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]immediate_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this immediate geometry to an instance using " "[method instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml:1236 msgid "" "Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method " "ImmediateGeometry.end]." msgstr "" #: doc/classes/VisualServer.xml:1243 #, fuzzy msgid "Returns the material assigned to the [ImmediateGeometry]." msgstr "Gibt den Arkussinus des Parameters zurück." #: doc/classes/VisualServer.xml:1251 msgid "" "Sets the normal to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_normal]." msgstr "" #: doc/classes/VisualServer.xml:1259 msgid "Sets the material to be used to draw the [ImmediateGeometry]." msgstr "" #: doc/classes/VisualServer.xml:1267 msgid "" "Sets the tangent to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_tangent]." msgstr "" #: doc/classes/VisualServer.xml:1275 msgid "" "Sets the UV to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_uv]." msgstr "" #: doc/classes/VisualServer.xml:1283 msgid "" "Sets the UV2 to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_uv2]." msgstr "" #: doc/classes/VisualServer.xml:1291 msgid "" "Adds the next vertex using the information provided in advance. Equivalent " "to [method ImmediateGeometry.add_vertex]." msgstr "" #: doc/classes/VisualServer.xml:1299 msgid "" "Adds the next vertex using the information provided in advance. This is a " "helper class that calls [method immediate_vertex] under the hood. Equivalent " "to [method ImmediateGeometry.add_vertex]." msgstr "" #: doc/classes/VisualServer.xml:1305 msgid "" "Initializes the visual server. This function is called internally by " "platform-dependent code during engine initialization. If called from a " "running game, it will not do anything." msgstr "" #: doc/classes/VisualServer.xml:1313 msgid "" "Attaches a unique Object ID to instance. Object ID must be attached to " "instance for proper culling with [method instances_cull_aabb], [method " "instances_cull_convex], and [method instances_cull_ray]." msgstr "" #: doc/classes/VisualServer.xml:1321 msgid "" "Attaches a skeleton to an instance. Removes the previous skeleton from the " "instance." msgstr "" #: doc/classes/VisualServer.xml:1327 msgid "" "Creates a visual instance and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]instance_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "An instance is a way of placing a 3D object in the scenario. Objects like " "particles, meshes, and reflection probes need to be associated with an " "instance to be visible in the scenario using [method instance_set_base]." msgstr "" #: doc/classes/VisualServer.xml:1337 msgid "" "Creates a visual instance, adds it to the VisualServer, and sets both base " "and scenario. It can be accessed with the RID that is returned. This RID " "will be used in all [code]instance_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml:1346 doc/classes/VisualServer.xml:1365 #: doc/classes/VisualServer.xml:1592 doc/classes/VisualServer.xml:2673 msgid "Not implemented in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml:1354 msgid "" "Sets the shadow casting setting to one of [enum ShadowCastingSetting]. " "Equivalent to [member GeometryInstance.cast_shadow]." msgstr "" #: doc/classes/VisualServer.xml:1374 msgid "" "Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for " "more details." msgstr "" #: doc/classes/VisualServer.xml:1382 msgid "" "Sets a material that will override the material for all surfaces on the mesh " "associated with this instance. Equivalent to [member GeometryInstance." "material_override]." msgstr "" #: doc/classes/VisualServer.xml:1390 msgid "" "Sets the base of the instance. A base can be any of the 3D objects that are " "created in the VisualServer that can be displayed. For example, any of the " "light types, mesh, multimesh, immediate geometry, particle system, " "reflection probe, lightmap capture, and the GI probe are all types that can " "be set as the base of an instance in order to be displayed in the scenario." msgstr "" #: doc/classes/VisualServer.xml:1399 msgid "Sets the weight for a given blend shape associated with this instance." msgstr "" #: doc/classes/VisualServer.xml:1407 msgid "" "Sets a custom AABB to use when culling objects from the view frustum. " "Equivalent to [method GeometryInstance.set_custom_aabb]." msgstr "" #: doc/classes/VisualServer.xml:1415 msgid "Function not implemented in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml:1423 msgid "" "Sets a margin to increase the size of the AABB when culling objects from the " "view frustum. This allows you to avoid culling objects that fall outside the " "view frustum. Equivalent to [member GeometryInstance.extra_cull_margin]." msgstr "" #: doc/classes/VisualServer.xml:1431 msgid "" "Sets the render layers that this instance will be drawn to. Equivalent to " "[member VisualInstance.layers]." msgstr "" #: doc/classes/VisualServer.xml:1439 msgid "" "Sets the scenario that the instance is in. The scenario is the 3D world that " "the objects will be displayed in." msgstr "" #: doc/classes/VisualServer.xml:1448 msgid "" "Sets the material of a specific surface. Equivalent to [method MeshInstance." "set_surface_material]." msgstr "" #: doc/classes/VisualServer.xml:1456 msgid "" "Sets the world space transform of the instance. Equivalent to [member " "Spatial.transform]." msgstr "" #: doc/classes/VisualServer.xml:1467 #, fuzzy msgid "Sets the lightmap to use with this instance." msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." #: doc/classes/VisualServer.xml:1475 msgid "" "Sets whether an instance is drawn or not. Equivalent to [member Spatial." "visible]." msgstr "" #: doc/classes/VisualServer.xml:1483 msgid "" "Returns an array of object IDs intersecting with the provided AABB. Only " "visual 3D nodes are considered, such as [MeshInstance] or " "[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the " "actual nodes. A scenario RID must be provided, which is available in the " "[World] you want to query. This forces an update for all resources queued to " "update.\n" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" #: doc/classes/VisualServer.xml:1492 msgid "" "Returns an array of object IDs intersecting with the provided convex shape. " "Only visual 3D nodes are considered, such as [MeshInstance] or " "[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the " "actual nodes. A scenario RID must be provided, which is available in the " "[World] you want to query. This forces an update for all resources queued to " "update.\n" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" #: doc/classes/VisualServer.xml:1502 msgid "" "Returns an array of object IDs intersecting with the provided 3D ray. Only " "visual 3D nodes are considered, such as [MeshInstance] or " "[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the " "actual nodes. A scenario RID must be provided, which is available in the " "[World] you want to query. This forces an update for all resources queued to " "update.\n" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" #: doc/classes/VisualServer.xml:1511 msgid "" "If [code]true[/code], this directional light will blend between shadow map " "splits resulting in a smoother transition between them. Equivalent to " "[member DirectionalLight.directional_shadow_blend_splits]." msgstr "" #: doc/classes/VisualServer.xml:1519 msgid "" "Sets the shadow depth range mode for this directional light. Equivalent to " "[member DirectionalLight.directional_shadow_depth_range]. See [enum " "LightDirectionalShadowDepthRangeMode] for options." msgstr "" #: doc/classes/VisualServer.xml:1527 msgid "" "Sets the shadow mode for this directional light. Equivalent to [member " "DirectionalLight.directional_shadow_mode]. See [enum " "LightDirectionalShadowMode] for options." msgstr "" #: doc/classes/VisualServer.xml:1535 msgid "" "Sets whether to use vertical or horizontal detail for this omni light. This " "can be used to alleviate artifacts in the shadow map. Equivalent to [member " "OmniLight.omni_shadow_detail]." msgstr "" #: doc/classes/VisualServer.xml:1543 msgid "" "Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual " "paraboloid is faster but may suffer from artifacts. Equivalent to [member " "OmniLight.omni_shadow_mode]." msgstr "" #: doc/classes/VisualServer.xml:1551 msgid "" "Sets the bake mode for this light, see [enum LightBakeMode] for options. The " "bake mode affects how the light will be baked in [BakedLightmap]s and " "[GIProbe]s." msgstr "" #: doc/classes/VisualServer.xml:1559 msgid "Sets the color of the light. Equivalent to [member Light.light_color]." msgstr "" #: doc/classes/VisualServer.xml:1567 msgid "" "Sets the cull mask for this Light. Lights only affect objects in the " "selected layers. Equivalent to [member Light.light_cull_mask]." msgstr "" #: doc/classes/VisualServer.xml:1575 msgid "" "If [code]true[/code], light will subtract light instead of adding light. " "Equivalent to [member Light.light_negative]." msgstr "" #: doc/classes/VisualServer.xml:1584 msgid "" "Sets the specified light parameter. See [enum LightParam] for options. " "Equivalent to [method Light.set_param]." msgstr "" #: doc/classes/VisualServer.xml:1600 msgid "" "If [code]true[/code], reverses the backface culling of the mesh. This can be " "useful when you have a flat mesh that has a light behind it. If you need to " "cast a shadow on both sides of the mesh, set the mesh to use double sided " "shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent " "to [member Light.shadow_reverse_cull_face]." msgstr "" #: doc/classes/VisualServer.xml:1608 msgid "" "If [code]true[/code], light will cast shadows. Equivalent to [member Light." "shadow_enabled]." msgstr "" #: doc/classes/VisualServer.xml:1616 msgid "" "Sets the color of the shadow cast by the light. Equivalent to [member Light." "shadow_color]." msgstr "" #: doc/classes/VisualServer.xml:1624 msgid "" "Sets whether GI probes capture light information from this light. " "[i]Deprecated method.[/i] Use [method light_set_bake_mode] instead. This " "method is only kept for compatibility reasons and calls [method " "light_set_bake_mode] internally, setting the bake mode to [constant " "LIGHT_BAKE_DISABLED] or [constant LIGHT_BAKE_INDIRECT] depending on the " "given parameter." msgstr "" #: doc/classes/VisualServer.xml:1630 msgid "" "Creates a lightmap capture and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]lightmap_capture_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this lightmap capture to an instance using " "[method instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml:1639 #, fuzzy msgid "Returns the size of the lightmap capture area." msgstr "Gibt die Größe des Arrays zurück." #: doc/classes/VisualServer.xml:1646 msgid "Returns the energy multiplier used by the lightmap capture." msgstr "" #: doc/classes/VisualServer.xml:1653 #, fuzzy msgid "Returns the octree used by the lightmap capture." msgstr "Gibt den inversen Wert des Parameters zurück." #: doc/classes/VisualServer.xml:1660 msgid "" "Returns the cell subdivision amount used by this lightmap capture's octree." msgstr "" #: doc/classes/VisualServer.xml:1667 msgid "Returns the cell transform for this lightmap capture's octree." msgstr "" #: doc/classes/VisualServer.xml:1674 #, fuzzy msgid "Returns [code]true[/code] if capture is in \"interior\" mode." msgstr "" "Gibt [code]true[/code] zurück, wenn der Graph das übergebene Node enthält." #: doc/classes/VisualServer.xml:1682 msgid "" "Sets the size of the area covered by the lightmap capture. Equivalent to " "[member BakedLightmapData.bounds]." msgstr "" #: doc/classes/VisualServer.xml:1690 msgid "" "Sets the energy multiplier for this lightmap capture. Equivalent to [member " "BakedLightmapData.energy]." msgstr "" #: doc/classes/VisualServer.xml:1698 msgid "" "Sets the \"interior\" mode for this lightmap capture. Equivalent to [member " "BakedLightmapData.interior]." msgstr "" #: doc/classes/VisualServer.xml:1706 msgid "" "Sets the octree to be used by this lightmap capture. This function is " "normally used by the [BakedLightmap] node. Equivalent to [member " "BakedLightmapData.octree]." msgstr "" #: doc/classes/VisualServer.xml:1714 msgid "" "Sets the subdivision level of this lightmap capture's octree. Equivalent to " "[member BakedLightmapData.cell_subdiv]." msgstr "" #: doc/classes/VisualServer.xml:1722 msgid "" "Sets the octree cell transform for this lightmap capture's octree. " "Equivalent to [member BakedLightmapData.cell_space_transform]." msgstr "" #: doc/classes/VisualServer.xml:1731 msgid "" "Returns a mesh of a sphere with the given amount of horizontal and vertical " "subdivisions." msgstr "" #: doc/classes/VisualServer.xml:1737 msgid "" "Creates an empty material and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]material_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml:1746 msgid "Returns the value of a certain material's parameter." msgstr "" #: doc/classes/VisualServer.xml:1754 msgid "" "Returns the default value for the param if available. Otherwise returns an " "empty [Variant]." msgstr "" #: doc/classes/VisualServer.xml:1761 msgid "" "Returns the shader of a certain material's shader. Returns an empty RID if " "the material doesn't have a shader." msgstr "" #: doc/classes/VisualServer.xml:1769 msgid "Sets a material's line width." msgstr "" #: doc/classes/VisualServer.xml:1777 msgid "Sets an object's next material." msgstr "" #: doc/classes/VisualServer.xml:1786 msgid "Sets a material's parameter." msgstr "" #: doc/classes/VisualServer.xml:1794 msgid "Sets a material's render priority." msgstr "" #: doc/classes/VisualServer.xml:1802 msgid "Sets a shader material's shader." msgstr "" #: doc/classes/VisualServer.xml:1813 msgid "" "Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] " "constants for types." msgstr "" #: doc/classes/VisualServer.xml:1820 msgid "Removes all surfaces from a mesh." msgstr "" #: doc/classes/VisualServer.xml:1826 msgid "" "Creates a new mesh and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]mesh_*[/code] " "VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this mesh to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml:1835 msgid "Returns a mesh's blend shape count." msgstr "" #: doc/classes/VisualServer.xml:1842 msgid "Returns a mesh's blend shape mode." msgstr "" #: doc/classes/VisualServer.xml:1849 msgid "Returns a mesh's custom aabb." msgstr "" #: doc/classes/VisualServer.xml:1856 msgid "Returns a mesh's number of surfaces." msgstr "" #: doc/classes/VisualServer.xml:1864 #, fuzzy msgid "Removes a mesh's surface." msgstr "Entfernt ein Unternode." #: doc/classes/VisualServer.xml:1872 msgid "Sets a mesh's blend shape count." msgstr "" #: doc/classes/VisualServer.xml:1880 msgid "Sets a mesh's blend shape mode." msgstr "" #: doc/classes/VisualServer.xml:1888 msgid "Sets a mesh's custom aabb." msgstr "" #: doc/classes/VisualServer.xml:1896 msgid "Returns a mesh's surface's aabb." msgstr "" #: doc/classes/VisualServer.xml:1904 msgid "Returns a mesh's surface's vertex buffer." msgstr "" #: doc/classes/VisualServer.xml:1912 msgid "Returns a mesh's surface's amount of indices." msgstr "" #: doc/classes/VisualServer.xml:1920 msgid "Returns a mesh's surface's amount of vertices." msgstr "" #: doc/classes/VisualServer.xml:1928 msgid "Returns a mesh's surface's buffer arrays." msgstr "" #: doc/classes/VisualServer.xml:1936 msgid "Returns a mesh's surface's arrays for blend shapes." msgstr "" #: doc/classes/VisualServer.xml:1944 #, fuzzy msgid "Returns the format of a mesh's surface." msgstr "Gibt den Methodennamen einer Methodenspur zurück." #: doc/classes/VisualServer.xml:1954 msgid "Function is unused in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml:1971 msgid "Returns a mesh's surface's index buffer." msgstr "" #: doc/classes/VisualServer.xml:1979 msgid "Returns a mesh's surface's material." msgstr "" #: doc/classes/VisualServer.xml:1987 #, fuzzy msgid "Returns the primitive type of a mesh's surface." msgstr "Gibt den Methodennamen einer Methodenspur zurück." #: doc/classes/VisualServer.xml:1995 #, fuzzy msgid "Returns the aabb of a mesh's surface's skeleton." msgstr "Gibt den Methodennamen einer Methodenspur zurück." #: doc/classes/VisualServer.xml:2004 msgid "Sets a mesh's surface's material." msgstr "" #: doc/classes/VisualServer.xml:2014 msgid "" "Updates a specific region of a vertex buffer for the specified surface. " "Warning: this function alters the vertex buffer directly with no safety " "mechanisms, you can easily corrupt your mesh." msgstr "" #: doc/classes/VisualServer.xml:2025 msgid "" "Allocates space for the multimesh data. Format parameters determine how the " "data will be stored by OpenGL. See [enum MultimeshTransformFormat], [enum " "MultimeshColorFormat], and [enum MultimeshCustomDataFormat] for usage. " "Equivalent to [member MultiMesh.instance_count]." msgstr "" #: doc/classes/VisualServer.xml:2031 msgid "" "Creates a new multimesh on the VisualServer and returns an [RID] handle. " "This RID will be used in all [code]multimesh_*[/code] VisualServer " "functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this multimesh to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml:2040 msgid "" "Calculates and returns the axis-aligned bounding box that encloses all " "instances within the multimesh." msgstr "" #: doc/classes/VisualServer.xml:2047 msgid "Returns the number of instances allocated for this multimesh." msgstr "" #: doc/classes/VisualServer.xml:2054 msgid "" "Returns the RID of the mesh that will be used in drawing this multimesh." msgstr "" #: doc/classes/VisualServer.xml:2061 msgid "Returns the number of visible instances for this multimesh." msgstr "" #: doc/classes/VisualServer.xml:2069 msgid "Returns the color by which the specified instance will be modulated." msgstr "" #: doc/classes/VisualServer.xml:2077 msgid "Returns the custom data associated with the specified instance." msgstr "" #: doc/classes/VisualServer.xml:2085 msgid "Returns the [Transform] of the specified instance." msgstr "" #: doc/classes/VisualServer.xml:2093 msgid "" "Returns the [Transform2D] of the specified instance. For use when the " "multimesh is set to use 2D transforms." msgstr "" #: doc/classes/VisualServer.xml:2102 msgid "" "Sets the color by which this instance will be modulated. Equivalent to " "[method MultiMesh.set_instance_color]." msgstr "" #: doc/classes/VisualServer.xml:2111 msgid "" "Sets the custom data for this instance. Custom data is passed as a [Color], " "but is interpreted as a [code]vec4[/code] in the shader. Equivalent to " "[method MultiMesh.set_instance_custom_data]." msgstr "" #: doc/classes/VisualServer.xml:2120 msgid "" "Sets the [Transform] for this instance. Equivalent to [method MultiMesh." "set_instance_transform]." msgstr "" #: doc/classes/VisualServer.xml:2129 msgid "" "Sets the [Transform2D] for this instance. For use when multimesh is used in " "2D. Equivalent to [method MultiMesh.set_instance_transform_2d]." msgstr "" #: doc/classes/VisualServer.xml:2137 msgid "" "Sets all data related to the instances in one go. This is especially useful " "when loading the data from disk or preparing the data from GDNative.\n" "\n" "All data is packed in one large float array. An array may look like this: " "Transform for instance 1, color data for instance 1, custom data for " "instance 1, transform for instance 2, color data for instance 2, etc.\n" "\n" "[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, " "[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float " "(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/" "code] is stored as 4 floats." msgstr "" #: doc/classes/VisualServer.xml:2149 msgid "" "Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh." "mesh]." msgstr "" #: doc/classes/VisualServer.xml:2157 msgid "" "Sets the number of instances visible at a given time. If -1, all instances " "that have been allocated are drawn. Equivalent to [member MultiMesh." "visible_instance_count]." msgstr "" #: doc/classes/VisualServer.xml:2163 msgid "" "Creates a new omni light and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID can be used in most [code]light_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this omni light to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml:2171 msgid "" "Creates a particle system and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]particles_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach these particles to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml:2180 msgid "" "Calculates and returns the axis-aligned bounding box that contains all the " "particles. Equivalent to [method Particles.capture_aabb]." msgstr "" #: doc/classes/VisualServer.xml:2187 msgid "Returns [code]true[/code] if particles are currently set to emitting." msgstr "" #: doc/classes/VisualServer.xml:2194 msgid "" "Returns [code]true[/code] if particles are not emitting and particles are " "set to inactive." msgstr "" #: doc/classes/VisualServer.xml:2201 msgid "" "Add particle system to list of particle systems that need to be updated. " "Update will take place on the next frame, or on the next call to [method " "instances_cull_aabb], [method instances_cull_convex], or [method " "instances_cull_ray]." msgstr "" #: doc/classes/VisualServer.xml:2208 msgid "" "Reset the particles on the next update. Equivalent to [method Particles." "restart]." msgstr "" #: doc/classes/VisualServer.xml:2216 msgid "" "Sets the number of particles to be drawn and allocates the memory for them. " "Equivalent to [member Particles.amount]." msgstr "" #: doc/classes/VisualServer.xml:2224 msgid "" "Sets a custom axis-aligned bounding box for the particle system. Equivalent " "to [member Particles.visibility_aabb]." msgstr "" #: doc/classes/VisualServer.xml:2232 msgid "" "Sets the draw order of the particles to one of the named enums from [enum " "ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent " "to [member Particles.draw_order]." msgstr "" #: doc/classes/VisualServer.xml:2241 msgid "" "Sets the mesh to be used for the specified draw pass. Equivalent to [member " "Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles." "draw_pass_3], and [member Particles.draw_pass_4]." msgstr "" #: doc/classes/VisualServer.xml:2249 msgid "" "Sets the number of draw passes to use. Equivalent to [member Particles." "draw_passes]." msgstr "" #: doc/classes/VisualServer.xml:2257 msgid "" "Sets the [Transform] that will be used by the particles when they first emit." msgstr "" #: doc/classes/VisualServer.xml:2265 msgid "" "If [code]true[/code], particles will emit over time. Setting to false does " "not reset the particles, but only stops their emission. Equivalent to " "[member Particles.emitting]." msgstr "" #: doc/classes/VisualServer.xml:2273 msgid "" "Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]." msgstr "" #: doc/classes/VisualServer.xml:2281 msgid "" "Sets the frame rate that the particle system rendering will be fixed to. " "Equivalent to [member Particles.fixed_fps]." msgstr "" #: doc/classes/VisualServer.xml:2289 msgid "" "If [code]true[/code], uses fractional delta which smooths the movement of " "the particles. Equivalent to [member Particles.fract_delta]." msgstr "" #: doc/classes/VisualServer.xml:2297 msgid "" "Sets the lifetime of each particle in the system. Equivalent to [member " "Particles.lifetime]." msgstr "" #: doc/classes/VisualServer.xml:2305 #, fuzzy msgid "" "If [code]true[/code], particles will emit once and then stop. Equivalent to " "[member Particles.one_shot]." msgstr "" "Wenn der Wert [code]true[/code] ist, dann ist Tranzparenz für den Körper " "aktiviert. Siehe auch [member blend_mode]." #: doc/classes/VisualServer.xml:2313 msgid "" "Sets the preprocess time for the particles' animation. This lets you delay " "starting an animation until after the particles have begun emitting. " "Equivalent to [member Particles.preprocess]." msgstr "" #: doc/classes/VisualServer.xml:2321 msgid "" "Sets the material for processing the particles.\n" "[b]Note:[/b] This is not the material used to draw the materials. Equivalent " "to [member Particles.process_material]." msgstr "" #: doc/classes/VisualServer.xml:2330 msgid "" "Sets the emission randomness ratio. This randomizes the emission of " "particles within their phase. Equivalent to [member Particles.randomness]." msgstr "" #: doc/classes/VisualServer.xml:2338 msgid "" "Sets the speed scale of the particle system. Equivalent to [member Particles." "speed_scale]." msgstr "" #: doc/classes/VisualServer.xml:2346 msgid "" "If [code]true[/code], particles use local coordinates. If [code]false[/code] " "they use global coordinates. Equivalent to [member Particles.local_coords]." msgstr "" #: doc/classes/VisualServer.xml:2352 msgid "" "Creates a reflection probe and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]reflection_probe_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this reflection probe to an instance using " "[method instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml:2362 msgid "" "If [code]true[/code], reflections will ignore sky contribution. Equivalent " "to [member ReflectionProbe.interior_enable]." msgstr "" #: doc/classes/VisualServer.xml:2370 msgid "" "Sets the render cull mask for this reflection probe. Only instances with a " "matching cull mask will be rendered by this probe. Equivalent to [member " "ReflectionProbe.cull_mask]." msgstr "" #: doc/classes/VisualServer.xml:2378 msgid "" "If [code]true[/code], uses box projection. This can make reflections look " "more correct in certain situations. Equivalent to [member ReflectionProbe." "box_projection]." msgstr "" #: doc/classes/VisualServer.xml:2386 msgid "" "If [code]true[/code], computes shadows in the reflection probe. This makes " "the reflection much slower to compute. Equivalent to [member ReflectionProbe." "enable_shadows]." msgstr "" #: doc/classes/VisualServer.xml:2394 msgid "" "Sets the size of the area that the reflection probe will capture. Equivalent " "to [member ReflectionProbe.extents]." msgstr "" #: doc/classes/VisualServer.xml:2402 msgid "" "Sets the intensity of the reflection probe. Intensity modulates the strength " "of the reflection. Equivalent to [member ReflectionProbe.intensity]." msgstr "" #: doc/classes/VisualServer.xml:2410 msgid "" "Sets the ambient light color for this reflection probe when set to interior " "mode. Equivalent to [member ReflectionProbe.interior_ambient_color]." msgstr "" #: doc/classes/VisualServer.xml:2418 msgid "" "Sets the energy multiplier for this reflection probes ambient light " "contribution when set to interior mode. Equivalent to [member " "ReflectionProbe.interior_ambient_energy]." msgstr "" #: doc/classes/VisualServer.xml:2426 msgid "" "Sets the contribution value for how much the reflection affects the ambient " "light for this reflection probe when set to interior mode. Useful so that " "ambient light matches the color of the room. Equivalent to [member " "ReflectionProbe.interior_ambient_contrib]." msgstr "" #: doc/classes/VisualServer.xml:2434 msgid "" "Sets the max distance away from the probe an object can be before it is " "culled. Equivalent to [member ReflectionProbe.max_distance]." msgstr "" #: doc/classes/VisualServer.xml:2442 msgid "" "Sets the origin offset to be used when this reflection probe is in box " "project mode. Equivalent to [member ReflectionProbe.origin_offset]." msgstr "" #: doc/classes/VisualServer.xml:2450 msgid "" "Sets how often the reflection probe updates. Can either be once or every " "frame. See [enum ReflectionProbeUpdateMode] for options." msgstr "" #: doc/classes/VisualServer.xml:2459 msgid "" "Schedules a callback to the corresponding named [code]method[/code] on " "[code]where[/code] after a frame has been drawn.\n" "The callback method must use only 1 argument which will be called with " "[code]userdata[/code]." msgstr "" #: doc/classes/VisualServer.xml:2466 msgid "" "Creates a scenario and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]scenario_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "The scenario is the 3D world that all the visual instances exist in." msgstr "" #: doc/classes/VisualServer.xml:2476 msgid "" "Sets the [enum ScenarioDebugMode] for this scenario. See [enum " "ScenarioDebugMode] for options." msgstr "" #: doc/classes/VisualServer.xml:2484 msgid "Sets the environment that will be used with this scenario." msgstr "" #: doc/classes/VisualServer.xml:2492 msgid "" "Sets the fallback environment to be used by this scenario. The fallback " "environment is used if no environment is set. Internally, this is used by " "the editor to provide a default environment." msgstr "" #: doc/classes/VisualServer.xml:2501 msgid "" "Sets the size of the reflection atlas shared by all reflection probes in " "this scenario." msgstr "" #: doc/classes/VisualServer.xml:2511 msgid "" "Sets a boot image. The color defines the background color. If [code]scale[/" "code] is [code]true[/code], the image will be scaled to fit the screen size. " "If [code]use_filter[/code] is [code]true[/code], the image will be scaled " "with linear interpolation. If [code]use_filter[/code] is [code]false[/code], " "the image will be scaled with nearest-neighbor interpolation." msgstr "" #: doc/classes/VisualServer.xml:2518 msgid "" "If [code]true[/code], the engine will generate wireframes for use with the " "wireframe debug mode." msgstr "" #: doc/classes/VisualServer.xml:2525 msgid "" "Sets the default clear color which is used when a specific clear color has " "not been selected." msgstr "" #: doc/classes/VisualServer.xml:2532 msgid "" "Sets the scale to apply to the passage of time for the shaders' [code]TIME[/" "code] builtin.\n" "The default value is [code]1.0[/code], which means [code]TIME[/code] will " "count the real time as it goes by, without narrowing or stretching it." msgstr "" #: doc/classes/VisualServer.xml:2540 msgid "Enables or disables occlusion culling." msgstr "" #: doc/classes/VisualServer.xml:2546 msgid "" "Creates an empty shader and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]shader_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml:2554 msgid "Returns a shader's code." msgstr "" #: doc/classes/VisualServer.xml:2562 msgid "Returns a default texture from a shader searched by name." msgstr "" #: doc/classes/VisualServer.xml:2569 msgid "Returns the parameters of a shader." msgstr "" #: doc/classes/VisualServer.xml:2577 msgid "Sets a shader's code." msgstr "" #: doc/classes/VisualServer.xml:2586 msgid "Sets a shader's default texture. Overwrites the texture given by name." msgstr "" #: doc/classes/VisualServer.xml:2595 msgid "Allocates the GPU buffers for this skeleton." msgstr "" #: doc/classes/VisualServer.xml:2603 msgid "Returns the [Transform] set for a specific bone of this skeleton." msgstr "" #: doc/classes/VisualServer.xml:2611 msgid "Returns the [Transform2D] set for a specific bone of this skeleton." msgstr "" #: doc/classes/VisualServer.xml:2620 msgid "Sets the [Transform] for a specific bone of this skeleton." msgstr "" #: doc/classes/VisualServer.xml:2629 msgid "Sets the [Transform2D] for a specific bone of this skeleton." msgstr "" #: doc/classes/VisualServer.xml:2635 msgid "" "Creates a skeleton and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]skeleton_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml:2643 msgid "Returns the number of bones allocated for this skeleton." msgstr "" #: doc/classes/VisualServer.xml:2649 msgid "" "Creates an empty sky and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]sky_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml:2659 msgid "Sets a sky's texture." msgstr "" #: doc/classes/VisualServer.xml:2665 msgid "" "Creates a spot light and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID can be used in most [code]light_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this spot light to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml:2686 msgid "Allocates the GPU memory for the texture." msgstr "" #: doc/classes/VisualServer.xml:2694 msgid "Binds the texture to a texture slot." msgstr "" #: doc/classes/VisualServer.xml:2700 msgid "" "Creates an empty texture and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]texture_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml:2709 msgid "" "Creates a texture, allocates the space for an image, and fills in the image." msgstr "" #: doc/classes/VisualServer.xml:2715 #, fuzzy msgid "Returns a list of all the textures and their information." msgstr "Gibt die Anzahl der Spuren in der Animation zurück." #: doc/classes/VisualServer.xml:2723 msgid "" "Returns a copy of a texture's image unless it's a CubeMap, in which case it " "returns the [RID] of the image at one of the cubes sides." msgstr "" #: doc/classes/VisualServer.xml:2730 #, fuzzy msgid "Returns the depth of the texture." msgstr "Gibt den Sinus des Parameters zurück." #: doc/classes/VisualServer.xml:2737 #, fuzzy msgid "Returns the flags of a texture." msgstr "Gibt die [Texture2D] des angegebenen Rahmens zurück." #: doc/classes/VisualServer.xml:2744 #, fuzzy msgid "Returns the format of the texture's image." msgstr "Gibt den Rest einer Division zweier Vektoren zurück." #: doc/classes/VisualServer.xml:2751 #, fuzzy msgid "Returns the texture's height." msgstr "Gibt den gegebenen Übergang zurück." #: doc/classes/VisualServer.xml:2758 #, fuzzy msgid "Returns the texture's path." msgstr "Gibt den Tangens des Parameters zurück." #: doc/classes/VisualServer.xml:2765 #, fuzzy msgid "Returns the opengl id of the texture's image." msgstr "Gibt den Rest einer Division zweier Vektoren zurück." #: doc/classes/VisualServer.xml:2772 #, fuzzy msgid "Returns the type of the texture, can be any of the [enum TextureType]." msgstr "Gibt den Namen der nächsten Animation in der Warteschlange zurück." #: doc/classes/VisualServer.xml:2779 #, fuzzy msgid "Returns the texture's width." msgstr "Gibt den gegebenen Übergang zurück." #: doc/classes/VisualServer.xml:2788 msgid "" "Sets the texture's image data. If it's a CubeMap, it sets the image data at " "a cube side." msgstr "" #: doc/classes/VisualServer.xml:2804 msgid "" "Sets a part of the data for a texture. Warning: this function calls the " "underlying graphics API directly and may corrupt your texture if used " "improperly." msgstr "" #: doc/classes/VisualServer.xml:2812 #, fuzzy msgid "Sets the texture's flags. See [enum TextureFlags] for options." msgstr "" "Wiederholungs flags für die Textur. Siehe [enum TextureFilter] für Optionen." #: doc/classes/VisualServer.xml:2820 #, fuzzy msgid "Sets the texture's path." msgstr "Der Zeichen-Offset der Textur." #: doc/classes/VisualServer.xml:2827 msgid "" "If [code]true[/code], sets internal processes to shrink all image data to " "half the size." msgstr "" #: doc/classes/VisualServer.xml:2844 #, fuzzy msgid "" "If [code]true[/code], the image will be stored in the texture's images array " "if overwritten." msgstr "" "Wenn [code]true[/code], wird die Sub-Animation nach Beendigung automatisch " "neu gestartet." #: doc/classes/VisualServer.xml:2852 msgid "Sets a viewport's camera." msgstr "" #: doc/classes/VisualServer.xml:2860 msgid "Sets a viewport's canvas." msgstr "" #: doc/classes/VisualServer.xml:2869 msgid "" "Copies viewport to a region of the screen specified by [code]rect[/code]. If " "[member Viewport.render_direct_to_screen] is [code]true[/code], then " "viewport does not use a framebuffer and the contents of the viewport are " "rendered directly to screen. However, note that the root viewport is drawn " "last, therefore it will draw over the screen. Accordingly, you must set the " "root viewport to an area that does not cover the area that you have attached " "this viewport to.\n" "For example, you can set the root viewport to not render at all with the " "following code:\n" "[codeblock]\n" "func _ready():\n" " get_viewport().set_attach_to_screen_rect(Rect2())\n" " $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " "manually. For a further optimization see, [method " "viewport_set_render_direct_to_screen]." msgstr "" #: doc/classes/VisualServer.xml:2882 msgid "" "Creates an empty viewport and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]viewport_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml:2890 #, fuzzy msgid "Detaches the viewport from the screen." msgstr "Löscht das übergebene Node aus dem Graphen." #: doc/classes/VisualServer.xml:2898 msgid "" "Returns a viewport's render information. For options, see the [enum " "ViewportRenderInfo] constants." msgstr "" #: doc/classes/VisualServer.xml:2905 msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/VisualServer.xml:2913 msgid "Detaches a viewport from a canvas and vice versa." msgstr "" #: doc/classes/VisualServer.xml:2921 msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" #: doc/classes/VisualServer.xml:2931 msgid "" "Sets the stacking order for a viewport's canvas.\n" "[code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] " "specifies the stacking order of the canvas among those in the same layer." msgstr "" #: doc/classes/VisualServer.xml:2941 msgid "Sets the transformation of a viewport's canvas." msgstr "" #: doc/classes/VisualServer.xml:2949 msgid "" "Sets the clear mode of a viewport. See [enum ViewportClearMode] for options." msgstr "" #: doc/classes/VisualServer.xml:2957 msgid "" "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for " "options." msgstr "" #: doc/classes/VisualServer.xml:2965 #, fuzzy msgid "If [code]true[/code], a viewport's 3D rendering is disabled." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: doc/classes/VisualServer.xml:2973 msgid "" "If [code]true[/code], rendering of a viewport's environment is disabled." msgstr "" #: doc/classes/VisualServer.xml:2981 msgid "Sets the viewport's global transformation matrix." msgstr "" #: doc/classes/VisualServer.xml:2989 #, fuzzy msgid "If [code]true[/code], the viewport renders to hdr." msgstr "Wenn [code]true[/code], wird die Textur zentriert." #: doc/classes/VisualServer.xml:2997 msgid "If [code]true[/code], the viewport's canvas is not rendered." msgstr "" #: doc/classes/VisualServer.xml:3005 msgid "Currently unimplemented in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml:3013 msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options." msgstr "" #: doc/classes/VisualServer.xml:3021 msgid "Sets the viewport's parent to another viewport." msgstr "" #: doc/classes/VisualServer.xml:3029 msgid "" "If [code]true[/code], render the contents of the viewport directly to " "screen. This allows a low-level optimization where you can skip drawing a " "viewport to the root viewport. While this optimization can result in a " "significant increase in speed (especially on older devices), it comes at a " "cost of usability. When this is enabled, you cannot read from the viewport " "or from the [code]SCREEN_TEXTURE[/code]. You also lose the benefit of " "certain window settings, such as the various stretch modes. Another " "consequence to be aware of is that in 2D the rendering happens in window " "coordinates, so if you have a viewport that is double the size of the " "window, and you set this, then only the portion that fits within the window " "will be drawn, no automatic scaling is possible, even if your game scene is " "significantly larger than the window size." msgstr "" #: doc/classes/VisualServer.xml:3037 msgid "" "Sets a viewport's scenario.\n" "The scenario contains information about the [enum ScenarioDebugMode], " "environment information, reflection atlas etc." msgstr "" #: doc/classes/VisualServer.xml:3047 msgid "Sets the shadow atlas quadrant's subdivision." msgstr "" #: doc/classes/VisualServer.xml:3055 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 "" #: doc/classes/VisualServer.xml:3063 msgid "" "Sets the sharpening [code]intensity[/code] for the [code]viewport[/code]. If " "set to a value greater than [code]0.0[/code], contrast-adaptive sharpening " "will be applied to the 3D viewport. This has a low performance cost and can " "be used to recover some of the sharpness lost from using FXAA. Values around " "[code]0.5[/code] generally give the best results. See also [method " "viewport_set_use_fxaa]." msgstr "" #: doc/classes/VisualServer.xml:3072 msgid "Sets the viewport's width and height." msgstr "" #: doc/classes/VisualServer.xml:3080 msgid "" "If [code]true[/code], the viewport renders its background as transparent." msgstr "" #: doc/classes/VisualServer.xml:3088 msgid "" "Sets when the viewport should be updated. See [enum ViewportUpdateMode] " "constants for options." msgstr "" #: doc/classes/VisualServer.xml:3096 msgid "" "Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for " "options." msgstr "" #: doc/classes/VisualServer.xml:3104 msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [ARVRInterface]." msgstr "" #: doc/classes/VisualServer.xml:3112 msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible. In some cases, debanding may introduce a " "slightly noticeable dithering pattern. It's recommended to enable debanding " "only when actually needed since the dithering pattern will make lossless-" "compressed screenshots larger.\n" "[b]Note:[/b] Only available on the GLES3 backend. [member Viewport.hdr] must " "also be [code]true[/code] for debanding to be effective." msgstr "" #: doc/classes/VisualServer.xml:3121 msgid "" "Enables fast approximate antialiasing for this viewport. FXAA is a popular " "screen-space antialiasing method, which is fast but will make the image look " "blurry, especially at lower resolutions. It can still work relatively well " "at large resolutions such as 1440p and 4K. Some of the lost sharpness can be " "recovered by enabling contrast-adaptive sharpening (see [method " "viewport_set_sharpen_intensity])." msgstr "" #: doc/classes/VisualServer.xml:3129 #, fuzzy msgid "If [code]true[/code], the viewport's rendering is flipped vertically." msgstr "Wenn [code]true[/code], wird die Textur vertikal gespiegelt." #: doc/classes/VisualServer.xml:3135 msgid "" "If [code]false[/code], disables rendering completely, but the engine logic " "is still being processed. You can call [method force_draw] to draw a frame " "even with rendering disabled." msgstr "" #: doc/classes/VisualServer.xml:3141 msgid "" "Emitted at the end of the frame, after the VisualServer has finished " "updating all the Viewports." msgstr "" #: doc/classes/VisualServer.xml:3146 msgid "" "Emitted at the beginning of the frame, before the VisualServer updates all " "the Viewports." msgstr "" #: doc/classes/VisualServer.xml:3152 msgid "Marks an error that shows that the index array is empty." msgstr "" #: doc/classes/VisualServer.xml:3155 msgid "Number of weights/bones per vertex." msgstr "" #: doc/classes/VisualServer.xml:3158 msgid "The minimum Z-layer for canvas items." msgstr "" #: doc/classes/VisualServer.xml:3161 msgid "The maximum Z-layer for canvas items." msgstr "" #: doc/classes/VisualServer.xml:3164 msgid "" "Max number of glow levels that can be used with glow post-process effect." msgstr "" #: doc/classes/VisualServer.xml:3167 msgid "Unused enum in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml:3170 msgid "The minimum renderpriority of all materials." msgstr "" #: doc/classes/VisualServer.xml:3173 msgid "The maximum renderpriority of all materials." msgstr "" #: doc/classes/VisualServer.xml:3176 msgid "Marks the left side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml:3179 msgid "Marks the right side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml:3182 msgid "Marks the bottom side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml:3185 msgid "Marks the top side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml:3188 msgid "Marks the front side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml:3191 msgid "Marks the back side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml:3194 msgid "Normal texture with 2 dimensions, width and height." msgstr "" #: doc/classes/VisualServer.xml:3197 msgid "" "Texture made up of six faces, can be looked up with a [code]vec3[/code] in " "shader." msgstr "" #: doc/classes/VisualServer.xml:3200 msgid "An array of 2-dimensional textures." msgstr "" #: doc/classes/VisualServer.xml:3203 msgid "A 3-dimensional texture with width, height, and depth." msgstr "" #: doc/classes/VisualServer.xml:3209 msgid "Repeats the texture (instead of clamp to edge)." msgstr "" #: doc/classes/VisualServer.xml:3222 msgid "Repeats the texture with alternate sections mirrored." msgstr "" #: doc/classes/VisualServer.xml:3228 msgid "" "Default flags. [constant TEXTURE_FLAG_MIPMAPS], [constant " "TEXTURE_FLAG_REPEAT] and [constant TEXTURE_FLAG_FILTER] are enabled." msgstr "" #: doc/classes/VisualServer.xml:3231 msgid "Shader is a 3D shader." msgstr "" #: doc/classes/VisualServer.xml:3234 msgid "Shader is a 2D shader." msgstr "" #: doc/classes/VisualServer.xml:3237 msgid "Shader is a particle shader." msgstr "" #: doc/classes/VisualServer.xml:3240 msgid "Represents the size of the [enum ShaderMode] enum." msgstr "" #: doc/classes/VisualServer.xml:3243 msgid "Array is a vertex array." msgstr "" #: doc/classes/VisualServer.xml:3246 msgid "Array is a normal array." msgstr "" #: doc/classes/VisualServer.xml:3249 msgid "Array is a tangent array." msgstr "" #: doc/classes/VisualServer.xml:3252 msgid "Array is a color array." msgstr "" #: doc/classes/VisualServer.xml:3255 msgid "Array is an UV coordinates array." msgstr "" #: doc/classes/VisualServer.xml:3258 msgid "Array is an UV coordinates array for the second UV coordinates." msgstr "" #: doc/classes/VisualServer.xml:3261 msgid "Array contains bone information." msgstr "" #: doc/classes/VisualServer.xml:3264 msgid "Array is weight information." msgstr "" #: doc/classes/VisualServer.xml:3267 msgid "Array is index array." msgstr "" #: doc/classes/VisualServer.xml:3273 msgid "Flag used to mark a vertex array." msgstr "" #: doc/classes/VisualServer.xml:3276 msgid "Flag used to mark a normal array." msgstr "" #: doc/classes/VisualServer.xml:3279 msgid "Flag used to mark a tangent array." msgstr "" #: doc/classes/VisualServer.xml:3282 msgid "Flag used to mark a color array." msgstr "" #: doc/classes/VisualServer.xml:3285 msgid "Flag used to mark an UV coordinates array." msgstr "" #: doc/classes/VisualServer.xml:3288 msgid "" "Flag used to mark an UV coordinates array for the second UV coordinates." msgstr "" #: doc/classes/VisualServer.xml:3291 msgid "Flag used to mark a bone information array." msgstr "" #: doc/classes/VisualServer.xml:3294 msgid "Flag used to mark a weights array." msgstr "" #: doc/classes/VisualServer.xml:3297 msgid "Flag used to mark an index array." msgstr "" #: doc/classes/VisualServer.xml:3336 msgid "" "Used to set flags [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], and [constant " "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly." msgstr "" #: doc/classes/VisualServer.xml:3339 msgid "Primitive to draw consists of points." msgstr "" #: doc/classes/VisualServer.xml:3342 msgid "Primitive to draw consists of lines." msgstr "" #: doc/classes/VisualServer.xml:3345 msgid "Primitive to draw consists of a line strip from start to end." msgstr "" #: doc/classes/VisualServer.xml:3348 msgid "" "Primitive to draw consists of a line loop (a line strip with a line between " "the last and the first vertex)." msgstr "" #: doc/classes/VisualServer.xml:3351 msgid "Primitive to draw consists of triangles." msgstr "" #: doc/classes/VisualServer.xml:3354 msgid "" "Primitive to draw consists of a triangle strip (the last 3 vertices are " "always combined to make a triangle)." msgstr "" #: doc/classes/VisualServer.xml:3357 msgid "" "Primitive to draw consists of a triangle strip (the last 2 vertices are " "always combined with the first to make a triangle)." msgstr "" #: doc/classes/VisualServer.xml:3360 msgid "Represents the size of the [enum PrimitiveType] enum." msgstr "" #: doc/classes/VisualServer.xml:3369 msgid "Is a directional (sun) light." msgstr "" #: doc/classes/VisualServer.xml:3372 msgid "Is an omni light." msgstr "" #: doc/classes/VisualServer.xml:3375 msgid "Is a spot light." msgstr "" #: doc/classes/VisualServer.xml:3378 msgid "The light's energy." msgstr "" #: doc/classes/VisualServer.xml:3381 msgid "Secondary multiplier used with indirect light (light bounces)." msgstr "" #: doc/classes/VisualServer.xml:3384 msgid "" "The light's size, currently only used for soft shadows in baked lightmaps." msgstr "" #: doc/classes/VisualServer.xml:3387 msgid "The light's influence on specularity." msgstr "" #: doc/classes/VisualServer.xml:3390 msgid "The light's range." msgstr "" #: doc/classes/VisualServer.xml:3393 msgid "The light's attenuation." msgstr "" #: doc/classes/VisualServer.xml:3396 msgid "The spotlight's angle." msgstr "" #: doc/classes/VisualServer.xml:3399 msgid "The spotlight's attenuation." msgstr "" #: doc/classes/VisualServer.xml:3402 msgid "Scales the shadow color." msgstr "" #: doc/classes/VisualServer.xml:3405 msgid "Max distance that shadows will be rendered." msgstr "" #: doc/classes/VisualServer.xml:3408 msgid "Proportion of shadow atlas occupied by the first split." msgstr "" #: doc/classes/VisualServer.xml:3411 msgid "Proportion of shadow atlas occupied by the second split." msgstr "" #: doc/classes/VisualServer.xml:3414 msgid "" "Proportion of shadow atlas occupied by the third split. The fourth split " "occupies the rest." msgstr "" #: doc/classes/VisualServer.xml:3417 msgid "" "Normal bias used to offset shadow lookup by object normal. Can be used to " "fix self-shadowing artifacts." msgstr "" #: doc/classes/VisualServer.xml:3420 msgid "Bias the shadow lookup to fix self-shadowing artifacts." msgstr "" #: doc/classes/VisualServer.xml:3423 msgid "" "Increases bias on further splits to fix self-shadowing that only occurs far " "away from the camera." msgstr "" #: doc/classes/VisualServer.xml:3426 msgid "Represents the size of the [enum LightParam] enum." msgstr "" #: doc/classes/VisualServer.xml:3435 msgid "Use a dual paraboloid shadow map for omni lights." msgstr "" #: doc/classes/VisualServer.xml:3438 msgid "" "Use a cubemap shadow map for omni lights. Slower but better quality than " "dual paraboloid." msgstr "" #: doc/classes/VisualServer.xml:3441 msgid "Use more detail vertically when computing shadow map." msgstr "" #: doc/classes/VisualServer.xml:3444 msgid "Use more detail horizontally when computing shadow map." msgstr "" #: doc/classes/VisualServer.xml:3447 msgid "Use orthogonal shadow projection for directional light." msgstr "" #: doc/classes/VisualServer.xml:3450 msgid "Use 2 splits for shadow projection when using directional light." msgstr "" #: doc/classes/VisualServer.xml:3453 msgid "Use 4 splits for shadow projection when using directional light." msgstr "" #: doc/classes/VisualServer.xml:3456 msgid "" "Keeps shadows stable as camera moves but has lower effective resolution." msgstr "" #: doc/classes/VisualServer.xml:3459 msgid "" "Optimize use of shadow maps, increasing the effective resolution. But may " "result in shadows moving or flickering slightly." msgstr "" #: doc/classes/VisualServer.xml:3462 msgid "Do not update the viewport." msgstr "" #: doc/classes/VisualServer.xml:3465 msgid "Update the viewport once then set to disabled." msgstr "" #: doc/classes/VisualServer.xml:3468 msgid "Update the viewport whenever it is visible." msgstr "" #: doc/classes/VisualServer.xml:3471 msgid "Always update the viewport." msgstr "" #: doc/classes/VisualServer.xml:3474 msgid "The viewport is always cleared before drawing." msgstr "" #: doc/classes/VisualServer.xml:3477 msgid "The viewport is never cleared before drawing." msgstr "" #: doc/classes/VisualServer.xml:3480 msgid "" "The viewport is cleared once, then the clear mode is set to [constant " "VIEWPORT_CLEAR_NEVER]." msgstr "" #: doc/classes/VisualServer.xml:3483 msgid "Multisample antialiasing is disabled." msgstr "" #: doc/classes/VisualServer.xml:3486 msgid "Multisample antialiasing is set to 2×." msgstr "" #: doc/classes/VisualServer.xml:3489 msgid "Multisample antialiasing is set to 4×." msgstr "" #: doc/classes/VisualServer.xml:3492 msgid "Multisample antialiasing is set to 8×." msgstr "" #: doc/classes/VisualServer.xml:3495 msgid "Multisample antialiasing is set to 16×." msgstr "" #: doc/classes/VisualServer.xml:3498 msgid "" "Multisample antialiasing is set to 2× on external texture. Special mode for " "GLES2 Android VR (Oculus Quest and Go)." msgstr "" #: doc/classes/VisualServer.xml:3501 msgid "" "Multisample antialiasing is set to 4× on external texture. Special mode for " "GLES2 Android VR (Oculus Quest and Go)." msgstr "" #: doc/classes/VisualServer.xml:3504 msgid "The Viewport does not render 3D but samples." msgstr "" #: doc/classes/VisualServer.xml:3507 msgid "The Viewport does not render 3D and does not sample." msgstr "" #: doc/classes/VisualServer.xml:3510 msgid "The Viewport renders 3D with effects." msgstr "" #: doc/classes/VisualServer.xml:3513 msgid "The Viewport renders 3D but without effects." msgstr "" #: doc/classes/VisualServer.xml:3516 msgid "Number of objects drawn in a single frame." msgstr "" #: doc/classes/VisualServer.xml:3519 msgid "Number of vertices drawn in a single frame." msgstr "" #: doc/classes/VisualServer.xml:3522 msgid "Number of material changes during this frame." msgstr "" #: doc/classes/VisualServer.xml:3525 msgid "Number of shader changes during this frame." msgstr "" #: doc/classes/VisualServer.xml:3528 msgid "Number of surface changes during this frame." msgstr "" #: doc/classes/VisualServer.xml:3531 msgid "Number of draw calls during this frame." msgstr "" #: doc/classes/VisualServer.xml:3534 msgid "Number of 2d items drawn this frame." msgstr "" #: doc/classes/VisualServer.xml:3537 msgid "Number of 2d draw calls during this frame." msgstr "" #: doc/classes/VisualServer.xml:3540 msgid "Represents the size of the [enum ViewportRenderInfo] enum." msgstr "" #: doc/classes/VisualServer.xml:3543 msgid "Debug draw is disabled. Default setting." msgstr "" #: doc/classes/VisualServer.xml:3546 msgid "Debug draw sets objects to unshaded." msgstr "" #: doc/classes/VisualServer.xml:3549 msgid "Overwrites clear color to [code](0,0,0,0)[/code]." msgstr "" #: doc/classes/VisualServer.xml:3552 msgid "Debug draw draws objects in wireframe." msgstr "" #: doc/classes/VisualServer.xml:3555 msgid "Do not use a debug mode." msgstr "" #: doc/classes/VisualServer.xml:3558 msgid "Draw all objects as wireframe models." msgstr "" #: doc/classes/VisualServer.xml:3561 msgid "" "Draw all objects in a way that displays how much overdraw is occurring. " "Overdraw occurs when a section of pixels is drawn and shaded and then " "another object covers it up. To optimize a scene, you should reduce overdraw." msgstr "" #: doc/classes/VisualServer.xml:3564 msgid "" "Draw all objects without shading. Equivalent to setting all objects shaders " "to [code]unshaded[/code]." msgstr "" #: doc/classes/VisualServer.xml:3567 msgid "The instance does not have a type." msgstr "" #: doc/classes/VisualServer.xml:3570 msgid "The instance is a mesh." msgstr "" #: doc/classes/VisualServer.xml:3573 msgid "The instance is a multimesh." msgstr "" #: doc/classes/VisualServer.xml:3576 msgid "The instance is an immediate geometry." msgstr "" #: doc/classes/VisualServer.xml:3579 msgid "The instance is a particle emitter." msgstr "" #: doc/classes/VisualServer.xml:3582 msgid "The instance is a light." msgstr "" #: doc/classes/VisualServer.xml:3585 msgid "The instance is a reflection probe." msgstr "" #: doc/classes/VisualServer.xml:3588 msgid "The instance is a GI probe." msgstr "" #: doc/classes/VisualServer.xml:3591 msgid "The instance is a lightmap capture." msgstr "" #: doc/classes/VisualServer.xml:3594 msgid "Represents the size of the [enum InstanceType] enum." msgstr "" #: doc/classes/VisualServer.xml:3597 msgid "" "A combination of the flags of geometry instances (mesh, multimesh, immediate " "and particles)." msgstr "" #: doc/classes/VisualServer.xml:3600 msgid "Allows the instance to be used in baked lighting." msgstr "" #: doc/classes/VisualServer.xml:3603 msgid "When set, manually requests to draw geometry on next frame." msgstr "" #: doc/classes/VisualServer.xml:3606 msgid "Represents the size of the [enum InstanceFlags] enum." msgstr "" #: doc/classes/VisualServer.xml:3609 msgid "Disable shadows from this instance." msgstr "" #: doc/classes/VisualServer.xml:3612 msgid "Cast shadows from this instance." msgstr "" #: doc/classes/VisualServer.xml:3615 msgid "" "Disable backface culling when rendering the shadow of the object. This is " "slightly slower but may result in more correct shadows." msgstr "" #: doc/classes/VisualServer.xml:3618 msgid "" "Only render the shadows from the object. The object itself will not be drawn." msgstr "" #: doc/classes/VisualServer.xml:3621 msgid "The nine patch gets stretched where needed." msgstr "" #: doc/classes/VisualServer.xml:3624 msgid "The nine patch gets filled with tiles where needed." msgstr "" #: doc/classes/VisualServer.xml:3627 msgid "" "The nine patch gets filled with tiles where needed and stretches them a bit " "if needed." msgstr "" #: doc/classes/VisualServer.xml:3630 msgid "Adds light color additive to the canvas." msgstr "" #: doc/classes/VisualServer.xml:3633 msgid "Adds light color subtractive to the canvas." msgstr "" #: doc/classes/VisualServer.xml:3636 msgid "The light adds color depending on transparency." msgstr "" #: doc/classes/VisualServer.xml:3639 msgid "The light adds color depending on mask." msgstr "" #: doc/classes/VisualServer.xml:3642 msgid "Do not apply a filter to canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml:3645 msgid "Use PCF3 filtering to filter canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml:3648 msgid "Use PCF5 filtering to filter canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml:3651 msgid "Use PCF7 filtering to filter canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml:3654 msgid "Use PCF9 filtering to filter canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml:3657 msgid "Use PCF13 filtering to filter canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml:3660 msgid "Culling of the canvas occluder is disabled." msgstr "" #: doc/classes/VisualServer.xml:3663 msgid "Culling of the canvas occluder is clockwise." msgstr "" #: doc/classes/VisualServer.xml:3666 msgid "Culling of the canvas occluder is counterclockwise." msgstr "" #: doc/classes/VisualServer.xml:3669 msgid "The amount of objects in the frame." msgstr "" #: doc/classes/VisualServer.xml:3672 msgid "The amount of vertices in the frame." msgstr "" #: doc/classes/VisualServer.xml:3675 msgid "The amount of modified materials in the frame." msgstr "" #: doc/classes/VisualServer.xml:3678 msgid "The amount of shader rebinds in the frame." msgstr "" #: doc/classes/VisualServer.xml:3681 msgid "The amount of surface changes in the frame." msgstr "" #: doc/classes/VisualServer.xml:3684 msgid "The amount of draw calls in frame." msgstr "" #: doc/classes/VisualServer.xml:3687 #, fuzzy msgid "The amount of 2d items in the frame." msgstr "Gibt die Anzahl der Spuren in der Animation zurück." #: doc/classes/VisualServer.xml:3690 msgid "The amount of 2d draw calls in frame." msgstr "" #: doc/classes/VisualServer.xml:3705 msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml:3708 msgid "" "Hardware supports multithreading. This enum is currently unused in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml:3711 msgid "Use [Transform2D] to store MultiMesh transform." msgstr "" #: doc/classes/VisualServer.xml:3714 msgid "Use [Transform] to store MultiMesh transform." msgstr "" #: doc/classes/VisualServer.xml:3717 msgid "MultiMesh does not use per-instance color." msgstr "" #: doc/classes/VisualServer.xml:3720 msgid "" "MultiMesh color uses 8 bits per component. This packs the color into a " "single float." msgstr "" #: doc/classes/VisualServer.xml:3723 msgid "MultiMesh color uses a float per channel." msgstr "" #: doc/classes/VisualServer.xml:3726 msgid "MultiMesh does not use custom data." msgstr "" #: doc/classes/VisualServer.xml:3729 msgid "" "MultiMesh custom data uses 8 bits per component. This packs the 4-component " "custom data into a single float." msgstr "" #: doc/classes/VisualServer.xml:3732 msgid "MultiMesh custom data uses a float per component." msgstr "" #: doc/classes/VisualServer.xml:3735 msgid "Reflection probe will update reflections once and then stop." msgstr "" #: doc/classes/VisualServer.xml:3738 msgid "" "Reflection probe will update each frame. This mode is necessary to capture " "moving objects." msgstr "" #: doc/classes/VisualServer.xml:3741 msgid "Draw particles in the order that they appear in the particles array." msgstr "" #: doc/classes/VisualServer.xml:3744 msgid "Sort particles based on their lifetime." msgstr "" #: doc/classes/VisualServer.xml:3747 msgid "Sort particles based on their distance to the camera." msgstr "" #: doc/classes/VisualServer.xml:3750 msgid "Use the clear color as background." msgstr "" #: doc/classes/VisualServer.xml:3753 msgid "Use a specified color as the background." msgstr "" #: doc/classes/VisualServer.xml:3756 msgid "Use a sky resource for the background." msgstr "" #: doc/classes/VisualServer.xml:3759 msgid "" "Use a custom color for background, but use a sky for shading and reflections." msgstr "" #: doc/classes/VisualServer.xml:3762 msgid "" "Use a specified canvas layer as the background. This can be useful for " "instantiating a 2D scene in a 3D world." msgstr "" #: doc/classes/VisualServer.xml:3765 msgid "" "Do not clear the background, use whatever was rendered last frame as the " "background." msgstr "" #: doc/classes/VisualServer.xml:3768 msgid "Represents the size of the [enum EnvironmentBG] enum." msgstr "" #: doc/classes/VisualServer.xml:3771 msgid "Use lowest blur quality. Fastest, but may look bad." msgstr "" #: doc/classes/VisualServer.xml:3774 msgid "Use medium blur quality." msgstr "" #: doc/classes/VisualServer.xml:3777 msgid "Used highest blur quality. Looks the best, but is the slowest." msgstr "" #: doc/classes/VisualServer.xml:3780 msgid "Add the effect of the glow on top of the scene." msgstr "" #: doc/classes/VisualServer.xml:3783 msgid "" "Blends the glow effect with the screen. Does not get as bright as additive." msgstr "" #: doc/classes/VisualServer.xml:3786 msgid "Produces a subtle color disturbance around objects." msgstr "" #: doc/classes/VisualServer.xml:3789 msgid "Shows the glow effect by itself without the underlying scene." msgstr "" #: doc/classes/VisualServer.xml:3792 msgid "Output color as they came in." msgstr "" #: doc/classes/VisualServer.xml:3795 msgid "Use the Reinhard tonemapper." msgstr "" #: doc/classes/VisualServer.xml:3798 msgid "Use the filmic tonemapper." msgstr "" #: doc/classes/VisualServer.xml:3801 msgid "Use the ACES tonemapper." msgstr "" #: doc/classes/VisualServer.xml:3804 msgid "Use the ACES Fitted tonemapper." msgstr "" #: doc/classes/VisualServer.xml:3807 msgid "Lowest quality of screen space ambient occlusion." msgstr "" #: doc/classes/VisualServer.xml:3810 msgid "Medium quality screen space ambient occlusion." msgstr "" #: doc/classes/VisualServer.xml:3813 msgid "Highest quality screen space ambient occlusion." msgstr "" #: doc/classes/VisualServer.xml:3816 msgid "Disables the blur set for SSAO. Will make SSAO look noisier." msgstr "" #: doc/classes/VisualServer.xml:3819 msgid "Perform a 1x1 blur on the SSAO output." msgstr "" #: doc/classes/VisualServer.xml:3822 msgid "Performs a 2x2 blur on the SSAO output." msgstr "" #: doc/classes/VisualServer.xml:3825 msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO." msgstr "" #: doc/classes/VisualShader.xml:4 msgid "A custom shader program with a visual editor." msgstr "" #: doc/classes/VisualShader.xml:7 msgid "" "This class allows you to define a custom shader program that can be used for " "various materials to render objects.\n" "The visual shader editor creates the shader." msgstr "" #: doc/classes/VisualShader.xml:20 msgid "Adds the specified node to the shader." msgstr "" #: doc/classes/VisualShader.xml:31 msgid "" "Returns [code]true[/code] if the specified nodes and ports can be connected " "together." msgstr "" #: doc/classes/VisualShader.xml:42 doc/classes/VisualShader.xml:64 msgid "Connects the specified nodes and ports." msgstr "" #: doc/classes/VisualShader.xml:53 msgid "" "Connects the specified nodes and ports, even if they can't be connected. " "Such connection is invalid and will not function properly." msgstr "" #: doc/classes/VisualShader.xml:72 msgid "" "Returns the shader node instance with specified [code]type[/code] and " "[code]id[/code]." msgstr "" #: doc/classes/VisualShader.xml:79 msgid "Returns the list of connected nodes with the specified type." msgstr "" #: doc/classes/VisualShader.xml:86 msgid "Returns the list of all nodes in the shader with the specified type." msgstr "" #: doc/classes/VisualShader.xml:94 msgid "Returns the position of the specified node within the shader graph." msgstr "" #: doc/classes/VisualShader.xml:111 msgid "" "Returns [code]true[/code] if the specified node and port connection exist." msgstr "" #: doc/classes/VisualShader.xml:119 msgid "Removes the specified node from the shader." msgstr "" #: doc/classes/VisualShader.xml:126 msgid "Sets the mode of this shader." msgstr "" #: doc/classes/VisualShader.xml:135 msgid "Sets the position of the specified node." msgstr "" #: doc/classes/VisualShader.xml:141 msgid "The offset vector of the whole graph." msgstr "" #: doc/classes/VisualShader.xml:146 msgid "A vertex shader, operating on vertices." msgstr "" #: doc/classes/VisualShader.xml:149 msgid "A fragment shader, operating on fragments (pixels)." msgstr "" #: doc/classes/VisualShader.xml:152 msgid "A shader for light calculations." msgstr "" #: doc/classes/VisualShader.xml:155 msgid "Represents the size of the [enum Type] enum." msgstr "" #: doc/classes/VisualShaderNode.xml:4 msgid "Base class for nodes in a visual shader graph." msgstr "" #: doc/classes/VisualShaderNode.xml:7 msgid "" "Visual shader graphs consist of various nodes. Each node in the graph is a " "separate object and they are represented as a rectangular boxes with title " "and a set of properties. Each node has also connection ports that allow to " "connect it to another nodes and control the flow of the shader." msgstr "" #: doc/classes/VisualShaderNode.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/shaders/visual_shaders.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/shading/visual_shaders.html" #: doc/classes/VisualShaderNode.xml:16 msgid "" "Returns an [Array] containing default values for all of the input ports of " "the node in the form [code][index0, value0, index1, value1, ...][/code]." msgstr "" #: doc/classes/VisualShaderNode.xml:23 msgid "Returns the default value of the input [code]port[/code]." msgstr "" #: doc/classes/VisualShaderNode.xml:30 msgid "" "Sets the default input ports values using an [Array] of the form [code]" "[index0, value0, index1, value1, ...][/code]. For example: [code][0, " "Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]." msgstr "" #: doc/classes/VisualShaderNode.xml:38 msgid "Sets the default value for the selected input [code]port[/code]." msgstr "" #: doc/classes/VisualShaderNode.xml:44 msgid "" "Sets the output port index which will be showed for preview. If set to " "[code]-1[/code] no port will be open for preview." msgstr "" #: doc/classes/VisualShaderNode.xml:50 msgid "" "Emitted when the node requests an editor refresh. Currently called only in " "setter of [member VisualShaderNodeTexture.source], " "[VisualShaderNodeTexture], and [VisualShaderNodeCubeMap] (and their " "derivatives)." msgstr "" #: doc/classes/VisualShaderNode.xml:56 msgid "" "Floating-point scalar. Translated to [code]float[/code] type in shader code." msgstr "" #: doc/classes/VisualShaderNode.xml:59 msgid "" "3D vector of floating-point values. Translated to [code]vec3[/code] type in " "shader code." msgstr "" #: doc/classes/VisualShaderNode.xml:62 msgid "Boolean type. Translated to [code]bool[/code] type in shader code." msgstr "" #: doc/classes/VisualShaderNode.xml:65 msgid "Transform type. Translated to [code]mat4[/code] type in shader code." msgstr "" #: doc/classes/VisualShaderNode.xml:68 msgid "" "Sampler type. Translated to reference of sampler uniform in shader code. Can " "only be used for input ports in non-uniform nodes." msgstr "" #: doc/classes/VisualShaderNode.xml:71 msgid "Represents the size of the [enum PortType] enum." msgstr "" #: doc/classes/VisualShaderNodeBooleanConstant.xml:4 msgid "A boolean constant to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeBooleanConstant.xml:7 msgid "" "Has only one output port and no inputs.\n" "Translated to [code]bool[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeBooleanConstant.xml:16 msgid "A boolean constant which represents a state of this node." msgstr "" #: doc/classes/VisualShaderNodeBooleanUniform.xml:4 msgid "A boolean uniform to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeBooleanUniform.xml:7 msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeColorConstant.xml:4 msgid "A [Color] constant to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeColorConstant.xml:7 msgid "" "Has two output ports representing RGB and alpha channels of [Color].\n" "Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the " "shader language." msgstr "" #: doc/classes/VisualShaderNodeColorConstant.xml:16 msgid "A [Color] constant which represents a state of this node." msgstr "" #: doc/classes/VisualShaderNodeColorFunc.xml:4 msgid "A [Color] function to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeColorFunc.xml:7 msgid "" "Accept a [Color] to the input port and transform it according to [member " "function]." msgstr "" #: doc/classes/VisualShaderNodeColorFunc.xml:15 msgid "" "A function to be applied to the input color. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeColorFunc.xml:20 msgid "" "Converts the color to grayscale using the following formula:\n" "[codeblock]\n" "vec3 c = input;\n" "float max1 = max(c.r, c.g);\n" "float max2 = max(max1, c.b);\n" "float max3 = max(max1, max2);\n" "return vec3(max3, max3, max3);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorFunc.xml:30 msgid "" "Applies sepia tone effect using the following formula:\n" "[codeblock]\n" "vec3 c = input;\n" "float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n" "float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n" "float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n" "return vec3(r, g, b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:4 msgid "A [Color] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:7 msgid "Applies [member operator] to two color inputs." msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:15 msgid "" "An operator to be applied to the inputs. See [enum Operator] for options." msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:20 msgid "" "Produce a screen effect with the following formula:\n" "[codeblock]\n" "result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:26 msgid "" "Produce a difference effect with the following formula:\n" "[codeblock]\n" "result = abs(a - b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:32 msgid "" "Produce a darken effect with the following formula:\n" "[codeblock]\n" "result = min(a, b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:38 msgid "" "Produce a lighten effect with the following formula:\n" "[codeblock]\n" "result = max(a, b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:44 msgid "" "Produce an overlay effect with the following formula:\n" "[codeblock]\n" "for (int i = 0; i < 3; i++) {\n" " float base = a[i];\n" " float blend = b[i];\n" " if (base < 0.5) {\n" " result[i] = 2.0 * base * blend;\n" " } else {\n" " result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n" " }\n" "}\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:58 msgid "" "Produce a dodge effect with the following formula:\n" "[codeblock]\n" "result = a / (vec3(1.0) - b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:64 msgid "" "Produce a burn effect with the following formula:\n" "[codeblock]\n" "result = vec3(1.0) - (vec3(1.0) - a) / b;\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:70 msgid "" "Produce a soft light effect with the following formula:\n" "[codeblock]\n" "for (int i = 0; i < 3; i++) {\n" " float base = a[i];\n" " float blend = b[i];\n" " if (base < 0.5) {\n" " result[i] = base * (blend + 0.5);\n" " } else {\n" " result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n" " }\n" "}\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:84 msgid "" "Produce a hard light effect with the following formula:\n" "[codeblock]\n" "for (int i = 0; i < 3; i++) {\n" " float base = a[i];\n" " float blend = b[i];\n" " if (base < 0.5) {\n" " result[i] = base * (2.0 * blend);\n" " } else {\n" " result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));\n" " }\n" "}\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorUniform.xml:4 msgid "A [Color] uniform to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeColorUniform.xml:7 msgid "Translated to [code]uniform vec4[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:4 msgid "A comparison function for common types within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:7 msgid "" "Compares [code]a[/code] and [code]b[/code] of [member type] by [member " "function]. Returns a boolean scalar. Translates to [code]if[/code] " "instruction in shader code." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:15 msgid "" "Extra condition which is applied if [member type] is set to [constant " "CTYPE_VECTOR]." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:18 msgid "A comparison function. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:21 msgid "" "The type to be used in the comparison. See [enum ComparisonType] for options." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:26 msgid "A floating-point scalar." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:29 msgid "A 3D vector type." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:32 msgid "A boolean type." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:35 msgid "A transform ([code]mat4[/code]) type." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:38 msgid "Comparison for equality ([code]a == b[/code])." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:41 msgid "Comparison for inequality ([code]a != b[/code])." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:44 msgid "" "Comparison for greater than ([code]a > b[/code]). Cannot be used if [member " "type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:47 msgid "" "Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used " "if [member type] set to [constant CTYPE_BOOLEAN] or [constant " "CTYPE_TRANSFORM]." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:50 msgid "" "Comparison for less than ([code]a < b[/code]). Cannot be used if [member " "type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:53 msgid "" "Comparison for less than or equal ([code]a < b[/code]). Cannot be used if " "[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:56 msgid "" "The result will be true if all of component in vector satisfy the comparison " "condition." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:59 msgid "" "The result will be true if any of component in vector satisfy the comparison " "condition." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml:4 msgid "A [CubeMap] sampling node to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml:7 msgid "" "Translated to [code]texture(cubemap, vec3)[/code] in the shader language. " "Returns a color vector and alpha channel as scalar." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml:15 msgid "" "The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as " "[member source]." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml:18 msgid "" "Defines which source should be used for the sampling. See [enum Source] for " "options." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml:21 #: doc/classes/VisualShaderNodeTextureUniform.xml:18 msgid "" "Defines the type of data provided by the source texture. See [enum " "TextureType] for options." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml:26 msgid "" "Use the [CubeMap] set via [member cube_map]. If this is set to [member " "source], the [code]samplerCube[/code] port is ignored." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml:29 msgid "" "Use the [CubeMap] sampler reference passed via the [code]samplerCube[/code] " "port. If this is set to [member source], the [member cube_map] texture is " "ignored." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml:32 #: doc/classes/VisualShaderNodeTexture.xml:44 #: doc/classes/VisualShaderNodeTextureUniform.xml:23 msgid "No hints are added to the uniform declaration." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml:35 #: doc/classes/VisualShaderNodeTexture.xml:47 #: doc/classes/VisualShaderNodeTextureUniform.xml:26 msgid "" "Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper " "sRGB to linear conversion." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml:38 #: doc/classes/VisualShaderNodeTexture.xml:50 #: doc/classes/VisualShaderNodeTextureUniform.xml:29 msgid "" "Adds [code]hint_normal[/code] as hint to the uniform declaration, which " "internally converts the texture for proper usage as normal map." msgstr "" #: doc/classes/VisualShaderNodeCubeMapUniform.xml:4 msgid "A [CubeMap] uniform node to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeCubeMapUniform.xml:7 msgid "" "Translated to [code]uniform samplerCube[/code] in the shader language. The " "output value can be used as port for [VisualShaderNodeCubeMap]." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:4 msgid "" "Virtual class to define custom [VisualShaderNode]s for use in the Visual " "Shader Editor." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:7 msgid "" "By inheriting this class you can create a custom [VisualShader] script addon " "which will be automatically added to the Visual Shader Editor. The " "[VisualShaderNode]'s behavior is defined by overriding the provided virtual " "methods.\n" "In order for the node to be registered as an editor addon, you must use the " "[code]tool[/code] keyword and provide a [code]class_name[/code] for your " "custom script. For example:\n" "[codeblock]\n" "tool\n" "extends VisualShaderNodeCustom\n" "class_name VisualShaderNodeNoise\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:16 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/" "visual_shader_plugins.html" msgstr "" "https://docs.godotengine.org/de/latest/tutorials/plugins/editor/" "visual_shader_plugins.html" #: doc/classes/VisualShaderNodeCustom.xml:22 msgid "" "Override this method to define the category of the associated custom node in " "the Visual Shader Editor's members dialog. The path may look like " "[code]\"MyGame/MyFunctions/Noise\"[/code].\n" "Defining this method is [b]optional[/b]. If not overridden, the node will be " "filed under the \"Custom\" category." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:33 msgid "" "Override this method to define the actual shader code of the associated " "custom node. The shader code should be returned as a string, which can have " "multiple lines (the [code]\"\"\"[/code] multiline string construct can be " "used for convenience).\n" "The [code]input_vars[/code] and [code]output_vars[/code] arrays contain the " "string names of the various input and output variables, as defined by " "[code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in " "this class.\n" "The output ports can be assigned values in the shader code. For example, " "[code]return output_vars[0] + \" = \" + input_vars[0] + \";\"[/code].\n" "You can customize the generated code based on the shader [code]mode[/code] " "(see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader." "Type]).\n" "Defining this method is [b]required[/b]." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:43 msgid "" "Override this method to define the description of the associated custom node " "in the Visual Shader Editor's members dialog.\n" "Defining this method is [b]optional[/b]." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:51 msgid "" "Override this method to add shader code on top of the global shader, to " "define your own standard library of reusable methods, varyings, constants, " "uniforms, etc. The shader code should be returned as a string, which can " "have multiple lines (the [code]\"\"\"[/code] multiline string construct can " "be used for convenience).\n" "Be careful with this functionality as it can cause name conflicts with other " "custom nodes, so be sure to give the defined entities unique names.\n" "You can customize the generated code based on the shader [code]mode[/code] " "(see [enum Shader.Mode]).\n" "Defining this method is [b]optional[/b]." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:60 msgid "" "Override this method to define the amount of input ports of the associated " "custom node.\n" "Defining this method is [b]required[/b]. If not overridden, the node has no " "input ports." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:68 msgid "" "Override this method to define the names of input ports of the associated " "custom node. The names are used both for the input slots in the editor and " "as identifiers in the shader code, and are passed in the [code]input_vars[/" "code] array in [method _get_code].\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "input ports are named as [code]\"in\" + str(port)[/code]." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:76 msgid "" "Override this method to define the returned type of each input port of the " "associated custom node (see [enum VisualShaderNode.PortType] for possible " "types).\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] " "type." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:83 msgid "" "Override this method to define the name of the associated custom node in the " "Visual Shader Editor's members dialog and graph.\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "the node will be named as \"Unnamed\"." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:90 msgid "" "Override this method to define the amount of output ports of the associated " "custom node.\n" "Defining this method is [b]required[/b]. If not overridden, the node has no " "output ports." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:98 msgid "" "Override this method to define the names of output ports of the associated " "custom node. The names are used both for the output slots in the editor and " "as identifiers in the shader code, and are passed in the [code]output_vars[/" "code] array in [method _get_code].\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "output ports are named as [code]\"out\" + str(port)[/code]." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:106 msgid "" "Override this method to define the returned type of each output port of the " "associated custom node (see [enum VisualShaderNode.PortType] for possible " "types).\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] " "type." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:113 msgid "" "Override this method to define the return icon of the associated custom node " "in the Visual Shader Editor's members dialog.\n" "Defining this method is [b]optional[/b]. If not overridden, no return icon " "is shown." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:120 msgid "" "Override this method to define the subcategory of the associated custom node " "in the Visual Shader Editor's members dialog.\n" "Defining this method is [b]optional[/b]. If not overridden, the node will be " "filed under the root of the main category (see [method _get_category])." msgstr "" #: doc/classes/VisualShaderNodeDeterminant.xml:4 msgid "" "Calculates the determinant of a [Transform] within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeDeterminant.xml:7 msgid "Translates to [code]determinant(x)[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeDotProduct.xml:4 msgid "Calculates a dot product of two vectors within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeDotProduct.xml:7 msgid "Translates to [code]dot(a, b)[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeExpression.xml:4 msgid "" "A custom visual shader graph expression written in Godot Shading Language." msgstr "" #: doc/classes/VisualShaderNodeExpression.xml:7 msgid "" "Custom Godot Shading Language expression, with a custom amount of input and " "output ports.\n" "The provided code is directly injected into the graph's matching shader " "function ([code]vertex[/code], [code]fragment[/code], or [code]light[/" "code]), so it cannot be used to declare functions, varyings, uniforms, or " "global constants. See [VisualShaderNodeGlobalExpression] for such global " "definitions." msgstr "" #: doc/classes/VisualShaderNodeExpression.xml:16 msgid "" "An expression in Godot Shading Language, which will be injected at the start " "of the graph's matching shader function ([code]vertex[/code], " "[code]fragment[/code], or [code]light[/code]), and thus cannot be used to " "declare functions, varyings, uniforms, or global constants." msgstr "" #: doc/classes/VisualShaderNodeFaceForward.xml:4 msgid "" "Returns the vector that points in the same direction as a reference vector " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeFaceForward.xml:7 msgid "" "Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. " "The function has three vector parameters: [code]N[/code], the vector to " "orient, [code]I[/code], the incident vector, and [code]Nref[/code], the " "reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] " "is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-" "N[/code] is returned." msgstr "" #: doc/classes/VisualShaderNodeFresnel.xml:4 msgid "A Fresnel effect to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeFresnel.xml:7 msgid "" "Returns falloff based on the dot product of surface normal and view " "direction of camera (pass associated inputs to it)." msgstr "" "Gibt den Abfall abgeleitet aus dem Skalarprodukt zwischen Flächennormale und " "Kamerablickrichtung zurück (zugeordnete Eingänge müssen übergeben werden)." #: doc/classes/VisualShaderNodeGlobalExpression.xml:4 msgid "" "A custom global visual shader graph expression written in Godot Shading " "Language." msgstr "" #: doc/classes/VisualShaderNodeGlobalExpression.xml:7 msgid "" "Custom Godot Shader Language expression, which is placed on top of the " "generated shader. You can place various function definitions inside to call " "later in [VisualShaderNodeExpression]s (which are injected in the main " "shader functions). You can also declare varyings, uniforms and global " "constants." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:4 msgid "" "Base class for a family of nodes with variable amount of input and output " "ports within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:7 msgid "Currently, has no direct usage, use the derived classes instead." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:18 msgid "" "Adds an input port with the specified [code]type[/code] (see [enum " "VisualShaderNode.PortType]) and [code]name[/code]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:27 msgid "" "Adds an output port with the specified [code]type[/code] (see [enum " "VisualShaderNode.PortType]) and [code]name[/code]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:33 msgid "Removes all previously specified input ports." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:39 msgid "Removes all previously specified output ports." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:45 msgid "" "Returns a free input port ID which can be used in [method add_input_port]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:51 msgid "" "Returns a free output port ID which can be used in [method add_output_port]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:57 msgid "" "Returns the number of input ports in use. Alternative for [method " "get_free_input_port_id]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:63 msgid "" "Returns a [String] description of the input ports as a colon-separated list " "using the format [code]id,type,name;[/code] (see [method add_input_port])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:69 msgid "" "Returns the number of output ports in use. Alternative for [method " "get_free_output_port_id]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:75 msgid "" "Returns a [String] description of the output ports as a colon-separated list " "using the format [code]id,type,name;[/code] (see [method add_output_port])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:82 msgid "Returns [code]true[/code] if the specified input port exists." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:89 msgid "Returns [code]true[/code] if the specified output port exists." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:96 msgid "" "Returns [code]true[/code] if the specified port name does not override an " "existed port name and is valid within the shader." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:103 msgid "Removes the specified input port." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:110 msgid "Removes the specified output port." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:118 msgid "Renames the specified input port." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:126 msgid "" "Sets the specified input port's type (see [enum VisualShaderNode.PortType])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:133 msgid "" "Defines all input ports using a [String] formatted as a colon-separated " "list: [code]id,type,name;[/code] (see [method add_input_port])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:141 msgid "Renames the specified output port." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:149 msgid "" "Sets the specified output port's type (see [enum VisualShaderNode.PortType])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:156 msgid "" "Defines all output ports using a [String] formatted as a colon-separated " "list: [code]id,type,name;[/code] (see [method add_output_port])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:162 msgid "The size of the node in the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeInput.xml:6 msgid "" "Gives access to input variables (built-ins) available for the shader. See " "the shading reference for the list of available built-ins for each shader " "type (check [code]Tutorials[/code] section for link)." msgstr "" #: doc/classes/VisualShaderNodeInput.xml:9 #, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/shaders/shader_reference/index." "html" msgstr "" "https://docs.godotengine.org/de/stable/tutorials/shading/shading_reference/" "index.html" #: doc/classes/VisualShaderNodeInput.xml:20 msgid "" "One of the several input constants in lower-case style like: \"vertex" "\"([code]VERTEX[/code]) or \"point_size\"([code]POINT_SIZE[/code])." msgstr "" #: doc/classes/VisualShaderNodeIs.xml:4 msgid "" "A boolean comparison operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIs.xml:7 msgid "" "Returns the boolean result of the comparison between [code]INF[/code] or " "[code]NaN[/code] and a scalar parameter." msgstr "" #: doc/classes/VisualShaderNodeIs.xml:15 msgid "The comparison function. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeIs.xml:20 msgid "Comparison with [code]INF[/code] (Infinity)." msgstr "" #: doc/classes/VisualShaderNodeIs.xml:23 msgid "" "Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " "results, e.g. division by zero)." msgstr "" #: doc/classes/VisualShaderNodeOuterProduct.xml:4 msgid "" "Calculates an outer product of two vectors within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeOuterProduct.xml:7 msgid "" "[code]OuterProduct[/code] treats the first parameter [code]c[/code] as a " "column vector (matrix with one column) and the second parameter [code]r[/" "code] as a row vector (matrix with one row) and does a linear algebraic " "matrix multiply [code]c * r[/code], yielding a matrix whose number of rows " "is the number of components in [code]c[/code] and whose number of columns is " "the number of components in [code]r[/code]." msgstr "" #: doc/classes/VisualShaderNodeOutput.xml:4 msgid "Represents the output shader parameters within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeOutput.xml:7 msgid "" "This visual shader node is present in all shader graphs in form of \"Output" "\" block with multiple output value ports." msgstr "" #: doc/classes/VisualShaderNodeScalarClamp.xml:4 msgid "Clamps a scalar value within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarClamp.xml:7 msgid "" "Constrains a value to lie between [code]min[/code] and [code]max[/code] " "values." msgstr "" "Schränkt einen Wert ein, der zwischen den Werten [code]min[/code] und " "[code]max[/code] liegen muss." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:4 msgid "Calculates a scalar derivative within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:7 #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:7 msgid "" "This node is only available in [code]Fragment[/code] and [code]Light[/code] " "visual shaders." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:15 msgid "The derivative type. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:20 #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:20 msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]." msgstr "Summe der absoluten Ableitung in [code]x[/code] und [code]y[/code]." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:23 #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:23 msgid "Derivative in [code]x[/code] using local differencing." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:26 #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:26 msgid "Derivative in [code]y[/code] using local differencing." msgstr "" #: doc/classes/VisualShaderNodeScalarInterp.xml:4 msgid "" "Linearly interpolates between two scalars within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarInterp.xml:7 msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeScalarSmoothStep.xml:4 msgid "Calculates a scalar SmoothStep function within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarSmoothStep.xml:7 msgid "" "Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader " "language.\n" "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/" "code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/" "code]. Otherwise the return value is interpolated between [code]0.0[/code] " "and [code]1.0[/code] using Hermite polynomials." msgstr "" #: doc/classes/VisualShaderNodeScalarSwitch.xml:4 msgid "A boolean/scalar function for use within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarSwitch.xml:7 msgid "" "Returns an associated scalar if the provided boolean value is [code]true[/" "code] or [code]false[/code]." msgstr "" #: doc/classes/VisualShaderNodeSwitch.xml:4 msgid "A boolean/vector function for use within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeSwitch.xml:7 msgid "" "Returns an associated vector if the provided boolean value is [code]true[/" "code] or [code]false[/code]." msgstr "" "Gibt einen zugehörigen Vektor zurück, wenn der übergebene boolesche Wert " "[code]true[/code] oder [code]false[/code] ist." #: doc/classes/VisualShaderNodeTexture.xml:4 msgid "Performs a texture lookup within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:7 msgid "" "Performs a lookup operation on the provided texture, with support for " "multiple texture sources to choose from." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:15 msgid "Determines the source for the lookup. See [enum Source] for options." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:18 msgid "The source texture, if needed for the selected [member source]." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:21 msgid "" "Specifies the type of the texture if [member source] is set to [constant " "SOURCE_TEXTURE]. See [enum TextureType] for options." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:26 msgid "Use the texture given as an argument for this function." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:29 msgid "Use the current viewport's texture as the source." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:32 msgid "" "Use the texture from this shader's texture built-in (e.g. a texture of a " "[Sprite])." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:35 msgid "Use the texture from this shader's normal map built-in." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:38 msgid "Use the depth texture available for this shader." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:41 msgid "Use the texture provided in the input port for this function." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml:4 msgid "Performs a uniform texture lookup within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml:7 msgid "" "Performs a lookup operation on the texture provided as a uniform for the " "shader." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml:15 msgid "Sets the default color if no texture is assigned to the uniform." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml:32 msgid "" "Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a " "flowmap." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml:35 msgid "Defaults to white color." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml:38 msgid "Defaults to black color." msgstr "" #: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml:4 msgid "" "Performs a uniform texture lookup with triplanar within the visual shader " "graph." msgstr "" #: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml:7 msgid "" "Performs a lookup operation on the texture provided as a uniform for the " "shader, with support for triplanar mapping." msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml:4 msgid "" "Composes a [Transform] from four [Vector3]s within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml:7 msgid "" "Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" #: doc/classes/VisualShaderNodeTransformConstant.xml:4 msgid "A [Transform] constant for use within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformConstant.xml:7 msgid "A constant [Transform], which can be used as an input node." msgstr "" #: doc/classes/VisualShaderNodeTransformConstant.xml:15 msgid "A [Transform] constant which represents the state of this node." msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml:4 msgid "" "Decomposes a [Transform] into four [Vector3]s within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml:7 msgid "" "Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml:4 msgid "Computes a [Transform] function within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml:7 msgid "Computes an inverse or transpose function on the provided [Transform]." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml:15 msgid "The function to be computed. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml:20 msgid "Perform the inverse operation on the [Transform] matrix." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml:23 msgid "Perform the transpose operation on the [Transform] matrix." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml:4 msgid "Multiplies [Transform] by [Transform] within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml:7 msgid "" "A multiplication operation on two transforms (4x4 matrices), with support " "for different multiplication operators." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml:15 msgid "" "The multiplication type to be performed on the transforms. See [enum " "Operator] for options." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml:20 msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]." msgstr "" "Multipliziert die Transformation [code]a[/code] mit der Transformation " "[code]b[/code]." #: doc/classes/VisualShaderNodeTransformMult.xml:23 msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]." msgstr "" "Multipliziert die Transformation [code]b[/code] mit der Transformation " "[code]a[/code]." #: doc/classes/VisualShaderNodeTransformMult.xml:26 msgid "" "Performs a component-wise multiplication of transform [code]a[/code] by the " "transform [code]b[/code]." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml:29 msgid "" "Performs a component-wise multiplication of transform [code]b[/code] by the " "transform [code]a[/code]." msgstr "" #: doc/classes/VisualShaderNodeTransformUniform.xml:4 msgid "A [Transform] uniform for use within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformUniform.xml:7 msgid "Translated to [code]uniform mat4[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml:4 msgid "" "Multiplies a [Transform] and a [Vector3] within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml:7 msgid "" "A multiplication operation on a transform (4x4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml:15 msgid "" "The multiplication type to be performed. See [enum Operator] for options." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml:20 msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]." msgstr "" "Multipliziert die Transformation [code]a[/code] mit dem Vektor [code]b[/" "code]." #: doc/classes/VisualShaderNodeTransformVecMult.xml:23 msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]." msgstr "" "Multipliziert den Vektor [code]b[/code] mit der Transformation [code]a[/" "code]." #: doc/classes/VisualShaderNodeTransformVecMult.xml:26 msgid "" "Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping " "the last row and column of the transform." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml:29 msgid "" "Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping " "the last row and column of the transform." msgstr "" #: doc/classes/VisualShaderNodeUniform.xml:4 msgid "A base type for the uniforms within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeUniform.xml:7 msgid "" "A uniform represents a variable in the shader which is set externally, i.e. " "from the [ShaderMaterial]. Uniforms are exposed as properties in the " "[ShaderMaterial] and can be assigned from the inspector or from a script." msgstr "" #: doc/classes/VisualShaderNodeUniform.xml:15 msgid "" "Name of the uniform, by which it can be accessed through the " "[ShaderMaterial] properties." msgstr "" #: doc/classes/VisualShaderNodeUniformRef.xml:4 msgid "A reference to an existing [VisualShaderNodeUniform]." msgstr "" #: doc/classes/VisualShaderNodeUniformRef.xml:7 msgid "" "Creating a reference to a [VisualShaderNodeUniform] allows you to reuse this " "uniform in different shaders or shader stages easily." msgstr "" #: doc/classes/VisualShaderNodeUniformRef.xml:15 msgid "The name of the uniform which this reference points to." msgstr "" #: doc/classes/VisualShaderNodeVec3Constant.xml:4 msgid "A [Vector3] constant to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVec3Constant.xml:7 msgid "A constant [Vector3], which can be used as an input node." msgstr "" #: doc/classes/VisualShaderNodeVec3Constant.xml:15 msgid "A [Vector3] constant which represents the state of this node." msgstr "" #: doc/classes/VisualShaderNodeVec3Uniform.xml:4 msgid "A [Vector3] uniform to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVec3Uniform.xml:7 msgid "Translated to [code]uniform vec3[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeVectorClamp.xml:4 msgid "Clamps a vector value within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorClamp.xml:7 msgid "" "Constrains a value to lie between [code]min[/code] and [code]max[/code] " "values. The operation is performed on each component of the vector " "individually." msgstr "" #: doc/classes/VisualShaderNodeVectorCompose.xml:4 msgid "Composes a [Vector3] from three scalars within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorCompose.xml:7 msgid "" "Creates a [code]vec3[/code] using three scalar values that can be provided " "from separate inputs." msgstr "" #: doc/classes/VisualShaderNodeVectorDecompose.xml:4 msgid "" "Decomposes a [Vector3] into three scalars within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorDecompose.xml:7 msgid "" "Takes a [code]vec3[/code] and decomposes it into three scalar values that " "can be used as separate inputs." msgstr "" #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:4 msgid "Calculates a vector derivative within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:15 msgid "A derivative type. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeVectorDistance.xml:4 msgid "" "Returns the distance between two points. To be used within the visual shader " "graph." msgstr "" #: doc/classes/VisualShaderNodeVectorDistance.xml:7 msgid "" "Calculates distance from point represented by vector [code]p0[/code] to " "vector [code]p1[/code].\n" "Translated to [code]distance(p0, p1)[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:4 msgid "A vector function to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:7 msgid "A visual shader node able to perform different functions using vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:15 msgid "The function to be performed. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:20 msgid "" "Normalizes the vector so that it has a length of [code]1[/code] but points " "in the same direction." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:23 msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]." msgstr "" "Bindet den Wert im Zahlenbereich von [code]0.0[/code] und [code]1.0[/code]." #: doc/classes/VisualShaderNodeVectorFunc.xml:26 msgid "Returns the opposite value of the parameter." msgstr "Gibt den inversen Wert des Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:29 msgid "Returns [code]1/vector[/code]." msgstr "Gibt [code]1/vector[/code] zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:32 msgid "Converts RGB vector to HSV equivalent." msgstr "Wandelt RGB-Vektor in HSV-Gegenwert um." #: doc/classes/VisualShaderNodeVectorFunc.xml:35 msgid "Converts HSV vector to RGB equivalent." msgstr "Wandelt HSV-Vektor in RGB-Gegenwert um." #: doc/classes/VisualShaderNodeVectorFunc.xml:38 msgid "Returns the absolute value of the parameter." msgstr "Gibt den absoluten Betrag des Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:41 msgid "Returns the arc-cosine of the parameter." msgstr "Gibt den Arkuskosinus des Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:44 msgid "Returns the inverse hyperbolic cosine of the parameter." msgstr "Gibt den inversen hyperbolischen Kosinus des Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:47 msgid "Returns the arc-sine of the parameter." msgstr "Gibt den Arkussinus des Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:50 msgid "Returns the inverse hyperbolic sine of the parameter." msgstr "Gibt den inversen hyperbolischen Sinus des Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:53 msgid "Returns the arc-tangent of the parameter." msgstr "Gibt den Arkustangens des Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:56 msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "Gibt den inversen hyperbolischen Tangens des Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:59 msgid "" "Finds the nearest integer that is greater than or equal to the parameter." msgstr "Gibt die nächste Ganzzahl größer gleich dem Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:62 msgid "Returns the cosine of the parameter." msgstr "Gibt den Kosinus des Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:65 msgid "Returns the hyperbolic cosine of the parameter." msgstr "Gibt den hyperbolischen Kosinus des Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:68 msgid "Converts a quantity in radians to degrees." msgstr "Wandelt einen Wert von Bogenmaß zu Grad um." #: doc/classes/VisualShaderNodeVectorFunc.xml:71 msgid "Base-e Exponential." msgstr "Basis-e exponentiell." #: doc/classes/VisualShaderNodeVectorFunc.xml:74 msgid "Base-2 Exponential." msgstr "Basis-2 exponentiell." #: doc/classes/VisualShaderNodeVectorFunc.xml:77 msgid "Finds the nearest integer less than or equal to the parameter." msgstr "Gibt die nächste Ganzzahl kleiner gleich dem Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:80 msgid "Computes the fractional part of the argument." msgstr "Berechnet den Bruchteil des Parameters." #: doc/classes/VisualShaderNodeVectorFunc.xml:83 msgid "Returns the inverse of the square root of the parameter." msgstr "Gibt die inverse Quadratwurzel des Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:86 msgid "Natural logarithm." msgstr "Natürlicher Logarithmus." #: doc/classes/VisualShaderNodeVectorFunc.xml:89 msgid "Base-2 logarithm." msgstr "Basis-2 Logarithmus." #: doc/classes/VisualShaderNodeVectorFunc.xml:92 msgid "Converts a quantity in degrees to radians." msgstr "Wandelt einen Wert von Grad zu Bogenmaß um." #: doc/classes/VisualShaderNodeVectorFunc.xml:95 msgid "Finds the nearest integer to the parameter." msgstr "Gibt die nächste Ganzzahl vom Parameter zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:98 msgid "Finds the nearest even integer to the parameter." msgstr "Gibt die nächste gerade Ganzzahl vom Parameter zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:101 msgid "" "Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the " "parameter is negative, [code]1[/code] if it's positive and [code]0[/code] " "otherwise." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:104 msgid "Returns the sine of the parameter." msgstr "Gibt den Sinus des Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:107 msgid "Returns the hyperbolic sine of the parameter." msgstr "Gibt den hyperbolischen Sinus des Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:110 msgid "Returns the square root of the parameter." msgstr "Gibt die Quadratwurzel des Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:113 msgid "Returns the tangent of the parameter." msgstr "Gibt den Tangens des Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:116 msgid "Returns the hyperbolic tangent of the parameter." msgstr "Gibt den hyperbolischen Tangens des Parameters zurück." #: doc/classes/VisualShaderNodeVectorFunc.xml:119 msgid "" "Returns a value equal to the nearest integer to the parameter whose absolute " "value is not larger than the absolute value of the parameter." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:122 msgid "Returns [code]1.0 - vector[/code]." msgstr "Gibt [code]1.0 - vector[/code] zurück." #: doc/classes/VisualShaderNodeVectorInterp.xml:4 msgid "" "Linearly interpolates between two vectors within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorInterp.xml:7 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 "" #: doc/classes/VisualShaderNodeVectorLen.xml:4 msgid "Returns the length of a [Vector3] within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorLen.xml:7 msgid "Translated to [code]length(p0)[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:4 msgid "A vector operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:7 msgid "" "A visual shader node for use of vector operators. Operates on vector " "[code]a[/code] and vector [code]b[/code]." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:15 msgid "The operator to be used. See [enum Operator] for options." msgstr "Der operator, der benutzt wird. Siehe [enum Operator] für Optionen." #: doc/classes/VisualShaderNodeVectorOp.xml:20 msgid "Adds two vectors." msgstr "Addiert zwei Vektoren." #: doc/classes/VisualShaderNodeVectorOp.xml:23 msgid "Subtracts a vector from a vector." msgstr "Subtrahiert Vektor von Vektor." #: doc/classes/VisualShaderNodeVectorOp.xml:26 msgid "Multiplies two vectors." msgstr "Multipliziert zwei Vektoren." #: doc/classes/VisualShaderNodeVectorOp.xml:29 msgid "Divides vector by vector." msgstr "Teilt Vektor durch Vektor." #: doc/classes/VisualShaderNodeVectorOp.xml:32 msgid "Returns the remainder of the two vectors." msgstr "Gibt den Rest einer Division zweier Vektoren zurück." #: doc/classes/VisualShaderNodeVectorOp.xml:35 msgid "" "Returns the value of the first parameter raised to the power of the second, " "for each component of the vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:38 msgid "Returns the greater of two values, for each component of the vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:41 msgid "Returns the lesser of two values, for each component of the vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:44 msgid "Calculates the cross product of two vectors." msgstr "Berechnet das Kreuzprodukt zweier Vektoren." #: doc/classes/VisualShaderNodeVectorOp.xml:47 msgid "Returns the arc-tangent of the parameters." msgstr "Gibt den Arkuskosinus2 der Parameter zurück." #: doc/classes/VisualShaderNodeVectorOp.xml:50 msgid "" "Returns the vector that points in the direction of reflection. [code]a[/" "code] is incident vector and [code]b[/code] is the normal vector." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:53 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 "" #: doc/classes/VisualShaderNodeVectorRefract.xml:4 msgid "" "Returns the [Vector3] that points in the direction of refraction. For use " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorRefract.xml:7 msgid "" "Translated to [code]refract(I, N, eta)[/code] in the shader language, where " "[code]I[/code] is the incident vector, [code]N[/code] is the normal vector " "and [code]eta[/code] is the ratio of the indices of the refraction." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarMix.xml:4 msgid "" "Linearly interpolates between two vectors using a scalar. For use within the " "visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarMix.xml:7 msgid "" "Translates to [code]mix(a, b, weight)[/code] in the shader language, where " "[code]a[/code] and [code]b[/code] are vectors and [code]weight[/code] is a " "scalar." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml:4 msgid "" "Calculates a vector SmoothStep function using scalar within the visual " "shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml:7 msgid "" "Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader " "language, where [code]x[/code] is a scalar.\n" "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/" "code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/" "code]. Otherwise the return value is interpolated between [code]0.0[/code] " "and [code]1.0[/code] using Hermite polynomials." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarStep.xml:4 msgid "Calculates a vector Step function within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarStep.xml:7 msgid "" "Translates to [code]step(edge, x)[/code] in the shader language.\n" "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] " "and [code]1.0[/code] otherwise." msgstr "" #: doc/classes/VisualShaderNodeVectorSmoothStep.xml:4 msgid "Calculates a vector SmoothStep function within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorSmoothStep.xml:7 msgid "" "Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader " "language, where [code]x[/code] is a vector.\n" "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/" "code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/" "code]. Otherwise the return value is interpolated between [code]0.0[/code] " "and [code]1.0[/code] using Hermite polynomials." msgstr "" #: doc/classes/VScrollBar.xml:4 msgid "Vertical scroll bar." msgstr "" #: doc/classes/VScrollBar.xml:7 msgid "" "Vertical version of [ScrollBar], which goes from top (min) to bottom (max)." msgstr "" #: doc/classes/VScrollBar.xml:21 msgid "" "Icon used as a button to scroll the [ScrollBar] up. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" #: doc/classes/VScrollBar.xml:30 msgid "" "Icon used as a button to scroll the [ScrollBar] down. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" #: doc/classes/VSeparator.xml:4 msgid "Vertical version of [Separator]." msgstr "" #: doc/classes/VSeparator.xml:7 msgid "" "Vertical version of [Separator]. Even though it looks vertical, it is used " "to separate objects horizontally." msgstr "" #: doc/classes/VSeparator.xml:17 msgid "" "The width of the area covered by the separator. Effectively works like a " "minimum width." msgstr "" #: doc/classes/VSeparator.xml:20 msgid "" "The style for the separator line. Works best with [StyleBoxLine] (remember " "to enable [member StyleBoxLine.vertical])." msgstr "" #: doc/classes/VSlider.xml:4 msgid "Vertical slider." msgstr "" #: doc/classes/VSlider.xml:7 msgid "" "Vertical slider. See [Slider]. This one goes from bottom (min) to top " "(max).\n" "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] " "signals are part of the [Range] class which this class inherits from." msgstr "" #: doc/classes/VSlider.xml:34 msgid "The background of the area below the grabber." msgstr "" #: doc/classes/VSlider.xml:39 msgid "" "The background for the whole slider. Determines the width of the " "[code]grabber_area[/code]." msgstr "" #: doc/classes/VSplitContainer.xml:4 msgid "Vertical split container." msgstr "" #: doc/classes/VSplitContainer.xml:7 msgid "" "Vertical split container. See [SplitContainer]. This goes from top to bottom." msgstr "" #: doc/classes/WeakRef.xml:4 msgid "" "Holds an [Object], but does not contribute to the reference count if the " "object is a reference." msgstr "" #: doc/classes/WeakRef.xml:7 msgid "" "A weakref can hold a [Reference], without contributing to the reference " "counter. A weakref can be created from an [Object] using [method @GDScript." "weakref]. If this object is not a reference, weakref still works, however, " "it does not have any effect on the object. Weakrefs are useful in cases " "where multiple classes have variables that refer to each other. Without " "weakrefs, using these classes could lead to memory leaks, since both " "references keep each other from being released. Making part of the variables " "a weakref can prevent this cyclic dependency, and allows the references to " "be released." msgstr "" #: doc/classes/WeakRef.xml:15 msgid "Returns the [Object] this weakref is referring to." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:13 msgid "Closes this data channel, notifying the other peer." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:19 #, fuzzy msgid "" "Returns the number of bytes currently queued to be sent over this channel." msgstr "Gibt die Anzahl der Dreiecke im Überblendungsbereich zurück." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:25 msgid "" "Returns the id assigned to this channel during creation (or auto-assigned " "during negotiation).\n" "If the channel is not negotiated out-of-band the id will only be available " "after the connection is established (will return [code]65535[/code] until " "then)." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:32 msgid "Returns the label assigned to this channel during creation." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:38 msgid "" "Returns the [code]maxPacketLifeTime[/code] value assigned to this channel " "during creation.\n" "Will be [code]65535[/code] if not specified." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:45 msgid "" "Returns the [code]maxRetransmits[/code] value assigned to this channel " "during creation.\n" "Will be [code]65535[/code] if not specified." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:52 msgid "" "Returns the sub-protocol assigned to this channel during creation. An empty " "string if not specified." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:58 msgid "Returns the current state of this channel, see [enum ChannelState]." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:64 msgid "" "Returns [code]true[/code] if this channel was created with out-of-band " "configuration." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:70 msgid "" "Returns [code]true[/code] if this channel was created with ordering enabled " "(default)." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:76 msgid "Reserved, but not used for now." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:82 msgid "" "Returns [code]true[/code] if the last received packet was transferred as " "text. See [member write_mode]." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:88 msgid "" "The transfer mode to use when sending outgoing packet. Either text or binary." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:93 msgid "" "Tells the channel to send data over this channel as text. An external peer " "(non-Godot) would receive this as a string." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:96 msgid "" "Tells the channel to send data over this channel as binary. An external peer " "(non-Godot) would receive this as array buffer or blob." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:99 msgid "The channel was created, but it's still trying to connect." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:102 msgid "The channel is currently open, and data can flow over it." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:105 msgid "" "The channel is being closed, no new messages will be accepted, but those " "already in queue will be flushed." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:108 msgid "The channel was closed, or connection failed." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:4 msgid "" "A simple interface to create a peer-to-peer mesh network composed of " "[WebRTCPeerConnection] that is compatible with the [MultiplayerAPI]." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:7 msgid "" "This class constructs a full mesh of [WebRTCPeerConnection] (one connection " "for each peer) that can be used as a [member MultiplayerAPI.network_peer].\n" "You can add each [WebRTCPeerConnection] via [method add_peer] or remove them " "via [method remove_peer]. Peers must be added in [constant " "WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate " "channels. This class will not create offers nor set descriptions, it will " "only poll them, and notify connections and disconnections.\n" "[signal NetworkedMultiplayerPeer.connection_succeeded] and [signal " "NetworkedMultiplayerPeer.server_disconnected] will not be emitted unless " "[code]server_compatibility[/code] is [code]true[/code] in [method " "initialize]. Beside that data transfer works like in a " "[NetworkedMultiplayerPeer]." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:20 msgid "" "Add a new peer to the mesh with the given [code]peer_id[/code]. The " "[WebRTCPeerConnection] must be in state [constant WebRTCPeerConnection." "STATE_NEW].\n" "Three channels will be created for reliable, unreliable, and ordered " "transport. The value of [code]unreliable_lifetime[/code] will be passed to " "the [code]maxPacketLifetime[/code] option when creating unreliable and " "ordered channels (see [method WebRTCPeerConnection.create_data_channel])." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:27 msgid "Close all the add peer connections and channels, freeing all resources." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:34 msgid "" "Return a dictionary representation of the peer with given [code]peer_id[/" "code] with three keys. [code]connection[/code] containing the " "[WebRTCPeerConnection] to this peer, [code]channels[/code] an array of three " "[WebRTCDataChannel], and [code]connected[/code] a boolean representing if " "the peer connection is currently connected (all three channels are open)." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:40 msgid "" "Returns a dictionary which keys are the peer ids and values the peer " "representation as in [method get_peer]." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:47 msgid "" "Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers " "map (it might not be connected though)." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:55 msgid "" "Initialize the multiplayer peer with the given [code]peer_id[/code] (must be " "between 1 and 2147483647).\n" "If [code]server_compatibilty[/code] is [code]false[/code] (default), the " "multiplayer peer will be immediately in state [constant " "NetworkedMultiplayerPeer.CONNECTION_CONNECTED] and [signal " "NetworkedMultiplayerPeer.connection_succeeded] will not be emitted.\n" "If [code]server_compatibilty[/code] is [code]true[/code] the peer will " "suppress all [signal NetworkedMultiplayerPeer.peer_connected] signals until " "a peer with id [constant NetworkedMultiplayerPeer.TARGET_PEER_SERVER] " "connects and then emit [signal NetworkedMultiplayerPeer." "connection_succeeded]. After that the signal [signal " "NetworkedMultiplayerPeer.peer_connected] will be emitted for every already " "connected peer, and any new peer that might connect. If the server peer " "disconnects after that, signal [signal NetworkedMultiplayerPeer." "server_disconnected] will be emitted and state will become [constant " "NetworkedMultiplayerPeer.CONNECTION_CONNECTED]." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:64 msgid "" "Remove the peer with given [code]peer_id[/code] from the mesh. If the peer " "was connected, and [signal NetworkedMultiplayerPeer.peer_connected] was " "emitted for it, then [signal NetworkedMultiplayerPeer.peer_disconnected] " "will be emitted." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:4 msgid "Interface to a WebRTC peer connection." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:7 msgid "" "A WebRTC connection between the local computer and a remote peer. Provides " "an interface to connect, maintain and monitor the connection.\n" "Setting up a WebRTC connection between two peers from now on) may not seem a " "trivial task, but it can be broken down into 3 main steps:\n" "- The peer that wants to initiate the connection ([code]A[/code] from now " "on) creates an offer and send it to the other peer ([code]B[/code] from now " "on).\n" "- [code]B[/code] receives the offer, generate and answer, and sends it to " "[code]A[/code]).\n" "- [code]A[/code] and [code]B[/code] then generates and exchange ICE " "candidates with each other.\n" "After these steps, the connection should become connected. Keep on reading " "or look into the tutorial for more information." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:23 msgid "" "Add an ice candidate generated by a remote peer (and received over the " "signaling server). See [signal ice_candidate_created]." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:29 msgid "" "Close the peer connection and all data channels associated with it.\n" "[b]Note:[/b] You cannot reuse this object for a new connection unless you " "call [method initialize]." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:39 msgid "" "Returns a new [WebRTCDataChannel] (or [code]null[/code] on failure) with " "given [code]label[/code] and optionally configured via the [code]options[/" "code] dictionary. This method can only be called when the connection is in " "state [constant STATE_NEW].\n" "There are two ways to create a working data channel: either call [method " "create_data_channel] on only one of the peer and listen to [signal " "data_channel_received] on the other, or call [method create_data_channel] on " "both peers, with the same values, and the [code]negotiated[/code] option set " "to [code]true[/code].\n" "Valid [code]options[/code] are:\n" "[codeblock]\n" "{\n" " \"negotiated\": true, # When set to true (default off), means the " "channel is negotiated out of band. \"id\" must be set too. " "\"data_channel_received\" will not be called.\n" " \"id\": 1, # When \"negotiated\" is true this value must also be set to " "the same value on both peer.\n" "\n" " # Only one of maxRetransmits and maxPacketLifeTime can be specified, not " "both. They make the channel unreliable (but also better at real time).\n" " \"maxRetransmits\": 1, # Specify the maximum number of attempt the peer " "will make to retransmits packets if they are not acknowledged.\n" " \"maxPacketLifeTime\": 100, # Specify the maximum amount of time before " "giving up retransmitions of unacknowledged packets (in milliseconds).\n" " \"ordered\": true, # When in unreliable mode (i.e. either " "\"maxRetransmits\" or \"maxPacketLifetime\" is set), \"ordered\" (true by " "default) specify if packet ordering is to be enforced.\n" "\n" " \"protocol\": \"my-custom-protocol\", # A custom sub-protocol string for " "this channel.\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] You must keep a reference to channels created this way, or it " "will be closed." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:61 msgid "" "Creates a new SDP offer to start a WebRTC connection with a remote peer. At " "least one [WebRTCDataChannel] must have been created before calling this " "method.\n" "If this functions returns [constant OK], [signal " "session_description_created] will be called when the session is ready to be " "sent." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:68 msgid "Returns the connection state. See [enum ConnectionState]." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:76 msgid "" "Re-initialize this peer connection, closing any previously active " "connection, and going back to state [constant STATE_NEW]. A dictionary of " "[code]options[/code] can be passed to configure the peer connection.\n" "Valid [code]options[/code] are:\n" "[codeblock]\n" "{\n" " \"iceServers\": [\n" " {\n" " \"urls\": [ \"stun:stun.example.com:3478\" ], # One or more STUN " "servers.\n" " },\n" " {\n" " \"urls\": [ \"turn:turn.example.com:3478\" ], # One or more TURN " "servers.\n" " \"username\": \"a_username\", # Optional username for the TURN " "server.\n" " \"credential\": \"a_password\", # Optional password for the TURN " "server.\n" " }\n" " ]\n" "}\n" "[/codeblock]" msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:97 msgid "" "Call this method frequently (e.g. in [method Node._process] or [method Node." "_physics_process]) to properly receive signals." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:105 msgid "" "Sets the SDP description of the local peer. This should be called in " "response to [signal session_description_created].\n" "After calling this function the peer will start emitting [signal " "ice_candidate_created] (unless an [enum Error] different from [constant OK] " "is returned)." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:114 msgid "" "Sets the SDP description of the remote peer. This should be called with the " "values generated by a remote peer and received over the signaling server.\n" "If [code]type[/code] is [code]offer[/code] the peer will emit [signal " "session_description_created] with the appropriate answer.\n" "If [code]type[/code] is [code]answer[/code] the peer will start emitting " "[signal ice_candidate_created]." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:124 msgid "" "Emitted when a new in-band channel is received, i.e. when the channel was " "created with [code]negotiated: false[/code] (default).\n" "The object will be an instance of [WebRTCDataChannel]. You must keep a " "reference of it or it will be closed automatically. See [method " "create_data_channel]." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:133 msgid "" "Emitted when a new ICE candidate has been created. The three parameters are " "meant to be passed to the remote peer over the signaling server." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:140 msgid "" "Emitted after a successful call to [method create_offer] or [method " "set_remote_description] (when it generates an answer). The parameters are " "meant to be passed to [method set_local_description] on this object, and " "sent to the remote peer over the signaling server." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:146 msgid "" "The connection is new, data channels and an offer can be created in this " "state." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:149 msgid "" "The peer is connecting, ICE is in progress, none of the transports has " "failed." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:152 msgid "The peer is connected, all ICE transports are connected." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:155 msgid "At least one ICE transport is disconnected." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:158 msgid "One or more of the ICE transports failed." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:161 msgid "" "The peer connection is closed (after calling [method close] for example)." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:4 msgid "A WebSocket client implementation." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:7 msgid "" "This class implements a WebSocket client compatible with any RFC 6455-" "compliant WebSocket server.\n" "This client can be optionally used as a network peer for the " "[MultiplayerAPI].\n" "After starting the client ([method connect_to_url]), you will need to " "[method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside " "[method Node._process]).\n" "You will receive appropriate signals when connecting, disconnecting, or when " "new data is available." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:22 msgid "" "Connects to the given URL requesting one of the given [code]protocols[/code] " "as sub-protocol. If the list empty (default), no sub-protocol will be " "requested.\n" "If [code]true[/code] is passed as [code]gd_mp_api[/code], the client will " "behave like a network peer for the [MultiplayerAPI], connections to non-" "Godot servers will not work, and [signal data_received] will not be " "emitted.\n" "If [code]false[/code] is passed instead (default), you must call " "[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], " "etc.) on the [WebSocketPeer] returned via [code]get_peer(1)[/code] and not " "on this object directly (e.g. [code]get_peer(1).put_packet(data)[/code]).\n" "You can optionally pass a list of [code]custom_headers[/code] to be added to " "the handshake HTTP request.\n" "[b]Note:[/b] To avoid mixed content warnings or errors in HTML5, you may " "have to use a [code]url[/code] that starts with [code]wss://[/code] (secure) " "instead of [code]ws://[/code]. When doing so, make sure to use the fully " "qualified domain name that matches the one defined in the server's SSL " "certificate. Do not connect directly via the IP address for [code]wss://[/" "code] connections, as it won't match with the SSL certificate.\n" "[b]Note:[/b] Specifying [code]custom_headers[/code] is not supported in " "HTML5 exports due to browsers restrictions." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:35 msgid "" "Disconnects this client from the connected host. See [method WebSocketPeer." "close] for more information." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:41 msgid "Return the IP address of the currently connected host." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:47 msgid "Return the IP port of the currently connected host." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:53 msgid "" "If specified, this [X509Certificate] will be the only one accepted when " "connecting to an SSL host. Any other certificate provided by the server will " "be regarded as invalid.\n" "[b]Note:[/b] Specifying a custom [code]trusted_ssl_certificate[/code] is not " "supported in HTML5 exports due to browsers restrictions." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:57 msgid "" "If [code]true[/code], SSL certificate verification is enabled.\n" "[b]Note:[/b] You must specify the certificates to be used in the Project " "Settings for it to work when exported." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:65 msgid "" "Emitted when the connection to the server is closed. [code]was_clean_close[/" "code] will be [code]true[/code] if the connection was shutdown cleanly." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:70 msgid "Emitted when the connection to the server fails." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:76 msgid "" "Emitted when a connection with the server is established, [code]protocol[/" "code] will contain the sub-protocol agreed with the server." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:81 msgid "" "Emitted when a WebSocket message is received.\n" "[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level " "multiplayer peer." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:89 msgid "" "Emitted when the server requests a clean close. You should keep polling " "until you get a [signal connection_closed] signal to achieve the clean " "close. See [method WebSocketPeer.close] for more details." msgstr "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml:4 msgid "Base class for WebSocket server and client." msgstr "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml:7 msgid "" "Base class for WebSocket server and client, allowing them to be used as " "network peer for the [MultiplayerAPI]." msgstr "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml:16 msgid "" "Returns the [WebSocketPeer] associated to the given [code]peer_id[/code]." msgstr "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml:26 msgid "" "Configures the buffer sizes for this WebSocket peer. Default values can be " "specified in the Project Settings under [code]network/limits[/code]. For " "server, values are meant per connected peer.\n" "The first two parameters define the size and queued packets limits of the " "input buffer, the last two of the output buffer.\n" "Buffer sizes are expressed in KiB, so [code]4 = 2^12 = 4096 bytes[/code]. " "All parameters will be rounded up to the nearest power of two.\n" "[b]Note:[/b] HTML5 exports only use the input buffer since the output one is " "managed by browsers." msgstr "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml:41 msgid "" "Emitted when a packet is received from a peer.\n" "[b]Note:[/b] This signal is only emitted when the client or server is " "configured to use Godot multiplayer API." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:4 msgid "A class representing a specific WebSocket connection." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:7 msgid "" "This class represents a specific WebSocket connection, allowing you to do " "lower level operations with it.\n" "You can choose to write to the socket in binary or text mode, and you can " "recognize the mode used for writing by the other peer." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:18 msgid "" "Closes this WebSocket connection. [code]code[/code] is the status code for " "the closure (see RFC 6455 section 7.4 for a list of valid status codes). " "[code]reason[/code] is the human readable reason for closing the connection " "(can be any UTF-8 string that's smaller than 123 bytes).\n" "[b]Note:[/b] To achieve a clean close, you will need to keep polling until " "either [signal WebSocketClient.connection_closed] or [signal WebSocketServer." "client_disconnected] is received.\n" "[b]Note:[/b] The HTML5 export might not support all status codes. Please " "refer to browser-specific documentation for more details." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:26 msgid "" "Returns the IP address of the connected peer.\n" "[b]Note:[/b] Not available in the HTML5 export." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:33 msgid "" "Returns the remote port of the connected peer.\n" "[b]Note:[/b] Not available in the HTML5 export." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:40 msgid "" "Returns the current amount of data in the outbound websocket buffer. [b]Note:" "[/b] HTML5 exports use WebSocket.bufferedAmount, while other platforms use " "an internal buffer." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:46 msgid "Gets the current selected write mode. See [enum WriteMode]." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:52 msgid "Returns [code]true[/code] if this peer is currently connected." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:59 msgid "" "Disable Nagle's algorithm on the underling TCP socket (default). See [method " "StreamPeerTCP.set_no_delay] for more information.\n" "[b]Note:[/b] Not available in the HTML5 export." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:67 msgid "Sets the socket to use the given [enum WriteMode]." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:73 msgid "" "Returns [code]true[/code] if the last received packet was sent as a text " "payload. See [enum WriteMode]." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:79 msgid "" "Specifies that WebSockets messages should be transferred as text payload " "(only valid UTF-8 is allowed)." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:82 msgid "" "Specifies that WebSockets messages should be transferred as binary payload " "(any byte combination is allowed)." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:4 msgid "A WebSocket server implementation." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:7 msgid "" "This class implements a WebSocket server that can also support the high-" "level multiplayer API.\n" "After starting the server ([method listen]), you will need to [method " "NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method " "Node._process]). When clients connect, disconnect, or send data, you will " "receive the appropriate signal.\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:20 msgid "" "Disconnects the peer identified by [code]id[/code] from the server. See " "[method WebSocketPeer.close] for more information." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:41 msgid "Returns [code]true[/code] if a peer with the given ID is connected." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:47 msgid "" "Returns [code]true[/code] if the server is actively listening on a port." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:56 msgid "" "Starts listening on the given port.\n" "You can specify the desired subprotocols via the \"protocols\" array. If the " "list empty (default), no sub-protocol will be requested.\n" "If [code]true[/code] is passed as [code]gd_mp_api[/code], the server will " "behave like a network peer for the [MultiplayerAPI], connections from non-" "Godot clients will not work, and [signal data_received] will not be " "emitted.\n" "If [code]false[/code] is passed instead (default), you must call " "[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], " "etc.), on the [WebSocketPeer] returned via [code]get_peer(id)[/code] to " "communicate with the peer with given [code]id[/code] (e.g. " "[code]get_peer(id).get_available_packet_count[/code])." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:65 msgid "Stops the server and clear its state." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:71 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] " "will cause the server to listen only to the local host." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:74 msgid "" "When using SSL (see [member private_key] and [member ssl_certificate]), you " "can set this to a valid [X509Certificate] to be provided as additional CA " "chain information during the SSL handshake." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:77 msgid "" "The time in seconds before a pending client (i.e. a client that has not yet " "finished the HTTP handshake) is considered stale and forcefully disconnected." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:80 msgid "" "When set to a valid [CryptoKey] (along with [member ssl_certificate]) will " "cause the server to require SSL instead of regular TCP (i.e. the [code]wss://" "[/code] protocol)." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:83 msgid "" "When set to a valid [X509Certificate] (along with [member private_key]) will " "cause the server to require SSL instead of regular TCP (i.e. the [code]wss://" "[/code] protocol)." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:92 msgid "" "Emitted when a client requests a clean close. You should keep polling until " "you get a [signal client_disconnected] signal with the same [code]id[/code] " "to achieve the clean close. See [method WebSocketPeer.close] for more " "details." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:99 msgid "" "Emitted when a new client connects. \"protocol\" will be the sub-protocol " "agreed with the client." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:106 msgid "" "Emitted when a client disconnects. [code]was_clean_close[/code] will be " "[code]true[/code] if the connection was shutdown cleanly." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:112 msgid "" "Emitted when a new message is received.\n" "[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level " "multiplayer peer." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:4 msgid "AR/VR interface using WebXR." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:7 msgid "" "WebXR is an open standard that allows creating VR and AR applications that " "run in the web browser.\n" "As such, this interface is only available when running in an HTML5 export.\n" "WebXR supports a wide range of devices, from the very capable (like Valve " "Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like " "Google Cardboard, Oculus Go, GearVR, or plain smartphones).\n" "Since WebXR is based on Javascript, it makes extensive use of callbacks, " "which means that [WebXRInterface] is forced to use signals, where other AR/" "VR interfaces would instead use functions that return a result immediately. " "This makes [WebXRInterface] quite a bit more complicated to initialize than " "other AR/VR interfaces.\n" "Here's the minimum code required to start an immersive VR session:\n" "[codeblock]\n" "extends Spatial\n" "\n" "var webxr_interface\n" "var vr_supported = false\n" "\n" "func _ready():\n" " # We assume this node has a button as a child.\n" " # This button is for the user to consent to entering immersive VR mode.\n" " $Button.connect(\"pressed\", self, \"_on_Button_pressed\")\n" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" " webxr_interface.connect(\"session_supported\", self, " "\"_webxr_session_supported\")\n" " webxr_interface.connect(\"session_started\", self, " "\"_webxr_session_started\")\n" " webxr_interface.connect(\"session_ended\", self, " "\"_webxr_session_ended\")\n" " webxr_interface.connect(\"session_failed\", self, " "\"_webxr_session_failed\")\n" "\n" " # This returns immediately - our _webxr_session_supported() method\n" " # (which we connected to the \"session_supported\" signal above) " "will\n" " # be called sometime later to let us know if it's supported or not.\n" " webxr_interface.is_session_supported(\"immersive-vr\")\n" "\n" "func _webxr_session_supported(session_mode, supported):\n" " if session_mode == 'immersive-vr':\n" " vr_supported = supported\n" "\n" "func _on_Button_pressed():\n" " if not vr_supported:\n" " OS.alert(\"Your browser doesn't support VR\")\n" " return\n" "\n" " # We want an immersive VR session, as opposed to AR ('immersive-ar') or " "a\n" " # simple 3DoF viewer ('viewer').\n" " webxr_interface.session_mode = 'immersive-vr'\n" " # 'bounded-floor' is room scale, 'local-floor' is a standing or sitting\n" " # experience (it puts you 1.6m above the ground if you have 3DoF " "headset),\n" " # whereas as 'local' puts you down at the ARVROrigin.\n" " # This list means it'll first try to request 'bounded-floor', then\n" " # fallback on 'local-floor' and ultimately 'local', if nothing else is\n" " # supported.\n" " webxr_interface.requested_reference_space_types = 'bounded-floor, local-" "floor, local'\n" " # In order to use 'local-floor' or 'bounded-floor' we must also\n" " # mark the features as required or optional.\n" " webxr_interface.required_features = 'local-floor'\n" " webxr_interface.optional_features = 'bounded-floor'\n" "\n" " # This will return false if we're unable to even request the session,\n" " # however, it can still fail asynchronously later in the process, so we\n" " # only know if it's really succeeded or failed when our\n" " # _webxr_session_started() or _webxr_session_failed() methods are " "called.\n" " if not webxr_interface.initialize():\n" " OS.alert(\"Failed to initialize\")\n" " return\n" "\n" "func _webxr_session_started():\n" " $Button.visible = false\n" " # This tells Godot to start rendering to the headset.\n" " get_viewport().arvr = true\n" " # This will be the reference space type you ultimately got, out of the\n" " # types that you requested above. This is useful if you want the game " "to\n" " # work a little differently in 'bounded-floor' versus 'local-floor'.\n" " print (\"Reference space type: \" + webxr_interface." "reference_space_type)\n" "\n" "func _webxr_session_ended():\n" " $Button.visible = true\n" " # If the user exits immersive mode, then we tell Godot to render to the " "web\n" " # page again.\n" " get_viewport().arvr = false\n" "\n" "func _webxr_session_failed(message):\n" " OS.alert(\"Failed to initialize: \" + message)\n" "[/codeblock]\n" "There are several ways to handle \"controller\" input:\n" "- Using [ARVRController] nodes and their [signal ARVRController." "button_pressed] and [signal ARVRController.button_release] signals. This is " "how controllers are typically handled in AR/VR apps in Godot, however, this " "will only work with advanced VR controllers like the Oculus Touch or Index " "controllers, for example. The buttons codes are defined by [url=https://" "immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-" "mapping]Section 3.3 of the WebXR Gamepads Module[/url].\n" "- Using [method Node._unhandled_input] and [InputEventJoypadButton] or " "[InputEventJoypadMotion]. This works the same as normal joypads, except the " "[member InputEvent.device] starts at 100, so the left controller is 100 and " "the right controller is 101, and the button codes are also defined by " "[url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-" "gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].\n" "- Using the [signal select], [signal squeeze] and related signals. This " "method will work for both advanced VR controllers, and non-traditional " "\"controllers\" like a tap on the screen, a spoken voice command or a button " "press on the device itself. The [code]controller_id[/code] passed to these " "signals is the same id as used in [member ARVRController.controller_id].\n" "You can use one or all of these methods to allow your game or app to support " "a wider or narrower set of devices and input methods, or to allow more " "advanced interations with more advanced devices." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:94 msgid "https://www.snopekgames.com/blog/2020/how-make-vr-game-webxr-godot" msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:101 msgid "" "Gets an [ARVRPositionalTracker] for the given [code]controller_id[/code].\n" "In the context of WebXR, a \"controller\" can be an advanced VR controller " "like the Oculus Touch or Index controllers, or even a tap on the screen, a " "spoken voice command or a button press on the device itself. When a non-" "traditional controller is used, interpret the position and orientation of " "the [ARVRPositionalTracker] as a ray pointing at the object the user wishes " "to interact with.\n" "Use this method to get information about the controller that triggered one " "of these signals:\n" "- [signal selectstart]\n" "- [signal select]\n" "- [signal selectend]\n" "- [signal squeezestart]\n" "- [signal squeeze]\n" "- [signal squeezestart]" msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:116 msgid "" "Checks if the given [code]session_mode[/code] is supported by the user's " "browser.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-" "vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code].\n" "This method returns nothing, instead it emits the [signal session_supported] " "signal with the result." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:124 msgid "" "The vertices of a polygon which defines the boundaries of the user's play " "area.\n" "This will only be available if [member reference_space_type] is " "[code]\"bounded-floor\"[/code] and only on certain browsers and devices that " "support it.\n" "The [signal reference_space_reset] signal may indicate when this changes." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:129 msgid "" "A comma-seperated list of optional features used by [method ARVRInterface." "initialize] when setting up the WebXR session.\n" "If a user's browser or device doesn't support one of the given features, " "initialization will continue, but you won't be able to use the requested " "feature.\n" "This doesn't have any effect on the interface when already initialized.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to " "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:135 msgid "" "The reference space type (from the list of requested types set in the " "[member requested_reference_space_types] property), that was ultimately used " "by [method ARVRInterface.initialize] when setting up the WebXR session.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to " "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:139 msgid "" "A comma-seperated list of reference space types used by [method " "ARVRInterface.initialize] when setting up the WebXR session.\n" "The reference space types are requested in order, and the first on supported " "by the users device or browser will be used. The [member " "reference_space_type] property contains the reference space type that was " "ultimately used.\n" "This doesn't have any effect on the interface when already initialized.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to " "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:145 msgid "" "A comma-seperated list of required features used by [method ARVRInterface." "initialize] when setting up the WebXR session.\n" "If a user's browser or device doesn't support one of the given features, " "initialization will fail and [signal session_failed] will be emitted.\n" "This doesn't have any effect on the interface when already initialized.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to " "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:151 msgid "" "The session mode used by [method ARVRInterface.initialize] when setting up " "the WebXR session.\n" "This doesn't have any effect on the interface when already initialized.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-" "vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:156 msgid "" "Indicates if the WebXR session's imagery is visible to the user.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRVisibilityState]WebXR's XRVisibilityState[/url], including " "[code]\"hidden\"[/code], [code]\"visible\"[/code], and [code]\"visible-" "blurred\"[/code]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:163 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, " "but may include when the user has changed the dimensions of their play space " "(which you may be able to access via [member bounds_geometry]) or pressed/" "held a button to recenter their position.\n" "See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/" "reset_event]WebXR's XRReferenceSpace reset event[/url] for more information." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:171 msgid "" "Emitted after one of the \"controllers\" has finished its \"primary action" "\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:178 msgid "" "Emitted when one of the \"controllers\" has finished its \"primary action" "\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:185 msgid "" "Emitted when one of the \"controllers\" has started its \"primary action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:191 msgid "" "Emitted when the user ends the WebXR session (which can be done using UI " "from the browser or device).\n" "At this point, you should do [code]get_viewport().arvr = false[/code] to " "instruct Godot to resume rendering to the screen." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:198 msgid "" "Emitted by [method ARVRInterface.initialize] if the session fails to start.\n" "[code]message[/code] may optionally contain an error message from WebXR, or " "an empty string if no message is available." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:204 msgid "" "Emitted by [method ARVRInterface.initialize] if the session is successfully " "started.\n" "At this point, it's safe to do [code]get_viewport().arvr = true[/code] to " "instruct Godot to start rendering to the AR/VR device." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:212 msgid "" "Emitted by [method is_session_supported] to indicate if the given " "[code]session_mode[/code] is supported or not." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:218 msgid "" "Emitted after one of the \"controllers\" has finished its \"primary squeeze " "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:225 msgid "" "Emitted when one of the \"controllers\" has finished its \"primary squeeze " "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:232 msgid "" "Emitted when one of the \"controllers\" has started its \"primary squeeze " "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:238 #, fuzzy msgid "Emitted when [member visibility_state] has changed." msgstr "Wird ausgegeben, wenn [member frame] geändert wurde." #: doc/classes/WindowDialog.xml:4 msgid "Base class for window dialogs." msgstr "" #: doc/classes/WindowDialog.xml:7 msgid "" "Windowdialog is the base class for all window-based dialogs. It's a by-" "default toplevel [Control] that draws a window decoration and allows motion " "and resizing." msgstr "" #: doc/classes/WindowDialog.xml:15 msgid "" "Returns the close [TextureButton].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/WindowDialog.xml:22 #, fuzzy msgid "If [code]true[/code], the user can resize the window." msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: doc/classes/WindowDialog.xml:25 #, fuzzy msgid "The text displayed in the window's title bar." msgstr "Der vom Dialog angezeigte Text." #: doc/classes/WindowDialog.xml:32 #, fuzzy msgid "The color of the title text." msgstr "Die Farbe des spiegelnden Lichteffekts." #: doc/classes/WindowDialog.xml:35 msgid "The horizontal offset of the close button." msgstr "" #: doc/classes/WindowDialog.xml:41 msgid "" "The thickness of the border that can be dragged when scaling the window (if " "[member resizable] is enabled)." msgstr "" #: doc/classes/WindowDialog.xml:44 msgid "The vertical offset of the title text." msgstr "" #: doc/classes/WindowDialog.xml:47 msgid "The font used to draw the title." msgstr "" #: doc/classes/WindowDialog.xml:50 #, fuzzy msgid "The icon for the close button." msgstr "Linke Maustaste." #: doc/classes/WindowDialog.xml:53 msgid "" "The icon used for the close button when it's hovered with the mouse cursor." msgstr "" #: doc/classes/WindowDialog.xml:56 msgid "" "The style for both the content background of the [WindowDialog] and the " "title bar. The title bar is created with a top border and an expand margin " "using the [code]panel[/code] stylebox." msgstr "" #: doc/classes/World.xml:4 msgid "Class that has everything pertaining to a world." msgstr "" #: doc/classes/World.xml:7 msgid "" "Class that has everything pertaining to a world. A physics space, a visual " "scenario and a sound space. Spatial nodes register their resources into the " "current world." msgstr "" #: doc/classes/World.xml:16 msgid "" "Direct access to the world's physics 3D space state. Used for querying " "current and potential collisions." msgstr "" #: doc/classes/World.xml:19 msgid "The World's [Environment]." msgstr "" #: doc/classes/World.xml:22 msgid "" "The World's fallback_environment will be used if the World's [Environment] " "fails or is missing." msgstr "" #: doc/classes/World.xml:25 msgid "The World's visual scenario." msgstr "" #: doc/classes/World.xml:28 msgid "The World's physics space." msgstr "" #: doc/classes/World2D.xml:4 msgid "Class that has everything pertaining to a 2D world." msgstr "" #: doc/classes/World2D.xml:7 msgid "" "Class that has everything pertaining to a 2D world. A physics space, a " "visual scenario and a sound space. 2D nodes register their resources into " "the current 2D world." msgstr "" #: doc/classes/World2D.xml:16 msgid "" "The [RID] of this world's canvas resource. Used by the [VisualServer] for 2D " "drawing." msgstr "" #: doc/classes/World2D.xml:19 msgid "" "Direct access to the world's physics 2D space state. Used for querying " "current and potential collisions. When using multi-threaded physics, access " "is limited to [code]_physics_process(delta)[/code] in the main thread." msgstr "" #: doc/classes/World2D.xml:22 msgid "" "The [RID] of this world's physics space resource. Used by the " "[Physics2DServer] for 2D physics, treating it as both a space and an area." msgstr "" #: doc/classes/WorldEnvironment.xml:4 msgid "" "Default environment properties for the entire scene (post-processing " "effects, lighting and background settings)." msgstr "" #: doc/classes/WorldEnvironment.xml:7 msgid "" "The [WorldEnvironment] node is used to configure the default [Environment] " "for the scene.\n" "The parameters defined in the [WorldEnvironment] can be overridden by an " "[Environment] node set on the current [Camera]. Additionally, only one " "[WorldEnvironment] may be instanced in a given scene at a time.\n" "The [WorldEnvironment] allows the user to specify default lighting " "parameters (e.g. ambient lighting), various post-processing effects (e.g. " "SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, " "skybox). Usually, these are added in order to improve the realism/color " "balance of the scene." msgstr "" #: doc/classes/WorldEnvironment.xml:21 msgid "" "The [Environment] resource used by this [WorldEnvironment], defining the " "default properties." msgstr "" #: doc/classes/X509Certificate.xml:4 msgid "An X509 certificate (e.g. for SSL)." msgstr "" #: doc/classes/X509Certificate.xml:7 msgid "" "The X509Certificate class represents an X509 certificate. Certificates can " "be loaded and saved like any other [Resource].\n" "They can be used as the server certificate in [method StreamPeerSSL." "accept_stream] (along with the proper [CryptoKey]), and to specify the only " "certificate that should be accepted when connecting to an SSL server via " "[method StreamPeerSSL.connect_to_stream].\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" #: doc/classes/X509Certificate.xml:18 msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)." msgstr "" #: doc/classes/X509Certificate.xml:25 msgid "" "Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" " "file)." msgstr "" #: doc/classes/XMLParser.xml:4 msgid "" "Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/" "XML]XML[/url] files." msgstr "" #: doc/classes/XMLParser.xml:7 msgid "" "This class can serve as base to make custom XML parsers. Since XML is a very " "flexible standard, this interface is low-level so it can be applied to any " "possible schema." msgstr "" #: doc/classes/XMLParser.xml:15 msgid "Gets the amount of attributes in the current element." msgstr "" #: doc/classes/XMLParser.xml:22 msgid "" "Gets the name of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" #: doc/classes/XMLParser.xml:29 msgid "" "Gets the value of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" #: doc/classes/XMLParser.xml:35 msgid "Gets the current line in the parsed file (currently not implemented)." msgstr "" #: doc/classes/XMLParser.xml:42 msgid "" "Gets the value of a certain attribute of the current element by name. This " "will raise an error if the element has no such attribute." msgstr "" #: doc/classes/XMLParser.xml:49 msgid "" "Gets the value of a certain attribute of the current element by name. This " "will return an empty [String] if the attribute is not found." msgstr "" #: doc/classes/XMLParser.xml:55 msgid "" "Gets the contents of a text node. This will raise an error in any other type " "of node." msgstr "" #: doc/classes/XMLParser.xml:61 msgid "" "Gets the name of the current element node. This will raise an error if the " "current node type is neither [constant NODE_ELEMENT] nor [constant " "NODE_ELEMENT_END]." msgstr "" #: doc/classes/XMLParser.xml:67 msgid "" "Gets the byte offset of the current node since the beginning of the file or " "buffer." msgstr "" #: doc/classes/XMLParser.xml:73 msgid "" "Gets the type of the current node. Compare with [enum NodeType] constants." msgstr "" #: doc/classes/XMLParser.xml:80 msgid "Check whether the current element has a certain attribute." msgstr "" #: doc/classes/XMLParser.xml:86 msgid "" "Check whether the current element is empty (this only works for completely " "empty tags, e.g. [code][/code])." msgstr "" #: doc/classes/XMLParser.xml:93 msgid "Opens an XML file for parsing. This returns an error code." msgstr "" #: doc/classes/XMLParser.xml:100 msgid "Opens an XML raw buffer for parsing. This returns an error code." msgstr "" #: doc/classes/XMLParser.xml:106 msgid "Reads the next node of the file. This returns an error code." msgstr "" #: doc/classes/XMLParser.xml:113 msgid "" "Moves the buffer cursor to a certain offset (since the beginning) and read " "the next node there. This returns an error code." msgstr "" #: doc/classes/XMLParser.xml:119 msgid "" "Skips the current section. If the node contains other elements, they will be " "ignored and the cursor will go to the closing of the current element." msgstr "" #: doc/classes/XMLParser.xml:125 msgid "There's no node (no file or buffer opened)." msgstr "" #: doc/classes/XMLParser.xml:128 msgid "Element (tag)." msgstr "" #: doc/classes/XMLParser.xml:131 msgid "End of element." msgstr "" #: doc/classes/XMLParser.xml:134 msgid "Text node." msgstr "" #: doc/classes/XMLParser.xml:137 msgid "Comment node." msgstr "" #: doc/classes/XMLParser.xml:140 msgid "CDATA content." msgstr "" #: doc/classes/XMLParser.xml:143 msgid "Unknown node." msgstr "unbekanntes Node." #: doc/classes/YSort.xml:4 msgid "Sort all child nodes based on their Y positions." msgstr "" #: doc/classes/YSort.xml:7 msgid "" "Sort all child nodes based on their Y positions. The child node must inherit " "from [CanvasItem] for it to be sorted. Nodes that have a higher Y position " "will be drawn later, so they will appear on top of nodes that have a lower Y " "position.\n" "Nesting of YSort nodes is possible. Children YSort nodes will be sorted in " "the same space as the parent YSort, allowing to better organize a scene or " "divide it in multiple ones, yet keep the unique sorting." msgstr "" #: doc/classes/YSort.xml:16 msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" "Wenn [code]true[/code], dann werden untergeordnete Nodes sortiert, " "anderenfalls wird die Sortierung deaktiviert."