# French translation of the Godot Engine class reference. # Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. # Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). # This file is distributed under the same license as the Godot source code. # # Rémi Verschelde , 2020, 2021. # Freyja , 2020. # Gol.D.eNI , 2020. # Anonymous , 2020. # Nathan , 2020. # Fox Lahoki , 2020. # Pierre Caye , 2020, 2021, 2022. # Sofiane , 2020. # Gaya , 2020. # Nick B , 2020. # JustATranslator , 2020. # Omicron , 2020. # Pierre Stempin , 2020, 2021. # Léo Vincent , 2020. # Bastien Schmitt , 2020. # Ben Zepman , 2020. # Puckid , 2020. # Boris Petrov , 2020. # Joseph Boudou , 2020. # Helix Sir , 2020, 2021, 2022. # Yvanvan 37 , 2020. # Synkied , 2020, 2021. # Théo Tavernier , 2020. # TechnoPorg , 2020, 2021. # Deleted User , 2020. # Gerard Lamber , 2021. # Youssef Harmal , 2021. # gael , 2021. # Clément Topy , 2021. # Arnaud Golfouse , 2021. # Toquey SiGauses , 2021. # GABRIELLE Damien , 2021. # Julien Vanelian , 2021. # Perrier Mathis , 2021, 2022. # Blackiris , 2021, 2022. # AndyNekena , 2021. # Legorel , 2021, 2022. # Romain Hebert , 2021. # Tim Krief , 2021. # Rémi Verschelde , 2021. # blfr , 2021. # Urbain , 2021. # syns , 2021. # Gallonigher , 2021, 2022. # Timothée MB , 2021. # Florent , 2021. # Benjamin Peter , 2021. # Maxime Leroy , 2021, 2022. # ASTRALE , 2021, 2022. # Pierre-Alexandre Arènes , 2022. # KikooDX , 2022. # Kevin Bouancheau , 2022. # Maxim Lopez , 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2022-05-31 22:35+0000\n" "Last-Translator: Maxime Leroy \n" "Language-Team: French \n" "Language: fr\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" "X-Generator: Weblate 4.13-dev\n" #: doc/tools/make_rst.py msgid "Description" msgstr "Description" #: doc/tools/make_rst.py msgid "Tutorials" msgstr "Tutoriels" #: doc/tools/make_rst.py msgid "Properties" msgstr "Propriétés" #: doc/tools/make_rst.py msgid "Methods" msgstr "Méthodes" #: doc/tools/make_rst.py msgid "Theme Properties" msgstr "Propriétés du thème" #: doc/tools/make_rst.py msgid "Signals" msgstr "Signaux" #: doc/tools/make_rst.py msgid "Enumerations" msgstr "Énumérations" #: doc/tools/make_rst.py msgid "Constants" msgstr "Constantes" #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Description des propriétés" #: doc/tools/make_rst.py msgid "Method Descriptions" msgstr "Descriptions des méthodes" #: doc/tools/make_rst.py msgid "Theme Property Descriptions" msgstr "Description des propriétés de thème" #: doc/tools/make_rst.py msgid "Inherits:" msgstr "Hérite de :" #: doc/tools/make_rst.py msgid "Inherited By:" msgstr "Hérité par :" #: doc/tools/make_rst.py msgid "(overrides %s)" msgstr "(remplace %s)" #: doc/tools/make_rst.py msgid "Default" msgstr "Défaut" #: doc/tools/make_rst.py msgid "Setter" msgstr "Setter" #: doc/tools/make_rst.py msgid "value" msgstr "valeur" #: doc/tools/make_rst.py msgid "Getter" msgstr "Getter" #: doc/tools/make_rst.py msgid "" "This method should typically be overridden by the user to have any effect." msgstr "" "Cette méthode doit typiquement être écrasée par l'utilisateur pour avoir un " "effet." #: doc/tools/make_rst.py msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." msgstr "" "Cette methode n'a pas d'effets secondaires. Elle ne modifie aucune des " "variables membres de l'instance." #: doc/tools/make_rst.py msgid "" "This method accepts any number of arguments after the ones described here." msgstr "" "Cette methode accepte n'importe quel nombre d'arguments après ceux décris " "ici." #: doc/tools/make_rst.py msgid "This method is used to construct a type." msgstr "Cette methode est utilisée pour construire un type." #: doc/tools/make_rst.py msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "" "Cette méthode n'a pas besoin d'instance pour être appelée, elle peut donc " "être directement appelée en utilisant le nom de la classe." #: doc/tools/make_rst.py msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "" "Cette méthode décrit un opérateur valide à utiliser avec ce type comme " "membre de droite." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Fonctions intégrées à GDScript." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Liste de fonctions de base intégrées à GDScript. Fonctions mathématiques et " "autres fonctions utilitaires. Toutes les autres fonctionnalités sont " "fournies directement par les objets. (Mots-clés : builtin, built-in, " "intégré, intégrées, fonctions de base, fonctions globales.)" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie une couleur construite à partir d'entiers représentants les canaux " "rouge, vert, bleu et alpha. Chaque canal devrait comporter 8 bits " "d'information allant de 0 à 255.\n" "[code]r8[/code] canal rouge\n" "[code]g8[/code] canal vert\n" "[code]b8[/code] canal bleu\n" "[code]a8[/code] canal alpha\n" "[codeblock]\n" "red = Color8(255, 0, 0)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie une couleur selon la norme [code]name[/code] avec [code]alpha[/code] " "allant de 0 à 1.\n" "[codeblock]\n" "red = ColorN(\"red\", 1)\n" "[/codeblock]\n" "Les noms de couleurs pris en charge sont les mêmes que les constantes " "définies dans [Color]." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie la valeur absolue du paramètre [code]s[/code] (c'est-à-dire la " "valeur positive).\n" "[codeblock]\n" "a = abs(-1) # a vaut 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie le cosinus inverse de [code]s[/code] en radians. À utiliser pour " "obtenir l'angle du cosinus [code]s[/code]. [code]s[/code] doit être entre " "[code]-1.0[/code] et [code]1.0[/code] (inclus), dans le cas contraire, " "[method acos] retournera [constant NAN].\n" "[codeblock]\n" "# c vaut 0.523599 ou 30 degrés si converti avec rad2deg(s)\n" "c = acos(0.866025)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie le sinus inverse de [code]s[/code] en radians. Utiliser pour obtenir " "l'angle du sinus [code]s[/code]. [code]s[/code] doit être compris entre " "[code]-1.0[/code] et [code]1.0[/code] (inclus) ; dans le cas contraire, " "[method asin] renvoie [constant NAN].\n" "[codeblock]\n" "# s vaut 0.523599 ou 30 degrés si converti avec rad2deg(s)\n" "s = asin(0.5)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Vérifie que la [code]condition[/code] est vraie [code]true[/code]. Si la " "[code]condition[/code] est fausse ([code]false[/code]), une erreur est " "générée. Si le programme est lancé via l'éditeur, son exécution sera aussi " "interrompue jusqu'à ce que vous le redémarriez. Cela peut être utilisé comme " "une alternative plus radicale à [method push_error] pour rapporter des " "erreurs aux développeurs de projets ou utilisateurs de plugins.\n" "[b]Note :[/b] Par souci de performance, le code inclus dans [method assert] " "n'est exécuté dans les builds de débogage, ou quand vous lancez votre jeu " "depuis l'éditeur. N'incluez pas de code qui modifie l'état du script dans un " "appel à [method assert]. Sinon, votre projet aura un fonctionnement " "différent une fois exporté en build de production release.\n" "L'argument facultatif [code]message[/code], s'il est donné, est affiché en " "plus du message générique \"Assertion failed\" (Échec de l'assertion). Vous " "pouvez l'utiliser pour fournir des détails supplémentaires sur la raison de " "l'échec de l'assertion.\n" "[codeblock]\n" "# Imaginez que nous voulons une vitesse toujours comprise entre 0 et 20.\n" "speed = -10\n" "assert(speed < 20) # Vrai, le programme continue\n" "assert(speed >= 0) # Faux, le programme s'interrompt\n" "assert(speed >= 0 and speed < 20) # Vous pouvez aussi combiner les deux " "conditions en une seule vérification\n" "assert(speed < 20, \"speed = %f, mais la limite de vitesse est 20\" % speed) " "# Affiche un message avec de plus amples détails\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie la tangente inverse de [code]s[/code] en radians. Utilisez ceci pour " "obtenir l'angle à partir de la tangente d'un angle en trigonométrie : " "[code]atan(tan(angle)) == angle[/code].\n" "La méthode ne peut pas savoir dans quel quart de cercle l'angle doit se " "situer. Voir [method atan2] si vous avez [code]x[/code] et [code]y[/code].\n" "[codeblock]\n" "a = atan(0.5) # a vaut 0.463648\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie la tangente inverse de [code]y/x[/code] en radians. Utilisez ceci " "pour obtenir l'angle de la tangente [code]y/x[/code]. Pour calculer la " "valeur, la méthode prend en compte le signe des deux arguments afin de " "déterminer l'arc de cercle.\n" "Note importante : La coordonnée Y est en premier, par convention.\n" "[codeblock]\n" "a = atan2(0, -1) # a vaut 3.141593\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Déchiffre un tableau d'octets pour le ramener à une valeur. Lorsque " "[code]allow_objects[/code] est défini à [code]true[/code] (vrai), le " "déchiffrage des objets est autorisé.\n" "[b]ATTENTION :[/b] L'objet désérialisé peut contenir du code qui sera " "exécuté. N'utilisez pas cette option si l'objet désérialisé provient de " "sources non fiables afin d'éviter d'éventuelles menaces de sécurité " "(exécution de code distant)." #: modules/gdscript/doc_classes/@GDScript.xml #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml 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 "" "Convertit un point 2D exprimé dans le système de coordonnées cartésiennes " "(axes X et Y) vers le système de coordonnées polaires (une distance par " "rapport à l'origine et un angle)." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Arrondit [code]s[/code] au supérieur (vers l'infini positif), renvoyant la " "plus petite valeur entière qui n'est pas inférieure à [code]s[/code].\n" "[codeblock]\n" "i = ceil(1.45) # i vaut 2.0\n" "i = ceil(1.001) # i vaut 2.0\n" "[/codeblock]\n" "Consultez aussi [method floor], [method round], [method stepify] et [int]." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie un caractère au format chaîne de caractère correspondant à la valeur " "Unicode donnée (compatible avec le code ASCII).\n" "[codeblock]\n" "a = char(65) # a vaut « A »\n" "a = char(65 + 32) # a vaut « a »\n" "a = char(8364) # a vaut « € »\n" "[/codeblock]\n" "C'est l'inverse de [method ord]." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Fixe une [code]value[/code] (valeur) et renvoie la valeur comprise entre " "[code]min[/code] et [code]max[/code].\n" "[codeblock]\n" "a = clamp(1000, 1, 20) # a vaut 20\n" "a = clamp(-10, 1, 20) # a vaut 1\n" "a = clamp(15, 1, 20) # a vaut 15\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Convertit un type en un autre de la meilleure façon possible. Le paramètre " "[code]type[/code] utilise les valeurs de [enum Variant.Type].\n" "[codeblock]\n" "a = Vector2(1, 0)\n" "# Renvoie 1\n" "print(a.length())\n" "a = convert(a, TYPE_STRING)\n" "# Renvoie 6 car « (1, 0) » fait 6 caractères\n" "print(a.length())\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Retourne le cosinus de l'angle [code]s[/code] en radians.\n" "[codeblock]\n" "a = cos(TAU) # a vaut 1.0\n" "a = cos(PI) # a vaut -1.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the hyperbolic cosine of [code]s[/code] in radians.\n" "[codeblock]\n" "print(cosh(1)) # Prints 1.543081\n" "[/codeblock]" msgstr "" "Renvoie le cosinus hyperbolique de [code]s[/code] en radians.\n" "[codeblock]\n" "print(cosh(1)) # Renvoie 1.543081\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "Converts from decibels to linear energy (audio)." msgstr "Convertit les décibels en énergie linéaire (audio)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Deprecated alias for [method step_decimals]." msgstr "Alias [method step_decimals] obsolète." #: modules/gdscript/doc_classes/@GDScript.xml 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]Note :[/b] [code]dectime[/code] a été marqué comme obsolète et sera " "retiré dans Godot 4.0, utilisez la méthode équivalente [method move_toward] " "à la place.\n" "Renvoie le résultat de [code]value[/code] diminuée par [code]step[/code] * " "[code]amount[/code].\n" "[codeblock]\n" "a = dectime(60, 10, 0.1)) # a vaut 59.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Compares two values by checking their actual contents, recursing into any " "`Array` or `Dictionary` up to its deepest level.\n" "This compares to [code]==[/code] in a number of ways:\n" "- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/" "code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] " "and [code]==[/code] work the same.\n" "- For [code]Dictionary[/code], [code]==[/code] considers equality if, and " "only if, both variables point to the very same [code]Dictionary[/code], with " "no recursion or awareness of the contents at all.\n" "- For [code]Array[/code], [code]==[/code] considers equality if, and only " "if, each item in the first [code]Array[/code] is equal to its counterpart in " "the second [code]Array[/code], as told by [code]==[/code] itself. That " "implies that [code]==[/code] recurses into [code]Array[/code], but not into " "[code]Dictionary[/code].\n" "In short, whenever a [code]Dictionary[/code] is potentially involved, if you " "want a true content-aware comparison, you have to use [code]deep_equal[/" "code]." msgstr "" "Compare deux valeurs en verifiant leur contenu, recursivement dans les " "tableaux et les dictionnaires jusqu'à leur niveau le plus profond.\n" "Il y a plusieurs similiratité avec [code]==[/code] :\n" "- Pour [code]null[/code], [code]int[/code], [code]float[/code], " "[code]String[/code], [code]Object[/code] et [code]RID[/code], les résultats " "de [code]deep_equal[/code] et [code]==[/code] sont les mêmes.\n" "- Pour [code]Dictionary[/code], [code]==[/code] considère que l'égalité est " "respéctée si et seulement si les deux variables pointent vers le même " "[code]Dictionary[/code], sans recursion ou connaissance du contenu des " "variables.\n" "- For [code]Array[/code], [code]==[/code] considère que l'égalité est " "respéctée si et seulement si chaque élement du premier [code]Tableau[/code] " "est égal à l'élément au même index du second [code]Array[/code], évalué par " "[code]==[/code] lui même. Cela implique que [code]==[/code] recurses dans un " "[code]Array[/code], mais pas dans un [code]Dictionary[/code].\n" "Rapidement, dès qu'un [code]Dictionary[/code] est potentiellement impliqué, " "si une vraie comparaison du contenu est souhaité, il faut utiliser " "[code]deep_equal[/code]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts an angle expressed in degrees to radians.\n" "[codeblock]\n" "r = deg2rad(180) # r is 3.141593\n" "[/codeblock]" msgstr "" "Convertit un angle en degrés vers sa valeur en radians.\n" "[codeblock]\n" "r = deg2rad(180) # r vaut 3.141593\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts a dictionary (previously created with [method inst2dict]) back to " "an instance. Useful for deserializing." msgstr "" "Convertit un dictionnaire (créé précédemment avec [method inst2dict]) à " "nouveau en une instance. Utile pour la désérialisation." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Retourne une valeur \"assouplie\" de [code]x[/code] sur la base d'une " "fonction d'assouplissement définie avec [code]curve[/code]. Cette fonction " "d'assouplissement est basée sur un exposant. [code]curve[/code] peut être un " "nombre à virgule flottante, avec des valeurs spécifiques conduisant aux " "comportements suivants:\n" "[codeblock]\n" "- Inférieur à -1.0 (exclusif): Ease in-out\n" "- 1.0: Linéaire\n" "- Entre -1.0 et 0.0 (exclusif): Ease out-in\n" "- 0.0: Constante\n" "- Entre 0.0 et 1.0 (exclusif): Ease in\n" "- 1.0: Linéaire\n" "- Supérieur à 1.0 (exclusif): Ease out\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "Voir également [method smoothstep]. Si vous avez besoin de réaliser des " "transitions plus avancées, utilisez [Tween] ou [AnimationPlayer]." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "La fonction exponentielle naturelle. Elle élève la constante mathématique " "[b]e[/b] à la puissance de [code]s[/code] et la renvoie.\n" "[b]e[/b] a une valeur approximative de 2,71828, et peut être obtenue avec " "[code]exp(1)[/code].\n" "Pour les exposants vers d'autres bases, utilisez la méthode [method pow].\n" "[codeblock]\n" "a = exp(2) # Environ 7.39\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Arrondit [code]s[/code] à l'inférieur (vers l'infini négatif), renvoyant le " "plus grand nombre entier qui n'est pas supérieur à [code]s[/code].\n" "[codeblock]\n" "a = floor(2.45) # a vaut 2.0\n" "a = floor(2.99) # a vaut 2.0\n" "a = floor(-2.99) # a vaut -3.0\n" "[/codeblock]\n" "Consultez aussi [method ceil], [method round], [method stepify] et [int].\n" "[b]Remarque :[/b] Cette méthode renvoie un nombre flottant. Si vous avez " "besoin d'un nombre entier, et que [code]s[/code] n'est pas un nombre " "négatif, vous pouvez utiliser directement [code]int(s)[/code]." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie le reste en virgule flottante de [code]a/b[/code], en conservant le " "signe de [code]a[/code].\n" "[codeblock]\n" "r = fmod(7, 5.5) # r vaut 1.5\n" "[/codeblock]\n" "Pour l'opération de reste entier, utilisez l'opérateur %." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie le modulo en virgule flottante de [code]a/b[/code] qui englobe aussi " "bien le positif que le négatif.\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" "Donne:\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 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 "" "Renvoie une référence à la fonction spécifiée [code]funcname[/code] dans le " "nœud de [code]instance[/code]. Comme les fonctions ne sont pas des objets " "de première classe en GDscript, utilisez [code]funcref[/code] pour stocker " "une [FuncRef] dans une variable et l'appeler plus tard.\n" "[codeblock]\n" "func titi():\n" " return(\"toto\")\n" "\n" "a = funcref(self, \"titi\")\n" "print(a.call_func()) # Affiche toto\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie un tableau de dictionnaires représentant la pile d'appels en cours.\n" "[codeblock]\n" "func _ready():\n" " titi()\n" "\n" "func titi():\n" " toto()\n" "\n" "func toto():\n" " print(get_stack())\n" "[/codeblock]\n" "renverra\n" "[codeblock]\n" "[{function:toto, line:12, source:res://script.gd}, {function:titi, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the integer hash of the variable passed.\n" "[codeblock]\n" "print(hash(\"a\")) # Prints 177670\n" "[/codeblock]" msgstr "" "Renvoie le hachage en entier de la variable passée.\n" "[codeblock]\n" "print(hash(\"a\")) # Affiche 177670\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie l'instance passée convertie en dictionnaire (utile pour la " "sérialisation).\n" "[codeblock]\n" "var titi = \"toto\"\n" "func _ready():\n" " var d = inst2dict(self)\n" " print(d.keys())\n" " print(d.values())\n" "[/codeblock]\n" "Affiche :\n" "[codeblock]\n" "[@subpath, @path, titi]\n" "[, res://test.gd, toto]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie l'objet correspondant à l'[code]instance_id[/code]. Tous les objets " "ont un identifiant d'instance unique.\n" "[codeblock]\n" "var titi = \"toto\"\n" "func _ready():\n" " var id = get_instance_id()\n" " var inst = instance_from_id(id)\n" " print(inst.titi) # Affiche toto\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an interpolation or extrapolation factor considering the range " "specified in [code]from[/code] and [code]to[/code], and the interpolated " "value specified in [code]weight[/code]. The returned value will be between " "[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " "[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " "located outside this range, then an extrapolation factor will be returned " "(return value lower than [code]0.0[/code] or greater than [code]1.0[/" "code]).\n" "[codeblock]\n" "# The interpolation ratio in the `lerp()` call below is 0.75.\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]\n" "See also [method lerp] which performs the reverse of this operation." msgstr "" "Retourne le facteur d'interpolation ou d'extrapolation suivant l'intervalle " "spécifié dans [code]from[/code] et [code]to[/code], et la valeur interpolée " "spécifiée par [code]weight[/code]. La valeur retournée sera entre [code]0.0[/" "code] et [code]1.0[/code] si [code]weight[/code] est entre [code]from[/code] " "et [code]to[/code] (inclus). Si [code]weight[/code] est en dehors de cet " "intervalle, un facteur d'extrapolation sera retourné (une valeur inférieure " "à [code]0.0[/code] ou supérieure à [code]1.0[/code]).\n" "[codeblock]\n" "# Le facteur d'interpolation de cet appel à `lerp()` ci-dessous est le " "0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` est maintenant 27.5.\n" "# Maintenant, on fait comme si on avait oublié le facteur d'interpolation " "original et qu'on veut le calculer.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` est maintenant 0.75.\n" "[/codeblock]\n" "Voir aussi [method lerp] qui fait l'opération inverse." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Retourne [code]true[/code] si [code]a[/code] et [code]b[/code] sont à peu " "près égaux.\n" "Ici, à peu près égaux signifie que [code]a[/code] et [code]b[/code] " "diffèrent d'un petit intervalle noté epsilon, cet epsilon étant ajusté en " "fonction de la grandeur des nombres. \n" "Deux valeurs infinies du même signe sont considérées comme étant égales." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns whether [code]s[/code] is an infinity value (either positive " "infinity or negative infinity)." msgstr "" "Renvoie si [code]s[/code] est une valeur infinie (infini positif ou infini " "négatif)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns whether [code]instance[/code] is a valid object (e.g. has not been " "deleted from memory)." msgstr "" "Renvoie si [code]instance[/code] est un objet valide (par ex. s'il n'a pas " "été supprimé de la mémoire)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns whether [code]s[/code] is a NaN (\"Not a Number\" or invalid) value." msgstr "" "Retourne si [code]s[/code] est une valeur NaN (\"Pas un nombre\" ou " "invalide)." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie [code]true[/code] si [code]s[/code] vaut zéro ou quasiment zéro.\n" "Cette méthode est plus rapide que [method is_equal_approx] avec une valeur " "nulle." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie la longueur de la variable [code]var[/code]. La longueur est le " "nombre de caractères pour une chaîne de caractères, le nombre d'éléments " "pour un tableau, la taille pour un dictionnaire, etc.\n" "[b]Remarque :[/b] Génère une erreur fatale si la variable n'a pas de " "longueur possible.\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" "len(a) # Renvoie 4\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Linearly interpolates between two values by the factor defined in " "[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " "between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " "outside this range are allowed and can be used to perform [i]extrapolation[/" "i].\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]\n" "See also [method inverse_lerp] which performs the reverse of this operation. " "To perform eased interpolation with [method lerp], combine it with [method " "ease] or [method smoothstep]." msgstr "" "Interpolation linéaire entre deux valeurs par une valeur normalisée. C'est " "l'inverse de [method inverse_lerp].\n" "Si les arguments [code]from[/code] et [code]to[/code] sont de type [int] ou " "[float], la valeur de retour est un [float].\n" "Si les deux sont du même type de vecteur ([Vector2], [Vector3] ou [Color]), " "la valeur de retour sera du même type ([code]lerp[/code] appelle alors la " "méthode du type de vecteur [code]linear_interpolate[/code]).\n" "[codeblock]\n" "lerp(0, 4, 0.75) # Retourne 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Retourne Vector2(2, 3.5)\n" "[/codeblock]\n" "Voir aussi [method inverse_lerp] qui fait l'opération inverse. Pour fait une " "interpolation plus douce avec [method lerp], combinez l'appel avec [method " "ease] ou [method smoothstep]." #: modules/gdscript/doc_classes/@GDScript.xml 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]. To perform eased interpolation with [method " "lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" " var min_angle = deg2rad(0.0)\n" " var max_angle = deg2rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" "[/codeblock]\n" "[b]Note:[/b] This method lerps through the shortest path between [code]from[/" "code] and [code]to[/code]. However, when these two angles are approximately " "[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not " "obvious which way they lerp due to floating-point precision errors. For " "example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, " "while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise." msgstr "" "Interpolation linéaire entre deux angles (en radians) par une valeur " "normalisée.\n" "Similaire à [method lerp], mais interpole correctement lorsque les angles " "proches de [constant @GDScript.TAU]. Pour une interpolation plus douce avec " "[method lerp_angle], utilisez aussi [method ease] ou [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta) :\n" " var min_angle = deg2rad(0.0)\n" " var max_angle = deg2rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" "[/codeblock]\n" "[b]Note :[/b] Cette méthode utiliser une interpolation avec le chemin le " "plus court entre [code]from[/code] et [code]to[/code]. Par contre, si ces " "deux angles sont approximativement [code]PI + k * TAU[/code] l'un de l'autre " "pour n'importe quel entier [code]k[/code], l'interpolation n'est pas " "évidente à cause des erreurs de précision des flottants. Par exemple, " "[code]lerp_angle(0, PI, weight)[/code] ira dans le sens anti-horaire, alors " "que [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] ira dans le sens " "horaire." #: modules/gdscript/doc_classes/@GDScript.xml 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($Slider.value))\n" "[/codeblock]" msgstr "" "Convertit l'énergie linéaire en décibels (audio). Cela peut être utilisé " "pour implémenter des curseurs de volume qui se comportent comme prévu " "(puisque le volume n'est pas linéaire). Exemple :\n" "[codeblock]\n" "# \"Slider\" fait référence à un nœud qui hérite de Range comme HSlider ou " "VSlider.\n" "# Sa plage doit être configurée pour aller de 0 à 1.\n" "# Changez le nom du bus si vous souhaitez modifier le volume d'un bus " "spécifique uniquement.\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear2db($Slider.value))\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Charge une ressource depuis le système de fichiers localisé à [code]path[/" "code]. La ressource est chargée lors de l'appel de la méthode (sauf si elle " "est déjà référencée ailleurs, par exemple dans un autre script ou dans la " "scène), ce qui peut causer un léger délai, surtout lors du chargement d'une " "scène. Pour éviter des délais inutiles lorsque vous chargez quelque chose " "plusieurs fois, stockez la ressource dans une variable ou utilisez [method " "preload].\n" "[b]Note :[/b] Les chemins des ressources peuvent être obtenus en faisant un " "clic droit sur une ressource dans le dock du système de fichiers et en " "choisissant \"Copier le chemin\", ou en déplaçant le fichier du système de " "fichiers vers le script.\n" "[codeblock]\n" "# Charge une scène appelée main située dans la racine du répertoire du " "projet et la stocke dans une variable.\n" "var main = load(\"res://main.tscn\") # main contiendra une ressource " "PackedScene.\n" "[/codeblock]\n" "[b]Important :[/b] Le chemin doit être absolu. Un chemin local retournera " "[code]null[/code].\n" "Cette méthode est une version simplifiée de [method ResourceLoader.load], " "qui peut être utilisée pour des scénarios plus avancés." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Logarithme naturel. Le temps nécessaire pour atteindre un certain niveau de " "croissance continue.\n" "[b]Note :[/b] Ce n'est pas la même chose que la fonction \"log\" de la " "plupart des calculatrices, qui utilise un logarithme en base 10.\n" "[codeblock]\n" "log(10) # Returns 2.302585\n" "[/codeblock]\n" "[b]Note : [/b] Le logarithme de [code]0[/code] retourne [code]-inf[/code], " "tandis que les valeurs négatives renvoient [code]-nan[/code]." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie le maximum entre deux valeurs.\n" "[codeblock]\n" "max(1, 2) # Renvoie 2\n" "max(-3.99, -4) # Renvoie -3.99\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie le minimum entre deux valeurs.\n" "[codeblock]\n" "min(1, 2) # Renvoie 1\n" "min(-3.99, -4) # Renvoie -4\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Déplace [code]from[/code] vers [code]to[/code] par la valeur [code]delta[/" "code].\n" "Utilisez une valeur [code]delta[/code] négative pour vous éloigner.\n" "[codeblock]\n" "move_toward(5, 10, 4) # Retourne 9\n" "move_toward(10, 5, 4) # Retourne 6\n" "move_toward(10, 5, -1.5) # Retourne 11.5\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Retourne la plus proche puissance de 2 égale ou supérieure à [code]value[/" "code].\n" "En d'autre termes, retourne la plus petite valeur [code]a[/code] telle que " "[code]a = pow(2, n)[/code] et [code]value <= a[/code] avec [code]n[/code] un " "entier non négatif.\n" "[codeblock]\n" "nearest_po2(3) # Retourne 4\n" "nearest_po2(4) # Retourne 4\n" "nearest_po2(5) # Retourne 8\n" "\n" "nearest_po2(0) # Retourne 0 (cela pourrait ne pas être la valeur attendue)\n" "nearest_po2(-1) # Retourne 0 (cela pourrait ne pas être la valeur attendue)\n" "[/codeblock]\n" "[b]ATTENTION :[/b] À cause de la manière dont elle est implémentée, cette " "fonction retourne [code]0[/code] plutôt que [code]1[/code] pour des valeurs " "non positives de [code]value[/code] (en réalité, 1 est la plus grande " "puissance entière de 2)." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie un entier représentant le point de code Unicode du caractère Unicode " "donné [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" "C'est l'inverse de [method char]." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Analyse et converti un texte JSON en un Variant. (Utiliser [method typeof] " "pour vérifier si le type de Variant correspond au type attendu.)\n" "[b]Remarque :[/b] La spécification JSON ne définis pas de type différent " "pour les entiers et flottants, mais seulement un type [i]number[/i]; par " "conséquent, toutes les valeurs numériques seront converties en type [float] " "lors de l'analyse du texte JSON.\n" "[b]Remarque :[/b] Les objets JSON ne préservent par l'ordre des champs comme " "les dictionnaires de Godot. Il ne faut donc pas présumer que l'ordre des " "champs est respecté si un dictionnaire est construit à partir d'un JSON. À " "l'inverse, les tableaux JSON conservent l'ordre de leurs éléments :\n" "[codeblock]\n" "var p = JSON.parse('[\"salut\", \"le\", \"monde\", \" !\"]')\n" "if typeof(p.result) == TYPE_ARRAY:\n" " print(p.result[0]) # Affiche \"salut\"\n" "else:\n" " push_error(\"Résultat inattendu.\")\n" "[/codeblock]\n" "Voir également [JSON] pour une façon alternative d'analyser un texte JSON." #: modules/gdscript/doc_classes/@GDScript.xml #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml 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 "" "Convertit un point 2D exprimé dans le système de coordonnées polaires (une " "distance par rapport à l'origine [code]r[/code] et un angle [code]th[/code]) " "en système de coordonnées cartésiennes (axes X et Y)." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Retourne le module entier de [code]a/b[/code] qui englobe aussi bien le " "positif que le négatif.\n" "[codeblock]\n" "for i in range(-3, 4):\n" " print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "Donne:\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]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Retourne le résultat de [code]base[/code] élevé à la puissance [code]exp[/" "code].\n" "[codeblock]\n" "pow(2, 5) # Renvoie 32.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Retourne la [Resource] localisée par [code]path[/code] dans le système de " "fichiers. La ressource est chargée lors de la lecture initiale du script, " "ainsi [method preload] agit comme une référence vers la ressource. Notez que " "cette méthode nécessite que [code]path[/code] soit un chemin constant. Si " "vous voulez charger une ressource depuis un chemin variable ou dynamique, " "utilisez [method load].\n" "[b]Remarque :[/b] Les chemins des ressources peuvent être obtenus en " "cliquant avec le bouton droit sur la ressource dans la fenêtre des Assets " "puis en choisissant \"Copier le chemin\", ou en faisant glisser le fichier " "depuis la fenêtre \"Système de fichiers\" vers le script.\n" "[codeblock]\n" "# Instancie une scène.\n" "var diamond = preload(\"res://diamond.tscn\").instance()\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Converti un ou plusieurs arguments en chaîne de caractères de la meilleur " "façon possible et les imprimes dans la console\n" "[codeblock]\n" "a = [1, 2, 3]\n" "print(\"a\", \"=\", a) # Affiche a=[1, 2, 3]\n" "[/codeblock]\n" "[b]Note : [/b] Envisagez d'utiliser [method push_error] et [method " "push_warning] pour afficher les messages d'erreur et d'avertissement au lieu " "de [method print]. Cela les distingue des messages affichés utilisés à des " "fins de débogage, tout en affichant une trace de la pile lorsqu'une erreur " "ou un avertissement est affiché." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Like [method print], but prints only when used in debug mode." msgstr "" "Comme [method print], mais ne s'affiche que lorsqu'utilisé en mode débogage." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Affiche la trace d'appels à l'emplacement du code, ne fonctionne que lorsque " "le débogueur est activé.\n" "La sortie dans la console ressemblerait à ceci :\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Affiche un ou plusieurs arguments pour les chaînes de caractères de la " "meilleure façon possible sur la ligne d'erreur.\n" "[codeblock]\n" "printerr(\"prints to stderr\")\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Affiche un ou plus arguments en chaîne de caractères. N'ajoute pas de retour " "à la ligne automatiquement à la fin.\n" "[codeblock]\n" "printraw(\"A\")\n" "printraw(\"B\")\n" "# Prints AB\n" "[/codeblock]\n" "[b]Remarque:[/b] A cause des limitations de la console intégrée à Godot, " "cette méthode n'affiche que sur le terminal. Pour afficher dans la console " "de Godot, utilisez une autre méthode, comme [method print]." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Affiche un ou plusieurs argument dans la console intercalé d'un espace.\n" "[codeblock]\n" "prints(\"A\", \"B\", \"C\") # Prints A B C\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Affiche un ou plusieurs arguments dans la console intercalé de tabulations " "entre chaque.\n" "[codeblock]\n" "printt(\"A\", \"B\", \"C\") # Prints A B C\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie un message d'erreur au débogueur interne de Godot et dans le " "terminal du système.\n" "[codeblock]\n" "push_error(\"test error\") # Affiche \"test error\" dans le débogueur et le " "terminal du système comme erreur d'exécution\n" "[/codeblock]\n" "[b]Note :[/b] Les erreurs affichées ainsi n'interrompent pas l'exécution du " "projet. Pour afficher un message d'erreur et interrompre l'exécution du " "projet dans un build de débogage, utilisez [code]assert(false, \"test " "error\")[/code]." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie un message d'alerte dans le déboguer de Godot et dans le terminal de " "l'OS.\n" "[codeblock]\n" "push_warning(\"test warning\") # Prints \"test warning\" to debugger and " "terminal as warning call\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts an angle expressed in radians to degrees.\n" "[codeblock]\n" "rad2deg(0.523599) # Returns 30.0\n" "[/codeblock]" msgstr "" "Convertis un angle exprimé en radians en degrés.\n" "[codeblock]\n" "rad2deg(0.523599) # Returns 30.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a random floating point value between [code]from[/code] and " "[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" "[/codeblock]\n" "[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "Retourne un flottant aléatoire entre [code]from[/code] et [code]to[/code].\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Imprime par exemple 0.135591 " "0.405263\n" "[/codeblock]\n" "[b]Note :[/b] C'est équivalent à [code]randf() * (to - from) + from[/code]." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Aléatoire à partir d'une graine : passer un [code]seed[/code], et un tableau " "avec en même temps le nombre et la nouvelle graine retourné. \"Seed\" réfère " "ici à l'état interne du générateur de nombre pseudo-aléatoire. L'état " "interne de l'implémentation actuelle est 64 bits." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Retourne une valeur aléatoire à virgule flottante sur l’intervalle [code][0, " "1][/code].\n" "[codeblock]\n" "randf() # Retourne par exemple 0,375671\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Retourne un nombre entier positive aléatoire de 32 bits. Utilisez " "l'opérateur modulo pour obtenir une valeur aléatoire dans l'intervalle [code]" "[0, N - 1][/code] (où N est plus petit que 2^32).\n" "[codeblock]\n" "randi() # Retourne un nombre entier aléatoire entre 0 et 2^32 - 1\n" "randi() % 20 # Retourne un nombre entier aléatoire entre 0 et 19\n" "randi() % 100 # Retourne un nombre entier aléatoire entre 0 et 99\n" "randi() % 100 + 1 # Retourne un nombre entier aléatoire entre 1 et 100\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Randomise la graine (ou l’état interne) du générateur de nombres aléatoires. " "La mise en œuvre actuelle réensemence en utilisant un nombre basé sur le " "temps.\n" "[codeblock]\n" "func _ready() :\n" " randomize()\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an array with the given range. [method range] can be called in three " "ways:\n" "[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " "stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " "[b]exclusive[/b].\n" "[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " "steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" "code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " "respectively.\n" "[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " "increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " "[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " "[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" "code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " "[code]0[/code], an error message is printed.\n" "[method range] converts all arguments to [int] before processing.\n" "[b]Note:[/b] Returns an empty array if no value meets the value constraint " "(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" "Examples:\n" "[codeblock]\n" "print(range(4)) # Prints [0, 1, 2, 3]\n" "print(range(2, 5)) # Prints [2, 3, 4]\n" "print(range(0, 6, 2)) # Prints [0, 2, 4]\n" "print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" "for i in range(array.size(), 0, -1):\n" " print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" "9\n" "6\n" "3\n" "[/codeblock]" msgstr "" "Retourne un tableau avec l'intervalle donné. [method range] peut être appelé " "de trois façons:\n" "[code]range(n: int)[/code] : Commence à 0, augmente par étape de 1, et " "s'arrête [i]avant[/i] [code]n[/code]. L'argument [code]n[/code] est " "[b]exclusif[/b].\n" "[code]range(b: int, n: int)[/code]: Commence à [code]b[/code], augmente par " "étape de 1, et s'arrête [i]avant[/i] [code]n[/code]. L'argument [code]b[/" "code] est [b]inclusif[/b], et [code]n[/code] est [b]exclusif[/b].\n" "[code]range(b: int, n: int, s: int)[/code]: Commence à [code]b[/code], " "augmente/diminue par étape de [code]s[/code], et s'arrête [i]avant[/i] " "[code]n[/code]. L'argument [code]b[/code] est [b]inclusif[/b], et [code]n[/" "code] est [b]exclusif[/b]. L'argument [code]s[/code] [b]peut[/b] être " "négatif, mais pas [code]0[/code]. Si [code]s[/code] est [code]0[/code], une " "erreur est affichée.\n" "[method range] convertit tous les arguments en [int] avant tout.\n" "[b]Note :[/b] Retourne un tableau si les arguments ne correspondent pas " "mathématiquement (e.g. [code]range(2, 5, -1)[/code] ou [code]range(5, 5, 1)[/" "code]).\n" "Exemples :\n" "[codeblock]\n" "print(range(4)) # Affiche [0, 1, 2, 3]\n" "print(range(2, 5)) # Affiche [2, 3, 4]\n" "print(range(0, 6, 2)) # Affiche [0, 2, 4]\n" "print(range(4, 1, -1)) # Affiche [4, 3, 2]\n" "[/codeblock]\n" "Pour parcourir un [Array] à l'envers, utilisez :\n" "[codeblock]\n" "var array = [3, 6, 9]\n" "for i in range(array.size(), 0, -1):\n" " print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" "9\n" "6\n" "3\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Permet de trouver la valeur correspondante dans l'intervalle [code][ostart, " "ostop][/code] de la valeur [code]value[/code] appartenant à l'intervalle " "[code][istart, istop][/code].\n" "[codeblock]\n" "range_lerp(75, 0, 100, -1, 1) # Renvoie la valeur 0.5\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Arrondit [code]s[/code] au nombre entier le plus proche, avec les cas à mi-" "chemin arrondis vers l'entier supérieur en valeur absolue.\n" "[codeblock]\n" "a = round(2.49) # a vaut 2.0\n" "a = round(2.5) # a vaut 3.0\n" "a = round(2.51) # a vaut 3.0\n" "[/codeblock]\n" "Consultez aussi [method floor], [method ceil], [method stepify] et [int]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Sets seed for the random number generator.\n" "[codeblock]\n" "my_seed = \"Godot Rocks\"\n" "seed(my_seed.hash())\n" "[/codeblock]" msgstr "" "Définit les graines pour le générateur de nombres aléatoires.\n" "[codeblock]\n" "my_seed = \"Godot Rocks\"\n" "seed(my_seed.hash())\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie le signe de [code]s[/code] : -1 ou 1. Renvoie 0 si [code]s[/code] " "est égal à 0.\n" "[codeblock]\n" "sign(-6) # Renvoie -1\n" "sign(0) # Renvoie 0\n" "sign(6) # Renvoie 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the sine of angle [code]s[/code] in radians.\n" "[codeblock]\n" "sin(0.523599) # Returns 0.5\n" "[/codeblock]" msgstr "" "Retourne le sinus de l'angle [code]s[/code] en radians.\n" "[codeblock]\n" "sin(0.523599) # Retourne 0,5\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Renvoie le sinus hyperbolique de [code]s[/code].\n" "[codeblock]\n" "a = log(2.0) # Renvoie 0.693147\n" "sinh(a) # Renvoie 0.75\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Retourne le résultat de l'interpolation douce de la valeur [code]s[/code] " "entre [code]0[/code] et [code]1[/code], basée sur la position de [code]s[/" "code] entre [code]from[/code] et [code]to[/code].\n" "La valeur de retour est [code]0[/code] si [code]s <= from[/code], et " "[code]1[/code] si [code]s >= to[/code]. Si [code]s[/code] se trouve entre " "[code]from[/code] et [code]to[/code], la valeur retournée suit une courbe en " "S qui représente les positions de [code]s[/code] entre[code]0[/code] and " "[code]1[/code].\n" "Cette courbe en S est l'interpolateur cubique d'Hermite, obtenu par " "[code]f(y) = 3*y^2 - 2*y^3[/code] où [code]y = (x-from) / (to-from)[/code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Renvoie 0.0\n" "smoothstep(0, 2, 0.5) # Renvoie 0.15625\n" "smoothstep(0, 2, 1.0) # Renvoie 0.5\n" "smoothstep(0, 2, 2.0) # Renvoie 1.0\n" "[/codeblock]\n" "Comparé à [method ease] avec une valeur de courbe de [code]-1.6521[/code], " "[method smoothstep] retourne la courbe la plus douce possible sans change " "brusque dans la dérivée. Si vous avez besoin d'effectuer des transitions " "plus avancées, utilisez [Tween] ou [AnimationPlayer].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" "smoothstep_ease_comparison.png]Comparaison entre les valeurs retournées par " "smoothstep() et ease(x, -1.6521)[/url]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Retourne la racine carrée de [code]s[/code], où [code]s[/code] est un nombre " "non négatif.\n" "[codeblock]\n" "sqrt(9) # Retourne 3\n" "[/codeblock]\n" "[b]Note :[/b] Les valeurs négatives de [code]s[/code] retournent NaN. Si " "vous avez besoin d'entrées négatives, utilisez [code]System.Numerics." "Complex[/code] en C#." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Retourne la position du premier caractère différent de zéro, après le point " "de la décimale. Notez que la valeur maximale retournée est 10, qui est une " "décision arbitraire de l'implémentation.\n" "[codeblock]\n" "n = step_decimals(5) # n vaut 0\n" "n = step_decimals(1.0005) # n vaut 4\n" "n = step_decimals(0.000000005) # n vaut 9\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Aligne la valeur d'un float [code]s[/code] sur un pas donné [code]step[/" "code]. Cela peut être utilisé également pour arrondir la valeur avec un " "nombre arbitraire de chiffres après la virgule.\n" "[codeblock]\n" "stepify(100, 32) # Retourne 96.0\n" "stepify(3.14159, 0.01) # Retourne 3.14\n" "[/codeblock]\n" "Consultez aussi [method ceil], [method floor], [method round] et [int]." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Convertis un ou plusieurs arguments en chaîne de caractères de la meilleure " "manière possible.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a) ;\n" "len(a) # Retourne 3\n" "len(b) # Retourne 12\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Convertit une chaîne formatée retournée par [method var2str] en sa valeur " "d'origine.\n" "[codeblock]\n" "a = '{\"a\" : 1, \"b\" : 2}'\n" "b = str2var(a)\n" "print(b[\"a\"]) # Affiche 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the tangent of angle [code]s[/code] in radians.\n" "[codeblock]\n" "tan(deg2rad(45)) # Returns 1\n" "[/codeblock]" msgstr "" "Retourne la tangente de l'angle [code]s[/code] en radians.\n" "[codeblock]\n" "tan(deg2rad(45)) # Retourne 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Retourne la tangente hyperbolique de [code]s[/code].\n" "[codeblock]\n" "a = log(2.0) # a vaut 0.693147\n" "b = tanh(a) # b vaut 0.6\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Convertit une variante [Variant] [code]var[/code] en texte JSON et retourne " "le résultat. Utile pour sérialiser les données à stocker ou à envoyer sur le " "réseau.\n" "[codeblock]\n" "# Les deux nombres ci-dessous sont des entiers.\n" "a = {\"a\": 1, \"b\": 2}\n" "b = to_json(a)\n" "print(b) # {\"a\":1, \"b\":2}\n" "# Les deux nombres ci-dessus sont des nombres décimaux, même s'ils " "s'affichent sans décimales.\n" "[/codeblock]\n" "[b]Remarque :[/b] La spécification JSON ne définit pas les types entier ou " "flottant, mais seulement un type [i]number[/i]. Par conséquent, la " "conversion d'un [Variant] en texte JSON convertira toutes les valeurs " "numériques en types [float].\n" "Voir aussi [JSON] pour une autre façon de convertir un [Variant] en texte " "JSON." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Indique si la classe donnée existe dans [ClassDB].\n" "[codeblock]\n" "type_exists(\"Sprite\") # Retourne true\n" "type_exists(\"Variant\") # Retourne false\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Retourne le type interne de l'objet Variant donné, en utilisant les valeurs " "[enum Variant.Type].\n" "[codeblock]\n" "p = parse_json('[\"a\", \"b\", \"c\"]')\n" "if typeof(p) == TYPE_ARRAY:\n" " print (p[0]) # Affiche a\n" "else:\n" " print(\"résultats inattendus\")\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Vérifie que [code]json[/code] est une donnée JSON valide. Renvoie une chaîne " "de caractères vide si elle est valide, sinon, un message d'erreur.\n" "[codeblock]\n" "j = to_json([1, 2, 3])\n" "v = validate_json(j)\n" "if not v:\n" " print(\"JSON valide.\")\n" "else:\n" " push_error(\"JSON invalide : \" + v)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Encode la valeur d'une variable en un tableau d'octets ([i]byte array[/i]). " "Lorsque [code]full_objects[/code] a la valeur [code]true[/code], l'encodage " "d'objets est autorisé (et peut potentiellement inclure du code)." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Convertit une Variante [code]var[/code] en une chaîne de caractères formatée " "qui pourra ensuite être décodée grâce à [method str2var].\n" "[codeblock]\n" "a = {\"a\": 1, \"b\": 2}\n" "print(var2str(a))\n" "[/codeblock]\n" "affiche\n" "[codeblock]\n" "{\n" "\"a\": 1,\n" "\"b\": 2\n" "}\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Retourne une référence faible à un objet ([i]weak reference[/i]).\n" "Une référence faible d'objet n'est pas suffisante pour maintenir l'objet en " "vie : lorsque les seules références pour un référent sont des références " "faibles, le ramasse-miettes est libre de détruire le référent et de " "réutiliser sa mémoire pour autre chose. Cependant, jusqu'à ce que l'objet " "soit réellement détruit, la référence faible peut renvoyer l'objet même s'il " "n'y a pas de références fortes à celui-ci." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Place une [code]valeur[/code] de type float entre [code]min[/code] et " "[code]max[/code].\n" "Cela peut être utilisé pour émuler des boucles ou des surfaces infinies.\n" "[codeblock]\n" "# Boucle infinie entre 5.0 et 9.9\n" "valeur = wrapf(valeur + 0.1 ,5.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Rotation infinie (en radians)\n" "angle = wrapf(angle + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[codeblock]\n" "# Rotation infinie (en radians)\n" "angle = wrapf(angle + 0.1, -PI, PI)\n" "[/codeblock]\n" "[b]Note:[/b] Si [code]min[/code] vaut [code]0[/code], la méthode est " "équivalente à [method fposmod], il vaut mieux utiliser cette methode à la " "place.\n" "[code]wrapf[/code] est plus flexible que [method fposmod] en donnant à " "l'utilisateur le contrôle de la valeur sur la valeur minimale." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Englobe la [code]valeur[/code] de l'entier entre [code]min[/code] et " "[code]max[/code].\n" "Utile pour créer des comportements de boucle ou des surfaces infinies.\n" "[codeblock]\n" "# Boucle inifine entre 5 et 9\n" "frame = wrapi(frame + 1, 5, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# le résultat est -2\n" "var result = wrapi(-6, -5, -1)\n" "[/codeblock]\n" "[b]Note :[/b] Si [code]min[/code] est égal à [code]0[/code], utilisez plutôt " "son équivalent [method posmod].\n" "[code]wrapi[/code] est plus souple que l'approche [method posmod] en donnant " "plus de contrôle à l'utilisateur sur la valeur minimale." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Arrête l'exécution de la fonction et renvoie l'état suspendu actuel à la " "fonction appelante.\n" "Depuis l'appelant, appelez [method GDScriptFunctionState.resume] sur l'état " "pour reprendre l'exécution. Cela invalide l'état. Dans la fonction reprise, " "[code]yield()[/code] retourne ce qui a été transmis à la fonction appelée " "[code]resume()[/code].\n" "Si on lui communique un objet et un signal, l'exécution est reprise lorsque " "l'objet émet le signal donné. Dans ce cas, [code]yield()[/code] retourne " "l'argument passé à [code]emit_signal()[/code] si le signal ne prend qu'un " "seul argument, ou un tableau contenant tous les arguments communiqués à " "[code]emit_signal()[/code] si le signal prend plusieurs arguments.\n" "Vous pouvez également utiliser [code]yield[/code] pour attendre la fin d'une " "fonction:\n" "[codeblock]\n" "func _ready():\n" " yield(countdown(), \"completed\") # en attendant que la fonction " "countdown() se termine\n" " print('Ready')\n" "\n" "func countdown():\n" " yield(get_tree(), \"idle_frame\") # retourne un objet " "GDScriptFunctionState à _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" "Lorsque l'on cède sur une fonction, le signal [code]completed[/code] sera " "émis automatiquement lorsque la fonction retourne. Il peut donc être utilisé " "comme le [code]signal[/code] du paramètre de la méthode [code]yield[/code] à " "reprendre.\n" "Dans l'ordre du yield surune fonction, la fonction résultante devrait " "également retourner un [code]GDScriptFunctionState[/code]. Notez depuis " "l'exemple ci-dessous [code]yield(get_tree(), \"idle_frame\")[/code]." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Constante égale au rapport du périmètre sur le diamètre. Cela équivaut à " "[code]TAU / 2[/code]." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "La constante du cercle, c'est à dire la circonférence du cercle unité en " "radians. C'est l'équivalent de [code]PI * 2[/code] ou de 360 degrés en " "rotation." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "L'infini positif représenté en virgule flottante. C'est le résultat d'un " "nombre à virgule flottante divisé par [code]0.0[/code]. L'infini négatif est " "représenté par [code]-INF[/code]. Diviser par [code]-0.0[/code] donnera une " "infinité négative si le numérateur est positif, donc diviser par [code]0.0[/" "code] n'est pas la même chose que de diviser par [code]-0.0[/code] (même si " "[code]0.0 == -0.0[/code] est toujours [code]true[/code]).\n" "[b]Note:[/b] L'infini numérique est un concept seulement pour les nombres à " "virgule flottante, et n'a pas d'équivalent pour les entiers. Diviser un " "nombre entier par [code]0[/code] est invalide et entraînera toujours une " "erreur d'exécution." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "\"Not a Number\" (\"n'est pas un nombre\"), une valeur en virgule flottante " "invalide. [constant NAN] a des propriétés particulières, notamment le fait " "qu'elle n'est pas égale à elle-même ([code]NAN == NAN[/code] retourne " "[code]false[/code]). Elle est produite par certaines opérations invalides, " "comme la division d'un flottant [code]0.0[/code] par [code]0.0[/code].\n" "[b]Note:[/b] \"Not a Number\" est un concept spécifique aux nombres à " "virgule flottante (et aux problèmes de précision de ces nombres), et n'a pas " "d'équivalent pour les nombres entiers. La division d'un entier [code]0[/" "code] par [code]0[/code] ne résultera pas en [constant NAN] mais entraînera " "directement une erreur d'exécution." #: doc/classes/@GlobalScope.xml msgid "Global scope constants and variables." msgstr "Constantes et variables de portée globale." #: doc/classes/@GlobalScope.xml 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 "" "Constantes et variables globales. Ceci concerne tout ce qui est contenu dans " "le registre global (accessible depuis n'importe quel script) : constantes de " "codes d'erreur, codes des touches du clavier, indices de configuration des " "propriétés, etc.\n" "Comme ils peuvent être accessibles de partout, les singletons sont aussi " "documentés ici." #: doc/classes/@GlobalScope.xml msgid "The [ARVRServer] singleton." msgstr "Le singleton [ARVRServer]." #: doc/classes/@GlobalScope.xml msgid "The [AudioServer] singleton." msgstr "Le singleton [AudioServer]." #: doc/classes/@GlobalScope.xml msgid "The [CameraServer] singleton." msgstr "Le singleton [CameraServer]." #: doc/classes/@GlobalScope.xml msgid "The [ClassDB] singleton." msgstr "Le singleton [ClassDB]." #: doc/classes/@GlobalScope.xml msgid "The [Engine] singleton." msgstr "Le singleton [Engine]." #: doc/classes/@GlobalScope.xml msgid "The [Geometry] singleton." msgstr "Le singleton [Geometry]." #: doc/classes/@GlobalScope.xml msgid "The [IP] singleton." msgstr "Le singleton [IP]." #: doc/classes/@GlobalScope.xml msgid "The [Input] singleton." msgstr "Le singleton [Input]." #: doc/classes/@GlobalScope.xml msgid "The [InputMap] singleton." msgstr "Le singleton [InputMap]." #: doc/classes/@GlobalScope.xml msgid "The [JSON] singleton." msgstr "Le singleton [JSON]." #: doc/classes/@GlobalScope.xml msgid "" "The [JavaClassWrapper] singleton.\n" "[b]Note:[/b] Only implemented on Android." msgstr "" "Le singleton [JavaClassWrapper].\n" "[b]Remarque :[/b] Uniquement implémenté sur Android." #: doc/classes/@GlobalScope.xml msgid "" "The [JavaScript] singleton.\n" "[b]Note:[/b] Only implemented on HTML5." msgstr "" "Le singleton [JavaScript].\n" "[b]Remarque :[/b] Uniquement implémenté sur HTML5." #: doc/classes/@GlobalScope.xml msgid "The [Marshalls] singleton." msgstr "Le singleton [Marshalls]." #: doc/classes/@GlobalScope.xml msgid "The [Navigation2DServer] singleton." msgstr "Le singleton du [Navigation2DServer]." #: doc/classes/@GlobalScope.xml msgid "The [NavigationMeshGenerator] singleton." msgstr "Le singleton du [NavigationMeshGenerator]." #: doc/classes/@GlobalScope.xml msgid "The [NavigationServer] singleton." msgstr "Le singleton du [NavigationServer]." #: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "Le singleton [OS]." #: doc/classes/@GlobalScope.xml msgid "The [Performance] singleton." msgstr "Le singleton [Performance]." #: doc/classes/@GlobalScope.xml msgid "The [Physics2DServer] singleton." msgstr "Le singleton [Physics2DServer]." #: doc/classes/@GlobalScope.xml msgid "The [PhysicsServer] singleton." msgstr "Le singleton [PhysicsServer]." #: doc/classes/@GlobalScope.xml msgid "The [ProjectSettings] singleton." msgstr "Le singleton [ProjectSettings]." #: doc/classes/@GlobalScope.xml msgid "The [ResourceLoader] singleton." msgstr "Le singleton [ResourceLoader]." #: doc/classes/@GlobalScope.xml msgid "The [ResourceSaver] singleton." msgstr "Le singleton [ResourceLoader]." #: doc/classes/@GlobalScope.xml msgid "The [Time] singleton." msgstr "Le singleton du [Time]." #: doc/classes/@GlobalScope.xml msgid "The [TranslationServer] singleton." msgstr "Le singleton [TranslationServer]." #: doc/classes/@GlobalScope.xml msgid "The [VisualScriptEditor] singleton." msgstr "Le singleton [VisualScriptEditor]." #: doc/classes/@GlobalScope.xml msgid "The [VisualServer] singleton." msgstr "Le singleton [VisualServer]." #: doc/classes/@GlobalScope.xml msgid "Left margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Marge gauche, généralement utilisée pour les classes dérivées de [Control] " "ou [StyleBox]." #: doc/classes/@GlobalScope.xml msgid "Top margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Marge supérieure, généralement utilisée pour les classes dérivées de " "[Control] ou [StyleBox]." #: doc/classes/@GlobalScope.xml msgid "Right margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Marge droite, habituellement utilisée pour les classes dérivées de [Control] " "ou [StyleBox]." #: doc/classes/@GlobalScope.xml msgid "" "Bottom margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Marge inférieure, habituellement utilisée pour les classes dérivées de " "[Control] ou de [StyleBox]." #: doc/classes/@GlobalScope.xml msgid "Top-left corner." msgstr "Coin supérieur gauche." #: doc/classes/@GlobalScope.xml msgid "Top-right corner." msgstr "Coin supérieur droit." #: doc/classes/@GlobalScope.xml msgid "Bottom-right corner." msgstr "Coin inférieur droit." #: doc/classes/@GlobalScope.xml msgid "Bottom-left corner." msgstr "Coin inférieur gauche." #: doc/classes/@GlobalScope.xml msgid "" "General vertical alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "Alignement vertical général, généralement utilisé pour les [Separator], " "[ScrollBar], [Slider], etc." #: doc/classes/@GlobalScope.xml msgid "" "General horizontal alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "Alignement horizontal général, généralement utilisé pour les [Separator], " "[ScrollBar], [Slider], etc." #: doc/classes/@GlobalScope.xml msgid "Horizontal left alignment, usually for text-derived classes." msgstr "" "Alignement horizontal à gauche, généralement pour des classes dérivées de " "texte." #: doc/classes/@GlobalScope.xml msgid "Horizontal center alignment, usually for text-derived classes." msgstr "" "Alignement horizontal centre, généralement pour des classes dérivées de " "texte." #: doc/classes/@GlobalScope.xml msgid "Horizontal right alignment, usually for text-derived classes." msgstr "" "Alignement horizontal droite, généralement pour des classes dérivées de " "texte." #: doc/classes/@GlobalScope.xml msgid "Vertical top alignment, usually for text-derived classes." msgstr "" "Alignement vertical haut, généralement pour des classes dérivées de texte." #: doc/classes/@GlobalScope.xml msgid "Vertical center alignment, usually for text-derived classes." msgstr "" "Alignement vertical centre, généralement pour des classes dérivées de texte." #: doc/classes/@GlobalScope.xml msgid "Vertical bottom alignment, usually for text-derived classes." msgstr "" "Alignement vertical bas, généralement pour des classes dérivées de texte." #: doc/classes/@GlobalScope.xml msgid "Scancodes with this bit applied are non-printable." msgstr "Les codes de touches avec ce bit ne sont pas affichables." #: doc/classes/@GlobalScope.xml msgid "Escape key." msgstr "Touche Échap." #: doc/classes/@GlobalScope.xml msgid "Tab key." msgstr "Touche de tabulation." #: doc/classes/@GlobalScope.xml msgid "Shift+Tab key." msgstr "Touche Maj + Tab." #: doc/classes/@GlobalScope.xml msgid "Backspace key." msgstr "Touche de retour arrière." #: doc/classes/@GlobalScope.xml msgid "Return key (on the main keyboard)." msgstr "Touche Entrée (sur le clavier principal)." #: doc/classes/@GlobalScope.xml msgid "Enter key on the numeric keypad." msgstr "Touche Entrée sur le pavé numérique." #: doc/classes/@GlobalScope.xml msgid "Insert key." msgstr "Touche d'insertion." #: doc/classes/@GlobalScope.xml msgid "Delete key." msgstr "Touche de suppression." #: doc/classes/@GlobalScope.xml msgid "Pause key." msgstr "Touche Pause." #: doc/classes/@GlobalScope.xml msgid "Print Screen key." msgstr "Touche d'impression d'écran." #: doc/classes/@GlobalScope.xml msgid "System Request key." msgstr "Clé de demande système." #: doc/classes/@GlobalScope.xml msgid "Clear key." msgstr "Touche d'effacement." #: doc/classes/@GlobalScope.xml msgid "Home key." msgstr "Touche Accueil." #: doc/classes/@GlobalScope.xml msgid "End key." msgstr "Touche de fin." #: doc/classes/@GlobalScope.xml msgid "Left arrow key." msgstr "Touche de la flèche gauche." #: doc/classes/@GlobalScope.xml msgid "Up arrow key." msgstr "Touche de flèche vers le haut." #: doc/classes/@GlobalScope.xml msgid "Right arrow key." msgstr "Touche de la flèche droite." #: doc/classes/@GlobalScope.xml msgid "Down arrow key." msgstr "Touche de flèche vers le bas." #: doc/classes/@GlobalScope.xml msgid "Page Up key." msgstr "Touche Page précédente." #: doc/classes/@GlobalScope.xml msgid "Page Down key." msgstr "Touche Page suivante." #: doc/classes/@GlobalScope.xml msgid "Shift key." msgstr "Touche Shift." #: doc/classes/@GlobalScope.xml msgid "Control key." msgstr "Touche contrôle." #: doc/classes/@GlobalScope.xml msgid "Meta key." msgstr "Touche méta." #: doc/classes/@GlobalScope.xml msgid "Alt key." msgstr "Touche Alt." #: doc/classes/@GlobalScope.xml msgid "Caps Lock key." msgstr "Touche de verrouillage des majuscules." #: doc/classes/@GlobalScope.xml msgid "Num Lock key." msgstr "Touche de verrouillage numérique." #: doc/classes/@GlobalScope.xml msgid "Scroll Lock key." msgstr "Touche de verrouillage du défilement." #: doc/classes/@GlobalScope.xml msgid "F1 key." msgstr "Touche F1." #: doc/classes/@GlobalScope.xml msgid "F2 key." msgstr "Touche F2." #: doc/classes/@GlobalScope.xml msgid "F3 key." msgstr "Touche F3." #: doc/classes/@GlobalScope.xml msgid "F4 key." msgstr "Touche F4." #: doc/classes/@GlobalScope.xml msgid "F5 key." msgstr "Touche F5." #: doc/classes/@GlobalScope.xml msgid "F6 key." msgstr "Touche F6." #: doc/classes/@GlobalScope.xml msgid "F7 key." msgstr "Touche F7." #: doc/classes/@GlobalScope.xml msgid "F8 key." msgstr "Touche F8." #: doc/classes/@GlobalScope.xml msgid "F9 key." msgstr "Touche F9." #: doc/classes/@GlobalScope.xml msgid "F10 key." msgstr "Touche F10." #: doc/classes/@GlobalScope.xml msgid "F11 key." msgstr "Touche F11." #: doc/classes/@GlobalScope.xml msgid "F12 key." msgstr "Touche F12." #: doc/classes/@GlobalScope.xml msgid "F13 key." msgstr "Touche F13." #: doc/classes/@GlobalScope.xml msgid "F14 key." msgstr "Touche F14." #: doc/classes/@GlobalScope.xml msgid "F15 key." msgstr "Touche F15." #: doc/classes/@GlobalScope.xml msgid "F16 key." msgstr "Touche F16." #: doc/classes/@GlobalScope.xml msgid "Multiply (*) key on the numeric keypad." msgstr "Touche de multiplication (*) sur le pavé numérique." #: doc/classes/@GlobalScope.xml msgid "Divide (/) key on the numeric keypad." msgstr "Touche de division (/) sur le pavé numérique." #: doc/classes/@GlobalScope.xml msgid "Subtract (-) key on the numeric keypad." msgstr "Touche de soustraction (-) sur le pavé numérique." #: doc/classes/@GlobalScope.xml msgid "Period (.) key on the numeric keypad." msgstr "Touche point (.) sur le pavé numérique." #: doc/classes/@GlobalScope.xml msgid "Add (+) key on the numeric keypad." msgstr "Touche d'addition (+) sur le pavé numérique." #: doc/classes/@GlobalScope.xml msgid "Number 0 on the numeric keypad." msgstr "Chiffre 0 sur le pavé numérique." #: doc/classes/@GlobalScope.xml msgid "Number 1 on the numeric keypad." msgstr "Chiffre 1 sur le pavé numérique." #: doc/classes/@GlobalScope.xml msgid "Number 2 on the numeric keypad." msgstr "Chiffre 2 sur le pavé numérique." #: doc/classes/@GlobalScope.xml msgid "Number 3 on the numeric keypad." msgstr "Chiffre 3 sur le pavé numérique." #: doc/classes/@GlobalScope.xml msgid "Number 4 on the numeric keypad." msgstr "Chiffre 4 sur le pavé numérique." #: doc/classes/@GlobalScope.xml msgid "Number 5 on the numeric keypad." msgstr "Chiffre 5 sur le pavé numérique." #: doc/classes/@GlobalScope.xml msgid "Number 6 on the numeric keypad." msgstr "Chiffre 6 sur le pavé numérique." #: doc/classes/@GlobalScope.xml msgid "Number 7 on the numeric keypad." msgstr "Chiffre 7 sur le pavé numérique." #: doc/classes/@GlobalScope.xml msgid "Number 8 on the numeric keypad." msgstr "Chiffre 8 sur le pavé numérique." #: doc/classes/@GlobalScope.xml msgid "Number 9 on the numeric keypad." msgstr "Chiffre 9 sur le pavé numérique." #: doc/classes/@GlobalScope.xml msgid "Left Super key (Windows key)." msgstr "Touche Super Gauche (touche Windows)." #: doc/classes/@GlobalScope.xml msgid "Right Super key (Windows key)." msgstr "Touche Super Droite (touche Windows)." #: doc/classes/@GlobalScope.xml msgid "Context menu key." msgstr "Touche de menu contextuel." #: doc/classes/@GlobalScope.xml msgid "Left Hyper key." msgstr "Touche Hyper gauche." #: doc/classes/@GlobalScope.xml msgid "Right Hyper key." msgstr "Touche Hyper droite." #: doc/classes/@GlobalScope.xml msgid "Help key." msgstr "Touche d’aide." #: doc/classes/@GlobalScope.xml msgid "Left Direction key." msgstr "Touche Direction gauche." #: doc/classes/@GlobalScope.xml msgid "Right Direction key." msgstr "Touche Direction droite." #: doc/classes/@GlobalScope.xml msgid "" "Media back key. Not to be confused with the Back button on an Android device." msgstr "" "Touche de retour média. Ne pas confondre avec le bouton de retour d'un " "appareil Android." #: doc/classes/@GlobalScope.xml msgid "Media forward key." msgstr "Touche d'avance média." #: doc/classes/@GlobalScope.xml msgid "Media stop key." msgstr "Clé d'arrêt de média." #: doc/classes/@GlobalScope.xml msgid "Media refresh key." msgstr "Touche de rechargement média." #: doc/classes/@GlobalScope.xml msgid "Volume down key." msgstr "Touche de réduction du volume." #: doc/classes/@GlobalScope.xml msgid "Mute volume key." msgstr "Touche de mise en sourdine du volume." #: doc/classes/@GlobalScope.xml msgid "Volume up key." msgstr "Touche d'augmentation du volume." #: doc/classes/@GlobalScope.xml msgid "Bass Boost key." msgstr "Touche Bass Boost." #: doc/classes/@GlobalScope.xml msgid "Bass up key." msgstr "Touche Bass up." #: doc/classes/@GlobalScope.xml msgid "Bass down key." msgstr "Touche Bass down." #: doc/classes/@GlobalScope.xml msgid "Treble up key." msgstr "Touche d'aigus vers le haut." #: doc/classes/@GlobalScope.xml msgid "Treble down key." msgstr "Touche d'aigus bas." #: doc/classes/@GlobalScope.xml msgid "Media play key." msgstr "Clé de lecture de média." #: doc/classes/@GlobalScope.xml msgid "Previous song key." msgstr "Touche de chanson précédente." #: doc/classes/@GlobalScope.xml msgid "Next song key." msgstr "Touche de chanson suivante." #: doc/classes/@GlobalScope.xml msgid "Media record key." msgstr "Clé d’enregistrement de média." #: doc/classes/@GlobalScope.xml msgid "Home page key." msgstr "Clé de la page d'accueil." #: doc/classes/@GlobalScope.xml msgid "Favorites key." msgstr "Touche Favoris." #: doc/classes/@GlobalScope.xml msgid "Search key." msgstr "Clé de recherche." #: doc/classes/@GlobalScope.xml msgid "Standby key." msgstr "Touche de veille." #: doc/classes/@GlobalScope.xml msgid "Open URL / Launch Browser key." msgstr "Clé d'ouverture d'URL / Lancement du navigateur." #: doc/classes/@GlobalScope.xml msgid "Launch Mail key." msgstr "Clé de lancement d'e-mail." #: doc/classes/@GlobalScope.xml msgid "Launch Media key." msgstr "Clé de lancement de média." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 0 key." msgstr "Touche de lancement du raccourci 0." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 1 key." msgstr "Touche de lancement du raccourci 1." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 2 key." msgstr "Touche de lancement du raccourci 2." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 3 key." msgstr "Touche de lancement du raccourci 3." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 4 key." msgstr "Touche de lancement du raccourci 4." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 5 key." msgstr "Touche de lancement du raccourci 5." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 6 key." msgstr "Touche de lancement du raccourci 6." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 7 key." msgstr "Touche de lancement du raccourci 7." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 8 key." msgstr "Touche de lancement du raccourci 8." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 9 key." msgstr "Touche de lancement du raccourci 9." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut A key." msgstr "Touche de lancement du raccourci A." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut B key." msgstr "Touche de lancement du raccourci B." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut C key." msgstr "Touche de lancement du raccourci C." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut D key." msgstr "Touche de lancement du raccourci D." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut E key." msgstr "Touche de lancement du raccourci E." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut F key." msgstr "Touche de lancement du raccourci F." #: doc/classes/@GlobalScope.xml msgid "Unknown key." msgstr "Touché inconnue." #: doc/classes/@GlobalScope.xml msgid "Space key." msgstr "Touche espace." #: doc/classes/@GlobalScope.xml msgid "! key." msgstr "Touche !." #: doc/classes/@GlobalScope.xml msgid "\" key." msgstr "Touche \"." #: doc/classes/@GlobalScope.xml msgid "# key." msgstr "Touche #." #: doc/classes/@GlobalScope.xml msgid "$ key." msgstr "Touche $." #: doc/classes/@GlobalScope.xml msgid "% key." msgstr "Touche %." #: doc/classes/@GlobalScope.xml msgid "& key." msgstr "Touche &." #: doc/classes/@GlobalScope.xml msgid "' key." msgstr "Touche '." #: doc/classes/@GlobalScope.xml msgid "( key." msgstr "Touche (." #: doc/classes/@GlobalScope.xml msgid ") key." msgstr "Touche )." #: doc/classes/@GlobalScope.xml msgid "* key." msgstr "Touche *." #: doc/classes/@GlobalScope.xml msgid "+ key." msgstr "Touche +." #: doc/classes/@GlobalScope.xml msgid ", key." msgstr "Touche ,." #: doc/classes/@GlobalScope.xml msgid "- key." msgstr "Touche -." #: doc/classes/@GlobalScope.xml msgid ". key." msgstr "Touche \".\"." #: doc/classes/@GlobalScope.xml msgid "/ key." msgstr "Touche /." #: doc/classes/@GlobalScope.xml msgid "Number 0." msgstr "Numéro 0." #: doc/classes/@GlobalScope.xml msgid "Number 1." msgstr "Numéro 1." #: doc/classes/@GlobalScope.xml msgid "Number 2." msgstr "Numéro 2." #: doc/classes/@GlobalScope.xml msgid "Number 3." msgstr "Numéro 3." #: doc/classes/@GlobalScope.xml msgid "Number 4." msgstr "Numéro 4." #: doc/classes/@GlobalScope.xml msgid "Number 5." msgstr "Numéro 5." #: doc/classes/@GlobalScope.xml msgid "Number 6." msgstr "Numéro 6." #: doc/classes/@GlobalScope.xml msgid "Number 7." msgstr "Numéro 7." #: doc/classes/@GlobalScope.xml msgid "Number 8." msgstr "Numéro 8." #: doc/classes/@GlobalScope.xml msgid "Number 9." msgstr "Numéro 9." #: doc/classes/@GlobalScope.xml msgid ": key." msgstr "Touche :." #: doc/classes/@GlobalScope.xml msgid "; key." msgstr "Touche ;." #: doc/classes/@GlobalScope.xml msgid "< key." msgstr "Touche <." #: doc/classes/@GlobalScope.xml msgid "= key." msgstr "Touche =." #: doc/classes/@GlobalScope.xml msgid "> key." msgstr "Touche >." #: doc/classes/@GlobalScope.xml msgid "? key." msgstr "Touche ?." #: doc/classes/@GlobalScope.xml msgid "@ key." msgstr "Touche @." #: doc/classes/@GlobalScope.xml msgid "A key." msgstr "Touche A." #: doc/classes/@GlobalScope.xml msgid "B key." msgstr "Touche B." #: doc/classes/@GlobalScope.xml msgid "C key." msgstr "Touche C." #: doc/classes/@GlobalScope.xml msgid "D key." msgstr "Touche D." #: doc/classes/@GlobalScope.xml msgid "E key." msgstr "Touche E." #: doc/classes/@GlobalScope.xml msgid "F key." msgstr "Touche F." #: doc/classes/@GlobalScope.xml msgid "G key." msgstr "Touche G." #: doc/classes/@GlobalScope.xml msgid "H key." msgstr "Touche H." #: doc/classes/@GlobalScope.xml msgid "I key." msgstr "Touche I." #: doc/classes/@GlobalScope.xml msgid "J key." msgstr "Touche J." #: doc/classes/@GlobalScope.xml msgid "K key." msgstr "Touche K." #: doc/classes/@GlobalScope.xml msgid "L key." msgstr "Touche L." #: doc/classes/@GlobalScope.xml msgid "M key." msgstr "Touche M." #: doc/classes/@GlobalScope.xml msgid "N key." msgstr "Touche N." #: doc/classes/@GlobalScope.xml msgid "O key." msgstr "Touche O." #: doc/classes/@GlobalScope.xml msgid "P key." msgstr "Touche P." #: doc/classes/@GlobalScope.xml msgid "Q key." msgstr "Touche Q." #: doc/classes/@GlobalScope.xml msgid "R key." msgstr "Touche R." #: doc/classes/@GlobalScope.xml msgid "S key." msgstr "Touche S." #: doc/classes/@GlobalScope.xml msgid "T key." msgstr "Touche T." #: doc/classes/@GlobalScope.xml msgid "U key." msgstr "Touche U." #: doc/classes/@GlobalScope.xml msgid "V key." msgstr "Touche V." #: doc/classes/@GlobalScope.xml msgid "W key." msgstr "Touche W." #: doc/classes/@GlobalScope.xml msgid "X key." msgstr "Touche X." #: doc/classes/@GlobalScope.xml msgid "Y key." msgstr "Touche Y." #: doc/classes/@GlobalScope.xml msgid "Z key." msgstr "Touche Z." #: doc/classes/@GlobalScope.xml msgid "[ key." msgstr "Touche [." #: doc/classes/@GlobalScope.xml msgid "\\ key." msgstr "Touche \\." #: doc/classes/@GlobalScope.xml msgid "] key." msgstr "Touche ]." #: doc/classes/@GlobalScope.xml msgid "^ key." msgstr "Touche ^." #: doc/classes/@GlobalScope.xml msgid "_ key." msgstr "Touche _." #: doc/classes/@GlobalScope.xml msgid "` key." msgstr "Touche `." #: doc/classes/@GlobalScope.xml msgid "{ key." msgstr "Touche {." #: doc/classes/@GlobalScope.xml msgid "| key." msgstr "Touche |." #: doc/classes/@GlobalScope.xml msgid "} key." msgstr "Touche }." #: doc/classes/@GlobalScope.xml msgid "~ key." msgstr "Touche ~." #: doc/classes/@GlobalScope.xml msgid "Non-breakable space key." msgstr "Touche d'espace insécable." #: doc/classes/@GlobalScope.xml msgid "¡ key." msgstr "Touche ¡." #: doc/classes/@GlobalScope.xml msgid "¢ key." msgstr "Touche ¢." #: doc/classes/@GlobalScope.xml msgid "£ key." msgstr "Touche £." #: doc/classes/@GlobalScope.xml msgid "¤ key." msgstr "Touche ¤." #: doc/classes/@GlobalScope.xml msgid "¥ key." msgstr "Touche ¥." #: doc/classes/@GlobalScope.xml msgid "¦ key." msgstr "Touche ¦." #: doc/classes/@GlobalScope.xml msgid "§ key." msgstr "Touche §." #: doc/classes/@GlobalScope.xml msgid "¨ key." msgstr "Touche ¨." #: doc/classes/@GlobalScope.xml msgid "© key." msgstr "Touche ©." #: doc/classes/@GlobalScope.xml msgid "ª key." msgstr "Touche ª." #: doc/classes/@GlobalScope.xml msgid "« key." msgstr "Touche «." #: doc/classes/@GlobalScope.xml msgid "¬ key." msgstr "Touche ¬." #: doc/classes/@GlobalScope.xml msgid "Soft hyphen key." msgstr "Touche de tiret doux." #: doc/classes/@GlobalScope.xml msgid "® key." msgstr "Touche ®." #: doc/classes/@GlobalScope.xml msgid "¯ key." msgstr "Touche ¯." #: doc/classes/@GlobalScope.xml msgid "° key." msgstr "Touche °." #: doc/classes/@GlobalScope.xml msgid "± key." msgstr "Touche ±." #: doc/classes/@GlobalScope.xml msgid "² key." msgstr "Touche ²." #: doc/classes/@GlobalScope.xml msgid "³ key." msgstr "Touche ³." #: doc/classes/@GlobalScope.xml msgid "´ key." msgstr "Touche ´." #: doc/classes/@GlobalScope.xml msgid "µ key." msgstr "Touche µ." #: doc/classes/@GlobalScope.xml msgid "¶ key." msgstr "Touche ¶." #: doc/classes/@GlobalScope.xml msgid "· key." msgstr "Touche ·." #: doc/classes/@GlobalScope.xml msgid "¸ key." msgstr "Touche ¸." #: doc/classes/@GlobalScope.xml msgid "¹ key." msgstr "Touche ¹." #: doc/classes/@GlobalScope.xml msgid "º key." msgstr "Touche º." #: doc/classes/@GlobalScope.xml msgid "» key." msgstr "Touche »." #: doc/classes/@GlobalScope.xml msgid "¼ key." msgstr "Touche ¼." #: doc/classes/@GlobalScope.xml msgid "½ key." msgstr "Touche ½." #: doc/classes/@GlobalScope.xml msgid "¾ key." msgstr "Touche ¾." #: doc/classes/@GlobalScope.xml msgid "¿ key." msgstr "Touche ¿." #: doc/classes/@GlobalScope.xml msgid "À key." msgstr "Touche À." #: doc/classes/@GlobalScope.xml msgid "Á key." msgstr "Touche Á." #: doc/classes/@GlobalScope.xml msgid "Â key." msgstr "Touche Â." #: doc/classes/@GlobalScope.xml msgid "Ã key." msgstr "Touche Ã." #: doc/classes/@GlobalScope.xml msgid "Ä key." msgstr "Touche Ä." #: doc/classes/@GlobalScope.xml msgid "Å key." msgstr "Touche Å." #: doc/classes/@GlobalScope.xml msgid "Æ key." msgstr "Touche Æ." #: doc/classes/@GlobalScope.xml msgid "Ç key." msgstr "Touche Ç." #: doc/classes/@GlobalScope.xml msgid "È key." msgstr "Touche È." #: doc/classes/@GlobalScope.xml msgid "É key." msgstr "Touche É." #: doc/classes/@GlobalScope.xml msgid "Ê key." msgstr "Touche Ê." #: doc/classes/@GlobalScope.xml msgid "Ë key." msgstr "Touche Ë." #: doc/classes/@GlobalScope.xml msgid "Ì key." msgstr "Touche Ì." #: doc/classes/@GlobalScope.xml msgid "Í key." msgstr "Touche Í." #: doc/classes/@GlobalScope.xml msgid "Î key." msgstr "Touche Î." #: doc/classes/@GlobalScope.xml msgid "Ï key." msgstr "Touche Ï." #: doc/classes/@GlobalScope.xml msgid "Ð key." msgstr "Touche Ð." #: doc/classes/@GlobalScope.xml msgid "Ñ key." msgstr "Touche Ñ." #: doc/classes/@GlobalScope.xml msgid "Ò key." msgstr "Touche Ò." #: doc/classes/@GlobalScope.xml msgid "Ó key." msgstr "Touche Ó." #: doc/classes/@GlobalScope.xml msgid "Ô key." msgstr "Touche Ô." #: doc/classes/@GlobalScope.xml msgid "Õ key." msgstr "Touche Õ." #: doc/classes/@GlobalScope.xml msgid "Ö key." msgstr "Touche Ö." #: doc/classes/@GlobalScope.xml msgid "× key." msgstr "Touche ×." #: doc/classes/@GlobalScope.xml msgid "Ø key." msgstr "Touche Ø." #: doc/classes/@GlobalScope.xml msgid "Ù key." msgstr "Touche Ù." #: doc/classes/@GlobalScope.xml msgid "Ú key." msgstr "Touche Ú." #: doc/classes/@GlobalScope.xml msgid "Û key." msgstr "Touche Û." #: doc/classes/@GlobalScope.xml msgid "Ü key." msgstr "Touche Ü." #: doc/classes/@GlobalScope.xml msgid "Ý key." msgstr "Touche Ý." #: doc/classes/@GlobalScope.xml msgid "Þ key." msgstr "Touche Þ." #: doc/classes/@GlobalScope.xml msgid "ß key." msgstr "Touche ß." #: doc/classes/@GlobalScope.xml msgid "÷ key." msgstr "Touche ÷." #: doc/classes/@GlobalScope.xml msgid "ÿ key." msgstr "Touche ÿ." #: doc/classes/@GlobalScope.xml msgid "Key Code mask." msgstr "Masque de code clé." #: doc/classes/@GlobalScope.xml msgid "Modifier key mask." msgstr "Masque de touche de modification." #: doc/classes/@GlobalScope.xml msgid "Shift key mask." msgstr "Masque de la touche Shift." #: doc/classes/@GlobalScope.xml msgid "Alt key mask." msgstr "Masque de la touche Alt." #: doc/classes/@GlobalScope.xml msgid "Meta key mask." msgstr "Masque de touche Meta." #: doc/classes/@GlobalScope.xml msgid "Ctrl key mask." msgstr "Masque de la touche Ctrl." #: doc/classes/@GlobalScope.xml 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 "" "Masque de la touche de commande. Sur macOS, c'est équivalant à [constant " "KEY_MASK_META]. Sur les autres plateformes, c'est équivalant à [constante " "KEY_MASK_CTRL]. Ce masque doit être préféré à [constant KEY_MASK_META] ou " "[constant KEY_MASK_CTRL] pour les raccourcis système, car il gère " "correctement toutes les plates-formes." #: doc/classes/@GlobalScope.xml msgid "Keypad key mask." msgstr "Masque des touches du clavier." #: doc/classes/@GlobalScope.xml msgid "Group Switch key mask." msgstr "Masque de l'interrupteur groupe." #: doc/classes/@GlobalScope.xml msgid "Left mouse button." msgstr "Bouton gauche de la souris." #: doc/classes/@GlobalScope.xml msgid "Right mouse button." msgstr "Bouton droit de la souris." #: doc/classes/@GlobalScope.xml msgid "Middle mouse button." msgstr "Bouton du milieu de la souris." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 (only present on some mice)." msgstr "" "Bouton de souris supplémentaire 1 (présent uniquement sur certaines souris)." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 (only present on some mice)." msgstr "" "Bouton de souris supplémentaire 2 (présent uniquement sur certaines souris)." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel up." msgstr "Molette de la souris vers le haut." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel down." msgstr "Molette de la souris vers le bas." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel left button (only present on some mice)." msgstr "" "Bouton gauche de la molette de la souris (présent uniquement sur certaines " "souris)." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel right button (only present on some mice)." msgstr "" "Bouton gauche de la molette de la souris (présent uniquement sur certaines " "souris)." #: doc/classes/@GlobalScope.xml msgid "Left mouse button mask." msgstr "Masque du bouton gauche de la souris." #: doc/classes/@GlobalScope.xml msgid "Right mouse button mask." msgstr "Masque du bouton droit de la souris." #: doc/classes/@GlobalScope.xml msgid "Middle mouse button mask." msgstr "Masque du bouton central de la souris." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 mask." msgstr "Masque du bouton 1 de la souris supplémentaire." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 mask." msgstr "Masque du bouton de souris supplémentaire 2." #: doc/classes/@GlobalScope.xml msgid "Invalid button or axis." msgstr "Bouton ou axe non valide." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 0." msgstr "Bouton 0 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 1." msgstr "Bouton 1 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 2." msgstr "Bouton 2 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 3." msgstr "Bouton 3 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 4." msgstr "Bouton 4 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 5." msgstr "Bouton 5 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 6." msgstr "Bouton 6 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 7." msgstr "Bouton 7 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 8." msgstr "Bouton 8 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 9." msgstr "Bouton 9 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 10." msgstr "Bouton 10 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 11." msgstr "Bouton 11 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 12." msgstr "Bouton 12 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 13." msgstr "Bouton 13 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 14." msgstr "Bouton 14 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 15." msgstr "Bouton 15 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 16." msgstr "Bouton 16 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 17." msgstr "Bouton 17 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 18." msgstr "Bouton 18 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 19." msgstr "Bouton 19 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 20." msgstr "Bouton 20 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 21." msgstr "Bouton 21 de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 22." msgstr "Bouton 22 de la manette." #: doc/classes/@GlobalScope.xml msgid "" "The maximum number of game controller buttons supported by the engine. The " "actual limit may be lower on specific platforms:\n" "- Android: Up to 36 buttons.\n" "- Linux: Up to 80 buttons.\n" "- Windows and macOS: Up to 128 buttons." msgstr "" "Le nombre maximum de boutons de contrôleurs de jeu supporté par le moteur. " "La limite réelle peut être plus basse sur des plateformes spécifiques.\n" "- Android : Jusqu'à 36 boutons.\n" "- Linux : Jusqu'à 80 boutons.\n" "- Window et macOS : Jusqu'à 128 boutons." #: doc/classes/@GlobalScope.xml msgid "DualShock circle button." msgstr "Bouton rond de la manette DualShock." #: doc/classes/@GlobalScope.xml msgid "DualShock X button." msgstr "Bouton croix (X) de la manette DualShock." #: doc/classes/@GlobalScope.xml msgid "DualShock square button." msgstr "Bouton carré de la manette DualShock." #: doc/classes/@GlobalScope.xml msgid "DualShock triangle button." msgstr "Bouton triangle de la manette DualShock." #: doc/classes/@GlobalScope.xml msgid "Xbox controller B button." msgstr "Bouton B de la manette Xbox." #: doc/classes/@GlobalScope.xml msgid "Xbox controller A button." msgstr "Bouton A de la manette Xbox." #: doc/classes/@GlobalScope.xml msgid "Xbox controller X button." msgstr "Bouton X de la manette Xbox." #: doc/classes/@GlobalScope.xml msgid "Xbox controller Y button." msgstr "Bouton Y de la manette Xbox." #: doc/classes/@GlobalScope.xml msgid "Nintendo controller A button." msgstr "Bouton A de la manette Nintendo." #: doc/classes/@GlobalScope.xml msgid "Nintendo controller B button." msgstr "Bouton B de la manette Nintendo." #: doc/classes/@GlobalScope.xml msgid "Nintendo controller X button." msgstr "Bouton X de la manette Nintendo." #: doc/classes/@GlobalScope.xml msgid "Nintendo controller Y button." msgstr "Bouton Y de la manette Nintendo." #: doc/classes/@GlobalScope.xml msgid "Grip (side) buttons on a VR controller." msgstr "Boutons de préhension (latéraux) sur un contrôleur VR." #: doc/classes/@GlobalScope.xml msgid "Push down on the touchpad or main joystick on a VR controller." msgstr "" "Appuyez sur le pavé tactile ou le joystick principal d'un contrôleur VR." #: doc/classes/@GlobalScope.xml msgid "Trigger on a VR controller." msgstr "Déclencheur sur un contrôleur VR." #: doc/classes/@GlobalScope.xml msgid "" "A button on the right Oculus Touch controller, X button on the left " "controller (also when used in OpenVR)." msgstr "" "Bouton A sur le contrôleur Oculus Touch de droite, bouton X sur le " "contrôleur de gauche (également en cas d'utilisation dans OpenVR)." #: doc/classes/@GlobalScope.xml msgid "" "B button on the right Oculus Touch controller, Y button on the left " "controller (also when used in OpenVR)." msgstr "" "Bouton B sur le contrôleur Oculus Touch de droite, bouton Y sur le " "contrôleur de gauche (également utilisé dans OpenVR)." #: doc/classes/@GlobalScope.xml msgid "Menu button on either Oculus Touch controller." msgstr "Bouton \"menu\" sur l'un des contrôleurs Oculus Touch." #: doc/classes/@GlobalScope.xml msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)." msgstr "" "Bouton de menu dans OpenVR (sauf lorsque les contrôleurs Oculus Touch sont " "utilisés)." #: doc/classes/@GlobalScope.xml msgid "Gamepad button Select." msgstr "Bouton Select de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button Start." msgstr "Le bouton « Start » de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad up." msgstr "DPad haut de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad down." msgstr "DPad bas de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad left." msgstr "DPad gauche de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad right." msgstr "DPad droite de la manette." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad SDL guide button." msgstr "Bouton guide du contrôleur de jeu SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad SDL miscellaneous button." msgstr "Bouton divers de la manette SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad SDL paddle 1 button." msgstr "Le bouton 1 du pavé directionnel de la manette SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad SDL paddle 2 button." msgstr "Le bouton 2 du pavé directionnel de la manette SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad SDL paddle 3 button." msgstr "Le bouton 3 du pavé directionnel de la manette SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad SDL paddle 4 button." msgstr "Le bouton 4 du pavé directionnel de la manette SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad SDL touchpad button." msgstr "Bouton haut du pavé directionnel du contrôleur de jeu SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad left Shoulder button." msgstr "Gâchette gauche de manette de jeu SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad left trigger." msgstr "Axe de la gâchette gauche de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad left stick click." msgstr "Clic du stick gauche de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad right Shoulder button." msgstr "Gâchette droite de manette de jeu SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad right trigger." msgstr "Axe de la gâchette droite de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad right stick click." msgstr "Clic du stick droit de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad left stick horizontal axis." msgstr "Axe horizontal du stick gauche de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad left stick vertical axis." msgstr "Axe X de la manette gauche du contrôleur de jeu." #: doc/classes/@GlobalScope.xml msgid "Gamepad right stick horizontal axis." msgstr "Axe horizontal du stick droite de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad right stick vertical axis." msgstr "Axe X de la manette droite du contrôleur de jeu." #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 4." msgstr "Axe 4 de la manette générique." #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 5." msgstr "Axe 5 de la manette générique." #: doc/classes/@GlobalScope.xml msgid "Gamepad left trigger analog axis." msgstr "Axe du déclencheur gauche du contrôleur de jeu." #: doc/classes/@GlobalScope.xml msgid "Gamepad right trigger analog axis." msgstr "Axe du déclencheur gauche du contrôleur de jeu." #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 8." msgstr "Axe 8 de la manette générique." #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 9." msgstr "Axe 9 de la manette générique." #: doc/classes/@GlobalScope.xml msgid "Represents the maximum number of joystick axes supported." msgstr "Représente le nombre maximum d'axes que le joystick supporte." #: doc/classes/@GlobalScope.xml msgid "Gamepad left analog trigger." msgstr "Gâchette analogique gauche de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad right analog trigger." msgstr "Gâchette analogique droite de la manette." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "VR Controller analog trigger." msgstr "Axe du déclencheur gauche du contrôleur de jeu." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "VR Controller analog grip (side buttons)." msgstr "Bouton guide du contrôleur de jeu SDL." #: doc/classes/@GlobalScope.xml msgid "" "OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR " "controllers)." msgstr "" "L'axe X du pavé tactile pour OpenVR (par exemple l'axe du joystick sur les " "contrôleurs Oculus Touch et Windows MR)." #: doc/classes/@GlobalScope.xml msgid "" "OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR " "controllers)." msgstr "" "L'axe Y du pavé tactile pour OpenVR (par exemple l'axe du joystick sur les " "contrôleurs Oculus Touch et Windows MR)." #: doc/classes/@GlobalScope.xml msgid "" "MIDI note OFF message. See the documentation of [InputEventMIDI] for " "information of how to use MIDI inputs." msgstr "" "Le message MIDI pour la note OFF. Référez vous à la documentation de " "[InputEventMIDI] pour avoir des informations concernant les entrées MIDI." #: doc/classes/@GlobalScope.xml msgid "" "MIDI note ON message. See the documentation of [InputEventMIDI] for " "information of how to use MIDI inputs." msgstr "" "Le message MIDI pour la note ON. Référez vous à la documentation de " "[InputEventMIDI] pour avoir des informations concernant les entrées MIDI." #: doc/classes/@GlobalScope.xml msgid "" "MIDI aftertouch message. This message is most often sent by pressing down on " "the key after it \"bottoms out\"." msgstr "" "Le message MIDI d'après touche. Ce message est le plus souvent envoyé quand " "on continue de faire varier la pression sur la touche après l'appui initial." #: doc/classes/@GlobalScope.xml msgid "" "MIDI control change message. This message is sent when a controller value " "changes. Controllers include devices such as pedals and levers." msgstr "" "Le message MIDI de changement de contrôle. Ce message est envoyé lorsqu'un " "contrôleur change de valeur. Les contrôleurs comprennent des dispositifs " "comme des pédales, des leviers." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "MIDI program change message. This message sent when the program patch number " "changes." msgstr "" "Le message de changement de programme MIDI. Ce message est envoyé lorsque " "l'on reçoit une consigne de changement de programme." #: doc/classes/@GlobalScope.xml msgid "" "MIDI channel pressure message. This message is most often sent by pressing " "down on the key after it \"bottoms out\". This message is different from " "polyphonic after-touch as it indicates the highest pressure across all keys." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI pitch bend message. This message is sent to indicate a change in the " "pitch bender (wheel or lever, typically)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI system exclusive message. This has behavior exclusive to the device " "you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI quarter frame message. Contains timing information that is used to " "synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI song position pointer message. Gives the number of 16th notes since the " "start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI song select message. Specifies which sequence or song is to be played. " "Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI tune request message. Upon receiving a tune request, all analog " "synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI timing clock message. Sent 24 times per quarter note when " "synchronization is required." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI start message. Start the current sequence playing. This message will be " "followed with Timing Clocks." msgstr "" #: doc/classes/@GlobalScope.xml msgid "MIDI continue message. Continue at the point the sequence was stopped." msgstr "" "Le message de continuation en MIDI. Reprend la séquence où elle a été " "arrêtée." #: doc/classes/@GlobalScope.xml msgid "MIDI stop message. Stop the current sequence." msgstr "Le message d'arrêt en MIDI. Arrête la séquence actuelle." #: doc/classes/@GlobalScope.xml msgid "" "MIDI active sensing message. This message is intended to be sent repeatedly " "to tell the receiver that a connection is alive." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI system reset message. Reset all receivers in the system to power-up " "status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml 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 "" "Les méthodes qui renvoient [enum Error] renvoient [constant OK] " "lorsqu'aucune erreur ne s'est produite. Notez que de nombreuses fonctions ne " "renvoient pas de code d'erreur mais affiche des messages d'erreur sur la " "sortie standard.\n" "Puisque [constant OK] a la valeur 0 et que tous les autres codes d'échec " "sont des entiers positifs, il peut également être utilisé comme un booléen, " "par exemple:\n" "[codeblock]\n" "var err = method_that_returns_error()\n" "if err != OK:\n" " print (\"Échec !\")\n" "# Ou équivalent:\n" "if err:\n" " print (\"Échec encore !\")\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "Generic error." msgstr "Erreur générique." #: doc/classes/@GlobalScope.xml msgid "Unavailable error." msgstr "Erreur indisponible." #: doc/classes/@GlobalScope.xml msgid "Unconfigured error." msgstr "Erreur non configurée." #: doc/classes/@GlobalScope.xml msgid "Unauthorized error." msgstr "Erreur non autorisée." #: doc/classes/@GlobalScope.xml msgid "Parameter range error." msgstr "Erreur de plage de paramètres." #: doc/classes/@GlobalScope.xml msgid "Out of memory (OOM) error." msgstr "Erreur de mémoire insuffisante (OOM)." #: doc/classes/@GlobalScope.xml msgid "File: Not found error." msgstr "Fichier : Erreur non trouvée." #: doc/classes/@GlobalScope.xml msgid "File: Bad drive error." msgstr "Fichier : Erreur de lecteur." #: doc/classes/@GlobalScope.xml msgid "File: Bad path error." msgstr "Fichier : Erreur de chemin d’accès." #: doc/classes/@GlobalScope.xml msgid "File: No permission error." msgstr "Fichier : Erreur d'absence de permission." #: doc/classes/@GlobalScope.xml msgid "File: Already in use error." msgstr "Fichier : Erreur, fichier déjà en usage." #: doc/classes/@GlobalScope.xml msgid "File: Can't open error." msgstr "Fichier : Erreur d'impossibilité d'ouverture." #: doc/classes/@GlobalScope.xml msgid "File: Can't write error." msgstr "Fichier : Erreur d'écriture." #: doc/classes/@GlobalScope.xml msgid "File: Can't read error." msgstr "Fichier : Erreur de lecture." #: doc/classes/@GlobalScope.xml msgid "File: Unrecognized error." msgstr "Fichier : Erreur non reconnue." #: doc/classes/@GlobalScope.xml msgid "File: Corrupt error." msgstr "Fichier : Erreur de corruption." #: doc/classes/@GlobalScope.xml msgid "File: Missing dependencies error." msgstr "Fichier : Erreur de dépendances manquantes." #: doc/classes/@GlobalScope.xml msgid "File: End of file (EOF) error." msgstr "Fichier : Erreur fin de ficher(EOF)." #: doc/classes/@GlobalScope.xml msgid "Can't open error." msgstr "Erreur d'ouverture." #: doc/classes/@GlobalScope.xml msgid "Can't create error." msgstr "Erreur de création." #: doc/classes/@GlobalScope.xml msgid "Query failed error." msgstr "Erreur d'échec de la requête." #: doc/classes/@GlobalScope.xml msgid "Already in use error." msgstr "Erreur quand déjà utilisé." #: doc/classes/@GlobalScope.xml msgid "Locked error." msgstr "Erreur verrouillée." #: doc/classes/@GlobalScope.xml msgid "Timeout error." msgstr "Erreur de délai d’expiration." #: doc/classes/@GlobalScope.xml msgid "Can't connect error." msgstr "Erreur de connexion." #: doc/classes/@GlobalScope.xml msgid "Can't resolve error." msgstr "Erreur de résolution." #: doc/classes/@GlobalScope.xml msgid "Connection error." msgstr "Erreur de connexion." #: doc/classes/@GlobalScope.xml msgid "Can't acquire resource error." msgstr "Erreur d'acquisition de ressource." #: doc/classes/@GlobalScope.xml msgid "Can't fork process error." msgstr "Erreur d'embranchement de processus." #: doc/classes/@GlobalScope.xml msgid "Invalid data error." msgstr "Erreur de données invalides." #: doc/classes/@GlobalScope.xml msgid "Invalid parameter error." msgstr "Erreur de paramètre invalide." #: doc/classes/@GlobalScope.xml msgid "Already exists error." msgstr "Erreur de préexistence." #: doc/classes/@GlobalScope.xml msgid "Does not exist error." msgstr "Erreur de non existence." #: doc/classes/@GlobalScope.xml msgid "Database: Read error." msgstr "Base de données : Erreur de lecture." #: doc/classes/@GlobalScope.xml msgid "Database: Write error." msgstr "Base de données : Erreur d'écriture." #: doc/classes/@GlobalScope.xml msgid "Compilation failed error." msgstr "Erreur d’échec de la compilation." #: doc/classes/@GlobalScope.xml msgid "Method not found error." msgstr "Erreur de méthode non trouvée." #: doc/classes/@GlobalScope.xml msgid "Linking failed error." msgstr "Erreur de liaison échouée." #: doc/classes/@GlobalScope.xml msgid "Script failed error." msgstr "Erreur d'échec de script." #: doc/classes/@GlobalScope.xml msgid "Cycling link (import cycle) error." msgstr "Erreur de lien cyclique (cycle d'importation)." #: doc/classes/@GlobalScope.xml msgid "Invalid declaration error." msgstr "Erreur de déclaration non valide." #: doc/classes/@GlobalScope.xml msgid "Duplicate symbol error." msgstr "Erreur de symbole dupliqué." #: doc/classes/@GlobalScope.xml msgid "Parse error." msgstr "Erreur d’analyse syntaxique." #: doc/classes/@GlobalScope.xml msgid "Busy error." msgstr "Erreur d'occupation." #: doc/classes/@GlobalScope.xml msgid "Skip error." msgstr "Ignorer l'erreur." #: doc/classes/@GlobalScope.xml msgid "Help error." msgstr "Erreur d’aide." #: doc/classes/@GlobalScope.xml msgid "Bug error." msgstr "Erreur de bogue." #: doc/classes/@GlobalScope.xml msgid "" "Printer on fire error. (This is an easter egg, no engine methods return this " "error code.)" msgstr "" "Erreur d'imprimante en feu. (C'est un œuf de Pâques, aucune méthode du " "moteur ne retourne ce code d'erreur.)" #: doc/classes/@GlobalScope.xml msgid "No hint for the edited property." msgstr "Aucun indice pour la propriété en cours d'édition." #: doc/classes/@GlobalScope.xml 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 "" "Indique qu'une propriété entière ou flottante doit être dans une plage " "spécifiée par la chaîne [code]\"min,max\"[/code] ou [code]\"min,max,step\"[/" "code]. Cette chaîne peut éventuellement contenir [code]\"or_greater\"[/code] " "et/ou [code]\"or_lesser\"[/code] pour permettre à l'utilisateur d'entrer une " "valeur allant respectivement au-dessus de la valeur max ou en dessous de la " "valeur min. Exemple : [code]\"-360,360,1,or_greater,or_lesser\"[/code]." #: doc/classes/@GlobalScope.xml 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 "" "Indique qu'une propriété entière ou flottante doit être dans une plage " "exponentielle spécifiée par la chaîne [code]\"min,max\"[/code] ou " "[code]\"min,max,step\"[/code]. Cette chaîne peut éventuellement contenir " "[code]\"or_greater\"[/code] et/ou [code]\"or_lesser\"[/code] pour permettre " "à l'utilisateur d'entrer une valeur allant respectivement au-dessus de la " "valeur max ou en dessous de la valeur min. Exemple : [code]\"0.01,100,0.01," "or_greater\"[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer, float or string property is an enumerated value to " "pick in a list specified via a hint string.\n" "The hint string is a comma separated list of names such as [code]\"Hello," "Something,Else\"[/code]. For integer and float properties, the first name in " "the list has value 0, the next 1, and so on. Explicit values can also be " "specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero," "One,Three:3,Four,Six:6\"[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property can be an enumerated value to pick in a list " "specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n" "Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts " "arbitrary values and can be empty. The list of values serves to suggest " "possible values." msgstr "" #: doc/classes/@GlobalScope.xml 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 "" "Indique qu'une propriété de nombre décimal doit être modifiée depuis un une " "fonction de transition(?) exponentielle. Le texte de l'indication peut " "inclure [code]\"attenuation\"[/code] pour inverser la courbe horizontalement " "et/ou [code]\"inout\"[/code] pour aussi inclure une transition in/out." #: doc/classes/@GlobalScope.xml msgid "Deprecated hint, unused." msgstr "Indice déprécié, inutilisé." #: doc/classes/@GlobalScope.xml 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 "" "Indique qu'une propriété nombre entier est un masque de bits nommées. Par " "exemple pour permettre l'activation des bits 0, 1, 2 et 4, l'indice pourrait " "être [code]\"Bit0,Bit1,Bit2,,Bit4\"[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 2D " "render layers." msgstr "" "Indique qu'une propriété nombre entier est un masque de bits utilisant les " "couches de rendu 2D optionnellement nommées." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 2D " "physics layers." msgstr "" "Indique qu'une propriété de nombre entier est un masque de bits utilisant " "les couches de physique 2D optionnellement nommées." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "render layers." msgstr "" "Indique qu'une propriété nombre entier est un masque de bits utilisant les " "couches de rendu 3D optionnellement nommées." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "physics layers." msgstr "" "Indique qu'une propriété nombre entier est un masque de bits utilisant les " "couches de physique 3D optionnellement nommées." #: doc/classes/@GlobalScope.xml 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 "" "Indique qu'une propriété chaîne de caractères est un chemin d'accès à un " "fichier. En l'éditant, une boîte de dialogue de fichier apparaîtra pour " "choisir le chemin. Le texte de l'indice peut être formé de filtres avec des " "caractères génériques comme [code]\"*.png,*.jpg\"[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is a path to a directory. Editing it will show " "a file dialog for picking the path." msgstr "" "Indique qu'une propriété de chaîne de caractères est un chemin d'accès à un " "répertoire. En l'éditant, une boîte de dialogue de fichier apparaîtra pour " "choisir le chemin." #: doc/classes/@GlobalScope.xml 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 "" "Indique qu'une propriété de chaîne de caractères est un chemin d'accès " "absolu à un fichier en dehors du répertoire du projet. En l'éditant, une " "boîte de dialogue de fichier apparaîtra pour choisir le chemin. Le texte de " "l'indice peut être formé de filtres avec des caractères génériques comme " "[code]\"*.png,*.jpg\"[/code]." #: doc/classes/@GlobalScope.xml 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 "" "Indice que la propriété d'une chaîne de caractères est un chemin d'accès " "absolu à un fichier en dehors du répertoire du projet. En l'éditant, une " "boîte de dialogue de fichier apparaîtra pour choisir le chemin." #: doc/classes/@GlobalScope.xml 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 "" "Indice que la propriété est une instance d'un type dérivé de [Resource], " "spécifie optionnellement via le texte de l'indice (e.g. [code]\"Texture2D\"[/" "code]) En l'éditant un menu contextuel apparaîtra avec les types de " "ressources valides a instancier." #: doc/classes/@GlobalScope.xml 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 "" "Indique qu'une propriété chaîne de caractères est du texte avec des sauts de " "ligne. L'éditant fera montra une zone de saisie de texte où des sauts de " "ligne peuvent être tapés." #: doc/classes/@GlobalScope.xml 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 "" "Indique qu'une propriété chaîne de caractères devrait avoir un texte de " "remplacement visible dans son entrée quand le propriété est vide. L'indice " "chaîne de caractères est le texte de remplacement à utiliser." #: doc/classes/@GlobalScope.xml 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 "" "Indique qu'une propriété couleur devrait être éditée sans changer son " "composant alpha, c'est-à-dire que seulement les composants R, G et B sont " "édités." #: doc/classes/@GlobalScope.xml msgid "Hints that an image is compressed using lossy compression." msgstr "" "Indique qu'une image est comprimé en utilisant la compression avec perte." #: doc/classes/@GlobalScope.xml msgid "Hints that an image is compressed using lossless compression." msgstr "" "Indique qu'une image est comprimé en utlisant la compression sans perte." #: doc/classes/@GlobalScope.xml msgid "The property is serialized and saved in the scene file (default)." msgstr "" "Le propriété est sérialisé et sauvegardé dans le fichier de la scène(défaut)." #: doc/classes/@GlobalScope.xml msgid "The property is shown in the editor inspector (default)." msgstr "Le propriété est montrée dans l'inspecteur de l'éditeur (défaut)." #: doc/classes/@GlobalScope.xml msgid "Deprecated usage flag, unused." msgstr "Indicateur d’utilisation obsolète, inutilisé." #: doc/classes/@GlobalScope.xml msgid "The property can be checked in the editor inspector." msgstr "La propriété peut être coché dans l'inspecteur de l'éditeur." #: doc/classes/@GlobalScope.xml msgid "The property is checked in the editor inspector." msgstr "La propriété est coché dans l'inspecteur de l'éditeur." #: doc/classes/@GlobalScope.xml msgid "The property is a translatable string." msgstr "La propriété est une chaîne de caractères traduisible." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "Utilisé pour rassembler des propriétés ensemble dans l'éditeur." #: doc/classes/@GlobalScope.xml msgid "Used to categorize properties together in the editor." msgstr "Utilisé pour classer des propriétés ensemble dans l'éditeur." #: doc/classes/@GlobalScope.xml msgid "The property does not save its state in [PackedScene]." msgstr "La propriété ne sauvegarde pas son état dans [PackedScene]." #: doc/classes/@GlobalScope.xml msgid "Editing the property prompts the user for restarting the editor." msgstr "Éditer la propriété incite à l'utilisateur de redémarrer l'éditeur." #: doc/classes/@GlobalScope.xml msgid "" "The property is a script variable which should be serialized and saved in " "the scene file." msgstr "" "La propriété est une variable appartenant à un script, qui devrait être " "sérialisé et sauvegardé dans le fichier de la scène." #: doc/classes/@GlobalScope.xml msgid "Default usage (storage, editor and network)." msgstr "Usage défaut (stockage, éditeur et réseau)." #: doc/classes/@GlobalScope.xml msgid "" "Default usage for translatable strings (storage, editor, network and " "internationalized)." msgstr "" "Utilisation par défaut des chaînes de caractères traduisibles (stockage, " "éditeur, réseau et internationalisé)." #: doc/classes/@GlobalScope.xml msgid "" "Default usage but without showing the property in the editor (storage, " "network)." msgstr "" "Utilisation par défaut mais sans l'affichage de la propriété dans l'éditeur " "(stockage, réseau)." #: doc/classes/@GlobalScope.xml msgid "Flag for a normal method." msgstr "Indicateur pour une méthode normale." #: doc/classes/@GlobalScope.xml msgid "Flag for an editor method." msgstr "Indicateur pour une méthode d'édition." #: doc/classes/@GlobalScope.xml msgid "Deprecated method flag, unused." msgstr "Indicateur de méthode dépréciée, inutilisé." #: doc/classes/@GlobalScope.xml msgid "Flag for a constant method." msgstr "Indicateur pour une méthode constante." #: doc/classes/@GlobalScope.xml msgid "Flag for a virtual method." msgstr "Indicateur pour une méthode virtuelle." #: doc/classes/@GlobalScope.xml msgid "Default method flags." msgstr "Indicateurs de méthode par défaut." #: doc/classes/@GlobalScope.xml msgid "Variable is [code]null[/code]." msgstr "La variable est [code]null[/code]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [bool]." msgstr "La variable est de type [bool]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [int]." msgstr "La variable est de type [int]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [float] (real)." msgstr "La variable est de type [float] (réel)." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [String]." msgstr "La variable est de type [String]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector2]." msgstr "La variable est de type [Vector2]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Rect2]." msgstr "Variable est de type [Rect2]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector3]." msgstr "Variable est de type [Vector3]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Transform2D]." msgstr "Variable est de type [Transform2D]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Plane]." msgstr "Variable est de type [Plane]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Quat]." msgstr "Variable est de type [Quat]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [AABB]." msgstr "Variable est de type [AABB]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Basis]." msgstr "La variable est de type [Basis]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Transform]." msgstr "Variable est de type [Transform]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Color]." msgstr "La variable est de type [Color]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [NodePath]." msgstr "La variable est de type [NodePath]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [RID]." msgstr "La variable est de type [RID]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Object]." msgstr "La variable est de type [Object]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Dictionary]." msgstr "La variable est de type [Dictionary]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Array]." msgstr "La variable est de type [Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolByteArray]." msgstr "La variable est de type [PoolByteArray]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolIntArray]." msgstr "La variable est de type [PoolIntArray]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolRealArray]." msgstr "Le variable est de type [PoolRealArray]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolStringArray]." msgstr "La variable est de type [PoolStringArray]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolVector2Array]." msgstr "La variable est de type [PoolVector2Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolVector3Array]." msgstr "La variable est de type [PoolVector3Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolColorArray]." msgstr "La variable est de type [PoolColorArray]." #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum Variant.Type] enum." msgstr "Représente la taille de l'énumération [enum Variant.Type]." #: doc/classes/@GlobalScope.xml msgid "Equality operator ([code]==[/code])." msgstr "L'opérateur d’égalité ([code]==[/code])." #: doc/classes/@GlobalScope.xml msgid "Inequality operator ([code]!=[/code])." msgstr "L'opérateur d’inégalité ([code]!=[/code])." #: doc/classes/@GlobalScope.xml msgid "Less than operator ([code]<[/code])." msgstr "L'opérateur inférieur à ([code]<[/code])." #: doc/classes/@GlobalScope.xml msgid "Less than or equal operator ([code]<=[/code])." msgstr "L'opérateur inférieur ou égal ([code]<=[/code])." #: doc/classes/@GlobalScope.xml msgid "Greater than operator ([code]>[/code])." msgstr "L'opérateur supérieur à ([code]>[/code])." #: doc/classes/@GlobalScope.xml msgid "Greater than or equal operator ([code]>=[/code])." msgstr "L'opérateur supérieur ou égal ([code]>=[/code])." #: doc/classes/@GlobalScope.xml msgid "Addition operator ([code]+[/code])." msgstr "L'opérateur d’addition ([code]+[/code])." #: doc/classes/@GlobalScope.xml msgid "Subtraction operator ([code]-[/code])." msgstr "L'opérateur de soustraction ([code]-[/code])." #: doc/classes/@GlobalScope.xml msgid "Multiplication operator ([code]*[/code])." msgstr "L'opérateur de multiplication ([code]*[/code])." #: doc/classes/@GlobalScope.xml msgid "Division operator ([code]/[/code])." msgstr "L'opérateur de division ([code]/[/code])." #: doc/classes/@GlobalScope.xml msgid "Unary negation operator ([code]-[/code])." msgstr "L'opérateur de négation unaire ([code]-[/code])." #: doc/classes/@GlobalScope.xml msgid "Unary plus operator ([code]+[/code])." msgstr "L'opérateur d'addition unaire ([code]+[/code])." #: doc/classes/@GlobalScope.xml msgid "Remainder/modulo operator ([code]%[/code])." msgstr "Reste / opérateur modulo ([code]%[/code])." #: doc/classes/@GlobalScope.xml msgid "String concatenation operator ([code]+[/code])." msgstr "Opérateur de concaténation de chaînes de caractères ([code]+[/code])." #: doc/classes/@GlobalScope.xml msgid "Left shift operator ([code]<<[/code])." msgstr "Operateur de décalage de bits vers la gauche ([code]<<[/code])." #: doc/classes/@GlobalScope.xml msgid "Right shift operator ([code]>>[/code])." msgstr "Operateur de décalage de bits vers la droite ([code]<<[/code])." #: doc/classes/@GlobalScope.xml msgid "Bitwise AND operator ([code]&[/code])." msgstr "Opérateur binaire ET ([code]&[/code])." #: doc/classes/@GlobalScope.xml msgid "Bitwise OR operator ([code]|[/code])." msgstr "Opérateur binaire OU ([code]|[/code])." #: doc/classes/@GlobalScope.xml msgid "Bitwise XOR operator ([code]^[/code])." msgstr "Opérateur binaire OU exclusif (XOR) ([code]^[/code])." #: doc/classes/@GlobalScope.xml msgid "Bitwise NOT operator ([code]~[/code])." msgstr "Opérateur binaire NON ([code]~[/code])." #: doc/classes/@GlobalScope.xml msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])." msgstr "L'opérateur logique ET ([code]and[/code] or [code]&&[/code])." #: doc/classes/@GlobalScope.xml msgid "Logical OR operator ([code]or[/code] or [code]||[/code])." msgstr "L'opérateur logique OU ([code]or[/code] or [code]||[/code])." #: doc/classes/@GlobalScope.xml msgid "Logical XOR operator (not implemented in GDScript)." msgstr "Opérateur logique OU exclusif (XOR) (non implémenté dans le GDScript)." #: doc/classes/@GlobalScope.xml msgid "Logical NOT operator ([code]not[/code] or [code]![/code])." msgstr "L'opérateur logique NON ([code]not[/code] or [code]![/code])." #: doc/classes/@GlobalScope.xml msgid "Logical IN operator ([code]in[/code])." msgstr "Opérateur logique DANS ([code]in[/code])." #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum Variant.Operator] enum." msgstr "Représente la taille de l'énumération [enum Variant.Operator]." #: doc/classes/AABB.xml msgid "Axis-Aligned Bounding Box." msgstr "Boîte de délimitation alignée sur l'axe." #: doc/classes/AABB.xml 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 "" "Une AABB est constituée en une position, une taille, et plusieurs fonctions " "utilitaires. Principalement utilisée pour des tests de chevauchement " "rapides.\n" "Elle utilise des coordonnées à virgule. L'équivalent 2D du [AABB] est le " "[Rect2].\n" "[b]Note :[/b] Contrairement au [Rect2], la [AABB] n'a pas d'alternative avec " "des coordonnées entières." #: doc/classes/AABB.xml doc/classes/Basis.xml doc/classes/Rect2.xml #: doc/classes/Transform.xml doc/classes/Transform2D.xml #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Math tutorial index" msgstr "" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml msgid "Vector math" msgstr "Mathématiques des vecteurs" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml msgid "Advanced vector math" msgstr "Mathématiques avancées des vecteurs" #: doc/classes/AABB.xml msgid "Constructs an [AABB] from a position and size." msgstr "Construit une [AABB] a partir d'une position et d'une taille." #: doc/classes/AABB.xml 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 "" "Retourne une AABB avec une position et taille équivalentes, modifiée de " "telle sorte que le coin le plus négatif devienne l'origine et la taille soit " "positive." #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this [AABB] completely encloses another one." msgstr "" "Retourne [code]true[/code] si cette [AABB] en recouvre complètement une " "autre." #: doc/classes/AABB.xml 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 msgid "Returns the volume of the [AABB]." msgstr "Retourne le volume de l'[AABB]." #: doc/classes/AABB.xml msgid "" "Returns the center of the [AABB], which is equal to [member position] + " "([member size] / 2)." msgstr "" #: doc/classes/AABB.xml msgid "Gets the position of the 8 endpoints of the [AABB] in space." msgstr "Récupère la position des 8 extrémités de l'[AABB] dans l'espace." #: doc/classes/AABB.xml msgid "Returns the normalized longest axis of the [AABB]." msgstr "Retourne normalisé l'axe le plus long de l'[AABB]." #: doc/classes/AABB.xml msgid "" "Returns the index of the longest axis of the [AABB] (according to " "[Vector3]'s [code]AXIS_*[/code] constants)." msgstr "" "Retourne l'index de l'axe le plus long de l'AABB] (d'après les constantes de " "[code]AXIS_*[/code] de [Vector3])." #: doc/classes/AABB.xml msgid "Returns the scalar length of the longest axis of the [AABB]." msgstr "Retourne la longueur scalaire de l'axe le plus long de l'[AABB]." #: doc/classes/AABB.xml msgid "Returns the normalized shortest axis of the [AABB]." msgstr "Retourne l'axe le plus court normalisé de l'[AABB]." #: doc/classes/AABB.xml msgid "" "Returns the index of the shortest axis of the [AABB] (according to " "[Vector3]::AXIS* enum)." msgstr "" "Retourne l'index de l'axe le plus court de l'[AABB] (d'après l'énumération " "[Vector3]::AXIS*)." #: doc/classes/AABB.xml msgid "Returns the scalar length of the shortest axis of the [AABB]." msgstr "Retourne la longueur scalaire de l’axe le plus court de l’[AABB]." #: doc/classes/AABB.xml msgid "" "Returns the support point in a given direction. This is useful for collision " "detection algorithms." msgstr "" "Retourne le point d'appui dans une direction donnée. Ceci est utile pour les " "algorithmes de détection de collision." #: doc/classes/AABB.xml msgid "" "Returns a copy of the [AABB] grown a given amount of units towards all the " "sides." msgstr "" "Retourne une copie de l'[AABB] agrandie d'un nombre donné d'unités dans " "toutes les directions." #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] is flat or empty." msgstr "Retourne [code]true[/code] si l'[AABB] est plate ou vide." #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] is empty." msgstr "Retourne [code]true[/code] si l'[AABB] est vide." #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] contains a point." msgstr "Retourne [code]true[/code] si l'[AABB] contient un point." #: doc/classes/AABB.xml msgid "" "Returns the intersection between two [AABB]. An empty AABB (size 0,0,0) is " "returned on failure." msgstr "" "Retourne l’intersection entre deux [AABB]. Une AABB vide (taille 0,0,0) est " "retournée en cas d’échec." #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] overlaps with another." msgstr "Retourne [code]true[/code] si l'[AABB] chevauche une autre." #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane." msgstr "" "Retourne [code]true[/code] si l'[AABB] est sur les deux côtés d'un plan." #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if the [AABB] intersects the line segment between " "[code]from[/code] and [code]to[/code]." msgstr "" "Retourne [code]true[/code] si l'[AABB] coupe le segment de droite entre " "[code]from[/code] et [code]to[/code]." #: doc/classes/AABB.xml 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 "" "Retourne [code]true[/code] si cette [AABB] et [code]aabb[/code] sont " "approximativement égales, en appelant [method @GDScript.is_equal_approx] sur " "chaque composantes." #: doc/classes/AABB.xml msgid "" "Returns a larger [AABB] that contains both this [AABB] and [code]with[/code]." msgstr "" "retourne une [AABB] plus grande qui contient à la fois [AABB] et [code]with[/" "code]." #: doc/classes/AABB.xml doc/classes/Rect2.xml msgid "" "Ending corner. This is calculated as [code]position + size[/code]. Setting " "this value will change the size." msgstr "" "Coin de fin. Calculé par [code]position + size[/code]. Changer cette valeur " "changera aussi la taille." #: doc/classes/AABB.xml doc/classes/Rect2.xml msgid "Beginning corner. Typically has values lower than [member end]." msgstr "Coin de départ. A généralement des valeurs inférieures à [member end]." #: doc/classes/AABB.xml doc/classes/Rect2.xml 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 "" "La taille depuis [member position] jusqu'à [member end]. Généralement toutes " "les composantes sont positives.\n" "Si cette taille est négative, vous pouvez utiliser [method abs] pour la " "rendre positive." #: doc/classes/AcceptDialog.xml msgid "Base dialog for user notification." msgstr "Dialogue de base pour la notification des utilisateurs." #: doc/classes/AcceptDialog.xml 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 "" "Ce dialogue est utile pour les petites notifications à l'utilisateur " "concernant un événement. Il ne peut être accepté ou clôturé qu'avec le même " "résultat." #: doc/classes/AcceptDialog.xml 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 "" "Ajoute un bouton avec l'étiquette [code]text[/code] et une [code]action[/" "code] personnalisée à la boite de dialogue et retourne le bouton créé. " "L'[code]action[/code] sera passée au signal [signal_custom_action] quand le " "bouton est pressé.\n" "Si [code]true[/code], [code]right[/code] placera le bouton à la droite des " "autres boutons voisins.\n" "Vous pouvez utiliser la méthode [method remove_button] pour supprimer de la " "boite de dialogue un bouton créé avec cette méthode." #: doc/classes/AcceptDialog.xml 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 "" "Ajoute un bouton avec l'étiquette [code]name[/code] et une action " "d'annulation à la boîte de dialogue avant de retourner le bouton créé.\n" "Vous pouvez utiliser la méthode [method remove_button] pour supprimer de la " "boite de dialogue un bouton un bouton créé avec cette méthode." #: doc/classes/AcceptDialog.xml 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 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 msgid "" "Registers a [LineEdit] in the dialog. When the enter key is pressed, the " "dialog will be accepted." msgstr "" "Ajoute une [LineEdit] dans le dialogue. Quand on appuie sur la touche " "entrée, le dialogue sera accepté." #: doc/classes/AcceptDialog.xml 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 "" "Enlever le [code]bouton[/code] de la boite de la boîte de dialogue. Ne " "libère pas le bouton. Le bouton dois être un [Button] ajouté avec la méthode " "[method add_button] ou [method add_cancel] ." #: doc/classes/AcceptDialog.xml msgid "Sets autowrapping for the text in the dialog." msgstr "" "Défini le retour à la ligne automatique du texte dans la fenêtre de dialogue." #: doc/classes/AcceptDialog.xml 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 "" "Si [code]true[/code], la boîte de dialogue est cachée quand le bouton OK est " "pressé. Vous pouvez le mettre à [code]false[/code] si vous voulez, par " "exemple, valider l'entrée quand le signal [signal confirmed] est reçu et " "masquer manuellement la boîte de dialogue.\n" "[b]Note:[/b] Plusieurs nœuds dérivés de cette classe peuvent avoir une " "valeur par défaut différente mais aussi leur propre logique intégrée qui " "outrepassera ce réglage. Par exemple [FileDialog] utilise par défaut " "[code]false[/code], et contient sa propre logique pour valider l'entrée qui " "est appelée quand vous pressez OK, puis va cacher le dialogue si cette " "entrée est valide. Telle quelle, cette propriété ne peut pas être utilisée " "dans [FileDialog] pour désactiver la dissimulation de la boîte de dialogue " "quand OK est pressé." #: doc/classes/AcceptDialog.xml msgid "The text displayed by the dialog." msgstr "Le texte affiché par le dialogue." #: doc/classes/AcceptDialog.xml msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed." msgstr "" "Émis lorsque le dialogue est accepté, c'est-à-dire lorsque le bouton OK est " "enfoncé." #: doc/classes/AcceptDialog.xml msgid "Emitted when a custom button is pressed. See [method add_button]." msgstr "" "Émis lorsqu'un bouton personnalisé est pressé. Voir [method add_button]." #: doc/classes/AESContext.xml msgid "Interface to low level AES encryption features." msgstr "Interface aux fonctionnalités de chiffrement AES de bas niveau." #: doc/classes/AESContext.xml 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 "" "Cette classe donne accès au chiffrement/déchiffrement AES des données " "brutes. Elle est compatible avec les modes AES-ECB et AES-CBC.\n" "[codeblock]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" " var key = \"Ma clé secrète!!!\" # La clé doit être soit de 16 ou de 32 " "octets.\n" " var data = \"Mon texte secret!!\" # La taille des données doit être un " "multiple de 16 octets, ajoute le remplissage si nécessaire.\n" " # Crypter l'ECB\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n" " var encrypted = aes.update(data.to_utf8())\n" " aes.finish()\n" " # Décrypter l'ECB\n" " aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n" " var decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # Vérifier l'ECB\n" " assert(decrypted == data.to_utf8())\n" "\n" " var iv = \"Mon iv secret!!!!\" # La taille du vecteur d'initialisation " "doit être un multiple de 16 octets.\n" " # Chiffrer le 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" " # Déchiffrer le CBC\n" " aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n" " decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # Vérifier le CBC\n" " assert(decrypted == data.to_utf8())\n" "[/codeblock]" #: doc/classes/AESContext.xml msgid "Close this AES context so it can be started again. See [method start]." msgstr "" "Ferme ce contexte AES afin qu’il puisse être recommencé. Voir [method start]." #: doc/classes/AESContext.xml 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 "" "Obtiens l'état IV actuel pour ce contexte (L'IV est mis à jour en appelant " "[method update]). Vous n'avez généralement pas besoin de cette fonction.\n" "[b]Note:[/b] Cette fonction a seulement du sens quand le contexte est " "initialisé avec [constant MODE_CBC_ENCRYPT] ou [constant MODE_CBC_DECRYPT]." #: doc/classes/AESContext.xml 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 "" "Commence le contexte AES dans le [code]mode[/code] donnée. Un [code]key[/" "code] de soi 16 ou 32 octets doit toujours être fourni, alors qu'un " "[code]iv[/code] (vecteur d'initialisation) de précisément 16 octets est " "seulement nécessaire quand [code]mode[/code] est soi [constant " "MODE_CBC_ENCRYPT] ou [constant MODE_CBC_DECRYPT]." #: doc/classes/AESContext.xml 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 "" "Exécute l'opération désirée pour ce contexte AES. Cette méthode retournera " "un [PoolByteArray] qui contiendra le résultat du cryptage (ou décryptage) de " "la [code]src[/code] donnée. Voyez [method start] pour le mode d'opération.\n" "[b]Note :[/b] La taille de [code]src[/code] doit être un multiple de 16. " "Applique du rembourrage si nécessaire." #: doc/classes/AESContext.xml msgid "AES electronic codebook encryption mode." msgstr "Mode de chiffrement du livre de codes électroniques AES." #: doc/classes/AESContext.xml msgid "AES electronic codebook decryption mode." msgstr "Mode de décryptage du codebook électronique AES." #: doc/classes/AESContext.xml msgid "AES cipher blocker chaining encryption mode." msgstr "Mode de cryptage de chiffre de chaînage de blocs AES." #: doc/classes/AESContext.xml msgid "AES cipher blocker chaining decryption mode." msgstr "Mode de décryptage de chiffre de chaînage de blocs AES." #: doc/classes/AESContext.xml msgid "Maximum value for the mode enum." msgstr "Valeur maximale pour le mode énumeration." #: doc/classes/AnimatedSprite.xml #, fuzzy msgid "" "Sprite node that contains multiple textures as frames to play for animation." msgstr "Nœud de sprite qui peut utiliser plusieurs textures pour l'animation." #: doc/classes/AnimatedSprite.xml msgid "" "[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " "textures as animation frames. Animations are created using a [SpriteFrames] " "resource, which allows you to import image files (or a folder containing " "said files) to provide the animation frames for the sprite. The " "[SpriteFrames] resource can be configured in the editor via the SpriteFrames " "bottom panel.\n" "[b]Note:[/b] You can associate a set of normal or specular maps by creating " "additional [SpriteFrames] resources with a [code]_normal[/code] or " "[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " "resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" "code] will make it so the [code]run[/code] animation uses normal and " "specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml msgid "2D Sprite animation" msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml #: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml #: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml #: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml #: doc/classes/InputEventAction.xml doc/classes/Label.xml #: doc/classes/Particles2D.xml doc/classes/Timer.xml #: doc/classes/VisibilityNotifier2D.xml msgid "2D Dodge The Creeps Demo" msgstr "Démo 2D « Dodge The Creeps »" #: doc/classes/AnimatedSprite.xml 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 "" "Joue l'animation intitulée [code]anim[/code]. Si aucun [code]anim[/code] est " "fourni, l'animation actuelle est jouée. Si [code]backwards[/code] est " "[code]true[/code], l'animation sera jouée à l'inverse." #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "Stops the current animation (does not reset the frame counter)." msgstr "" "Arrête l'animation actuelle (ne remit pas à zéro le compteur de trames)." #: doc/classes/AnimatedSprite.xml #, fuzzy msgid "" "The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" "L'animation actuelle de la ressource [code]frames[/code]. S'il y a un " "changement dans la valeur, le compteur [code]frame[/code] est remis à zéro." #: doc/classes/AnimatedSprite.xml doc/classes/SpriteBase3D.xml msgid "If [code]true[/code], texture will be centered." msgstr "Si [code]true[/code], la texture sera centrée." #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml msgid "If [code]true[/code], texture is flipped horizontally." msgstr "Si [code]true[/code], la texture est inversée horizontalement." #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml msgid "If [code]true[/code], texture is flipped vertically." msgstr "Si [code]vrai[/code], la texture est inversée verticalement." #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "The displayed animation frame's index." msgstr "L'index de l'image d'animation affichée." #: doc/classes/AnimatedSprite.xml msgid "" "The [SpriteFrames] resource containing the animation(s). Allows you the " "option to load, edit, clear, make unique and save the states of the " "[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml msgid "The texture's drawing offset." msgstr "Le décalage du dessin de la texture." #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "If [code]true[/code], the [member animation] is currently playing." msgstr "Si [code]true[/code], le [member animation] joue présentement." #: doc/classes/AnimatedSprite.xml msgid "The animation speed is multiplied by this value." msgstr "La vitesse de l'animation est multipliée par cette valeur." #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml 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 "" "Émis lors que l'animation est terminée (quand la dernière trame est jouée). " "Si c'est une animation bouclée, ce signal est émis chaque fois que la " "dernière trame est jouée." #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when [member frame] changed." msgstr "Émis lorsque [member frame] modifié." #: doc/classes/AnimatedSprite3D.xml msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "" "Nœud sprite 2D dans le monde 3D, qui peut utiliser plusieurs textures 2D " "pour l'animation." #: doc/classes/AnimatedSprite3D.xml msgid "" "Animations are created using a [SpriteFrames] resource, which can be " "configured in the editor via the SpriteFrames panel." msgstr "" "Les animations sont créés en utilisant une ressource [SpriteFrames], qui " "peut être configuré dans l'éditeur avec le tableau SpriteFrames." #: doc/classes/AnimatedSprite3D.xml msgid "2D Sprite animation (also applies to 3D)" msgstr "L'animation des sprites 2D (et aussi 3D)" #: doc/classes/AnimatedSprite3D.xml msgid "Returns [code]true[/code] if an animation is currently being played." msgstr "Retourne [code]true[/code] si une animation joue présentement." #: doc/classes/AnimatedSprite3D.xml msgid "" "Plays the animation named [code]anim[/code]. If no [code]anim[/code] is " "provided, the current animation is played." msgstr "" "Joue l'animation intitulée [code]anim[/code]. Si aucun [code]anim[/code] est " "fourni, l'animation actuelle est joué." #: doc/classes/AnimatedSprite3D.xml msgid "" "The current animation from the [code]frames[/code] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" "L'animation actuelle de la ressource [code]frames[/code]. S'il y a un " "changement dans la valeur, le compteur [code]frame[/code] est remis à zéro." #: doc/classes/AnimatedSprite3D.xml msgid "The [SpriteFrames] resource containing the animation(s)." msgstr "La ressource [SpriteFrames] qui contient l'animation." #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "Texture procuration pour des animations simples basés sur les trames." #: doc/classes/AnimatedTexture.xml 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] est un format de ressource pour des animations basés sur " "les trames, où plusieurs textures peuvent être automatiquement chaînés avec " "un délai prédéfini pour chaque trame. Contrairement à [AnimationPlayer] ou " "[AnimatedSprite2D], ce n'est pas un [Node], mais à l'avantage d'être " "utilisable n'importe où qu'une ressource [Texture2D] peut être utilisé, par " "exemple dans un [TileSet].\n" "La lecture de l'animation est contrôlée par la propriété [member fps] ainsi " "que le délai optionnel de chaque trame (voyez [method set_frame_delay]). " "L'animation est bouclée, c'est-à dire que l'animation recommence " "automatiquement à la trame 0 dès que la dernière trame de l'animation est " "joué.\n" "[AnimatedTexture] nécessite présentement que les textures de toutes les " "trames ont la même taille, sinon ceux qui sont plus grands seront recadrés " "pour avoir la même taille que la texture le plus petit.\n" "[b]Note :[/b] Les AnimatedTexture ne peuvent provenir d'un [AtlasTexture]. " "Chaque trame doit être une [Texture] distincte." #: doc/classes/AnimatedTexture.xml msgid "Returns the given frame's delay value." msgstr "Retourne la valeur du délai de la trame donnée." #: doc/classes/AnimatedTexture.xml msgid "Returns the given frame's [Texture]." msgstr "Retourne la trame spécifiée pour cette [Texture]." #: doc/classes/AnimatedTexture.xml 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 "" "Définit un délai additionnel (en secondes) entre cette trame et la " "prochaine, qui sera ajouté à l'intervalle de temps définit par [member fps]. " "Par défaut, une trame n'a aucun délai définit. Si un délai est défini pour " "une trame, l'intervalle de temps entre cette trame et la prochaine sera " "[code]1.0 / fps + delay[/code].\n" "Par exemple, pour une animation avec 3 trames, 2 FPS et un délai d'1,2 " "secondes sur la deuxième trame, la lecture résultant sera :\n" "[codeblock]\n" "Trame 0 : 0.5 s (1 / fps)\n" "Trame 1 : 1.7 s (1 / fps + 1.2)\n" "Trame 2 : 0.5 s (1 / fps)\n" "Duration totale : 2.7 s\n" "[/codeblock]" #: doc/classes/AnimatedTexture.xml 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 "" "Affecte une [Texture] à la trame donnée. Les identifiants de trames " "commencent à 0, alors la première trame a l'identifiant 0, et la dernière " "trame a l'identifiant [member frames] - 1.\n" "Vous pouvez définir n'importe quel nombre de textures jusqu'à [constant " "MAX_FRAMES], mais rappelez-vous que seulement les trames qui vont de 0 à " "[member frames] - 1 feront partie de l'animation." #: doc/classes/AnimatedTexture.xml msgid "Sets the currently visible frame of the texture." msgstr "Définit le trame présentement visible de l'animation." #: doc/classes/AnimatedTexture.xml 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 "" "La vitesse de l'animation en trames par seconde. Cette valeur définit " "l'intervalle de temps défaut entre deux trames de l'animation et donc la " "durée totale de l'animation basée sur la propriété [member frames]. Une " "valeur de zéro indique qu'il n'y a aucun nombre prédéfini de trames par " "seconde, alors l'animation jouera selon la délai de trame de chaque trame " "(voyez [method set_frame_delay]).\n" "Par exemple, une animation avec 8 trames, aucun délai de trame et une valeur " "[code]fps[/code] de 2 jouera pour 4 secondes, avec chaque trame durant pour " "0,5 secondes." #: doc/classes/AnimatedTexture.xml 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 "" "Le nombre de trames d'utiliser dans l'animation. Même que vous pouvez créer " "les trames indépendamment avec [method set_frame_texture], vous devez " "définir cette valeur pour l'animation pour prendre en compte les nouvelles " "trames. Le nombre maximum de trames est [constant MAX_FRAMES]." #: doc/classes/AnimatedTexture.xml 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 "" "Si [code]true[/code], l'animation jouera une fois seulement et ne " "retournerait pas à la première trame après avoir terminé. Remarquez " "qu'atteindre la fin ne mettra pas [member pause] à [code]true[/code]." #: doc/classes/AnimatedTexture.xml 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 "" "Si [code]true[/code], l'animation pausera à la trame où il se trouve " "actuellement (c'est-à-dire à [member current_frame]). L'animation continuera " "d'où c'était pausé quand cette propriété est mise à [code]false[/code]." #: doc/classes/AnimatedTexture.xml #, fuzzy msgid "" "The maximum number of frames supported by [AnimatedTexture]. If you need " "more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]." msgstr "" "Le nombre maximum de trames supporté par [AnimatedTexture]. Si vous avez " "besoin de plus de trames dans votre animation, utilisez [AnimationPlayer] ou " "[AnimatedSprite2D]." #: doc/classes/Animation.xml msgid "Contains data used to animate everything in the engine." msgstr "Contient les données utilisées pour animer tous dans le moteur de jeu." #: doc/classes/Animation.xml 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 "" "Une ressource d'Animation qui contient les données utilisées pour animer " "tous dans le moteur de jeu. Les animations sont divisées en pistes et chaque " "piste doit être liée à un nœud. L'état de ce nœud peut être modifiée à " "travers le temps, en ajoutant des clés programmées (les évènements) à la " "piste.\n" "[codeblock]\n" "# Cela crée une animation qui fait bouger vers la droite le nœud \"Enemy\" " "par\n" "# 100 pixels en 0,5 secondes.\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" "Les animations ne contiennent que des données et doivent être ajoutés à un " "nœud comme un [AnimationPlayer] ou un [AnimationTreePlayer] pour être lues. " "Il y a plusieurs types de pistes d'animation, chacun avec son propre " "ensemble de méthodes spécialisées. Voyez [enum TrackType] pour voir les " "types disponibles." #: doc/classes/Animation.xml msgid "Adds a track to the Animation." msgstr "Ajoute une piste à l’animation." #: doc/classes/Animation.xml 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 "" "Retourne le nom de l'animation à la clé identifiée par [code]key_idx[/code]. " "Le [code]track_idx[/code] doit être l'index d'une piste d'animation." #: doc/classes/Animation.xml 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 "" "Insère une clé avec [code]animation[/code] pour la valeur à la [code]time[/" "code] donnée (en secondes). Le [code]track_idx[/code] doit être l'index " "d'une piste d'animation." #: doc/classes/Animation.xml 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 "" "Définit la valeur de la clé identifiée par [code]key_idx[/code] à " "[code]animation[/code]. Le [code]track_idx[/code] doit être l'index d'une " "piste d'animation." #: doc/classes/Animation.xml 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 "" "Retourne le décalage à la fin de la clé identifiée par [code]key_idx[/code]. " "Le [code]track_idx[/code] doit être l'index d'une piste d'audio. \n" "Le décalage à la fin est le nombre de secondes tranchées à la fin du flux " "audio." #: doc/classes/Animation.xml 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 "" "Retourne le décalage au début de la clé identifiée par [code]key_idx[/code]. " "Le [code]track_idx[/code] doit être l'index d'une piste audio. \n" "Le décalage au début est le nombre de secondes tranchées au début du flux " "audio." #: doc/classes/Animation.xml 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 "" "Retourne le flux audio de la clé identifiée par [code]key_idx[/code] Le " "[code]track_idx[/code] doit être l'index d'une piste audio." #: doc/classes/Animation.xml 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 "" "Insère une clé de piste d'audio à la [code]time[/code] donnée en secondes. " "Le [code]track_idx[/code] doit être l'index d'une piste d'audio.\n" "[code]stream[/code] est la ressource [AudioStream] à jouer. " "[code]start_offset[/code] est le nombre de secondes à trancher au début du " "flux audio, tandis que [code]end_offset[/code] est le nombre de secondes à " "trancher à la fin." #: doc/classes/Animation.xml 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 "" "Définit le décalage à la fin de la clé identifiée par [code]key_idx[/code] à " "la valeur [code]offset[/code]. Le [code]track_idx[/code] doit être l'index " "d'une piste d'audio." #: doc/classes/Animation.xml 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 "" "Définit le décalage au début de la clé identifiée par [code]key_idx[/code] à " "la valeur d'[code]offset[/code]. Le [code]track_idx[/code] doit être l'index " "d'une piste d'audio." #: doc/classes/Animation.xml 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 "" "Positionne le flux de la clé identifiée par [code]key_idx[/code] à la valeur " "[code]stream[/code]. Le [code]track_idx[/code] doit être l'index d'une piste " "audio." #: doc/classes/Animation.xml 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 "" "Retourne la poignée d'entrée de la clé identifiée par [code]key_idx[/code]. " "Le [code]track_idx[/code] doit être l'index d'une piste de Bézier." #: doc/classes/Animation.xml 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 "" "Retourne la poignée de sortie de la clé identifiée par [code]key_idx[/code]. " "Le [code]track_idx[/code] doit être l'index d'une piste de Bézier." #: doc/classes/Animation.xml 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 "" "Retourne la valeur de la clé identifiée par [code]key_idx[/code]. Le " "[code]track_idx[/code] doit être l'index d'une piste de Bézier." #: doc/classes/Animation.xml 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 "" "Insère une clé de piste de Bézier à la [code]time[/code] donnée en secondes. " "Le [code]track_idx[/code] doit être l'index d'une piste de Bézier.\n" "[code]in_handle[/code] est le poids au côté gauche du point de la courbe de " "Bézier ajoutée, [code]out_handle[/code] est celui à la droite, tandis que " "[code]value[/code] est la valeur actuelle à ce point." #: doc/classes/Animation.xml 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 "" "Retourne la valeur interpolée à la [code]time[/code] donnée (en secondes). " "Le [code]track_idx[/code] doit être l'index d'une piste de Bézier." #: doc/classes/Animation.xml 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 "" "Définit la poignée d'entrée de la clé identifiée par [code]key_idx[/code] à " "la valeur [code]in_handle[/code]. Le [code]track_idx[/code] doit être " "l'index d'une piste de Bézier." #: doc/classes/Animation.xml 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 "" "Positionne la poignée de la clé identifiée par [code]key_idx[/code] à la " "valeur [code]out_handle[/code]. Le [code]track_idx[/code] doit être l'index " "d'une piste de Bezier." #: doc/classes/Animation.xml 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 "" "Positionne la valeur de la clé identifiée par [code]key_idx[/code] à la " "valeur donnée. Le [code]track_idx[/code] doit être l'index d'une piste de " "Bezier." #: doc/classes/Animation.xml msgid "Clear the animation (clear all tracks and reset all)." msgstr "Efface l'animation (nettoie toutes les pistes et réinitialise tout)." #: doc/classes/Animation.xml msgid "" "Adds a new track that is a copy of the given track from [code]to_animation[/" "code]." msgstr "" "Ajoute une nouvelle piste qui est une copie de la piste donnée à " "[code]to_animation[/code]." #: doc/classes/Animation.xml msgid "" "Returns the index of the specified track. If the track is not found, return " "-1." msgstr "" "Retourne l'index de la piste spécifiée. Si la piste n'est pas trouvée, " "retourne -1." #: doc/classes/Animation.xml msgid "Returns the amount of tracks in the animation." msgstr "Retourne le nombre de pistes dans l'animation." #: doc/classes/Animation.xml msgid "" "Returns all the key indices of a method track, given a position and delta " "time." msgstr "" "Retourne toutes les clés d'indices d'une piste de méthode, étant données une " "position et une durée." #: doc/classes/Animation.xml msgid "Returns the method name of a method track." msgstr "Retourne le nom de la méthode d'une piste de méthode." #: doc/classes/Animation.xml msgid "" "Returns the arguments values to be called on a method track for a given key " "in a given track." msgstr "" "Retourne les valeurs des paramètres d'appel à utiliser sur une piste de " "méthode pour une clé donnée dans une piste donnée." #: doc/classes/Animation.xml msgid "Removes a track by specifying the track index." msgstr "Enlève une piste spécifiée par son index." #: doc/classes/Animation.xml msgid "" "Finds the key index by time in a given track. Optionally, only find it if " "the exact time is given." msgstr "" "Trouve l'index d'une clé par son temps dans une piste donnée. " "Optionnellement ne trouve que si le temps exact est donné." #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at [code]idx[/code] wraps the " "interpolation loop. New tracks wrap the interpolation loop by default." msgstr "" "Retourne [code]true[/code] si la piste à [code]idx[/code] entoure la boucle " "d'interpolation. Les nouvelles pistes entourent la boucle d'interpolation " "par défaut." #: doc/classes/Animation.xml msgid "Returns the interpolation type of a given track." msgstr "Retourne le type d'interpolation d'une piste donnée." #: doc/classes/Animation.xml msgid "Returns the amount of keys in a given track." msgstr "Retourne le nombre de clés d'une piste donnée." #: doc/classes/Animation.xml msgid "Returns the time at which the key is located." msgstr "Retourne les temps ou sont placés les clés." #: doc/classes/Animation.xml msgid "" "Returns the transition curve (easing) for a specific key (see the built-in " "math function [method @GDScript.ease])." msgstr "" "Retourne la courbe de transition (relaxation) pour une clé spécifique (voir " "les fonctions mathématiques intégrés [method @GDScript.ease])." #: doc/classes/Animation.xml msgid "Returns the value of a given key in a given track." msgstr "Retourne la valeur d'une clé donnée dans une piste donnée." #: doc/classes/Animation.xml msgid "" "Gets the path of a track. For more information on the path format, see " "[method track_set_path]." msgstr "" "Retourne le chemin d'une piste. Pour plus d'informations sur le format des " "chemins, voir [method track_set_path]." #: doc/classes/Animation.xml msgid "Gets the type of a track." msgstr "Obtient le type d’une piste." #: doc/classes/Animation.xml msgid "Insert a generic key in a given track." msgstr "Insère une clé générique dans une piste donnée." #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at index [code]idx[/code] is enabled." msgstr "" "Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active." #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the given track is imported. Else, return " "[code]false[/code]." msgstr "" "Retourne [code]true[/code] si la piste donnée est importée. Sinon retourne " "[code]false[/code]." #: doc/classes/Animation.xml msgid "Moves a track down." msgstr "Déplace une piste vers le bas." #: doc/classes/Animation.xml msgid "" "Changes the index position of track [code]idx[/code] to the one defined in " "[code]to_idx[/code]." msgstr "Déplace la piste à l'index [code]idx[/code] vers [code]to_idx[/code]." #: doc/classes/Animation.xml msgid "Moves a track up." msgstr "Déplace une piste vers le haut." #: doc/classes/Animation.xml msgid "Removes a key by index in a given track." msgstr "Supprime une clé par son index dans une piste donnée." #: doc/classes/Animation.xml msgid "Removes a key by position (seconds) in a given track." msgstr "" "Supprime une clé indiquée par sa position (secondes) dans une piste donnée." #: doc/classes/Animation.xml msgid "Enables/disables the given track. Tracks are enabled by default." msgstr "Active/désactive la piste donnée. Les pistes sont actives par défaut." #: doc/classes/Animation.xml msgid "Sets the given track as imported or not." msgstr "Définit la piste donnée comme importée ou non." #: doc/classes/Animation.xml msgid "" "If [code]true[/code], the track at [code]idx[/code] wraps the interpolation " "loop." msgstr "" "Si [code]true[/code], la piste à [code]idx[/code] englobe la boucle " "d'interpolation." #: doc/classes/Animation.xml msgid "Sets the interpolation type of a given track." msgstr "Définit le type d'interpolation d'une piste donnée." #: doc/classes/Animation.xml msgid "Sets the time of an existing key." msgstr "Définit l’heure d’une clé existante." #: doc/classes/Animation.xml msgid "" "Sets the transition curve (easing) for a specific key (see the built-in math " "function [method @GDScript.ease])." msgstr "" "Définit la courbe de transition (relaxation) pour une clé donnée (voir la " "fonction mathématique intégrée [method @GDScript.ease])." #: doc/classes/Animation.xml msgid "Sets the value of an existing key." msgstr "Définit la valeur d'une clé." #: doc/classes/Animation.xml 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 "" "Définit le chemin d'une piste. Les chemins doivent êtres des chemins valides " "vers un nœud de l'arbre des scènes, et doivent êtres définis en partant du " "nœud parent du nœud qui reproduira l'animation. Les pistes qui contrôlent " "des propriétés ou des os doivent ajouter leur nom après le chemin, séparé " "par [code]\":\"[/code].\n" "Par exemple, [code]\"personnage/squelette:cheville\"[/code] or " "[code]\"personnage/maillage:transform/local\"[/code]." #: doc/classes/Animation.xml msgid "" "Swaps the track [code]idx[/code]'s index position with the track " "[code]with_idx[/code]." msgstr "" "Échange la position de la piste à l'index [code]idx[/code] avec la piste à " "l'index [code]with_idx[/code]." #: doc/classes/Animation.xml msgid "Insert a transform key for a transform track." msgstr "Insère une clé de transformation pour une piste de transformation." #: doc/classes/Animation.xml 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 "" "Retourne la valeur interpolée d'une piste de transformation pour un instant " "donné (en secondes). Un tableau comportant 3 éléments : position " "([Vector3]), rotation ([Quat]) et échelle ([Vector3])." #: doc/classes/Animation.xml msgid "" "Returns all the key indices of a value track, given a position and delta " "time." msgstr "" "Renvoie tous les indexes de clés d’une piste de valeur, selon la position et " "le delta du temps donnés." #: doc/classes/Animation.xml msgid "Returns the update mode of a value track." msgstr "Retourne le mode de mise à jour d'une piste de valeur." #: doc/classes/Animation.xml msgid "" "Returns the interpolated value at the given time (in seconds). The " "[code]track_idx[/code] must be the index of a value track." msgstr "" "Retourne la valeur interpolée au temps donné (en secondes). Le " "[code]track_idx[/code] doit être l'index d'une piste de valeur." #: doc/classes/Animation.xml msgid "Sets the update mode (see [enum UpdateMode]) of a value track." msgstr "" "Définit le mode de mises-à-jour (voir[enum UpdateMode]) d’une piste de " "valeurs." #: doc/classes/Animation.xml 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 "" "La longueur totale de l’animation (en secondes).\n" "[b]Note:[/b] Longueur n’est pas délimitée par la dernière clé, car celle-ci " "peut-être avant ou après la fin pour assurer une interpolation correcte et " "le bouclage." #: doc/classes/Animation.xml 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 "" "Un drapeau indiquant que l’animation doit boucler. Il est utilisé pour " "interpoler correctement les cycles d'animations, et pour indiquer au lecteur " "qu'il doit recommencer l’animation." #: doc/classes/Animation.xml msgid "The animation step value." msgstr "La valeur de l’étape d’animation." #: doc/classes/Animation.xml msgid "" "Emitted when there's a change in the list of tracks, e.g. tracks are added, " "moved or have changed paths." msgstr "" "Émis quand la liste des pistes est modifiée, par exemple, quand une piste " "est ajoutée, déplacée ou que le chemin d'une piste a changé." #: doc/classes/Animation.xml msgid "" "Value tracks set values in node properties, but only those which can be " "Interpolated." msgstr "" "Les pistes de valeur modifient des propriétés de nœuds, mais uniquement " "celles qui peuvent être interpolées." #: doc/classes/Animation.xml msgid "" "Transform tracks are used to change node local transforms or skeleton pose " "bones. Transitions are interpolated." msgstr "" "Les pistes de transformations sont utilisées pour modifier les " "transformations locales ou les os de pose d'un squelette. Ces transitions " "sont toujours interpolées." #: doc/classes/Animation.xml msgid "Method tracks call functions with given arguments per key." msgstr "" "Les pistes d'appel de méthode appellent des fonctions à arguments donnés à " "chaque clé d'animation." #: doc/classes/Animation.xml 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 "" "Les pistes de Bézier sont utilisées pour calculer une valeur par " "interpolation en utilisant des courbes personnalisées. Elles peuvent " "également être utilisées pour animer des sous-propriétés de vecteurs et de " "couleurs (par exemple, l'opacité d'une [Color])." #: doc/classes/Animation.xml 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 "" "Les pistes audio sont utilisées pour lire un flux audio avec l'un ou l'autre " "type de [AudioStreamPlayer]. Le flux peut être découpé et prévisualisé dans " "l'animation." #: doc/classes/Animation.xml msgid "Animation tracks play animations in other [AnimationPlayer] nodes." msgstr "" "Les pistes d'animation jouent des animations dans d'autres nœuds " "[AnimationPlayer]." #: doc/classes/Animation.xml msgid "No interpolation (nearest value)." msgstr "Pas d'interpolation (valeur la plus proche)." #: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "Interpolation linéaire." #: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "Interpolation cubique." #: doc/classes/Animation.xml msgid "Update between keyframes." msgstr "Mise à jour entre les images clés." #: doc/classes/Animation.xml msgid "Update at the keyframes and hold the value." msgstr "Met à jour les images clés et conserve la valeur." #: doc/classes/Animation.xml msgid "Update at the keyframes." msgstr "Mise à jour aux images clés." #: doc/classes/Animation.xml 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 "" "Identique à l'interpolation linéaire, mais interpole aussi à partir de la " "valeur actuelle (définie à l'exécution) si la première clé n'est pas située " "à 0 seconde." #: doc/classes/AnimationNode.xml msgid "Base resource for [AnimationTree] nodes." msgstr "Ressource de base pour les nœuds [AnimationTree]." #: doc/classes/AnimationNode.xml 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 "" "Ressource de base pour les nœuds [AnimationTree]. Ce n'est généralement pas " "utilisé directement, mais il est possible de créer des variantes " "personnalisées avec des formules de mélange personnalisées.\n" "Héritez ceci pour créer des nœuds principalement utilisés dans " "[AnimationNodeBlendTree], sinon utilisez [AnimationRootNode]." #: doc/classes/AnimationNode.xml msgid "" "Adds an input to the node. This is only useful for nodes created for use in " "an [AnimationNodeBlendTree]." msgstr "" "Ajoute une entrée pour le nœud. Ceci est utile uniquement pour des nœuds " "crées pour l'usage dans un [AnimationNodeBlendTree]." #: doc/classes/AnimationNode.xml 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 "" "Mélange une animation par une quantité de [code]blend[/code] (le nom doit " "être valide dans l'[AnimationPlayer] lié). Un instant [code]time[/code] et " "un [code]delta[/code] peuvent être passés, ainsi que si un positionnement " "[code]seek[/code] a été effectué." #: doc/classes/AnimationNode.xml 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 "" "Mélange une entrée. Ceci est uniquement utile pour les nœuds créés pour " "l'usage avec un [AnimationNodeBlendTree]. Le paramètre [code]time[/code] est " "relatif, sauf si [code]seek[/code] est [code]true[/code], auquel cas il est " "absolu. Un mode de filtre peut être passé facultativement (voir [enum " "FilterAction] pour plus d'options)." #: doc/classes/AnimationNode.xml 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 "" "Mélange un autre nœud d'animation (au cas où ce nœud contiendrait des nœuds " "d'animation enfants). Cette fonction n'est utile qu'en héritant d'abord de " "[AnimationRootNode], sinon les éditeurs n'afficheront pas le nœud pour ajout." #: doc/classes/AnimationNode.xml msgid "Gets the text caption for this node (used by some editors)." msgstr "Obtient la légende pour ce nœud (utilisé par certains éditeurs)." #: doc/classes/AnimationNode.xml msgid "" "Gets a child node by index (used by editors inheriting from " "[AnimationRootNode])." msgstr "" "Obtient un nœud enfant par son index (utilisé par les éditeurs héritant " "d'[AnimationRootNode])." #: doc/classes/AnimationNode.xml msgid "" "Gets all children nodes in order as a [code]name: node[/code] dictionary. " "Only useful when inheriting [AnimationRootNode]." msgstr "" "Obtient tous les nœuds enfants dans l'ordre en tant que dictionnaire " "[code]name: node[/code]. Utile uniquement lorsque [AnimationRootNode] est " "hérité." #: doc/classes/AnimationNode.xml msgid "" "Amount of inputs in this node, only useful for nodes that go into " "[AnimationNodeBlendTree]." msgstr "" "La quantité d'entrées dans ce nœud, utile uniquement pour les nœuds qui vont " "dans un [AnimationNodeBlendTree]." #: doc/classes/AnimationNode.xml msgid "Gets the name of an input by index." msgstr "Obtient le nom d'un entrée par son index." #: doc/classes/AnimationNode.xml 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 "" "Obtient la valeur d'un paramètre. Les paramètres sont la mémoire locale " "personnalisé utilisé pour vos nœuds, étant donné qu'une ressource peut être " "réutilisé dans plusieurs arbres de nœuds." #: doc/classes/AnimationNode.xml 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 "" "Obtient la valeur par défaut d'un paramètre. Les paramètres sont la mémoire " "locale personnalisé utilisé pour vos nœuds, étant donné qu'une ressource " "peut être réutilisé dans plusieurs arbres de nœuds." #: doc/classes/AnimationNode.xml 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 "" "Obtient les informations de propriété pour le paramètre.Les paramètres sont " "de la mémoire locale personnalisée utilisée pour vos nœuds, étant donné " "qu'une ressource peut être réutilisée dans plusieurs arborescences. Le " "format est similaire à [method Object.get_property_list]." #: doc/classes/AnimationNode.xml msgid "" "Returns [code]true[/code] whether you want the blend tree editor to display " "filter editing on this node." msgstr "" "Renvoie [code]true[/code] si vous souhaitez que l'éditeur de mélange d'arbre " "affiche l'édition de filtre sur ce nœud." #: doc/classes/AnimationNode.xml msgid "Returns whether the given path is filtered." msgstr "Retourne quand un chemin donné est filtré." #: doc/classes/AnimationNode.xml 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 "" "Méthode de callback définie par l'utilisateur et appelée quand un nœud " "personnalisé est traité. Le paramètre [code]time[/code] est un delta " "relatif, à moins que [code]seek[/code] soit [code]true[/code], auquel cas il " "est absolu.\n" "Ici, vous pouvez utiliser les méthodes [method blend_input], [method " "blend_node] ou [method blend_animation]. Vous pouvez aussi utiliser [method " "get_parameter] et [method set_parameter] pour modifier la mémoire locale.\n" "Cette fonction doit renvoyer le temps restant avant la fin de l'animation en " "cours (en cas de doute, renvoyez la valeur du mélange principal appelé)." #: doc/classes/AnimationNode.xml msgid "Removes an input, call this only when inactive." msgstr "Supprime une entrée, à n'appeler que si le nœud est inactif." #: doc/classes/AnimationNode.xml msgid "Adds or removes a path for the filter." msgstr "Ajoute ou supprime un chemin pour le filtre." #: doc/classes/AnimationNode.xml #, fuzzy msgid "" "Sets a custom parameter. These are used as local memory, because resources " "can be reused across the tree or scenes." msgstr "" "Définit un paramètre personnalisé. Utilisé comme stockage local, car les " "ressources peuvent être réutilisées à travers l'arbre ou les différentes " "scènes." #: doc/classes/AnimationNode.xml msgid "If [code]true[/code], filtering is enabled." msgstr "Si [code]true[/code], le filtrage est activé." #: doc/classes/AnimationNode.xml msgid "Emitted when the node was removed from the graph." msgstr "Émis quand le nœud est enlevé du graphe." #: doc/classes/AnimationNode.xml 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 "" "Émis par les nœuds qui héritent de cette classe ayant un arbre interne quand " "un de leurs nœuds change. Les nœuds émettant ce signal sont des " "[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], et [AnimationNodeBlendTree]." #: doc/classes/AnimationNode.xml msgid "Do not use filtering." msgstr "Ne pas utiliser de filtrage." #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be allowed to pass." msgstr "Les chemins passant le filtre seront autorisés." #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be discarded." msgstr "Les chemins passant le filtre seront rejetés." #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be blended (by the blend value)." msgstr "" "Les chemins passant le filtre seront mélangés (par la valeur de blend)." #: doc/classes/AnimationNodeAdd2.xml msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]." msgstr "" "Mélange deux animations additivement à l'intérieur d'un " "[AnimationNodeBlendTree]." #: doc/classes/AnimationNodeAdd2.xml 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 "" "Une ressource à ajouter à un [AnimationNodeBlendTree]. Mélange deux " "animations additivement en fonction d'une valeur dans la plage [code][0.0, " "1.0][/code]." #: doc/classes/AnimationNodeAdd2.xml doc/classes/AnimationNodeAdd3.xml #: doc/classes/AnimationNodeBlend2.xml doc/classes/AnimationNodeBlend3.xml 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 "" "Si [code]true[/code], fixe [code]optimization[/code] à [code]false[/code] à " "l'appel de [method AnimationNode.blend_input], forçant les animations " "mélangées à se mettre à jour à chaque image." #: doc/classes/AnimationNodeAdd3.xml msgid "" "Blends two of three animations additively inside of an " "[AnimationNodeBlendTree]." msgstr "" "Mélange deux des trois animations de manière additive à l'intérieur d'un " "[AnimationNodeBlendTree]." #: doc/classes/AnimationNodeAdd3.xml 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 "" "Une ressource à ajouter à un [AnimationNodeBlendTree]. Ceci mélange deux " "animations (sur 3) ensemble de manière additive sur la base d'une valeur " "dans la plage [code][-1.0, 1.0][/code].\n" "Ce nœud comporte trois entrées :\n" "- L'animation de base à ajouter aux autres\n" "- L'animation à mélanger quand la valeur est dans la plage [code][-1.0, 0.0]" "[/code].\n" "- L'animation à mélanger quand la valeur est dans la plage [code][0.0, 1.0][/" "code]." #: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml #: doc/classes/AnimationNodeBlend2.xml #: doc/classes/AnimationNodeBlendSpace2D.xml #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml #: doc/classes/AnimationNodeTimeScale.xml #: doc/classes/AnimationNodeTransition.xml msgid "AnimationTree" msgstr "AnimationTree" #: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml #: doc/classes/AnimationNodeBlend2.xml #: doc/classes/AnimationNodeBlendSpace2D.xml #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml #: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationPlayer.xml #: doc/classes/AnimationTree.xml doc/classes/AudioEffectReverb.xml #: doc/classes/Camera.xml doc/classes/CollisionShape.xml #: doc/classes/CylinderShape.xml doc/classes/Environment.xml #: doc/classes/GIProbe.xml doc/classes/GIProbeData.xml #: doc/classes/KinematicBody.xml doc/classes/Light.xml doc/classes/Material.xml #: doc/classes/Mesh.xml doc/classes/MeshInstance.xml doc/classes/Particles.xml #: doc/classes/Quat.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml #: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml msgid "Third Person Shooter Demo" msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "Input animation to use in an [AnimationNodeBlendTree]." msgstr "Animation d'entrée à utiliser dans un [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeAnimation.xml 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 "" "Une ressource à ajouter à un [AnimationNodeBlendTree]. Ne dispose que d'une " "sortie, définie à l'aide de la propriété [member animation]. Sert d'entrée " "pour un [AnimationNode] qui mélange des animations entre elles." #: doc/classes/AnimationNodeAnimation.xml doc/classes/AnimationNodeBlend2.xml #: doc/classes/AnimationNodeOutput.xml doc/classes/AnimationNodeTimeScale.xml #: doc/classes/AnimationNodeTransition.xml doc/classes/Area.xml #: doc/classes/Basis.xml doc/classes/BoxShape.xml #: doc/classes/CollisionShape.xml modules/gridmap/doc_classes/GridMap.xml #: doc/classes/KinematicBody.xml doc/classes/Mesh.xml #: doc/classes/MeshInstance.xml doc/classes/MeshLibrary.xml #: doc/classes/ProjectSettings.xml doc/classes/Transform.xml msgid "3D Platformer Demo" msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "" "Animation to use as an output. It is one of the animations provided by " "[member AnimationTree.anim_player]." msgstr "" "L'animation à utiliser comme sortie. C'est l'une des animations fournies par " "[member AnimationTree.anim_player]." #: doc/classes/AnimationNodeBlend2.xml msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." msgstr "" "Mélange deux animations de façon linéaire à l'intérieur d'un " "[AnimationNodeBlendTree]." #: doc/classes/AnimationNodeBlend2.xml 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 "" "Une ressource à ajouter à un [AnimationNodeBlendTree]. Mélange deux " "animations linéairement sur la base d'une valeur dans la plage[code][0.0, " "1.0][/code]." #: doc/classes/AnimationNodeBlend3.xml msgid "" "Blends two of three animations linearly inside of an " "[AnimationNodeBlendTree]." msgstr "" "Mélange deux des trois animations de façon linéaire à l'intérieur d'un " "[AnimationNodeBlendTree]." #: doc/classes/AnimationNodeBlend3.xml 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 "" "Une ressource à ajouter à un [AnimationNodeBlendTree]. Mélange deux " "animations linéairement sur la base d'une valeur dans la plage [code][-1.0, " "1.0][/code].\n" "Ce nœud a trois entrées:\n" "- L'animation de base\n" "- Une animation de mélange - pour mélanger avec quand le taux de mélange est " "dans la plage [code][-1.0, 0.0][/code].\n" "- Une animation de mélange + pour mélanger avec quand le taux de mélange est " "dans la plage [code][0.0, 1.0][/code]" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Blends linearly between two of any number of [AnimationNode] of any type " "placed on a virtual axis." msgstr "" "Mélange linéairement de deux sur n'importe quel nombre de [AnimationNode] de " "n'importe quel type placées sur un axe virtuel." #: doc/classes/AnimationNodeBlendSpace1D.xml 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 "" "Une ressource à ajouter à un [AnimationNodeBlendTree].\n" "Il s'agit d'un axe virtuel sur lequel peut s'ajouter n'importe quel type " "d'[AnimationNode] en utilisant [method add_blend_point].\n" "Donne en sortie le mélange linéaire des deux [AnimationNode]s les plus " "proches de la valeur courante du nœud.\n" "Les extrémités de l'axe peuvent être définies via [member min_space] et " "[member max_space]." #: doc/classes/AnimationNodeBlendSpace1D.xml 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 "" "Ajoute un point qui représente un [code]node[/code] sur l'axe virtuel à une " "position donnée par [code]pos[/code]. Il est possible de l'insérer à l'index " "spécifié par [code]at_index[/code]. Le point est inséré à la fin du tableau " "de points de blend si [code]at_index[/code] est laissé à sa valeur par " "défaut." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Returns the number of points on the blend axis." msgstr "Renvoie le nombre de points sur l'axe de mélange." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Returns the [AnimationNode] referenced by the point at index [code]point[/" "code]." msgstr "" "Retourne l'[AnimationNode] référencé par le point à l'index [code]point[/" "code]." #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the position of the point at index [code]point[/code]." msgstr "Retourne la position du point à l'index [code]point[/code]." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Removes the point at index [code]point[/code] from the blend axis." msgstr "" "Supprime le point de l'axe de blend situé à l'index [code]point[/code]." #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Changes the [AnimationNode] referenced by the point at index [code]point[/" "code]." msgstr "" "Remplace l'[AnimationNode] référencé par le point à l'index [code]point[/" "code]." #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Updates the position of the point at index [code]point[/code] on the blend " "axis." msgstr "" "Met à jour la position du point à l'index [code]point[/code] sur l'axe de " "blend." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "" "La limite supérieure de position pour des points sur l'axe de l'espace " "blend. Voir [method add_blend_point]." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "The blend space's axis's lower limit for the points' position. See [method " "add_blend_point]." msgstr "" "La limite inférieure de position pour des points sur l'axe de l'espace " "blend. Voir [method add_blend_point]." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Position increment to snap to when moving a point on the axis." msgstr "Incrément de position (snap) quand un point est déplacé sur l'axe." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Label of the virtual axis of the blend space." msgstr "Étiquette de l'axe virtuel de l'espace blend." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Blends linearly between three [AnimationNode] of any type placed in a 2D " "space." msgstr "" "Mélange linéairement trois [AnimationNode] de n'importe quel type placés " "dans un espace 2D." #: doc/classes/AnimationNodeBlendSpace2D.xml 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 "" "Une ressource a ajouter à un [AnimationNodeBlendTree].\n" "Ce nœud vous permet la transition linéaire entre trois animations en " "utilisant une intensité [Vector2].\n" "Vous pouvez ajouter des sommets à l'espace blend avec [method " "add_blend_point] et automatiquement le trianguler en configurant [member " "auto_triangles] à [code]true[/code]. Autrement, utilisez [method " "add_triangle] et [method remove_triangle] pour créer l'espace blend " "manuellement." #: doc/classes/AnimationNodeBlendSpace2D.xml 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 "" "Ajoute un nouveau point qui représente un [code]node[/code] à la position " "désignée par [code]pos[/code]. Vous pouvez l' insérer à un index spécifique " "en utilisant l'argument [code]at_index[/code]. Si vous utilisez une valeur " "par défaut pour [code]at_index[/code], le point est inséré à la fin de la " "séquence de points blend." #: doc/classes/AnimationNodeBlendSpace2D.xml 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 "" "Créer un nouveau triangle en utilisant trois points [code]x[/code], [code]y[/" "code], et [code]z[/code]. Les triangles peuvent se superposer. Vous pouvez " "insérer un triangle à un index spécifique en utilisant l'argument " "[code]at_index[/code]. Si vous utilisez une valeur par défaut pour " "[code]at_index[/code], le point est inséré à la fin de la séquence de points " "blend." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the number of points in the blend space." msgstr "Retourne le nombre de points dans le blend space." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Returns the [AnimationRootNode] referenced by the point at index " "[code]point[/code]." msgstr "" "Retourne l'[AnimationRootNode] référencé par le point à l'index [code]point[/" "code]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the number of triangles in the blend space." msgstr "Retourne le nombre de triangles dans le blend space." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Returns the position of the point at index [code]point[/code] in the " "triangle of index [code]triangle[/code]." msgstr "" "Retourne la position du point à l'index [code]point[/code] dans le triangle " "d'index [code]triangle[/code]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Removes the point at index [code]point[/code] from the blend space." msgstr "Supprime le point à l'index [code]point[/code] du blend space." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Removes the triangle at index [code]triangle[/code] from the blend space." msgstr "" "Supprime le triangle à l'index [code]triangle[/code] de l'espace blend." #: doc/classes/AnimationNodeBlendSpace2D.xml 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 "" "Si [code]true[/code], le blend space est triangulé automatiquement. Le " "maillage se met à jour à chaque ajout ou suppression de points via [method " "add_blend_point] et [method remove_blend_point]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Controls the interpolation between animations. See [enum BlendMode] " "constants." msgstr "" "Contrôle l'interpolation entre animations. Voir les constantes [enum " "BlendMode]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." msgstr "" "La limite supérieure pour les positions des point sur les axes X/Y de " "l'espace de mélange. Voir [method add_blend_point]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space's X and Y axes' lower limit for the points' position. See " "[method add_blend_point]." msgstr "" "La limite inférieure pour les positions des point sur les axes X/Y de " "l'espace de mélange. Voir [method add_blend_point]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Position increment to snap to when moving a point." msgstr "" "L' incrément de position à laquelle s'accrocher lorsque l'on bouge un point." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Name of the blend space's X axis." msgstr "Nom de l'axe X de l'espace de mélange." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Name of the blend space's Y axis." msgstr "Nom de l'axe Y de l'espace de mélange." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Emitted every time the blend space's triangles are created, removed, or when " "one of their vertices changes position." msgstr "" "Émis à chaque création, suppression de triangles ou changement de position " "de l'un de leurs sommets dans le blend space." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "The interpolation between animations is linear." msgstr "L'interpolation entre les animations est linéaire." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space plays the animation of the node the blending position is " "closest to. Useful for frame-by-frame 2D animations." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " "the last animation's playback position." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "[AnimationTree] node resource that contains many blend type nodes." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "This node may contain a sub-tree of any other blend type nodes, such as " "[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], " "[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n" "An [AnimationNodeOutput] node named [code]output[/code] is created by " "default." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Adds an [AnimationNode] at the given [code]position[/code]. The [code]name[/" "code] is used to identify the created sub-node later." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Connects the output of an [AnimationNode] as input for another " "[AnimationNode], at the input port specified by [code]input_index[/code]." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "Disconnects the node connected to the specified input." msgstr "Supprime la connexion du nœud à l'entrée spécifiée." #: doc/classes/AnimationNodeBlendTree.xml msgid "Returns the sub-node with the specified [code]name[/code]." msgstr "Retourne le sous-nœud de nom [code]name[/code]." #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Returns the position of the sub-node with the specified [code]name[/code]." msgstr "Retourne la position du sous-nœud de nom [code]name[/code]." #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Returns [code]true[/code] if a sub-node with specified [code]name[/code] " "exists." msgstr "" "Retourne [code]true[/code] si un sous-nœud de nom[code]name[/code] existe." #: doc/classes/AnimationNodeBlendTree.xml msgid "Removes a sub-node." msgstr "Supprime un sous-nœud." #: doc/classes/AnimationNodeBlendTree.xml msgid "Changes the name of a sub-node." msgstr "Change le nom d'un sous-nœud." #: doc/classes/AnimationNodeBlendTree.xml msgid "Modifies the position of a sub-node." msgstr "Modifie la position d’un sous-nœud." #: doc/classes/AnimationNodeBlendTree.xml msgid "The global offset of all sub-nodes." msgstr "Le décalage global de tous les sous-nœuds." #: doc/classes/AnimationNodeBlendTree.xml msgid "The connection was successful." msgstr "La connexion a réussi." #: doc/classes/AnimationNodeBlendTree.xml msgid "The input node is [code]null[/code]." msgstr "Le nœud d'entrée est [code]null[/code]." #: doc/classes/AnimationNodeBlendTree.xml msgid "The specified input port is out of range." msgstr "Le port d’entrée spécifié est hors de portée." #: doc/classes/AnimationNodeBlendTree.xml msgid "The output node is [code]null[/code]." msgstr "Le nœud de sortie est [code]null[/code]." #: doc/classes/AnimationNodeBlendTree.xml msgid "Input and output nodes are the same." msgstr "Les nœuds d’entrée et de sortie sont identiques." #: doc/classes/AnimationNodeBlendTree.xml msgid "The specified connection already exists." msgstr "La connexion spécifiée existe déjà." #: doc/classes/AnimationNodeOneShot.xml msgid "Plays an animation once in [AnimationNodeBlendTree]." msgstr "Joue une animation une fois dans [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeOneShot.xml 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 "" #: doc/classes/AnimationNodeOneShot.xml msgid "" "If [code]true[/code], the sub-animation will restart automatically after " "finishing." msgstr "" "Si [code]true[/code], la sous-animation redémarrera automatiquement à la fin." #: doc/classes/AnimationNodeOneShot.xml msgid "The delay after which the automatic restart is triggered, in seconds." msgstr "" "Le délai après lequel le redémarrage automatique est déclenché, en secondes." #: doc/classes/AnimationNodeOneShot.xml 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 "" "Si [member autorestart] est [code]true[/code], un délai additionnel (en " "secondes) aléatoirement choisi entre 0 et cette valeur sera ajouté à [member " "autorestart_delay]." #: doc/classes/AnimationNodeOutput.xml msgid "Generic output node to be added to [AnimationNodeBlendTree]." msgstr "Nœud de sortie générique à ajouter à [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeStateMachine.xml msgid "State machine for control of animations." msgstr "Machine à états pour le contrôle des animations." #: doc/classes/AnimationNodeStateMachine.xml 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 "" "Contient plusieurs nœuds représentant des états d'animation, connectés dans " "un graphe. Les transitions peuvent être configurées pour se déclencher " "automatiquement ou programmatiquement, par algorithme du chemin le plus " "court. Pour un contrôle programmatique, il faut récupérer l'objet " "[AnimationNodeStateMachinePlayback] du nœud [AnimationTree].\n" "[b]Exemple :[/b]\n" "[codeblock]\n" "var automate = $AnimationTree.get(\"parameters/playback\")\n" "automate.travel(\"un_etat\")\n" "[/codeblock]" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Adds a new node to the graph. The [code]position[/code] is used for display " "in the editor." msgstr "" "Ajoute un nouveau nœud au graphe. La [code]position[/code] est utilisée pour " "l’affichage dans l’éditeur." #: doc/classes/AnimationNodeStateMachine.xml msgid "Adds a transition between the given nodes." msgstr "Ajoute une transition entre les nœuds donnés." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the graph's end node." msgstr "Retourne le nœud final du graphe." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the draw offset of the graph. Used for display in the editor." msgstr "" "Retourne le décalage de l'affichage du graphe. Utilisé pour l'affichage dans " "l'éditeur." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the animation node with the given name." msgstr "Retourne le nœud d'animation avec le nom donné." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given animation node's name." msgstr "Retourne le nom du nœud d'animation donné." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given node's coordinates. Used for display in the editor." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition." msgstr "Retourne la transition donnée." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the number of connections in the graph." msgstr "Retourne le nombre de connections dans le graphe." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition's start node." msgstr "Retourne le nœud de début de la transition donnée." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition's end node." msgstr "Retourne le nœud de fin de la transition donnée." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns [code]true[/code] if the graph contains the given node." msgstr "Retourne [code]true[/code] si le graphe contient le nœud spécifié." #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Returns [code]true[/code] if there is a transition between the given nodes." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given node from the graph." msgstr "Supprime le nœud donné du graphe." #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the transition between the two specified nodes." msgstr "Supprime la transition entre les deux nœuds spécifiés." #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given transition by index." msgstr "Supprime la transition donnée par index." #: doc/classes/AnimationNodeStateMachine.xml msgid "Renames the given node." msgstr "Renomme le nœud donné." #: doc/classes/AnimationNodeStateMachine.xml msgid "Replaces the node and keeps its transitions unchanged." msgstr "Remplace le nœud et garde sa transition non changée." #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the given node as the graph end point." msgstr "Définit le nœud spécifié comme fin du graph." #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the draw offset of the graph. Used for display in the editor." msgstr "" "Définit le décalage de l'affichage du graphe. Utilisé pour l'affichage dans " "l'éditeur." #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the node's coordinates. Used for display in the editor." msgstr "" "Définit les coordonnées du nœud. Utilisé pour affichage dans l'éditeur." #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the given node as the graph start point." msgstr "Définit le nœud spécifié comme départ du graph." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Playback control for [AnimationNodeStateMachine]." msgstr "Contrôle de la lecture des [AnimationNodeStateMachine]." #: doc/classes/AnimationNodeStateMachinePlayback.xml 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 = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/codeblock]" msgstr "" "Autorise le contrôle de la machine à états du [AnimationTree] créée avec " "[AnimationNodeStateMachine]. À récupérer grâce à [code]$AnimationTree." "get(\"parameters/playback\")[/code].\n" "[b]Exemple :[/b]\n" "[codeblock]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/codeblock]" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns the currently playing animation state." msgstr "Retourne l'actuel état d'animation joué." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns the playback position within the current animation state." msgstr "Retourne la position de lecture pour l'état actuel de l'animation." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Returns the current travel path as computed internally by the A* algorithm." msgstr "" "Renvoie le chemin de voyage actuel tel que calculé en interne par " "l’algorithme A*." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns [code]true[/code] if an animation is playing." msgstr "Retourne [code]true[/code] si une animation est en lecture." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Starts playing the given animation." msgstr "Commence à jouer l'animation donnée." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Stops the currently playing animation." msgstr "Arrête l’animation en cours de lecture." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Transitions from the current state to another one, following the shortest " "path." msgstr "" "Les transitions de l'état actuel vers un autre, en suivant le chemin le plus " "court." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Turn on auto advance when this condition is set. The provided name will " "become a boolean parameter on the [AnimationTree] that can be controlled " "from code (see [url=$DOCS_URL/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 "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Turn on the transition automatically when this state is reached. This works " "best with [constant SWITCH_MODE_AT_END]." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Don't use this transition during [method AnimationNodeStateMachinePlayback." "travel] or [member auto_advance]." msgstr "" "N'utilise pas de transition lors de [method " "AnimationNodeStateMachinePlayback.travel] ou [member auto_advance]." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Lower priority transitions are preferred when travelling through the tree " "via [method AnimationNodeStateMachinePlayback.travel] or [member " "auto_advance]." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "The transition type." msgstr "Le type de transition." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "The time to cross-fade between this state and the next." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "Emitted when [member advance_condition] is changed." msgstr "Émis quand [member advance_condition] est changé." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Switch to the next state immediately. The current state will end and blend " "into the beginning of the new one." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Switch to the next state immediately, but will seek the new state to the " "playback position of the old state." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Wait for the current state playback to end, then switch to the beginning of " "the next state animation." msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "A time-scaling animation node to be used with [AnimationTree]." msgstr "" "Un nœud d'animation qui étire le temps à utiliser avec un [AnimationTree]." #: doc/classes/AnimationNodeTimeScale.xml msgid "" "Allows scaling the speed of the animation (or reversing it) in any children " "nodes. Setting it to 0 will pause the animation." msgstr "" #: doc/classes/AnimationNodeTimeSeek.xml msgid "A time-seeking animation node to be used with [AnimationTree]." msgstr "" "Un nœud d'animation de déplacement du temps à utiliser avec un " "[AnimationTree]." #: doc/classes/AnimationNodeTimeSeek.xml msgid "" "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 msgid "A generic animation transition node for [AnimationTree]." msgstr "Une nœud d'animation de transition générique pour [AnimationTree]." #: doc/classes/AnimationNodeTransition.xml 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 "" #: doc/classes/AnimationNodeTransition.xml msgid "The number of available input ports for this node." msgstr "Le nombre de ports d'entrée disponibles pour ce nœud." #: doc/classes/AnimationNodeTransition.xml msgid "" "Cross-fading time (in seconds) between each animation connected to the " "inputs." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Container and player of [Animation] resources." msgstr "Conteneur et lecteur de ressources [Animation]." #: doc/classes/AnimationPlayer.xml 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 "" #: doc/classes/AnimationPlayer.xml #, fuzzy msgid "Animation tutorial index" msgstr "Nœud d'animation." #: doc/classes/AnimationPlayer.xml msgid "" "Adds [code]animation[/code] to the player accessible with the key " "[code]name[/code]." msgstr "" "Ajoute [code]animation[/code] dans le lecture sous la clé [code]name[/code]." #: doc/classes/AnimationPlayer.xml 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 "" #: doc/classes/AnimationPlayer.xml msgid "Returns the name of the next animation in the queue." msgstr "Retourne le nom de l'animation suivant dans la file." #: doc/classes/AnimationPlayer.xml msgid "" "Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] " "animation completes." msgstr "" "Le déclencheur de l'animation [code]anim_to[/code] quand l'animation " "[code]anim_from[/code] se termine." #: doc/classes/AnimationPlayer.xml msgid "" "[AnimationPlayer] caches animated nodes. It may not notice if a node " "disappears; [method clear_caches] forces it to update the cache again." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Clears all queued, unplayed animations." msgstr "Efface toutes les animations en file d’attente et non joués." #: doc/classes/AnimationPlayer.xml msgid "" "Returns the name of [code]animation[/code] or an empty string if not found." msgstr "" "Retourne le nom de [code]animation[/code] ou un chaine vide si n'existe pas." #: doc/classes/AnimationPlayer.xml msgid "" "Returns the [Animation] with key [code]name[/code] or [code]null[/code] if " "not found." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Returns the list of stored animation names." msgstr "Retourne la liste des noms des animations stockées." #: doc/classes/AnimationPlayer.xml msgid "" "Gets the blend time (in seconds) between two animations, referenced by their " "names." msgstr "" "Retourne le temps de transition (en secondes) entre deux animations, " "spécifiées par leur nom." #: doc/classes/AnimationPlayer.xml msgid "" "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 "" #: doc/classes/AnimationPlayer.xml msgid "" "Returns a list of the animation names that are currently queued to play." msgstr "" "Retourne la liste des noms d'animation qui sont actuellement dans la file de " "lecture." #: doc/classes/AnimationPlayer.xml msgid "" "Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] " "with key [code]name[/code]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Returns [code]true[/code] if playing an animation." msgstr "Retourne [code]true[/code] lors de la lecture d'une animation." #: doc/classes/AnimationPlayer.xml 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 "" #: doc/classes/AnimationPlayer.xml 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 "" #: doc/classes/AnimationPlayer.xml 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 "" #: doc/classes/AnimationPlayer.xml msgid "Removes the animation with key [code]name[/code]." msgstr "Supprime l’animation avec la touche [code]name[/code]." #: doc/classes/AnimationPlayer.xml msgid "" "Renames an existing animation with key [code]name[/code] to [code]newname[/" "code]." msgstr "" "Renomme une animation existante avec la clé [code]name[/code] en " "[code]newname[/code]." #: doc/classes/AnimationPlayer.xml msgid "" "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.\n" "[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " "animation_finished]. If you want to skip animation and emit the signal, use " "[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Specifies a blend time (in seconds) between two animations, referenced by " "their names." msgstr "" "Définit le temps de transition (en secondes) entre deux animations, " "spécifiées par leur nom." #: doc/classes/AnimationPlayer.xml msgid "" "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 "" #: doc/classes/AnimationPlayer.xml 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 "" "Si en lecture, l'animation actuelle ; sinon, la dernière animation jouée. " "Quand définit, l'animation change, mais n'est jouée que si en lecture. Voir " "aussi [member current_animation]." #: doc/classes/AnimationPlayer.xml msgid "The name of the animation to play when the scene loads." msgstr "" #: doc/classes/AnimationPlayer.xml 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 msgid "The length (in seconds) of the currently being played animation." msgstr "La durée (en secondes) de l'animation actuellement jouée." #: doc/classes/AnimationPlayer.xml msgid "The position (in seconds) of the currently playing animation." msgstr "La position (en secondes) de l'animation actuellement jouée." #: doc/classes/AnimationPlayer.xml msgid "The call mode to use for Call Method tracks." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "If [code]true[/code], updates animations in response to process-related " "notifications." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "The process notification in which to update animations." msgstr "" #: doc/classes/AnimationPlayer.xml 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 "" #: doc/classes/AnimationPlayer.xml 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 msgid "The node from which node path references will travel." msgstr "" #: doc/classes/AnimationPlayer.xml 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 msgid "Notifies when an animation finished playing." msgstr "Notifie quand une animation a fini de jouer." #: doc/classes/AnimationPlayer.xml msgid "Notifies when an animation starts playing." msgstr "Avertit quand une animation commence à jouer." #: doc/classes/AnimationPlayer.xml msgid "" "Notifies when the caches have been cleared, either automatically, or " "manually via [method clear_caches]." msgstr "" #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml msgid "" "Process animation during the physics process. This is especially useful when " "animating physics bodies." msgstr "" "Met à jour l'animation durant les trames de physique. C'est particulièrement " "utile pour animer les corps physiques." #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml msgid "Process animation during the idle process." msgstr "Met à jour l'animation durant les trames de repos." #: doc/classes/AnimationPlayer.xml msgid "" "Do not process animation. Use [method advance] to process the animation " "manually." msgstr "" "Ne met à jour l'animation. Utilisez [method advance] pour mettre à jour " "l'animation manuellement." #: doc/classes/AnimationPlayer.xml 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 "" #: doc/classes/AnimationPlayer.xml msgid "Make method calls immediately when reached in the animation." msgstr "" "Appelle la méthode aussitôt qu'elle est précisée lors de la lecture de " "l'animation." #: doc/classes/AnimationTree.xml msgid "" "A node to be used for advanced animation transitions in an [AnimationPlayer]." msgstr "" "Un nœud utilisé pour les transitions avancées entre les animations d'un " "[AnimationPlayer]." #: doc/classes/AnimationTree.xml 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 "" #: doc/classes/AnimationTree.xml msgid "Using AnimationTree" msgstr "Utiliser les AnimationTree" #: doc/classes/AnimationTree.xml msgid "Manually advance the animations by the specified time (in seconds)." msgstr "" "Avance manuellement les animations par le temps spécifié (en secondes)." #: doc/classes/AnimationTree.xml msgid "" "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 "" #: doc/classes/AnimationTree.xml msgid "If [code]true[/code], the [AnimationTree] will be processing." msgstr "Si [code]true[/code], le [AnimationTree] sera actif." #: doc/classes/AnimationTree.xml msgid "The path to the [AnimationPlayer] used for animating." msgstr "Le chemin vers le [AnimationPlayer] utilisé pour l'animation." #: doc/classes/AnimationTree.xml msgid "" "The process mode of this [AnimationTree]. See [enum AnimationProcessMode] " "for available modes." msgstr "" #: doc/classes/AnimationTree.xml 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 "" "Le chemin d'une piste d'Animation pour le mouvement racine. Les chemins " "doivent êtres des chemins valides vers un nœud de l'arbre des scènes, et " "doivent êtres définis en partant du nœud parent du nœud qui reproduira " "l'animation. Les pistes qui contrôlent des propriétés ou des os doivent " "ajouter leur nom après le chemin, séparé par [code]\":\"[/code]. Par " "exemple, [code]\"personnage/squelette:cheville\"[/code] or " "[code]\"personnage/maillage:transform/local\"[/code].\n" "Si la piste a un type [constant Animation.TYPE_TRANSFORM], la transformation " "sera annulée visuellement, et l'animation apparaitra fixe. Voir aussi " "[method get_root_motion_transform] et [RootMotionView]." #: doc/classes/AnimationTree.xml msgid "The root animation node of this [AnimationTree]. See [AnimationNode]." msgstr "" "Le nœud d'animation racine de cet [AnimationTree]. Voir [AnimationNode]." #: doc/classes/AnimationTree.xml msgid "" "The animations will progress during the physics frame (i.e. [method Node." "_physics_process])." msgstr "" #: doc/classes/AnimationTree.xml msgid "" "The animations will progress during the idle frame (i.e. [method Node." "_process])." msgstr "" #: doc/classes/AnimationTree.xml msgid "The animations will only progress manually (see [method advance])." msgstr "" "Les animations devront être mises à jour manuellement (voir [method " "advance])." #: doc/classes/AnimationTreePlayer.xml msgid "" "[i]Deprecated.[/i] Animation player that uses a node graph for blending " "animations. Superseded by [AnimationTree]." msgstr "" #: doc/classes/AnimationTreePlayer.xml 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 msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]." msgstr "" "Ajoute un nœud du [code]type[/code] au graphe avec le nom [code]id[/code]." #: doc/classes/AnimationTreePlayer.xml 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 "" #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the [AnimationPlayer]'s [Animation] bound to the " "[AnimationTreePlayer]'s animation node with name [code]id[/code]." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the name of the [member master_player]'s [Animation] bound to this " "animation node." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the absolute playback timestamp of the animation node with name " "[code]id[/code]." msgstr "" "Retourne la position temporaire absolue du nœud d'animation avec le nom " "[code]id[/code]." #: doc/classes/AnimationTreePlayer.xml 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 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 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 msgid "" "Returns whether node [code]id[/code] and [code]dst_id[/code] are connected " "at the specified slot." msgstr "" "Retourne quand les nœuds [code]id[/code] et [code]dst_id[/code] sont " "connectés à l'emplacement spécifié.." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the blend amount of a Blend2 node given its name." msgstr "Retourne le nombre de clés d'une piste donnée." #: doc/classes/AnimationTreePlayer.xml 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 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 #, fuzzy msgid "Returns the blend amount of a Blend3 node given its name." msgstr "Retourne le nombre de clés d'une piste donnée." #: doc/classes/AnimationTreePlayer.xml 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 #, fuzzy msgid "Returns the blend amount of a Blend4 node given its name." msgstr "Retourne le nombre de clés d'une piste donnée." #: doc/classes/AnimationTreePlayer.xml 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 msgid "" "Connects node [code]id[/code] to [code]dst_id[/code] at the specified input " "slot." msgstr "" "Connecte le nœud [code]id[/code] à [code]dst_id[/code] pour l'emplacement " "d'entrée specifié." #: doc/classes/AnimationTreePlayer.xml msgid "" "Disconnects nodes connected to [code]id[/code] at the specified input slot." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Returns a [PoolStringArray] containing the name of all nodes." msgstr "Retourne un [PoolStringArray] contenant le nom de tous les nœuds." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the mix amount of a Mix node given its name." msgstr "Retourne le nombre de clés d'une piste donnée." #: doc/classes/AnimationTreePlayer.xml 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 msgid "Check if a node exists (by name)." msgstr "Vérifie si un nœud existe (par son nom)." #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the input count for a given node. Different types of nodes have " "different amount of inputs." msgstr "" "Retourne le nombre d'entrées du nœud spécifié. Différents types de nœuds ont " "différents nombres d'entrées." #: doc/classes/AnimationTreePlayer.xml msgid "Returns the input source for a given node input." msgstr "Retourne la source entrante pour l'entrée spécifiée du nœud." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns position of a node in the graph given its name." msgstr "Retourne la position du nœud spécifié dans le graphique du nuanceur." #: doc/classes/AnimationTreePlayer.xml msgid "Gets the node type, will return from [enum NodeType] enum." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Renames a node in the graph." msgstr "Renomme un nœud du graphe." #: doc/classes/AnimationTreePlayer.xml msgid "Sets the position of a node in the graph given its name and position." msgstr "" "Définit la position d'un nœud dans le graphe à partir de son nom et sa " "position." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the autostart delay of a OneShot node given its name." msgstr "Retourne la valeur d'une clé donnée dans une piste donnée." #: doc/classes/AnimationTreePlayer.xml msgid "Returns the autostart random delay of a OneShot node given its name." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the fade in time of a OneShot node given its name." msgstr "Retourne le nom du nœud d'animation donné." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the fade out time of a OneShot node given its name." msgstr "Retourne la valeur d'une clé donnée dans une piste donnée." #: doc/classes/AnimationTreePlayer.xml msgid "Returns whether a OneShot node will auto restart given its name." msgstr "" "Retourne si un nœud OneShot redémarrera automatiquement à partir de son nom." #: doc/classes/AnimationTreePlayer.xml msgid "Returns whether a OneShot node is active given its name." msgstr "Retourne si un nœud OneShot est actif à partir de son nom." #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the autorestart property of a OneShot node given its name and value." msgstr "" "Définit la propriété de redémarrage automatique d'un nœud OneShot à partir " "de son nom et sa valeur." #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the autorestart delay of a OneShot node given its name and value in " "seconds." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the autorestart random delay of a OneShot node given its name and value " "in seconds." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the fade in time of a OneShot node given its name and value in seconds." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the fade out time of a OneShot node given its name and value in seconds." msgstr "" #: doc/classes/AnimationTreePlayer.xml 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 msgid "Starts a OneShot node given its name." msgstr "Démarre un nœud OneShot suivant son nom." #: doc/classes/AnimationTreePlayer.xml msgid "Stops the OneShot node with name [code]id[/code]." msgstr "Arrête le nœud OneShot nommé [code]id[/code]." #: doc/classes/AnimationTreePlayer.xml 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 msgid "Removes the animation node with name [code]id[/code]." msgstr "Supprime le nœud d'animation nommé [code]id[/code]." #: doc/classes/AnimationTreePlayer.xml msgid "Resets this [AnimationTreePlayer]." msgstr "Réinitialise cet [AnimationTreePlayer]." #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the time scale value of the TimeScale node with name [code]id[/code]." msgstr "Retourne l'échelle de temps du nœud TimeScale nommé [code]id[/code]." #: doc/classes/AnimationTreePlayer.xml 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 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 msgid "" "Deletes the input at [code]input_idx[/code] for the transition node with " "name [code]id[/code]." msgstr "" "Supprime l'entrée à la position [code]input_idx[/code] pour le nœud de " "transition nommé [code]id[/code]." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Returns the index of the currently evaluated input for the transition node " "with name [code]id[/code]." msgstr "" "Retourne la distance la plus courte de l'avion à la position [code]point [/" "code]." #: doc/classes/AnimationTreePlayer.xml 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 #, fuzzy msgid "" "Returns the cross fade time for the transition node with name [code]id[/" "code]." msgstr "Retourne le nom du nœud à [code]idx[/code]." #: doc/classes/AnimationTreePlayer.xml 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 #, fuzzy msgid "" "The transition node with name [code]id[/code] sets its current input at " "[code]input_idx[/code]." msgstr "" "Change la position de l'index de la piste [code]idx[/code] à celui définie " "par [code]to_idx[/code]." #: doc/classes/AnimationTreePlayer.xml 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 msgid "" "Resizes the number of inputs available for the transition node with name " "[code]id[/code]." msgstr "" "Redimensionne le nombre d'entrée disponibles pour le nœud de transition " "nommé [code]id[/code]." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "The transition node with name [code]id[/code] sets its cross fade time to " "[code]time_sec[/code]." msgstr "" "Change la position de l'index de la piste [code]idx[/code] à celui définie " "par [code]to_idx[/code]." #: doc/classes/AnimationTreePlayer.xml msgid "" "If [code]true[/code], the [AnimationTreePlayer] is able to play animations." msgstr "" "Si [code]true[/code], le [AnimationTreePlayer] est capable de jouer des " "animations." #: doc/classes/AnimationTreePlayer.xml 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 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 msgid "The thread in which to update animations." msgstr "Le fil d'exécution qui met à jour les animations." #: doc/classes/AnimationTreePlayer.xml msgid "Output node." msgstr "Nœud de sortie." #: doc/classes/AnimationTreePlayer.xml msgid "Animation node." msgstr "Nœud d'animation." #: doc/classes/AnimationTreePlayer.xml msgid "OneShot node." msgstr "Nœud à lancement unique (OneShot)." #: doc/classes/AnimationTreePlayer.xml msgid "Mix node." msgstr "Nœud de mixage." #: doc/classes/AnimationTreePlayer.xml msgid "Blend2 node." msgstr "Nœud de mélange à 2 entrées (Blend2)." #: doc/classes/AnimationTreePlayer.xml msgid "Blend3 node." msgstr "Nœud de mélange à 3 entrées (Blend3)." #: doc/classes/AnimationTreePlayer.xml msgid "Blend4 node." msgstr "Nœud de mélange à 4 entrées (Blend4)." #: doc/classes/AnimationTreePlayer.xml msgid "TimeScale node." msgstr "Nœud d'étirement du temps (TimeScale)." #: doc/classes/AnimationTreePlayer.xml msgid "TimeSeek node." msgstr "Nœud de positionnement temporel (TimeSeek)." #: doc/classes/AnimationTreePlayer.xml msgid "Transition node." msgstr "Nœud de transition." #: doc/classes/Area.xml msgid "3D area for detection and physics and audio influence." msgstr "Une aire 3D pour la détection et les influences physiques et audio." #: doc/classes/Area.xml 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 "" #: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml #: doc/classes/ViewportTexture.xml msgid "GUI in 3D Demo" msgstr "" #: doc/classes/Area.xml 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 "" #: doc/classes/Area.xml 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 "" #: doc/classes/Area.xml 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 "" #: doc/classes/Area.xml 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 "" #: doc/classes/Area.xml 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 "" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "The name of the area's audio bus." msgstr "Le nom du bus audio de l'aire." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." msgstr "" #: doc/classes/Area.xml 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 "" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "The falloff factor for point gravity. The greater the value, the faster " "gravity decreases with distance." msgstr "" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "If [code]true[/code], gravity is calculated from a point (set via [member " "gravity_vec]). See also [member space_override]." msgstr "" #: doc/classes/Area.xml doc/classes/Area2D.xml 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 "" #: doc/classes/Area.xml 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 "" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "If [code]true[/code], other monitoring areas can detect this area." msgstr "" "Si [code]true[/code], les autres aires surveillantes peut détecter cette " "aire." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." msgstr "" "Si [code]true[/code], l'aire détecte les corps et aires lui entrants dedans " "ou sortants d'elle." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "The area's priority. Higher priority areas are processed first." msgstr "" "La priorité de l'aire. Les aires de plus hautes priorités seront gérées en " "premier." #: doc/classes/Area.xml msgid "" "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 msgid "If [code]true[/code], the area applies reverb to its associated audio." msgstr "" #: doc/classes/Area.xml msgid "The reverb bus name to use for this area's associated audio." msgstr "" #: doc/classes/Area.xml 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 doc/classes/Area2D.xml msgid "" "Override mode for gravity and damping calculations within this area. See " "[enum SpaceOverride] for possible values." msgstr "" #: doc/classes/Area.xml 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 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 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 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 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 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 doc/classes/Area2D.xml msgid "This area does not affect gravity/damping." msgstr "Cette aire n'influe pas sur la gravité/amortissement." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order)." msgstr "" #: doc/classes/Area.xml doc/classes/Area2D.xml 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 doc/classes/Area2D.xml msgid "" "This area replaces any gravity/damping, even the defaults, ignoring any " "lower priority areas." msgstr "" #: doc/classes/Area.xml doc/classes/Area2D.xml 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 msgid "2D area for detection and physics and audio influence." msgstr "Une aire 2D pour la détection et les influences physiques et audio." #: doc/classes/Area2D.xml 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 "" #: doc/classes/Area2D.xml msgid "Using Area2D" msgstr "Utiliser les Area2D" #: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml #: doc/classes/RectangleShape2D.xml msgid "2D Pong Demo" msgstr "" #: doc/classes/Area2D.xml doc/classes/Camera2D.xml #: doc/classes/KinematicBody2D.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml msgid "2D Platformer Demo" msgstr "" #: doc/classes/Area2D.xml 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 "" #: doc/classes/Area2D.xml 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 "" #: doc/classes/Area2D.xml 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 "" #: doc/classes/Area2D.xml 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 "" #: doc/classes/Area2D.xml 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 "" #: doc/classes/Area2D.xml 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 "" #: doc/classes/Area2D.xml 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 "" #: doc/classes/Area2D.xml 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 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 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 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 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 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 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 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 msgid "A generic array datatype." msgstr "Le type de données d'un tableau générique." #: doc/classes/Array.xml 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 "" "Un tableau générique qui peut contenir différents types d'éléments de tout " "type, accessible par un indice numérique commençant à 0. Les indices " "négatifs peuvent être utilisés pour utiliser une position à partir de la fin " "du tableau, comme en Python (-1 pour le dernier élément, -2 l'avant-dernier, " "etc.).\n" "[b]Exemple :[/b]\n" "[codeblock]\n" "var array = [\"Un\", 2, 3, \"Quatre\"]\n" "print(array[0]) # \"Un\"\n" "print(array[2]) # 3\n" "print(array[-1]) # \"Quatre\"\n" "array[2] = \"Trois\"\n" "print(array[-2]) # \"Trois\"\n" "[/codeblock]\n" "Les tableaux peuvent être concaténés (mis à la suite l'un de l'autre) avec " "l'opérateur [code]+[/code] :\n" "[codeblock]\n" "var array1 = [\"Un\", 2]\n" "var array2 = [3, \"Quatre\"]\n" "print(array1 + array2) # [\"Un, 2, 3, \"Quatre\"]\n" "[/codeblock]\n" "[b]Note :[/b] Concaténer avec l'opérateur [code]+=[/code] créera un nouveau " "tableau, ce qui a un coût. Si vous voulez ajouter un autre tableau à la " "suite d'un tableau existant, [method append_array] est plus efficace.\n" "[b]Note :[/b] Les tableaux sont toujours passés par référence. Pour obtenir " "une copie d'un tableau qui peut être modifié indépendamment de l'original, " "utilisez [method duplicate].\n" "[b]Note :[/b] Lors de la déclaration d'un tableau avec [code]const[/code], " "le tableau peut toujours être modifié en assignant des valeurs à l'aide " "d'indices ou en ajoutant/retirant des éléments. Avec [code]const[/code], il " "est seulement impossible assigner cette constante avec un autre tableau une " "fois qu'elle a été initialisée." #: doc/classes/Array.xml msgid "Constructs an array from a [PoolColorArray]." msgstr "Construit an tableau à partir d'un [PoolColorArray]." #: doc/classes/Array.xml msgid "Constructs an array from a [PoolVector3Array]." msgstr "Construit an tableau à partir d'un [PoolVector3Array]." #: doc/classes/Array.xml msgid "Constructs an array from a [PoolVector2Array]." msgstr "Construit an tableau à partir d'un [PoolVector2Array]." #: doc/classes/Array.xml msgid "Constructs an array from a [PoolStringArray]." msgstr "Construit an tableau à partir d'un [PoolStringArray]." #: doc/classes/Array.xml msgid "Constructs an array from a [PoolRealArray]." msgstr "Construit an tableau à partir d'un [PoolRealArray]." #: doc/classes/Array.xml msgid "Constructs an array from a [PoolIntArray]." msgstr "Construit an tableau à partir d'un [PoolIntArray]." #: doc/classes/Array.xml msgid "Constructs an array from a [PoolByteArray]." msgstr "Construit an tableau à partir d'un [PoolByteArray]." #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Appends an element at the end of the array (alias of [method push_back])." msgstr "" "Ajoute un élément à la fin du tableau (c'est un raccourci vers [method " "push_back])." #: doc/classes/Array.xml msgid "" "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 "" "Ajoute un autre tableau à la fin de ce tableau.\n" "[codeblock]\n" "var array1 = [1, 2, 3]\n" "var array2 = [4, 5, 6]\n" "array1.append_array(array2)\n" "print(array1) # Affiche [1, 2, 3, 4, 5, 6].\n" "[/codeblock]" #: doc/classes/Array.xml 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 "" "Retourne le dernier élément du tableau. Affiche une erreur et retourne " "[code]null[/code] si le tableau est vide.\n" "[b]Note :[/b] Appeler cette fonction n'est pas la même chose que " "[code]array[-1][/code]. Si le tableau est vide, y accéder avec un index " "mettre le projet en pause quand il sera lancé depuis l'éditeur." #: doc/classes/Array.xml 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 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 "" "Cherche la position d'une valeur existante (ou de l'insertion de cette " "position pour maintenant l'ordre, si la valeur n'est pas déjà présente dans " "le tableau) en utilisant la recherche dichotomique et une méthode de " "comparaison personnalisée déclaré dans l'objet [code]obj[/code]. En option, " "un booléen [code]before[/code] peut être passé. Si [code]false[/code], la " "position retournée sera après la valeur existante dans le tableau. La " "méthode de comparaison personnalisée à deux arguments (un élément du tableau " "et la valeur recherchée) et doit retourner [code]true[/code] si le premier " "argument est avant le second, et retourne [code]false[/code] sinon.\n" "[codeblock]\n" "func cardinal_to_algebraic(a):\n" " match a:\n" " \"un\":\n" " return 1\n" " \"deux\":\n" " return 2\n" " \"trois\":\n" " return 3\n" " \"quatre\":\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 = [\"un\", \"deux\", \"trois\", \"quatre\"]\n" " # `compare` est défini dans ce objet, alors on utilise `self` pour le " "paramètre `obj`.\n" " print(a.bsearch_custom(\"trois\", self, \"compare\", true)) # Doit " "afficher 2.\n" "[/codeblock]\n" "[b]Note :[/b] Appeler [method bsearch_custom] sur un tableau qui n'est pas " "dans l'ordre peut donner un résultat inattendu." #: doc/classes/Array.xml msgid "" "Clears the array. This is equivalent to using [method resize] with a size of " "[code]0[/code]." msgstr "" "Efface le contenu du tableau. C'est équivalent à [method resize] avec une " "taille de [code]0[/code]." #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "Retourne le nombre de fois qu'un élément apparait dans le tableau." #: doc/classes/Array.xml 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 doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns [code]true[/code] if the array is empty." msgstr "Retourne [code]true[/code] si le tableau est vide." #: doc/classes/Array.xml msgid "" "Removes the first occurrence of a value from the array. If the value does " "not exist in the array, nothing happens. To remove an element by index, use " "[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " "all elements placed after the removed element have to be reindexed." msgstr "" #: doc/classes/Array.xml msgid "" "Assigns the given value to all elements in the array. This can typically be " "used together with [method resize] to create an array with a given size and " "initialized elements:\n" "[codeblock]\n" "var array = []\n" "array.resize(10)\n" "array.fill(0) # Initialize the 10 elements to 0.\n" "[/codeblock]" msgstr "" #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml 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. Returns " "[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" "Recherche une valeur dans le tableau et retourne sa position ou [code]-1[/" "code] si non trouvée. Optionnellement, la position de départ peut être " "passé. Retourne [code]-1[/code] si cette valeur [code]from[/code] est en " "dehors du tableau." #: doc/classes/Array.xml 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 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 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 msgid "" "Returns a hashed 32-bit integer value representing the array and its " "contents.\n" "[b]Note:[/b] [Array]s with equal content will always produce identical hash " "values. However, the reverse is not true. Returning identical hash values " "does [i]not[/i] imply the arrays are equal, because different arrays can " "have identical hash values due to hash collisions." msgstr "" #: doc/classes/Array.xml 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 doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Reverses the order of the elements in the array." msgstr "Inverse l'ordre des éléments du tableau." #: doc/classes/Array.xml 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 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 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 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 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 msgid "" "Appends an element at the end of the array. See also [method push_front]." msgstr "Ajout un élément à la fin du tableau. Voir aussi [method push_front]." #: doc/classes/Array.xml 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 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 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 doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml 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. If the adjusted start index is out of bounds, this method " "searches from the end of the array." msgstr "" "Recherche dans le tableau dans l'ordre inversé. En option, la position de " "début de la recherche peut être spécifiée. Si négative, la position de début " "est considérée comme partant de la fin du tableau. Si la position de début " "ajustée est hors des limites du tableau, cette méthode cherchera depuis la " "fin du tableau." #: doc/classes/Array.xml 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 doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "Retourne le nombre d'éléments dans le tableau." #: doc/classes/Array.xml 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 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 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 msgid "" "[Mesh] type that provides utility for constructing a surface from arrays." msgstr "" #: doc/classes/ArrayMesh.xml 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 "" "Le [ArrayMesh] est utilisé pour construire un [Mesh] en spécifiant les " "attributs dans des tableaux.\n" "L'exemple le plus trivial est la création d'un simple 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" "# Initialiser le ArrayMesh.\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(ArrayMesh.ARRAY_MAX)\n" "arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n" "# Créer le 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" "La [MeshInstance] est prête à être ajoutée à la [SceneTree] pour être " "affichée.\n" "Voir aussi [ImmediateGeometry], [MeshDataTool] et [SurfaceTool] pour la " "génération procédurale de géométries.\n" "[b]Note :[/b] Godot utilise le sens horaire [url=https://learnopengl.com/" "Advanced-OpenGL/Face-culling]pour le culling [/url] pour les faces avant " "dans les modes de création de triangles." #: doc/classes/ArrayMesh.xml 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 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 msgid "Removes all blend shapes from this [ArrayMesh]." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Removes all surfaces from this [ArrayMesh]." msgstr "Retirer toutes les surfaces de ce [ArrayMesh]." #: doc/classes/ArrayMesh.xml msgid "Returns the number of blend shapes that the [ArrayMesh] holds." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Returns the name of the blend shape at this index." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for " "lightmapping." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Will regenerate normal maps for the [ArrayMesh]." msgstr "" #: doc/classes/ArrayMesh.xml 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 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 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 msgid "" "Returns the format mask of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Gets the name assigned to this surface." msgstr "Retourne le nom assigné à cette surface." #: doc/classes/ArrayMesh.xml msgid "" "Returns the primitive type of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "Removes a surface at position [code]surf_idx[/code], shifting greater " "surfaces one [code]surf_idx[/code] slot down." msgstr "" "Retire une surface à la position [code]surf_idx[/code], et décale toutes les " "surfaces après [code]surf_idx[/code] d'une position." #: doc/classes/ArrayMesh.xml msgid "Sets a name for a given surface." msgstr "Définit le nom donné à cette surface." #: doc/classes/ArrayMesh.xml 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 msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]." msgstr "" #: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml 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 #, fuzzy msgid "Value used internally when no indices are present." msgstr "" "La valeur par défaut utilisée pour index_array_len quand il n'y pas d'indice." #: doc/classes/ArrayMesh.xml msgid "Amount of weights/bone indices per vertex (always 4)." msgstr "La quantité d'indices de poids/os par sommet (toujours 4)." #: doc/classes/ArrayMesh.xml msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions." msgstr "" "Un [PoolVector3Array], [PoolVector2Array], ou [Array] avec la position des " "sommets." #: doc/classes/ArrayMesh.xml msgid "[PoolVector3Array] of vertex normals." msgstr "Le [PoolVector3Array] des normales des sommets." #: doc/classes/ArrayMesh.xml 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 msgid "[PoolColorArray] of vertex colors." msgstr "Le [PoolColorArray] des couleurs des sommets." #: doc/classes/ArrayMesh.xml msgid "[PoolVector2Array] for UV coordinates." msgstr "Le [PoolVector2Array] pour les coordonnées UV." #: doc/classes/ArrayMesh.xml msgid "[PoolVector2Array] for second UV coordinates." msgstr "[PoolVector2Array] pour les secondes coordonnées UV." #: doc/classes/ArrayMesh.xml msgid "" "[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of " "4 floats." msgstr "" "Un [PoolRealArray] ou [PoolIntArray] d'indices d'os. Il est composé de 4 " "flottants consécutifs pour chaque indice." #: doc/classes/ArrayMesh.xml msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats." msgstr "" "Un [PoolRealArray] de poids d'os. Il est composé de 4 flottants consécutifs " "pour chaque poids." #: doc/classes/ArrayMesh.xml 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 doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Represents the size of the [enum ArrayType] enum." msgstr "Représente la taille de l’enum [enum ArrayType]." #: doc/classes/ArrayMesh.xml msgid "Array format will include vertices (mandatory)." msgstr "Le format de tableau comprendra des sommets (obligatoire)." #: doc/classes/ArrayMesh.xml msgid "Array format will include normals." msgstr "Le format de tableau inclura les normales." #: doc/classes/ArrayMesh.xml msgid "Array format will include tangents." msgstr "Le format de tableau comprendra des tangentes." #: doc/classes/ArrayMesh.xml msgid "Array format will include a color array." msgstr "Le format de tableau comprendra un tableau de couleurs." #: doc/classes/ArrayMesh.xml msgid "Array format will include UVs." msgstr "Le format de tableau comprendra des UV." #: doc/classes/ArrayMesh.xml msgid "Array format will include another set of UVs." msgstr "Le format de tableau comprendra un autre ensemble d'UV." #: doc/classes/ArrayMesh.xml msgid "Array format will include bone indices." msgstr "Le format de tableau comprendra des indices osseux." #: doc/classes/ArrayMesh.xml msgid "Array format will include bone weights." msgstr "Le format de tableau comprendra les poids des os." #: doc/classes/ArrayMesh.xml msgid "Index array will be used." msgstr "Un tableau d'index sera utilisé." #: doc/classes/ARVRAnchor.xml msgid "An anchor point in AR space." msgstr "Un point d'ancrage dans l'espace AR." #: doc/classes/ARVRAnchor.xml 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 msgid "Returns the name given to this anchor." msgstr "Retourne le nom donnée à cette ancre." #: doc/classes/ARVRAnchor.xml 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 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 msgid "" "Returns a plane aligned with our anchor; handy for intersection testing." msgstr "" "Retourne un plan aligné avec notre ancre ; pratique pour les essais " "d’intersection." #: doc/classes/ARVRAnchor.xml 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 "" "Retourne la taille estimée du plan détecté. Disons que lorsque l’ancre se " "rapporte à une table dans le monde réel, c’est la taille estimée de la " "surface de cette table." #: doc/classes/ARVRAnchor.xml 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 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 "" "Émis lorsque le maillage associé à l'ancre change ou lorsqu'il devient " "disponible. Ceci est particulièrement important pour la topologie qui est " "constamment mise à jour [code]mesh_updated[/code]." #: doc/classes/ARVRCamera.xml #, fuzzy msgid "" "A camera node with a few overrules for AR/VR applied, such as location " "tracking." msgstr "" "Un nœud de caméra avec quelques dérogations pour AR / VR appliquée, comme le " "suivi de localisation." #: doc/classes/ARVRCamera.xml 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/ARVRController.xml msgid "A spatial node representing a spatially-tracked controller." msgstr "Nœud spatial représentant un contrôleur suivi spatialement." #: doc/classes/ARVRController.xml 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 msgid "" "If active, returns the name of the associated controller if provided by the " "AR/VR SDK used." msgstr "" "Si actif, retourne le nom du contrôleur associé s'il est fourni par le SDK " "AR / VR utilisé." #: doc/classes/ARVRController.xml #, fuzzy msgid "" "Returns the hand holding this controller, if known. See [enum " "ARVRPositionalTracker.TrackerHand]." msgstr "" "Retourne la main tenant ce contrôleur, si connue. Voir [enum " "XRPositionalTracker.TrackerHand]." #: doc/classes/ARVRController.xml msgid "" "Returns [code]true[/code] if the bound controller is active. ARVR systems " "attempt to track active controllers." msgstr "" "Retourne [code]true[/code] si le contrôleur lié est actif. Les systèmes ARVR " "tentent de suivre les contrôleurs actifs." #: doc/classes/ARVRController.xml msgid "" "Returns the value of the given axis for things like triggers, touchpads, " "etc. that are embedded into the controller." msgstr "" "Retourne la valeur de l’axe donné pour des éléments comme les déclencheurs, " "les pavés tactiles, etc. qui sont intégrés dans le contrôleur." #: doc/classes/ARVRController.xml 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 #, fuzzy msgid "" "If provided by the [ARVRInterface], this returns a mesh associated with the " "controller. This can be used to visualize the controller." msgstr "" "Si fourni par l'[XRInterface], ceci renvoie un maillage associé au " "contrôleur. Ceci peut être utilisé pour visualiser le contrôleur." #: doc/classes/ARVRController.xml #, fuzzy 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 "" "Rentourne [code]true[/code] (vrai) si le bouton d'index [code]button[/code] " "est préssé. Voir [enum JoyButtonList]." #: doc/classes/ARVRController.xml 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 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 msgid "Emitted when a button on this controller is pressed." msgstr "Émis lorsqu’un bouton de ce contrôleur est appuyé." #: doc/classes/ARVRController.xml msgid "Emitted when a button on this controller is released." msgstr "Émis lorsqu'un bouton de ce contrôleur est relâché." #: doc/classes/ARVRController.xml 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 "" "Émis lorsque le maillage associé au contrôleur change ou lorsqu'un maillage " "devient disponible. En général, il s'agit d'un maillage statique après sa " "mise à disposition." #: doc/classes/ARVRInterface.xml msgid "Base class for an AR/VR interface implementation." msgstr "Classe de base pour une implémentation d’interface AR / VR." #: doc/classes/ARVRInterface.xml 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 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 "" "S’il s’agit d’une interface AR qui nécessite l’affichage d’un flux de caméra " "en arrière-plan, cette méthode renvoie l’ID de flux dans le [CameraServer] " "pour cette interface." #: doc/classes/ARVRInterface.xml msgid "" "Returns a combination of [enum Capabilities] flags providing information " "about the capabilities of this interface." msgstr "" "Retourne une combinaison d’indicateurs [enum Capabilities] fournissant des " "informations sur les fonctionnalités de cette interface." #: doc/classes/ARVRInterface.xml msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)." msgstr "Retourne le nom de cette interface (OpenVR, OpenHMD, ARKit, etc.)." #: doc/classes/ARVRInterface.xml msgid "" "Returns the resolution at which we should render our intermediate results " "before things like lens distortion are applied by the VR platform." msgstr "" "Retourne la résolution à laquelle nous devrions rendre nos résultats " "intermédiaires avant que des choses comme la distorsion des lentilles ne " "soient appliquées par la plate-forme VR." #: doc/classes/ARVRInterface.xml 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 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 msgid "" "Returns [code]true[/code] if the current output of this interface is in " "stereo." msgstr "" "Retourne [code]true[/code] si la sortie actuelle de cette interface est en " "stéréo." #: doc/classes/ARVRInterface.xml msgid "Turns the interface off." msgstr "Désactive l'interface." #: doc/classes/ARVRInterface.xml msgid "On an AR interface, [code]true[/code] if anchor detection is enabled." msgstr "" "Sur une interface AR, [code]true[/code] si la détection d’ancrage est " "activée." #: doc/classes/ARVRInterface.xml msgid "[code]true[/code] if this interface been initialized." msgstr "[code]true[/code] (vrai) si cette interface a été initialisée." #: doc/classes/ARVRInterface.xml msgid "[code]true[/code] if this is the primary interface." msgstr "[code]true[/code] (vrai) si c'est l'interface principale." #: doc/classes/ARVRInterface.xml msgid "No ARVR capabilities." msgstr "Pas de capacité ARVR." #: doc/classes/ARVRInterface.xml msgid "" "This interface can work with normal rendering output (non-HMD based AR)." msgstr "" "Cette interface peut fonctionner avec la sortie de rendu normale (AR non " "basée sur HMD)." #: doc/classes/ARVRInterface.xml msgid "This interface supports stereoscopic rendering." msgstr "Cette interface est compatible avec le rendu stéréoscopique." #: doc/classes/ARVRInterface.xml msgid "This interface supports AR (video background and real world tracking)." msgstr "" #: doc/classes/ARVRInterface.xml 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 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 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 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 msgid "Tracking is behaving as expected." msgstr "Le suivi se comporte comme prévu." #: doc/classes/ARVRInterface.xml msgid "" "Tracking is hindered by excessive motion (the player is moving faster than " "tracking can keep up)." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "Tracking is hindered by insufficient features, it's too dark (for camera-" "based tracking), player is blocked, etc." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "We don't know the status of the tracking or this interface does not provide " "feedback." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "Tracking is not functional (camera not plugged in or obscured, lighthouses " "turned off, etc.)." msgstr "" #: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml #, fuzzy msgid "GDNative wrapper for an ARVR interface." msgstr "Classe de base pour une implémentation d’interface AR / VR." #: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml 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 msgid "The origin point in AR/VR." msgstr "Le point d'origine en AR / VR." #: doc/classes/ARVROrigin.xml 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 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 msgid "A tracked object." msgstr "Un objet suivi." #: doc/classes/ARVRPositionalTracker.xml 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 msgid "" "Returns the hand holding this tracker, if known. See [enum TrackerHand] " "constants." msgstr "" #: doc/classes/ARVRPositionalTracker.xml 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 msgid "" "Returns the mesh related to a controller or anchor point if one is available." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the controller or anchor point's name if available." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the controller's orientation matrix." msgstr "Retourne la matrice d’orientation du contrôleur." #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the world-space controller position." msgstr "Retourne la position du contrôleur de l’espace relatif au monde." #: doc/classes/ARVRPositionalTracker.xml 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 msgid "Returns [code]true[/code] if this device tracks orientation." msgstr "Retourne [code]true[/code] si l'appareil détecte l'orientation." #: doc/classes/ARVRPositionalTracker.xml msgid "Returns [code]true[/code] if this device tracks position." msgstr "Retourne [code]true[/code] si l'appareil détecte la position." #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the transform combining this device's orientation and position." msgstr "" "Retourne la transformation combinant l'orientation et la position de " "l'appareil." #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the tracker's type." msgstr "Retourne le type de traceur." #: doc/classes/ARVRPositionalTracker.xml 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 msgid "The hand this tracker is held in is unknown or not applicable." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "This tracker is the left hand controller." msgstr "Ce tracker est la manette de la main gauche." #: doc/classes/ARVRPositionalTracker.xml msgid "This tracker is the right hand controller." msgstr "Ce tracker est la manette de la main droite." #: doc/classes/ARVRServer.xml msgid "Server for AR and VR features." msgstr "Serveur pour les fonctionnalités AR et VR." #: doc/classes/ARVRServer.xml msgid "" "The AR/VR server is the heart of our Advanced and Virtual Reality solution " "and handles all the processing." msgstr "" "Les serveurs AR/VR sont au cœur de nos solutions avancées de réalité " "virtuelle, traitant tous les processus." #: doc/classes/ARVRServer.xml msgid "Registers an [ARVRInterface] object." msgstr "Enregistre un objet [ARVRInterface]." #: doc/classes/ARVRServer.xml msgid "" "Registers a new [ARVRPositionalTracker] that tracks a spatial location in " "real space." msgstr "" #: doc/classes/ARVRServer.xml 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 msgid "" "Clears our current primary interface if it is set to the provided interface." msgstr "" #: doc/classes/ARVRServer.xml 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 msgid "Returns the primary interface's transformation." msgstr "Retourne la transformation de l'interface primaire." #: doc/classes/ARVRServer.xml msgid "" "Returns the interface registered at a given index in our list of interfaces." msgstr "" "Renvoie l’interface enregistrée à un index donné dans notre liste " "d’interfaces." #: doc/classes/ARVRServer.xml 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 msgid "" "Returns a list of available interfaces the ID and name of each interface." msgstr "" "Retourne une liste des interfaces disponibles avec l'identifiant et le nom " "de chaque interface." #: doc/classes/ARVRServer.xml 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 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 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 msgid "" "Returns the reference frame transform. Mostly used internally and exposed " "for GDNative build interfaces." msgstr "" #: doc/classes/ARVRServer.xml msgid "Returns the positional tracker at the given ID." msgstr "Renvoie le traqueur de position à l'identification donnée." #: doc/classes/ARVRServer.xml msgid "Returns the number of trackers currently registered." msgstr "Retourne le nombre de traqueurs actuellement enregistrés." #: doc/classes/ARVRServer.xml msgid "Removes this interface." msgstr "Supprime cette interface." #: doc/classes/ARVRServer.xml msgid "Removes this positional tracker." msgstr "Supprime ce traqueur de position." #: doc/classes/ARVRServer.xml msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]." msgstr "La [ARVRInterface] actuellement connectée à ce [ARVRServer]." #: doc/classes/ARVRServer.xml 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 msgid "Emitted when a new interface has been added." msgstr "Émis lorsqu'une nouvelle interface a été ajoutée." #: doc/classes/ARVRServer.xml msgid "Emitted when an interface is removed." msgstr "Émis lorsqu'une interface est supprimée." #: doc/classes/ARVRServer.xml 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 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 msgid "The tracker tracks the location of a controller." msgstr "Le traqueur permet de suivre la localisation d'un contrôleur." #: doc/classes/ARVRServer.xml msgid "The tracker tracks the location of a base station." msgstr "Le traqueur permet de suivre l'emplacement d'une station de base." #: doc/classes/ARVRServer.xml msgid "The tracker tracks the location and size of an AR anchor." msgstr "" "Le traqueur permet de suivre l'emplacement et la taille d'une ancre en " "réalité augmentée." #: doc/classes/ARVRServer.xml msgid "Used internally to filter trackers of any known type." msgstr "" "Utilisé en interne pour filtrer les trackers de n’importe quel type connu." #: doc/classes/ARVRServer.xml msgid "Used internally if we haven't set the tracker type yet." msgstr "" "Utilisé en interne si nous n'avons pas encore défini le type de tracker." #: doc/classes/ARVRServer.xml msgid "Used internally to select all trackers." msgstr "Utilisé en interne pour sélectionner tous les traqueurs." #: doc/classes/ARVRServer.xml 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 "" "Réinitialise complètement l'orientation du visiocasque. Indépendamment de la " "direction que l'utilisateur regarde dans le monde réel. L'utilisateur " "regardera droit devant dans le monde virtuel." #: doc/classes/ARVRServer.xml 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 "" "Réinitialise l'orientation mais conserve l'inclinaison du dispositif. Donc " "si nous regardons en bas, nous continuons de regarder en bas mais le titre " "sera réinitialisé." #: doc/classes/ARVRServer.xml msgid "" "Does not reset the orientation of the HMD, only the position of the player " "gets centered." msgstr "" "Ne réinitialise pas l'orientation du visiocasque, centre seulement la " "position du joueur." #: doc/classes/AspectRatioContainer.xml #, fuzzy msgid "Container that preserves its child controls' aspect ratio." msgstr "Un conteneur qui préserve le ratio d'aspect des contrôles enfants." #: doc/classes/AspectRatioContainer.xml 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 doc/classes/BoxContainer.xml #: doc/classes/CenterContainer.xml doc/classes/Container.xml #: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml #: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml #: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml #: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml #: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml #, fuzzy msgid "GUI containers" msgstr "Conteneur à onglets." #: doc/classes/AspectRatioContainer.xml #, fuzzy msgid "Specifies the horizontal relative position of child controls." msgstr "La séparation horizontale des nœuds enfants." #: doc/classes/AspectRatioContainer.xml #, fuzzy msgid "Specifies the vertical relative position of child controls." msgstr "La séparation verticale des nœuds enfants." #: doc/classes/AspectRatioContainer.xml 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 msgid "The stretch mode used to align child controls." msgstr "Le mode d'étirement utilisé pour aligner les contrôles enfants." #: doc/classes/AspectRatioContainer.xml msgid "" "The height of child controls is automatically adjusted based on the width of " "the container." msgstr "" "La hauteur des contrôles enfants seront automatiquement ajusté en fonction " "de la largeur du conteneur." #: doc/classes/AspectRatioContainer.xml msgid "" "The width of child controls is automatically adjusted based on the height of " "the container." msgstr "" "La largeur des contrôles enfants seront automatiquement ajusté en fonction " "de la hauteur du conteneur." #: doc/classes/AspectRatioContainer.xml 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 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 #, fuzzy msgid "" "Aligns child controls with the beginning (left or top) of the container." msgstr "Aligne les enfants avec le début du conteneur." #: doc/classes/AspectRatioContainer.xml msgid "Aligns child controls with the center of the container." msgstr "Aligne les contrôles enfants au centre du conteneur." #: doc/classes/AspectRatioContainer.xml #, fuzzy msgid "Aligns child controls with the end (right or bottom) of the container." msgstr "Aligne les enfants avec le centre du conteneur." #: doc/classes/AStar.xml msgid "" "An implementation of A* to find the shortest paths among connected points in " "space." msgstr "" "Une implémentation de A* pour trouver les chemins les plus courts parmi les " "points connectés dans l'espace." #: doc/classes/AStar.xml 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 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 "" "Appelé lors du calcul du coût entre deux points connectés.\n" "À noter que cette fonction est masqué dans la classe [code]AStar[/code] par " "défaut." #: doc/classes/AStar.xml 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 "" "Appelé lors du calcul du coût entre un point et le dernier du chemin.\n" "À noter que cette fonction est masqué dans la classe [code]AStar[/code] par " "défaut." #: doc/classes/AStar.xml 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 0.0 or greater.\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 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 doc/classes/AStar2D.xml msgid "Clears all the points and segments." msgstr "Retire tous les points et segments." #: doc/classes/AStar.xml 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 "" "Crée un segment entre les points donnés. Si [code]bidirectional[/code] est " "[code]false[/code], seuls les mouvements de [code]id[/code] vers " "[code]to_id[/code] sera autorisés, et non dans le sens inverse.\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]" #: doc/classes/AStar.xml 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 doc/classes/AStar2D.xml msgid "Returns the next available point ID with no point associated to it." msgstr "" "Retourne l'identifiant du point disponible suivant avec aucun point lui " "étant associé." #: doc/classes/AStar.xml doc/classes/AStar2D.xml 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 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 "" "Retourne la position la plus proche de [code]to_position[/code] qui est dans " "un segment entre deux points connectés.\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)) # Retourne " "(0, 3, 0)\n" "[/codeblock]\n" "Le résultat est dans le segment qui va de [code]y = 0[/code] à [code]y = 5[/" "code]. C'est la position la plus proche dans le segment du point donné." #: doc/classes/AStar.xml 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 "" "Retourne un tableau avec les identifiants des points qui forment le chemin " "trouvé par AStar entre les points donnés. Le tableau est dans l'ordre du " "point de départ de celui de l'arrivée.\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) # Le poids par défaut est 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) # Retourne [1, 2, 3]\n" "[/codeblock]\n" "Si vous changez le poids du deuxième point à 3, alors le résultat sera " "plutôt [code][1, 4, 3][/code], parce que même si la distance est plus " "grande, c'est plus \"facile\" d'aller au point 4 qu'au point 2." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [code]reserve_space[/code]." msgstr "" #: doc/classes/AStar.xml 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 "" "Retourne un tableau d'identifiants des points qui forment une connexion avec " "le point spécifié.\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) # Retourne [2, 3]\n" "[/codeblock]" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "Returns the number of points currently in the points pool." msgstr "Retourne le nombre de points actuellement dans le tas de points." #: doc/classes/AStar.xml 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 "" "Retourne un tableau avec les points qui sont dans le chemin trouvé par AStar " "entre les points données. Le tableau est dans l'ordre du point de départ " "jusqu'au bout d'arrivée.\n" "[b]Note :[/b] Cette méthode n'est pas thread-safe. Si appelé depuis un " "[Thread], elle retournera un [PoolVector3Array] vide et affichera un message " "d'erreur." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns the position of the point associated with the given [code]id[/code]." msgstr "Retourne la position du point associé au [code]id[/code] spécifié." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns the weight scale of the point associated with the given [code]id[/" "code]." msgstr "" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "Returns an array of all points." msgstr "Retourne la liste des tous les points." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns whether a point associated with the given [code]id[/code] exists." msgstr "" "Retourne si un point associé avec l'identifiant [code]id[/code] existe." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns whether a point is disabled or not for pathfinding. By default, all " "points are enabled." msgstr "" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Removes the point associated with the given [code]id[/code] from the points " "pool." msgstr "" #: doc/classes/AStar.xml doc/classes/AStar2D.xml 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 doc/classes/AStar2D.xml msgid "" "Disables or enables the specified point for pathfinding. Useful for making a " "temporary obstacle." msgstr "" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Sets the [code]position[/code] for the point with the given [code]id[/code]." msgstr "" "Définit la [code]position[/code] du point avec l'identifiant [code]id[/code] " "spécifié." #: doc/classes/AStar.xml doc/classes/AStar2D.xml 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 msgid "AStar class representation that uses 2D vectors as edges." msgstr "" #: doc/classes/AStar2D.xml msgid "" "This is a wrapper for the [AStar] class which uses 2D vectors instead of 3D " "vectors." msgstr "" #: doc/classes/AStar2D.xml 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 "" "Appelé lors du calcul du coût entre deux points connectés.\n" "À noter que cette fonction est masqué dans la classe [code]AStar2D[/code] " "par défaut." #: doc/classes/AStar2D.xml 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 "" "Appelé lors du calcul du coût entre un point et le dernier du chemin.\n" "À noter que cette fonction est masqué dans la classe [code]AStar2D[/code] " "par défaut." #: doc/classes/AStar2D.xml 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 0.0 or greater.\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 msgid "Returns whether there is a connection/segment between the given points." msgstr "Retourne s'il y a une connexion/segment entre les points spécifiés." #: doc/classes/AStar2D.xml 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 "" "Crée un segment entre les points donnés. Si [code]bidirectional[/code] est " "[code]false[/code], seuls les mouvements de [code]id[/code] vers " "[code]to_id[/code] sera autorisés, et non dans le sens inverse.\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]" #: doc/classes/AStar2D.xml msgid "Deletes the segment between the given points." msgstr "Supprime le segment entre les points donnés." #: doc/classes/AStar2D.xml 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 "" "Retourne la position la plus proche de [code]to_position[/code] qui est à " "l'intérieur du segment entre deux 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)) # Retourne " "(0, 3)\n" "[/codeblock]\n" "Le résultat est un segment qui va de [code]y = 0[/code] à [code]y = 5[/" "code]. C'est la position la plus proche sur le segment du point donné." #: doc/classes/AStar2D.xml 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 "" "Retourne un tableau avec les identifiants des points qui forment le chemin " "trouvé par AStar2D entre les points donnés. Le tableau est dans l'ordre du " "point de départ de celui de l'arrivée.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1), 1) # Le poids par défaut est 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) # Retourne [1, 2, 3]\n" "[/codeblock]\n" "Si vous changez le poids du deuxième point à 3, alors le résultat sera " "plutôt [code][1, 4, 3][/code], parce que même si la distance est plus " "grande, c'est plus \"facile\" d'aller au point 4 qu'au point 2." #: doc/classes/AStar2D.xml 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 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 "" "Retourne un tableau avec les points qui sont dans le chemin trouvé par " "AStar2D entre les points données. Le tableau est dans l'ordre du point de " "départ jusqu'au bout d'arrivée.\n" "[b]Note :[/b] Cette méthode n'est pas thread-safe. Si appelé depuis un " "[Thread], elle retournera un [PoolVector3Array] vide et affichera un message " "d'erreur." #: doc/classes/AtlasTexture.xml msgid "" "Crops out one part of a texture, such as a texture from a texture atlas." msgstr "" "Découpe une partie d'une texture, comme une texture d'une texture atlas." #: doc/classes/AtlasTexture.xml 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 #, fuzzy msgid "The texture that contains the atlas. Can be any [Texture] subtype." msgstr "" "La texture qui contient l'atlas. Peut être de n'importe quel sous-type " "[Texture2D]." #: doc/classes/AtlasTexture.xml msgid "" "If [code]true[/code], clips the area outside of the region to avoid bleeding " "of the surrounding texture pixels." msgstr "" #: doc/classes/AtlasTexture.xml 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 msgid "The AtlasTexture's used region." msgstr "La région utilisée par l’AtlasTexture." #: doc/classes/AudioBusLayout.xml msgid "Stores information about the audio buses." msgstr "Stocke de l'information sur les bus audio." #: doc/classes/AudioBusLayout.xml msgid "" "Stores position, muting, solo, bypass, effects, effect position, volume, and " "the connections between buses. See [AudioServer] for usage." msgstr "" #: doc/classes/AudioEffect.xml msgid "Audio effect for audio." msgstr "Effet audio pour l’audio." #: doc/classes/AudioEffect.xml msgid "" "Base resource for audio bus. Applies an audio effect on the bus that the " "resource is applied on." msgstr "" #: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml #: doc/classes/AudioServer.xml doc/classes/AudioStream.xml #: doc/classes/AudioStreamPlayer.xml msgid "Audio Mic Record Demo" msgstr "Démo d'enregistrement du microphone" #: doc/classes/AudioEffectAmplify.xml 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 msgid "Increases or decreases the volume being routed through the audio bus." msgstr "" #: doc/classes/AudioEffectAmplify.xml 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 msgid "Adds a band limit filter to the audio bus." msgstr "Ajouter un filtre limiteur de bande au bus audio." #: doc/classes/AudioEffectBandLimitFilter.xml 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 msgid "Adds a band pass filter to the audio bus." msgstr "Ajouter un passe-bande au bus audio." #: doc/classes/AudioEffectBandPassFilter.xml 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 msgid "Captures audio from an audio bus in real-time." msgstr "Capture l'audio depuis un bus audio en temps réel." #: doc/classes/AudioEffectCapture.xml 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 msgid "" "Returns [code]true[/code] if at least [code]frames[/code] audio frames are " "available to read in the internal ring buffer." msgstr "" "Retourne [code]true[/code] si au moins [code]frames[/code] audio peuvent " "être lues dans la mémoire en anneau interne." #: doc/classes/AudioEffectCapture.xml msgid "Clears the internal ring buffer." msgstr "Efface la mémoire tampon interne en anneaux." #: doc/classes/AudioEffectCapture.xml 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 #, fuzzy msgid "Returns the total size of the internal ring buffer in frames." msgstr "Renvoie le reste de deux vecteurs." #: doc/classes/AudioEffectCapture.xml msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." msgstr "" "Retourne le nombre de trames audio perdue dans le bus audio parce que sa " "mémoire est pleine." #: doc/classes/AudioEffectCapture.xml #, fuzzy msgid "" "Returns the number of frames available to read using [method get_buffer]." msgstr "Retourne le nombre de formes assignées à une zone." #: doc/classes/AudioEffectCapture.xml #, fuzzy msgid "Returns the number of audio frames inserted from the audio bus." msgstr "Renvoie le nombre de points sur l'axe de mélange." #: doc/classes/AudioEffectCapture.xml 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 msgid "Adds a chorus audio effect." msgstr "Ajoute un effet audio de chœur." #: doc/classes/AudioEffectChorus.xml 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 msgid "The effect's raw signal." msgstr "Le signal brut de l’effet." #: doc/classes/AudioEffectChorus.xml msgid "The voice's cutoff frequency." msgstr "La fréquence limite de la voix." #: doc/classes/AudioEffectChorus.xml msgid "The voice's signal delay." msgstr "Le retard du signal de la voix." #: doc/classes/AudioEffectChorus.xml msgid "The voice filter's depth." msgstr "La profondeur du filtre vocal." #: doc/classes/AudioEffectChorus.xml msgid "The voice's volume." msgstr "Le volume de la voix." #: doc/classes/AudioEffectChorus.xml msgid "The voice's pan level." msgstr "Le niveau de panoramique de la voix." #: doc/classes/AudioEffectChorus.xml msgid "The voice's filter rate." msgstr "Le taux de filtrage de la voix." #: doc/classes/AudioEffectChorus.xml msgid "The amount of voices in the effect." msgstr "La quantité de voix dans l’effet." #: doc/classes/AudioEffectChorus.xml msgid "The effect's processed signal." msgstr "Le signal traité de l’effet." #: doc/classes/AudioEffectCompressor.xml 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 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 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 msgid "Gain applied to the output signal." msgstr "Gain appliqué au signal de sortie." #: doc/classes/AudioEffectCompressor.xml msgid "" "Balance between original signal and effect signal. Value can range from 0 " "(totally dry) to 1 (totally wet)." msgstr "" #: doc/classes/AudioEffectCompressor.xml 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 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 msgid "Reduce the sound level using another audio bus for threshold detection." msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "" "The level above which compression is applied to the audio. Value can range " "from -60 to 0." msgstr "" #: doc/classes/AudioEffectDelay.xml 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 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 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 msgid "If [code]true[/code], feedback is enabled." msgstr "Si [code]true[/code], la rétroaction est activée." #: doc/classes/AudioEffectDelay.xml msgid "Feedback delay time in milliseconds." msgstr "Retard de rétroaction en millisecondes." #: doc/classes/AudioEffectDelay.xml msgid "Sound level for [code]tap1[/code]." msgstr "Niveau sonore pour [code]tap1[/code]." #: doc/classes/AudioEffectDelay.xml msgid "" "Low-pass filter for feedback, in Hz. Frequencies below this value are " "filtered out of the source signal." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "If [code]true[/code], [code]tap1[/code] will be enabled." msgstr "Si [code]true[/code], [code]tap1[/code] sera activé." #: doc/classes/AudioEffectDelay.xml msgid "[code]tap1[/code] delay time in milliseconds." msgstr "[code]tap1[/code] temps de retard en millisecondes." #: doc/classes/AudioEffectDelay.xml msgid "" "Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to " "1 (fully right)." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "If [code]true[/code], [code]tap2[/code] will be enabled." msgstr "Si [code]true[/code], [code]tap2[/code] sera activé." #: doc/classes/AudioEffectDelay.xml msgid "[b]Tap2[/b] delay time in milliseconds." msgstr "[b]Tap2[/b] temps de retard en millisecondes." #: doc/classes/AudioEffectDelay.xml msgid "Sound level for [code]tap2[/code]." msgstr "Niveau sonore pour [code]tap2[/code]." #: doc/classes/AudioEffectDelay.xml msgid "" "Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to " "1 (fully right)." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Adds a distortion audio effect to an Audio bus.\n" "Modify the sound to make it distorted." msgstr "" #: doc/classes/AudioEffectDistortion.xml 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 doc/classes/AudioEffectFilter.xml #: doc/classes/AudioEffectHighShelfFilter.xml #: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml msgid "Audio buses" msgstr "Bus audio" #: doc/classes/AudioEffectDistortion.xml msgid "Distortion power. Value can range from 0 to 1." msgstr "L'intensité de la distorsion. Cette valeur est comprise entre 0 et 1." #: doc/classes/AudioEffectDistortion.xml 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 msgid "Distortion type." msgstr "Type de distorsion." #: doc/classes/AudioEffectDistortion.xml msgid "" "Increases or decreases the volume after the effect. Value can range from -80 " "to 24." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Increases or decreases the volume before the effect. Value can range from " "-60 to 60." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Digital distortion effect which cuts off peaks at the top and bottom of the " "waveform." msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" "Low-resolution digital distortion effect. You can use it to emulate the " "sound of early digital audio devices." msgstr "" #: doc/classes/AudioEffectDistortion.xml 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 msgid "" "Waveshaper distortions are used mainly by electronic musicians to achieve an " "extra-abrasive sound." msgstr "" #: doc/classes/AudioEffectEQ.xml 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 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 msgid "Returns the number of bands of the equalizer." msgstr "Retourne le nombre de bandes dans l'égaliseur." #: doc/classes/AudioEffectEQ.xml msgid "Returns the band's gain at the specified index, in dB." msgstr "" #: doc/classes/AudioEffectEQ.xml msgid "Sets band's gain at the specified index, in dB." msgstr "" #: doc/classes/AudioEffectEQ10.xml 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 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 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 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 "" "Bandes de fréquence :\n" "Bande 1 : 22 Hz\n" "Bande 2 : 32 Hz\n" "Bande 3 : 44 Hz\n" "Bande 4 : 63 Hz\n" "Bande 5 : 90 Hz\n" "Bande 6 : 125 Hz\n" "Bande 7 : 175 Hz\n" "Bande 8 : 250 Hz\n" "Bande 9 : 350 Hz\n" "Bande 10 : 500 Hz\n" "Bande 11 : 700 Hz\n" "Bande 12 : 1000 Hz\n" "Bande 13 : 1400 Hz\n" "Bande 14 : 2000 Hz\n" "Bande 15 : 2800 Hz\n" "Bande 16 : 4000 Hz\n" "Bande 17 : 5600 Hz\n" "Bande 18 : 8000 Hz\n" "Bande 19 : 11000 Hz\n" "Bande 20 : 16000 Hz\n" "Bande 21 : 22000 Hz\n" "Voir aussi [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]." #: doc/classes/AudioEffectEQ6.xml 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 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 msgid "Adds a filter to the audio bus." msgstr "Ajoute un filtre au bus audio." #: doc/classes/AudioEffectFilter.xml msgid "Allows frequencies other than the [member cutoff_hz] to pass." msgstr "Autorise les fréquences autres que [membre cutoff_hz] à passer." #: doc/classes/AudioEffectFilter.xml msgid "Threshold frequency for the filter, in Hz." msgstr "Le fréquence seuil pour le filtre, en Hz." #: doc/classes/AudioEffectFilter.xml msgid "Gain amount of the frequencies after the filter." msgstr "La valeur du gain de fréquences après le filtre." #: doc/classes/AudioEffectFilter.xml #, fuzzy msgid "Amount of boost in the frequency range near the cutoff frequency." msgstr "" "Quantité de boost dans les harmoniques près de la fréquence de coupure." #: doc/classes/AudioEffectHighPassFilter.xml msgid "Adds a high-pass filter to the Audio Bus." msgstr "Ajouter un filtre passe-haut au bus audio." #: doc/classes/AudioEffectHighPassFilter.xml msgid "" "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and " "allows higher frequencies to pass." msgstr "" "Supprime les fréquences inférieures à [member AudioEffectFilter.cutoff_hz] " "et laisse passer les fréquences supérieures." #: doc/classes/AudioEffectHighShelfFilter.xml msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." msgstr "" "Réduit toutes les fréquences au-dessus de [member AudioEffectFilter." "cutoff_hz]." #: doc/classes/AudioEffectLimiter.xml msgid "Adds a soft-clip limiter audio effect to an Audio bus." msgstr "" #: doc/classes/AudioEffectLimiter.xml 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 msgid "" "The waveform's maximum allowed value, in decibels. Value can range from -20 " "to -0.1." msgstr "" #: doc/classes/AudioEffectLimiter.xml msgid "" "Applies a gain to the limited waves, in decibels. Value can range from 0 to " "6." msgstr "" #: doc/classes/AudioEffectLimiter.xml msgid "" "Threshold from which the limiter begins to be active, in decibels. Value can " "range from -30 to 0." msgstr "" #: doc/classes/AudioEffectLowPassFilter.xml msgid "Adds a low-pass filter to the Audio bus." msgstr "Ajouter un filtre passe-bas au bus audio." #: doc/classes/AudioEffectLowPassFilter.xml msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." msgstr "" "Supprime les fréquences supérieures à [member AudioEffectFilter.cutoff_hz] " "et laisse passer les fréquences inférieures." #: doc/classes/AudioEffectLowShelfFilter.xml msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]." msgstr "" "Réduit tous les fréquences en-dessous de [member AudioEffectFilter." "cutoff_hz]." #: doc/classes/AudioEffectNotchFilter.xml msgid "Adds a notch filter to the Audio bus." msgstr "" #: doc/classes/AudioEffectNotchFilter.xml 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 msgid "Adds a panner audio effect to an Audio bus. Pans sound left or right." msgstr "" #: doc/classes/AudioEffectPanner.xml msgid "" "Determines how much of an audio signal is sent to the left and right buses." msgstr "" #: doc/classes/AudioEffectPanner.xml msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)." msgstr "" "La balance gauche/droite. La valeur peut aller de -1 (uniquement à gauche) à " "1 (uniquement à droite)." #: doc/classes/AudioEffectPhaser.xml msgid "" "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 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 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 msgid "Output percent of modified sound. Value can range from 0.1 to 0.9." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "" "Determines the maximum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "" "Determines the minimum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "" "Adjusts the rate in Hz at which the effect sweeps up and down across the " "frequency range." msgstr "" #: doc/classes/AudioEffectPitchShift.xml 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 msgid "" "Allows modulation of pitch independently of tempo. All frequencies can be " "increased/decreased with minimal effect on transients." msgstr "" #: doc/classes/AudioEffectPitchShift.xml 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 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 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 #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." msgstr "" "Utilise une mémoire tampon de 256 échantillons pour la transformée de " "Fourier rapide. Le délai est le plus court mais est le moins stable dans le " "temps." #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but " "less stable over time." msgstr "" "Utilise une mémoire tampon de 512 échantillons pour la transformée de " "Fourier rapide. Le délai est court mais moins stable dans le temps." #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 1024 samples for the Fast Fourier transform. This is a " "compromise between latency and stability over time." msgstr "" "Utilise une mémoire tampon de 1024 échantillons pour la transformée de " "Fourier rapide. C'est un bon compromis entre le délai et la stabilité dans " "le temps." #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 2048 samples for the Fast Fourier transform. High latency, " "but stable over time." msgstr "" "Utilise une mémoire tampon de 2048 échantillons pour la transformée de " "Fourier rapide. Le délai est long mais est stable dans le temps." #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 4096 samples for the Fast Fourier transform. Highest " "latency, but most stable over time." msgstr "" "Utilise une mémoire tampon de 4096 échantillons pour la transformée de " "Fourier rapide. Le délai est le plus long mais est le plus stable dans le " "temps." #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "Represents the size of the [enum FFT_Size] enum." msgstr "Représente la taille de l'énumération [enum FFT_Size]." #: doc/classes/AudioEffectRecord.xml msgid "Audio effect used for recording the sound from an audio bus." msgstr "" "L'effet audio utilisé pour l'enregistrement des sons venants d'un bus audio." #: doc/classes/AudioEffectRecord.xml msgid "" "Allows the user to record the sound from an audio bus. This can include all " "audio output by Godot when used on the \"Master\" audio bus.\n" "Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" "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 msgid "Recording with microphone" msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "Returns the recorded sample." msgstr "Retourne l’échantillon enregistré." #: doc/classes/AudioEffectRecord.xml msgid "Returns whether the recording is active or not." msgstr "Retourne si l'enregistrement est actif ou non." #: doc/classes/AudioEffectRecord.xml 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 msgid "" "Specifies the format in which the sample will be recorded. See [enum " "AudioStreamSample.Format] for available formats." msgstr "" #: doc/classes/AudioEffectReverb.xml 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 msgid "" "Simulates rooms of different sizes. Its parameters can be adjusted to " "simulate the sound of a specific room." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Defines how reflective the imaginary room's walls are. Value can range from " "0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml 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 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 msgid "Output percent of predelay. Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Time between the original signal and the early reflections of the reverb " "signal, in milliseconds." msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" "Dimensions of simulated room. Bigger means more echoes. Value can range from " "0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml 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 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 msgid "Audio effect that can be used for real-time audio visualizations." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml 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 doc/classes/AudioServer.xml #: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml #: doc/classes/CanvasItem.xml msgid "Audio Spectrum Demo" msgstr "Démo de spectre audio" #: doc/classes/AudioEffectSpectrumAnalyzer.xml #: doc/classes/AudioStreamGenerator.xml #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Godot 3.2 will get new audio features" msgstr "Godot 3.2 aura ces nouvelles fonctionnalités audio" #: doc/classes/AudioEffectSpectrumAnalyzer.xml 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 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 msgid "Use the average value as magnitude." msgstr "Utiliser la valeur moyenne comme magnitude." #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "Use the maximum value as magnitude." msgstr "Utilisez la valeur maximale comme magnitude." #: doc/classes/AudioServer.xml msgid "Server interface for low-level audio access." msgstr "Interface de serveur pour l'accès audio de bas niveau." #: doc/classes/AudioServer.xml 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 "" "[AudioServer] est une interface bas-niveau du serveur pour l'accès audio. Il " "est chargé de créer des données échantillonnées (audio jouable) mais aussi " "la lecture par une interface orale." #: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml msgid "Audio Device Changer Demo" msgstr "Démo de changement de périphérique audio" #: doc/classes/AudioServer.xml msgid "Adds a bus at [code]at_position[/code]." msgstr "Ajoute un bus à [code]at_position[/code]." #: doc/classes/AudioServer.xml msgid "" "Adds an [AudioEffect] effect to the bus [code]bus_idx[/code] at " "[code]at_position[/code]." msgstr "" "Ajoute un effet [AudioEffect] au bus [code]bus_idx[/code] à la position " "[code]at_position[/code]." #: doc/classes/AudioServer.xml msgid "Returns the names of all audio input devices detected on the system." msgstr "" "Retourne le nom de tous les appareils d'entrée audio détectés par le système." #: doc/classes/AudioServer.xml msgid "Generates an [AudioBusLayout] using the available buses and effects." msgstr "Génère un [AudioBusLayout] en utilisant les bus et effets disponibles." #: doc/classes/AudioServer.xml msgid "" "Returns the amount of channels of the bus at index [code]bus_idx[/code]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the [AudioEffect] at position [code]effect_idx[/code] in bus " "[code]bus_idx[/code]." msgstr "" "Retourne l'effet [AudioEffect] à la position [code]effect_idx[/code] dans le " "bus [code]bus_idx[/code]." #: doc/classes/AudioServer.xml msgid "Returns the number of effects on the bus at [code]bus_idx[/code]." msgstr "Retourne le nombre d'effets pour le bus [code]bus_idx[/code]." #: doc/classes/AudioServer.xml msgid "" "Returns the [AudioEffectInstance] assigned to the given bus and effect " "indices (and optionally channel)." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the index of the bus with the name [code]bus_name[/code]." msgstr "Retourne l'index du bus nommé [code]bus_name[/code]." #: doc/classes/AudioServer.xml msgid "Returns the name of the bus with the index [code]bus_idx[/code]." msgstr "Retourne le nom du bus à la position [code]bus_idx[/code]." #: doc/classes/AudioServer.xml 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 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 msgid "" "Returns the name of the bus that the bus at index [code]bus_idx[/code] sends " "to." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the volume of the bus at index [code]bus_idx[/code] in dB." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the names of all audio devices detected on the system." msgstr "" #: doc/classes/AudioServer.xml #, fuzzy msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "Retourne le débit de sortie du [AudioServer]." #: doc/classes/AudioServer.xml msgid "Returns the audio driver's output latency." msgstr "Retourne la latence de la sortie du pilote audio." #: doc/classes/AudioServer.xml msgid "Returns the speaker configuration." msgstr "Retourne la configuration du haut-parleur." #: doc/classes/AudioServer.xml msgid "Returns the relative time since the last mix occurred." msgstr "Retourne le temps écoulé depuis le dernier mixage." #: doc/classes/AudioServer.xml msgid "Returns the relative time until the next mix occurs." msgstr "Retourne la durée avant le prochain mixage." #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the bus at index [code]bus_idx[/code] is bypassing " "effects." msgstr "" "Si [code]true[/code], le bus à l'index [code]bus_idx[/code] ignore les " "effets." #: doc/classes/AudioServer.xml 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 msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted." msgstr "" "Si [code]true[/code], le bus à la position [code]bus_idx[/code] est muet." #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Locks the audio driver's main loop.\n" "[b]Note:[/b] Remember to unlock it afterwards." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Moves the bus from index [code]index[/code] to index [code]to_index[/code]." msgstr "" "Déplacer le bus de la position [code]index[/code] à [code]to_index[/code]." #: doc/classes/AudioServer.xml msgid "Removes the bus at index [code]index[/code]." msgstr "Retire le bus à l'index [code]index[/code]." #: doc/classes/AudioServer.xml msgid "" "Removes the effect at index [code]effect_idx[/code] from the bus at index " "[code]bus_idx[/code]." msgstr "" "Retire l'effet à la position [code]effect_idx[/code] du bus à la position " "[code]bus_idx[/code]." #: doc/classes/AudioServer.xml msgid "Overwrites the currently used [AudioBusLayout]." msgstr "Remplace le [AudioBusLayout] actuellement utilisé." #: doc/classes/AudioServer.xml msgid "" "Sets the name of the bus at index [code]bus_idx[/code] to [code]name[/code]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Connects the output of the bus at [code]bus_idx[/code] to the bus named " "[code]send[/code]." msgstr "" "Connecte la sortie du bus à la position [code]bus_idx[/code] au bus nommé " "[code]send[/code]." #: doc/classes/AudioServer.xml msgid "" "Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/" "code]." msgstr "" #: doc/classes/AudioServer.xml msgid "Swaps the position of two effects in bus [code]bus_idx[/code]." msgstr "Échange la position de deux effets dans le bus [code]bus_idx[/code]." #: doc/classes/AudioServer.xml msgid "" "Unlocks the audio driver's main loop. (After locking it, you should always " "unlock it.)" msgstr "" #: doc/classes/AudioServer.xml msgid "Number of available audio buses." msgstr "Nombre de bus audio disponibles." #: doc/classes/AudioServer.xml msgid "" "Name of the current device for audio input (see [method get_device_list]). " "On systems with multiple audio inputs (such as analog, USB and HDMI audio), " "this can be used to select the audio input device. The value " "[code]\"Default\"[/code] will record audio on the system-wide default audio " "input. If an invalid device name is set, the value will be reverted back to " "[code]\"Default\"[/code]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Name of the current device for audio output (see [method get_device_list]). " "On systems with multiple audio outputs (such as analog, USB and HDMI audio), " "this can be used to select the audio output device. The value " "[code]\"Default\"[/code] will play audio on the system-wide default audio " "output. If an invalid device name is set, the value will be reverted back to " "[code]\"Default\"[/code]." msgstr "" #: doc/classes/AudioServer.xml 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 msgid "Emitted when the [AudioBusLayout] changes." msgstr "Émis lorsque le [AudioBusLayout] change." #: doc/classes/AudioServer.xml msgid "Two or fewer speakers were detected." msgstr "Deux enceintes ou moins sont détectées." #: doc/classes/AudioServer.xml msgid "A 3.1 channel surround setup was detected." msgstr "Une configuration surround 3.1 a été détecté." #: doc/classes/AudioServer.xml msgid "A 5.1 channel surround setup was detected." msgstr "Une configuration surround 5.1 a été détecté." #: doc/classes/AudioServer.xml msgid "A 7.1 channel surround setup was detected." msgstr "Une configuration surround 7.1 a été détecté." #: doc/classes/AudioStream.xml msgid "Base class for audio streams." msgstr "Classe de base pour les flux audio." #: doc/classes/AudioStream.xml 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 doc/classes/AudioStreamPlayer.xml msgid "Audio streams" msgstr "Flux audio" #: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml #: doc/classes/AudioStreamGeneratorPlayback.xml #: doc/classes/AudioStreamPlayback.xml doc/classes/AudioStreamPlayer.xml msgid "Audio Generator Demo" msgstr "Démo du générateur audio" #: doc/classes/AudioStream.xml msgid "Returns the length of the audio stream in seconds." msgstr "Retourne la durée en secondes du flux audio." #: doc/classes/AudioStreamGenerator.xml msgid "Audio stream that generates sounds procedurally." msgstr "Un flux audio qui génère des sons de manière procédurale." #: doc/classes/AudioStreamGenerator.xml 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 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 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 msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "Joue les sons générés avec [AudioStreamGenerator]." #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "This class is meant to be used with [AudioStreamGenerator] to play back the " "generated audio in real-time." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml #, 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 "" "Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] " "existe, [code]false[/code] autrement." #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Clears the audio sample data buffer." msgstr "Efface la mémoire tampon des échantillons audio." #: doc/classes/AudioStreamGeneratorPlayback.xml 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 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 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 #, fuzzy msgid "MP3 audio stream driver." msgstr "Pilote de flux audio OGG Vorbis." #: modules/minimp3/doc_classes/AudioStreamMP3.xml #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml msgid "Contains the audio data in bytes." msgstr "Contient les données audio en octets." #: modules/minimp3/doc_classes/AudioStreamMP3.xml #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml msgid "" "If [code]true[/code], the stream will automatically loop when it reaches the " "end." msgstr "" "Si [code]true[/code], le flux se répètera automatiquement quand il aura " "atteint la fin." #: modules/minimp3/doc_classes/AudioStreamMP3.xml #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml msgid "Time in seconds at which the stream starts after being looped." msgstr "" #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml msgid "OGG Vorbis audio stream driver." msgstr "Pilote de flux audio OGG Vorbis." #: doc/classes/AudioStreamPlayback.xml msgid "Meta class for playing back audio." msgstr "Classe méta pour la lecture audio." #: doc/classes/AudioStreamPlayback.xml msgid "" "Can play, loop, pause a scroll through audio. See [AudioStream] and " "[AudioStreamOGGVorbis] for usage." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "Plays back audio non-positionally." msgstr "Lit l'audio de manière non positionnée." #: doc/classes/AudioStreamPlayer.xml msgid "" "Plays an audio stream non-positionally.\n" "To play audio positionally, use [AudioStreamPlayer2D] or " "[AudioStreamPlayer3D] instead of [AudioStreamPlayer]." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "Returns the position in the [AudioStream] in seconds." msgstr "Retourne la position dans le [AudioStream] en secondes." #: doc/classes/AudioStreamPlayer.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer]." msgstr "" "Retourne l'objet [AudioStreamPlayback] associé à ce [AudioStreamPlayer]." #: doc/classes/AudioStreamPlayer.xml msgid "Plays the audio from the given [code]from_position[/code], in seconds." msgstr "" "Joue l'audio depuis la position [code]from_position[/code], en secondes." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "Sets the position from which audio will be played, in seconds." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "Stops the audio." msgstr "Arrête l'audio." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "If [code]true[/code], audio plays when added to scene tree." msgstr "" "Si [code]true[/code], il commence à jouer dès qu'il est ajouté à l'arbre des " "scènes." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "Bus on which this audio is playing." msgstr "Bus sur lequel cet audio joue." #: doc/classes/AudioStreamPlayer.xml msgid "" "If the audio configuration has more than two speakers, this sets the target " "channels. See [enum MixTarget] constants." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The pitch and the tempo of the audio, as a multiplier of the audio sample's " "sample rate." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "If [code]true[/code], audio is playing." msgstr "Si [code]true[/code], l'audio est en cours de lecture." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "The [AudioStream] object to be played." msgstr "L'objet [AudioStream] à jouer." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[code]stream_paused[/code] to [code]false[/code]." msgstr "" "Si [code]true[/code], la lecture est en pause. Vous pouvez la reprendre en " "mettant [code]stream_paused[/code] à [code]false[/code]." #: doc/classes/AudioStreamPlayer.xml msgid "Volume of sound, in dB." msgstr "Le volume du son, en décibels (dB)." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "Emitted when the audio stops playing." msgstr "Émis quand l'audio a fini de jouer." #: doc/classes/AudioStreamPlayer.xml msgid "The audio will be played only on the first channel." msgstr "L'audio ne sera joué que sur le premier canal." #: doc/classes/AudioStreamPlayer.xml msgid "The audio will be played on all surround channels." msgstr "L'audio sera joué sur tous les canaux surround." #: doc/classes/AudioStreamPlayer.xml msgid "" "The audio will be played on the second channel, which is usually the center." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "Plays positional sound in 2D space." msgstr "Joue un son localisé dans un espace 2D." #: doc/classes/AudioStreamPlayer2D.xml 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 doc/classes/AudioStreamPlayer3D.xml msgid "Returns the position in the [AudioStream]." msgstr "Retourne la position dans le [AudioStream]." #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer2D]." msgstr "" "Retourne l'objet [AudioStreamPlayback] associé avec cet " "[AudioStreamPlayer2D]." #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "" "Plays the audio from the given position [code]from_position[/code], in " "seconds." msgstr "" "Lance la piste audio au moment donné [code]from_position[/code], en secondes " "depuis le début de la piste." #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Determines which [Area2D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " "certain audio bus. An example of how you might use this is making a " "\"water\" area so that sounds played in the water are redirected through an " "audio bus to make them sound like they are being played underwater." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "Dampens audio over distance with this as an exponent." msgstr "Atténue l'audio avec la distance avec cette valeur comme exposant." #: doc/classes/AudioStreamPlayer2D.xml msgid "Maximum distance from which audio is still hearable." msgstr "Distance maximale à laquelle cette piste audio peut être entendue." #: doc/classes/AudioStreamPlayer2D.xml msgid "Base volume without dampening." msgstr "Volume de base sans amortissement." #: doc/classes/AudioStreamPlayer3D.xml msgid "Plays positional sound in 3D space." msgstr "Joue un son localisé dans un espace 3D." #: doc/classes/AudioStreamPlayer3D.xml 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 msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer3D]." msgstr "" "Retourne l'objet [AudioStreamPlayback] associé avec ce [AudioStreamPlayer3D]." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Determines which [Area] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " "certain audio bus. An example of how you might use this is making a " "\"water\" area so that sounds played in the water are redirected through an " "audio bus to make them sound like they are being played underwater." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml 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 msgid "Amount how much the filter affects the loudness, in decibels." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Decides if audio should get quieter with distance linearly, quadratically, " "logarithmically, or not be affected by distance, effectively disabling " "attenuation." msgstr "" "Décide si la piste audio doit s'atténuer avec la distance de manière " "linéaire, quadratique, logarithmique ou ne pas être affectée par la " "distance, désactivant ainsi l'atténuation." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added " "to scene tree." msgstr "" "Si [code]true[/code], la lecture commence dès que le AudioStreamPlayer3D est " "ajouté à la scène." #: doc/classes/AudioStreamPlayer3D.xml msgid "The bus on which this audio is playing." msgstr "Le bus sur lequel cet audio est joué." #: doc/classes/AudioStreamPlayer3D.xml 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 msgid "The angle in which the audio reaches cameras undampened." msgstr "L'angle auquel la piste audio atteint les caméras sans atténuation." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], the audio should be dampened according to the " "direction of the sound." msgstr "" "Si [code]true[/code], le piste audia devrait être atténuée par rapport à la " "direction du son." #: doc/classes/AudioStreamPlayer3D.xml 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 msgid "Sets the absolute maximum of the soundlevel, in decibels." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Sets the distance from which the [member out_of_range_mode] takes effect. " "Has no effect if set to 0." msgstr "" "Défini la distance à partir de laquelle le [member out_of_range_mode] prend " "effet. N'a aucun effet si la valeur est mise à 0." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Decides if audio should pause when source is outside of [member " "max_distance] range." msgstr "" "Décide si la piste audio devrait être mise en pause quand la source est hors " "de portée définie par [member max_distance]." #: doc/classes/AudioStreamPlayer3D.xml msgid "The [AudioStream] resource to be played." msgstr "La ressource [AudioStream] à jouer." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[member stream_paused] to [code]false[/code]." msgstr "" "Si [code]true[/code], la lecture est en pause. Vous pouvez la reprendre en " "définissant [member stream_paused] à [code]false[/code]." #: doc/classes/AudioStreamPlayer3D.xml msgid "The base sound level unaffected by dampening, in decibels." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The factor for the attenuation effect. Higher values make the sound audible " "over a larger distance." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Linear dampening of loudness according to distance." msgstr "Atténuation linéaire de l'intensité sonore en fonction de la distance." #: doc/classes/AudioStreamPlayer3D.xml msgid "Squared dampening of loudness according to distance." msgstr "" "Atténuation quadratique de l'intensité sonore en fonction de la distance." #: doc/classes/AudioStreamPlayer3D.xml msgid "Logarithmic dampening of loudness according to distance." msgstr "" "Atténuation logarithmique de l'intensité sonore en fonction de la distance." #: doc/classes/AudioStreamPlayer3D.xml 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 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 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 msgid "Disables doppler tracking." msgstr "Désactive le suivi doppler." #: doc/classes/AudioStreamPlayer3D.xml msgid "Executes doppler tracking in idle step (every rendered frame)." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Executes doppler tracking in physics step (every simulated physics frame)." msgstr "" #: doc/classes/AudioStreamRandomPitch.xml msgid "Plays audio with random pitch shifting." msgstr "Joue le son avec une hauteur aléatoire." #: doc/classes/AudioStreamRandomPitch.xml msgid "Randomly varies pitch on each start." msgstr "Change aléatoirement la hauteur à chaque démarrage." #: doc/classes/AudioStreamRandomPitch.xml msgid "The current [AudioStream]." msgstr "L'actuel [AudioStream]." #: doc/classes/AudioStreamRandomPitch.xml msgid "The intensity of random pitch variation." msgstr "L'intensité de la variation aléatoire de la hauteur." #: doc/classes/AudioStreamSample.xml msgid "Stores audio data loaded from WAV files." msgstr "Enregistre les données audio depuis les fichiers WAV." #: doc/classes/AudioStreamSample.xml 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 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 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 msgid "Audio format. See [enum Format] constants for values." msgstr "" "Le format audio. Voir les constantes [enum Format] pour les valeurs " "possibles." #: doc/classes/AudioStreamSample.xml msgid "" "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 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 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 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 msgid "If [code]true[/code], audio is stereo." msgstr "Si [code]true[/code], l’audio est stéréo." #: doc/classes/AudioStreamSample.xml msgid "8-bit audio codec." msgstr "Codec audio 8 bits." #: doc/classes/AudioStreamSample.xml msgid "16-bit audio codec." msgstr "Codec audio 16 bits." #: doc/classes/AudioStreamSample.xml msgid "Audio is compressed using IMA ADPCM." msgstr "L'audio est compressé avec IMA ADPCM." #: doc/classes/AudioStreamSample.xml msgid "Audio does not loop." msgstr "L'audio ne boucle pas." #: doc/classes/AudioStreamSample.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing forward only." msgstr "" "L'audio boucle entre [member loop_begin] et [member loop_end], ne jouant " "qu'en avant." #: doc/classes/AudioStreamSample.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing back and forth." msgstr "" #: doc/classes/AudioStreamSample.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing backward only." msgstr "" "L'audio boucle entre [member loop_begin] et [member loop_end], ne jouant " "qu'en arrière." #: doc/classes/BackBufferCopy.xml 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 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 msgid "Buffer mode. See [enum CopyMode] constants." msgstr "Le mode de mémoire tampon. Voir les constantes [enum CopyMode]." #: doc/classes/BackBufferCopy.xml msgid "" "The area covered by the BackBufferCopy. Only used if [member copy_mode] is " "[constant COPY_MODE_RECT]." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "" "Disables the buffering mode. This means the BackBufferCopy node will " "directly use the portion of screen it covers." msgstr "" #: doc/classes/BackBufferCopy.xml msgid "BackBufferCopy buffers a rectangular region." msgstr "BackBufferCopy met en tampon une région rectangulaire." #: doc/classes/BackBufferCopy.xml msgid "BackBufferCopy buffers the entire screen." msgstr "BackBufferCopy met en mémoire tampon tout l'écran." #: doc/classes/BakedLightmap.xml msgid "Prerendered indirect light map for a scene." msgstr "" #: doc/classes/BakedLightmap.xml 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 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 msgid "" "If [code]true[/code], the lightmapper will merge the textures for all meshes " "into one or several large layered textures. If [code]false[/code], every " "mesh will get its own lightmap texture, which is less efficient.\n" "[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] " "GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If " "[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is " "[code]true[/code], consider baking lightmaps with [member atlas_generate] " "set to [code]false[/code] so that the resulting lightmap is visible in both " "GLES3 and GLES2." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Maximum size of each lightmap layer, only used when [member atlas_generate] " "is enabled." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Raycasting bias used during baking to avoid floating point precision issues." msgstr "" #: doc/classes/BakedLightmap.xml 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 msgid "" "Number of light bounces that are taken into account during baking. See also " "[member bounce_indirect_energy]." msgstr "" "Le nombre de rebondissements des particules de lumière pris en compte dans " "le baking. Voir aussi [member bounce_indirect_energy]." #: doc/classes/BakedLightmap.xml msgid "Grid size used for real-time capture information on dynamic objects." msgstr "" #: doc/classes/BakedLightmap.xml 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 msgid "" "Bias value to reduce the amount of light propagation in the captured octree." msgstr "" #: doc/classes/BakedLightmap.xml msgid "Bake quality of the capture data." msgstr "La qualité du bake pour les données de capture." #: doc/classes/BakedLightmap.xml 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 msgid "" "The environment color when [member environment_mode] is set to [constant " "ENVIRONMENT_MODE_CUSTOM_COLOR]." msgstr "" "La couleur de l'environnement quand [member environment_mode] est à " "[constant ENVIRONMENT_MODE_CUSTOM_COLOR]." #: doc/classes/BakedLightmap.xml 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 msgid "" "The [Sky] resource to use when [member environment_mode] is set o [constant " "ENVIRONMENT_MODE_CUSTOM_SKY]." msgstr "" "La ressource [Sky] à utiliser quand [member environment_mode] est à " "[constant ENVIRONMENT_MODE_CUSTOM_SKY]." #: doc/classes/BakedLightmap.xml #, fuzzy msgid "The rotation of the baked custom sky." msgstr "La racine de la scène éditée." #: doc/classes/BakedLightmap.xml 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 msgid "Decides which environment to use during baking." msgstr "" #: doc/classes/BakedLightmap.xml 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 msgid "" "Deprecated, in previous versions it determined the location where lightmaps " "were be saved." msgstr "" #: doc/classes/BakedLightmap.xml msgid "The calculated light data." msgstr "Les données calculées de la lumière." #: doc/classes/BakedLightmap.xml msgid "" "Determines the amount of samples per texel used in indirect light baking. " "The amount of samples for each quality level can be configured in the " "project settings." msgstr "" #: doc/classes/BakedLightmap.xml 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 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 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 msgid "The lowest bake quality mode. Fastest to calculate." msgstr "La qualité de bake la plus basse. La plus rapide à calculer." #: doc/classes/BakedLightmap.xml msgid "The default bake quality mode." msgstr "Le mode de qualité du bake par défaut." #: doc/classes/BakedLightmap.xml msgid "A higher bake quality mode. Takes longer to calculate." msgstr "Une qualité de bake plus haute. Prend plus de temps de calcul." #: doc/classes/BakedLightmap.xml msgid "The highest bake quality mode. Takes the longest to calculate." msgstr "La qualité de bake la plus haute. La plus longue à calculer." #: doc/classes/BakedLightmap.xml msgid "Baking was successful." msgstr "Le baking a réussi." #: doc/classes/BakedLightmap.xml 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 doc/classes/SpatialMaterial.xml msgid "Currently unused." msgstr "Actuellement inutilisé." #: doc/classes/BakedLightmap.xml #, fuzzy msgid "Returns when the baker cannot save per-mesh textures to file." msgstr "Renvoie l'arc tangente des paramètres." #: doc/classes/BakedLightmap.xml msgid "The size of the generated lightmaps is too large." msgstr "La taille de la lightmap générée est trop grande." #: doc/classes/BakedLightmap.xml msgid "Some mesh contains UV2 values outside the [code][0,1][/code] range." msgstr "" "Certains maillages contiennent des valeurs de UV2 hors de l'intervalle [code]" "[0,1][/code]." #: doc/classes/BakedLightmap.xml msgid "Returns if user cancels baking." msgstr "Retourne si l'utilisateur a annulé le baking." #: doc/classes/BakedLightmap.xml 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 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 msgid "No environment is used during baking." msgstr "Aucun environnement n'est utilisé durant le baking." #: doc/classes/BakedLightmap.xml msgid "The baked environment is automatically picked from the current scene." msgstr "" #: doc/classes/BakedLightmap.xml msgid "A custom sky is used as environment during baking." msgstr "" #: doc/classes/BakedLightmap.xml msgid "A custom solid color is used as environment during baking." msgstr "" #: doc/classes/BakedLightmapData.xml 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 msgid "" "Controls whether dynamic capture objects receive environment lighting or not." msgstr "" #: doc/classes/BaseButton.xml msgid "Base class for different kinds of buttons." msgstr "La classe de base pour différents types de bouton." #: doc/classes/BaseButton.xml 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 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 msgid "" "Called when the button is toggled (only if [member toggle_mode] is active)." msgstr "" #: doc/classes/BaseButton.xml 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 #, fuzzy msgid "" "Returns [code]true[/code] if the mouse has entered the button and has not " "left it yet." msgstr "" "Retourne [code]true[/code] si la souris est entrée dans le bouton mais ne " "l'a pas encore quitté." #: doc/classes/BaseButton.xml 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 msgid "" "Determines when the button is considered clicked, one of the [enum " "ActionMode] constants." msgstr "" "Détermine quand le bouton a été bien cliqué, c'est une des constantes de " "[enum ActionMode]." #: doc/classes/BaseButton.xml 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 msgid "" "If [code]true[/code], the button is in disabled state and can't be clicked " "or toggled." msgstr "" #: doc/classes/BaseButton.xml 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 msgid "[ButtonGroup] associated to the button." msgstr "Le [ButtonGroup] associé au bouton." #: doc/classes/BaseButton.xml 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 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 msgid "[ShortCut] associated to the button." msgstr "Le [ShortCut] associé au bouton." #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button will add information about its shortcut in " "the tooltip." msgstr "" "Si [code]true[/code], le bouton ajoutera des informations sur son raccourci " "dans l'infobulle." #: doc/classes/BaseButton.xml 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 msgid "Emitted when the button starts being held down." msgstr "Émis quand le bouton commence à être appuyé." #: doc/classes/BaseButton.xml msgid "Emitted when the button stops being held down." msgstr "Émis quand le bouton cesse d'être appuyé." #: doc/classes/BaseButton.xml 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 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 msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " "buttons." msgstr "" #: doc/classes/BaseButton.xml msgid "The state of buttons are pressed." msgstr "L'état des boutons est : pressé." #: doc/classes/BaseButton.xml msgid "The state of buttons are hovered." msgstr "L'état des boutons est : survolé." #: doc/classes/BaseButton.xml msgid "The state of buttons are disabled." msgstr "L'état des boutons est : désactivé." #: doc/classes/BaseButton.xml msgid "The state of buttons are both hovered and pressed." msgstr "L'état des boutons est à la fois survolé et appuyé." #: doc/classes/BaseButton.xml msgid "Require just a press to consider the button clicked." msgstr "Il suffit d'appuyer sur le bouton pour le considérer comme cliqué." #: doc/classes/BaseButton.xml msgid "" "Require a press and a subsequent release before considering the button " "clicked." msgstr "" "Requiert un appui suivi d'un relâchement avant de considérer le bouton comme " "cliqué." #: doc/classes/Basis.xml msgid "3×3 matrix datatype." msgstr "Type de données de la matrice 3×3." #: doc/classes/Basis.xml 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 doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "Matrices and transforms" msgstr "Les matrices et les transformations" #: doc/classes/Basis.xml doc/classes/Quat.xml doc/classes/Transform.xml msgid "Using 3D transforms" msgstr "Utiliser les transformations 3D" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml #: doc/classes/Transform2D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "Matrix Transform Demo" msgstr "Démo de transformation matricielle" #: doc/classes/Basis.xml doc/classes/CylinderShape.xml #: doc/classes/Dictionary.xml doc/classes/DynamicFont.xml #: doc/classes/DynamicFontData.xml doc/classes/File.xml doc/classes/Input.xml #: doc/classes/InputEvent.xml doc/classes/InputEventAction.xml #: doc/classes/InputEventMouseMotion.xml doc/classes/KinematicBody.xml #: doc/classes/RayCast.xml doc/classes/StaticBody.xml #: doc/classes/SurfaceTool.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml doc/classes/Thread.xml #: doc/classes/VBoxContainer.xml msgid "3D Voxel Demo" msgstr "Démo voxel 3D" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml #: doc/classes/Transform2D.xml msgid "2.5D Demo" msgstr "Démo 2.5D" #: doc/classes/Basis.xml msgid "Constructs a pure rotation basis matrix from the given quaternion." msgstr "" "Construit la matrice d'une base de rotation seulement depuis le quaternion " "donné." #: doc/classes/Basis.xml 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 #, fuzzy msgid "" "Constructs a pure rotation basis matrix, rotated around the given " "[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a " "normalized vector." msgstr "" "Construit un quaternion qui tournera autour de l'axe donné selon l'angle " "spécifié. L'axe doit être un vecteur normalisé." #: doc/classes/Basis.xml msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)." msgstr "" #: doc/classes/Basis.xml 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 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 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 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 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 msgid "Returns the inverse of the matrix." msgstr "Retourne l'inverse de la matrice." #: doc/classes/Basis.xml 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 "" "Retourne [code]true[/code] si cette base et [code]b[/code] sont " "approximativement égales, en appelant [method @GDScript.is_equal_approx] sur " "chaque composantes.\n" "[b]Note :[/b] Pour des raisons compliquées, l'argument epsilon est toujours " "ignoré. Ne l'utilisez pas, il ne sert à rien." #: doc/classes/Basis.xml 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 msgid "" "Introduce an additional rotation around the given axis by [code]angle[/code] " "(in radians). The axis must be a normalized vector." msgstr "" "Ajoute une rotation supplémentaire autour de l'axe donné par [code]angle[/" "code] (en radians). L'axe doit être normalisé." #: doc/classes/Basis.xml msgid "" "Introduce an additional scaling specified by the given 3D scaling factor." msgstr "" #: doc/classes/Basis.xml 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 msgid "Transposed dot product with the X axis of the matrix." msgstr "Le produit scalaire de la matrice transposée avec l'axe X." #: doc/classes/Basis.xml msgid "Transposed dot product with the Y axis of the matrix." msgstr "Le produit scalaire de la matrice transposée avec l'axe Y." #: doc/classes/Basis.xml msgid "Transposed dot product with the Z axis of the matrix." msgstr "Le produit scalaire de la matrice transposée avec l'axe Z." #: doc/classes/Basis.xml msgid "Returns the transposed version of the matrix." msgstr "Retourne la matrice transposée." #: doc/classes/Basis.xml msgid "Returns a vector transformed (multiplied) by the matrix." msgstr "Retourne le vecteur transformé (multiplié) par la matrice." #: doc/classes/Basis.xml 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 doc/classes/Transform2D.xml msgid "" "The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" "code]." msgstr "" #: doc/classes/Basis.xml doc/classes/Transform2D.xml msgid "" "The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" "code]." msgstr "" #: doc/classes/Basis.xml msgid "" "The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/" "code]." msgstr "" #: doc/classes/Basis.xml 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 msgid "" "The basis that will flip something along the X axis when used in a " "transformation." msgstr "" #: doc/classes/Basis.xml msgid "" "The basis that will flip something along the Y axis when used in a " "transformation." msgstr "" #: doc/classes/Basis.xml msgid "" "The basis that will flip something along the Z axis when used in a " "transformation." msgstr "" #: doc/classes/BitMap.xml msgid "Boolean matrix." msgstr "Matrice booléenne." #: doc/classes/BitMap.xml 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 msgid "" "Returns an image of the same size as the bitmap and with a [enum Image." "Format] of type [code]FORMAT_L8[/code]. [code]true[/code] bits of the bitmap " "are being converted into white pixels, and [code]false[/code] bits into " "black." msgstr "" #: doc/classes/BitMap.xml msgid "" "Creates a bitmap with the specified size, filled with [code]false[/code]." msgstr "" "Crée un bitmap de la taille spécifiée, rempli avec la valeur [code]false[/" "code]." #: doc/classes/BitMap.xml 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 msgid "Returns bitmap's value at the specified position." msgstr "Retourne la valeur du bitmap à la position spécifiée." #: doc/classes/BitMap.xml msgid "Returns bitmap's dimensions." msgstr "Retourne les dimensions de bitmap." #: doc/classes/BitMap.xml msgid "" "Returns the amount of bitmap elements that are set to [code]true[/code]." msgstr "Retourne le nombre d'éléments bitmap qui sont à [code]true[/code]." #: doc/classes/BitMap.xml 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 msgid "Resizes the image to [code]new_size[/code]." msgstr "Redimensionne l'image à la nouvelle taille [code]new_size[/code]." #: doc/classes/BitMap.xml msgid "" "Sets the bitmap's element at the specified position, to the specified value." msgstr "" "Définit l'élément du bitmap à la position donnée, avec la valeur spécifiée." #: doc/classes/BitMap.xml msgid "Sets a rectangular portion of the bitmap to the specified value." msgstr "" "Définit une valeur spécifique pour une portion rectangulaire du bitmap." #: doc/classes/BitmapFont.xml msgid "" "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 "" "Rend le texte en utilisant des polices de caractères au format [url=https://" "www.angelcode.com/products/bmfont/]BMFont[/url].\n" "Gère les fichiers avec l'extension [code].fnt[/code]." #: doc/classes/BitmapFont.xml 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 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 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 msgid "Adds a texture to the [BitmapFont]." msgstr "Ajoute une texture à la [BitmapFont]." #: doc/classes/BitmapFont.xml msgid "Clears all the font data and settings." msgstr "Efface toutes les données et paramètres de la police." #: doc/classes/BitmapFont.xml msgid "" "Creates a BitmapFont from the [code]*.fnt[/code] file at [code]path[/code]." msgstr "" "Crée un BitmapFont depuis le fichier [code]*.fnt[/code] à l'emplacement " "[code]path[/code]." #: doc/classes/BitmapFont.xml msgid "Returns a kerning pair as a difference." msgstr "Retourne une paire de kerning de différence." #: doc/classes/BitmapFont.xml msgid "Returns the font atlas texture at index [code]idx[/code]." msgstr "" "Renvoie la texture de l’atlas de police de caractères à l’index [code]idx[/" "code]." #: doc/classes/BitmapFont.xml msgid "Returns the number of textures in the BitmapFont atlas." msgstr "Renvoie le nombre de textures dans l’atlas BitmapFont." #: doc/classes/BitmapFont.xml msgid "Ascent (number of pixels above the baseline)." msgstr "L'ascension (le nombre de pixels au-dessus de la ligne de base)." #: doc/classes/BitmapFont.xml msgid "If [code]true[/code], distance field hint is enabled." msgstr "Si [code]true[/code], l'indice de champ de distance est activé." #: doc/classes/BitmapFont.xml msgid "The fallback font." msgstr "La police de caractères de repli." #: doc/classes/BitmapFont.xml msgid "Total font height (ascent plus descent) in pixels." msgstr "" #: doc/classes/Bone2D.xml msgid "Joint used with [Skeleton2D] to control and animate other nodes." msgstr "" "Un joint utilisé avec un [Skeleton2D] pour contrôler et animer les autres " "nœuds." #: doc/classes/Bone2D.xml 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 msgid "Stores the node's current transforms in [member rest]." msgstr "Enregistre la transformation actuelle du nœud dans [member rest]." #: doc/classes/Bone2D.xml msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." msgstr "" #: doc/classes/Bone2D.xml 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 msgid "" "Length of the bone's representation drawn in the editor's viewport in pixels." msgstr "" "La longueur en pixel de l'os tel qu'affiché dans la fenêtre d'affichage de " "l'éditeur." #: doc/classes/Bone2D.xml msgid "" "Rest transform of the bone. You can reset the node's transforms to this " "value using [method apply_rest]." msgstr "" "Le transformation de repos de l'os. Vous pouvez rétablir la transformation " "du nœud à cette valeur avec [method apply_rest]." #: doc/classes/BoneAttachment.xml msgid "A node that will attach to a bone." msgstr "Un nœud qui s'attache à un os." #: doc/classes/BoneAttachment.xml 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 msgid "The name of the attached bone." msgstr "Le nom de l’os attaché." #: doc/classes/bool.xml msgid "Boolean built-in type." msgstr "Type booléen intégré." #: doc/classes/bool.xml 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 "" "Le type intégré booléen. Il y a deux valeurs booléennes : [code]true[/code] " "(vrai) et [code]false[/code] (faux). Vous pouvez penser à un interrupteur " "avec les deux positions allumé ou éteins (1 ou 0). Les booléens sont " "utilisés en programmation pour la logique dans les instructions de " "conditions, comme [code]if[/code].\n" "Les booléens peuvent être directement utilisés dans les instructions " "[code]if[/code]. Le code en-dessous montre ça dans la ligne [code]if " "can_shoot:[/code]. Vous n'avez pas besoin d'utiliser [code]== true[/code], " "mais [code]if can_shoot:[/code] suffit. De même, utilisez [code]if not " "can_shoot:[/code] plutôt que [code]== false[/code].\n" "[codeblock]\n" "var can_shoot = true\n" "\n" "func shoot():\n" " if can_shoot:\n" " pass # Faire les actions de tirs ici.\n" "[/codeblock]\n" "Le code suivant ne créera une balle que si les deux conditions sont " "correctes : l'action \"shoot\" est pressée et si [code]can_shoot[/code] est " "[code]true[/code].\n" "[b]Note :[/b] [code]Input.is_action_pressed(\"shoot\")[/code] est aussi un " "booléen qui est [code]true[/code] quand \"shoot\" est appuyé et [code]false[/" "code] quand \"shoot\" n'est pas appuyé.\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" "Le code suivant définira [code]can_shoot[/code] à [code]false[/code] et " "lancera un minuteur. Ça empêchera le joueur de tirer tant que le minuteur " "n'est pas fini. Puis [code]can_shoot[/code] sera mis à [code]true[/code] à " "nouveau et permettra au joueur de tirer une fois à nouveau.\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]" #: doc/classes/bool.xml 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 "" "Transforme une valeur [int] en booléen, cette méthode retournera " "[code]false[/code] si [code]0[/code] est donné, et [code]true[/code] pour " "toute autre valeur entière." #: doc/classes/bool.xml 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 "" "Transforme une valeur [float] en booléen, cette méthode retournera " "[code]false[/code] si [code]0[/code] est donné, et [code]true[/code] pour " "tout autre flottant." #: doc/classes/bool.xml 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 msgid "Base class for box containers." msgstr "Classe de base pour les conteneurs de boîtes." #: doc/classes/BoxContainer.xml msgid "" "Arranges child controls vertically or horizontally, and rearranges the " "controls automatically when their minimum size changes." msgstr "" #: doc/classes/BoxContainer.xml 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 msgid "" "The alignment of the container's children (must be one of [constant " "ALIGN_BEGIN], [constant ALIGN_CENTER] or [constant ALIGN_END])." msgstr "" "L'alignement des enfants du conteneur (doit être [constant ALIGN_BEGIN], " "[constant ALIGN_CENTER] ou [constant ALIGN_END])." #: doc/classes/BoxContainer.xml msgid "Aligns children with the beginning of the container." msgstr "Aligne les enfants avec le début du conteneur." #: doc/classes/BoxContainer.xml msgid "Aligns children with the center of the container." msgstr "Aligne les enfants avec le centre du conteneur." #: doc/classes/BoxContainer.xml msgid "Aligns children with the end of the container." msgstr "Aligne les nœuds enfants à la fin du conteneur." #: doc/classes/BoxShape.xml msgid "Box shape resource." msgstr "Ressource en forme de boîte." #: doc/classes/BoxShape.xml msgid "3D box shape that can be a child of a [PhysicsBody] or [Area]." msgstr "" "Un forme de boite en 3D qui peut être un enfant d'un [PhysicsBody] ou [Area]." #: doc/classes/BoxShape.xml doc/classes/CapsuleShape.xml #: doc/classes/ConcavePolygonShape.xml doc/classes/ConvexPolygonShape.xml #: doc/classes/CylinderShape.xml doc/classes/ProjectSettings.xml #: doc/classes/RigidBody.xml doc/classes/SphereShape.xml #: doc/classes/StaticBody.xml msgid "3D Physics Tests Demo" msgstr "" #: doc/classes/BoxShape.xml doc/classes/CollisionShape.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/KinematicBody.xml #: doc/classes/Mesh.xml doc/classes/MeshInstance.xml #: doc/classes/MeshLibrary.xml msgid "3D Kinematic Character Demo" msgstr "" #: doc/classes/BoxShape.xml msgid "" "The box's half extents. The width, height and depth of this shape is twice " "the half extents." msgstr "" #: doc/classes/Button.xml msgid "Standard themed Button." msgstr "Bouton thématique standard." #: doc/classes/Button.xml 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 "" "Button est le bouton standard avec thème. Il peut contenir du texte et une " "icône, et sera affiché suivant le [Theme] actuellement défini.\n" "[b]Exemple de création d'un bouton par le lui et lui assigner une action " "quand il est appuyé :[/b]\n" "[codeblock]\n" "func _ready():\n" " var button = Button.new()\n" " button.text = \"Cliquez moi\"\n" " button.connect(\"pressed\", self, \"_button_pressed\")\n" " add_child(button)\n" "\n" "func _button_pressed():\n" " print(\"On m'a cliqué !\")\n" "[/codeblock]\n" "Les boutons (comme tous les nœuds Control) peuvent aussi être créés depuis " "l'éditeur, mais dans certains cas, il peut être nécessaire de le faire par " "le code.\n" "Voir aussi [BaseButton] qui contient les propriétés et méthodes communes " "associées à ce nœud.\n" "[b]Note :[/b] Les boutons n'interceptent pas les tapes et ne supporte donc " "pas le multitouch, puisque la souris ne peut presser qu'un seul bouton à la " "fois. Utilisez [TouchScreenButton] pour les boutons qui traitent les entrées " "pour les mouvements et les actions, puisque [TouchScreenButton] supporte le " "multitouch." #: doc/classes/Button.xml doc/classes/Dictionary.xml #: doc/classes/GridContainer.xml doc/classes/OS.xml #: doc/classes/PoolStringArray.xml doc/classes/ProjectSettings.xml #: doc/classes/ResourceLoader.xml doc/classes/RichTextLabel.xml msgid "OS Test Demo" msgstr "" #: doc/classes/Button.xml msgid "" "Text alignment policy for the button's text, use one of the [enum TextAlign] " "constants." msgstr "" "L'alignement du texte du bouton, qui est une des constantes de [enum " "TextAlign]." #: doc/classes/Button.xml 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 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 msgid "Flat buttons don't display decoration." msgstr "Les boutons plats n’affichent pas de décoration." #: doc/classes/Button.xml 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 msgid "" "Specifies if the icon should be aligned to the left, right, or center of a " "button. Uses the same [enum TextAlign] constants as the text alignment. If " "centered, text will draw on top of the icon." msgstr "" #: doc/classes/Button.xml doc/classes/LinkButton.xml msgid "The button's text that will be displayed inside the button's area." msgstr "Le texte du bouton qui sera affiché à l'intérieur de l'aire du bouton." #: doc/classes/Button.xml msgid "Align the text to the left." msgstr "Aligne le texte à gauche." #: doc/classes/Button.xml msgid "Align the text to the center." msgstr "Aligne le texte au centre." #: doc/classes/Button.xml msgid "Align the text to the right." msgstr "Aligne le texte vers la droite." #: doc/classes/Button.xml msgid "Default text [Color] of the [Button]." msgstr "La [Color] du texte par défaut du [Button]." #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is disabled." msgstr "La [Color] du texte utilisée quand le [Button] est désactivé." #: doc/classes/Button.xml 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 msgid "Text [Color] used when the [Button] is being hovered." msgstr "La [Color] du texte utilisée quand le [Button] est survolé." #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being pressed." msgstr "La [Color] du texte utilisée quand le [Button] est appuyé." #: doc/classes/Button.xml msgid "The horizontal space between [Button]'s icon and text." msgstr "L'espacement horizontal entre l'icône et le texte du [Button]." #: doc/classes/Button.xml msgid "[Font] of the [Button]'s text." msgstr "[Font] du texte du [Button]." #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is disabled." msgstr "La [StyleBox] utilisée quand le [Button] est désactivé." #: doc/classes/Button.xml 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 msgid "[StyleBox] used when the [Button] is being hovered." msgstr "Le [StyleBox] utilisé quand le [Button] est survolé." #: doc/classes/Button.xml msgid "Default [StyleBox] for the [Button]." msgstr "[StyleBox] par défaut pour le [Button]." #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being pressed." msgstr "Le [StyleBox] utilisé quand le [Button] est appuyé." #: doc/classes/ButtonGroup.xml msgid "Group of Buttons." msgstr "Groupe de boutons." #: doc/classes/ButtonGroup.xml 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 msgid "" "Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see " "[member BaseButton.group])." msgstr "" "Retourne une [Array] de [Button] qui sont dans ce [ButtonGroup] (voir " "[member BaseButton.group])." #: doc/classes/ButtonGroup.xml msgid "Returns the current pressed button." msgstr "Renvoie le bouton actuellement enfoncé." #: doc/classes/ButtonGroup.xml #, fuzzy msgid "Emitted when one of the buttons of the group is pressed." msgstr "Émis lorsqu’un bouton de ce contrôleur est appuyé." #: doc/classes/CallbackTweener.xml #, fuzzy msgid "Calls the specified method after optional delay." msgstr "Verrouille l'axe linéaire et de rotation spécifié." #: doc/classes/CallbackTweener.xml msgid "" "[CallbackTweener] is used to call a method in a tweening sequence. See " "[method SceneTreeTween.tween_callback] for more usage information.\n" "[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way " "to create [CallbackTweener]. Any [CallbackTweener] created manually will not " "function correctly." msgstr "" #: doc/classes/CallbackTweener.xml msgid "" "Makes the callback call delayed by given time in seconds. Example:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() " "after 2 seconds\n" "[/codeblock]" msgstr "" #: doc/classes/Camera.xml msgid "Camera node, displays from a point of view." msgstr "Nœud de caméra, affiche d'un point de vue." #: doc/classes/Camera.xml 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 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 msgid "Returns the camera's RID from the [VisualServer]." msgstr "Retourne le RID de la caméra depuis le [VisualServer]." #: doc/classes/Camera.xml 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 msgid "" "Returns [code]true[/code] if the given [code]layer[/code] in the [member " "cull_mask] is enabled, [code]false[/code] otherwise." msgstr "" "Retourne [code]true[/code] si le calque [code]layer[/code] spécifié dans ce " "[member cull_mask] est actif, ou [code]false[/code] sinon." #: doc/classes/Camera.xml 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 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 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 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 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 msgid "" "Returns a normal vector in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the inverse camera projection. This is " "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the inverse camera projection. This is " "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Enables or disables the given [code]layer[/code] in the [member cull_mask]." msgstr "" "Active ou désactive le [code]layer[/code] donné dans le [member cull_mask]." #: doc/classes/Camera.xml 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 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 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 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 msgid "" "The culling mask that describes which 3D render layers are rendered by this " "camera." msgstr "" #: doc/classes/Camera.xml msgid "" "If [code]true[/code], the ancestor [Viewport] is currently using this camera." msgstr "" "Si [code]true[/code], l’ancêtre [Viewport] utilise actuellement cette caméra." #: doc/classes/Camera.xml 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 msgid "The [Environment] to use for this camera." msgstr "L'[Environment] à utiliser pour cette caméra." #: doc/classes/Camera.xml msgid "" "The distance to the far culling boundary for this camera relative to its " "local Z axis." msgstr "" #: doc/classes/Camera.xml 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 "" "L'angle du champs de vision de la caméra (en degrés). Seulement disponible " "en mode perspective. Comme [member keep_aspect] verrouille un axe, " "[code]fov[/code] définit l'angle du champs de vision de l'autre axe.\n" "Pour référence, l'angle de champs de vision par défaut ([code]70.0[/code]) " "est équivalent à un champs de vision horizontal de :\n" "- ~86.07 degrés pour un ratio de 4:3\n" "- ~96.50 degrés pour un ratio de 16:10\n" "- ~102.45 degrés pour un ratio de 16:9\n" "- ~117.06 degrés pour un ratio de 21:9" #: doc/classes/Camera.xml 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 msgid "The horizontal (X) offset of the camera viewport." msgstr "Le décalage horizontal (X) de la fenêtre de la caméra." #: doc/classes/Camera.xml 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 msgid "" "The distance to the near culling boundary for this camera relative to its " "local Z axis." msgstr "" #: doc/classes/Camera.xml 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 msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " "orthogonal and frustum modes. Since [member keep_aspect] locks on axis, " "[code]size[/code] sets the other axis' size length." msgstr "" #: doc/classes/Camera.xml msgid "The vertical (Y) offset of the camera viewport." msgstr "Le décalage vertical (Y) de la fenêtre de la caméra." #: doc/classes/Camera.xml msgid "" "Perspective projection. Objects on the screen becomes smaller when they are " "far away." msgstr "" "Projection en perspective. Les objets sur l'écran deviennent plus petits " "lorsqu'ils sont éloignés." #: doc/classes/Camera.xml 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 msgid "" "Frustum projection. This mode allows adjusting [member frustum_offset] to " "create \"tilted frustum\" effects." msgstr "" #: doc/classes/Camera.xml 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 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 msgid "" "Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] simulation (default)." msgstr "" "Désactive la simulation de [url=https://fr.wikipedia.org/wiki/" "Effet_Doppler]l'effet Doppler[/url] (par défaut)." #: doc/classes/Camera.xml 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 [member " "AudioStreamPlayer3D.pitch_scale])." msgstr "" #: doc/classes/Camera.xml 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 [member AudioStreamPlayer3D.pitch_scale])." msgstr "" #: doc/classes/Camera2D.xml msgid "Camera node for 2D scenes." msgstr "Nœud de caméra pour les scènes en 2D." #: doc/classes/Camera2D.xml 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 doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "2D Isometric Demo" msgstr "Démo 2D isométrique" #: doc/classes/Camera2D.xml doc/classes/Environment.xml #: doc/classes/WorldEnvironment.xml msgid "2D HDR Demo" msgstr "Démo 2D HDR" #: doc/classes/Camera2D.xml msgid "Aligns the camera to the tracked node." msgstr "Aligne la caméra sur le nœud suivi." #: doc/classes/Camera2D.xml msgid "" "Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-" "assigned camera." msgstr "" #: doc/classes/Camera2D.xml msgid "Forces the camera to update scroll immediately." msgstr "Force la caméra à mettre à jour le défilement immédiatement." #: doc/classes/Camera2D.xml msgid "" "Returns the camera's [code]position[/code] (the tracked point the camera " "attempts to follow), relative to the origin.\n" "[b]Note:[/b] The returned value is not the same as [member Node2D.position] " "or [member Node2D.global_position], as it is affected by the [code]drag[/" "code] properties." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns the location of the [Camera2D]'s screen-center, relative to the " "origin.\n" "[b]Note:[/b] The real [code]position[/code] of the camera may be different, " "see [method get_camera_position]." msgstr "" #: doc/classes/Camera2D.xml 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 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 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 msgid "" "Sets the camera's position immediately to its current smoothing " "destination.\n" "This method has no effect if [member smoothing_enabled] is [code]false[/" "code]." msgstr "" #: doc/classes/Camera2D.xml 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 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 msgid "The Camera2D's anchor point. See [enum AnchorMode] constants." msgstr "" "Le point d'ancrage de la Camera2D. Voir [enum AnchorMode] pour les " "constantes." #: doc/classes/Camera2D.xml msgid "" "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 "" "Si [code]true[/code], cette camera est la caméra active de la scène " "actuelle. Seule une caméra peut être l'actuelle, donc définir une autre " "caméra comme [code]current[/code] désactivera celle-ci." #: doc/classes/Camera2D.xml 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 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 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 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 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 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 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 msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's limits rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "" "Si [code]true[/code], affiche le rectangle de la caméra dans l'éditeur." #: doc/classes/Camera2D.xml msgid "" "Bottom scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" "La limite basse de déplacement en pixels. La caméra s'arrête quand elle " "atteint cette valeur." #: doc/classes/Camera2D.xml msgid "" "Left scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" "La limite gauche de déplacement en pixels. La caméra s'arrête quand elle " "atteint cette valeur." #: doc/classes/Camera2D.xml msgid "" "Right scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" "La limite droite de déplacement en pixels. La caméra s'arrête quand elle " "atteint cette valeur." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera smoothly stops when reaches its limits.\n" "This property has no effect if [member smoothing_enabled] is [code]false[/" "code].\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 msgid "" "Top scroll limit in pixels. The camera stops moving when reaching this value." msgstr "" "La limite haute de déplacement en pixels. La caméra s'arrête quand elle " "atteint cette valeur." #: doc/classes/Camera2D.xml msgid "" "The camera's offset, useful for looking around or camera shake animations." msgstr "" "Le décalage de la caméra, utilise pour regarder autour ou pour la faire " "trembler." #: doc/classes/Camera2D.xml msgid "" "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 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 msgid "The camera's process callback. See [enum Camera2DProcessMode]." msgstr "" "La méthode de mise à jour de la camera. Voir [enum Camera2DProcessMode]." #: doc/classes/Camera2D.xml #, fuzzy msgid "If [code]true[/code], the camera view rotates with the target." msgstr "Si [code]true[/code], le bouton \"add preset\" est activé." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera smoothly moves towards the target at " "[member smoothing_speed]." msgstr "" "Si [code]true[/code], la caméra se déplacement doucement vers la cible à la " "vitesse [member smoothing_speed]." #: doc/classes/Camera2D.xml 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 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 msgid "" "The camera's position is fixed so that the top-left corner is always at the " "origin." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera's position takes into account vertical/horizontal offsets and the " "screen size." msgstr "" "La position de la caméra prend en compte le décalage vertical et horizontal, " "et la taille de l'écran." #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "La caméra se met à jour avec le rappel [code]_physics_process[/code]." #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "La caméra se met à jour durant l'appel de [code]_process[/code]." #: doc/classes/CameraFeed.xml msgid "" "A camera feed gives you access to a single physical camera attached to your " "device." msgstr "" #: doc/classes/CameraFeed.xml 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. See also [CameraServer].\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 msgid "Returns the unique ID for this feed." msgstr "Retourne l'identifiant unique de ce flux." #: doc/classes/CameraFeed.xml #, fuzzy msgid "Returns the camera's name." msgstr "Renvoie le nom de l'élément." #: doc/classes/CameraFeed.xml msgid "Returns the position of camera on the device." msgstr "Retourne la position de la caméra sur cet appareil." #: doc/classes/CameraFeed.xml msgid "If [code]true[/code], the feed is active." msgstr "Si [code]true[/code], le flux est actif." #: doc/classes/CameraFeed.xml msgid "The transform applied to the camera's image." msgstr "La transformation appliquée à l'image de la camera." #: doc/classes/CameraFeed.xml msgid "No image set for the feed." msgstr "Aucune image définie pour le flux." #: doc/classes/CameraFeed.xml msgid "Feed supplies RGB images." msgstr "Le flux fournis des images au format RGB." #: doc/classes/CameraFeed.xml msgid "Feed supplies YCbCr images that need to be converted to RGB." msgstr "" "Le flux fournis des images au format YCbCr qui doivent être converties en " "RGB." #: doc/classes/CameraFeed.xml msgid "" "Feed supplies separate Y and CbCr images that need to be combined and " "converted to RGB." msgstr "" #: doc/classes/CameraFeed.xml msgid "Unspecified position." msgstr "Position non renseignée." #: doc/classes/CameraFeed.xml msgid "Camera is mounted at the front of the device." msgstr "La caméra est placée à l'avant de l'appareil." #: doc/classes/CameraFeed.xml msgid "Camera is mounted at the back of the device." msgstr "La caméra est placée à l'arrière de l'appareil." #: doc/classes/CameraServer.xml msgid "Server keeping track of different cameras accessible in Godot." msgstr "" "Le serveur garde la liste des différentes caméras accessibles dans Godot." #: doc/classes/CameraServer.xml 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.\n" "[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " "other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml #, fuzzy msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "Ajoute un [Shape2D] au propriétaire de la forme." #: doc/classes/CameraServer.xml msgid "Returns an array of [CameraFeed]s." msgstr "Retourne un tableau de [CameraFeed]s." #: doc/classes/CameraServer.xml #, fuzzy msgid "" "Returns the [CameraFeed] corresponding to the camera with the given " "[code]index[/code]." msgstr "Retourne la position du point à l'index [code]point[/code]." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "Retourne le nombre de [CameraFeed] enregistrés." #: doc/classes/CameraServer.xml msgid "Removes the specified camera [code]feed[/code]." msgstr "Supprime le flux de caméra [code]feed[/code] spécifié." #: doc/classes/CameraServer.xml #, fuzzy msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "Émis lorsqu'une interface est supprimée." #: doc/classes/CameraServer.xml #, fuzzy msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "Émis lorsqu'une interface est supprimée." #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "L’image de la caméra RGBA." #: doc/classes/CameraServer.xml msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" "L'image de la caméra au format [url=https://fr.wikipedia.org/wiki/" "YCbCr]YCbCr[/url]." #: doc/classes/CameraServer.xml msgid "The Y component camera image." msgstr "L’image de la caméra du composant Y." #: doc/classes/CameraServer.xml msgid "The CbCr component camera image." msgstr "L'image de la caméra du composant CbCr." #: doc/classes/CameraTexture.xml msgid "Texture provided by a [CameraFeed]." msgstr "Texture fournie par un [CameraFeed]." #: doc/classes/CameraTexture.xml 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 msgid "The ID of the [CameraFeed] for which we want to display the image." msgstr "" "L'identifiant du [CameraFeed] pour lequel la caméra doit être affichée." #: doc/classes/CameraTexture.xml msgid "" "Convenience property that gives access to the active property of the " "[CameraFeed]." msgstr "" #: doc/classes/CameraTexture.xml 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 msgid "Base class of anything 2D." msgstr "Classe de base de tout ce qui est 2D." #: doc/classes/CanvasItem.xml 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 doc/classes/CanvasLayer.xml #: doc/classes/InputEvent.xml doc/classes/Viewport.xml msgid "Viewport and canvas transforms" msgstr "" #: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml msgid "Custom drawing in 2D" msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Overridable function called by the engine (if defined) to draw the canvas " "item." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a unfilled arc between the given angles. The larger the value of " "[code]point_count[/code], the smoother the curve. See also [method " "draw_circle].\n" "[b]Note:[/b] Line drawing is not accelerated by batching if " "[code]antialiased[/code] is [code]true[/code].\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent lines and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedRegularPolygon2D node. That node relies on a texture with custom " "mipmaps to perform antialiasing. 2D batching is also still supported with " "those antialiased lines." msgstr "" #: doc/classes/CanvasItem.xml 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 msgid "" "Draws a colored, unfilled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" "libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then " "create an AntialiasedRegularPolygon2D node. That node relies on a texture " "with custom mipmaps to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a colored polygon of any amount of points, convex or concave. Unlike " "[method draw_polygon], a single color must be specified for the whole " "polygon.\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent polygons and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " "to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " "can be optionally antialiased. See also [method draw_multiline] and [method " "draw_polyline].\n" "[b]Note:[/b] Line drawing is not accelerated by batching if " "[code]antialiased[/code] is [code]true[/code].\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent lines and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedLine2D node. That node relies on a texture with custom mipmaps to " "perform antialiasing. 2D batching is also still supported with those " "antialiased lines." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for " "related documentation." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws multiple disconnected lines with a uniform [code]color[/code]. When " "drawing large amounts of lines, this is faster than using individual [method " "draw_line] calls. To draw interconnected lines, use [method draw_polyline] " "instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect. As a workaround, install the " "[url=https://github.com/godot-extended-libraries/godot-antialiased-" "line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D " "node. That node relies on a texture with custom mipmaps to perform " "antialiasing. 2D batching is also still supported with those antialiased " "lines." msgstr "" "Dessine des segments de ligne déconnectées avec color [code]width[/code] " "uniforme. Pour l'affichage de beaucoup de lignes, il est plus rapide de " "l'utiliser plutôt que faire plusieurs appels à [method draw_line]. Pour " "dessiner des lignes connectées, utilisez plutôt [method draw_polyline].\n" "[b]Note :[/b] [code]width[/code] and [code]antialiased[/code] ne sont " "actuellement pas implémentés et n'ont aucun effet. Pour corriger cela, " "installez le greffon [url=https://github.com/godot-extended-libraries/godot-" "antialiased-line2d]Antialiased Line2D[/url] et créez un nœud " "AntialiasedPolygon2D. Ce nœud utilise une texture avec différents niveaux de " "mipmap pour l'anti-crénelage. Le batching 2D est aussi supporté pour lignes " "avec anti-crénelage." #: doc/classes/CanvasItem.xml msgid "" "Draws multiple disconnected 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]. When drawing large " "amounts of lines, this is faster than using individual [method draw_line] " "calls. To draw interconnected lines, use [method draw_polyline_colors] " "instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect. As a workaround, install the " "[url=https://github.com/godot-extended-libraries/godot-antialiased-" "line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D " "node. That node relies on a texture with custom mipmaps to perform " "antialiasing. 2D batching is also still supported with those antialiased " "lines." msgstr "" "Dessine des segments de ligne interconnectés avec une [code]width[/code] " "uniforme et une coloration segment par segment. Les couleurs attribuées aux " "segments de ligne correspondent par index entre [code]points[/code] et " "[code]colors[/code].\n" "[b]Note :[/b] Le fonctionnement interne peut provoquer des problèmes de " "rendu de l'anti-crénelage lors de l'affichage de polygones transparents voir " "peut ne pas fonctionner sur certaines plateformes. Pour corriger cela, " "installez le greffon [url=https://github.com/godot-extended-libraries/godot-" "antialiased-line2d]Antialiased Line2D[/url] et créez un nœud " "AntialiasedPolygon2D. Ce nœud utilise une texture avec différents niveaux de " "mipmap pour l'anti-crénelage." #: doc/classes/CanvasItem.xml msgid "" "Draws a [MultiMesh] in 2D with the provided texture. See " "[MultiMeshInstance2D] for related documentation." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a solid polygon of any amount of points, convex or concave. Unlike " "[method draw_colored_polygon], each point's color can be changed " "individually. See also [method draw_polyline] and [method " "draw_polyline_colors].\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent polygons and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " "to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " "[code]width[/code] and optional antialiasing. When drawing large amounts of " "lines, this is faster than using individual [method draw_line] calls. To " "draw disconnected lines, use [method draw_multiline] instead. See also " "[method draw_polygon].\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent polygons and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " "to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" "code]. When drawing large amounts of lines, this is faster than using " "individual [method draw_line] calls. To draw disconnected lines, use [method " "draw_multiline_colors] instead. See also [method draw_polygon].\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent polygons and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " "to perform antialiasing." msgstr "" "Dessine des segments de ligne interconnectés avec une [code]width[/code] " "uniforme et une coloration segment par segment. Les couleurs attribuées aux " "segments de ligne correspondent par index entre [code]points[/code] et " "[code]colors[/code]. Pour l'affichage de beaucoup de lignes, il est plus " "rapide de l'utiliser plutôt que faire plusieurs appels à [method draw_line]. " "Pour dessiner des lignes déconnectées, utilisez plutôt [method " "draw_multiline_colors]. Voir aussi [method draw_polygon].\n" "[b]Note :[/b] Le fonctionnement interne peut provoquer des problèmes de " "rendu de l'anti-crénelage lors de l'affichage de polygones transparents voir " "peut ne pas fonctionner sur certaines plateformes. Pour corriger cela, " "installez le greffon [url=https://github.com/godot-extended-libraries/godot-" "antialiased-line2d]Antialiased Line2D[/url] et créez un nœud " "AntialiasedPolygon2D. Ce nœud utilise une texture avec différents niveaux de " "mipmap pour l'anti-crénelage." #: doc/classes/CanvasItem.xml 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. If 0 points or more than 4 points " "are specified, nothing will be drawn and an error message will be printed. " "See also [method draw_line], [method draw_polyline], [method draw_polygon], " "and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml 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 attempt to " "perform antialiasing using OpenGL line smoothing.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only " "effective if [code]filled[/code] is [code]false[/code].\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent polygons and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " "to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Sets a custom transform for drawing via components. Anything drawn " "afterwards will be transformed by this." msgstr "" "Définit une transformation personnalisée pour le dessin via des composants. " "Tout ce qui est dessiné par la suite sera transformé par cela." #: doc/classes/CanvasItem.xml msgid "" "Sets a custom transform for drawing via matrix. Anything drawn afterwards " "will be transformed by this." msgstr "" "Définit une transformation personnalisée pour le dessin via la matrice. Tout " "ce qui sera dessiné par la suite sera transformé par cela." #: doc/classes/CanvasItem.xml 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 msgid "Draws a styled rectangle." msgstr "Dessine un rectangle stylisé." #: doc/classes/CanvasItem.xml msgid "Draws a texture at a given position." msgstr "Dessine une texture à une position donnée." #: doc/classes/CanvasItem.xml 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 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 "" "Dessine une région rectangulaire texturée à une position donnée, " "éventuellement modulée par une couleur. Si [code]transpose[/code] est " "[code]true[/code], la texture aura ses coordonnées X et Y échangées." #: doc/classes/CanvasItem.xml doc/classes/Spatial.xml 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 "" "Force la transformation à mettre à jour. Les changements en physique du " "transform ne sont pas instantanés pour des raisons de performance. Les " "transformations sont accumulées puis définies. Utilisez-le si vous avez " "besoin d’une transformation à jour lorsque vous effectuez des opérations de " "physique." #: doc/classes/CanvasItem.xml msgid "Returns the [RID] of the [World2D] canvas where this item is in." msgstr "Retourne le [RID] de la toile [World2D] où cet élément se trouve." #: doc/classes/CanvasItem.xml msgid "Returns the canvas item RID used by [VisualServer] for this item." msgstr "" "Retourne le RID de l'élément de canevas utilisé par [VisualServer] pour cet " "élément." #: doc/classes/CanvasItem.xml msgid "Returns the transform matrix of this item's canvas." msgstr "Retourne la matrice de transformation de la toile de cet objet." #: doc/classes/CanvasItem.xml msgid "" "Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is " "in using the coordinate system of the [CanvasLayer]." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the global transform matrix of this item." msgstr "Retourne la matrice de transformation globale de cet élément." #: doc/classes/CanvasItem.xml msgid "" "Returns the global transform matrix of this item in relation to the canvas." msgstr "" "Retourne la matrice de transformation globale de cet élément par rapport à " "la toile." #: doc/classes/CanvasItem.xml msgid "" "Returns the mouse's position in this [CanvasItem] using the local coordinate " "system of this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the transform matrix of this item." msgstr "Retourne la matrice de transformation de cet élément." #: doc/classes/CanvasItem.xml msgid "Returns the viewport's boundaries as a [Rect2]." msgstr "Retourne le [Rect2] délimitant la fenêtre d'affichage." #: doc/classes/CanvasItem.xml msgid "Returns this item's transform in relation to the viewport." msgstr "" "Retourne la transformation de cet élément par rapport à la fenêtre " "d'affichage." #: doc/classes/CanvasItem.xml msgid "Returns the [World2D] where this item is in." msgstr "Retourne le [World2D] dans lequel est cet élément." #: doc/classes/CanvasItem.xml msgid "" "Hide the [CanvasItem] if it's currently visible. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if local transform notifications are communicated " "to children." msgstr "" "Retourne [code]true[/code] si les notification des transformations locales " "sont communiquées aux enfants." #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if the node is set as top-level. See [method " "set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if global transform notifications are communicated " "to children." msgstr "" "Retourne [code]true[/code] si les notification des transformations globales " "sont communiquées aux enfants." #: doc/classes/CanvasItem.xml doc/classes/Spatial.xml 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 msgid "Assigns [code]screen_point[/code] as this node's new local transform." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Transformations issued by [code]event[/code]'s inputs are applied in local " "space instead of global space." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" "i] inherit its transform from parent [CanvasItem]s. Its draw order will also " "be changed to make it draw on top of other [CanvasItem]s that are not set as " "top-level. The [CanvasItem] will effectively act as if it was placed as a " "child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]enable[/code] is [code]true[/code], this node will receive " "[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform " "changes." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]enable[/code] is [code]true[/code], this node will receive " "[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Show the [CanvasItem] if it's currently hidden. This is equivalent to " "setting [member visible] to [code]true[/code]. 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 msgid "" "Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be " "called on idle time to request redraw." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "" "Les claques de rendu où le [CanvasItem] est affecté par les nœuds [Light2D]." #: doc/classes/CanvasItem.xml msgid "The material applied to textures on this [CanvasItem]." msgstr "Le matériau appliqué aux textures de ce [CanvasItem]." #: doc/classes/CanvasItem.xml msgid "The color applied to textures on this [CanvasItem]." msgstr "La couleur appliquée aux textures de ce [CanvasItem]." #: doc/classes/CanvasItem.xml msgid "" "The color applied to textures on this [CanvasItem]. This is not inherited by " "children [CanvasItem]s." msgstr "" #: doc/classes/CanvasItem.xml msgid "If [code]true[/code], the object draws behind its parent." msgstr "Si [code]true[/code], l'objet est affiché derrière son parent." #: doc/classes/CanvasItem.xml msgid "If [code]true[/code], the object draws on top of its parent." msgstr "Si [code]true[/code], l'objet est affiché par dessus son parent." #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], the parent [CanvasItem]'s [member material] property " "is used as this one's material." msgstr "" #: doc/classes/CanvasItem.xml 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 msgid "" "Emitted when the [CanvasItem] must redraw. This can only be connected " "realtime, as deferred will not allow drawing." msgstr "" #: doc/classes/CanvasItem.xml msgid "Emitted when becoming hidden." msgstr "Émis en devenant caché." #: doc/classes/CanvasItem.xml 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 msgid "Emitted when the visibility (hidden/visible) changes." msgstr "Émis lorsque la visibilité (cachée / visible) change." #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "" "Mix blending mode. Colors are assumed to be independent of the alpha " "(opacity) value." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "Additive blending mode." msgstr "Mode de fusion additif." #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "Subtractive blending mode." msgstr "Mode de fusion soustractif." #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "Multiplicative blending mode." msgstr "Mode de fusion multiplicatif." #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "" "Mix blending mode. Colors are assumed to be premultiplied by the alpha " "(opacity) value." msgstr "" #: doc/classes/CanvasItem.xml 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 msgid "" "The [CanvasItem]'s global transform has changed. This notification is only " "received if enabled by [method set_notify_transform]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The [CanvasItem]'s local transform has changed. This notification is only " "received if enabled by [method set_notify_local_transform]." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] is requested to draw." msgstr "Le [CanvasItem] est demandé de dessiner." #: doc/classes/CanvasItem.xml msgid "The [CanvasItem]'s visibility has changed." msgstr "La visibilité du [CanvasItem] a changé." #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] has entered the canvas." msgstr "Le [CanvasItem] est entré dans le canevas." #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] has exited the canvas." msgstr "Le [CanvasItem] a quitté le canevas." #: doc/classes/CanvasItemMaterial.xml msgid "A material for [CanvasItem]s." msgstr "Un matériel pour les [CanvasItem]s." #: doc/classes/CanvasItemMaterial.xml 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 msgid "" "The manner in which a material's rendering is applied to underlying textures." msgstr "" "La manière dont le rendu du matériau est appliqué aux textures en-dessous." #: doc/classes/CanvasItemMaterial.xml msgid "The manner in which material reacts to lighting." msgstr "La façon dont le matériau réagit à la lumière." #: doc/classes/CanvasItemMaterial.xml 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 "" #: doc/classes/CanvasItemMaterial.xml 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 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 "" #: doc/classes/CanvasItemMaterial.xml 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 msgid "" "Render the material using both light and non-light sensitive material " "properties." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "Render the material as if there were no light." msgstr "Rend du matériau comme s'il n'y avait pas de lumière." #: doc/classes/CanvasItemMaterial.xml msgid "Render the material as if there were only light." msgstr "Rend du matériau comme s'il n'y avait que de la lumière." #: doc/classes/CanvasLayer.xml msgid "Canvas drawing layer." msgstr "Couche de dessin de toile." #: doc/classes/CanvasLayer.xml 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 msgid "Canvas layers" msgstr "Claques du canevas" #: doc/classes/CanvasLayer.xml msgid "Returns the RID of the canvas used by this layer." msgstr "Retourne le RID du canevas utilisé par ce calque." #: doc/classes/CanvasLayer.xml msgid "" "Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]true[/code]." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/" "code], uses the default viewport instead." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "Sets the layer to follow the viewport in order to simulate a pseudo 3D " "effect." msgstr "" #: doc/classes/CanvasLayer.xml 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 msgid "Layer index for draw order. Lower values are drawn first." msgstr "" "L'index des calques définit l'ordre d'affichage. Un index bas sera dessiné " "en premier." #: doc/classes/CanvasLayer.xml msgid "The layer's base offset." msgstr "Le décalage de base du calque." #: doc/classes/CanvasLayer.xml msgid "The layer's rotation in radians." msgstr "La rotation du calque en radians." #: doc/classes/CanvasLayer.xml msgid "The layer's rotation in degrees." msgstr "La rotation du calque en degrés." #: doc/classes/CanvasLayer.xml msgid "The layer's scale." msgstr "L'échelle du calque." #: doc/classes/CanvasLayer.xml msgid "The layer's transform." msgstr "Le transform du calque." #: doc/classes/CanvasLayer.xml msgid "" "If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be " "hidden.\n" "Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't " "propagated to underlying layers." msgstr "" #: doc/classes/CanvasLayer.xml #, fuzzy msgid "Emitted when visibility of the layer is changed. See [member visible]." msgstr "Émis lorsque le VisibilityNotifier3D quitte la vue d'un [Camera3D]." #: doc/classes/CanvasModulate.xml msgid "Tint the entire canvas." msgstr "Teindre toute la toile." #: doc/classes/CanvasModulate.xml msgid "" "[CanvasModulate] tints the canvas elements using its assigned [member color]." msgstr "" "Un [CanvasModulate] teintera les éléments d'un canevas selon sa [member " "color] assignée." #: doc/classes/CanvasModulate.xml msgid "The tint color to apply." msgstr "La couleur de la teinte à appliquer." #: doc/classes/CapsuleMesh.xml msgid "Class representing a capsule-shaped [PrimitiveMesh]." msgstr "Classe représentant une capsule en forme de [PrimitiveMesh]." #: doc/classes/CapsuleMesh.xml 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 msgid "Number of radial segments on the capsule mesh." msgstr "Le nombre de segments radiaux du maillage de la capsule." #: doc/classes/CapsuleMesh.xml msgid "Radius of the capsule mesh." msgstr "Rayon du maillage de la capsule." #: doc/classes/CapsuleMesh.xml msgid "Number of rings along the height of the capsule." msgstr "Le nombre d'anneau le long de la hauteur de la capsule." #: doc/classes/CapsuleShape.xml msgid "Capsule shape for collisions." msgstr "Forme de capsule pour des collisions." #: doc/classes/CapsuleShape.xml doc/classes/CapsuleShape2D.xml msgid "The capsule's height." msgstr "La hauteur de la capsule." #: doc/classes/CapsuleShape.xml doc/classes/CapsuleShape2D.xml msgid "The capsule's radius." msgstr "Le rayon de la capsule." #: doc/classes/CapsuleShape2D.xml msgid "Capsule shape for 2D collisions." msgstr "Forme de la capsule pour les collisions 2D." #: doc/classes/CenterContainer.xml msgid "Keeps children controls centered." msgstr "Garde les contrôles des enfants centrés." #: doc/classes/CenterContainer.xml msgid "" "CenterContainer keeps children controls centered. This container keeps all " "children to their minimum size, in the center." msgstr "" #: doc/classes/CenterContainer.xml msgid "" "If [code]true[/code], centers children relative to the [CenterContainer]'s " "top left corner." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "Controls how an individual character will be displayed in a [RichTextEffect]." msgstr "Contrôle le rendu d'un caractère individuel dans un [RichTextEffect]." #: doc/classes/CharFXTransform.xml msgid "" "By setting various properties on this object, you can control how individual " "characters will be displayed in a [RichTextEffect]." msgstr "" "En réglant les diverses propriétés de cet objet, il est possible de " "contrôler le rendu de caractères individuels dans un [RichTextEffect]." #: doc/classes/CharFXTransform.xml #, fuzzy msgid "" "The index of the current character (starting from 0) for the " "[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" "L'index du caractère actuel (commence à 0). Régler cette propriété n'affecte " "pas l'affichage." #: doc/classes/CharFXTransform.xml 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 "" "Le point de code Unicode utilisé par le caractère. Ceci n'a d'effet que pour " "les caractères qui ne sont pas des caractères d'espacement. [method " "@GDScript.ord] peut être utile ici. Par exemple, le code suivant remplace " "tous les caractères par des astérisques :\n" "[codeblock]\n" "# `char_fx` est le paramètre CharFXTransform dans `_process_custom_fx()`.\n" "# Pour plus de détails, consultez la documentation de RichTextEffect.\n" "char_fx.character = ord(\"*\")\n" "[/codeblock]" #: doc/classes/CharFXTransform.xml msgid "The color the character will be drawn with." msgstr "La couleur utilisée pour afficher le caractère." #: doc/classes/CharFXTransform.xml 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 "" "Le temps écoulé depuis que le [RichTextLabel] a été ajouté à l'arbre des " "scène (en secondes). Le temps s’arrête lorsque le projet est en pause (voir " "[member Node.pause_mode]). Le temps est réinitialisé quand le texte du " "[RichTextLabel] est changé.\n" "[b]Note :[/b] Le temps continue de s'écouler même quand le [RichTextLabel] " "est caché." #: doc/classes/CharFXTransform.xml 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 "" "Contient les arguments passés à la balise BBCode d'ouverture. Par défaut, " "les arguments sont des chaînes de caractères ; si leur contenu correspond à " "un type tel que [bool], [int] ou [float], ils sont automatiquement " "convertis. Les codes couleur de la forme [code]#rrvvbb[/code] ou [code]#rvb[/" "code] sont convertis en une couleur ([Color]) opaque. Les arguments ne " "doivent pas contenir d'espaces, même s'ils sont entre guillemets. Si il y en " "a, les guillemets seront également présents dans la chaîne de caractères " "finale.\n" "Par exemple, la balise BBCode d'ouverture [code][exemple foo=bonjour " "bar=true baz=42 color=#ffffff][/code] va correspondre au dictionnaire " "([Dictionary]) suivant :\n" "[codeblock]\n" "{\"foo\": \"bonjour\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" "[/codeblock]" #: doc/classes/CharFXTransform.xml msgid "The position offset the character will be drawn with (in pixels)." msgstr "" "Le décalage dans la position avec laquelle le caractère va être affiché (en " "pixels)." #: doc/classes/CharFXTransform.xml #, fuzzy msgid "" "The index of the current character (starting from 0) for this " "[RichTextEffect] custom block. Setting this property won't affect drawing." msgstr "" "L'index du caractère actuel (commence à 0). Régler cette propriété n'affecte " "pas l'affichage." #: doc/classes/CharFXTransform.xml 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 "" "Si [code]true[/code], le caractère sera affiché. Si [code]false[/code], le " "caractère sera caché. Les caractères autour des caractères cachés seront " "réorganisés pour prendre leur place. Si ce n'est pas ce qui est voulu, " "réglez leur couleur ([member color]) sur [code]Color(1, 1, 1, 0)[/code] à la " "place." #: doc/classes/CheckBox.xml msgid "Binary choice user interface widget. See also [CheckButton]." msgstr "Contrôle d'interface pour un choix binaire. Voir aussi [CheckButton]." #: doc/classes/CheckBox.xml 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 msgid "The [CheckBox] text's font color." msgstr "La couleur de la police du texte [CheckBox]." #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's disabled." msgstr "" "Le couleur de la police du texte de la [CheckBox] quand elle est désactivée." #: doc/classes/CheckBox.xml 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 msgid "The [CheckBox] text's font color when it's hovered." msgstr "" "Le couleur de la police du texte de la [CheckBox] quand elle est survolée." #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's hovered and pressed." msgstr "" "La couleur de la police du texte du [CheckBox] quand il est survolé ou " "appuyé." #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's pressed." msgstr "" "Le couleur de la police du texte de la [CheckBox] quand elle est appuyée." #: doc/classes/CheckBox.xml msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "" "Le décalage vertical utilisé pour le rendu des icônes des coches (en pixels)." #: doc/classes/CheckBox.xml msgid "The separation between the check icon and the text (in pixels)." msgstr "L'espace entre l'icône de la coche et le texte (en pixels)." #: doc/classes/CheckBox.xml msgid "The [Font] to use for the [CheckBox] text." msgstr "La [Font] à utiliser pour le texte du [CheckBox]." #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is checked." msgstr "L'icône de la coche à afficher quand la [CheckBox] est cochée." #: doc/classes/CheckBox.xml #, fuzzy msgid "The check icon to display when the [CheckBox] is checked and disabled." msgstr "Icône à afficher lorsque le [CheckButton] est coché et désactivé." #: doc/classes/CheckBox.xml msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is checked." msgstr "" #: doc/classes/CheckBox.xml msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is unchecked." msgstr "" #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is unchecked." msgstr "L'icône de la coche à afficher quand la [CheckBox] est décochée." #: doc/classes/CheckBox.xml #, fuzzy msgid "" "The check icon to display when the [CheckBox] is unchecked and disabled." msgstr "Icône à afficher lorsque le [CheckButton] est coché et désactivé." #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is disabled." msgstr "" "La [StyleBox] à afficher en arrière-plan quand la [CheckBox] est cochée." #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is focused." msgstr "" "La [StyleBox] à afficher en arrière-plan quand la [CheckBox] a le focus." #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered." msgstr "" "La [StyleBox] à afficher en arrière-plan quand la [CheckBox] est survolée." #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered and " "pressed." msgstr "" #: doc/classes/CheckBox.xml doc/classes/CheckButton.xml msgid "The [StyleBox] to display as a background." msgstr "Le [StyleBox] a affiché en arrière-plan." #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is pressed." msgstr "" "La [StyleBox] à afficher en arrière-plan quand la [CheckBox] est appuyée." #: doc/classes/CheckButton.xml msgid "Checkable button. See also [CheckBox]." msgstr "Bouton à cocher. Voir aussi [CheckBox]." #: doc/classes/CheckButton.xml 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 msgid "The [CheckButton] text's font color." msgstr "La couleur de la police du texte [CheckButton]." #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's disabled." msgstr "" "La couleur de la police du texte du [CheckButton] quand il est désactivé." #: doc/classes/CheckButton.xml msgid "" "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 msgid "The [CheckButton] text's font color when it's hovered." msgstr "" "La couleur de la police du texte du [CheckButton] quand il est survolé." #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's hovered and pressed." msgstr "" "La couleur de la police du texte du [CheckButton] quand il est survolé ou " "appuyé." #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's pressed." msgstr "La couleur de la police du texte du [CheckButton] quand il est appuyé." #: doc/classes/CheckButton.xml msgid "The vertical offset used when rendering the toggle icons (in pixels)." msgstr "" #: doc/classes/CheckButton.xml msgid "The separation between the toggle icon and the text (in pixels)." msgstr "" #: doc/classes/CheckButton.xml msgid "The [Font] to use for the [CheckButton] text." msgstr "La [Font] à utilisé pour le texte du [CheckButton]." #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is unchecked." msgstr "L'icône à afficher que le [CheckButton] est décoché." #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is unchecked and disabled." msgstr "" "L'icône à afficher quand le [CheckButton] est à la fois décoché et désactivé." #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is checked." msgstr "L'icône à afficher que le [CheckButton] est coché." #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is checked and disabled." msgstr "Icône à afficher lorsque le [CheckButton] est coché et désactivé." #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is disabled." msgstr "" "La [StyleBox] à afficher en arrière-plan quand la [CheckBox] est désactivée." #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is focused." msgstr "" "La [StyleBox] à afficher en arrière-plan quand le [CheckButton] a le focus." #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered." msgstr "" "La [StyleBox] à afficher en arrière-plan quand le [CheckButton] est survolé." #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered " "and pressed." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is pressed." msgstr "" "Le [StyleBox] qui s'affiche en arrière-plan lorsque l'on appuie sur le " "[CheckButton]." #: doc/classes/CircleShape2D.xml msgid "Circular shape for 2D collisions." msgstr "Forme circulaire pour les collisions en 2D." #: doc/classes/CircleShape2D.xml 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 msgid "The circle's radius." msgstr "Le rayon du cercle." #: doc/classes/ClassDB.xml msgid "Class information repository." msgstr "Dépôt d'information de classe." #: doc/classes/ClassDB.xml msgid "Provides access to metadata stored for every available class." msgstr "" "Fournis un accès au méta-données enregistrées dans chaque classe disponible." #: doc/classes/ClassDB.xml 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 msgid "Returns whether the specified [code]class[/code] is available or not." msgstr "Retourne si la [code]class[/code] spécifiée est disponible ou non." #: doc/classes/ClassDB.xml msgid "" "Returns a category associated with the class for use in documentation and " "the Asset Library. Debug mode required." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the keys in [code]enum[/code] of [code]class[/" "code] or its ancestry." msgstr "" #: doc/classes/ClassDB.xml #, fuzzy msgid "" "Returns an array with all the enums of [code]class[/code] or its ancestry." msgstr "Retourne si la [code]class[/code] spécifiée est disponible ou non." #: doc/classes/ClassDB.xml 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 msgid "" "Returns which enum the integer constant [code]name[/code] of [code]class[/" "code] or its ancestry belongs to." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns an array with the names all the integer constants of [code]class[/" "code] or its ancestry." msgstr "" #: doc/classes/ClassDB.xml 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 msgid "" "Returns the value of [code]property[/code] of [code]class[/code] or its " "ancestry." msgstr "" "Retourne la valeur de la propriété [code]property[/code] de la classe " "[code]class[/code] ou de ses parents." #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the properties of [code]class[/code] or its " "ancestry if [code]no_inheritance[/code] is [code]false[/code]." msgstr "" #: doc/classes/ClassDB.xml 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 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 msgid "" "Returns whether [code]class[/code] or its ancestry has an enum called " "[code]name[/code] or not." msgstr "" "Retourne si la [code]class[/code] ou ses parents ont une énumération nommée " "[code]name[/code] ou non." #: doc/classes/ClassDB.xml msgid "" "Returns whether [code]class[/code] or its ancestry has an integer constant " "called [code]name[/code] or not." msgstr "" #: doc/classes/ClassDB.xml 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 msgid "" "Returns whether [code]class[/code] or its ancestry has a signal called " "[code]signal[/code] or not." msgstr "" "Retourne quand [code]class[/code] ou ses parents ont un signal nommé " "[code]signal[/code] ou non." #: doc/classes/ClassDB.xml msgid "" "Sets [code]property[/code] value of [code]class[/code] to [code]value[/code]." msgstr "" "Définit la valeur de la [code]property[/code] de la [code]class[/code] à " "[code]value[/code]." #: doc/classes/ClassDB.xml msgid "Returns the names of all the classes available." msgstr "Retourne le nom de toutes les classes disponibles." #: doc/classes/ClassDB.xml msgid "" "Returns the names of all the classes that directly or indirectly inherit " "from [code]class[/code]." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns the parent class of [code]class[/code]." msgstr "Retourne la classe parente de [code]class[/code]." #: doc/classes/ClassDB.xml msgid "Creates an instance of [code]class[/code]." msgstr "Crée une instance de [code]class[/code]." #: doc/classes/ClassDB.xml msgid "Returns whether this [code]class[/code] is enabled or not." msgstr "Retourne quand cette [code]class[/code] est active ou pas." #: doc/classes/ClassDB.xml msgid "" "Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] " "or not." msgstr "" "Retourne si [code]class[/code] hérite de la classe [code]inherits[/code] ou " "non." #: doc/classes/ClippedCamera.xml msgid "A [Camera] that includes collision." msgstr "Une [Camera] qui inclut la collision." #: doc/classes/ClippedCamera.xml 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 msgid "" "Adds a collision exception so the camera does not collide with the specified " "node." msgstr "" "Ajoute une exception de collision pour que la caméra n'entre pas en " "collision avec le nœud spécifié." #: doc/classes/ClippedCamera.xml msgid "" "Adds a collision exception so the camera does not collide with the specified " "[RID]." msgstr "" "Ajoute une exception de collision pour que la caméra n'entre pas en " "collision avec le [RID] spécifié." #: doc/classes/ClippedCamera.xml msgid "Removes all collision exceptions." msgstr "Supprime toutes les exceptions de collision." #: doc/classes/ClippedCamera.xml msgid "Returns the distance the camera has been offset due to a collision." msgstr "" "Retourne la distance de la caméra qui a été décalée à cause de la collision." #: doc/classes/ClippedCamera.xml msgid "" "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 msgid "Removes a collision exception with the specified node." msgstr "Retire une exception de collision avec le nœud spécifié." #: doc/classes/ClippedCamera.xml msgid "Removes a collision exception with the specified [RID]." msgstr "Retire une exception de collision avec le [RID] spécifié." #: doc/classes/ClippedCamera.xml 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 msgid "If [code]true[/code], the camera stops on contact with [Area]s." msgstr "" "Si [code]true[/code], la caméra s'arrête lors des collisions avec les [Area]." #: doc/classes/ClippedCamera.xml msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s." msgstr "" "Si [code]true[/code], la caméra s'arrête lors des collisions avec les " "[PhysicsBody]." #: doc/classes/ClippedCamera.xml msgid "" "The camera's collision mask. Only objects in at least one collision layer " "matching the mask will be detected. See [url=$DOCS_URL/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 msgid "" "The camera's collision margin. The camera can't get closer than this " "distance to a colliding object." msgstr "" #: doc/classes/ClippedCamera.xml msgid "The camera's process callback. See [enum ProcessMode]." msgstr "La méthode de mise à jour de la camera. Voir [enum ProcessMode]." #: doc/classes/CollisionObject.xml msgid "Base node for collision objects." msgstr "Nœud de base pour les objets de collision." #: doc/classes/CollisionObject.xml 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 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 doc/classes/CollisionObject2D.xml 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 doc/classes/CollisionObject2D.xml msgid "" "Returns whether or not the specified [code]bit[/code] of the [member " "collision_layer] is set." msgstr "" "Retourne quand le [code]bit[/code] spécifié de [member collision_layer] est " "défini." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" "Returns whether or not the specified [code]bit[/code] of the [member " "collision_mask] is set." msgstr "" "Retourne quand le [code]bit[/code] spécifié de [member collision_mask] est " "défini." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml #: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "Retourne le [RID] de l'objet." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml 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 doc/classes/CollisionObject2D.xml msgid "If [code]true[/code], the shape owner and its shapes are disabled." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Removes the given shape owner." msgstr "Supprime le propriétaire de la forme donnée." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml 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 doc/classes/CollisionObject2D.xml 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 doc/classes/CollisionObject2D.xml msgid "Returns the [code]owner_id[/code] of the given shape." msgstr "Retourne le [code]owner_id[/code] de la forme spécifiée." #: doc/classes/CollisionObject.xml msgid "Adds a [Shape] to the shape owner." msgstr "Ajoute une [Shape2D] au propriétaire de la forme." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Removes all shapes from the shape owner." msgstr "Enlève toutes les formes au propriétaire de la forme." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Returns the parent object of the given shape owner." msgstr "Retourne l'objet parent du propriétaire de la forme spécifié." #: doc/classes/CollisionObject.xml #, fuzzy msgid "Returns the [Shape] with the given id from the given shape owner." msgstr "Retourne le [RID] de la énième forme d'une zone." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Returns the number of shapes the given shape owner contains." msgstr "Retourne le nombre de formes que le propriétaire de forme contient." #: doc/classes/CollisionObject.xml #, fuzzy msgid "" "Returns the child index of the [Shape] with the given id from the given " "shape owner." msgstr "Retourne la liste de tous les nœuds du shader avec le type spécifié." #: doc/classes/CollisionObject.xml msgid "Returns the shape owner's [Transform]." msgstr "Retourne le [Transform] du propriétaire de la forme." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Removes a shape from the given shape owner." msgstr "Retire la forme du propriétaire de forme donné." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "If [code]true[/code], disables the given shape owner." msgstr "Si [code]true[/code], désactive le propriétaire spécifié de la forme." #: doc/classes/CollisionObject.xml msgid "Sets the [Transform] of the given shape owner." msgstr "Définit la [Transform] du propriétaire de forme spécifié." #: doc/classes/CollisionObject.xml 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=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/CollisionObject.xml msgid "" "The physics layers this CollisionObject3D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] A contact is detected if object A is in any of the layers that " "object B scans, or object B is in any layers that object A scans. See " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/CollisionObject.xml 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 doc/classes/CollisionObject2D.xml 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 [member collision_layer] bit to be set." msgstr "" #: doc/classes/CollisionObject.xml 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 msgid "Emitted when the mouse pointer enters any of this object's shapes." msgstr "Émis quand le curseur entre dans n'importe quelle forme de l'objet." #: doc/classes/CollisionObject.xml msgid "Emitted when the mouse pointer exits all this object's shapes." msgstr "" "Émis quand le curseur de la souris quitte toutes les formes de cet objets." #: doc/classes/CollisionObject2D.xml msgid "Base node for 2D collision objects." msgstr "Nœud de base pour objets de collision 2D." #: doc/classes/CollisionObject2D.xml 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.\n" "[b]Note:[/b] Only collisions between objects within the same canvas " "([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " "collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml 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 msgid "" "Returns the [code]one_way_collision_margin[/code] of the shape owner " "identified by given [code]owner_id[/code]." msgstr "" "Retourne la [code]one_way_collision_margin[/code] du propriétaire de la " "forme identifié par le [code]owner_id[/code] spécifié." #: doc/classes/CollisionObject2D.xml msgid "" "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 msgid "Adds a [Shape2D] to the shape owner." msgstr "Ajoute un [Shape2D] au propriétaire de la forme." #: doc/classes/CollisionObject2D.xml msgid "Returns the [Shape2D] with the given id from the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Returns the child index of the [Shape2D] with the given id from the given " "shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Returns the shape owner's [Transform2D]." msgstr "Retourne le [Transform2D] du propriétaire de la forme." #: doc/classes/CollisionObject2D.xml 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 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 msgid "Sets the [Transform2D] of the given shape owner." msgstr "Définit la [Transform2D] du propriétaire de forme spécifié." #: doc/classes/CollisionObject2D.xml 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=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "The physics layers this CollisionObject2D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] A contact is detected if object A is in any of the layers that " "object B scans, or object B is in any layers that object A scans. See " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/CollisionObject2D.xml 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 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 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 msgid "Editor-only class for defining a collision polygon in 3D space." msgstr "" "Une classe exclusive à l'éditeur pour définir un polygone de collision en 3D." #: doc/classes/CollisionPolygon.xml 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 msgid "" "Length that the resulting collision extends in either direction " "perpendicular to its polygon." msgstr "" #: doc/classes/CollisionPolygon.xml msgid "If [code]true[/code], no collision will be produced." msgstr "Si [code]true[/code], aucune collision ne sera produite." #: doc/classes/CollisionPolygon.xml msgid "" "The collision margin for the generated [Shape]. See [member Shape.margin] " "for more details." msgstr "" #: doc/classes/CollisionPolygon.xml 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 msgid "Defines a 2D collision polygon." msgstr "Définit un polygone de collision 2D." #: doc/classes/CollisionPolygon2D.xml 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 msgid "Collision build mode. Use one of the [enum BuildMode] constants." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "If [code]true[/code], no collisions will be detected." msgstr "Si [code]true[/code], aucune collision ne sera détectée." #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " "[CollisionPolygon2D]'s rotation, will collide with other objects.\n" "[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " "child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml 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 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 msgid "Collisions will include the polygon and its contained area." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "Collisions will only include the polygon edges." msgstr "Les collisions n'incluront que les bords du polygone." #: doc/classes/CollisionShape.xml msgid "Node that represents collision shape data in 3D space." msgstr "" "Nœud qui représente les données de forme de collision dans l’espace 3D." #: doc/classes/CollisionShape.xml 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 doc/classes/CollisionShape2D.xml #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/Physics2DDirectSpaceState.xml #: doc/classes/PhysicsDirectBodyState.xml #: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml msgid "Physics introduction" msgstr "Introduction à la physique" #: doc/classes/CollisionShape.xml msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance] siblings geometry." msgstr "" "Définit la forme de la forme de collision à l’ajout de toutes ses géométries " "de frères et sœurs [MeshInstance3D] convexes ." #: doc/classes/CollisionShape.xml msgid "" "If this method exists within a script it will be called whenever the shape " "resource has been modified." msgstr "" "Si cette méthode existe dans un script, elle sera appelée chaque fois que la " "ressource de forme aura été modifiée." #: doc/classes/CollisionShape.xml msgid "A disabled collision shape has no effect in the world." msgstr "Une forme de collision désactivée n’a aucun effet dans le monde." #: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml msgid "The actual shape owned by this collision shape." msgstr "La forme réelle appartenant à cette forme de collision." #: doc/classes/CollisionShape2D.xml msgid "Node that represents collision shape data in 2D space." msgstr "" #: doc/classes/CollisionShape2D.xml 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 doc/classes/KinematicBody2D.xml #: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml msgid "2D Kinematic Character Demo" msgstr "Démo de caractère cinétique 2D" #: doc/classes/CollisionShape2D.xml #, fuzzy msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." msgstr "Une forme de collision désactivée n’a aucun effet dans le monde." #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " "(top or bottom).\n" "[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " "child of an [Area2D] node." msgstr "" "Définit si cette forme de collision doit uniquement détecter la collision " "sur un côté (en haut ou en bas).\n" "[b]Note :[/b] Cette propriété n'a aucun effet si cette [CollisionShape2D] " "est un enfant d'un nœud [Area2D]." #: doc/classes/CollisionShape2D.xml 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 "" "La marge utilisée pour une collision à sens unique (en pixels). Des valeurs " "plus élevées rendent la forme plus épaisse et fonctionnent mieux pour les " "collisionneurs qui entrent dans la forme à grande vitesse." #: doc/classes/Color.xml msgid "Color in RGBA format using floats on the range of 0 to 1." msgstr "" "Une couleur au format RGBA utilisant des flottants dans l'intervalle 0 à 1." #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " "alpha component is often used for opacity. 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 doc/classes/ColorPickerButton.xml msgid "2D GD Paint Demo" msgstr "" #: doc/classes/Color.xml doc/classes/ColorPicker.xml msgid "Tween Demo" msgstr "Démo des Tween" #: doc/classes/Color.xml doc/classes/ColorPickerButton.xml msgid "GUI Drag And Drop Demo" msgstr "Démo de l'interface de déposer-glisser" #: doc/classes/Color.xml 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 "" "Construit une couleur à partir d'un code HTML hexadécimal au format ARGB ou " "RGB. Voir aussi [method @GDScript.ColorN].\n" "[codeblock]\n" "# Chaque couleur créé aura la même couleur RGBA(178, 217, 10, 255).\n" "var c1 = Color(\"#ffb2d90a\") # Au format ARGB avec \"#\".\n" "var c2 = Color(\"ffb2d90a\") # Au format ARGB.\n" "var c3 = Color(\"#b2d90a\") # Au format RGB avec \"#\".\n" "var c4 = Color(\"b2d90a\") # Au format RGB.\n" "[/codeblock]" #: doc/classes/Color.xml 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 "" "Construit une couleur à partir d'un entier de 32 bits au format RGBA (chaque " "octet représente un canal de couleur).\n" "[codeblock]\n" "var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" #: doc/classes/Color.xml 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 "" "Construit une couleur à partir de valeurs RVB, entre 0 et 1. La valeur alpha " "sera toujours à 1.\n" "[codeblock]\n" "var color = Color(0.2, 1.0, 0.7) # Equivalent à Color8(51, 255, 178, 255)\n" "[/codeblock]" #: doc/classes/Color.xml 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 "" "Construit une couleur à partir de valeur RVB, entre 0 et 1.\n" "[codeblock]\n" "var color = Color(0.2, 1.0, 0.7) # Équivalent à Color8(51, 255, 178, 255)\n" "[/codeblock]" #: doc/classes/Color.xml 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 "" "Retourne une nouvelle couleur résultant du mélanger de cette couleur avec " "une autre. Si la couleur est opaque, le résultat est aussi opaque. La " "deuxième couleur peut avoir une certaine opacité.\n" "[codeblock]\n" "var bg = Color(0.0, 1.0, 0.0, 0.5) # Vert avec 50% d'opacité\n" "var fg = Color(1.0, 0.0, 0.0, 0.5) # Rouge avec 50% d'opacité\n" "var blended_color = bg.blend(fg) # Marron avec 75% d'opacité\n" "[/codeblock]" #: doc/classes/Color.xml 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 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 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 "" "Construit une couleur à partir d’un profil HSV. [code]h[/code], [code]s[/" "code], et [code]v[/code] sont des valeurs comprises entre 0 et 1.\n" "[codeblock]\n" "var c = Color.from_hsv(0,58, 0,5, 0,79, 0,8) # Équivalent au HSV (210, 50, " "79, 0,8) ou au Color8 (100, 151, 201, 0,8)\n" "[/codeblock]" #: doc/classes/Color.xml msgid "" "Returns the luminance of the color in the [code][0.0, 1.0][/code] range.\n" "This is useful when determining light or dark color. Colors with a luminance " "smaller than 0.5 can be generally considered dark." msgstr "" #: doc/classes/Color.xml 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 "" "Retourne la représentation en niveaux de gris.\n" "La valeur de gris est calculé avec [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]" #: doc/classes/Color.xml 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 "" "Retourne la couleur inversée [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 () # Équivalent à Color(0.7, 0.6, 0.1)\n" "[/codeblock]" #: doc/classes/Color.xml 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 "" "Retourne [code]true[/code] si cette couleur et [code]color[/code] sont " "approximativement égales, en exécutant [method @GDScript.is_equal_approx] " "sur chaque composant." #: doc/classes/Color.xml 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 "" "Retourne une nouvelle couleur résultant de l'éclaircissement de cette " "couleur selon le pourcentage spécifié (rapport de 0 à 1).\n" "[codeblock]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var lightgreen = green.lightened(0.2) # 20% plus clair que le vert normal\n" "[/codeblock]" #: doc/classes/Color.xml 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 "" "Retourne l'interpolation linéaire avec une autre couleur. Le facteur " "d'interpolation [code]weight[/code] est compris entre 0 et 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]" #: doc/classes/Color.xml 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 "" "Retourne l'entier 32 bits de la couleur au format ABGR (chaque octet " "représente un composant du profil ABGR). ABGR est la version inversée du " "format par défaut.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr32()) # Affiche 4281565439\n" "[/codeblock]" #: doc/classes/Color.xml 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 "" "Retourne l'entier 64 bits de la couleur au format ABGR (chaque mot " "représente un composant du profil ABGR). ABGR est la version inversée du " "format par défaut.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr64()) # Affiche -225178692812801\n" "[/codeblock]" #: doc/classes/Color.xml 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 "" "Retourne l'entier 32 bits de la couleur au format ABGR (chaque octet " "représente un composant du profil ABGR). ARGB est plus compatible avec " "DirectX.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr32()) # Affiche 4281565439\n" "[/codeblock]" #: doc/classes/Color.xml 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 "" "Retourne l'entier 64 bits de la couleur au format ABGR (chaque mot " "représente un composant du profil ABGR). ABGR est plus compatible avec " "DirectX.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr64()) # Affiche -2147470541\n" "[/codeblock]" #: doc/classes/Color.xml 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 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 "" "Retourne la couleur convertie en un entier 32 bits au format RGBA (chaque " "octet représente un composant). Le format RGBA est le format par défaut de " "Godot.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba32()) # Imprime 4281565439\n" "[/codeblock]" #: doc/classes/Color.xml 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 "" "Retourne l'entier 64 bits de la couleur au format RGBA (chaque mot " "représente un composant du profil RGBA). RGBA est le format par défaut de " "Godot.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba64()) # Imprime -140736629309441\n" "[/codeblock]" #: doc/classes/Color.xml msgid "" "The color's alpha component, typically on the range of 0 to 1. A value of 0 " "means that the color is fully transparent. A value of 1 means that the color " "is fully opaque." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1." msgstr "" "Raccourci pour le [member a] qui utilise l'intervalle de 0 à 255 plutôt que " "de 0 à 1." #: doc/classes/Color.xml msgid "The color's blue component, typically on the range of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1." msgstr "" "Raccourci pour le [member b] qui utilise l'intervalle de 0 à 255 plutôt que " "de 0 à 1." #: doc/classes/Color.xml msgid "The color's green component, typically on the range of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1." msgstr "" "Raccourci pour le [member g] qui utilise l'intervalle de 0 à 255 plutôt que " "de 0 à 1." #: doc/classes/Color.xml msgid "The HSV hue of this color, on the range 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The color's red component, typically on the range of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1." msgstr "" "Raccourci pour le [member r] qui utilise l'intervalle de 0 à 255 plutôt que " "de 0 à 1." #: doc/classes/Color.xml msgid "The HSV saturation of this color, on the range 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The HSV value (brightness) of this color, on the range 0 to 1." msgstr "La valeur HSV (luminosité) de cette couleur, sur la plage 0 à 1." #: doc/classes/Color.xml msgid "Alice blue color." msgstr "Couleur bleu Alice." #: doc/classes/Color.xml msgid "Antique white color." msgstr "Couleur blanc antique." #: doc/classes/Color.xml #, fuzzy msgid "Aqua color." msgstr "Couleur aqua." #: doc/classes/Color.xml #, fuzzy msgid "Aquamarine color." msgstr "Couleur aigue-marine." #: doc/classes/Color.xml msgid "Azure color." msgstr "Couleur azur." #: doc/classes/Color.xml msgid "Beige color." msgstr "Couleur beige." #: doc/classes/Color.xml msgid "Bisque color." msgstr "Couleur bisque." #: doc/classes/Color.xml msgid "Black color." msgstr "Couleur noire." #: doc/classes/Color.xml msgid "Blanche almond color." msgstr "Couleur amande blanche." #: doc/classes/Color.xml msgid "Blue color." msgstr "Couleur bleue." #: doc/classes/Color.xml msgid "Blue violet color." msgstr "Couleur bleu violet." #: doc/classes/Color.xml msgid "Brown color." msgstr "Couleur marron." #: doc/classes/Color.xml msgid "Burly wood color." msgstr "Couleur bois robuste." #: doc/classes/Color.xml msgid "Cadet blue color." msgstr "Couleur bleu cadet." #: doc/classes/Color.xml msgid "Chartreuse color." msgstr "Couleur chartreuse." #: doc/classes/Color.xml msgid "Chocolate color." msgstr "Couleur chocolat." #: doc/classes/Color.xml msgid "Coral color." msgstr "Couleur corail." #: doc/classes/Color.xml msgid "Cornflower color." msgstr "Couleur bleuet." #: doc/classes/Color.xml msgid "Corn silk color." msgstr "Couleur soie de maïs." #: doc/classes/Color.xml msgid "Crimson color." msgstr "Couleur cramoisie." #: doc/classes/Color.xml msgid "Cyan color." msgstr "Couleur cyan." #: doc/classes/Color.xml msgid "Dark blue color." msgstr "Couleur bleu foncé." #: doc/classes/Color.xml msgid "Dark cyan color." msgstr "Couleur cyan foncé." #: doc/classes/Color.xml #, fuzzy msgid "Dark goldenrod color." msgstr "Couleur verge d'or foncé." #: doc/classes/Color.xml msgid "Dark gray color." msgstr "Couleur gris foncé." #: doc/classes/Color.xml msgid "Dark green color." msgstr "Couleur vert foncé." #: doc/classes/Color.xml msgid "Dark khaki color." msgstr "Couleur kaki foncé." #: doc/classes/Color.xml msgid "Dark magenta color." msgstr "Couleur magenta foncé." #: doc/classes/Color.xml msgid "Dark olive green color." msgstr "Couleur vert olive foncé." #: doc/classes/Color.xml msgid "Dark orange color." msgstr "Couleur orange foncé." #: doc/classes/Color.xml msgid "Dark orchid color." msgstr "Couleur orchidée foncée." #: doc/classes/Color.xml msgid "Dark red color." msgstr "Couleur rouge foncé." #: doc/classes/Color.xml msgid "Dark salmon color." msgstr "Couleur saumon foncé." #: doc/classes/Color.xml msgid "Dark sea green color." msgstr "Couleur vert mer foncé." #: doc/classes/Color.xml msgid "Dark slate blue color." msgstr "Couleur bleu ardoise foncé." #: doc/classes/Color.xml msgid "Dark slate gray color." msgstr "Couleur gris ardoise foncé." #: doc/classes/Color.xml msgid "Dark turquoise color." msgstr "Couleur turquoise foncé." #: doc/classes/Color.xml msgid "Dark violet color." msgstr "Couleur violet foncé." #: doc/classes/Color.xml msgid "Deep pink color." msgstr "Couleur rose foncé." #: doc/classes/Color.xml msgid "Deep sky blue color." msgstr "Couleur bleu ciel profond." #: doc/classes/Color.xml msgid "Dim gray color." msgstr "Couleur gris pâle." #: doc/classes/Color.xml #, fuzzy msgid "Dodger blue color." msgstr "Couleur bleue Dodger." #: doc/classes/Color.xml msgid "Firebrick color." msgstr "Couleur de brique feu." #: doc/classes/Color.xml msgid "Floral white color." msgstr "Couleur blanche florale." #: doc/classes/Color.xml msgid "Forest green color." msgstr "Couleur vert forêt." #: doc/classes/Color.xml msgid "Fuchsia color." msgstr "Couleur fuchsia." #: doc/classes/Color.xml #, fuzzy msgid "Gainsboro color." msgstr "Couleur Gainsboro." #: doc/classes/Color.xml msgid "Ghost white color." msgstr "Couleur blanc fantôme." #: doc/classes/Color.xml msgid "Gold color." msgstr "Couleur or." #: doc/classes/Color.xml #, fuzzy msgid "Goldenrod color." msgstr "Couleur verge d'or." #: doc/classes/Color.xml msgid "Gray color." msgstr "Couleur grise." #: doc/classes/Color.xml msgid "Green color." msgstr "Couleur verte." #: doc/classes/Color.xml msgid "Green yellow color." msgstr "Couleur jaune verte." #: doc/classes/Color.xml msgid "Honeydew color." msgstr "Couleur miel." #: doc/classes/Color.xml msgid "Hot pink color." msgstr "Couleur rose vif." #: doc/classes/Color.xml msgid "Indian red color." msgstr "Couleur rouge indienne." #: doc/classes/Color.xml msgid "Indigo color." msgstr "Couleur indigo." #: doc/classes/Color.xml msgid "Ivory color." msgstr "Couleur ivoire." #: doc/classes/Color.xml msgid "Khaki color." msgstr "Couleur kaki." #: doc/classes/Color.xml msgid "Lavender color." msgstr "Couleur lavande." #: doc/classes/Color.xml msgid "Lavender blush color." msgstr "Couleur blush lavande." #: doc/classes/Color.xml msgid "Lawn green color." msgstr "Couleur vert pelouse." #: doc/classes/Color.xml msgid "Lemon chiffon color." msgstr "Couleur mousseline citron." #: doc/classes/Color.xml msgid "Light blue color." msgstr "Couleur bleu clair." #: doc/classes/Color.xml msgid "Light coral color." msgstr "Couleur corail clair." #: doc/classes/Color.xml msgid "Light cyan color." msgstr "Couleur cyan clair." #: doc/classes/Color.xml msgid "Light goldenrod color." msgstr "Couleur verge d'or clair." #: doc/classes/Color.xml msgid "Light gray color." msgstr "Couleur gris clair." #: doc/classes/Color.xml msgid "Light green color." msgstr "Couleur vert clair." #: doc/classes/Color.xml msgid "Light pink color." msgstr "Couleur rose clair." #: doc/classes/Color.xml msgid "Light salmon color." msgstr "Couleur saumon clair." #: doc/classes/Color.xml msgid "Light sea green color." msgstr "Couleur vert mer clair." #: doc/classes/Color.xml msgid "Light sky blue color." msgstr "Couleur bleu ciel clair." #: doc/classes/Color.xml msgid "Light slate gray color." msgstr "Couleur gris ardoise clair." #: doc/classes/Color.xml msgid "Light steel blue color." msgstr "Couleur bleu acier clair." #: doc/classes/Color.xml msgid "Light yellow color." msgstr "Couleur jaune clair." #: doc/classes/Color.xml msgid "Lime color." msgstr "Couleur citron vert." #: doc/classes/Color.xml msgid "Lime green color." msgstr "Couleur vert citron." #: doc/classes/Color.xml msgid "Linen color." msgstr "Couleur lin." #: doc/classes/Color.xml msgid "Magenta color." msgstr "Couleur magenta." #: doc/classes/Color.xml msgid "Maroon color." msgstr "Couleur marron." #: doc/classes/Color.xml #, fuzzy msgid "Medium aquamarine color." msgstr "Couleur bleu-marin moyenne." #: doc/classes/Color.xml msgid "Medium blue color." msgstr "Couleur bleu moyen." #: doc/classes/Color.xml msgid "Medium orchid color." msgstr "Couleur orchidée moyenne." #: doc/classes/Color.xml msgid "Medium purple color." msgstr "Couleur violette moyenne." #: doc/classes/Color.xml msgid "Medium sea green color." msgstr "Couleur vert mer moyen." #: doc/classes/Color.xml msgid "Medium slate blue color." msgstr "Couleur bleu ardoise moyen." #: doc/classes/Color.xml msgid "Medium spring green color." msgstr "Couleur vert printemps moyen." #: doc/classes/Color.xml msgid "Medium turquoise color." msgstr "Couleur turquoise moyenne." #: doc/classes/Color.xml msgid "Medium violet red color." msgstr "Couleur rouge violet moyen." #: doc/classes/Color.xml msgid "Midnight blue color." msgstr "Couleur bleu nuit." #: doc/classes/Color.xml msgid "Mint cream color." msgstr "Couleur crème menthe." #: doc/classes/Color.xml msgid "Misty rose color." msgstr "Couleur rose brumeuse." #: doc/classes/Color.xml msgid "Moccasin color." msgstr "Couleur mocassin." #: doc/classes/Color.xml msgid "Navajo white color." msgstr "Couleur blanche Navajo." #: doc/classes/Color.xml msgid "Navy blue color." msgstr "Couleur bleu marine." #: doc/classes/Color.xml msgid "Old lace color." msgstr "Couleur vieille dentelle." #: doc/classes/Color.xml msgid "Olive color." msgstr "Couleur olive." #: doc/classes/Color.xml msgid "Olive drab color." msgstr "Couleur olive terne." #: doc/classes/Color.xml msgid "Orange color." msgstr "Couleur orange." #: doc/classes/Color.xml msgid "Orange red color." msgstr "Couleur rouge orangé." #: doc/classes/Color.xml msgid "Orchid color." msgstr "Couleur d’orchidée." #: doc/classes/Color.xml #, fuzzy msgid "Pale goldenrod color." msgstr "Couleur verge d'or pâle." #: doc/classes/Color.xml msgid "Pale green color." msgstr "Couleur vert pâle." #: doc/classes/Color.xml msgid "Pale turquoise color." msgstr "Couleur turquoise pâle." #: doc/classes/Color.xml msgid "Pale violet red color." msgstr "Couleur rouge violet pâle." #: doc/classes/Color.xml msgid "Papaya whip color." msgstr "Couleur de fouet de papaye." #: doc/classes/Color.xml msgid "Peach puff color." msgstr "Couleur pêche bouffie." #: doc/classes/Color.xml msgid "Peru color." msgstr "Couleur du Pérou." #: doc/classes/Color.xml msgid "Pink color." msgstr "Couleur rose." #: doc/classes/Color.xml msgid "Plum color." msgstr "Couleur prune." #: doc/classes/Color.xml msgid "Powder blue color." msgstr "Couleur bleu poudre." #: doc/classes/Color.xml msgid "Purple color." msgstr "Couleur violette." #: doc/classes/Color.xml #, fuzzy msgid "Rebecca purple color." msgstr "Couleur violette Rebecca." #: doc/classes/Color.xml msgid "Red color." msgstr "Couleur rouge." #: doc/classes/Color.xml msgid "Rosy brown color." msgstr "Couleur brun rosé." #: doc/classes/Color.xml msgid "Royal blue color." msgstr "Couleur bleu royal." #: doc/classes/Color.xml msgid "Saddle brown color." msgstr "Couleur marron selle." #: doc/classes/Color.xml msgid "Salmon color." msgstr "Couleur saumon." #: doc/classes/Color.xml msgid "Sandy brown color." msgstr "Couleur brun sable." #: doc/classes/Color.xml msgid "Sea green color." msgstr "Couleur vert mer." #: doc/classes/Color.xml msgid "Seashell color." msgstr "Couleur coquillage." #: doc/classes/Color.xml #, fuzzy msgid "Sienna color." msgstr "Couleur Sienne." #: doc/classes/Color.xml msgid "Silver color." msgstr "Couleur argent." #: doc/classes/Color.xml msgid "Sky blue color." msgstr "Couleur bleu ciel." #: doc/classes/Color.xml msgid "Slate blue color." msgstr "Couleur bleu ardoise." #: doc/classes/Color.xml msgid "Slate gray color." msgstr "Couleur gris ardoise." #: doc/classes/Color.xml msgid "Snow color." msgstr "Couleur neige." #: doc/classes/Color.xml msgid "Spring green color." msgstr "Couleur vert printanier." #: doc/classes/Color.xml msgid "Steel blue color." msgstr "Couleur bleu acier." #: doc/classes/Color.xml msgid "Tan color." msgstr "Couleur fauve." #: doc/classes/Color.xml msgid "Teal color." msgstr "Couleur sarcelle." #: doc/classes/Color.xml #, fuzzy msgid "Thistle color." msgstr "Couleur chardon." #: doc/classes/Color.xml msgid "Tomato color." msgstr "Couleur tomate." #: doc/classes/Color.xml msgid "Transparent color (white with no alpha)." msgstr "Couleur transparente (blanc sans alpha)." #: doc/classes/Color.xml msgid "Turquoise color." msgstr "Couleur turquoise." #: doc/classes/Color.xml msgid "Violet color." msgstr "Couleur violette." #: doc/classes/Color.xml #, fuzzy msgid "Web gray color." msgstr "Couleur gris Web." #: doc/classes/Color.xml #, fuzzy msgid "Web green color." msgstr "Couleur verte web." #: doc/classes/Color.xml #, fuzzy msgid "Web maroon color." msgstr "Couleur marron Web." #: doc/classes/Color.xml #, fuzzy msgid "Web purple color." msgstr "Couleur violet Web." #: doc/classes/Color.xml msgid "Wheat color." msgstr "Couleur blé." #: doc/classes/Color.xml msgid "White color." msgstr "Couleur blanche." #: doc/classes/Color.xml msgid "White smoke color." msgstr "Couleur fumée blanche." #: doc/classes/Color.xml msgid "Yellow color." msgstr "Couleur jaune." #: doc/classes/Color.xml msgid "Yellow green color." msgstr "Couleur vert jaune." #: doc/classes/ColorPicker.xml msgid "Color picker control." msgstr "Contrôle du sélecteur de couleurs." #: doc/classes/ColorPicker.xml 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 "" #: doc/classes/ColorPicker.xml 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 "" #: doc/classes/ColorPicker.xml msgid "" "Removes the given color from the list of color presets of this color picker." msgstr "" #: doc/classes/ColorPicker.xml msgid "Returns the list of colors in the presets of the color picker." msgstr "" "Retourne la liste des couleurs dans la palette du sélectionneur de couleur." #: doc/classes/ColorPicker.xml doc/classes/ColorPickerButton.xml msgid "The currently selected color." msgstr "La couleur actuellement sélectionnée." #: doc/classes/ColorPicker.xml 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 "" #: doc/classes/ColorPicker.xml #, fuzzy msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "Si [code]true[/code], le GraphNode est sélectionné." #: doc/classes/ColorPicker.xml 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 "" #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], the \"add preset\" button is enabled." msgstr "Si [code]true[/code], le bouton \"add preset\" est activé." #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], saved color presets are visible." msgstr "" "Si [code]true[/code], les présélections de couleurs enregistrées sont " "visibles." #: doc/classes/ColorPicker.xml 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 "" "Si [code]true[/code], autorise les composants de couleur R, G, B à dépasser " "1.0, ce qui peut être utilisé pour certaines opérations spéciales qui le " "nécessitent (comme changer de teinte sans assombrir ou afficher des images " "en HDR).\n" "[b]Note :[/b] Le mode HSV ne peut pas être activé dans ce cas." #: doc/classes/ColorPicker.xml msgid "Emitted when the color is changed." msgstr "Émis lorsque la couleur est changée." #: doc/classes/ColorPicker.xml msgid "Emitted when a preset is added." msgstr "Émis lors de l'ajout d'un préréglage." #: doc/classes/ColorPicker.xml msgid "Emitted when a preset is removed." msgstr "Émis lorsqu’un préréglage est supprimé." #: doc/classes/ColorPicker.xml msgid "The width of the hue selection slider." msgstr "La largeur de glisseur de la teinte." #: doc/classes/ColorPicker.xml msgid "The margin around the [ColorPicker]." msgstr "La marge autour du [ColorPicker]." #: doc/classes/ColorPicker.xml msgid "The height of the saturation-value selection box." msgstr "La hauteur de la boite de sélection de la saturation." #: doc/classes/ColorPicker.xml msgid "The width of the saturation-value selection box." msgstr "La largeur de la boite de sélection de la saturation." #: doc/classes/ColorPicker.xml msgid "The icon for the \"Add Preset\" button." msgstr "L'icône du bouton pour ajouter un préréglage." #: doc/classes/ColorPicker.xml msgid "Custom texture for the hue selection slider on the right." msgstr "" "La texture personnalisée pour le glisseur de sélection de la teinte sur la " "droite." #: doc/classes/ColorPicker.xml msgid "" "The indicator used to signalize that the color value is outside the 0-1 " "range." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for the screen color picker button." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "Button that pops out a [ColorPicker]." msgstr "Bouton qui fait apparaître un [ColorPicker]." #: doc/classes/ColorPickerButton.xml 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 "" #: doc/classes/ColorPickerButton.xml 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 "" #: doc/classes/ColorPickerButton.xml 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 "" #: doc/classes/ColorPickerButton.xml msgid "" "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will " "be visible." msgstr "" "Si [code]true[/code], le canal alpha sera affiché dans le [ColorPicker]." #: doc/classes/ColorPickerButton.xml msgid "Emitted when the color changes." msgstr "Émis lorsque la couleur change." #: doc/classes/ColorPickerButton.xml msgid "" "Emitted when the [ColorPicker] is created (the button is pressed for the " "first time)." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "Emitted when the [ColorPicker] is closed." msgstr "Émis lorsque le [ColorPicker] est fermé." #: doc/classes/ColorPickerButton.xml msgid "Default text [Color] of the [ColorPickerButton]." msgstr "La [Color] par défaut du texte du [ColorPickerButton]." #: doc/classes/ColorPickerButton.xml msgid "Text [Color] used when the [ColorPickerButton] is disabled." msgstr "" "La [Color] du texte utiliser quand ce [ColorPickerButton] est désactivé." #: doc/classes/ColorPickerButton.xml 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 msgid "Text [Color] used when the [ColorPickerButton] is being hovered." msgstr "La [Color] du texte utilisée quand le [ColorPickerButton] est survolé." #: doc/classes/ColorPickerButton.xml msgid "Text [Color] used when the [ColorPickerButton] is being pressed." msgstr "La [Color] du texte utilisée quand le [ColorPickerButton] est appuyé." #: doc/classes/ColorPickerButton.xml msgid "The horizontal space between [ColorPickerButton]'s icon and text." msgstr "" "L'espacement horizontal entre l'icône et le texte de ce [ColorPickerButton]." #: doc/classes/ColorPickerButton.xml msgid "[Font] of the [ColorPickerButton]'s text." msgstr "[Font] du texte du [ColorPickerButton]." #: doc/classes/ColorPickerButton.xml msgid "The background of the color preview rect on the button." msgstr "L'arrière-plan du rectangle d'aperçu de couleur sur le bouton." #: doc/classes/ColorPickerButton.xml msgid "[StyleBox] used when the [ColorPickerButton] is disabled." msgstr "La [StyleBox] utilisée pour les [ColorPickerButton] désactivés." #: doc/classes/ColorPickerButton.xml 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 msgid "[StyleBox] used when the [ColorPickerButton] is being hovered." msgstr "La [StyleBox] utilisée quand le [ColorPickerButton] est survolé." #: doc/classes/ColorPickerButton.xml msgid "Default [StyleBox] for the [ColorPickerButton]." msgstr "[StyleBox] par défaut pour le [ColorPickerButton]." #: doc/classes/ColorPickerButton.xml msgid "[StyleBox] used when the [ColorPickerButton] is being pressed." msgstr "La [StyleBox] utilisée quand le [ColorPickerButton] est appuyé." #: doc/classes/ColorRect.xml msgid "Colored rectangle." msgstr "Rectangle coloré." #: doc/classes/ColorRect.xml 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 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 msgid "Concave polygon shape." msgstr "Forme de polygone concave." #: doc/classes/ConcavePolygonShape.xml 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 msgid "Returns the faces (an array of triangles)." msgstr "Retourne les faces (un tableau de triangles)." #: doc/classes/ConcavePolygonShape.xml msgid "Sets the faces (an array of triangles)." msgstr "Définit les faces (un tableau de triangles)." #: doc/classes/ConcavePolygonShape2D.xml msgid "Concave polygon 2D shape resource for physics." msgstr "Ressource de forme de polygone concave 2D pour la physique." #: doc/classes/ConcavePolygonShape2D.xml 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 msgid "" "The array of points that make up the [ConcavePolygonShape2D]'s line segments." msgstr "" "Le tableau des points qui composent les segments de ligne de " "[ConcavePolygonShape2D]." #: doc/classes/ConeTwistJoint.xml msgid "A twist joint between two 3D PhysicsBodies." msgstr "Une articulation de torsion entre deux PhysicsBodies 3D." #: doc/classes/ConeTwistJoint.xml 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 doc/classes/PhysicsServer.xml msgid "" "The speed with which the swing or twist will take place.\n" "The higher, the faster." msgstr "" "La vitesse à laquelle l'oscillation ou la torsion aura lieu.\n" "Plus c'est haut, plus c'est rapide." #: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml #, fuzzy msgid "" "Defines, how fast the swing- and twist-speed-difference on both sides gets " "synced." msgstr "" "Définit à quelle vitesse la différence d'oscillation et de torsion-vitesse " "des deux côtés est synchronisée." #: doc/classes/ConeTwistJoint.xml 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 doc/classes/PhysicsServer.xml 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 doc/classes/PhysicsServer.xml 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 doc/classes/Generic6DOFJoint.xml #: doc/classes/HingeJoint.xml doc/classes/Light.xml doc/classes/SliderJoint.xml msgid "Represents the size of the [enum Param] enum." msgstr "Représente la taille de l'énumération [enum Param]." #: doc/classes/ConfigFile.xml msgid "Helper class to handle INI-style files." msgstr "Classe d’aide pour gérer des fichiers de style INI." #: doc/classes/ConfigFile.xml 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 "" "Cette classe d'aide peut être utilisée pour enregistrer des valeurs de type " "[Variant] sur le disque au format INI. Les valeurs enregistrées sont " "identifiées par une section et une clé :\n" "[codeblock]\n" "[section]\n" "some_key=42\n" "string_example=\"Bonjour le Monde !\"\n" "a_vector=Vector3( 1, 0, 2 )\n" "[/codeblock]\n" "Les données enregistrées peuvent l'être dans un fichier ou chargé depuis un " "fichier, mais aussi par les objets ConfigFile qui peuvent être gérés en " "mémoire seulement.\n" "L'exemple suivant montre comme créer un simple [ConfigFile] et l'enregistrer " "sur le disque :\n" "[codeblock]\n" "# Create new ConfigFile object.\n" "var config = ConfigFile.new()\n" "\n" "# Enregistrer quelques valeurs.\n" "config.set_value(\"Player1\", \"nom_joueur\", \"Jean\")\n" "config.set_value(\"Player1\", \"meilleur_score\", 10)\n" "config.set_value(\"Player2\", \"nom_joueur\", \"V3geta\")\n" "config.set_value(\"Player2\", \"meilleur_score\", 9001)\n" "\n" "# L'enregistrer sur dans un fichier (en écrasant le fichier déjà existant " "s'il y en a un).\n" "config.save(\"user://scores.cfg\")\n" "[/codeblock]\n" "Cet exemple montre comme le fichier au-dessus peut-être chargé :\n" "[codeblock]\n" "var score_data = {}\n" "var config = ConfigFile.new()\n" "\n" "# Charger depuis le fichier.\n" "var err = config.load(\"user://scores.cfg\")\n" "\n" "# Si le fichier n'a pu être chargé, ignorer la suite.\n" "if err != OK:\n" " return\n" "\n" "# Défiler les sections.\n" "for player in config.get_sections():\n" " # Récupérer les données de chaque section.\n" " var player_name = config.get_value(player, \"nom_joueur\")\n" " var player_score = config.get_value(player, \"meilleur_score\")\n" " score_data[player_name] = player_score\n" "[/codeblock]\n" "Toutes les opérations qui modifient un ConfigFile comme [method set_value], " "[method clear], ou [method erase_section], ne changent que les données en " "mémoire. Si vous voulez aussi modifier le fichier, vous devez appeler " "[method save], [method save_encrypted], ou [method save_encrypted_pass].\n" "Notez que les noms des sections et des propriétés ne peuvent contenir des " "espaces. Tous les caractères après un espace seront ignorés à la sauvegarde " "et au chargement.\n" "Les ConfigFile peuvent aussi contenir des commentaires qui doivent commencer " "par un point-virgule ([code];[/code]). Ces lignes sont ignorées au " "chargement d'un fichier. À noter que ces commentaires seront perdus à " "l'enregistrement d'un ConfigFile. Ils peuvent toujours servir pour les " "fichiers de configuration sur les serveurs, qui ne sont typiquement jamais " "modifiés sans le faire manuellement.\n" "[b]Note :[/b] L'extension du nom de fichier donné à un ConfigFile n'a aucun " "impact sur son format ou son comportement. Par convention, l'extension " "[code].cfg[/code] est utilisée ici, mais n'importe quelle autre extension " "comme [code].ini[/code] est aussi valide. Comme ni [code].cfg[/code] ni " "[code].ini[/code] ne sont des standards, le format des ConfigFile de Godot " "peuvent différer d'un programme à un autre." #: doc/classes/ConfigFile.xml msgid "Removes the entire contents of the config." msgstr "Supprime tout le contenu de la configuration." #: doc/classes/ConfigFile.xml 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 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 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 msgid "Returns an array of all defined section identifiers." msgstr "Retourne la liste des identifiants de section définis." #: doc/classes/ConfigFile.xml 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 msgid "Returns [code]true[/code] if the specified section exists." msgstr "Retourne [code]true[/code] si la section spécifiée existe." #: doc/classes/ConfigFile.xml msgid "Returns [code]true[/code] if the specified section-key pair exists." msgstr "" "Retourne [code]true[/code] si la paire section et clé spécifiée existe." #: doc/classes/ConfigFile.xml 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 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 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 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 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 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 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 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 msgid "Dialog for confirmation of actions." msgstr "Boîte de dialogue pour la confirmation des actions." #: doc/classes/ConfirmationDialog.xml 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 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 msgid "Base node for containers." msgstr "Nœud de base pour conteneurs." #: doc/classes/Container.xml 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 msgid "" "Fit a child control in a given rect. This is mainly a helper for creating " "custom container classes." msgstr "" #: doc/classes/Container.xml msgid "" "Queue resort of the contained children. This is called automatically anyway, " "but can be called upon request." msgstr "" #: doc/classes/Container.xml msgid "Emitted when sorting the children is needed." msgstr "Émis quand le tri des enfants est nécessaire." #: doc/classes/Container.xml msgid "" "Notification for when sorting the children, it must be obeyed immediately." msgstr "" #: doc/classes/Control.xml 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 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 msgid "GUI tutorial index" msgstr "" #: doc/classes/Control.xml msgid "Control node gallery" msgstr "Galerie des nœuds de contrôle" #: doc/classes/Control.xml msgid "All GUI Demos" msgstr "" #: doc/classes/Control.xml 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 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].\n" "[b]Note:[/b] This method will not be called when the script is attached to a " "[Control] node that already overrides its minimum size (e.g. [Label], " "[Button], [PanelContainer] etc.). It can only be used with most basic GUI " "nodes, like [Control], [Container], [Panel] etc." msgstr "" "Une méthode virtuelle à implémenter par l'utilisateur. Retourne la taille " "minimale de ce contrôle. Cette taille peut aussi être contrôlée avec [member " "rect_min_size] par le code. L'actuelle taille minimale sera le maximum de " "ces deux valeurs (sur chaque axe séparément).\n" "Si n'est pas surchargé, la valeur par défaut est [constant Vector2.ZERO].\n" "[b]Note :[/b] Cette méthode n'est pas appelée quand le script est attaché à " "un nœud [Control] qui définit depuis lui-même sa taille minimale (ex. " "[Label], [Button], [PanelContainer], etc.). Elle ne peut être utilisée " "qu'avec les éléments d'interface les plus basiques, comme les [Control], " "[Container], [Panel], etc." #: doc/classes/Control.xml 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 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 "" "Une méthode virtuelle à implémenter par l'utilisateur. Retourne un nœud " "[Control] qui doit être utilisé pour l'infobulle plutôt que celui par " "défaut. Le texte [code]for_text[/code] contient le contenu de la propriété " "[member hint_tooltip].\n" "Le nœud retourné doit être du type [Control] ou doit en hériter. Il peut " "avoir des enfants de n'importe quel type. Il est libéré quand l'infobulle " "disparait, alors vérifiez que vous fournissez une nouvelle instance à chaque " "fois (si vous voulez utiliser un nœud déjà existant dans votre scène, vous " "pouvez le dupliquer et passer cette instance dupliquée). Quand [code]null[/" "code] est retourné ou que ça n'est pas un Control, l'infobulle par défaut " "sera utilisée à la place.\n" "Le nœud retourné sera ajouté comme enfant à un [PopupPanel], alors vous ne " "devriez pas fournir le contenu de ce panneau. Ce [PopupPanel] peut avoir un " "thème défini par [method Theme.set_stylebox] pour le type " "[code]\"TooltipPanel\"[/code] (voir [member hint_tooltip] pour un exemple).\n" "[b]Note :[/b] L'infobulle est réduite à sa taille minimale. Si vous voulez " "vous assurer qu'elle est visible entièrement, vous devriez définir sa taille " "minimale [member rect_min_size] à une valeur supérieure à zéro.\n" "Exemple avec un nœud construit manuellement :\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" "Exemple avec l’instanciation d'une scène personnalisée :\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]" #: doc/classes/Control.xml 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 "" "Marque un événement d'entrée comme traité. Une fois l'événement accepté, il " "arrête de se propager, même aux nœuds surchargeant les méthodes [method Node." "_unhandled_input] ou [method Node._unhandled_key_input]." #: doc/classes/Control.xml 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.\n" "See also [method get_color], [method remove_color_override].\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" "$MyLabel.add_color_override(\"font_color\", get_color(\"font_color\", " "\"Label\"))\n" "[/codeblock]" msgstr "" "Crée un changement local pour la [Color] du thème pour le nom [code]name[/" "code] spécifié. Les changements locaux sont prioritaires sur les valeurs du " "thème pour les contrôles.\n" "Voir aussi [method get_color], [method remove_color_override].\n" "[b]Un exemple de surcharge de la couleur d'un label puis son rétablissement :" "[/b]\n" "[codeblock]\n" "# Pour le label \"MyLabel\", changer la couleur de sa police avec un valeur " "personnalisée.\n" "$MyLabel.add_color_override(\"font_color\", Color(1, 0.5, 0))\n" "# Rétablir la couleur de la police du label.\n" "$MyLabel.add_color_override(\"font_color\", get_color(\"font_color\", " "\"Label\"))\n" "[/codeblock]" #: doc/classes/Control.xml #, fuzzy 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.\n" "See also [method get_constant], [method remove_constant_override]." msgstr "" "Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] " "existe, [code]false[/code] autrement." #: doc/classes/Control.xml 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.\n" "[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] " "value. This behavior is deprecated and will be removed in 4.0, use [method " "remove_font_override] instead.\n" "See also [method get_font]." msgstr "" #: doc/classes/Control.xml 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.\n" "[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] " "value. This behavior is deprecated and will be removed in 4.0, use [method " "remove_icon_override] instead.\n" "See also [method get_icon]." msgstr "" #: doc/classes/Control.xml 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.\n" "[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] " "value. This behavior is deprecated and will be removed in 4.0, use [method " "remove_shader_override] instead." msgstr "" #: doc/classes/Control.xml 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.\n" "[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] " "value. This behavior is deprecated and will be removed in 4.0, use [method " "remove_stylebox_override] instead.\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 "" "Crée une surcharge locale pour un thème [StyleBox] nommé [code]name[/code]. " "Les surcharges locales ont toujours la priorité lors de la récupération des " "éléments des thèmes pour les contrôles.\n" "[b]Note :[/b] Une surcharge peut être retirée en utilisant la valeur " "[code]null[/code]. Ce comportement est obsolète est sera retiré dans Godot " "4.0, utilisez plutôt [method remove_stylebox_override].\n" "Voir aussi [method get_stylebox].\n" "[b]Exemple de modification d'une propriété d'une StyleBox après l'avoir " "dupliquée :[/b]\n" "[codeblock]\n" "# Le code ci-dessous part du principe que le nœud enfant \"MyButton\" à une " "StyleBoxFlat qui lui est assignée.\n" "# Les ressources sont partagées entre les instances, il est donc nécessaire " "de les dupliquer\n" "# pour éviter que les modifications ne se répercutent sur les autres " "boutons.\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" "# Retirer la surcharge de la stylebox.\n" "$MyButton.add_stylebox_override(\"normal\", null)\n" "[/codeblock]" #: doc/classes/Control.xml 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 "" "Godot appelle cette méthode pour vérifier si [code]data[/code] de la méthode " "[method get_drag_data] du contrôle peut être déposé à [code]position[/code]. " "[code]position[/code] est local à ce contrôle.\n" "Cette méthode ne devrait être utilisée uniquement que pour tester les " "données. Le traitement de ces données doit se faire dans [method " "drop_data].\n" "[codeblock]\n" "func can_drop_data(position, data):\n" " # Vérifiez la \"position\" dans le as où elle a de l'intérêt,\n" " # Sinon, vérifiez juste \"data\"\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"valeur_attendu\")\n" "[/codeblock]" #: doc/classes/Control.xml 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 msgid "" "Finds the next (below in the tree) [Control] that can receive the focus." msgstr "" "Cherche le prochain (en-dessous dans l'arborescence) [Control] qui peut " "prendre le focus." #: doc/classes/Control.xml msgid "" "Finds the previous (above in the tree) [Control] that can receive the focus." msgstr "" "Retourne le [Control] précédent (au-dessus dans l'arbre) qui peut recevoir " "le focus." #: doc/classes/Control.xml 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 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 msgid "" "Returns [member margin_left] and [member margin_top]. See also [member " "rect_position]." msgstr "" "Retourne [member margin_left] et [member margin_top]. Voir aussi [member " "rect_position]." #: doc/classes/Control.xml 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, or [member " "theme_type_variation] if it is defined. 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 msgid "" "Returns combined minimum size from [member rect_min_size] and [method " "get_minimum_size]." msgstr "" "Retourne la taille minimal combinée de [member rect_min_size] et [method " "get_minimum_size]." #: doc/classes/Control.xml 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 msgid "" "Returns the mouse cursor shape the control displays on mouse hover. See " "[enum CursorShape]." msgstr "" #: doc/classes/Control.xml 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 msgid "Returns [member margin_right] and [member margin_bottom]." msgstr "Retourne [member margin_right] et [member margin_bottom]." #: doc/classes/Control.xml 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 msgid "" "Returns the control that has the keyboard focus or [code]null[/code] if none." msgstr "" "Retourne le contrôle qui a le focus du clavier ou [code]null[/code] si aucun." #: doc/classes/Control.xml 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 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 "" #: doc/classes/Control.xml 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 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 msgid "Returns the minimum size for this control. See [member rect_min_size]." msgstr "" "Retourne la taille minimale de ce contrôle. Voir [member rect_min_size]." #: doc/classes/Control.xml #, fuzzy msgid "Returns the width/height occupied in the parent control." msgstr "Renvoie la largeur / hauteur occupée dans le contrôle du parent." #: doc/classes/Control.xml msgid "Returns the parent control node." msgstr "Renvoie le nœud de contrôle parent." #: doc/classes/Control.xml 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 msgid "Returns the rotation (in radians)." msgstr "Retourne la rotation (en radians)." #: doc/classes/Control.xml 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 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 msgid "" "Returns the tooltip, which will appear when the cursor is resting over this " "control. See [member hint_tooltip]." msgstr "" "Retourne l'info-bulle qui apparaîtra lorsque le curseur se posera sur ce " "contrôle. Voir [member hint_tooltip]." #: doc/classes/Control.xml 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 msgid "" "Steal the focus from another control and become the focused control (see " "[member focus_mode])." msgstr "" "Voler le focus d'un autre contrôle et devenir le contrôle focalisé (voir " "[member focus_mode])." #: doc/classes/Control.xml 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 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 "" "Retourne [code]true[/code] s'il y a une valeur locale définit pour la " "[Color] du thème pour le nom [code]name[/code] de ce nœud [Control].\n" "Voir [method add_color_override]." #: doc/classes/Control.xml 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 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 "" "Retourne [code]true[/code] s'il y a une valeur locale définit pour la " "constante du thème pour le nom [code]name[/code] de ce nœud [Control].\n" "Voir [method add_constant_override]." #: doc/classes/Control.xml msgid "" "Returns [code]true[/code] if this is the current focused control. See " "[member focus_mode]." msgstr "" "Retourne [code]true[/code] si c'est le contrôle qui a le focus. Voir [member " "focus_mode]." #: doc/classes/Control.xml 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 "" "Retourne [code]true[/code] s'il existe un [Theme] correspondant dans " "l’arborescence qui a une police nommée [code]name[/code] et de type " "[code]theme_type[/code] spécifiés.\n" "Voir [method get_color] pour les détails." #: doc/classes/Control.xml 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 "" "Retourne [code]true[/code] s'il y a une valeur locale définit pour la [Font] " "du thème pour le nom [code]name[/code] de ce nœud [Control].\n" "Voir [method add_font_override]." #: doc/classes/Control.xml 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 "" "Retourne [code]true[/code] s'il existe un [Theme] correspondant dans " "l’arborescence qui a une icône nommée [code]name[/code] et de type " "[code]theme_type[/code] spécifiés.\n" "Voir [method get_color] pour les détails." #: doc/classes/Control.xml 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 "" "Retourne [code]true[/code] s'il y a une valeur locale définit pour l'icône " "du thème pour le nom [code]name[/code] de ce nœud [Control].\n" "Voir [method add_icon_override]." #: doc/classes/Control.xml 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 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 "" "Retourne [code]true[/code] s'il y a un écrasement local pour le shader du " "thème nommé [code]name[/code] pour ce nœud [Control].\n" "Voir [method add_shader_override]." #: doc/classes/Control.xml 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 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 "" "Retourne [code]true[/code] s'il y a un écrasement local pour la [StyleBox] " "du thème nommé [code]name[/code] pour ce nœud [Control].\n" "Voir [method add_stylebox_override]." #: doc/classes/Control.xml msgid "" "Returns [code]true[/code] if a drag operation is successful. Alternative to " "[method Viewport.gui_is_drag_successful].\n" "Best used with [constant Node.NOTIFICATION_DRAG_END]." msgstr "" "Retourne [code]true[/code] si l'opération de déposé-glissé a réussi. C'est " "une alternative à [method Viewport.gui_is_drag_successful].\n" "Mieux utilisé avec [constant Node.NOTIFICATION_DRAG_END]." #: doc/classes/Control.xml 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 msgid "" "Give up the focus. No other control will be able to receive keyboard input." msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "" "Removes a theme override for a [Color] with the given [code]name[/code]." msgstr "Supprime l’animation avec la touche [code]name[/code]." #: doc/classes/Control.xml #, fuzzy msgid "" "Removes a theme override for a constant with the given [code]name[/code]." msgstr "Supprime l’animation avec la touche [code]name[/code]." #: doc/classes/Control.xml #, fuzzy msgid "Removes a theme override for a [Font] with the given [code]name[/code]." msgstr "Supprime l’animation avec la touche [code]name[/code]." #: doc/classes/Control.xml #, fuzzy msgid "Removes a theme override for an icon with the given [code]name[/code]." msgstr "Supprime l’animation avec la touche [code]name[/code]." #: doc/classes/Control.xml #, fuzzy msgid "Removes a theme override for a shader with the given [code]name[/code]." msgstr "Retourne la position du point à l'index [code]point[/code]." #: doc/classes/Control.xml #, fuzzy msgid "" "Removes a theme override for a [StyleBox] with the given [code]name[/code]." msgstr "Supprime l’animation avec la touche [code]name[/code]." #: doc/classes/Control.xml 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 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 msgid "" "Sets both anchor preset and margin preset. See [method set_anchors_preset] " "and [method set_margins_preset]." msgstr "" #: doc/classes/Control.xml 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 msgid "" "Sets [member margin_left] and [member margin_top] at the same time. " "Equivalent of changing [member rect_position]." msgstr "" "Définit à la fois [member margin_left] et [member margin_top]. Revient à " "changer [member rect_position]." #: doc/classes/Control.xml 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 "" "Donne la gestion du déposé-glissé de ce contrôle au contrôle cible " "[code]target[/code].\n" "Cette gestion peut être implémenté dans le contrôle cible de la même manière " "avec les méthodes [method get_drag_data], [method can_drop_data], et [method " "drop_data] mais avec deux différences :\n" "1. Le nom de la fonction doit commencer par [b]_fw[/b]\n" "2. La fonction doit prendre un argument suplémentaire qui sera le contrôle " "qui a donné la gestion\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]" #: doc/classes/Control.xml 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 "" "Affiche le contrôle donné comme curseur de la souris. Un bon moment pour " "appeler cette méthode est dans [method get_drag_data]. Le contrôle doit ne " "pas être dans l'arborescence. Vous ne devriez pas libérer le contrôle, et " "vous ne devriez pas garder une référence du contrôle en-dehors de la durée " "du déposé-glissé. Il sera supprimé automatiquement quand le déposé-glissé " "sera terminé.\n" "[codeblock]\n" "export (Color, RGBA) var color = Color(1, 0, 0, 1)\n" "\n" "func get_drag_data(position):\n" " # Utiliser un nœud qui n'est pas dans l'arborescence\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]" #: doc/classes/Control.xml msgid "Sets [member margin_right] and [member margin_bottom] at the same time." msgstr "Définit à la fois [member margin_right] et [member margin_bottom]." #: doc/classes/Control.xml 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 "" "Définit l'ancre identifiée par la constante [code]margin[/code] depuis " "l'énumération [enum Margin] du [Control] à l'emplacement du nœud " "[code]neighbor[/code]. C'est une méthode pour définir [member " "focus_neighbour_bottom], [member focus_neighbour_left], [member " "focus_neighbour_right] et [member focus_neighbour_top]." #: doc/classes/Control.xml 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 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 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 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 msgid "Sets the rotation (in radians)." msgstr "Définit la rotation (en radians)." #: doc/classes/Control.xml 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 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 msgid "" "Moves the mouse cursor to [code]to_position[/code], relative to [member " "rect_position] of this [Control]." msgstr "" "Déplace le curseur de la souris à [code]to_position[/code], relatif à " "[member rect_position] de ce [Control]." #: doc/classes/Control.xml msgid "" "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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 msgid "" "The node's global position, relative to the world (usually to the top-left " "corner of the window)." msgstr "" #: doc/classes/Control.xml 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 msgid "" "By default, the node's pivot is its top-left corner. When you change its " "[member rect_rotation] or [member rect_scale], it will rotate or scale " "around this pivot. Set this property to [member rect_size] / 2 to pivot " "around the Control's center." msgstr "" #: doc/classes/Control.xml 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 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 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=$DOCS_URL/" "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 msgid "" "The size of the node's bounding rectangle, in pixels. [Container] nodes " "update this property automatically." msgstr "" #: doc/classes/Control.xml 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 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 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 msgid "" "Changing this property replaces the current [Theme] resource this node and " "all its [Control] children use." msgstr "" #: doc/classes/Control.xml msgid "" "The name of a theme type variation used by this [Control] to look up its own " "theme items. When empty, the class name of the node is used (e.g. " "[code]Button[/code] for the [Button] control), as well as the class names of " "all parent classes (in order of inheritance).\n" "When set, this property gives the highest priority to the type of the " "specified name. This type can in turn extend another type, forming a " "dependency chain. See [method Theme.set_type_variation]. If the theme item " "cannot be found using this type or its base types, lookup falls back on the " "class names.\n" "[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] " "methods without specifying [code]theme_type[/code].\n" "[b]Note:[/b] Theme items are looked for in the tree order, from branch to " "root, where each [Control] node is checked for its [member theme] property. " "The earliest match against any type/class name is returned. The project-" "level Theme and the default Theme are checked last." msgstr "" #: doc/classes/Control.xml msgid "Emitted when the node gains keyboard focus." msgstr "Émis quand le nœud prend le focus du clavier." #: doc/classes/Control.xml msgid "Emitted when the node loses keyboard focus." msgstr "Émis quand le nœud perd le focus du clavier." #: doc/classes/Control.xml msgid "Emitted when the node receives an [InputEvent]." msgstr "Émis quand le nœud reçoit un [InputEvent]." #: doc/classes/Control.xml msgid "Emitted when the node's minimum size changes." msgstr "Émis quand la taille minimale du nœud change." #: doc/classes/Control.xml msgid "Emitted when a modal [Control] is closed. See [method show_modal]." msgstr "" "Émis quand un [Control] en mode modal est fermé. Voir [method show_modal]." #: doc/classes/Control.xml 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 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.\n" "If you want to check whether the mouse truly left the area, ignoring any top " "nodes, you can use code like this:\n" "[codeblock]\n" "func _on_mouse_exited():\n" " if not Rect2(Vector2(), rect_size)." "has_point(get_local_mouse_position()):\n" " # Not hovering over area.\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml msgid "Emitted when the control changes size." msgstr "Émis lorsque le contrôle change de taille." #: doc/classes/Control.xml msgid "" "Emitted when one of the size flags changes. See [member " "size_flags_horizontal] and [member size_flags_vertical]." msgstr "" #: doc/classes/Control.xml msgid "The node cannot grab focus. Use with [member focus_mode]." msgstr "" "Le nœud ne peut récupérer le focus. À utiliser avec [member focus_mode]." #: doc/classes/Control.xml msgid "" "The node can only grab focus on mouse clicks. Use with [member focus_mode]." msgstr "" "Le nœud ne reçoit le focus que pour les clics de la souris. À utiliser avec " "[membre focus_mode]." #: doc/classes/Control.xml msgid "" "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 msgid "" "Sent when the node changes size. Use [member rect_size] to get the new size." msgstr "" #: doc/classes/Control.xml msgid "Sent when the mouse pointer enters the node." msgstr "Envoyé quand le curseur de la souris entre dans le nœud." #: doc/classes/Control.xml msgid "Sent when the mouse pointer exits the node." msgstr "Envoyé quand le curseur de la souris sort du nœud." #: doc/classes/Control.xml msgid "Sent when the node grabs focus." msgstr "Envoyé lorsque le nœud reçoit le focus." #: doc/classes/Control.xml msgid "Sent when the node loses focus." msgstr "Envoyé lorsque le nœud perd le focus." #: doc/classes/Control.xml 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 msgid "Sent when an open modal dialog closes. See [method show_modal]." msgstr "" #: doc/classes/Control.xml msgid "" "Sent when this node is inside a [ScrollContainer] which has begun being " "scrolled." msgstr "" #: doc/classes/Control.xml msgid "" "Sent when this node is inside a [ScrollContainer] which has stopped being " "scrolled." msgstr "" #: doc/classes/Control.xml 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 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 msgid "" "Show the system's pointing hand mouse cursor when the user hovers the node." msgstr "Afficher le curseur de la main qui pointe quand il passe sur ce nœud." #: doc/classes/Control.xml msgid "Show the system's cross mouse cursor when the user hovers the node." msgstr "" "Affiche le curseur en croix du système quand l'utilisateur survole ce nœud." #: doc/classes/Control.xml #, fuzzy msgid "" "Show the system's wait mouse cursor when the user hovers the node. Often an " "hourglass." msgstr "" "Affiche le curseur en croix du système quand l'utilisateur survole ce nœud." #: doc/classes/Control.xml #, fuzzy msgid "" "Show the system's busy mouse cursor when the user hovers the node. Often an " "arrow with a small hourglass." msgstr "" "Affiche le curseur en croix du système quand l'utilisateur survole ce nœud." #: doc/classes/Control.xml 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 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 msgid "" "Show the system's forbidden mouse cursor when the user hovers the node. " "Often a crossed circle." msgstr "" #: doc/classes/Control.xml 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 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 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 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 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 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 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 msgid "" "Show the system's help mouse cursor when the user hovers the node, a " "question mark." msgstr "" #: doc/classes/Control.xml 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 msgid "The control will be resized to its minimum size." msgstr "Le contrôle sera redimensionné à sa taille minimale." #: doc/classes/Control.xml msgid "The control's width will not change." msgstr "La largeur du contrôle ne changera pas." #: doc/classes/Control.xml msgid "The control's height will not change." msgstr "La hauteur du contrôle ne changera pas." #: doc/classes/Control.xml msgid "The control's size will not change." msgstr "La taille du contrôle ne changera pas." #: doc/classes/Control.xml 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 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 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 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 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 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 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 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 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 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 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 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 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 msgid "Convex polygon shape for 3D physics." msgstr "Forme de polygone convexe pour la physique 3D." #: doc/classes/ConvexPolygonShape.xml #, fuzzy msgid "" "Convex polygon shape resource, which can be added to a [PhysicsBody] or area." msgstr "Ressource de forme de polygone concave 2D pour la physique." #: doc/classes/ConvexPolygonShape.xml msgid "The list of 3D points forming the convex polygon shape." msgstr "La liste des points 3D formant le polygone convexe." #: doc/classes/ConvexPolygonShape2D.xml msgid "Convex polygon shape for 2D physics." msgstr "Forme de polygone convexe pour la physique 2D." #: doc/classes/ConvexPolygonShape2D.xml 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 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 msgid "" "The polygon's list of vertices. Can be in either clockwise or " "counterclockwise order. Only set this property with convex hull points, use " "[method set_point_cloud] to generate a convex hull shape from concave shape " "points." msgstr "" #: doc/classes/CPUParticles.xml msgid "CPU-based 3D particle emitter." msgstr "Émetteur de particules 3D sur CPU." #: doc/classes/CPUParticles.xml 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 msgid "" "Sets this node's properties to match a given [Particles] node with an " "assigned [ParticlesMaterial]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Returns the base value of the parameter specified by [enum Parameter]." msgstr "" "Retourne la valeur de base pour le paramètre spécifie par [enum Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Returns the [Curve] of the parameter specified by [enum Parameter]." msgstr "Retourne la [Curve] du paramètre spécifié par [enum Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Returns the randomness factor of the parameter specified by [enum Parameter]." msgstr "" "Retourne le facteur d'aléatoire pour le paramètre spécifie par [enum " "Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Returns the enabled state of the given flag (see [enum Flags] for options)." msgstr "" "Retourne l'état activé du drapeau donné (voir [enum Flags] pour les options)." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Restarts the particle emitter." msgstr "Redémarre l'émetteur de particules." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Sets the base value of the parameter specified by [enum Parameter]." msgstr "" "Définit la valeur de base pour le paramètre spécifié par [enum Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Sets the [Curve] of the parameter specified by [enum Parameter]." msgstr "Définit la [Curve] du paramètre spécifié par [enum Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Sets the randomness factor of the parameter specified by [enum Parameter]." msgstr "" "Définit le facteur d'aléatoire pour le paramètre spécifie par [enum " "Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Enables or disables the given flag (see [enum Flags] for options)." msgstr "" "Active ou désactive le drapeau donné (voir [enum Flags] pour les options)." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml 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 doc/classes/CPUParticles2D.xml msgid "Initial rotation applied to each particle, in degrees." msgstr "La rotation initiale appliquée à chaque particule, en degrés." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's rotation will be animated along this [Curve]." msgstr "" "La rotation de chaque particule sera animée en fonction de cette [Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Rotation randomness ratio." msgstr "Rapport d'aléa de rotation." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Initial angular velocity applied to each particle in [i]degrees[/i] per " "second. Sets the speed of rotation of the particle." msgstr "" "Le vitesse de rotation appliquée à chaque particule en degrés [i]degrees[/i] " "par seconde." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's angular velocity will vary along this [Curve]." msgstr "" "La vitesse angulaire de chaque particule sera animée en fonction de cette " "[Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Angular velocity randomness ratio." msgstr "Facteur d'aléatoire de vélocité angulaire." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Particle animation offset." msgstr "Décalage d’animation de particules." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's animation offset will vary along this [Curve]." msgstr "" "Le décalage de chaque particule sera animé en fonction de cette [Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Animation offset randomness ratio." msgstr "Facteur d'aléatoire du décalage de l'animation." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Particle animation speed." msgstr "Vitesse d’animation des particules." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's animation speed will vary along this [Curve]." msgstr "" "La vitesse d'animation de chaque particule sera animée en fonction de cette " "[Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Animation speed randomness ratio." msgstr "Facteur d'aléatoire de la vitesse de l'animation." #: doc/classes/CPUParticles.xml 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 doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's initial color will vary along this [GradientTexture] " "(multiplied with [member color])." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "" "Each particle's color will vary along this [GradientTexture] over its " "lifetime (multiplied with [member color])." msgstr "" "La couleur de chaque particule variera suivant cette [GradientTexture] " "durant sa durée de vie (multiplié par [member color])." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "The rate at which particles lose velocity." msgstr "Le vitesse à la laquelle les particules perdent leur vitesse." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Damping will vary along this [Curve]." msgstr "L'amortissement varie le long de cette [Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "Damping randomness ratio." msgstr "Ratio d’amortissement aléatoire." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Unit vector specifying the particles' emission direction." msgstr "" "Le vecteur unitaire définissant la direction d'émission des particules." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "Particle draw order. Uses [enum DrawOrder] values." msgstr "" "L'ordre d'affichage des particules. Utilise les valeurs de [enum DrawOrder]." #: doc/classes/CPUParticles.xml msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" "La taille de rectangle si [member emission_shape] est [constant " "EMISSION_SHAPE_BOX]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "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 doc/classes/CPUParticles2D.xml msgid "" "Sets the direction the particles will be emitted in when using [constant " "EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" "Définit la direction des particules qui seront émises quand [constant " "EMISSION_SHAPE_DIRECTED_POINTS] est utilisé." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Sets the initial positions to spawn particles when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "The axis for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "L'axe pour l'émetteur en anneau avec [constant EMISSION_SHAPE_RING]." #: doc/classes/CPUParticles.xml msgid "" "The height for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "" "La hauteur de l’émetteur en anneau pour [constant EMISSION_SHAPE_RING]." #: doc/classes/CPUParticles.xml msgid "" "The inner radius for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "The radius for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "Le rayon de l'émetteur en anneau pour [constant EMISSION_SHAPE_RING]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Particles will be emitted inside this region. See [enum EmissionShape] for " "possible values." msgstr "" "Les particules seront émises à l'intérieur de cette région. Voir [enum " "EmissionShape] pour les valeurs possible." #: doc/classes/CPUParticles.xml msgid "" "The sphere's radius if [enum EmissionShape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" "Le rayon de la sphere si [enum EmissionShape] est [constant " "EMISSION_SHAPE_SPHERE]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "If [code]true[/code], particles are being emitted." msgstr "Si [code]true[/code], des particules sont émises." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml 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 "" "La rapidité avec laquelle les particules d’un cycle d’émission sont émises. " "Si elle est supérieure à [code]0[/code], il y aura un écart dans les " "émissions avant le début du prochain cycle." #: doc/classes/CPUParticles.xml 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 doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Align Y axis of particle with the direction of its velocity." msgstr "Aligner l’axe Y de la particule avec la direction de sa vélocité." #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "If [code]true[/code], particles will not move on the z axis." msgstr "" "Si [code]true[/code], les particules ne se déplaceront pas le long de l'axe " "Z." #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "If [code]true[/code], particles rotate around Y axis by [member angle]." msgstr "" "Si [code]true[/code], les particules pivoteront autour de l'axe Y par " "[membre angle]." #: doc/classes/CPUParticles.xml msgid "" "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 doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "" "If [code]true[/code], results in fractional delta calculation which has a " "smoother particles display effect." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Gravity applied to every particle." msgstr "Gravité appliquée à chaque particule." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Initial hue variation applied to each particle." msgstr "La variation de teinte appliquée à chaque particule." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's hue will vary along this [Curve]." msgstr "La teinte de chaque particule variera suivant cette [Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Hue variation randomness ratio." msgstr "Facteur de l'aléatoire de la variation de la teinte." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "" "Initial velocity magnitude for each particle. Direction comes from [member " "spread] and the node's orientation." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Initial velocity randomness ratio." msgstr "Facteur d'aléatoire de la vélocité initiale." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "The amount of time each particle will exist (in seconds)." msgstr "La durée que chaque particule existe (en secondes)." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Particle lifetime randomness ratio." msgstr "Facteur d'aléatoire de la durée de vie d'une particule." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "" "Linear acceleration applied to each particle in the direction of motion." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's linear acceleration will vary along this [Curve]." msgstr "" "L'accélération linéaire de chaque particule sera animée en fonction de cette " "[Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Linear acceleration randomness ratio." msgstr "Facteur d'aléatoire pour l'accélération linéaire." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml 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 msgid "" "The [Mesh] used for each particle. If [code]null[/code], particles will be " "spheres." msgstr "" "Le [Mesh] utilisé pour chaque particule. Si [code]null[/code], les " "particules seront des sphères." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml 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 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 doc/classes/CPUParticles2D.xml msgid "Each particle's orbital velocity will vary along this [Curve]." msgstr "" "La vitesse orbitale de chaque particule sera animée en fonction de cette " "[Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Orbital velocity randomness ratio." msgstr "Facteur d'aléatoire de la vélocité orbitale." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml msgid "Particle system starts as if it had already run for this many seconds." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "" "Radial acceleration applied to each particle. Makes particle accelerate away " "from origin." msgstr "" "L'accélération radiale appliquée à chaque particule. Fait accélérer les " "particules en s'éloignant de l'origine." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's radial acceleration will vary along this [Curve]." msgstr "" "L'accélération radiale de chaque particule sera animée en fonction de cette " "[Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Radial acceleration randomness ratio." msgstr "Facteur d'aléatoire de l'accélération radiale." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml msgid "Emission lifetime randomness ratio." msgstr "Facteur d'aléatoire de durée de vie de l'émission." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Initial scale applied to each particle." msgstr "Échelle initiale appliquée à chaque particule." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's scale will vary along this [Curve]." msgstr "La mise à l'échelle de chaque particule variera suivant cette [Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Scale randomness ratio." msgstr "Facteur d'échelle aléatoire." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml 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 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 doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml 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 doc/classes/CPUParticles2D.xml msgid "Each particle's tangential acceleration will vary along this [Curve]." msgstr "" "L'accélération tangentielle de chaque particule sera animée en fonction de " "cette [Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Tangential acceleration randomness ratio." msgstr "Facteur d'aléatoire de l'accélération tangentielle." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "Particles are drawn in the order emitted." msgstr "" "Les particules sont affichées dans l'ordre dans lequel elles ont été émises." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "Particles are drawn in order of remaining lifetime." msgstr "" "Les particules sont affichées dans l'ordre de la durée de vie restante." #: doc/classes/CPUParticles.xml doc/classes/Particles.xml msgid "Particles are drawn in order of depth." msgstr "Les particules sont affichées suivant leur profondeur à l'écran." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set initial velocity properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set angular velocity properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set orbital velocity properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set linear acceleration properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set radial acceleration properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set tangential acceleration properties." msgstr "" "Utiliser avec [method set_param], [method set_param_randomness], et [method " "set_param_curve] pour définir les propriétés de l'accélération tangentielle." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set damping properties." msgstr "" "À utiliser avec [method set_param], [method set_param_randomness], et " "[method set_param_curve] pour définir les propriétés d'amortissement." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set angle properties." msgstr "" "Utiliser avec [method set_param], [method set_param_randomness], et [method " "set_param_curve] pour définir les propriétés de l'angle." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set scale properties." msgstr "" "Utiliser avec [method set_param], [method set_param_randomness], et [method " "set_param_curve] pour définir les propriétés de mise à l'échelle." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set hue variation properties." msgstr "" "Utiliser avec [method set_param], [method set_param_randomness], et [method " "set_param_curve] pour définir les propriétés de la variation de teinte." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set animation speed properties." msgstr "" "Utiliser avec [method set_param], [method set_param_randomness], et [method " "set_param_curve] pour définir les propriétés de vitesse de l'animation." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set animation offset properties." msgstr "" "Utiliser avec [method set_param], [method set_param_randomness], et [method " "set_param_curve] pour définir les propriétés du décalage de l'animation." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Represents the size of the [enum Parameter] enum." msgstr "Représente la taille de l'énumération [enum Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Use with [method set_particle_flag] to set [member flag_align_y]." msgstr "" "Utiliser avec [method set_particle_flag] pour définir [member flag_align_y]." #: doc/classes/CPUParticles.xml msgid "Use with [method set_particle_flag] to set [member flag_rotate_y]." msgstr "" "Utiliser avec [method set_particle_flag] pour définir [member flag_rotate_y]." #: doc/classes/CPUParticles.xml msgid "Use with [method set_particle_flag] to set [member flag_disable_z]." msgstr "" "Utiliser avec [method set_particle_flag] pour définir [member " "flag_disable_z]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/GeometryInstance.xml doc/classes/ParticlesMaterial.xml #: doc/classes/SpatialMaterial.xml msgid "Represents the size of the [enum Flags] enum." msgstr "Représente la taille de l'énumération [enum Flags]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "All particles will be emitted from a single point." msgstr "Toutes les particules seront émises depuis un seul point." #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "Particles will be emitted in the volume of a sphere." msgstr "Toutes les particules seront émises depuis l'intérieur d'une sphère." #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "Particles will be emitted in the volume of a box." msgstr "Toutes les particules seront émises depuis l'intérieur d'une boite." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml 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 doc/classes/CPUParticles2D.xml 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 doc/classes/ParticlesMaterial.xml msgid "Particles will be emitted in a ring or cylinder." msgstr "Toutes les particules seront émises depuis un anneau ou un cylindre." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Represents the size of the [enum EmissionShape] enum." msgstr "Représente la taille de l'énumération [enum EmissionShape]." #: doc/classes/CPUParticles2D.xml msgid "CPU-based 2D particle emitter." msgstr "Émetteur de particules 2D sur CPU." #: doc/classes/CPUParticles2D.xml 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 msgid "" "Sets this node's properties to match a given [Particles2D] node with an " "assigned [ParticlesMaterial]." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "" "Each particle's initial color. If [member texture] is defined, it will be " "multiplied by this color." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "" "Each particle's color will vary along this [Gradient] (multiplied with " "[member color])." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_RECTANGLE]." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "" "The sphere's radius if [member emission_shape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" #: doc/classes/CPUParticles2D.xml doc/classes/Particles.xml #: doc/classes/Particles2D.xml 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 doc/classes/Particles2D.xml 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 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 doc/classes/ParticlesMaterial.xml msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees." msgstr "" "La direction initiale de chaque particules sera comprise entre " "[code]+spread[/code] et [code]-spread[/code] degrés." #: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml msgid "Particle texture. If [code]null[/code], particles will be squares." msgstr "" "La texture des particules. Si [code]null[/code], les particules seront " "carrées." #: doc/classes/CPUParticles2D.xml msgid "Present for consistency with 3D particle nodes, not used in 2D." msgstr "" "Présent pour des raisons de cohérence avec les nœuds de particules 3D, mais " "non utilisé en 2D." #: doc/classes/CPUParticles2D.xml msgid "" "Particles will be emitted on the surface of a sphere flattened to two " "dimensions." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "Particles will be emitted in the area of a rectangle." msgstr "Toutes les particules seront émises depuis l'aire d'un rectangle." #: doc/classes/Crypto.xml msgid "Access to advanced cryptographic functionalities." msgstr "Accès à des fonctionnalités cryptographiques avancées." #: doc/classes/Crypto.xml 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 "" "La classe Crypto permet d'accéder à des fonctionnalités cryptographiques " "plus avancées dans Godot.\n" "Pour l'instant, cela inclus la génération de données aléatoires pour des " "utilsations cryptographiques, la génération de clés RSA et de certificats " "auto-signés X509, de clé asymétriques de cryptage/décryptage, la signature " "et la vérification.\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" " # Générer une nouvelle clé RSA.\n" " key = crypto.generate_rsa(4096)\n" " # Générer un nouveau certificat auto-signé avec le clé.\n" " cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com," "O=My Game Company,C=IT\")\n" " # Enregistrer la clé et le certificat dans le dossier utilisateur.\n" " key.save(\"user://generated.key\")\n" " cert.save(\"user://generated.crt\")\n" " # Cryptage\n" " var data = \"Des données\"\n" " var encrypted = crypto.encrypt(key, data.to_utf8())\n" " # Décryptage\n" " var decrypted = crypto.decrypt(key, encrypted)\n" " # Signature\n" " var signature = crypto.sign(HashingContext.HASH_SHA256, data." "sha256_buffer(), key)\n" " # Vérification\n" " var verified = crypto.verify(HashingContext.HASH_SHA256, data." "sha256_buffer(), signature, key)\n" " # Tests\n" " assert(verified)\n" " assert(data.to_utf8() == decrypted)\n" "[/codeblock]\n" "[b]Note :[/b] N'est pas disponible dans les exports HTML5." #: doc/classes/Crypto.xml 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 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 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 msgid "" "Generates a [PoolByteArray] of cryptographically secure random bytes with " "given [code]size[/code]." msgstr "" "Génère un [PoolByteArray] d'octets aléatoirement sécurisés de manière " "cryptographique de la taille [code]size[/code]." #: doc/classes/Crypto.xml 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 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 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 msgid "" "Sign a given [code]hash[/code] of type [code]hash_type[/code] with the " "provided private [code]key[/code]." msgstr "" "Signe le [code]hash[/code] spécifié du type [code]hash_type[/code] avec la " "clé privée [code]key[/code] donnée." #: doc/classes/Crypto.xml 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 "" "Vérifie la [code]signature[/code] donnée pour le [code]hash[/code] du type " "[code]hash_type[/code] avec la clé publique [code]key[/code] fournie." #: doc/classes/CryptoKey.xml msgid "A cryptographic key (RSA)." msgstr "La clé cryptographique (RSA)." #: doc/classes/CryptoKey.xml 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." msgstr "" #: doc/classes/CryptoKey.xml msgid "" "Return [code]true[/code] if this CryptoKey only has the public part, and not " "the private one." msgstr "" "Retourne [code]true[/code] si cette CryptoKey ne contient que la partie " "publique, et non la partie privée." #: doc/classes/CryptoKey.xml 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 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 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 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 msgid "A CSG Box shape." msgstr "Une forme CSG en boite." #: modules/csg/doc_classes/CSGBox.xml msgid "" "This node allows you to create a box for use with the CSG system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGBox.xml modules/csg/doc_classes/CSGCombiner.xml #: modules/csg/doc_classes/CSGCylinder.xml modules/csg/doc_classes/CSGMesh.xml #: modules/csg/doc_classes/CSGPolygon.xml #: modules/csg/doc_classes/CSGPrimitive.xml #: modules/csg/doc_classes/CSGShape.xml modules/csg/doc_classes/CSGSphere.xml #: modules/csg/doc_classes/CSGTorus.xml msgid "Prototyping levels with CSG" msgstr "" #: modules/csg/doc_classes/CSGBox.xml msgid "Depth of the box measured from the center of the box." msgstr "La profondeur de la boite mesurée depuis son centre." #: modules/csg/doc_classes/CSGBox.xml msgid "Height of the box measured from the center of the box." msgstr "La hauteur de la boite mesuré depuis son centre." #: modules/csg/doc_classes/CSGBox.xml msgid "The material used to render the box." msgstr "Le matériau utilisé pour rendre la boite." #: modules/csg/doc_classes/CSGBox.xml msgid "Width of the box measured from the center of the box." msgstr "La longueur de la boite mesuré depuis son centre." #: modules/csg/doc_classes/CSGCombiner.xml msgid "A CSG node that allows you to combine other CSG modifiers." msgstr "Un nœud CSG qui permet de combiner plusieurs modificateurs CSG." #: modules/csg/doc_classes/CSGCombiner.xml 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.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGCylinder.xml #, fuzzy msgid "A CSG Cylinder shape." msgstr "Une forme de cylindre CSG." #: modules/csg/doc_classes/CSGCylinder.xml msgid "" "This node allows you to create a cylinder (or cone) for use with the CSG " "system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGCylinder.xml #, fuzzy msgid "" "If [code]true[/code] a cone is created, the [member radius] will only apply " "to one side." msgstr "" "Si [code]true[/code] un cône est créé, le [member radius] ne s'appliquera " "qu'à un seul côté." #: modules/csg/doc_classes/CSGCylinder.xml msgid "The height of the cylinder." msgstr "La hauteur du cylindre." #: modules/csg/doc_classes/CSGCylinder.xml msgid "The material used to render the cylinder." msgstr "Le matériau utilisé pour rendre le cylindre." #: modules/csg/doc_classes/CSGCylinder.xml msgid "The radius of the cylinder." msgstr "Le rayon du cylindre." #: modules/csg/doc_classes/CSGCylinder.xml msgid "" "The number of sides of the cylinder, the higher this number the more detail " "there will be in the cylinder." msgstr "" "Le nombre de côtés du cylindre, plus ce nombre est élevé, plus il y aura de " "détail dans le cylindre." #: modules/csg/doc_classes/CSGCylinder.xml 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 msgid "A CSG Mesh shape that uses a mesh resource." msgstr "Une forme de maillage CSG qui utilise une ressource de maillage." #: modules/csg/doc_classes/CSGMesh.xml 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 than two faces. See also [CSGPolygon] for " "drawing 2D extruded polygons to be used as CSG nodes.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGMesh.xml msgid "The [Material] used in drawing the CSG shape." msgstr "Le [Material] utilisé pour dessiner la forme de la CSG." #: modules/csg/doc_classes/CSGMesh.xml 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 msgid "Extrudes a 2D polygon shape to create a 3D mesh." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "An array of 2D points is extruded to quickly and easily create a variety of " "3D meshes. See also [CSGMesh] for using 3D meshes as CSG nodes.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_DEPTH], the depth of the extrusion." msgstr "" "Quand [member mode] est [constant MODE_DEPTH], la profondeur de l'extrusion." #: modules/csg/doc_classes/CSGPolygon.xml 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 msgid "The [member mode] used to extrude the [member polygon]." msgstr "Le [member mode] utilisé pour extruder le [member polygon]." #: modules/csg/doc_classes/CSGPolygon.xml 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 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 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 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 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 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 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 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 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 msgid "" "The point array that defines the 2D polygon that is extruded. This can be a " "convex or concave polygon with 3 or more points. The polygon must [i]not[/i] " "have any intersecting edges. Otherwise, triangulation will fail and no mesh " "will be generated.\n" "[b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh " "will be generated." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml #, fuzzy msgid "If [code]true[/code], applies smooth shading to the extrusions." msgstr "Si [code]true[/code], l’audio est stéréo." #: modules/csg/doc_classes/CSGPolygon.xml 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 msgid "" "When [member mode] is [constant MODE_SPIN], the number of extrusions made." msgstr "" "Quand [member mode] est [constant MODE_SPIN], le nombre d'extrusions faites." #: modules/csg/doc_classes/CSGPolygon.xml msgid "The [member polygon] shape is extruded along the negative Z axis." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "The [member polygon] shape is extruded by rotating it around the Y axis." msgstr "" "La forme [member polygon] est extrudée en la faisant pivoter autour de l'axe " "Y." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "The [member polygon] shape is extruded along the [Path] specified in [member " "path_node]." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml 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 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 msgid "" "The [member polygon] shape follows the path and its rotations around the " "path axis." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml 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 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 msgid "Base class for CSG primitives." msgstr "Classe de base pour les primitives CSG." #: modules/csg/doc_classes/CSGPrimitive.xml 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.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGPrimitive.xml msgid "Invert the faces of the mesh." msgstr "Inverser les faces du maillage." #: modules/csg/doc_classes/CSGShape.xml msgid "The CSG base class." msgstr "La classe de base CSG." #: modules/csg/doc_classes/CSGShape.xml msgid "" "This is the CSG base class that provides CSG operation support to the " "various CSG nodes in Godot.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGShape.xml doc/classes/RayCast2D.xml #: doc/classes/SoftBody.xml msgid "Returns an individual bit on the collision mask." msgstr "Retourne un seul bit du masque de collision." #: modules/csg/doc_classes/CSGShape.xml 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 msgid "" "Returns [code]true[/code] if this is a root shape and is thus the object " "that is rendered." msgstr "" "Retourne [code]true[/code] s’il s’agit d’une forme racine et est donc " "l’objet rendu." #: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml 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 doc/classes/SoftBody.xml 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 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 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=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: modules/csg/doc_classes/CSGShape.xml msgid "" "The physics layers this CSG shape scans for collisions. See [url=$DOCS_URL/" "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 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 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 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 msgid "" "Geometry of both primitives is merged, intersecting geometry is removed." msgstr "" "La géométrie des deux primitives est fusionnée, la géométrie croisée est " "supprimée." #: modules/csg/doc_classes/CSGShape.xml msgid "Only intersecting geometry remains, the rest is removed." msgstr "Il ne reste que la géométrie d'intersection, le reste est supprimé." #: modules/csg/doc_classes/CSGShape.xml #, fuzzy msgid "" "The second shape is subtracted from the first, leaving a dent with its shape." msgstr "" "La deuxième forme est soustraite à la première, laissant une bosse avec sa " "forme." #: modules/csg/doc_classes/CSGSphere.xml msgid "A CSG Sphere shape." msgstr "Une forme de Sphère CSG." #: modules/csg/doc_classes/CSGSphere.xml msgid "" "This node allows you to create a sphere for use with the CSG system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml msgid "The material used to render the sphere." msgstr "Le matériau utilisé pour rendre la sphère." #: modules/csg/doc_classes/CSGSphere.xml msgid "Number of vertical slices for the sphere." msgstr "Nombre de tranches verticales pour la sphère." #: modules/csg/doc_classes/CSGSphere.xml msgid "Radius of the sphere." msgstr "Rayon de la sphère." #: modules/csg/doc_classes/CSGSphere.xml msgid "Number of horizontal slices for the sphere." msgstr "Nombre de tranches horizontales pour la sphère." #: modules/csg/doc_classes/CSGSphere.xml 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 msgid "A CSG Torus shape." msgstr "Une forme de Tore CSG." #: modules/csg/doc_classes/CSGTorus.xml msgid "" "This node allows you to create a torus for use with the CSG system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml msgid "The inner radius of the torus." msgstr "Le rayon intérieur du tore." #: modules/csg/doc_classes/CSGTorus.xml msgid "The material used to render the torus." msgstr "Le matériau utilisé pour rendre le tore." #: modules/csg/doc_classes/CSGTorus.xml msgid "The outer radius of the torus." msgstr "Le rayon extérieur du tore." #: modules/csg/doc_classes/CSGTorus.xml msgid "The number of edges each ring of the torus is constructed of." msgstr "Le nombre de bords dont chaque anneau du tore est constitué." #: modules/csg/doc_classes/CSGTorus.xml msgid "The number of slices the torus is constructed of." msgstr "Le nombre de tranches dont le tore est constitué." #: modules/csg/doc_classes/CSGTorus.xml 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 #, fuzzy msgid "" "A script implemented in the C# programming language (Mono-enabled builds " "only)." msgstr "" "Un script implémenté dans le langage de programmation C# (uniquement des " "compilations Mono-activé)." #: modules/mono/doc_classes/CSharpScript.xml 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 #: modules/gdnative/doc_classes/PluginScript.xml msgid "Returns a new instance of the script." msgstr "Retourne une nouvelle instance du script." #: doc/classes/CubeMap.xml msgid "A CubeMap is a 6-sided 3D texture." msgstr "Un CubeMap est une texture à 6 faces en 3D." #: doc/classes/CubeMap.xml 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 #, fuzzy msgid "Returns the [CubeMap]'s height." msgstr "Retourne la hauteur de texture." #: doc/classes/CubeMap.xml msgid "" "Returns an [Image] for a side of the [CubeMap] using one of the [enum Side] " "constants." msgstr "" #: doc/classes/CubeMap.xml #, fuzzy msgid "Returns the [CubeMap]'s width." msgstr "Renvoie la largeur de texture." #: doc/classes/CubeMap.xml msgid "" "Sets an [Image] for a side of the [CubeMap] using one of the [enum Side] " "constants." msgstr "" #: doc/classes/CubeMap.xml msgid "" "The render flags for the [CubeMap]. See the [enum Flags] constants for " "details." msgstr "" "Les drapeaux de rendu pour le [CubeMap]. Voir les constantes [enum Flags] " "pour plus d'informations." #: doc/classes/CubeMap.xml msgid "" "The lossy storage quality of the [CubeMap] if the storage mode is set to " "[constant STORAGE_COMPRESS_LOSSY]." msgstr "" #: doc/classes/CubeMap.xml #, fuzzy msgid "The [CubeMap]'s storage mode. See [enum Storage] constants." msgstr "Convertit le format de l’image. Voir les constantes [enum Format]." #: doc/classes/CubeMap.xml msgid "Store the [CubeMap] without any compression." msgstr "Enregistre le [CubeMap] sans aucune compression." #: doc/classes/CubeMap.xml msgid "Store the [CubeMap] with strong compression that reduces image quality." msgstr "" "Enregistre le [CubeMap] avec une forte compression qui réduit la qualité de " "l'image." #: doc/classes/CubeMap.xml msgid "" "Store the [CubeMap] with moderate compression that doesn't reduce image " "quality." msgstr "" "Enregistre la [CubeMap] avec une compression modérée qui ne réduit pas la " "qualité de l'image." #: doc/classes/CubeMap.xml msgid "Identifier for the left face of the [CubeMap]." msgstr "L'identifiant de la face de gauche du [CubeMap]." #: doc/classes/CubeMap.xml msgid "Identifier for the right face of the [CubeMap]." msgstr "L'identifiant de la face de droite du [CubeMap]." #: doc/classes/CubeMap.xml msgid "Identifier for the bottom face of the [CubeMap]." msgstr "L'identifiant de la face du bas du [CubeMap]." #: doc/classes/CubeMap.xml msgid "Identifier for the top face of the [CubeMap]." msgstr "L'identifiant de la face du haut du [CubeMap]." #: doc/classes/CubeMap.xml msgid "Identifier for the front face of the [CubeMap]." msgstr "L'identifiant de la face de devant du [CubeMap]." #: doc/classes/CubeMap.xml msgid "Identifier for the back face of the [CubeMap]." msgstr "L'identifiant de la face de derrière du [CubeMap]." #: doc/classes/CubeMap.xml msgid "Generate mipmaps, to enable smooth zooming out of the texture." msgstr "Génère des mipmaps, pour lisser le zoom arrière de la texture." #: doc/classes/CubeMap.xml msgid "Repeat (instead of clamp to edge)." msgstr "Répète (plutôt que s'arrête aux bords)." #: doc/classes/CubeMap.xml msgid "Turn on magnifying filter, to enable smooth zooming in of the texture." msgstr "" #: doc/classes/CubeMap.xml msgid "Default flags. Generate mipmaps, repeat, and filter are enabled." msgstr "" #: doc/classes/CubeMesh.xml msgid "Generate an axis-aligned cuboid [PrimitiveMesh]." msgstr "Générer un cuboïde [PrimitiveMesh] aligné sur un axe." #: doc/classes/CubeMesh.xml 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 msgid "Size of the cuboid mesh." msgstr "Taille du maillage cuboïde." #: doc/classes/CubeMesh.xml msgid "Number of extra edge loops inserted along the Z axis." msgstr "" #: doc/classes/CubeMesh.xml msgid "Number of extra edge loops inserted along the Y axis." msgstr "" #: doc/classes/CubeMesh.xml msgid "Number of extra edge loops inserted along the X axis." msgstr "" #: doc/classes/CullInstance.xml msgid "Parent of all nodes that can be culled by the Portal system." msgstr "" #: doc/classes/CullInstance.xml 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 msgid "" "This allows fine control over the mesh merging feature in the " "[RoomManager].\n" "Setting this option to [code]false[/code] can be used to prevent an instance " "being merged." msgstr "" #: doc/classes/CullInstance.xml 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 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 msgid "" "When using [Room]s and [Portal]s, this specifies how the [CullInstance] is " "processed in the system." msgstr "" #: doc/classes/CullInstance.xml 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 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 msgid "Use for instances that will move [b]between[/b] [Room]s - e.g. players." msgstr "" "À utiliser pour les instances qui se déplacent [b]entre[/b] les [Room], par " "ex. les joueurs." #: doc/classes/CullInstance.xml msgid "" "Use for instances that will be frustum culled only - e.g. first person " "weapon, debug." msgstr "" #: doc/classes/CullInstance.xml 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 msgid "A mathematic curve." msgstr "Une courbe mathématique." #: doc/classes/Curve.xml 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 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 msgid "Recomputes the baked cache of points for the curve." msgstr "Recalcule le cache des points de la courbe." #: doc/classes/Curve.xml 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 doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "Removes all points from the curve." msgstr "Supprime tous les points de la courbe." #: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "Returns the number of points describing the curve." msgstr "Retourne le nombre de points décrivant la courbe." #: doc/classes/Curve.xml msgid "" "Returns the left [enum TangentMode] for the point at [code]index[/code]." msgstr "Retourne le [enum TangentMode] à gauche du point à [code]index[/code]." #: doc/classes/Curve.xml msgid "" "Returns the left tangent angle (in degrees) for the point at [code]index[/" "code]." msgstr "" "Retourne l'angle de la tangente gauche (en degrés) pour le point à l'index " "[code]index[/code]." #: doc/classes/Curve.xml msgid "Returns the curve coordinates for the point at [code]index[/code]." msgstr "Retourne les coordonnées de la courbe au point à [code]index[/code]." #: doc/classes/Curve.xml msgid "" "Returns the right [enum TangentMode] for the point at [code]index[/code]." msgstr "Retourne le [enum TangentMode] à droite du point à [code]index[/code]." #: doc/classes/Curve.xml msgid "" "Returns the right tangent angle (in degrees) for the point at [code]index[/" "code]." msgstr "" "Retourne l'angle de la tangente droite (en degrés) pour le point à l'index " "[code]index[/code]." #: doc/classes/Curve.xml 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 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 msgid "Removes the point at [code]index[/code] from the curve." msgstr "Retire le point à [code]index[/code] de la courbe." #: doc/classes/Curve.xml msgid "" "Sets the left [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" "Définit le mode de la tangent [enum TangentMode] gauche pour la position à " "l'index [code]index[/code] à [code]mode[/code]." #: doc/classes/Curve.xml msgid "" "Sets the left tangent angle for the point at [code]index[/code] to " "[code]tangent[/code]." msgstr "" "Définit l'angle de la tangent gauche pour le point à l'index [code]index[/" "code] avec [code]tangent[/code]." #: doc/classes/Curve.xml msgid "Sets the offset from [code]0.5[/code]." msgstr "Définit le décalage à partir de [code]0.5[/code]." #: doc/classes/Curve.xml msgid "" "Sets the right [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" "Définit le mode de la tangent [enum TangentMode] droite pour la position à " "l'index [code]index[/code] à [code]mode[/code]." #: doc/classes/Curve.xml msgid "" "Sets the right tangent angle for the point at [code]index[/code] to " "[code]tangent[/code]." msgstr "" "Définit l'angle de la tangent droite pour le point à l'index [code]index[/" "code] avec [code]tangent[/code]." #: doc/classes/Curve.xml msgid "" "Assigns the vertical position [code]y[/code] to the point at [code]index[/" "code]." msgstr "" "Assigne la position verticale [code]y[/code] au point à l'index [code]index[/" "code]." #: doc/classes/Curve.xml msgid "The number of points to include in the baked (i.e. cached) curve data." msgstr "Le nombre de points à inclure dans les données de cache de la courbe." #: doc/classes/Curve.xml msgid "The maximum value the curve can reach." msgstr "La valeur maximale que la courbe peut atteindre." #: doc/classes/Curve.xml msgid "The minimum value the curve can reach." msgstr "La valeur minimale que la courbe peut atteindre." #: doc/classes/Curve.xml msgid "Emitted when [member max_value] or [member min_value] is changed." msgstr "Émis quand [member max_value] ou [member min_value] est changé." #: doc/classes/Curve.xml msgid "The tangent on this side of the point is user-defined." msgstr "La tangente de ce côté du point est personnalisée." #: doc/classes/Curve.xml 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 msgid "The total number of available tangent modes." msgstr "Le nombre total de modes de tangentes disponibles." #: doc/classes/Curve2D.xml msgid "Describes a Bézier curve in 2D space." msgstr "Décrit une courbe de Bézier dans l'espace 2D." #: doc/classes/Curve2D.xml 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 "" "Cette classe décrit une courbe de Bézier en 2D. C'est principalement utilisé " "pour définir un chemin [Path2D], mais ça peut être utilisé manuellement pour " "d'autres usages.\n" "Ça garde un cache des points calculés le long de la courbe, pour accélérer " "les calculs ultérieurs." #: doc/classes/Curve2D.xml msgid "" "Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s " "position, 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 doc/classes/Curve3D.xml 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 msgid "Returns the cache of points as a [PoolVector2Array]." msgstr "Retourne le cache de points sous forme de [PoolVector2Array]." #: doc/classes/Curve2D.xml 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 doc/classes/Curve3D.xml 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 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 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 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 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 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 doc/classes/Curve3D.xml 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 doc/classes/Curve3D.xml 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 doc/classes/Curve3D.xml 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 doc/classes/Curve3D.xml 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 doc/classes/Curve3D.xml 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 doc/classes/Curve3D.xml 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 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 msgid "Describes a Bézier curve in 3D space." msgstr "Décrit une courbe de Bézier dans l’espace 3D." #: doc/classes/Curve3D.xml 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 msgid "" "Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s " "position, 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/Curve3D.xml msgid "Returns the cache of points as a [PoolVector3Array]." msgstr "Retourne le cache de points sous forme de [PoolVector3Array]." #: doc/classes/Curve3D.xml msgid "Returns the cache of tilts as a [PoolRealArray]." msgstr "Retourne le cache d’inclinaisons en tant que [PoolRealArray]." #: doc/classes/Curve3D.xml 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 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 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 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 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 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 "" "Retourne l'inclinaison en radians pour le point à l'index [code]idx[/code]. " "Si l'index est hors limites, la fonction affiche une erreur dans la console, " "et retourne [code]0[/code]." #: doc/classes/Curve3D.xml 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 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 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 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 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 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 msgid "A texture that shows a curve." msgstr "Texture qui montre une courbe." #: doc/classes/CurveTexture.xml 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 msgid "The [code]curve[/code] rendered onto the texture." msgstr "La [code]curve[/code] rendue sur la texture." #: doc/classes/CurveTexture.xml msgid "The width of the texture." msgstr "La largeur de la texture." #: doc/classes/CylinderMesh.xml msgid "Class representing a cylindrical [PrimitiveMesh]." msgstr "Classe représentant un cylindrique [PrimitiveMesh]." #: doc/classes/CylinderMesh.xml 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 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 msgid "Full height of the cylinder." msgstr "Pleine hauteur du cylindre." #: doc/classes/CylinderMesh.xml 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 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 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 msgid "Cylinder shape for collisions." msgstr "Une forme cylindrique pour les collisions." #: doc/classes/CylinderShape.xml msgid "The cylinder's height." msgstr "La hauteur du cylindre." #: doc/classes/CylinderShape.xml msgid "The cylinder's radius." msgstr "Le rayon du cylindre." #: doc/classes/DampedSpringJoint2D.xml #, fuzzy msgid "Damped spring constraint for 2D physics." msgstr "Contrainte de ressort amortie pour la physique 2D." #: doc/classes/DampedSpringJoint2D.xml 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 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 msgid "" "The spring joint's maximum length. The two attached bodies cannot stretch it " "past this value." msgstr "" #: doc/classes/DampedSpringJoint2D.xml 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 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 msgid "Dictionary type." msgstr "Le type dictionnaire." #: doc/classes/Dictionary.xml #, fuzzy 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 "" "Le type Dictionary. C'est un conteneur associatif qui contient des valeurs " "référencées par des clés unqiues. Les dictionnaires sont composés de paires " "de clés (qui doivent toutes être uniques) et des valeurs. Les dictionnaires " "préservent l'ordre d'ajout des éléments, même si ça n'apparait pas toujours " "lors de l'affichage du dictionnaire. Dans d'autres langages de " "programmation, cette structure de données est souvent appelée table de " "hachage ou tableau associatif.\n" "Vous pouvez definir un dictionnaire avec une liste de paires au format " "[code]clé : valeur[/code] entre accolades [code]{}[/code].\n" "Supprimer des éléments pendant une itération n'est [b]pas supporté[/b] et " "causera un comportement indéfini.\n" "[b]Note :[/b] Les dictionnaires sont toujours passés par références. Pour " "obtenir une copie d'un dictionnaire qui peut être modifié indépendamment du " "dictionnaire original, utilisez [method duplicate].\n" "Créer un dictionnaire :\n" "[codeblock]\n" "var my_dict = {} # Crée un dictionnaire vide.\n" "\n" "var dict_variable_key = \"Une autre clé\"\n" "var dict_variable_value = \"valeur2\"\n" "var another_dict = {\n" " \"Un clé\": \"valeur1\",\n" " dict_variable_key: dict_variable_value,\n" "}\n" "\n" "var points_dict = {\"Blanc\": 50, \"Jaune\": 75, \"Orange\": 100}\n" "\n" "# Syntaxe alternative façon Lua.\n" "# Ne nécessite pas de guillemets autour des clés, mais seules les chaines de " "caractères constantes peuvent être utilisées comme nom pour les clés.\n" "# De plus, les noms des clés doit commencer par une lettre ou un tiret du " "bas (\"_\").\n" "# Ici, `une_cle` est une chaine de caractère, pas une variable !\n" "another_dict = {\n" " une_cle = 42,\n" "}\n" "[/codeblock]\n" "Vous pouvez accéder aux valeurs d'un dictionnaire en utilisant la clé " "associée. Dans l'exemple suivant, [code]points_dict[\"Blanc\"][/code] " "retournera [code]50[/code]. Vous pouvez aussi écrire [code]points_dict." "Blanc[/code], qui est équivalent. Par contre, vous devez utiliser la syntaxe " "avec les accolades si la clé n'est pas une chaine de caractère constante " "(comme un nombre ou une variable).\n" "[codeblock]\n" "export(string, \"Blanc\", \"Jaune\", \"Orange\") var my_color\n" "var points_dict = {\"Blanc\": 50, \"Jaune\": 75, \"Orange\": 100}\n" "func _ready():\n" " # On ne peut pas utiliser la syntaxe en point puisque `my_color` est une " "variable.\n" " var points = points_dict[my_color]\n" "[/codeblock]\n" "Dans l'exemple au-dessus, [code]points[/code] sera assigné à une valeur " "associée à la couleur choisie dans [code]my_color[/code].\n" "Les dictionnaires peuvent contenir des données plus complexes :\n" "[codeblock]\n" "my_dict = {\"Premier tableau\": [1, 2, 3, 4]} # Assigne un Array à un clé en " "String.\n" "[/codeblock]\n" "Pour ajouter une clé à un dictionnaire déjà existant, accédez-y comme si " "c'était une clé existante et associez lui une valeur :\n" "[codeblock]\n" "var points_dict = {\"Blanc\": 50, \"Jaune\": 75, \"Orange\": 100}\n" "points_dict[\"Bleu\"] = 150 # Ajoute \"Bleu\" comme clé et lui associe la " "valeur 150.\n" "[/codeblock]\n" "Enfin, les dictionnaires peuvent utiliser différents types de clés et de " "valeurs dans le même dictionnaire :\n" "[codeblock]\n" "# Ceci est un dictionnaire valide.\n" "# Pour accéder à \"Sous valeur\" en-dessous, utilisez `my_dict.sous_dict." "sous_cle` ou `my_dict[\"sub_dict\"][\"sous_cle\"]`.\n" "# Les styles d'accès peuvent être mélangés suivant les besoins.\n" "var my_dict = {\n" " \"String Key\": 5,\n" " 4: [1, 2, 3],\n" " 7: \"Hello\",\n" " \"sous_dict\": {\"sous_cle\": \"Sous valeur\"},\n" "}\n" "[/codeblock]\n" "[b]Note :[/b] Contrairement aux [Array], vous ne pouvez pas comparer " "directement des dictionnaires:\n" "[codeblock]\n" "array1 = [1, 2, 3]\n" "array2 = [1, 2, 3]\n" "\n" "func compare_arrays():\n" " print(array1 == array2) # Affichera \"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) # N'affichera PAS \"true\".\n" "[/codeblock]\n" "Vous devez d'abord calculer le hachage du dictionnaire avec la méthode " "[method hash] avant de pouvoir les comparer :\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()) # Affichera \"true\"\n" "[/codeblock]\n" "[b]Note :[/b] Quand un dictionnaire est créé avec [code]const[/code], le " "dictionnaire peut toujours être modifié quand changeant les valeurs ou les " "clés. Utiliser [code]const[/code] empêche seulement d'assigner cette " "constante avec une autre valeur une fois la constante initialisée." #: doc/classes/Dictionary.xml msgid "GDScript basics: Dictionary" msgstr "Les bases de GDScript : Les dictionnaires" #: doc/classes/Dictionary.xml msgid "Clear the dictionary, removing all key/value pairs." msgstr "Efface le dictionnaire, retirant toutes les clés et valeurs." #: doc/classes/Dictionary.xml 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 "" "Créé une copié du dictionnaire et la retourne. Le paramètre [code]deep[/" "code] permet de faire une copie en profondeur (de manière récursives) des " "valeurs si ce sont des dictionnaires ou des tableaux, où leurs éléments et " "sous-éléments sont aussi copiés si ce sont des dictionnaires ou des " "tableaux, mais ne s'applique pas au objets." #: doc/classes/Dictionary.xml msgid "Returns [code]true[/code] if the dictionary is empty." msgstr "Retourne [code]true[/code] si le dictionnaire est vide." #: doc/classes/Dictionary.xml 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 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 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 "" "Retourne [code]true[/code] si le dictionnaire à la clé spécifiée.\n" "[b]Note :[/b] Ça revient à utiliser l'opérateur [code]in[/code] comme " "suit :\n" "[codeblock]\n" "# Sera évalué à `true`.\n" "if \"godot\" in {\"godot\": \"engine\"}:\n" " pass\n" "[/codeblock]\n" "Cette méthode (comme pour l'opérateur [code]in[/code]) sera évalué à " "[code]true[/code] tant que la clé existe, même si elle est associée à " "[code]null[/code]." #: doc/classes/Dictionary.xml msgid "" "Returns [code]true[/code] if the dictionary has all the keys in the given " "array." msgstr "" "Retourne [code]true[/code] si le dictionnaire contient toutes les clés " "contenues dans le tableau donné." #: doc/classes/Dictionary.xml msgid "" "Returns a hashed 32-bit 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.\n" "[b]Note:[/b] Dictionaries with equal content will always produce identical " "hash values. However, the reverse is not true. Returning identical hash " "values does [i]not[/i] imply the dictionaries are equal, because different " "dictionaries can have identical hash values due to hash collisions." msgstr "" "Retourne un entier 32-bit de hachage représentant le contenu du " "dictionnaire. Ça peut être utilisé pour comparer le contenu de plusieurs " "dictionnaires entre eux :\n" "[codeblock]\n" "var dict1 = {0: 10}\n" "var dict2 = {0: 10}\n" "# La ligne en dessus affichera `true`, alors que `false` serait affiché si " "les deux variables étaient comparées directement.\n" "print(dict1.hash() == dict2.hash())\n" "[/codeblock]\n" "[b]Note :[/b] Les dictionnaires avec les mêmes clés et valeurs mais dans un " "ordre différent auront un hachage différent.\n" "[b]Note :[/b] Les dictionnaires avec le même content produiront toujours le " "même hachage. Par contre, la réciproque n'est pas vraie. Retourner un même " "hachage n'implique [i]pas[/i] que les dictionnaires soient identiques, " "simplement à cause des collisions dans la fonction de hachage." #: doc/classes/Dictionary.xml msgid "Returns the list of keys in the [Dictionary]." msgstr "Retourne la liste des clés dans le [Dictionary]." #: doc/classes/Dictionary.xml msgid "Returns the number of keys in the dictionary." msgstr "Retourne le nombre de clés dans le dictionnaire." #: doc/classes/Dictionary.xml msgid "Returns the list of values in the [Dictionary]." msgstr "Retourne la liste des valeurs dans le [Dictionary]." #: doc/classes/DirectionalLight.xml msgid "Directional light from a distance, as from the Sun." msgstr "" "Une lumière directionnelle à une certaine distance, comme pour le soleil." #: doc/classes/DirectionalLight.xml 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 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 msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " "transitions between splits." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "Optimizes shadow rendering for detail versus movement. See [enum " "ShadowDepthRange]." msgstr "" "Optimise le rendu de l'ombre pour les détails plutôt que les mouvements. " "Voir [enum ShadowDepthRange]." #: doc/classes/DirectionalLight.xml msgid "The maximum distance for shadow splits." msgstr "Distance maximale pour les fractionnements d’ombre." #: doc/classes/DirectionalLight.xml msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." msgstr "" "L'algorithme de rendu de l'ombre pour cette lumière. Voir [enum ShadowMode]." #: doc/classes/DirectionalLight.xml msgid "" "Can be used to fix special cases of self shadowing when objects are " "perpendicular to the light." msgstr "" #: doc/classes/DirectionalLight.xml 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 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 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 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 "" "Rend la carte de l’ombre de toute la scène d’un point de vue orthogonal. " "C’est le mode d’ombre directionnelle le plus rapide. Peut entraîner des " "ombres plus floues sur les objets proches." #: doc/classes/DirectionalLight.xml 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 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 msgid "" "Keeps the shadow stable when the camera moves, at the cost of lower " "effective shadow resolution." msgstr "" #: doc/classes/DirectionalLight.xml 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 msgid "Type used to handle the filesystem." msgstr "Type utilisé pour gérer le système de fichiers." #: doc/classes/Directory.xml 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 "" "Le type Directory. Il est utilisé pour gérer les dossiers et leur contenu " "(et pas uniquement ceux du projet).\n" "Lors de la création d'un nouveau [Directory], le dossier ouvert par défaut " "sera [code]res://[/code]. Cela peut changer à l'avenir, il est donc " "préférable de toujours utiliser [method open] pour définir le [Directory] " "que vous souhaitez gérer, en vérifiant à chaque fois les erreurs émises.\n" "[b]Note :[/b] Plusieurs types de ressources sont importés (comme les " "textures et les fichiers audio), et les originaux ne sont pas inclus dans le " "jeu exporté, puisque seulement la version importée sont alors utilisées. " "Utilisez plutôt [ResourceLoader] pour accéder à ces ressources importées.\n" "Voici un exemple qui énumère le contenu d'un dossier :\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(\"Dossier trouvé: \" + file_name)\n" " else:\n" " print(\"Fichier trouvé : \" + file_name)\n" " file_name = dir.get_next()\n" " else:\n" " print(\"Une erreur est survenue lors de l'accès à ce chemin.\")\n" "[/codeblock]" #: doc/classes/Directory.xml 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 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 "" "Copie le fichier à l'emplacement [code]from[/code] vers la destination " "[code]to[/code]. Ces deux arguments doivent contenir des chemines vers des " "fichiers, soient relatifs ou absolus. Si le fichier de destination existe et " "qu'il n'est pas protégé en écriture, il sera écrasé.\n" "Retourne un des codes de [enum Error] (et [code]OK[/code] en cas de " "réussite)." #: doc/classes/Directory.xml 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 msgid "" "Returns whether the target directory exists. The argument can be relative to " "the current directory, or an absolute path." msgstr "" "Retourne quand le dossier cible existe. L'argument peut être relatif au " "dossier actuel, ou un chemin absolu." #: doc/classes/Directory.xml msgid "" "Returns whether the target file exists. The argument can be relative to the " "current directory, or an absolute path." msgstr "" "Retourne quand le fichier cible existe. L'argument peut être relatif au " "dossier actuel, ou un chemin absolu." #: doc/classes/Directory.xml msgid "" "Returns the absolute path to the currently opened directory (e.g. " "[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])." msgstr "" "Retourne le chemin absolu vers le dossier actuellement ouvert (ex.: " "[code]res://folder[/code] ou [code]C:\\tmp\\folder[/code])." #: doc/classes/Directory.xml msgid "" "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 msgid "" "On Windows, returns the name of the drive (partition) passed as an argument " "(e.g. [code]C:[/code]).\n" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" #: doc/classes/Directory.xml msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" "On macOS, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" #: doc/classes/Directory.xml 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 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 "" "Sur les systèmes de bureau UNIX, ça retourne l'espace disque disponible sur " "le disque du dossier actuel. Sur les autres plateformes, cette information " "n'est pas disponible et la méthode retourne 0 ou -1." #: doc/classes/Directory.xml 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 "" "Initialise le flux utilisée pour lister tous les fichiers et dossiers avec " "la fonction [method get_next], et ferme le flux actuellement ouvert si " "nécessaire. Une fois le flux manipulé, il doit être fermé avec [method " "list_dir_end].\n" "Si [code]skip_navigational[/code] est [code]true[/code], [code].[/code] et " "[code]..[/code] sont ignorés.\n" "Si [code]skip_hidden[/code] est [code]true[/code], les fichiers masqués sont " "ignorés." #: doc/classes/Directory.xml 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 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 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 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 "" "Ouvre un dossier existant dans le système de fichiers. Le chemin [code]path[/" "code] doit être dans l'arborescence du projet ([code]res://dossier[/code]), " "dans le dossier utilisateur ([code]user://dossier[/code]) ou un chemin " "absolu dans le système de fichiers de l'utilisateur (e.g. [code]/tmp/" "dossier[/code] or [code]C:\\tmp\\dossier[/code]).\n" "Retourne un des codes d'erreur de [enum Error] (et [code]OK[/code] en cas de " "succès)." #: doc/classes/Directory.xml msgid "" "Permanently 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" "If you don't want to delete the file/directory permanently, use [method OS." "move_to_trash] instead.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/Directory.xml 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 msgid "Helper class to implement a DTLS server." msgstr "Une classe d'aide pour implémenter un serveur DTLS." #: doc/classes/DTLSServer.xml 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 "" "Cette classe est utilisée pour enregistrer l'état d'un serveur DTLS. La " "méthode [method setup] convertie les [PacketPeerUDP] connectés en " "[PacketPeerDTLS] et les acceptent avec [method take_connection] comme " "clients DTLS. En interne, cette classe est utilisée pour enregistrer l'état " "DTLS et les cookies sur le serveur. La raison pour laquelle l'état et les " "cookies sont nécessaires dépasse les propos de cette documentation.\n" "Voici une petit exemple sur comment l'utiliser :\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\") # Votre clé privée.\n" " var cert = load(\"cert.crt\") # Votre certificat X509.\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 # C'est normal que 50% des connexions échouent à cause " "des échanges de cookie.\n" " print(\"Pair connecté !\")\n" " peers.append(dtls_peer)\n" " for p in peers:\n" " p.poll() # Nécessaire pour mettre à jour l'état\n" " if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" " while p.get_available_packet_count() > 0:\n" " print(\"Message reçu du client : %s\" % p.get_packet()." "get_string_from_utf8())\n" " p.put_packet(\"Bonjour client DTLS\".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) # Utilisez \"true\" en production pour " "vérifier le certificat !\n" "\n" "func _process(delta):\n" " dtls.poll()\n" " if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" " if !connected:\n" " # Essayer de contacter le serveur\n" " dtls.put_packet(\"La réponse est... 42!\".to_utf8())\n" " while dtls.get_available_packet_count() > 0:\n" " print(\"Connecté : %s\" % dtls.get_packet()." "get_string_from_utf8())\n" " connected = true\n" "[/codeblock]" #: doc/classes/DTLSServer.xml 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 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 msgid "DynamicFont renders vector font files at runtime." msgstr "" "Les DynamicFont font un rendu de fichier de police vectorielles au lancement." #: doc/classes/DynamicFont.xml msgid "" "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]), Web Open Font Format 1 ([code].woff[/code]), " "and Web Open Font Format 2 ([code].woff2[/code]).\n" "[codeblock]\n" "var dynamic_font = DynamicFont.new()\n" "dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n" "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 msgid "Adds a fallback font." msgstr "Ajouter une police de repli." #: doc/classes/DynamicFont.xml 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 msgid "Returns the fallback font at index [code]idx[/code]." msgstr "Retourne la police de repli à la position [code]idx[/code]." #: doc/classes/DynamicFont.xml msgid "Returns the number of fallback fonts." msgstr "Retourne le nombre de polices de rechange." #: doc/classes/DynamicFont.xml msgid "" "Returns the spacing for the given [code]type[/code] (see [enum SpacingType])." msgstr "" "Retourne l'espacement pour le [code]type[/code] spécifié (voir [enum " "SpacingType])." #: doc/classes/DynamicFont.xml msgid "Removes the fallback font at index [code]idx[/code]." msgstr "Retire la police de repli à la position [code]idx[/code]." #: doc/classes/DynamicFont.xml msgid "Sets the fallback font at index [code]idx[/code]." msgstr "Définit la police de repli pour la position [code]idx[/code]." #: doc/classes/DynamicFont.xml 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 msgid "Extra spacing at the bottom in pixels." msgstr "L'espacement supplémentaire en bas en pixels." #: doc/classes/DynamicFont.xml 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 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 msgid "Extra spacing at the top in pixels." msgstr "L'espacement supplémentaire en haut en pixels." #: doc/classes/DynamicFont.xml msgid "The font data." msgstr "Les données de police." #: doc/classes/DynamicFont.xml 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 msgid "The font outline's thickness in pixels (not relative to the font size)." msgstr "" #: doc/classes/DynamicFont.xml msgid "The font size in pixels." msgstr "La taille de la police en pixels." #: doc/classes/DynamicFont.xml 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 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 msgid "Spacing at the top." msgstr "Espacement en haut." #: doc/classes/DynamicFont.xml msgid "Spacing at the bottom." msgstr "Espacement en bas." #: doc/classes/DynamicFont.xml msgid "Spacing for each character." msgstr "L'espace entre chaque caractère." #: doc/classes/DynamicFont.xml msgid "Spacing for the space character." msgstr "L'espacement pour le caractère d'espace." #: doc/classes/DynamicFontData.xml msgid "Used with [DynamicFont] to describe the location of a font file." msgstr "" "Utiliser par [DynamicFont] pour spécifier l'emplacement du fichier de police." #: doc/classes/DynamicFontData.xml msgid "" "Used with [DynamicFont] to describe the location of a vector font file for " "dynamic rendering at runtime." msgstr "" #: doc/classes/DynamicFontData.xml msgid "" "If [code]true[/code], the font is rendered with anti-aliasing. This property " "applies both to the main font and its outline (if it has one)." msgstr "" "Si [code]true[/code], la police est rendue avec l'anticrénelage. Cette " "propriété s'applique à la fois à la police en elle-même et à son contour (si " "elle en a un)." #: doc/classes/DynamicFontData.xml msgid "The path to the vector font file." msgstr "Le chemin vers le fichier de police vectorielle." #: doc/classes/DynamicFontData.xml msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml msgid "" "If set to a value greater than [code]0.0[/code], it will override default " "font oversampling, ignoring [member SceneTree.use_font_oversampling] value " "and viewport stretch mode." msgstr "" #: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" #: doc/classes/DynamicFontData.xml #, fuzzy msgid "Use the light font hinting mode." msgstr "Utilisez le mode d’allusion de police de lumière." #: doc/classes/DynamicFontData.xml msgid "Use the default font hinting mode (crisper but less smooth)." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "A script that is executed when exporting the project." msgstr "Un script qui est exécuté à l'export du projet." #: doc/classes/EditorExportPlugin.xml msgid "" "[EditorExportPlugin]s are automatically invoked 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.\n" "To use [EditorExportPlugin], register it using the [method EditorPlugin." "add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml 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 msgid "" "Virtual method to be overridden by the user. Called when the export is " "finished." msgstr "" #: doc/classes/EditorExportPlugin.xml 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 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 msgid "" "Adds an iOS bundle file from the given [code]path[/code] to the exported " "project." msgstr "" #: doc/classes/EditorExportPlugin.xml 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 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 msgid "" "Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to " "Linking Phase in iOS's Xcode project." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "Adds linker flags for the iOS export." msgstr "Ajoute un drapeau à l'assembleur pour l'export iOS." #: doc/classes/EditorExportPlugin.xml msgid "Adds content for iOS Property List files." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "Adds a static lib from the given [code]path[/code] to the iOS project." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " "directory of macOS app bundle.\n" "[b]Note:[/b] This is useful only for macOS exports." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Adds a shared object or a directory containing only shared objects with the " "given [code]tags[/code] and destination [code]path[/code].\n" "[b]Note:[/b] In case of macOS exports, those shared objects will be added to " "[code]Frameworks[/code] directory of app bundle.\n" "In case of a directory code-sign will error if you place non code object in " "directory." msgstr "" #: doc/classes/EditorExportPlugin.xml 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 msgid "" "An editor feature profile which can be used to disable specific features." msgstr "" "Un profile de fonctionnalités de l'éditeur qui permet de désactiver " "certaines fonctionnalités." #: doc/classes/EditorFeatureProfile.xml 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 msgid "Returns the specified [code]feature[/code]'s human-readable name." msgstr "" "Retourne le nom de la fonctionnalité [code]feature[/code] facilement lisible." #: doc/classes/EditorFeatureProfile.xml 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 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 "" "Retourne [code]true[/code] si l’édition de la classe spécifiée par " "[code]class_name[/code] est désactivée. Lorsqu’elle est désactivée, la " "classe s’affiche toujours dans la boîte de dialogue Créer un nouveau nœud, " "mais l’inspecteur sera en lecture seule lors de la sélection d’un nœud qui " "étend la classe." #: doc/classes/EditorFeatureProfile.xml 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 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 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 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 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 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 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 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 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 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 msgid "" "The AssetLib tab. If this feature is disabled, the AssetLib tab won't " "display." msgstr "" #: doc/classes/EditorFeatureProfile.xml 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 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 msgid "" "The FileSystem dock. If this feature is disabled, the FileSystem dock won't " "be visible." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "The Import dock. If this feature is disabled, the Import dock won't be " "visible." msgstr "" #: doc/classes/EditorFeatureProfile.xml doc/classes/SpatialMaterial.xml msgid "Represents the size of the [enum Feature] enum." msgstr "Représente la taille de l'énumération [enum Feature]." #: doc/classes/EditorFileDialog.xml msgid "A modified version of [FileDialog] used by the editor." msgstr "Une version modifié du [FileDialog] utilisé par l'éditeur." #: doc/classes/EditorFileDialog.xml 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 msgid "Removes all filters except for \"All Files (*)\"." msgstr "Retire tous les filtres sauf \"Tous les fichiers (*)\"." #: doc/classes/EditorFileDialog.xml 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 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 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 msgid "The currently occupied directory." msgstr "Le répertoire actuellement occupé." #: doc/classes/EditorFileDialog.xml msgid "The currently selected file." msgstr "Le fichier actuellement sélectionné." #: doc/classes/EditorFileDialog.xml msgid "The file system path in the address bar." msgstr "Le chemin dans le système de fichier dans la barre d'adresse." #: doc/classes/EditorFileDialog.xml msgid "" "If [code]true[/code], the [EditorFileDialog] will not warn the user before " "overwriting files." msgstr "" "Si [code]true[/code], le [EditorFileDialog] n'avertira pas l'utilisateur " "avant d'écraser des fichiers." #: doc/classes/EditorFileDialog.xml msgid "" "The view format in which the [EditorFileDialog] displays resources to the " "user." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "The purpose of the [EditorFileDialog], which defines the allowed behaviors." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "If [code]true[/code], hidden files and directories will be visible in the " "[EditorFileDialog]." msgstr "" "Si [code]true[/code], les fichiers et dossiers masqués seront visibles dans " "le [EditorFileDialog]." #: doc/classes/EditorFileDialog.xml msgid "Emitted when a directory is selected." msgstr "Émis lors de la sélection d'un répertoire." #: doc/classes/EditorFileDialog.xml msgid "Emitted when a file is selected." msgstr "Émis lorsqu’un fichier est sélectionné." #: doc/classes/EditorFileDialog.xml msgid "Emitted when multiple files are selected." msgstr "Émis lorsque plusieurs fichiers sont sélectionnés." #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "open the file." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can select multiple files. Accepting the window will " "open all files." msgstr "" "Le [EditorFileDialog] permet de sélectionner plusieurs fichiers. Valider le " "dialogue ouvrira toutes ces fichiers." #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can select only one directory. Accepting the window " "will open the directory." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can select a file or directory. Accepting the window " "will open it." msgstr "" "Le [EditorFileDialog] peut sélectionner un fichier ou un dossier. Le bouton " "de validation de la fenêtre l'ouvrira." #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "save the file." msgstr "" "Le [EditorFileDialog] ne peut sélectionner qu'un seul fichier. Le bouton de " "validation de la fenêtre le sauvegardera." #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can only view [code]res://[/code] directory contents." msgstr "" "Le [EditorFileDialog] ne peut afficher que le contenu des dossiers dans " "[code]res://[/code]." #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can only view [code]user://[/code] directory contents." msgstr "" "Le [EditorFileDialog] ne peut afficher que le contenu des dossiers dans " "[code]user://[/code]." #: doc/classes/EditorFileDialog.xml msgid "The [EditorFileDialog] can view the entire local file system." msgstr "" "Le [EditorFileDialog] peut voir l'entièreté du système de fichier local." #: doc/classes/EditorFileDialog.xml msgid "The [EditorFileDialog] displays resources as thumbnails." msgstr "Le [EditorFileDialog] affiche les ressources sous forme de miniatures." #: doc/classes/EditorFileDialog.xml msgid "The [EditorFileDialog] displays resources as a list of filenames." msgstr "" "Le [EditorFileDialog] affiche les ressources comme une liste de nom de " "fichiers." #: doc/classes/EditorFileSystem.xml msgid "Resource filesystem, as the editor sees it." msgstr "Le système de fichier des ressources, tel que le voit l'éditeur." #: doc/classes/EditorFileSystem.xml 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 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 msgid "Gets the root directory object." msgstr "Obtient l'objet de répertoire racine." #: doc/classes/EditorFileSystem.xml msgid "Returns a view into the filesystem at [code]path[/code]." msgstr "" "Retourne une vue dans le système de fichiers à l'emplacement [code]path[/" "code]." #: doc/classes/EditorFileSystem.xml msgid "Returns the scan progress for 0 to 1 if the FS is being scanned." msgstr "" #: doc/classes/EditorFileSystem.xml #, fuzzy msgid "Returns [code]true[/code] if the filesystem is being scanned." msgstr "Retourne [code]true[/code] si le système de fichier a été scanné." #: doc/classes/EditorFileSystem.xml msgid "Scan the filesystem for changes." msgstr "Analysez le système de fichiers pour les modifications." #: doc/classes/EditorFileSystem.xml msgid "Check if the source of any imported resource changed." msgstr "Vérifie si la source de n'importe quelle ressources importée a changé." #: doc/classes/EditorFileSystem.xml msgid "" "Update a file information. Call this if an external program (not Godot) " "modified the file." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "Scans the script files and updates the list of custom class names." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "Emitted if the filesystem changed." msgstr "Émis si le système de fichiers a changé." #: doc/classes/EditorFileSystem.xml msgid "Emitted if a resource is reimported." msgstr "Émis si une ressource est réimportée." #: doc/classes/EditorFileSystem.xml msgid "" "Emitted if at least one resource is reloaded when the filesystem is scanned." msgstr "" "Émis si au moins une ressource est rechargée lors de l’analyse du système de " "fichiers." #: doc/classes/EditorFileSystem.xml msgid "Emitted if the source of any imported file changed." msgstr "Émis si la source de n'importe quel fichier a changé." #: doc/classes/EditorFileSystemDirectory.xml msgid "A directory for the resource filesystem." msgstr "Un répertoire pour le système de fichiers des ressources." #: doc/classes/EditorFileSystemDirectory.xml msgid "A more generalized, low-level variation of the directory concept." msgstr "Une variation bas-niveau et plus générale du concept de dossier." #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns the index of the directory with name [code]name[/code] or [code]-1[/" "code] if not found." msgstr "" "Retourne l'index du dossier nommé [code]name[/code] ou [code]-1[/code] si " "n'existe pas." #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns the index of the file with name [code]name[/code] or [code]-1[/code] " "if not found." msgstr "" "Retourne l'index du fichier nommé [code]name[/code] ou [code]-1[/code] si " "n'existe pas." #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the name of the file at index [code]idx[/code]." msgstr "Retourne le nom du fichier à l'index [code]idx[/code]." #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the number of files in this directory." msgstr "Retourne le nombre de fichiers dans ce dossier." #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns [code]true[/code] if the file at index [code]idx[/code] imported " "properly." msgstr "" "Retourne [code]true[/code] si le fichier à la position [code]idx[/code] à " "été importé correctement." #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the path to the file at index [code]idx[/code]." msgstr "Retourne le chemin du fichier à l'index [code]idx[/code]." #: doc/classes/EditorFileSystemDirectory.xml 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 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 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 msgid "Returns the name of this directory." msgstr "Retourne le nom de ce répertoire." #: doc/classes/EditorFileSystemDirectory.xml 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 "" "Retourne le dossier parent de ce dossier ou [code]null[/code] si appelé dans " "un dossier à [code]res://[/code] ou [code]user://[/code]." #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the path to this directory." msgstr "Retourne le chemin d'accès à ce répertoire." #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the subdirectory at index [code]idx[/code]." msgstr "Retourne le sous-répertoire à l’index [code]idx[/code]." #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the number of subdirectories in this directory." msgstr "Retourne le nombre de sous-dossiers dans ce dossier." #: doc/classes/EditorImportPlugin.xml 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 msgid "" "[EditorImportPlugin]s 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.\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]\n" "To use [EditorImportPlugin], register it using the [method EditorPlugin." "add_import_plugin] method first." msgstr "" "Les [EditorImportPlugin] fournissent un moyen d'étendre la fonctionnalité " "d'importation des ressources dans l'éditeur. Utilisez-les pour importer des " "ressources depuis des formats de de fichier personnalisés ou pour proposer " "une alternative aux importateurs existants de l'éditeur.\n" "Les EditorImportPlugins fonctionnent pas associés certaines extensions de " "fichiers avec un type de ressource. Voir [method get_recognized_extensions] " "et [method get_resource_type]. Ils peuvent aussi spécifier des préréglages " "d'importation qui changerons le processus d'importation. Les " "EditorImportPlugins sont responsables pour créer les ressources et les " "enregistrer dans le dossier [code].import[/code] (voir [member " "ProjectSettings.application/config/use_hidden_project_data_directory]).\n" "L'exemple ci-dessous définit un EditorImportPlugin qui importe un [Mesh] " "depuis un fichier avec l'extension \".special\" ou \".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" " # Remplir le Mesh avec des données lues depuis \"file\" (exercice laissé " "au lecteur)\n" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" "[/codeblock]\n" "Pour utiliser un nouveau [EditorImportPlugin], enregistrez-le d'abord avec " "la méthode [method EditorPlugin.add_import_plugin]." #: doc/classes/EditorImportPlugin.xml 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 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 msgid "Gets the unique name of the importer." msgstr "Retourne le nom unique de l'importateur." #: doc/classes/EditorImportPlugin.xml 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 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 msgid "Gets the name of the options preset at this index." msgstr "Retourne le nom des préréglages de l'option à cette position." #: doc/classes/EditorImportPlugin.xml 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 msgid "" "Gets the list of file extensions to associate with this loader (case-" "insensitive). e.g. [code][\"obj\"][/code]." msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the Godot resource type associated with this loader. e.g. " "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" "Récupérer le type de ressource de Godot associé avec ce chargeur, ex.: " "[code]\"Mesh\"[/code] ou [code]\"Animation\"[/code]." #: doc/classes/EditorImportPlugin.xml msgid "" "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 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 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 #, fuzzy msgid "A control used to edit properties of an object." msgstr "" "Contrôle personnalisé pour modifier les propriétés à ajouter à l’inspecteur." #: doc/classes/EditorInspector.xml msgid "" "This is the control that implements property editing in the editor's " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" "[EditorInspector] will show properties in the same order as the array " "returned by [method Object.get_property_list].\n" "If a property's name is path-like (i.e. if it contains forward slashes), " "[EditorInspector] will create nested sections for \"directories\" along the " "path. For example, if a property is named [code]highlighting/gdscript/" "node_path_color[/code], it will be shown as \"Node Path Color\" inside the " "\"GDScript\" section nested inside the \"Highlighting\" section.\n" "If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " "will group subsequent properties whose name starts with the property's hint " "string. The group ends when a property does not start with that hint string " "or when a new group starts. An empty group name effectively ends the current " "group. [EditorInspector] will create a top-level section for each group. For " "example, if a property with group usage is named [code]Collide With[/code] " "and its hint string is [code]collide_with_[/code], a subsequent " "[code]collide_with_area[/code] property will be shown as \"Area\" inside the " "\"Collide With\" section.\n" "[b]Note:[/b] Unlike sections created from path-like property names, " "[EditorInspector] won't capitalize the name for sections created from " "groups. So properties with group usage usually use capitalized names instead " "of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml msgid "" "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 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 msgid "Emitted when a property is edited in the inspector." msgstr "" #: doc/classes/EditorInspector.xml 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 msgid "Emitted when a property is selected in the inspector." msgstr "" #: doc/classes/EditorInspector.xml 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 msgid "Emitted when a resource is selected in the inspector." msgstr "Émis quand une ressource est sélectionnée dans l'inspecteur." #: doc/classes/EditorInspector.xml 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 msgid "Plugin for adding custom property editors on inspector." msgstr "" "Un greffon pour ajouter des éditeurs de propriétés personnalisés dans " "l'inspecteur." #: doc/classes/EditorInspectorPlugin.xml msgid "" "[EditorInspectorPlugin] allows adding custom property editors to " "[EditorInspector].\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.\n" "To use [EditorInspectorPlugin], register it using the [method EditorPlugin." "add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "Inspector plugins" msgstr "Les greffons de l'inspecteur" #: doc/classes/EditorInspectorPlugin.xml msgid "Adds a custom control, which is not necessarily a property editor." msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" "Adds a property editor for an individual property. The [code]editor[/code] " "control must extend [EditorProperty]." msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" "Adds an editor that allows modifying multiple properties. The [code]editor[/" "code] control must extend [EditorProperty]." msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "Returns [code]true[/code] if this object can be handled by this plugin." msgstr "Retourne [code]true[/code] si cet objet peut être géré par ce greffon." #: doc/classes/EditorInspectorPlugin.xml msgid "Called to allow adding controls at the beginning of the list." msgstr "Appelé pour autoriser l'ajout de contrôle au début de la liste." #: doc/classes/EditorInspectorPlugin.xml msgid "Called to allow adding controls at the beginning of the category." msgstr "Appelé pour autoriser l'ajout de contrôle au début de la catégorie." #: doc/classes/EditorInspectorPlugin.xml msgid "Called to allow adding controls at the end of the list." msgstr "Appelé pour autoriser l'ajout de contrôle en fin de liste." #: doc/classes/EditorInspectorPlugin.xml 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 msgid "Godot editor's interface." msgstr "Interface de l'éditeur Godot." #: doc/classes/EditorInterface.xml 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 msgid "" "Edits the given [Node]. The node will be also selected if it's inside the " "scene tree." msgstr "" #: doc/classes/EditorInterface.xml 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 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 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 msgid "Returns the current path being viewed in the [FileSystemDock]." msgstr "" #: doc/classes/EditorInterface.xml msgid "Returns the edited (current) scene's root [Node]." msgstr "Retourne le [Node] racine de l'actuelle scène éditée." #: doc/classes/EditorInterface.xml 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 msgid "Returns the editor's [EditorSettings] instance." msgstr "Retourne l'instance [EditorSettings] de l'éditeur." #: doc/classes/EditorInterface.xml 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 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 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 msgid "Returns an [Array] with the file paths of the currently opened scenes." msgstr "Retourne un [Array] avec le chemin des fichiers des scènes ouvertes." #: doc/classes/EditorInterface.xml 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 msgid "Returns the editor's [EditorFileSystem] instance." msgstr "Retourne l'instance [EditorFileSystem] de l'éditeur." #: doc/classes/EditorInterface.xml msgid "Returns the editor's [EditorResourcePreview] instance." msgstr "Retourne l'instance [EditorResourcePreview] de l'éditeur." #: doc/classes/EditorInterface.xml 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 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 msgid "Returns the editor's [EditorSelection] instance." msgstr "Retourne l'instance [EditorSelection] de l'éditeur." #: doc/classes/EditorInterface.xml 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 #, fuzzy msgid "" "Returns [code]true[/code] if a scene is currently being played, [code]false[/" "code] otherwise. Paused scenes are considered as being played." msgstr "" "Retourne [code]true[/code] si la chaîne de caractères commence par la chaîne " "de caractères donnée, ou [code]false[/code] le cas échéant." #: doc/classes/EditorInterface.xml #, fuzzy msgid "" "Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. " "The plugin name is the same as its directory name." msgstr "" "Renvoie [code]true[/code] (vrai) si [code]s[/code] vaut zéro ou quasiment " "zéro." #: doc/classes/EditorInterface.xml msgid "" "Returns mesh previews rendered at the given size as an [Array] of [Texture]s." msgstr "" "Retourne les aperçus des maillages rendus à la taille spécifiée sous forme " "de [Array] de [Texture]." #: doc/classes/EditorInterface.xml msgid "Opens the scene at the given path." msgstr "Ouvre la scène à l'emplacement spécifié." #: doc/classes/EditorInterface.xml msgid "Plays the currently active scene." msgstr "Joue la scène actuellement active." #: doc/classes/EditorInterface.xml msgid "Plays the scene specified by its filepath." msgstr "Joue la scène spécifiée par son chemin de fichier." #: doc/classes/EditorInterface.xml msgid "Plays the main scene." msgstr "Joue la scène principale." #: doc/classes/EditorInterface.xml msgid "Reloads the scene at the given path." msgstr "Recharge la scène à l'emplacement spécifié." #: doc/classes/EditorInterface.xml msgid "" "Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/" "code] (see [@GlobalScope] constants)." msgstr "" "Enregistre la scène. Retourne soit [code]OK[/code] ou [code]ERR_CANT_CREATE[/" "code] (voir les constantes [@GlobalScope])." #: doc/classes/EditorInterface.xml msgid "Saves the scene as a file at [code]path[/code]." msgstr "Enregistre la scène dans un fichier à l'emplacement [code]path[/code]." #: doc/classes/EditorInterface.xml msgid "" "Selects the file, with the path provided by [code]file[/code], in the " "FileSystem dock." msgstr "" "Sélectionne le fichier, avec le chemin spécifié dans [code]file[/code], dans " "la barre d'outils « FileSystem »." #: doc/classes/EditorInterface.xml msgid "" "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 msgid "" "Sets the enabled status of a plugin. The plugin name is the same as its " "directory name." msgstr "" "Définit le status d'activation du greffon. Le nom du greffon est le même que " "celui de son dossier." #: doc/classes/EditorInterface.xml msgid "Stops the scene that is currently playing." msgstr "Arrête la scène qui est actuellement jouée." #: doc/classes/EditorInterface.xml 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 msgid "Used by the editor to extend its functionality." msgstr "Utiliser par l'éditeur pour augmenter ses fonctionnalités." #: doc/classes/EditorPlugin.xml 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 msgid "" "Adds a script at [code]path[/code] to the Autoload list as [code]name[/code]." msgstr "" #: doc/classes/EditorPlugin.xml 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 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 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 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 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 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 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 msgid "" "Registers a new [EditorSceneImporter]. Scene importers are used to import " "custom 3D asset formats as scenes." msgstr "" #: doc/classes/EditorPlugin.xml 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 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 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 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 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 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 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 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 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 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 "" "Appelé par le moteur quand la fenêtre d'affiche 2D de l'éditeur est mise à " "jour. Utiliser le [Control] [code]overlay[/code] pour le dessin. Vous pouvez " "mettre à jour la fenêtre d'affichage manuellement en appelant [method " "update_overlays].\n" "[codeblock]\n" "func forward_canvas_draw_over_viewport(overlay):\n" " # Dessine un cercle à la position du curseur de la souris.\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" " # Re-dessine la fenêtre d'affichage quand le curseur est déplacé.\n" " update_overlays()\n" " return true\n" " return false\n" "[/codeblock]" #: doc/classes/EditorPlugin.xml 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 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 "" "Appelé quand il y a un nœud racine dans l'actuelle scène éditée, que [method " "handles] est implémenté et qu'un [InputEvent] arrive dans la fenêtre " "d'affichage 2D. Ça intercepte le [InputEvent], et si [code]return true[/" "code] le [EditorPlugin] consomme le [code]event[/code], sinon il fait suivre " "le [code]event[/code] aux autres classes Editor. Exemple:\n" "[codeblock]\n" "# Empêche le InputEvent d'atteindre d'autres classes Editor\n" "func forward_spatial_gui_input(camera, event):\n" " var forward = true\n" " return forward\n" "[/codeblock]\n" "Doit [code]return false[/code] pour faire suivre le [InputEvent] aux autres " "classes Editor. Exemple :\n" "[codeblock]\n" "# Consomme le InputEventMouseMotion et le fait suivre aux autres InputEvent\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]" #: doc/classes/EditorPlugin.xml 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 "" "Appelé par le moteur quand la fenêtre d'affiche 3D de l'éditeur est mise à " "jour. Utiliser le [Control] [code]overlay[/code] pour le dessin. Vous pouvez " "mettre à jour la fenêtre d'affichage manuellement en appelant [method " "update_overlays].\n" "[codeblock]\n" "func forward_canvas_draw_over_viewport(overlay):\n" " # Dessine un cercle à la position du curseur de la souris.\n" " overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n" "\n" "func forward_canvas_gui_input(event):\n" " if event is InputEventMouseMotion:\n" " # Re-dessine la fenêtre d'affichage quand le curseur est déplacé.\n" " update_overlays()\n" " return true\n" " return false\n" "[/codeblock]" #: doc/classes/EditorPlugin.xml 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 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 "" "Appelé quand il y a un nœud racine dans l'actuelle scène éditée, que [method " "handles] est implémenté et qu'un [InputEvent] arrive dans la fenêtre " "d'affichage 3D. Ça intercepte le [InputEvent], et si [code]return true[/" "code] le [EditorPlugin] consomme le [code]event[/code], sinon il fait suivre " "le [code]event[/code] aux autres classes Editor. Exemple:\n" "[codeblock]\n" "# Empêche le InputEvent d'atteindre d'autres classes Editor\n" "func forward_spatial_gui_input(camera, event):\n" " var forward = true\n" " return forward\n" "[/codeblock]\n" "Doit [code]return false[/code] pour faire suivre le [InputEvent] aux autres " "classes Editor. Exemple :\n" "[codeblock]\n" "# Consomme le InputEventMouseMotion et le fait suivre aux autres InputEvent\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]" #: doc/classes/EditorPlugin.xml 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 msgid "" "Returns the [EditorInterface] object that gives you control over Godot " "editor's window and its functionalities." msgstr "" #: doc/classes/EditorPlugin.xml 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 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 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 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 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 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 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 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 msgid "Minimizes the bottom panel." msgstr "Réduit le panneau du bas." #: doc/classes/EditorPlugin.xml msgid "Makes a specific item in the bottom panel visible." msgstr "Rend l'élément spécifié visible dans le panneau du bas." #: doc/classes/EditorPlugin.xml 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 msgid "Queue save the project's editor layout." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Removes an Autoload [code]name[/code] from the list." msgstr "" "Supprime un [code]name[/code] de chargement automatique à partir de la liste." #: doc/classes/EditorPlugin.xml msgid "" "Removes the control from the bottom panel. You have to manually [method Node." "queue_free] the control." msgstr "" "Retire un contrôle du panneau du bas. Vous devez appeler manuellement " "[method Node.queue_free] pour supprimer ce contrôle." #: doc/classes/EditorPlugin.xml msgid "" "Removes the control from the specified container. You have to manually " "[method Node.queue_free] the control." msgstr "" "Retire un contrôle du conteneur spécifié. Vous devez appeler manuellement " "[method Node.queue_free] pour supprimer ce contrôle." #: doc/classes/EditorPlugin.xml msgid "" "Removes the control from the dock. You have to manually [method Node." "queue_free] the control." msgstr "" "Retire un contrôle de la barre d'outils. Vous devez appeler manuellement " "[method Node.queue_free] pour supprimer ce contrôle." #: doc/classes/EditorPlugin.xml msgid "Removes a custom type added by [method add_custom_type]." msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]." #: doc/classes/EditorPlugin.xml #, fuzzy msgid "Removes an export plugin registered by [method add_export_plugin]." msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]." #: doc/classes/EditorPlugin.xml #, fuzzy msgid "Removes an import plugin registered by [method add_import_plugin]." msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]." #: doc/classes/EditorPlugin.xml msgid "Removes an inspector plugin registered by [method add_import_plugin]" msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]" #: doc/classes/EditorPlugin.xml #, fuzzy msgid "" "Removes a scene importer registered by [method add_scene_import_plugin]." msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]." #: doc/classes/EditorPlugin.xml #, fuzzy msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]." msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]." #: doc/classes/EditorPlugin.xml msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]." msgstr "Retirer le menu nommé [code]name[/code] dans [b]Projet > Outils[/b]." #: doc/classes/EditorPlugin.xml 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 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 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 msgid "Restore the state saved by [method get_state]." msgstr "Restaurer l’état enregistré par [method get_state]." #: doc/classes/EditorPlugin.xml msgid "Restore the plugin GUI layout saved by [method get_window_layout]." msgstr "" #: doc/classes/EditorPlugin.xml 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 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 "" "Émis quand l'utilisateur change d'espace de travail ([b]2D[/b], [b]3D[/b], " "[b]Script[/b], [b]AssetLib[/b]). Fonctionne aussi avec les écrans " "personnalisés définis par des greffons." #: doc/classes/EditorPlugin.xml 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 msgid "" "Emitted when user closes a scene. The argument is file path to a closed " "scene." msgstr "" "Émis lorsque l’utilisateur ferme une scène. L’argument est le chemin d’accès " "au fichier vers une scène fermée." #: doc/classes/EditorPlugin.xml msgid "Represents the size of the [enum DockSlot] enum." msgstr "Représente la taille de l’enum [enum DockSlot]." #: doc/classes/EditorProperty.xml msgid "Custom control to edit properties for adding into the inspector." msgstr "" "Contrôle personnalisé pour modifier les propriétés à ajouter à l’inspecteur." #: doc/classes/EditorProperty.xml msgid "" "This control allows property editing for one or multiple properties into " "[EditorInspector]. It is added via [EditorInspectorPlugin]." msgstr "" "Ce contrôle permet de modifier plusieurs propriétés dans [EditorInspector]. " "Il est ajouté via [EditorInspectorPlugin]." #: doc/classes/EditorProperty.xml 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 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 msgid "Gets the edited object." msgstr "Obtient l'objet édité." #: doc/classes/EditorProperty.xml 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 msgid "Must be implemented to provide a custom tooltip to the property editor." msgstr "" #: doc/classes/EditorProperty.xml 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 msgid "When this virtual function is called, you must update your editor." msgstr "" "Lorsque cette fonction virtuelle est appelée, vous devez mettre à jour votre " "éditeur." #: doc/classes/EditorProperty.xml msgid "" "Used by the inspector, set to [code]true[/code] when the property is " "checkable." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "Used by the inspector, set to [code]true[/code] when the property is checked." msgstr "" #: doc/classes/EditorProperty.xml 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 msgid "" "Used by the inspector, set to [code]true[/code] when the property can add " "keys for animation." msgstr "" "Utilisé par l'inspecteur, définit à [code]true[/code] si la propriété peut " "ajouter une clé pour être animée." #: doc/classes/EditorProperty.xml msgid "Set this property to change the label (if you want to show one)." msgstr "" "Réglez cette propriété pour changer l'étiquette (si vous voulez en montrer " "une)." #: doc/classes/EditorProperty.xml msgid "" "Used by the inspector, set to [code]true[/code] when the property is read-" "only." msgstr "" #: doc/classes/EditorProperty.xml 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 msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "Do not emit this manually, use the [method emit_changed] method instead." msgstr "" "Ne l'émettez pas manuellement, utilisez plutôt la méthode [method " "emit_changed]." #: doc/classes/EditorProperty.xml msgid "Emitted when a property was checked. Used internally." msgstr "Émis lors de la vérification d’une propriété. Utilisé en interne." #: doc/classes/EditorProperty.xml 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 msgid "Emit it if you want to key a property with a single value." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "Emit it if you want to mark (or unmark) the value of a property for being " "saved regardless of being equal to the default value.\n" "The default value is the one the property will get when the node is just " "instantiated and can come from an ancestor scene in the inheritance/" "instancing chain, a script or a builtin class." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "If you want a sub-resource to be edited, emit this signal with the resource." msgstr "" "Si vous voulez que la sous-ressource soit modifié, émettez ce signal avec " "cette ressource." #: doc/classes/EditorProperty.xml msgid "Emitted when selected. Used internally." msgstr "Émis lors de la sélection. Utilisé en interne." #: doc/classes/EditorResourcePicker.xml msgid "Godot editor's control for selecting [Resource] type properties." msgstr "" "Le contrôle de l'éditeur de Godot pour la sélection des propriétés de type " "[Resource]." #: doc/classes/EditorResourcePicker.xml 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 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 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 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 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 msgid "" "The base type of allowed resource types. Can be a comma-separated list of " "several options." msgstr "" "Le type de base des types de ressources autorisées. Ça peut être une liste " "de plusieurs options séparées par des virgules." #: doc/classes/EditorResourcePicker.xml msgid "If [code]true[/code], the value can be selected and edited." msgstr "Si [code]true[/code], la valeur peut être sélectionnée et modifiée." #: doc/classes/EditorResourcePicker.xml msgid "The edited resource value." msgstr "La valeur modifiée de la ressource." #: doc/classes/EditorResourcePicker.xml 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 #, fuzzy msgid "Emitted when the value of the edited resource was changed." msgstr "Émis à chaque fois que la ressource change." #: doc/classes/EditorResourcePicker.xml 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 msgid "Helper to generate previews of resources or files." msgstr "Aide à générer des aperçus de ressources ou de fichiers." #: doc/classes/EditorResourcePreview.xml 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 msgid "Create an own, custom preview generator." msgstr "Créez un générateur d’aperçu personnalisé." #: doc/classes/EditorResourcePreview.xml msgid "" "Check if the resource changed, if so, it will be invalidated and the " "corresponding signal emitted." msgstr "" #: doc/classes/EditorResourcePreview.xml 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 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 msgid "Removes a custom preview generator." msgstr "Supprime un générateur d’aperçu personnalisé." #: doc/classes/EditorResourcePreview.xml msgid "" "Emitted if a preview was invalidated (changed). [code]path[/code] " "corresponds to the path of the preview." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml msgid "Custom generator of previews." msgstr "Générateur personnalisé d'aperçus." #: doc/classes/EditorResourcePreviewGenerator.xml 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 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 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 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 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 msgid "" "Returns [code]true[/code] if your generator supports the resource of type " "[code]type[/code]." msgstr "" "Retourne [code]true[/code] si votre générateur supporte les ressources du " "type [code]type[/code]." #: doc/classes/EditorSceneImporter.xml msgid "Imports scenes from third-parties' 3D files." msgstr "Importe des scènes à partir de fichiers 3D de tiers." #: doc/classes/EditorSceneImporter.xml msgid "" "[EditorSceneImporter] allows to define an importer script for a third-party " "3D format.\n" "To use [EditorSceneImporter], register it using the [method EditorPlugin." "add_scene_import_plugin] method first." msgstr "" #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "Importateur de ressource 3D FBX." #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml 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 "" #: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [EditorSceneImporterGLTF] within a script will cause an error in an " "exported project." msgstr "" #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "Post-traite les scènes après l'importation." #: doc/classes/EditorScenePostImport.xml 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 "" "Les scènes importées peuvent être automatiquement modifiées juste après " "avoir été importées en définissant la propriété d'importation [b]Script " "personnalisé[/b] par un script [code]tool[/code] qui hérite de cette " "classe.\n" "La méthode de rappel [method post_import] reçoit le nœud racine de la scène " "importée et retourne la version modifiée de cette même scène. Un exemple " "d'utilisation :\n" "[codeblock]\n" "tool # Nécessaire pour être exécuté dans l'éditeur\n" "extends EditorScenePostImport\n" "\n" "# Cet exemple modifie le nom de tous les nœuds\n" "\n" "# Appelé juste après qye la scène est importée et récupère le nœud racine\n" "func post_import(scene):\n" " # Modifie le nom de tous les nœuds en \"nouveau_[ancien_nom]\"\n" " iterate(scene)\n" " return scene # N'oubliez pas de retourner la scène importée\n" "\n" "func iterate(node):\n" " if node != null:\n" " node.name = \"nouveau_\" + node.name\n" " for child in node.get_children():\n" " iterate(child)\n" "[/codeblock]" #: doc/classes/EditorScenePostImport.xml msgid "" "Returns the source file path which got imported (e.g. [code]res://scene.dae[/" "code])." msgstr "" "Retourne le chemin du fichier qui vient d'être importé (ex.: [code]res://" "scene.dae[/code])." #: doc/classes/EditorScenePostImport.xml msgid "Returns the resource folder the imported scene file is located in." msgstr "" "Retourne le dossier de ressources où le fichier de la scène importée est " "placé." #: doc/classes/EditorScenePostImport.xml msgid "" "Called after the scene was imported. This method must return the modified " "version of the scene." msgstr "" #: doc/classes/EditorScript.xml msgid "Base script that can be used to add extension functions to the editor." msgstr "Script de base qui permet d'étendre les fonctionnalités de l'éditeur." #: doc/classes/EditorScript.xml 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 "" "Les scripts héritant de cette classe et implémentant la méthode [method " "_run] peuvent être exécutés depuis l'éditeur de script avec l'option de menu " "[b]Fichier > Lancer[/b] (ou avec [code]Ctrl+Shift+X[/code]) quand l'éditeur " "est lancé. C'est utilise pour ajouter des fonctionnalités personnalisées " "dans l'éditeur de Godot. Pour des additions plus complexes, préférez plutôt " "utiliser [EditorPlugin].\n" "[b]Note :[/b] Les scripts doivent activer le mode [code]tool[/code] pour " "cela.\n" "[b]Exemple de script :[/b]\n" "[codeblock]\n" "tool # Nécessaire pour être exécuté dans l'éditeur\n" "extends EditorScript\n" "\n" "func _run():\n" " print(\"Un bonjour depuis l'éditeur Godot !\")\n" "[/codeblock]\n" "[b]Note :[/b] Le script est exécuté dans le contexte de l'éditeur, ce qui " "signifie que la sortie est visible dans la console qui a lancé l'éditeur " "(\"stdout\") et non dans le dock [b]Output[/b] habituel de Godot." #: doc/classes/EditorScript.xml msgid "This method is executed by the Editor when [b]File > Run[/b] is used." msgstr "" "Cette méthode est exécutée par l'éditeur quand [b]Ficher > Exécuter[/b] est " "utilisé." #: doc/classes/EditorScript.xml msgid "" "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 msgid "Returns the [EditorInterface] singleton instance." msgstr "Retourne l'unique instance de [EditorInterface]." #: doc/classes/EditorScript.xml msgid "Returns the Editor's currently active scene." msgstr "Retourne la scène actuellement active de l’éditeur." #: doc/classes/EditorScriptPicker.xml msgid "" "Godot editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" #: doc/classes/EditorScriptPicker.xml 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 msgid "The owner [Node] of the script property that holds the edited resource." msgstr "" #: doc/classes/EditorSelection.xml msgid "Manages the SceneTree selection in the editor." msgstr "Gère la sélection du SceneTree depuis l'éditeur." #: doc/classes/EditorSelection.xml 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 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 msgid "Clear the selection." msgstr "Effacer la sélection." #: doc/classes/EditorSelection.xml msgid "Gets the list of selected nodes." msgstr "Obtient la liste des nœuds sélectionnés." #: doc/classes/EditorSelection.xml 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 msgid "Removes a node from the selection." msgstr "Supprime un nœud de la sélection." #: doc/classes/EditorSelection.xml msgid "Emitted when the selection changes." msgstr "Émis lorsque la sélection change." #: doc/classes/EditorSettings.xml msgid "Object that holds the project-independent editor settings." msgstr "" "L'objet qui contient les préférences de l'éditeur indépendamment des projets." #: doc/classes/EditorSettings.xml 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 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 msgid "Erases the setting whose name is specified by [code]property[/code]." msgstr "" #: doc/classes/EditorSettings.xml msgid "Returns the list of favorite files and directories for this project." msgstr "Retourne la liste des fichiers et répertoires favoris pour ce projet." #: doc/classes/EditorSettings.xml 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 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 msgid "" "Returns the list of recently visited folders in the file dialog for this " "project." msgstr "" #: doc/classes/EditorSettings.xml 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 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 msgid "" "Returns [code]true[/code] if the setting specified by [code]name[/code] " "exists, [code]false[/code] otherwise." msgstr "" "Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] " "existe, [code]false[/code] autrement." #: doc/classes/EditorSettings.xml 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 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 msgid "Sets the list of favorite files and directories for this project." msgstr "Définit la liste des fichiers et dossiers favoris pour ce projet." #: doc/classes/EditorSettings.xml 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 "" "Définit la valeur initiale de la préférence nommée [code]name[/code] à " "[code]value[/code]. C'est utilisé pour définir une valeur pour le bouton " "Annuler dans les préférences de l'éditeur. Si [code]update_current[/code] " "est vrai, la valeur actuelle de cette préférence sera définie à [code]value[/" "code] aussi." #: doc/classes/EditorSettings.xml 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 msgid "" "Sets the list of recently visited folders in the file dialog for this " "project." msgstr "" "Définit une liste des dossiers récemment visités dans le dialogue de " "fichiers de ce projet." #: doc/classes/EditorSettings.xml 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 msgid "Emitted after any editor setting has changed." msgstr "Émis après qu'une préférence de l'éditeur a changé." #: doc/classes/EditorSettings.xml 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 msgid "Custom gizmo for editing Spatial objects." msgstr "Le manipulateur personnalisé pour l’édition d’objets Spatial." #: doc/classes/EditorSpatialGizmo.xml 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 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 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 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 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 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 msgid "" "Adds an unscaled billboard for visualization. Call this function during " "[method redraw]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Removes everything in the gizmo including meshes, collisions and handles." msgstr "" "Supprime tout dans le gizmo, y compris les meshes, les collisions et les " "poignées." #: doc/classes/EditorSpatialGizmo.xml 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 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 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 msgid "" "Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to " "retrieve materials using [method EditorSpatialGizmoPlugin.get_material]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml #, fuzzy msgid "Returns the Spatial node associated with this gizmo." msgstr "Retourne le chemin d’accès au nœud associé à l’os spécifié." #: doc/classes/EditorSpatialGizmo.xml msgid "" "Returns [code]true[/code] if the handle at index [code]index[/code] is " "highlighted by being hovered with the mouse." msgstr "" "Retourne [code]true[/code] si la poignée à l'index [code]index[/code] est " "surlignée quand elle est survolée par le souris." #: doc/classes/EditorSpatialGizmo.xml 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 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 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 msgid "" "Sets the reference [Spatial] node for the gizmo. [code]node[/code] must " "inherit from [Spatial]." msgstr "" "Définit le nœud [Spatial] à utiliser pour le manipulateur. Ce nœud " "[code]node[/code] doit hériter d'un [Spatial]." #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "Used by the editor to define Spatial gizmo types." msgstr "Utilisé par l'éditeur pour définir les types de manipulateur Spatial." #: doc/classes/EditorSpatialGizmoPlugin.xml 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.\n" "To use [EditorSpatialGizmoPlugin], register it using the [method " "EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml 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 msgid "" "Override this method to define whether the gizmo can be hidden or not. " "Returns [code]true[/code] if not overridden." msgstr "" "Surchargez cette méthode pour définir quand le manipulateur peut être masqué " "ou non. Retourne [code]true[/code] si n'est pas surchargé." #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to commit gizmo handles. Called for this plugin's " "active gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml 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 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 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 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 msgid "" "Override this method to provide gizmo's handle names. Called for this " "plugin's active gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Gets actual value of a handle from gizmo. Called for this plugin's active " "gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml 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 msgid "" "Override this method to provide the name that will appear in the gizmo " "visibility menu." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml 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 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 msgid "" "Gets whether a handle is highlighted or not. Called for this plugin's active " "gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml 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 msgid "" "Callback to redraw the provided gizmo. Called for this plugin's active " "gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Update the value of a handle after it has been updated. Called for this " "plugin's active gizmos." msgstr "" #: doc/classes/EditorSpinSlider.xml msgid "Godot editor's control for editing numeric values." msgstr "Le contrôle d'édition des valeurs numériques de l'éditeur Godot." #: doc/classes/EditorSpinSlider.xml 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/EditorSpinSlider.xml #, fuzzy msgid "If [code]true[/code], the slider is hidden." msgstr "Si [code]true[/code], la flèche de réduction est masquée." #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " "VCS in use." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Defines the API that the editor uses to extract information from the " "underlying VCS. The implementation of this API is included in VCS plugins, " "which are scripts that inherit [EditorVCSInterface] and are attached (on " "demand) to the singleton instance of [EditorVCSInterface]. Instead of " "performing the task themselves, all the virtual functions listed below are " "calling the internally overridden functions in the VCS plugins to provide a " "plug-n-play experience. A custom VCS plugin is supposed to inherit from " "[EditorVCSInterface] and override these virtual functions." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Checks out a [code]branch_name[/code] in the VCS." msgstr "" "Supprime un [code]name[/code] de chargement automatique à partir de la liste." #: doc/classes/EditorVCSInterface.xml msgid "" "Commits the currently staged changes and applies the commit [code]msg[/code] " "to the resulting commit." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Creates a new branch named [code]branch_name[/code] in the VCS." msgstr "Crée une instance de [code]class[/code]." #: doc/classes/EditorVCSInterface.xml msgid "" "Creates a new remote destination with name [code]remote_name[/code] and " "points it to [code]remote_url[/code]. This can be both an HTTPS remote or an " "SSH remote." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "Discards the changes made in file present at [code]file_path[/code]." msgstr "" "Ignore les modifications faites dans le fichier à l'emplacement " "[code]file_path[/code]." #: doc/classes/EditorVCSInterface.xml msgid "" "Fetches new changes from the remote, but doesn't write changes to the " "current working directory. Equivalent to [code]git fetch[/code]." msgstr "" "Récupère les nouvelles modifications depuis le dépôt distant mais n'inscrit " "aucune modification dans l'actuel dossier de travail. Équivalent à [code]git " "fetch[/code]." #: doc/classes/EditorVCSInterface.xml msgid "" "Gets an instance of an [Array] of [String]s containing available branch " "names in the VCS." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Gets the current branch name defined in the VCS." msgstr "Définit le trame présentement visible de l'animation." #: doc/classes/EditorVCSInterface.xml msgid "" "Returns an [Array] of [Dictionary] items (see [method create_diff_file], " "[method create_diff_hunk], [method create_diff_line], [method " "add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), " "each containing information about a diff. If [code]identifier[/code] is a " "file path, returns a file diff, and if it is a commit identifier, then " "returns a commit diff." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), " "each containing a line diff between a file at [code]file_path[/code] and the " "[code]text[/code] which is passed in." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Returns an [Array] of [Dictionary] items (see [method create_status_file]), " "each containing the status data of every modified file in the project folder." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Returns an [Array] of [Dictionary] items (see [method create_commit]), each " "containing the data for a past commit." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Returns an [Array] of [String]s, each containing the name of a remote " "configured in the VCS." msgstr "" "Retourne un [Array] de [String], chacune contient le nom d'un dépôt distant " "configuré dans le VCS." #: doc/classes/EditorVCSInterface.xml msgid "Returns the name of the underlying VCS provider." msgstr "Retourne le nom du fournisseur VCS utilisé." #: doc/classes/EditorVCSInterface.xml msgid "" "Initializes the VCS plugin when called from the editor. Returns whether or " "not the plugin was successfully initialized. A VCS project is initialized at " "[code]project_path[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "Pulls changes from the remote. This can give rise to merge conflicts." msgstr "" "Tire les modifications depuis le dépôt distant. Cela peut provoquer des " "conflits de fusion." #: doc/classes/EditorVCSInterface.xml msgid "" "Pushes changes to the [code]remote[/code]. Optionally, if [code]force[/code] " "is set to true, a force push will override the change history already " "present on the remote." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Remove a branch from the local VCS." msgstr "Supprime un nœud de la sélection." #: doc/classes/EditorVCSInterface.xml msgid "Remove a remote from the local VCS." msgstr "Supprimer un dépôt distant du VCS local." #: doc/classes/EditorVCSInterface.xml msgid "" "Set user credentials in the underlying VCS. [code]username[/code] and " "[code]password[/code] are used only during HTTPS authentication unless not " "already mentioned in the remote URL. [code]ssh_public_key_path[/code], " "[code]ssh_private_key_path[/code], and [code]ssh_passphrase[/code] are only " "used during SSH authentication." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Shuts down VCS plugin instance. Called when the user either closes the " "editor or shuts down the VCS plugin through the editor UI." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Stages the file present at [code]file_path[/code] to the staged area." msgstr "Ajoute un [Shape2D] au propriétaire de la forme." #: doc/classes/EditorVCSInterface.xml msgid "" "Unstages the file present at [code]file_path[/code] from the staged area to " "the unstaged area." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to add an array of [code]diff_hunks[/code] into a " "[code]diff_file[/code]." msgstr "" "Une fonction d'aide pour ajouter une liste de [code]diff_hunks[/code] dans " "un [code]diff_file[/code]." #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to add an array of [code]line_diffs[/code] into a " "[code]diff_hunk[/code]." msgstr "" "Une fonction d'aide pour ajouter une liste de [code]line_diffs[/code] dans " "un [code]diff_hunk[/code]." #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to create a commit [Dictionary] item. [code]msg[/code] is " "the commit message of the commit. [code]author[/code] is a single human-" "readable string containing all the author's details, e.g. the email and name " "configured in the VCS. [code]id[/code] is the identifier of the commit, in " "whichever format your VCS may provide an identifier to commits. " "[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was " "created. [code]offset_minutes[/code] is the timezone offset in minutes, " "recorded from the system timezone where the commit was created." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to create a [code]Dictionary[/code] for storing old and new " "diff file paths." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to create a [code]Dictionary[/code] for storing diff hunk " "data. [code]old_start[/code] is the starting line number in old file. " "[code]new_start[/code] is the starting line number in new file. " "[code]old_lines[/code] is the number of lines in the old file. " "[code]new_lines[/code] is the number of lines in the new file." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to create a [code]Dictionary[/code] for storing a line diff. " "[code]new_line_no[/code] is the line number in the new file (can be " "[code]-1[/code] if the line is deleted). [code]old_line_no[/code] is the " "line number in the old file (can be [code]-1[/code] if the line is added). " "[code]content[/code] is the diff text. [code]status[/code] is a single " "character string which stores the line origin." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to create a [code]Dictionary[/code] used by editor to read " "the status of a file." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "Pops up an error message in the edior." msgstr "Affiche un message d'erreur dans l'éditeur." #: doc/classes/EditorVCSInterface.xml msgid "A new file has been added." msgstr "Un nouveau fichier a été ajouté." #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been modified." msgstr "Un fichier précédemment ajouté a été modifié." #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been renamed." msgstr "Un fichier précédemment ajouté a été renommé." #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been deleted." msgstr "Un fichier précédemment ajouté a été supprimé." #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been typechanged." msgstr "Un fichier précédemment ajouté a changé de type." #: doc/classes/EditorVCSInterface.xml msgid "A file is left unmerged." msgstr "Le fichier a été laissé non-fusionné." #: doc/classes/EditorVCSInterface.xml msgid "A commit is encountered from the commit area." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "A file is encountered from the staged area." msgstr "Statut : Déconnecté du serveur." #: doc/classes/EditorVCSInterface.xml msgid "A file is encountered from the unstaged area." msgstr "" #: doc/classes/EncodedObjectAsID.xml msgid "Holds a reference to an [Object]'s instance ID." msgstr "Contient une référence à l’ID d’instance d’un [Object]." #: doc/classes/EncodedObjectAsID.xml 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 msgid "" "The [Object] identifier stored in this [EncodedObjectAsID] instance. The " "object instance can be retrieved with [method @GDScript.instance_from_id]." msgstr "" "L'identifiant du [Object] est enregistré dans cette instance " "[EncodedObjectAsID]. L'instance de l'objet peut être récupérée avec [method " "@GDScript.instance_from_id]." #: doc/classes/Engine.xml msgid "Access to engine properties." msgstr "Accès aux propriétés du moteur." #: doc/classes/Engine.xml 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 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 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 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 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 msgid "Returns the frames per second of the running game." msgstr "Retourne le nombre de trames par seconde du jeu lancé." #: doc/classes/Engine.xml 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 msgid "" "Returns Dictionary of licenses used by Godot and included third party " "components." msgstr "" "Retourne un dictionnaire des licences utilisées par Godot en incluant les " "composants tiers." #: doc/classes/Engine.xml msgid "Returns Godot license text." msgstr "Retourne le texte de la licence Godot." #: doc/classes/Engine.xml msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." msgstr "" "Retourne l'objet de la boucle principale (voir [MainLoop] et [SceneTree])." #: doc/classes/Engine.xml 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 "" "Retourne le nombre de trames écoulées depuis le démarrage du moteur, et est " "mis à jour à chaque nouvelle [b]trame physique[/b]. Voir aussi [method " "get_idle_frames].\n" "[method get_physics_frames] peut être utilisé pour lancer des logiques " "coûteuses mois souvent sans utiliser un [Timer]:\n" "[codeblock]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" " pass # Lancer la logique coûteuse qu'une trame physique sur 2.\n" "[/codeblock]" #: doc/classes/Engine.xml 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 msgid "" "Returns a global singleton with given [code]name[/code]. Often used for " "plugins, e.g. [code]GodotPayment[/code] on Android." msgstr "" "Retourne l'instance unique avec le nom [code]name[/code]. Souvent utilisé " "pour les greffons, par ex. [code]GodotPayment[/code] sur Android." #: doc/classes/Engine.xml 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 "" "Retourne les informations sur la version du moteur de jeu dans un " "Dictionary.\n" "[code]major[/code] - Le numéro de version majeur en int\n" "[code]minor[/code] - Le numéro de version mineur en int\n" "[code]patch[/code] - Le numéro de version de correctif en int\n" "[code]hex[/code] - Le numéro complet de version sous forme de int au " "format hexadécimal avec un octet (2 caractères) par numéro (voir l'exemple " "en-dessous)\n" "[code]status[/code] - Le status (ex.: \"beta\", \"rc1\", \"rc2\", ... " "\"stable\") en String\n" "[code]build[/code] - Le nom de la version (ex.: \"custom_build\") en " "String\n" "[code]hash[/code] - Le hachage du commit Git en String\n" "[code]year[/code] - L'année où la version a été publiée en int\n" "[code]string[/code] - [code]major[/code] + [code]minor[/code] + " "[code]patch[/code] + [code]status[/code] + [code]build[/code] dans une seule " "String\n" "La valeur [code]hex[/code] est codée comme suit, de gauche à droite : un " "octet pour le numéro majeur, un octet pour le numéro mineur, un octet pour " "le numéro de correct. Par exemple, la \"3.1.12\" sera la valeur " "[code]0x03010C[/code]. [b]Note :[/b] C'est toujours en int en interne, et " "l'afficher donnera sa représentation décimale ([code]196876[/code] dans ce " "cas), qui ne sera pas particulièrement utile. Utiliser une représentation " "hexadécimale permet facilement de comparer les versions dans le code :\n" "[codeblock]\n" "if Engine.get_version_info().hex >= 0x030200:\n" " # Pour les choses spécifiques à la version 3.2 et suivantes\n" "else:\n" " # Pour les choses spécifiques aux versions avant la 3.2\n" "[/codeblock]" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if a singleton with given [code]name[/code] exists " "in global scope." msgstr "" "Retourne [code]true[/code] si un singleton avec le nom [code]name[/code] " "existe dans l'espace global." #: doc/classes/Engine.xml 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 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=$DOCS_URL/tutorials/plugins/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 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 collision tunneling issues, but keep in mind doing so will " "increase CPU usage. See also [member target_fps] and [member ProjectSettings." "physics/common/physics_fps].\n" "[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at " "most. If more than 8 physics ticks have to be simulated per rendered frame " "to keep up with rendering, the game will appear to slow down (even if " "[code]delta[/code] is used consistently in physics calculations). Therefore, " "it is recommended not to increase [member Engine.iterations_per_second] " "above 240. Otherwise, the game will slow down when the rendering framerate " "goes below 30 FPS." msgstr "" #: doc/classes/Engine.xml 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 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 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 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 msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define " "multiple rendering options." msgstr "" #: doc/classes/Environment.xml 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" "If the target [Viewport] is set to \"2D Without Sampling\", all post-" "processing effects will be unavailable. With \"3D Without Effects\", the " "following options will be unavailable:\n" "- Ssao\n" "- Ss Reflections\n" "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.\n" "Note that [member ProjectSettings.rendering/quality/intended_usage/" "framebuffer_allocation] has a mobile platform override to use \"3D Without " "Effects\" by default. It improves the performance on mobile devices, but at " "the same time affects the screen display on mobile devices." msgstr "" #: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml msgid "Environment and post-processing" msgstr "Les environnements et les effets post-rendu" #: doc/classes/Environment.xml msgid "Light transport in game engines" msgstr "" #: doc/classes/Environment.xml doc/classes/Material.xml doc/classes/Mesh.xml #: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment.xml msgid "3D Material Testers Demo" msgstr "" #: doc/classes/Environment.xml msgid "" "Returns [code]true[/code] if the glow level [code]idx[/code] is specified, " "[code]false[/code] otherwise." msgstr "" "Retourne [code]true[/code] si le niveau de lueur à l'index [code]idx[/code] " "est définit, ou [code]false[/code] sinon." #: doc/classes/Environment.xml msgid "" "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 msgid "" "The global brightness value of the rendered scene. Effective only if " "[code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" "La luminosité globale des scènes rendues. Ne fonctionne que si " "[code]adjustment_enabled[/code] est [code]true[/code]." #: doc/classes/Environment.xml 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 "" "Applique une [Texture] pour modifier l'apparence des couleurs dans les " "scènes rendues. Ne fonctionne que si [code]adjustment_enabled[/code] est " "[code]true[/code]." #: doc/classes/Environment.xml 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 "" "La valeur globale du contraste dans les scènes rendues (la valeur par défaut " "est 1). Ne fonctionne que si [code]adjustment_enabled[/code] est [code]true[/" "code]." #: doc/classes/Environment.xml 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 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 "" "La valeur globale de la saturation des couleurs dans les scènes rendues (la " "valeur par défaut est 1). Ne fonctionne que si [code]adjustment_enabled[/" "code] est [code]true[/code]." #: doc/classes/Environment.xml msgid "The ambient light's [Color]." msgstr "La [Color] de la lumière ambiante." #: doc/classes/Environment.xml msgid "" "The ambient light's energy. The higher the value, the stronger the light." msgstr "" "L'énergie de la lumière ambiante. Plus la valeur est grande, plus la lumière " "est intense." #: doc/classes/Environment.xml msgid "" "Defines the amount of light that the sky brings on the scene. A value of " "[code]0.0[/code] 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 [code]1.0[/code] means that [i]all[/i] " "the light that affects the scene is provided by the sky, thus the ambient " "light parameter has no effect on the scene.\n" "[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped " "between [code]0.0[/code] and [code]1.0[/code] (inclusive)." msgstr "" #: doc/classes/Environment.xml 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 msgid "The maximum luminance value for the auto exposure." msgstr "La valeur de luminance maximale pour l'exposition automatique." #: doc/classes/Environment.xml msgid "The minimum luminance value for the auto exposure." msgstr "La valeur de luminance minimale pour l'exposition automatique." #: doc/classes/Environment.xml msgid "" "The scale of the auto exposure effect. Affects the intensity of auto " "exposure." msgstr "" #: doc/classes/Environment.xml msgid "" "The speed of the auto exposure effect. Affects the time needed for the " "camera to perform auto exposure." msgstr "" #: doc/classes/Environment.xml msgid "The ID of the camera feed to show in the background." msgstr "L'identifiant du flux de la caméra à afficher en arrière-plan." #: doc/classes/Environment.xml msgid "" "The maximum layer ID to display. Only effective when using the [constant " "BG_CANVAS] background mode." msgstr "" #: doc/classes/Environment.xml 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 msgid "The power of the light emitted by the background." msgstr "L'intensité de la lumière émise par l'arrière-plan." #: doc/classes/Environment.xml msgid "The background mode. See [enum BGMode] for possible values." msgstr "Le mode d'arrière-plan. Voir [enum BGMode] pour les valeurs possibles." #: doc/classes/Environment.xml msgid "The [Sky] resource defined as background." msgstr "La ressource du [Sky] définit pour l’arrière-plan." #: doc/classes/Environment.xml msgid "The [Sky] resource's custom field of view." msgstr "Le champ de vision personnalisé de cette ressource [Sky]." #: doc/classes/Environment.xml msgid "The [Sky] resource's rotation expressed as a [Basis]." msgstr "La rotation du [Sky] exprimée par un [Basis]." #: doc/classes/Environment.xml #, fuzzy msgid "The [Sky] resource's rotation expressed as Euler angles in radians." msgstr "La rotation de la texture en radians." #: doc/classes/Environment.xml #, fuzzy msgid "The [Sky] resource's rotation expressed as Euler angles in degrees." msgstr "La rotation de la texture en degrés." #: doc/classes/Environment.xml msgid "The amount of far blur for the depth-of-field effect." msgstr "La quantité de flou lointain pour l'effet de profondeur." #: doc/classes/Environment.xml msgid "" "The distance from the camera where the far blur effect affects the rendering." msgstr "" "La distance de la caméra à laquelle l'effet de flou lointain affecte le " "rendu." #: doc/classes/Environment.xml #, fuzzy msgid "If [code]true[/code], enables the depth-of-field far blur effect." msgstr "Si [code]true[/code], active le drapeau spécifié." #: doc/classes/Environment.xml 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 msgid "The length of the transition between the no-blur area and far blur." msgstr "" "La longueur de la transition entre la zone sans flou et le flou lointain." #: doc/classes/Environment.xml msgid "The amount of near blur for the depth-of-field effect." msgstr "La quantité de flou proche pour l'effet de profondeur." #: doc/classes/Environment.xml msgid "" "Distance from the camera where the near blur effect affects the rendering." msgstr "" "La distance de la caméra à laquelle l'effet de flou proche affecte le rendu." #: doc/classes/Environment.xml msgid "If [code]true[/code], enables the depth-of-field near blur effect." msgstr "Si [code]true[/code], active l'effet de flou de champ proche." #: doc/classes/Environment.xml 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 msgid "The length of the transition between the near blur and no-blur area." msgstr "" "La longueur de la transition entre le flou proche et la zone sans flou." #: doc/classes/Environment.xml msgid "The fog's [Color]." msgstr "La [Color] du brouillard." #: doc/classes/Environment.xml msgid "The fog's depth starting distance from the camera." msgstr "" "La distance de début du brouillard de profondeur par rapport à la caméra." #: doc/classes/Environment.xml 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 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 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 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 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 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 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 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 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 msgid "The depth fog's [Color] when looking towards the sun." msgstr "" "La [Color] de brouillard de profondeur quand on regarde en direction du " "soleil." #: doc/classes/Environment.xml msgid "" "The intensity of the fog light transmittance effect. Amount of light that " "the fog transmits." msgstr "" #: doc/classes/Environment.xml 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 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 msgid "The glow blending mode." msgstr "Le mode de mélange pour les lueurs." #: doc/classes/Environment.xml msgid "" "The bloom's intensity. If set to a value higher than [code]0[/code], this " "will make glow visible in areas darker than the [member glow_hdr_threshold]." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], the glow effect is enabled.\n" "[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/" "intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D " "Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/" "intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] " "by default, so its [code].mobile[/code] override needs to be changed to " "[b]3D[/b].\n" "[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by " "default for performance reasons. This means glow will only be visible if " "[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if " "[member glow_bloom] is increased above [code]0.0[/code]. Also consider " "increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to " "behave on mobile like it does on desktop (at a performance cost), enable " "[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] " "override." msgstr "" #: doc/classes/Environment.xml 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 msgid "The bleed scale of the HDR glow." msgstr "" #: doc/classes/Environment.xml 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 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 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 msgid "" "If [code]true[/code], the 1st level of glow is enabled. This is the most " "\"local\" level (least blurry)." msgstr "" "Si [code]true[/code], le premier niveau de lueur est active. C'est le niveau " "le plus \"local\" (le moins flou)." #: doc/classes/Environment.xml msgid "If [code]true[/code], the 2th level of glow is enabled." msgstr "Si [code]true[/code], le 2e niveau de lueur est actif." #: doc/classes/Environment.xml msgid "If [code]true[/code], the 3th level of glow is enabled." msgstr "Si [code]true[/code], le 3e niveau de lueur est actif." #: doc/classes/Environment.xml msgid "If [code]true[/code], the 4th level of glow is enabled." msgstr "Si [code]true[/code], le 4e niveau de lueur est actif." #: doc/classes/Environment.xml msgid "If [code]true[/code], the 5th level of glow is enabled." msgstr "Si [code]true[/code], le 5e niveau de lueur est actif." #: doc/classes/Environment.xml msgid "If [code]true[/code], the 6th level of glow is enabled." msgstr "Si [code]true[/code], le 6e niveau de lueur est actif." #: doc/classes/Environment.xml msgid "" "If [code]true[/code], the 7th level of glow is enabled. This is the most " "\"global\" level (blurriest)." msgstr "" "Si [code]true[/code], le 7e niveau de lueur est actif. C'est le niveau le " "plus \"global\" (le plus flou)." #: doc/classes/Environment.xml 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 msgid "The depth tolerance for screen-space reflections." msgstr "" "La tolérance de profondeur pour les réflexions sur l'espace de l'écran." #: doc/classes/Environment.xml 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 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 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 msgid "" "The maximum number of steps for screen-space reflections. Higher values are " "slower." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], screen-space reflections will take the material " "roughness into account." msgstr "" "Si [code]true[/code], la réflexion à l'écran prendre la rugosité du matériau " "en compte." #: doc/classes/Environment.xml 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 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 msgid "" "The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for " "possible values." msgstr "" #: doc/classes/Environment.xml #, fuzzy msgid "The screen-space ambient occlusion color." msgstr "Le rayon d'occlusion ambiante de l'espace de l'écran primaire." #: doc/classes/Environment.xml msgid "The screen-space ambient occlusion edge sharpness." msgstr "" #: doc/classes/Environment.xml 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 msgid "" "The primary screen-space ambient occlusion intensity. See also [member " "ssao_radius]." msgstr "" #: doc/classes/Environment.xml #, fuzzy msgid "" "The secondary screen-space ambient occlusion intensity. See also [member " "ssao_radius2]." msgstr "Le rayon d'occlusion ambiante de l'espace de l'écran primaire." #: doc/classes/Environment.xml 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 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 msgid "The primary screen-space ambient occlusion radius." msgstr "Le rayon d'occlusion ambiante de l'espace de l'écran primaire." #: doc/classes/Environment.xml 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 #, fuzzy msgid "The default exposure used for tonemapping." msgstr "L’exposition par défaut utilisée pour tonifier." #: doc/classes/Environment.xml 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 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 msgid "" "Keeps on screen every pixel drawn in the background. Only select this mode " "if you really need to keep the old data. On modern GPUs it will generally " "not be faster than clearing the background, and can be significantly slower, " "particularly on mobile.\n" "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 msgid "" "Clears the background using the clear color defined in [member " "ProjectSettings.rendering/environment/default_clear_color]." msgstr "" "Efface l'arrière-plan en utilisant la couleur d'effacement définie par " "[member ProjectSettings.rendering/environment/default_clear_color]." #: doc/classes/Environment.xml msgid "Clears the background using a custom clear color." msgstr "" "Efface l'arrière-plan en utilisant la couleur d'effacement personnalisée." #: doc/classes/Environment.xml msgid "Displays a user-defined sky in the background." msgstr "Affiche un ciel personnalisé en arrière-plan." #: doc/classes/Environment.xml 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 msgid "Displays a [CanvasLayer] in the background." msgstr "Affiche un [CanvasLayer] en arrière-plan." #: doc/classes/Environment.xml msgid "Displays a camera feed in the background." msgstr "Afficher le flux de la caméra en arrière-plan." #: doc/classes/Environment.xml msgid "Represents the size of the [enum BGMode] enum." msgstr "Représente la taille de l'énumération [enum BGMode]." #: doc/classes/Environment.xml msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." msgstr "" #: doc/classes/Environment.xml msgid "" "Screen glow blending mode. Increases brightness, used frequently with bloom." msgstr "" #: doc/classes/Environment.xml msgid "" "Soft light glow blending mode. Modifies contrast, exposes shadows and " "highlights (vivid bloom)." msgstr "" #: doc/classes/Environment.xml 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 msgid "" "Linear tonemapper operator. Reads the linear data and passes it on " "unmodified. This can cause bright lighting to look blown out, with " "noticeable clipping in the output colors." msgstr "" #: doc/classes/Environment.xml msgid "" "Reinhardt tonemapper operator. Performs a variation on rendered pixels' " "colors by this formula: [code]color = color / (1 + color)[/code]. This " "avoids clipping bright highlights, but the resulting image can look a bit " "dull." msgstr "" #: doc/classes/Environment.xml msgid "" "Filmic tonemapper operator. This avoids clipping bright highlights, with a " "resulting image that usually looks more vivid than [constant " "TONE_MAPPER_REINHARDT]." msgstr "" #: doc/classes/Environment.xml msgid "" "Use the legacy Godot version of the Academy Color Encoding System " "tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES " "does not handle bright lighting in a physically accurate way. ACES typically " "has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] " "and [constant TONE_MAPPER_FILMIC].\n" "[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor " "of the more accurate [constant TONE_MAPPER_ACES_FITTED]." msgstr "" #: doc/classes/Environment.xml msgid "" "Use the Academy Color Encoding System tonemapper. ACES is slightly more " "expensive than other options, but it handles bright lighting in a more " "realistic fashion by desaturating it as it becomes brighter. ACES typically " "has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] " "and [constant TONE_MAPPER_FILMIC]." msgstr "" #: doc/classes/Environment.xml msgid "Low depth-of-field blur quality (fastest)." msgstr "Qualité basse du flou de l'effet de profondeur (le plus rapide)." #: doc/classes/Environment.xml msgid "Medium depth-of-field blur quality." msgstr "Qualité moyenne du flou de l'effet de profondeur." #: doc/classes/Environment.xml msgid "High depth-of-field blur quality (slowest)." msgstr "Qualité haute du flou de l'effet de profondeur (le plus lent)." #: doc/classes/Environment.xml msgid "No blur for the screen-space ambient occlusion effect (fastest)." msgstr "" "Aucun flou pour l'effet d'occlusion ambiante dans l'espace de l'écran (le " "plus rapide)." #: doc/classes/Environment.xml msgid "1×1 blur for the screen-space ambient occlusion effect." msgstr "" "Un flou 1x1 pour l'effet d'occlusion ambiante dans l'espace de l'écran." #: doc/classes/Environment.xml msgid "2×2 blur for the screen-space ambient occlusion effect." msgstr "" "Un flou 2x2 pour l'effet d'occlusion ambiante dans l'espace de l'écran." #: doc/classes/Environment.xml msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)." msgstr "" "Un flou 3x3 pour l'effet d'occlusion ambiante dans l'espace de l'écran (le " "plus lent)." #: doc/classes/Environment.xml msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" "La qualité la plus basse de l’occlusion ambiante d’espace d’écran (le plus " "rapide)." #: doc/classes/Environment.xml msgid "Low quality for the screen-space ambient occlusion effect." msgstr "" "La qualité la plus basse pour l'effet d’occlusion ambiante dans l’espace de " "l’écran." #: doc/classes/Environment.xml msgid "Low quality for the screen-space ambient occlusion effect (slowest)." msgstr "" "La qualité la plus basse de l’occlusion ambiante d’espace d’écran (la plus " "lente)." #: doc/classes/Expression.xml msgid "A class that stores an expression you can execute." msgstr "Une classe qui enregistre une expression que vous pouvez exécuter." #: doc/classes/Expression.xml 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 "" "Une expression qui peut être faite d'opérations arithmétiques, d'appels de " "fonctions mathématiques intégrées, d'appels de méthode sur l'instance " "donnée, ou de constructeur de type intégrés.\n" "Un exemple d'expression utilisant les fonctions mathématiques intégrées " "serait [code]sqrt(pow(3,2) + pow(4,2))[/code].\n" "Dans l'exemple suivant nous utilisons un nœud [LineEdit] pour écrire notre " "expression et afficher le résultat.\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]" #: doc/classes/Expression.xml 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 msgid "Returns the error text if [method parse] has failed." msgstr "Retourne la description de l'erreur si [method parse] a échoué." #: doc/classes/Expression.xml msgid "Returns [code]true[/code] if [method execute] has failed." msgstr "Retourne [code]true[/code] si [method execute] a échoué." #: doc/classes/Expression.xml 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 msgid "Enable OpenGL ES external texture extension." msgstr "Active l'extension pour les textures externes OpenGL ES." #: doc/classes/ExternalTexture.xml 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 msgid "Returns the external texture name." msgstr "Retourne le nom de la texture externe." #: doc/classes/ExternalTexture.xml msgid "External texture size." msgstr "La taille de la texture externe." #: doc/classes/File.xml msgid "Type to handle file reading and writing operations." msgstr "Le type pour gérer les opérations de lecture et d'écriture." #: doc/classes/File.xml 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=$DOCS_URL/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 "" "Le type Fichier. Il est utilisé pour enregistrer de manière permanente des " "données dans le système de fichiers de l'appareil de l'utilisateur, et " "pouvoir lire ce fichier. Ça peut être utilisé pour enregistrer les " "sauvegardes du jeu ou des fichiers de configuration ou de préférence, par " "exemple.\n" "Voici un exemple sur comment écrire et lire dans une fichier :\n" "[codeblock]\n" "func save(content):\n" " var file = File.new()\n" " file.open(\"user://save_game.dat\", File.WRITE) # Ouvert en écriture " "seulement\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) # Ouvert en lecture " "seulement\n" " var content = file.get_as_text()\n" " file.close()\n" " return content\n" "[/codeblock]\n" "Dans l'exemple au-dessus, le fichier sera enregistré dans le dossier des " "données utilisateur comme précisé dans la documentation [url=$DOCS_URL/" "tutorials/io/data_paths.html]Chemins de données[/url].\n" "[b]Note:[/b] Pour accéder au ressources du projet une fois le projet " "exporté, il est recommandé d'utiliser [ResourceLoader] plutôt que l'API " "[File], puisque certains fichiers sont convertis dans un format spécifique " "au moteur de jeu et le fichier original risque de ne plus être présent dans " "le paquet PCK exporté.\n" "[b]Note :[/b] Les fichiers sont automatiquement fermés seulement si le " "processus quitte \"normalement\" (comme un cliquant sur le bouton fermer du " "gestionnaire de fenêtre ou avec [b]Alt + F4[/b]). Si vous arrêtez " "l'exécution du projet avec [b]F8[/b] pendant que le projet est lancé, les " "fichiers ne seront pas fermés parce que le processus sera détruit. Vous " "pouvez gérer ce cas en appelant [method flush] régulièrement." #: doc/classes/File.xml msgid "File system" msgstr "Le système de fichiers" #: doc/classes/File.xml 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 "" "Ferme le fichier actuellement ouvert et empêche les opérations de lecture/" "écriture ultérieures. Utilisez [method flush] pour enregistrer les données " "sur le disque sans fermer le fichier." #: doc/classes/File.xml 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 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 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 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 "" "Retourne les 16 bits suivant du fichier interprété en un entier. Voir " "[method store_16] pour les détails sur les valeurs qui peuvent être " "enregistrées et récupérées de cette manière." #: doc/classes/File.xml 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 "" "Retourne les 32 bits suivant du fichier interprété en un entier. Voir " "[method store_32] pour les détails sur les valeurs qui peuvent être " "enregistrées et récupérées de cette manière." #: doc/classes/File.xml 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 "" "Retourne les 64 bits suivant du fichier interprété en un entier. Voir " "[method store_64] pour les détails sur les valeurs qui peuvent être " "enregistrées et récupérées de cette manière." #: doc/classes/File.xml 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 "" "Retourne les 8 bits suivant du fichier interprété en un entier. Voir [method " "store_8] pour les détails sur les valeurs qui peuvent être enregistrées et " "récupérées de cette manière." #: doc/classes/File.xml msgid "" "Returns the whole file as a [String].\n" "Text is interpreted as being UTF-8 encoded." msgstr "" "Retourne le fichier complet en [String].\n" "Le texte est interprété comme étant encodé en UTF-8." #: doc/classes/File.xml #, fuzzy msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]." msgstr "Retourne [code]true[/code] (vrai) si la chaîne de caractères est vide." #: doc/classes/File.xml 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 msgid "Returns the next 64 bits from the file as a floating-point number." msgstr "" "Retourne les 64 bits suivants du fichier en les interprétant en un flottant." #: doc/classes/File.xml msgid "" "Returns the last error that happened when trying to perform operations. " "Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]." msgstr "" "Retourne la dernière erreur qui est arrivé lors de l'exécution d'une " "opération. Les erreurs sont au format [code]ERR_FILE_*[/code] dans " "l'énumération [enum Error]." #: doc/classes/File.xml msgid "Returns the next 32 bits from the file as a floating-point number." msgstr "" "Retourne les 32 bits suivants du fichier en les interprétant en un flottant." #: doc/classes/File.xml msgid "Returns the size of the file in bytes." msgstr "Retourne la taille du fichier en octets." #: doc/classes/File.xml msgid "" "Returns the next line of the file as a [String].\n" "Text is interpreted as being UTF-8 encoded." msgstr "" "Retourne la ligne suivant du fichier en [String].\n" "Le texte est interprété comme étant codé en UTF-8." #: doc/classes/File.xml msgid "" "Returns an MD5 String representing the file at the given path or an empty " "[String] on failure." msgstr "" "Retourne le MD5 du fichier au chemin spécifié ou une [String] vide en cas " "d'échec." #: doc/classes/File.xml 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 msgid "" "Returns a [String] saved in Pascal format from the file.\n" "Text is interpreted as being UTF-8 encoded." msgstr "" "Retourne une [String] enregistrée au format Pascal depuis le fichier.\n" "Le texte est interprété comme étant codé en UTF-8." #: doc/classes/File.xml msgid "Returns the path as a [String] for the current open file." msgstr "" "Retourne le chemin en tant que [String] du fichier actuellement ouvert." #: doc/classes/File.xml msgid "Returns the absolute path as a [String] for the current open file." msgstr "Retourne le chemin absolu en [String] pour l'actuel fichier ouvert." #: doc/classes/File.xml msgid "Returns the file cursor's position." msgstr "Retourne la position du curseur du fichier." #: doc/classes/File.xml msgid "Returns the next bits from the file as a floating-point number." msgstr "" #: doc/classes/File.xml msgid "" "Returns a SHA-256 [String] representing the file at the given path or an " "empty [String] on failure." msgstr "" "Retourne le SHA-256 du fichier au chemin spécifié ou une [String] vide en " "cas d'échec." #: doc/classes/File.xml 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 msgid "Returns [code]true[/code] if the file is currently opened." msgstr "Retourne [code]true[/code] si le fichier est actuellement ouvert." #: doc/classes/File.xml msgid "Opens the file for writing or reading, depending on the flags." msgstr "" "Ouvre un fichier pour écriture ou lecture, suivant le drapeau spécifié." #: doc/classes/File.xml msgid "" "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 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 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 msgid "" "Changes the file reading/writing cursor to the specified position (in bytes " "from the beginning of the file)." msgstr "" #: doc/classes/File.xml 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 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 "" "Enregistre un entier au format 16 bits dans le fichier.\n" "[b]Note :[/b] La [code]value[/code] doit entre dans l'intervalle [code][0, " "2^16 - 1][/code]. Toute autre valeur dépassera et sera alors réduite à cet " "intervalle.\n" "Pour enregistrer un entier signé, utilisez [method store_64] ou enregistrez " "une valeur signée contenue dans l'intervalle [code][-2^15, 2^15 - 1][/code] " "(c'est-à-dire en gardant un bit pour le signe) et calculez le signe " "manuellement à la lecture. Par exemple :\n" "[codeblock]\n" "const MAX_15B = 1 << 15 # 2^15\n" "const MAX_16B = 1 << 16 # 2^16\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) # Hors de l'intervalle, la valeur enregistrée sera 65494 " "(= MAX_16B - 42).\n" " f.store_16(121) # Dans l'intervalle, 121 sera enregistrée.\n" " f.seek(0) # Retourner au début pour lire la valeur enregistrée\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]" #: doc/classes/File.xml 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 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 "" "Enregistre an entier de 64 bits dans le fichier.\n" "[b]Note :[/b] La valeur [code]value[/code] doit être dans l'intervalle [code]" "[-2^63, 2^63 - 1][/code] (être un [int] valide)." #: doc/classes/File.xml 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 msgid "Stores the given array of bytes in the file." msgstr "Enregistre le tableau spécifié en octets dans le fichier." #: doc/classes/File.xml 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 msgid "Stores a floating-point number as 64 bits in the file." msgstr "Enregistre un flottant 64 bits dans le fichier." #: doc/classes/File.xml msgid "Stores a floating-point number as 32 bits in the file." msgstr "Enregistre un flottant 32 bits dans le fichier." #: doc/classes/File.xml msgid "" "Appends [code]line[/code] to the file followed by a line return character " "([code]\\n[/code]), encoding the text as UTF-8." msgstr "" "Ajoute la ligne [code]line[/code] au fichier suivit d'un retour à la ligne " "([code]\\n[/code]), en encodant le texte en UTF-8." #: doc/classes/File.xml 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 "" "Enregistre la [String] donnée dans une nouvelle ligne au format Pascal " "(enregistre aussi la longueur de la chaine de caractères).\n" "Le texte sera codé en UTF-8." #: doc/classes/File.xml msgid "Stores a floating-point number in the file." msgstr "Stocke un nombre à virgule flottante dans le fichier." #: doc/classes/File.xml 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 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 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 msgid "" "Opens the file for read operations. The cursor is positioned at the " "beginning of the file." msgstr "" "Ouvre le fichier en lecture seule. Le curseur du fichier est placé au début " "du fichier." #: doc/classes/File.xml #, fuzzy msgid "" "Opens the file for write operations. The file is created if it does not " "exist, and truncated if it does." msgstr "" "Ouvre le fichier pour les opérations d’écriture. Créez-le si le fichier " "n’existe pas et tronquer s’il existe." #: doc/classes/File.xml 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 "" "Ouvre le fichier pour les opérations de lecture et d'écriture. Ne tronque " "pas le fichier. Le curseur est placé au début du fichier." #: doc/classes/File.xml 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 "" "Ouvre le fichier en lecture et écriture. Le fichier est créé s'il n'existe " "pas, et est vidé sinon. Le curseur est positionné au début du fichier." #: doc/classes/File.xml msgid "Uses the [url=http://fastlz.org/]FastLZ[/url] compression method." msgstr "" "Utilise la méthode de compression [url=http://fastlz.org/]FastLZ[/url]." #: doc/classes/File.xml msgid "" "Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] " "compression method." msgstr "" "Utilise la méthode de compression [url=https://en.wikipedia.org/wiki/" "DEFLATE]DEFLATE[/url]." #: doc/classes/File.xml msgid "" "Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression " "method." msgstr "" "Utilise la méthode de compression [url=https://facebook.github.io/" "zstd/]Zstandard[/url]." #: doc/classes/File.xml msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method." msgstr "" "Utilise la méthode de compression [url=https://www.gzip.org/]gzip[/url]." #: doc/classes/FileDialog.xml msgid "Dialog for selecting files or directories in the filesystem." msgstr "" "Le dialogue pour sélectionner des fichiers et dossier dans le système de " "fichiers." #: doc/classes/FileDialog.xml 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 msgid "" "Adds [code]filter[/code] to the list of filters, which restricts what files " "can be picked.\n" "A [code]filter[/code] should be of the form [code]\"filename.extension ; " "Description\"[/code], where filename and extension can be [code]*[/code] to " "match any string. Filters starting with [code].[/code] (i.e. empty " "filenames) are not allowed.\n" "Example filters: [code]\"*.png ; PNG Images\"[/code], [code]\"project." "godot ; Godot Project\"[/code]." msgstr "" #: doc/classes/FileDialog.xml msgid "Clear all the added filters in the dialog." msgstr "Efface tous les filtres ajoutés au dialogue." #: doc/classes/FileDialog.xml msgid "Clear currently selected items in the dialog." msgstr "Efface l'élément actuellement sélectionné dans le dialogue." #: doc/classes/FileDialog.xml 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 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 msgid "Invalidate and update the current dialog content list." msgstr "" #: doc/classes/FileDialog.xml 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 msgid "The current working directory of the file dialog." msgstr "L'actuel dossier dans le dialogue de choix de fichier." #: doc/classes/FileDialog.xml msgid "The currently selected file of the file dialog." msgstr "L'actuel fichier sélectionné dans le dialogue de choix de fichier." #: doc/classes/FileDialog.xml msgid "The currently selected file path of the file dialog." msgstr "L'actuel chemin de fichier sélectionné dans le dialogue de fichier." #: doc/classes/FileDialog.xml 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]. Multiple file types " "can also be specified in a single filter. [code]\"*.png, *.jpg, *.jpeg ; " "Supported Images\"[/code] will show both PNG and JPEG files when selected." msgstr "" #: doc/classes/FileDialog.xml msgid "" "The dialog's open or save mode, which affects the selection behavior. See " "enum [code]Mode[/code] constants." msgstr "" "Le mode d'ouverture ou de sauvegarde du dialogue, qui peut définir le " "comportement de la sélection. Voir les constantes dans [code]Mode[/code]." #: doc/classes/FileDialog.xml 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 msgid "If [code]true[/code], the dialog will show hidden files." msgstr "Si [code]true[/code], le dialogue affichera les fichiers masqués." #: doc/classes/FileDialog.xml msgid "Emitted when the user selects a directory." msgstr "Émis quand l'utilisateur sélectionne un dossier." #: doc/classes/FileDialog.xml msgid "" "Emitted when the user selects a file by double-clicking it or pressing the " "[b]OK[/b] button." msgstr "" #: doc/classes/FileDialog.xml msgid "Emitted when the user selects multiple files." msgstr "Émis quand l'utilisateur sélectionne plusieurs fichiers." #: doc/classes/FileDialog.xml msgid "The dialog allows selecting one, and only one file." msgstr "Le dialogue n'autorise la sélection que d'un seul fichier." #: doc/classes/FileDialog.xml msgid "The dialog allows selecting multiple files." msgstr "Le dialogue permet de sélectionner plusieurs fichiers." #: doc/classes/FileDialog.xml msgid "" "The dialog only allows selecting a directory, disallowing the selection of " "any file." msgstr "" "Le dialogue ne permet de sélectionner que des dossiers, et aucun fichier." #: doc/classes/FileDialog.xml msgid "The dialog allows selecting one file or directory." msgstr "Le dialogue permet de sélectionner un fichier ou dossier." #: doc/classes/FileDialog.xml msgid "The dialog will warn when a file exists." msgstr "Le dialogue avertira si un fichier existe déjà." #: doc/classes/FileDialog.xml msgid "" "The dialog only allows accessing files under the [Resource] path " "([code]res://[/code])." msgstr "" #: doc/classes/FileDialog.xml msgid "" "The dialog only allows accessing files under user data path ([code]user://[/" "code])." msgstr "" #: doc/classes/FileDialog.xml msgid "The dialog allows accessing files on the whole file system." msgstr "" "Le dialogue permet d'accéder à tous les fichiers du système de fichiers." #: doc/classes/FileDialog.xml msgid "The color modulation applied to the file icon." msgstr "La couleur de modulation appliquée à l'icône de fichier." #: doc/classes/FileDialog.xml msgid "" "The color tint for disabled files (when the [FileDialog] is used in open " "folder mode)." msgstr "" #: doc/classes/FileDialog.xml msgid "The color modulation applied to the folder icon." msgstr "La couleur de modulation appliquée à l'icône de dossier." #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "Icône personnalisée pour les fichiers." #: doc/classes/FileDialog.xml msgid "Custom icon for folders." msgstr "Icône personnalisée pour les dossiers." #: doc/classes/FileDialog.xml msgid "Custom icon for the parent folder arrow." msgstr "L'icône personnalisée pour la flèche du dossier parent." #: doc/classes/FileDialog.xml msgid "Custom icon for the reload button." msgstr "Icône personnalisée pour le bouton de rechargement." #: doc/classes/FileDialog.xml msgid "Custom icon for the toggle hidden button." msgstr "L'icône personnalisé pour le bouton d'affichage." #: doc/classes/float.xml msgid "Float built-in type." msgstr "Type flottant intégré." #: doc/classes/float.xml 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 msgid "Wikipedia: Double-precision floating-point format" msgstr "Wikipédia : Le format des nombres flottants à double précision" #: doc/classes/float.xml msgid "Wikipedia: Single-precision floating-point format" msgstr "Wikipédia : Le format des nombres flottants à simple précision" #: doc/classes/float.xml msgid "" "Cast a [bool] value to a floating-point value, [code]float(true)[/code] will " "be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0." msgstr "" "Transforme un [bool] en flottant, donc [code]float(true)[/code] sera égal à " "1.0 et [code]float(false)[/code] à 0.0." #: doc/classes/float.xml msgid "" "Cast an [int] value to a floating-point value, [code]float(1)[/code] will be " "equal to 1.0." msgstr "" "Transforme un [int] en flottant, [code]float(1)[/code] sera égal à 1.0." #: doc/classes/float.xml msgid "" "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/FlowContainer.xml #, fuzzy msgid "Base class for flow containers." msgstr "Classe de base pour les conteneurs de boîtes." #: doc/classes/FlowContainer.xml msgid "" "Arranges child [Control] nodes vertically or horizontally in a left-to-right " "or top-to-bottom flow.\n" "A line is filled with [Control] nodes until no more fit on the same line, " "similar to text in an autowrapped label." msgstr "" #: doc/classes/FlowContainer.xml #, fuzzy msgid "Returns the current line count." msgstr "Retourne le numéro de la ligne actuelle." #: doc/classes/Font.xml msgid "Internationalized font and text drawing support." msgstr "Affichage internationalisé des polices et textes." #: doc/classes/Font.xml 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 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 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 msgid "Returns the font ascent (number of pixels above the baseline)." msgstr "" #: doc/classes/Font.xml msgid "" "Returns outline contours of the glyph as a [code]Dictionary[/code] with the " "following contents:\n" "[code]points[/code] - [PoolVector3Array], containing outline points. " "[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is " "the type of the point, using the [enum ContourPointTag] values.\n" "[code]contours[/code] - [PoolIntArray], containing indices the end " "points of each contour.\n" "[code]orientation[/code] - [bool], contour orientation. If [code]true[/" "code], clockwise contours must be filled." msgstr "" #: doc/classes/Font.xml 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 #, fuzzy msgid "Returns resource id of the cache texture containing the char." msgstr "Retourne l'identifiant OpenGL de l'image de cette texture." #: doc/classes/Font.xml #, fuzzy msgid "Returns size of the cache texture containing the char." msgstr "Retourne la position du contact sur le collisionneur." #: doc/classes/Font.xml #, fuzzy msgid "Returns char offset from the baseline." msgstr "Retourne le décalage de la texture de la tuile." #: doc/classes/Font.xml #, fuzzy msgid "Returns size of the char." msgstr "Renvoie le sinus du paramètre." #: doc/classes/Font.xml #, fuzzy msgid "Returns rectangle in the cache texture containing the char." msgstr "" "Retourne un rectangle englobant les tuiles utilisées (non vides) de la carte." #: doc/classes/Font.xml msgid "Returns the font descent (number of pixels below the baseline)." msgstr "" #: doc/classes/Font.xml msgid "Returns the total font height (ascent plus descent) in pixels." msgstr "" #: doc/classes/Font.xml 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 msgid "" "Returns the size that the string would have with word wrapping enabled with " "a fixed [code]width[/code]." msgstr "" "Retourne la taille que ce texte aurait si les retours à la ligne sont actifs " "avec une largeur fixe de [code]width[/code]." #: doc/classes/Font.xml msgid "Returns [code]true[/code] if the font has an outline." msgstr "Retourne [code]true[/code] si la police a une bordure." #: doc/classes/Font.xml 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/Font.xml #, fuzzy msgid "Contour point is on the curve." msgstr "Supprime tous les points de la courbe." #: doc/classes/Font.xml msgid "" "Contour point isn't on the curve, but serves as a control point for a conic " "(quadratic) Bézier arc." msgstr "" #: doc/classes/Font.xml msgid "" "Contour point isn't on the curve, but serves as a control point for a cubic " "Bézier arc." msgstr "" #: doc/classes/FuncRef.xml msgid "Reference to a function in an object." msgstr "Référence une fonction située dans un objet." #: doc/classes/FuncRef.xml 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 msgid "" "Calls the referenced function previously set in [member function] or [method " "@GDScript.funcref]." msgstr "" #: doc/classes/FuncRef.xml 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 msgid "Returns whether the object still exists and has the function assigned." msgstr "" #: doc/classes/FuncRef.xml 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 "" "L'objet contenant la fonction référencée. Cet objet doit hériter de la " "classe [Object], et non d'un type intégré comme [int], [Vector2] ou " "[Dictionary]." #: doc/classes/FuncRef.xml msgid "The name of the referenced function." msgstr "Le nom de la fonction référencée." #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "An external library containing functions or script classes to use in Godot." msgstr "" "Une bibliothèque externe contenant des fonctions et des classes de script à " "utiliser dans Godot." #: modules/gdnative/doc_classes/GDNativeLibrary.xml 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 msgid "" "Returns paths to all dependency libraries for the current platform and " "architecture." msgstr "" "Retourne les chemines de toutes les bibliothèques nécessaires à la " "plateforme et l'architecture actuelles." #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "Returns the path to the dynamic library file for the current platform and " "architecture." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] " "files." msgstr "" "Cette ressource est un [ConfigFile] au format style INI, comme dans les " "fichiers [code].gdnlib[/code]." #: modules/gdnative/doc_classes/GDNativeLibrary.xml 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 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 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 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 msgid "A script implemented in the GDScript programming language." msgstr "Un script implémenté dans le langage de programmation GDScript." #: modules/gdscript/doc_classes/GDScript.xml 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 msgid "Returns byte code for the script source code." msgstr "Retourne code en octets du code source du script." #: modules/gdscript/doc_classes/GDScript.xml 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 msgid "State of a function call after yielding." msgstr "" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml 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 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 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 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 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 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 msgid "If [code]true[/code], rotation across the X axis is limited." msgstr "Si [code]true[/code], la rotation autour de l'axe X est limité." #: doc/classes/Generic6DOFJoint.xml 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 msgid "" "The maximum amount of force that can occur, when rotating around the X axis." msgstr "" "La quantité maximale de force qui peut être appliquée, lors de la rotation " "autour de l'axe X." #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational restitution across the X axis. The lower, the more " "restitution occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The speed of all rotations across the X axis." msgstr "La vitesse de toutes les rotations à travers l’axe X." #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational damping across the Y axis. The lower, the more " "dampening occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], rotation across the Y axis is limited." msgstr "Si [code]true[/code], la rotation à travers l’axe Y est limitée." #: doc/classes/Generic6DOFJoint.xml 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 msgid "" "The maximum amount of force that can occur, when rotating around the Y axis." msgstr "" "La quantité maximale de force qui peut être appliquée, lors de la rotation " "autour de l'axe Y." #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational restitution across the Y axis. The lower, the more " "restitution occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The speed of all rotations across the Y axis." msgstr "La vitesse de toutes les rotations sur l'axe Y." #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational damping across the Z axis. The lower, the more " "dampening occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], rotation across the Z axis is limited." msgstr "Si [code]true[/code], la rotation à travers l’axe Z est limitée." #: doc/classes/Generic6DOFJoint.xml 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 msgid "" "The maximum amount of force that can occur, when rotating around the Z axis." msgstr "" "La quantité maximale de force qui peut être appliquée, lors de la rotation " "autour de l'axe Z." #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational restitution across the Z axis. The lower, the more " "restitution occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The speed of all rotations across the Z axis." msgstr "La vitesse de toutes les rotations à travers l’axe Z." #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], a rotating motor at the X axis is enabled." msgstr "Si [code]true[/code], la rotation du moteur selon l'axe X est activée." #: doc/classes/Generic6DOFJoint.xml msgid "Maximum acceleration for the motor at the X axis." msgstr "L'accélération maximale du moteur selon l'axe X." #: doc/classes/Generic6DOFJoint.xml msgid "Target speed for the motor at the X axis." msgstr "La vitesse cible du moteur selon l'axe X." #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], a rotating motor at the Y axis is enabled." msgstr "Si [code]true[/code], la rotation du moteur selon l'axe Y est activée." #: doc/classes/Generic6DOFJoint.xml msgid "Maximum acceleration for the motor at the Y axis." msgstr "L'accélération maximale du moteur selon l'axe Y." #: doc/classes/Generic6DOFJoint.xml msgid "Target speed for the motor at the Y axis." msgstr "La vitesse cible du moteur selon l'axe Y." #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], a rotating motor at the Z axis is enabled." msgstr "Si [code]true[/code], la rotation du moteur selon l'axe Z est activée." #: doc/classes/Generic6DOFJoint.xml msgid "Maximum acceleration for the motor at the Z axis." msgstr "L'accélération maximale du moteur selon l'axe Z." #: doc/classes/Generic6DOFJoint.xml msgid "Target speed for the motor at the Z axis." msgstr "La vitesse cible du moteur selon l'axe Z." #: doc/classes/Generic6DOFJoint.xml msgid "The amount of damping that happens at the X motion." msgstr "La quantité d'amortissement pour les déplacements le long de l'axe X." #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], the linear motion across the X axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The minimum difference between the pivot points' X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of restitution on the X axis movement. The lower, the more " "momentum gets lost." msgstr "" "La quantité restituée pour les mouvements selon l'axe X. Plus basse est la " "valeur, plus d'inertie sera perdue." #: doc/classes/Generic6DOFJoint.xml msgid "" "A factor applied to the movement across the X axis. The lower, the slower " "the movement." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The maximum difference between the pivot points' X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The amount of damping that happens at the Y motion." msgstr "La quantité d'amortissement pour les déplacements le long de l'axe Y." #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], the linear motion across the Y axis is limited." msgstr "Si [code]true[/code], le mouvement linéaire selon l'axe Y est limité." #: doc/classes/Generic6DOFJoint.xml msgid "The minimum difference between the pivot points' Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of restitution on the Y axis movement. The lower, the more " "momentum gets lost." msgstr "" "La quantité restituée pour les mouvements selon l'axe Y. Plus basse est la " "valeur, plus d'inertie sera perdue." #: doc/classes/Generic6DOFJoint.xml msgid "" "A factor applied to the movement across the Y axis. The lower, the slower " "the movement." msgstr "" "Un facteur appliqué au mouvement à travers l’axe Y. Plus c'est bas, plus le " "mouvement est lent." #: doc/classes/Generic6DOFJoint.xml msgid "The maximum difference between the pivot points' Y axis." msgstr "La différence maximale entre l'axe Y des points de pivot." #: doc/classes/Generic6DOFJoint.xml msgid "The amount of damping that happens at the Z motion." msgstr "La quantité d'amortissement pour les déplacements le long de l'axe Z." #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], the linear motion across the Z axis is limited." msgstr "" "Si [code]true[/code], le mouvement linéaire à travers l’axe Z est limité." #: doc/classes/Generic6DOFJoint.xml msgid "The minimum difference between the pivot points' Z axis." msgstr "La différence minimale entre l’axe Z des points de pivot." #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of restitution on the Z axis movement. The lower, the more " "momentum gets lost." msgstr "" "Le montant de la restitution sur le mouvement de l’axe Z. Plus c'est bas, " "plus l’élan se perd." #: doc/classes/Generic6DOFJoint.xml msgid "" "A factor applied to the movement across the Z axis. The lower, the slower " "the movement." msgstr "" "Un facteur appliqué au mouvement à travers l’axe Z. Plus c'est bas, plus le " "mouvement est lent." #: doc/classes/Generic6DOFJoint.xml msgid "The maximum difference between the pivot points' Z axis." msgstr "La différence maximale entre l’axe Z des points de pivot." #: doc/classes/Generic6DOFJoint.xml 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 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 msgid "The speed that the linear motor will attempt to reach on the X axis." msgstr "La vitesse que le moteur linéaire essayera d'atteindre selon l'axe X." #: doc/classes/Generic6DOFJoint.xml 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 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 msgid "The speed that the linear motor will attempt to reach on the Y axis." msgstr "La vitesse que le moteur linéaire essayera d'atteindre selon l'axe Y." #: doc/classes/Generic6DOFJoint.xml 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 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 msgid "The speed that the linear motor will attempt to reach on the Z axis." msgstr "La vitesse que le moteur linéaire essayera d'atteindre selon l'axe Z." #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "The minimum difference between the pivot points' axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "The maximum difference between the pivot points' axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "A factor applied to the movement across the axes. The lower, the slower the " "movement." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of restitution on the axes' movement. The lower, the more " "momentum gets lost." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The amount of damping that happens at the linear motion across the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The velocity the linear motor will try to reach." msgstr "Le vitesse linéaire que le moteur essayera d'atteindre." #: doc/classes/Generic6DOFJoint.xml msgid "" "The maximum force the linear motor will apply while trying to reach the " "velocity target." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The speed of all rotations across the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The amount of rotational damping across the axes. The lower, the more " "dampening occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The amount of rotational restitution across the axes. The lower, the more " "restitution occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The maximum amount of force that can occur, when rotating around the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml 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 doc/classes/PhysicsServer.xml msgid "Target speed for the motor at the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "Maximum acceleration for the motor at the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, linear motion is possible within the given limits." msgstr "Si actif, le mouvement linéaire est possible dans les limites données." #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, rotational motion is possible within the given limits." msgstr "" "Si actif, le mouvement de rotation est possible dans les limites données." #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, there is a rotational motor across these axes." msgstr "Si actif, il y a un moteur de rotation à travers ces axes." #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, there is a linear motor across these axes." msgstr "Si actif, il y a un moteur linéaire à travers ces axes." #: doc/classes/Generic6DOFJoint.xml doc/classes/HingeJoint.xml msgid "Represents the size of the [enum Flag] enum." msgstr "Représente la taille de l'énumération [enum Flag]." #: doc/classes/Geometry.xml msgid "Helper node to calculate generic geometry operations." msgstr "Un nœud d'aide pour faire des opérations géométriques génériques." #: doc/classes/Geometry.xml 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 "" "Geometry fournit un ensemble de fonctions d'aide pour créer des formes " "géométrique, calculer les intersections entre les formes, et propose " "différentes autres opérations géométriques." #: doc/classes/Geometry.xml 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 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 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 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 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 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 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 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 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 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 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 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 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 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 msgid "Used internally by the engine." msgstr "Utilisé en interne par le moteur." #: doc/classes/Geometry.xml 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 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 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 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 msgid "" "Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in " "clockwise order, otherwise returns [code]false[/code]." msgstr "" "Retourne [code]true[/code] si les sommets du [code]polygon[/code] sont dans " "le sens horaire, et retourne [code]false[/code] pour le sens anti-horaire." #: doc/classes/Geometry.xml msgid "" "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 " "[code]null[/code].\n" "[b]Note:[/b] The lines are specified using direction vectors, not end points." msgstr "" #: doc/classes/Geometry.xml 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 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 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 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 msgid "" "Returns if [code]point[/code] is inside the triangle specified by [code]a[/" "code], [code]b[/code] and [code]c[/code]." msgstr "" "Retourne si [code]point[/code] est à l'intérieur du triangle défini par les " "points [code]a[/code], [code]b[/code] et [code]c[/code]." #: doc/classes/Geometry.xml msgid "" "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 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 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 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 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 " "[code]null[/code]." msgstr "" #: doc/classes/Geometry.xml 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 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 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 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). Output triangles will always be counter clockwise, and the " "contour will be flipped if it's clockwise. If the triangulation did not " "succeed, an empty [PoolIntArray] is returned." msgstr "" #: doc/classes/Geometry.xml msgid "" "Create regions where either subject or clip polygons (or both) are filled." msgstr "" #: doc/classes/Geometry.xml msgid "" "Create regions where subject polygons are filled except where clip polygons " "are filled." msgstr "" #: doc/classes/Geometry.xml msgid "Create regions where both subject and clip polygons are filled." msgstr "" #: doc/classes/Geometry.xml msgid "" "Create regions where either subject or clip polygons are filled but not " "where both are filled." msgstr "" #: doc/classes/Geometry.xml msgid "" "Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/" "code]." msgstr "" #: doc/classes/Geometry.xml msgid "" "While flattened paths can never perfectly trace an arc, they are " "approximated by a series of arc chords." msgstr "" #: doc/classes/Geometry.xml 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 msgid "" "Endpoints are joined using the [enum PolyJoinType] value and the path filled " "as a polygon." msgstr "" #: doc/classes/Geometry.xml msgid "" "Endpoints are joined using the [enum PolyJoinType] value and the path filled " "as a polyline." msgstr "" #: doc/classes/Geometry.xml msgid "Endpoints are squared off with no extension." msgstr "Les bouts sont carrés sans être allongés." #: doc/classes/Geometry.xml msgid "Endpoints are squared off and extended by [code]delta[/code] units." msgstr "Les bouts seront carrés et allongés de [code]delta[/code] unités." #: doc/classes/Geometry.xml msgid "Endpoints are rounded off and extended by [code]delta[/code] units." msgstr "Les bouts seront arrondis et allongés de [code]delta[/code] unités." #: doc/classes/GeometryInstance.xml msgid "Base node for geometry-based visual instances." msgstr "Nœud de base pour les instances visuelles basées sur la géométrie." #: doc/classes/GeometryInstance.xml msgid "" "Base node for geometry-based visual instances. Shares some common " "functionality like visibility and custom materials." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "Returns the [enum GeometryInstance.Flags] that have been set for this object." msgstr "" "Retourne le [enum GeometryInstance.Flags] qui a été définit pour cet objet." #: doc/classes/GeometryInstance.xml msgid "" "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 msgid "" "Sets the [enum GeometryInstance.Flags] specified. See [enum GeometryInstance." "Flags] for options." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "The selected shadow casting flag. See [enum ShadowCastingSetting] for " "possible values." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "The extra distance added to the GeometryInstance's bounding box ([AABB]) to " "increase its cull box." msgstr "" #: doc/classes/GeometryInstance.xml 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 msgid "" "Scale factor for the generated baked lightmap. Useful for adding detail to " "certain mesh instances." msgstr "" #: doc/classes/GeometryInstance.xml #, fuzzy msgid "" "The GeometryInstance's max LOD distance.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" "La distance min LOD de GeometryInstance3D.\n" "[b]Remarque :[/b] Cette propriété n’a actuellement aucun effet." #: doc/classes/GeometryInstance.xml #, fuzzy msgid "" "The GeometryInstance's max LOD margin.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" "La distance min LOD de GeometryInstance3D.\n" "[b]Remarque :[/b] Cette propriété n’a actuellement aucun effet." #: doc/classes/GeometryInstance.xml #, fuzzy msgid "" "The GeometryInstance's min LOD distance.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" "La distance min LOD de GeometryInstance3D.\n" "[b]Remarque :[/b] Cette propriété n’a actuellement aucun effet." #: doc/classes/GeometryInstance.xml #, fuzzy msgid "" "The GeometryInstance's min LOD margin.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" "La distance min LOD de GeometryInstance3D.\n" "[b]Remarque :[/b] Cette propriété n’a actuellement aucun effet." #: doc/classes/GeometryInstance.xml msgid "" "The material overlay for the whole geometry.\n" "If a material is assigned to this property, it will be rendered on top of " "any other active material for all the surfaces." msgstr "" #: doc/classes/GeometryInstance.xml 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 msgid "" "If [code]true[/code], this GeometryInstance will be used when baking lights " "using a [GIProbe] or [BakedLightmap]." msgstr "" #: doc/classes/GeometryInstance.xml msgid "The generated lightmap texture will have the original size." msgstr "" #: doc/classes/GeometryInstance.xml msgid "The generated lightmap texture will be twice as large, on each axis." msgstr "" "La texture de lumière générée sera deux fois plus grande, selon les deux " "axes." #: doc/classes/GeometryInstance.xml msgid "The generated lightmap texture will be 4 times as large, on each axis." msgstr "" #: doc/classes/GeometryInstance.xml msgid "The generated lightmap texture will be 8 times as large, on each axis." msgstr "" #: doc/classes/GeometryInstance.xml msgid "Will not cast any shadows." msgstr "Ne projette aucune ombre." #: doc/classes/GeometryInstance.xml 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 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 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 "" "Affichera uniquement les ombres projetées à partir de cet objet.\n" "En d’autres termes, le mesh réel ne sera pas visible, seules les ombres " "projetées à partir du mesh le seront." #: doc/classes/GeometryInstance.xml msgid "" "Will allow the GeometryInstance to be used when baking lights using a " "[GIProbe] or [BakedLightmap]." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "Unused in this class, exposed for consistency with [enum VisualServer." "InstanceFlags]." msgstr "" #: doc/classes/GIProbe.xml msgid "Real-time global illumination (GI) probe." msgstr "Sonde d’éclairage global (GI) en temps réel." #: doc/classes/GIProbe.xml 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 msgid "GI probes" msgstr "" #: doc/classes/GIProbe.xml 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.\n" "[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before " "[method bake] is called. If you are procedurally creating those and some " "meshes or lights are missing from your baked [GIProbe], use " "[code]call_deferred(\"bake\")[/code] instead of calling [method bake] " "directly." msgstr "" #: doc/classes/GIProbe.xml msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled." msgstr "Appelle [method bake] avec [code]create_visual_debug[/code] activé." #: doc/classes/GIProbe.xml 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 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 msgid "The [GIProbeData] resource that holds the data for this [GIProbe]." msgstr "" "La ressource [GIProbeData] qui contient les données de cette [GIProbe]." #: doc/classes/GIProbe.xml msgid "" "The maximum brightness that the [GIProbe] will recognize. Brightness will be " "scaled within this range." msgstr "" #: doc/classes/GIProbe.xml msgid "" "Energy multiplier. Makes the lighting contribution from the [GIProbe] " "brighter." msgstr "" #: doc/classes/GIProbe.xml 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 msgid "" "If [code]true[/code], ignores the sky contribution when calculating lighting." msgstr "" "Si [code]true[/code], ignore la contribution du ciel dans le calcul de la " "lumière." #: doc/classes/GIProbe.xml 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 msgid "" "How much light propagates through the probe internally. A higher value " "allows light to spread further." msgstr "" #: doc/classes/GIProbe.xml 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 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 "" "Utilise 64 subdivisions. C’est le réglage de qualité la plus basse, mais le " "plus rapide. Utilisez-le si vous le pouvez, mais surtout utilisez-le sur du " "matériel bas de gamme." #: doc/classes/GIProbe.xml msgid "Use 128 subdivisions. This is the default quality setting." msgstr "" "Utilise 128 subdivisions. Il s’agit du paramètre de qualité par défaut." #: doc/classes/GIProbe.xml msgid "Use 256 subdivisions." msgstr "Utilise 256 subdivisions." #: doc/classes/GIProbe.xml 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 "" "Utilise 64 subdivisions. C’est le réglage de qualité la plus haute, mais le " "plus lent. Le GPU peut même ramer sur les appareils peu puissants." #: doc/classes/GIProbe.xml msgid "Represents the size of the [enum Subdiv] enum." msgstr "Représente la taille de l'énumération [enum Subdiv]." #: modules/gltf/doc_classes/GLTFAccessor.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFAccessor] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFAnimation.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFAnimation] within a script will cause an error in an exported " "project." msgstr "" #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFBufferView] within a script will cause an error in an exported " "project." msgstr "" #: modules/gltf/doc_classes/GLTFCamera.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFCamera] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFDocument.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFDocument] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFLight] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml 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 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 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 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 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 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/gltf/doc_classes/GLTFMesh.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFMesh] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFNode] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFSkeleton.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFSkeleton] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFSpecGloss.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFSpecGloss] within a script will cause an error in an exported " "project." msgstr "" #: modules/gltf/doc_classes/GLTFState.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFState] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFTexture] within a script will cause an error in an exported project." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml 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 msgid "Attaches the current thread to the Mono runtime." msgstr "Attache le fil d'exécution actuel à Mono." #: modules/mono/doc_classes/GodotSharp.xml msgid "Detaches the current thread from the Mono runtime." msgstr "Détache le fil d'exécution actuel à Mono." #: modules/mono/doc_classes/GodotSharp.xml 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 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 msgid "" "Returns [code]true[/code] if the domain is being finalized, [code]false[/" "code] otherwise." msgstr "" "Retourne [code]true[/code] si la chaîne de caractères commence par la chaîne " "de caractères donnée, ou [code]false[/code] le cas échéant." #: modules/mono/doc_classes/GodotSharp.xml msgid "" "Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/" "code] otherwise." msgstr "" "Retourne [code]true[/code] si la runtime Mono est initialisée, ou " "[code]false[/code] sinon." #: modules/mono/doc_classes/GodotSharp.xml #, fuzzy msgid "" "Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/" "code] otherwise." msgstr "" "Renvoie [code]true[/code] (vrai) si [code]s[/code] vaut zéro ou quasiment " "zéro." #: modules/mono/doc_classes/GodotSharp.xml msgid "" "Returns [code]true[/code] if the scripts domain is loaded, [code]false[/" "code] otherwise." msgstr "" "Retourne [code]true[/code] si la chaîne de caractères est vide, ou " "[code]false[/code] le cas échéant." #: doc/classes/Gradient.xml msgid "" "A color interpolator resource which can be used to generate colors between " "user-defined color points." msgstr "" #: doc/classes/Gradient.xml 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 msgid "" "Adds the specified color to the end of the ramp, with the specified offset." msgstr "" #: doc/classes/Gradient.xml msgid "Returns the color of the ramp color at index [code]point[/code]." msgstr "Retourne la couleur du dégradé à la position [code]point[/code]." #: doc/classes/Gradient.xml msgid "Returns the offset of the ramp color at index [code]point[/code]." msgstr "" "Définit la position de la couleur du dégradé à la position [code]point[/" "code]." #: doc/classes/Gradient.xml msgid "Returns the number of colors in the ramp." msgstr "Retourne le nombre de couleurs du dégradé." #: doc/classes/Gradient.xml msgid "Returns the interpolated color specified by [code]offset[/code]." msgstr "Retourne la couleur interpolée spécifiée à [code]offset[/code]." #: doc/classes/Gradient.xml msgid "Removes the color at the index [code]point[/code]." msgstr "Retire la couleur à l'index [code]point[/code]." #: doc/classes/Gradient.xml msgid "Sets the color of the ramp color at index [code]point[/code]." msgstr "Définit la couleur du dégradé à la position [code]point[/code]." #: doc/classes/Gradient.xml msgid "Sets the offset for the ramp color at index [code]point[/code]." msgstr "" "Définit la position de la couleur du dégradé à la position [code]point[/" "code]." #: doc/classes/Gradient.xml msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "Toutes les couleurs du dégradé retournées dans un [PoolColorArray]." #: doc/classes/Gradient.xml msgid "" "Defines how the colors between points of the gradient are interpolated. See " "[enum InterpolationMode] for available modes." msgstr "" #: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "Toutes les couleurs du dégradé retournées dans un [PoolRealArray]." #: doc/classes/Gradient.xml msgid "" "Constant interpolation, color changes abruptly at each point and stays " "uniform between. This might cause visible aliasing when used for a gradient " "texture in some cases." msgstr "" #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "Texture remplie de gradients." #: doc/classes/GradientTexture.xml 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 msgid "The [Gradient] that will be used to fill the texture." msgstr "Le [Gradient] qui sera utilisé pour remplir la texture." #: doc/classes/GradientTexture.xml msgid "The number of color samples that will be obtained from the [Gradient]." msgstr "" "Le nombre d'échantillons de couleur qui seront obtenus à partir du " "[Gradient]." #: doc/classes/GradientTexture2D.xml #, fuzzy msgid "Gradient-filled 2D texture." msgstr "Texture remplie de gradients." #: doc/classes/GradientTexture2D.xml msgid "" "The texture uses a [Gradient] to fill the texture data in 2D space. The " "gradient is filled according to the specified [member fill] and [member " "repeat] types using colors obtained from the gradient. 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] and [member height])." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The gradient fill type, one of the [enum Fill] values. The texture is filled " "by interpolating colors starting from [member fill_from] to [member fill_to] " "offsets." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The initial offset used to fill the texture specified in UV coordinates." msgstr "" "Le décalage initial utilisé pour remplir la texture spécifiée dans les " "coordonnées UV." #: doc/classes/GradientTexture2D.xml msgid "The final offset used to fill the texture specified in UV coordinates." msgstr "" "Le décalage final utilisé pour remplir la texture spécifiée dans les " "coordonnées UV." #: doc/classes/GradientTexture2D.xml msgid "The [Gradient] used to fill the texture." msgstr "Le [Gradient] utilisé pour remplir la texture." #: doc/classes/GradientTexture2D.xml msgid "" "The number of vertical color samples that will be obtained from the " "[Gradient], which also represents the texture's height." msgstr "" "Le nombre d'échantillons de couleur verticaux qui seront obtenus de ce " "[Gradient], ce qui représente aussi la hauteur de la texture." #: doc/classes/GradientTexture2D.xml msgid "" "The gradient repeat type, one of the [enum Repeat] values. The texture is " "filled starting from [member fill_from] to [member fill_to] offsets by " "default, but the gradient fill can be repeated to cover the entire texture." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "If [code]true[/code], the generated texture will support high dynamic range " "([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work " "if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/" "code], the generated texture will use low dynamic range; overbright colors " "will be clamped ([constant Image.FORMAT_RGBA8] format)." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The number of horizontal color samples that will be obtained from the " "[Gradient], which also represents the texture's width." msgstr "" "Le nombre d'échantillons de couleur horizontaux qui seront obtenus de ce " "[Gradient], ce qui représente aussi la largeur de la texture." #: doc/classes/GradientTexture2D.xml msgid "The colors are linearly interpolated in a straight line." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "The colors are linearly interpolated in a circular pattern." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The gradient fill is restricted to the range defined by [member fill_from] " "to [member fill_to] offsets." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The texture is filled starting from [member fill_from] to [member fill_to] " "offsets, repeating the same pattern in both directions." msgstr "" "La texture est remplie en partant de la position [member fill_from] jusqu'à " "[member fill_to], répétant le même motif dans les deux directions." #: doc/classes/GradientTexture2D.xml msgid "" "The texture is filled starting from [member fill_from] to [member fill_to] " "offsets, mirroring the pattern in both directions." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "GraphEdit is an area capable of showing various GraphNodes. It manages " "connection events between them." msgstr "" #: doc/classes/GraphEdit.xml 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 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 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 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 msgid "Removes all connections between nodes." msgstr "Supprime toutes les connexions entre les nœuds." #: doc/classes/GraphEdit.xml 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 "" "Crée une connexion entre le port [code]from_port[/code] du GraphNode " "[code]from[/code] et le port [code]to_port[/code] du GraphNode [code]to[/" "code]. Si la connexion existe déjà, aucune nouvelle connexion n'est crée." #: doc/classes/GraphEdit.xml 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 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 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 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 msgid "Returns whether it's possible to connect slots of the specified types." msgstr "" #: doc/classes/GraphEdit.xml 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 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 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 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 msgid "Sets the specified [code]node[/code] as the one selected." msgstr "" "Définit le nœud [code]node[/code] spécifié comme étant celui sélectionné." #: doc/classes/GraphEdit.xml msgid "If [code]true[/code], the minimap is visible." msgstr "Si [code]true[/code], la mini-carte est visible." #: doc/classes/GraphEdit.xml msgid "The opacity of the minimap rectangle." msgstr "L'opacité du rectangle de la mini-carte." #: doc/classes/GraphEdit.xml 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 msgid "" "If [code]true[/code], enables disconnection of existing connections in the " "GraphEdit by dragging the right end." msgstr "" #: doc/classes/GraphEdit.xml msgid "The scroll offset." msgstr "Le décalage de défilement." #: doc/classes/GraphEdit.xml 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 msgid "The snapping distance in pixels." msgstr "La distance de magnétisation en pixels." #: doc/classes/GraphEdit.xml msgid "If [code]true[/code], enables snapping." msgstr "Si [code]true[/code], la magnétisation est activé." #: doc/classes/GraphEdit.xml msgid "The current zoom value." msgstr "La valeur de zoom actuelle." #: doc/classes/GraphEdit.xml msgid "The upper zoom limit." msgstr "La valeur maximale du zoom." #: doc/classes/GraphEdit.xml msgid "The lower zoom limit." msgstr "La valeur minimale du zoom." #: doc/classes/GraphEdit.xml msgid "The step of each zoom level." msgstr "La différence entre chaque niveau de zoom." #: doc/classes/GraphEdit.xml msgid "Emitted at the beginning of a GraphNode movement." msgstr "Émis au début d'un mouvement d'un GraphNode." #: doc/classes/GraphEdit.xml msgid "Emitted at the end of a GraphNode movement." msgstr "Émis à la fin d'un mouvement d'un GraphNode." #: doc/classes/GraphEdit.xml msgid "" "Emitted when user dragging connection from input port into empty space of " "the graph." msgstr "" #: doc/classes/GraphEdit.xml 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 "" "Émis au GraphEdit lors d'une tentative de créer une connexion entre le port " "[code]from_port[/code] du GraphNode [code]from[/code] et le port " "[code]to_port[/code] du GraphNode [code]to[/code]." #: doc/classes/GraphEdit.xml msgid "" "Emitted when user dragging connection from output port into empty space of " "the graph." msgstr "" #: doc/classes/GraphEdit.xml msgid "Emitted when the user presses [code]Ctrl + C[/code]." msgstr "Émis quand l'utilisateur presse [code]Ctrl + C[/code]." #: doc/classes/GraphEdit.xml msgid "" "Emitted when a GraphNode is attempted to be removed from the GraphEdit. " "Provides a list of node names to be removed (all selected nodes, excluding " "nodes without closing button)." msgstr "" #: doc/classes/GraphEdit.xml 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 msgid "" "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." msgstr "Émis quand un GraphNode serait dupliqué d'un GraphEdit." #: doc/classes/GraphEdit.xml msgid "Emitted when a GraphNode is selected." msgstr "Émis lorsqu’un GraphNode est sélectionné." #: doc/classes/GraphEdit.xml msgid "Emitted when the user presses [code]Ctrl + V[/code]." msgstr "Émis quand l'utilisateur presse [code]Ctrl + V[/code]." #: doc/classes/GraphEdit.xml 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 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 msgid "Color of major grid lines." msgstr "La couleur des lignes principales de la grille." #: doc/classes/GraphEdit.xml msgid "Color of minor grid lines." msgstr "La couleur des lignes secondaires de la grille." #: doc/classes/GraphEdit.xml msgid "The fill color of the selection rectangle." msgstr "La couleur de remplissage du rectangle de sélection." #: doc/classes/GraphEdit.xml msgid "The outline color of the selection rectangle." msgstr "La couleur de la bordure du rectangle de sélection." #: doc/classes/GraphEdit.xml msgid "" "The horizontal range within which a port can be grabbed (on both sides)." msgstr "" #: doc/classes/GraphEdit.xml msgid "The vertical range within which a port can be grabbed (on both sides)." msgstr "" #: doc/classes/GraphEdit.xml msgid "The icon for the zoom out button." msgstr "L'icône pour le bouton du zoom arrière." #: doc/classes/GraphEdit.xml msgid "The icon for the zoom in button." msgstr "L'icône pour le bouton du zoom avant." #: doc/classes/GraphEdit.xml msgid "The icon for the zoom reset button." msgstr "L'icône pour le bouton du rétablissement du zoom." #: doc/classes/GraphEdit.xml msgid "The icon for the snap toggle button." msgstr "L'icône du bouton d'activation de la magnétisation." #: doc/classes/GraphEdit.xml msgid "The background drawn under the grid." msgstr "L’arrière-plan dessiné sous la grille." #: doc/classes/GraphNode.xml 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 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 msgid "Disables all input and output slots of the GraphNode." msgstr "Désactive toutes les entrées et sorties du GraphNode." #: doc/classes/GraphNode.xml msgid "Disables input and output slot whose index is [code]idx[/code]." msgstr "Désactive tous les entrées et sorties à l'index [code]idx[/code]." #: doc/classes/GraphNode.xml msgid "Returns the [Color] of the input connection [code]idx[/code]." msgstr "Retourne la [Color] de la connexion d'entrée à [code]idx[/code]." #: doc/classes/GraphNode.xml msgid "" "Returns the number of enabled input slots (connections) to the GraphNode." msgstr "" "Retourne le nombre d'emplacements entrants (connexions) activés du GraphNode." #: doc/classes/GraphNode.xml msgid "Returns the position of the input connection [code]idx[/code]." msgstr "Retourne la position de la connexion d'entrée à [code]idx[/code]." #: doc/classes/GraphNode.xml msgid "Returns the type of the input connection [code]idx[/code]." msgstr "Retourne le type de connexion pour entrée [code]idx[/code]." #: doc/classes/GraphNode.xml msgid "Returns the [Color] of the output connection [code]idx[/code]." msgstr "Retourne la [Color] de la connexion de sortie à [code]idx[/code]." #: doc/classes/GraphNode.xml msgid "" "Returns the number of enabled output slots (connections) of the GraphNode." msgstr "" "Retourne le nombre d'emplacements sortants (connexions) activés du GraphNode." #: doc/classes/GraphNode.xml msgid "Returns the position of the output connection [code]idx[/code]." msgstr "Retourne la position de la connexion de sortie à [code]idx[/code]." #: doc/classes/GraphNode.xml msgid "Returns the type of the output connection [code]idx[/code]." msgstr "Retourne le type de connexion pour la sortie [code]idx[/code]." #: doc/classes/GraphNode.xml #, fuzzy msgid "Returns the left (input) [Color] of the slot [code]idx[/code]." msgstr "Retourne le type du nœud à [code]idx[/code]." #: doc/classes/GraphNode.xml #, fuzzy msgid "Returns the right (output) [Color] of the slot [code]idx[/code]." msgstr "Retourne le type du nœud à [code]idx[/code]." #: doc/classes/GraphNode.xml msgid "Returns the left (input) type of the slot [code]idx[/code]." msgstr "Retourne le type de gauche (entrée) de l'emplacement [code]idx[/code]." #: doc/classes/GraphNode.xml msgid "Returns the right (output) type of the slot [code]idx[/code]." msgstr "Retourne le type de droite (sortie) de l'emplacement [code]idx[/code]." #: doc/classes/GraphNode.xml msgid "" "Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] " "is enabled." msgstr "" "Retourne [code]true[/code] si le côté gauche (entrée) de l'emplacement " "[code]idx[/code] est actif." #: doc/classes/GraphNode.xml msgid "" "Returns [code]true[/code] if right (output) side of the slot [code]idx[/" "code] is enabled." msgstr "" "Retourne [code]true[/code] si le côté droit (sortie) de l'emplacement " "[code]idx[/code] est actif." #: doc/classes/GraphNode.xml 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 msgid "" "Sets the [Color] of the left (input) side of the slot [code]idx[/code] to " "[code]color_left[/code]." msgstr "" "Définit la [Color] du côté gauche (entrée) de l'emplacement [code]idx[/code] " "à [code]color_left[/code]." #: doc/classes/GraphNode.xml msgid "" "Sets the [Color] of the right (output) side of the slot [code]idx[/code] to " "[code]color_right[/code]." msgstr "" "Définit la [Color] du côté droit (sortie) de l'emplacement [code]idx[/code] " "à [code]color_right[/code]." #: doc/classes/GraphNode.xml 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 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 msgid "" "Sets the left (input) type of the slot [code]idx[/code] to [code]type_left[/" "code]." msgstr "" "Définit le type gauche (entrée) de l'emplacement [code]idx[/code] avec " "[code]type_left[/code]." #: doc/classes/GraphNode.xml msgid "" "Sets the right (output) type of the slot [code]idx[/code] to " "[code]type_right[/code]." msgstr "" "Définit le type droit (sortie) de l'emplacement [code]idx[/code] avec " "[code]type_right[/code]." #: doc/classes/GraphNode.xml msgid "If [code]true[/code], the GraphNode is a comment node." msgstr "Si [code]true[/code], le GraphNode est un nœud de commentaire." #: doc/classes/GraphNode.xml 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 msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]." msgstr "" #: doc/classes/GraphNode.xml 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 msgid "If [code]true[/code], the GraphNode is selected." msgstr "Si [code]true[/code], le GraphNode est sélectionné." #: doc/classes/GraphNode.xml 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 msgid "The text displayed in the GraphNode's title bar." msgstr "Le texte affiché dans la barre de titre du GraphNode." #: doc/classes/GraphNode.xml 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 msgid "Emitted when the GraphNode is dragged." msgstr "Émis lorsque le GraphNode est glissé." #: doc/classes/GraphNode.xml msgid "Emitted when the GraphNode is moved." msgstr "Émis lorsque le GraphNode est déplacé." #: doc/classes/GraphNode.xml 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 msgid "" "Emitted when the GraphNode is requested to be resized. Happens on dragging " "the resizer handle (see [member resizable])." msgstr "" "Émis lorsque le GraphNode doit être redimensionné. Se produit en faisant " "glisser la poignée de redimensionnement (voir [member resizable])." #: doc/classes/GraphNode.xml msgid "Emitted when any GraphNode's slot is updated." msgstr "Émis lorsqu’un emplacement du GraphNode est mis à jour." #: doc/classes/GraphNode.xml msgid "No overlay is shown." msgstr "Aucune superposition n'est montrée." #: doc/classes/GraphNode.xml msgid "Show overlay set in the [code]breakpoint[/code] theme property." msgstr "" #: doc/classes/GraphNode.xml msgid "Show overlay set in the [code]position[/code] theme property." msgstr "" #: doc/classes/GraphNode.xml msgid "The color modulation applied to the close button icon." msgstr "La couleur de modulation appliquée à l'icône du bouton fermer." #: doc/classes/GraphNode.xml msgid "The color modulation applied to the resizer icon." msgstr "La couleur de modulation appliquée à l'icône de redimensionnement." #: doc/classes/GraphNode.xml msgid "Color of the title text." msgstr "Couleur du texte du titre." #: doc/classes/GraphNode.xml doc/classes/WindowDialog.xml msgid "The vertical offset of the close button." msgstr "Le décalage vertical du bouton fermer." #: doc/classes/GraphNode.xml msgid "Horizontal offset for the ports." msgstr "Le décalage horizontal pour les ports." #: doc/classes/GraphNode.xml msgid "The vertical distance between ports." msgstr "La distance verticale entre les ports." #: doc/classes/GraphNode.xml msgid "Vertical offset of the title text." msgstr "Le décalage vertical du texte de titre." #: doc/classes/GraphNode.xml msgid "Font used for the title text." msgstr "Police utilisée pour le texte du titre." #: doc/classes/GraphNode.xml msgid "" "The icon for the close button, visible when [member show_close] is enabled." msgstr "" "L'icône pour le bouton fermer, visible quand [member show_close] est activé." #: doc/classes/GraphNode.xml msgid "The icon used for representing ports." msgstr "L’icône utilisée pour représenter les ports." #: doc/classes/GraphNode.xml msgid "The icon used for resizer, visible when [member resizable] is enabled." msgstr "" #: doc/classes/GraphNode.xml msgid "" "The background used when [member overlay] is set to [constant " "OVERLAY_BREAKPOINT]." msgstr "" "L'arrière-plan utilisé quand [member overlay] est à [constant " "OVERLAY_BREAKPOINT]." #: doc/classes/GraphNode.xml msgid "The [StyleBox] used when [member comment] is enabled." msgstr "La [StyleBox] utilisée quand [member comment] est activé." #: doc/classes/GraphNode.xml msgid "" "The [StyleBox] used when [member comment] is enabled and the [GraphNode] is " "focused." msgstr "" "La [StyleBox] utilisée quand [member comment] est activé et que le " "[GraphNode] a le focus." #: doc/classes/GraphNode.xml msgid "The default background for [GraphNode]." msgstr "L'arrière-plan par défaut pour [GraphNode]." #: doc/classes/GraphNode.xml msgid "" "The background used when [member overlay] is set to [constant " "OVERLAY_POSITION]." msgstr "" "L'arrière-plan utilisé quand [member overlay] est à [constant " "OVERLAY_POSITION]." #: doc/classes/GraphNode.xml msgid "The background used when the [GraphNode] is selected." msgstr "L'arrière-plan utilisé quand le [GraphNode] est sélectionné." #: doc/classes/GridContainer.xml msgid "" "Grid container used to arrange Control-derived children in a grid like " "layout." msgstr "" #: doc/classes/GridContainer.xml 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 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 doc/classes/HFlowContainer.xml #: doc/classes/VFlowContainer.xml msgid "The horizontal separation of children nodes." msgstr "La séparation horizontale des nœuds enfants." #: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml #: doc/classes/VFlowContainer.xml msgid "The vertical separation of children nodes." msgstr "La séparation verticale des nœuds enfants." #: modules/gridmap/doc_classes/GridMap.xml msgid "Node for 3D tile-based maps." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml 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 msgid "Using gridmaps" msgstr "Utiliser les gridmaps" #: modules/gridmap/doc_classes/GridMap.xml msgid "Clear all cells." msgstr "Effacer toutes les cellules." #: modules/gridmap/doc_classes/GridMap.xml 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 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 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 msgid "Returns an individual bit on the [member collision_layer]." msgstr "Retourne un seul bit de [member collision_layer]." #: modules/gridmap/doc_classes/GridMap.xml msgid "Returns an individual bit on the [member collision_mask]." msgstr "Retourne un seul bit de [member collision_mask]." #: modules/gridmap/doc_classes/GridMap.xml 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 "" "Retourne une liste de [Transform] et de ressources [Mesh] correspondants aux " "cellules non vides sur la grille. Les transformations sont définies dans " "l'espace global." #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns an array of [Vector3] with the non-empty cell coordinates in the " "grid map." msgstr "" "Retourne un tableau de [Vector3] avec les coordonnées des cellules non vides " "dans la grille." #: modules/gridmap/doc_classes/GridMap.xml #, fuzzy msgid "" "Returns an array of all cells with the given item index specified in " "[code]item[/code]." msgstr "" "Renvoie la texture de l’atlas de police de caractères à l’index [code]idx[/" "code]." #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns the position of a grid cell in the GridMap's local coordinate space." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml 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 msgid "Sets an individual bit on the [member collision_layer]." msgstr "Définit un seul bit de [member collision_layer]." #: modules/gridmap/doc_classes/GridMap.xml msgid "Sets an individual bit on the [member collision_mask]." msgstr "Définit un seul bit de [member collision_mask]." #: modules/gridmap/doc_classes/GridMap.xml 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 msgid "If [code]true[/code], grid items are centered on the X axis." msgstr "" "Si [code]true[/code], les éléments de la grille sont centrés sur l'axe X." #: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the Y axis." msgstr "" "Si [code]true[/code], les éléments de la grille sont centrés sur l'axe Y." #: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the Z axis." msgstr "" "Si [code]true[/code], les éléments de la grille sont centrés sur l'axe Z." #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The size of each octant measured in number of cells. This applies to all " "three axis." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml 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 msgid "" "The dimensions of the grid's cells.\n" "This does not affect the size of the meshes. See [member cell_scale]." msgstr "" "Les dimensions des cellules de la grille.\n" "Cela n'affecte pas la taille des maillages. Voir [member cell_scale]." #: modules/gridmap/doc_classes/GridMap.xml 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 msgid "" "The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/" "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 msgid "The assigned [MeshLibrary]." msgstr "La [MeshLibrary] assignée." #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Overrides the default friction and bounce physics properties for the whole " "[GridMap]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Emitted when [member cell_size] changes." msgstr "Émis lorsque [member cell_size] change." #: modules/gridmap/doc_classes/GridMap.xml 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 msgid "Groove constraint for 2D physics." msgstr "" #: doc/classes/GrooveJoint2D.xml 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 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 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 msgid "Context to compute cryptographic hashes over multiple iterations." msgstr "" "Le contexte pour calculer les hachages cryptographiques sur de multiples " "itérations." #: doc/classes/HashingContext.xml #, fuzzy 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]" msgstr "" "La classe HashingContext fournis une interface pour calculer les hachages " "cryptographiques en plusieurs itérations. C'est utile par exemple pour " "calculer le hachage d'un fichier très volumineux (pour ne pas avoir à le " "garder complètement en mémoire), d'un flux de réseau, et de flux de données " "en général (pour ne pas avoir à maintenir des mémoires tampons).\n" "L'énumération [enum HashType] liste tous les algorithmes de hachage " "supportés.\n" "[codeblock]\n" "const CHUNK_SIZE = 1024\n" "\n" "func hash_file(path):\n" " var ctx = HashingContext.new()\n" " var file = File.new()\n" " # Créer un nouveau contexte SHA-256.\n" " ctx.start(HashingContext.HASH_SHA256)\n" " # Vérifier que le fichier existe.\n" " if not file.file_exists(path):\n" " return\n" " # Ouvrir le fichier pour le hachage.\n" " file.open(path, File.READ)\n" " # Mettre à jour le contexte après la lecture de chaque partie " "(\"chunk\").\n" " while not file.eof_reached():\n" " ctx.update(file.get_buffer(CHUNK_SIZE))\n" " # Récupérer le hachage calculé.\n" " var res = ctx.finish()\n" " # Afficher le résultat sous forme hexadécimal et en tableau.\n" " printt(res.hex_encode(), Array(res))\n" "[/codeblock]\n" "[b]Note :[/b] N'est pas disponible pour les exports HTML5." #: doc/classes/HashingContext.xml msgid "Closes the current context, and return the computed hash." msgstr "Finalise l'actuel contexte, et retourne le hachage calculé." #: doc/classes/HashingContext.xml 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 msgid "Updates the computation with the given [code]chunk[/code] of data." msgstr "" "Met à jour le calcul avec la partie de données [code]chunk[/code] renseignée." #: doc/classes/HashingContext.xml msgid "Hashing algorithm: MD5." msgstr "Algorithme de hachage : MD5." #: doc/classes/HashingContext.xml msgid "Hashing algorithm: SHA-1." msgstr "Algorithme de hachage : SHA-1." #: doc/classes/HashingContext.xml msgid "Hashing algorithm: SHA-256." msgstr "Algorithme de hachage : SHA-256." #: doc/classes/HBoxContainer.xml msgid "Horizontal box container." msgstr "Conteneur de boîte horizontale." #: doc/classes/HBoxContainer.xml msgid "Horizontal box container. See [BoxContainer]." msgstr "Conteneur de boîte horizontale. Voir [BoxContainer]." #: doc/classes/HBoxContainer.xml msgid "The horizontal space between the [HBoxContainer]'s elements." msgstr "L'espace horizontal entre les éléments du [HBoxContainer]." #: doc/classes/HeightMapShape.xml #, fuzzy msgid "Height map shape for 3D physics." msgstr "Forme de polygone convexe pour la physique 3D." #: doc/classes/HeightMapShape.xml msgid "" "Height map shape resource, which can be added to a [PhysicsBody] or [Area]." msgstr "" #: doc/classes/HeightMapShape.xml msgid "" "Height map data, pool array must be of [member map_width] * [member " "map_depth] size." msgstr "" #: doc/classes/HeightMapShape.xml msgid "" "Number of vertices in the depth of the height map. Changing this will resize " "the [member map_data]." msgstr "" "Le nombre de sommets pour la profondeur de la carte de hauteur. Changer " "cette valeur redimensionnera [member map_data]." #: doc/classes/HeightMapShape.xml msgid "" "Number of vertices in the width of the height map. Changing this will resize " "the [member map_data]." msgstr "" "Le nombre de sommets pour la largeur de la carte de hauteur. Changer cette " "valeur redimensionnera [member map_data]." #: doc/classes/HFlowContainer.xml #, fuzzy msgid "Horizontal flow container." msgstr "Conteneur de boîte horizontale." #: doc/classes/HFlowContainer.xml msgid "Horizontal version of [FlowContainer]." msgstr "La version horizontale du [FlowContainer]." #: doc/classes/HingeJoint.xml #, fuzzy msgid "A hinge between two 3D PhysicsBodies." msgstr "Une articulation de torsion entre deux corps 3D." #: doc/classes/HingeJoint.xml 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 doc/classes/Label3D.xml #: doc/classes/SpriteBase3D.xml msgid "Returns the value of the specified flag." msgstr "Retourne la valeur de l'option donnée." #: doc/classes/HingeJoint.xml doc/classes/ParticlesMaterial.xml #: doc/classes/PinJoint.xml msgid "Returns the value of the specified parameter." msgstr "Retourne la valeur du paramètre donné." #: doc/classes/HingeJoint.xml msgid "If [code]true[/code], enables the specified flag." msgstr "Si [code]true[/code], active le drapeau spécifié." #: doc/classes/HingeJoint.xml doc/classes/PinJoint.xml msgid "Sets the value of the specified parameter." msgstr "Définit une valeur pour le paramètre spécifié." #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "" "The speed with which the rotation across the axis perpendicular to the hinge " "gets corrected." msgstr "" #: doc/classes/HingeJoint.xml 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 msgid "" "The minimum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" "La rotation minimale. Uniquement actif quand[member angular_limit/enable] " "est [code]true[/code]." #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "The lower this value, the more the rotation gets slowed down." msgstr "Plus cette valeur sera basse, plus la rotation sera ralentie." #: doc/classes/HingeJoint.xml msgid "" "The maximum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" "La rotation maximale. Uniquement actif quand [member angular_limit/enable] " "est [code]true[/code]." #: doc/classes/HingeJoint.xml msgid "When activated, a motor turns the hinge." msgstr "" #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "Maximum acceleration for the motor." msgstr "Accélération maximale pour le moteur." #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "Target speed for the motor." msgstr "Vitesse cible pour le moteur." #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "" "The speed with which the two bodies get pulled together when they move in " "different directions." msgstr "" #: doc/classes/HMACContext.xml msgid "Used to create an HMAC for a message using a key." msgstr "Utilisé pour créer un HMAC pour un message utilisant une clé." #: doc/classes/HMACContext.xml 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 = \"super duper 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(\"super duper 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 "" "La classe HMACContext est utile pour les usages HMAC avancés, comme l'envoi " "continu de message puisqu'il supporte la création de message en plusieurs " "fois plutôt qu'en une seule fois.\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 = \"c'est un \".to_utf8()\n" " var msg2 = \"extra méga super 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" "Et en C#, le code ressemble à :\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(\"c'est un \").to_utf8();\n" " PoolByteArray msg2 = String(\"extra méga super 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] N'est pas disponible dans les exports HTML5." #: doc/classes/HMACContext.xml msgid "" "Returns the resulting HMAC. If the HMAC failed, an empty [PoolByteArray] is " "returned." msgstr "" "Retourne le HMAC résultant. Si le HMAC a échoué, un [PoolByteArray] vide est " "retourné." #: doc/classes/HMACContext.xml msgid "" "Initializes the HMACContext. This method cannot be called again on the same " "HMACContext until [method finish] has been called." msgstr "" "Initialise le HMACContext. Cette méthode ne peut pas être appelée sur le " "même HMACContext tant que [method finish] n'a pas été appelé." #: doc/classes/HMACContext.xml 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 msgid "Horizontal scroll bar." msgstr "Barre de défilement horizontale." #: doc/classes/HScrollBar.xml msgid "" "Horizontal version of [ScrollBar], which goes from left (min) to right (max)." msgstr "" "La version horizontale de la [ScrollBar], qui va de la gauche (minimum) vers " "la droite (maximum)." #: doc/classes/HScrollBar.xml 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 doc/classes/VScrollBar.xml msgid "Displayed when the mouse cursor hovers over the decrement button." msgstr "Affiché quand la souris survole le bouton de réduction." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the decrement button is being pressed." msgstr "Affiché quand le bouton de reduction est appuyé." #: doc/classes/HScrollBar.xml #, fuzzy msgid "" "Icon used as a button to scroll the [ScrollBar] right. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" "Icône utilisée comme bouton pour faire défiler la [ScrollBar] correctement. " "Supporte l'étape personnalisée en utilisant la propriété [member ScrollBar." "custom_step]." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the mouse cursor hovers over the increment button." msgstr "Affiché quand la souris survole le bouton d'augmentation." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the increment button is being pressed." msgstr "Affiché quand le bouton d'augmentation est appuyé." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "" "Used as texture for the grabber, the draggable element representing current " "scroll." msgstr "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml #, fuzzy msgid "Used when the mouse hovers over the grabber." msgstr "Utilisé lorsque la souris survole le grappin." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Used when the grabber is being dragged." msgstr "Utilisé quand le glisseur est en train d'être glissé." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Used as background of this [ScrollBar]." msgstr "Utilisé comme arrière-plan de cette [ScrollBar]." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Used as background when the [ScrollBar] has the GUI focus." msgstr "Utilisé comme arrière-plan lorsque le [ScrollBar] a le focus GUI." #: doc/classes/HSeparator.xml msgid "Horizontal separator." msgstr "Séparateur horizontal." #: doc/classes/HSeparator.xml msgid "" "Horizontal separator. See [Separator]. Even though it looks horizontal, it " "is used to separate objects vertically." msgstr "" #: doc/classes/HSeparator.xml msgid "" "The height of the area covered by the separator. Effectively works like a " "minimum height." msgstr "" #: doc/classes/HSeparator.xml msgid "The style for the separator line. Works best with [StyleBoxLine]." msgstr "" "Le style pour la ligne de séparation. Fonctionne mieux avec [StyleBoxLine]." #: doc/classes/HSlider.xml msgid "Horizontal slider." msgstr "Glissière horizontale." #: doc/classes/HSlider.xml 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 doc/classes/VSlider.xml msgid "The texture for the grabber (the draggable element)." msgstr "La texture du glisseur (l'élément déplaçable)." #: doc/classes/HSlider.xml doc/classes/VSlider.xml msgid "The texture for the grabber when it's disabled." msgstr "La texture du glisseur quand il est désactivé." #: doc/classes/HSlider.xml doc/classes/VSlider.xml msgid "The texture for the grabber when it's focused." msgstr "La texture du glisseur quand il a le focus." #: doc/classes/HSlider.xml doc/classes/VSlider.xml msgid "" "The texture for the ticks, visible when [member Slider.tick_count] is " "greater than 0." msgstr "" #: doc/classes/HSlider.xml msgid "The background of the area to the left of the grabber." msgstr "" #: doc/classes/HSlider.xml msgid "" "The background for the whole slider. Determines the height of the " "[code]grabber_area[/code]." msgstr "" #: doc/classes/HSplitContainer.xml msgid "Horizontal split container." msgstr "Conteneur fractionné horizontal." #: doc/classes/HSplitContainer.xml msgid "" "Horizontal split container. See [SplitContainer]. This goes from left to " "right." msgstr "" #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml 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 "" "Une valeur booléenne. Si 1 ([code]true[/code]), le glisseur sera " "automatiquement masqué quand il n'est pas sous le curseur. Si 0 " "([code]false[/code]), il sera toujours visible." #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml msgid "The space between sides of the container." msgstr "L'espace entre les côtés des conteneurs." #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml msgid "The icon used for the grabber drawn in the middle area." msgstr "" #: doc/classes/HTTPClient.xml msgid "Low-level hyper-text transfer protocol client." msgstr "Client de protocole de transfert hypertexte de bas niveau." #: doc/classes/HTTPClient.xml 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 msgid "Closes the current connection, allowing reuse of this [HTTPClient]." msgstr "" "Ferme l'actuelle connexion, permettant de la réutiliser pour cet " "[HTTPClient]." #: doc/classes/HTTPClient.xml msgid "" "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 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 msgid "Returns the response's HTTP status code." msgstr "Retourne le code d’état de la réponse HTTP." #: doc/classes/HTTPClient.xml msgid "Returns the response headers." msgstr "Retourne les en-têtes de réponse." #: doc/classes/HTTPClient.xml 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 "" "Retourne toutes les entêtes de la réponse dans un Dictionary avec la " "structure [code]{ \"key\": \"value1; value2\" }[/code] où les clés et " "valeurs sont dans la même casse que le serveur les a envoyées. Une valeur " "est une simple chaine de caractères, qui peut avoir une ou plusieurs valeurs " "séparées par \"; \".\n" "[b]Exemple :[/b]\n" "[codeblock]\n" "{\n" " \"content-length\": 12,\n" " \"Content-Type\": \"application/json; charset=UTF-8\",\n" "}\n" "[/codeblock]" #: doc/classes/HTTPClient.xml msgid "" "Returns a [enum Status] constant. Need to call [method poll] in order to get " "status updates." msgstr "" "Retourne la constance de [enum Status]. Vous devez appeler [method poll] " "pour mettre à jour ce status." #: doc/classes/HTTPClient.xml msgid "If [code]true[/code], this [HTTPClient] has a response available." msgstr "Si [code]true[/code], ce [HTTPClient] a une réponse disponible." #: doc/classes/HTTPClient.xml msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked." msgstr "" "Si [code]true[/code], cet [HTTPClient] reçoit une réponse en différentes " "parties." #: doc/classes/HTTPClient.xml msgid "" "This needs to be called in order to have any request processed. Check " "results with [method get_status]." msgstr "" #: doc/classes/HTTPClient.xml 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 "" "Génère le contenu d'une requête GET/POST de style \"application/x-www-form-" "urlencoded\" à partir d'un dictionnaire, par exemple :\n" "[codeblock]\n" "var fields = {\"username\": \"utilisateur\", \"password\": \"mot-de-" "passe\"}\n" "var query_string = http_client.query_string_from_dict(fields)\n" "# Returns \"username=utilisateur&password=mot-de-passe\"\n" "[/codeblock]\n" "De plus, si une clé a la valeur [code]null[/code], seule la clé sera " "ajoutée, sans le signe égal ni la valeur. Si la valeur est un tableau, une " "même clé sera ajoutée pour chaque élément du tableau.\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" "# Retourne \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n" "[/codeblock]" #: doc/classes/HTTPClient.xml msgid "Reads one chunk from the response." msgstr "Lit une partie de la réponse." #: doc/classes/HTTPClient.xml 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 "" "Envoie une requête à l'hôte connecté.\n" "Le paramètre de l'URL est en général seulement la partie après l'hôte, donc " "pour [code]http://somehost.com/index.php[/code], c'est [code]/index.php[/" "code]. Lors de l'envoi de requête à un serveur de proxy HTTP, ça doit être " "une URL absolue. Pour les requêtes [constant HTTPClient.METHOD_OPTIONS], " "[code]*[/code] est aussi autorisé. Pour les requêtes [constant HTTPClient." "METHOD_CONNECT], ça doit être le composant d'autorité ([code]host:port[/" "code]).\n" "Les entêtes sont les entêtes de requêtes HTTP. Pour les méthodes HTTP " "disponibles, voir [enum Method].\n" "Pour créer une requête POST avec des données à soumettre au serveur, voici " "un exemple :\n" "[codeblock]\n" "var fields = {\"username\" : \"utilisateur\", \"password\" : \"mot de " "passe\"}\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] Le paramètre [code]request_data[/code] est ignoré si " "[code]method[/code] est [constant HTTPClient.METHOD_GET]. Parce que les " "méthodes GET ne contiennent pas de données de requête. À la place, vous " "pouvez passer les données de la requête sous forme de requête dans l'URL. " "Voir [method String.http_escape] pour un exemple." #: doc/classes/HTTPClient.xml 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 doc/classes/HTTPRequest.xml msgid "" "Sets the proxy server for HTTP requests.\n" "The proxy server is unset if [code]host[/code] is empty or [code]port[/code] " "is -1." msgstr "" "Définit le serveur de proxy pour les requêtes HTTP.\n" "Le serveur de proxy n'est pas défini si [code]host[/code] est vide ou si " "[code]port[/code] est -1." #: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml msgid "" "Sets the proxy server for HTTPS requests.\n" "The proxy server is unset if [code]host[/code] is empty or [code]port[/code] " "is -1." msgstr "" "Définit le serveur de proxy pour les requêtes HTTPS.\n" "Le serveur de proxy n'est pas défini si [code]host[/code] est vide ou si " "[code]port[/code] est -1." #: doc/classes/HTTPClient.xml msgid "" "If [code]true[/code], execution will block until all data is read from the " "response." msgstr "" "Si [code]true[/code], l'exécution sera bloquée jusqu'à ce que toutes les " "données de la réponse soit lues." #: doc/classes/HTTPClient.xml msgid "The connection to use for this client." msgstr "La connexion à utiliser pour ce client." #: doc/classes/HTTPClient.xml msgid "" "The size of the buffer used and maximum bytes to read per iteration. See " "[method read_response_body_chunk]." msgstr "" "La taille de la mémoire tampon utilisée et le nombre maximal d'octets à lire " "à chaque itération. Voir [method read_response_body_chunk]." #: doc/classes/HTTPClient.xml msgid "" "HTTP GET method. The GET method requests a representation of the specified " "resource. Requests using GET should only retrieve data." msgstr "" "La méthode HTTP GET. La méthode GET demande une représentation de la " "ressource spécifiée. Les requêtes avec GET ne devrait faire que retourner " "des données." #: doc/classes/HTTPClient.xml 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 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 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 msgid "" "HTTP DELETE method. The DELETE method requests to delete the specified " "resource." msgstr "" "La méthode HTTP \"DELETE\". Elle permet de demander la suppression de la " "ressource spécifiée." #: doc/classes/HTTPClient.xml 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 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 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 msgid "" "HTTP PATCH method. The PATCH method is used to apply partial modifications " "to a resource." msgstr "" #: doc/classes/HTTPClient.xml msgid "Represents the size of the [enum Method] enum." msgstr "Représente la taille de l'énumération [enum Method]." #: doc/classes/HTTPClient.xml msgid "Status: Disconnected from the server." msgstr "Statut : Déconnecté du serveur." #: doc/classes/HTTPClient.xml msgid "Status: Currently resolving the hostname for the given URL into an IP." msgstr "" "Status : Actuellement en train de résoudre l'hôte de l'URL donnée en adresse " "IP." #: doc/classes/HTTPClient.xml msgid "Status: DNS failure: Can't resolve the hostname for the given URL." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: Currently connecting to server." msgstr "Statut : En cours de connexion au serveur." #: doc/classes/HTTPClient.xml msgid "Status: Can't connect to the server." msgstr "État : Ne peut pas se connecter au serveur." #: doc/classes/HTTPClient.xml msgid "Status: Connection established." msgstr "Statut : Connexion établie." #: doc/classes/HTTPClient.xml msgid "Status: Currently sending request." msgstr "Statut : Demande en cours d'envoi." #: doc/classes/HTTPClient.xml msgid "Status: HTTP body received." msgstr "Statut : corps HTTP reçu." #: doc/classes/HTTPClient.xml msgid "Status: Error in HTTP connection." msgstr "Statut : Erreur dans la connexion HTTP." #: doc/classes/HTTPClient.xml msgid "Status: Error in SSL handshake." msgstr "Statut : Erreur dans la poignée de main SSL." #: doc/classes/HTTPClient.xml 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 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 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 "" "Le code de status HTTP [code]102 Processing[/code] (WebDAV). Indique que le " "serveur a reçu la requête et la traite, mais aucune réponse n'est disponible " "pour l'instant." #: doc/classes/HTTPClient.xml 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 msgid "" "HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]" msgstr "" "Code de status HTTP [code]305 Use Proxy[/code]. [i]Obsolète. Ne pas utiliser." "[/i]" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/" "i]" msgstr "" "Code de status HTTP [code]306 Switch Proxy[/code]. [i]Obsolète. Ne pas " "utiliser.[/i]" #: doc/classes/HTTPClient.xml msgid "" "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 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 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 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 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 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 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 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 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 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 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 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 "" "Le code de status HTTP [code]409 Conflict[/code]. La requête n'a pu être " "complétée à cause d'un conflit avec l'état actuel de la ressource cible. Ce " "code est utilisé dans les situations où l'utilisateur peut être capable de " "résoudre le conflit et de soumettre à nouveau la requête." #: doc/classes/HTTPClient.xml 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 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 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 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 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 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 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 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 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 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 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 msgid "" "HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination " "resource of a method is locked." msgstr "" #: doc/classes/HTTPClient.xml 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 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 msgid "" "HTTP status code [code]428 Precondition Required[/code]. The origin server " "requires the request to be conditional." msgstr "" #: doc/classes/HTTPClient.xml 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 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 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 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 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 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 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 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 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 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 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 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 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 msgid "" "HTTP status code [code]511 Network Authentication Required[/code]. The " "client needs to authenticate to gain network access." msgstr "" #: doc/classes/HTTPRequest.xml msgid "A node with the ability to send HTTP(S) requests." msgstr "Un nœud qui permet d'envoyer des requêtes HTTP(S)." #: doc/classes/HTTPRequest.xml 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 "" "Un nœud qui permet d'envoyer des requêtes HTTP. Utilise [HTTPClient] en " "interne.\n" "Peut permettre d'envoyer des requêtes HTTP, ex. pour envoyer ou télécharger " "des fichiers ou du contenu web via HTTP.\n" "[b]Avertissement :[/b] Voir les notes et avertissements du [HTTPClient] pour " "les limites, notamment concernant la sécurité SSL.\n" "[b]Exemple pour contacter une API REST et afficher les champs retournés :[/" "b]\n" "[codeblock]\n" "func _ready():\n" " # Créer un nœud de requête HTTP et le connecter au signal de " "complétion.\n" " var http_request = HTTPRequest.new()\n" " add_child(http_request)\n" " http_request.connect(\"request_completed\", self, " "\"_http_request_completed\")\n" "\n" " # Lancer une requête GET. L'URL en-dessous retourne un JSON au moment de " "l'écriture de ce tutoriel.\n" " var error = http_request.request(\"https://httpbin.org/get\")\n" " if error != OK:\n" " push_error(\"Une erreur est survenue dans la requête HTTP.\")\n" "\n" " # Lancer une requête POST. L'URL en-dessous retourne un JSON au moment " "de l'écriture de ce tutoriel.\n" " # Note : Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # Le code en-dessous est uniquement donné comme exemple.\n" " var body = {\"nom\": \"Godette\"}\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" " push_error(\"Une erreur est survenue dans la requête HTTP.\")\n" "\n" "\n" "# Appelé quand la requête HTTP est complète.\n" "func _http_request_completed(result, response_code, headers, body):\n" " var response = parse_json(body.get_string_from_utf8())\n" "\n" " # Affichera le user-agent utilisé par le nœud HTTPRequest (reconnu par " "httpbin.org).\n" " print(response.headers[\"User-Agent\"])\n" "[/codeblock]\n" "[b]Un exemple de chargement et d'affichage d'une image récupérée avec une " "HTTPRequest:[/b]\n" "[codeblock]\n" "func _ready():\n" " # Créer un nœud de requête HTTP et le connecter au signal de " "complétion.\n" " var http_request = HTTPRequest.new()\n" " add_child(http_request)\n" " http_request.connect(\"request_completed\", self, " "\"_http_request_completed\")\n" "\n" " # Lancer une requête HTTP. L'URL en-dessous retourne une image PNG au " "moment de l'écriture de ce tutoriel.\n" " var error = http_request.request(\"https://via.placeholder.com/512\")\n" " if error != OK:\n" " push_error(\"Une erreur est survenue dans la requête HTTP.\")\n" "\n" "\n" "# Appelé quand la requête HTTP est complète.\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(\"L'image n'a pu être chargée.\")\n" "\n" " var texture = ImageTexture.new()\n" " texture.create_from_image(image)\n" "\n" " # Afficher l'image dans un nœud TextureRect.\n" " var texture_rect = TextureRect.new()\n" " add_child(texture_rect)\n" " texture_rect.texture = texture\n" "[/codeblock]" #: doc/classes/HTTPRequest.xml msgid "Cancels the current request." msgstr "Annule la demande en cours." #: doc/classes/HTTPRequest.xml 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 msgid "Returns the amount of bytes this HTTPRequest downloaded." msgstr "Retourne la quantité d'octets que ce HTTPRequest a téléchargés." #: doc/classes/HTTPRequest.xml msgid "" "Returns the current status of the underlying [HTTPClient]. See [enum " "HTTPClient.Status]." msgstr "" #: doc/classes/HTTPRequest.xml 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 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 msgid "" "Maximum allowed size for response bodies ([code]-1[/code] means no limit). " "When only small files are expected, this can be used to prevent disallow " "receiving files that are too large, preventing potential denial of service " "attacks." msgstr "" #: doc/classes/HTTPRequest.xml 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 msgid "" "The file to download into. If set to a non-empty string, the request output " "will be written to the file located at the path. If a file already exists at " "the specified location, it will be overwritten as soon as body data begins " "to be received.\n" "[b]Note:[/b] Folders are not automatically created when the file is created. " "If [member download_file] points to a subfolder, it's recommended to create " "the necessary folders beforehand using [method Directory.make_dir_recursive] " "to ensure the file can be written." msgstr "" #: doc/classes/HTTPRequest.xml #, fuzzy msgid "" "Maximum number of allowed redirects. This is used to prevent endless " "redirect loops." msgstr "Nombre maximal de redirections autorisées." #: doc/classes/HTTPRequest.xml msgid "" "If set to a value greater than [code]0.0[/code], the HTTP request will time " "out after [code]timeout[/code] seconds have passed and the request is not " "[i]completed[/i] yet. For small HTTP requests such as REST API usage, set " "[member timeout] to a value greater than [code]0.0[/code] to prevent the " "application from getting stuck if the request fails to get a response in a " "timely manner. For file downloads, leave this to [code]0.0[/code] to prevent " "the download from failing if it takes too much time." msgstr "" #: doc/classes/HTTPRequest.xml msgid "If [code]true[/code], multithreading is used to improve performance." msgstr "" "Si [code]true[/code], le multithreading est utilisé pour améliorer les " "performances." #: doc/classes/HTTPRequest.xml msgid "Emitted when a request is completed." msgstr "Émis lorsqu'une demande est terminée." #: doc/classes/HTTPRequest.xml msgid "Request successful." msgstr "Demande réussie." #: doc/classes/HTTPRequest.xml msgid "Request failed while connecting." msgstr "La demande a échoué lors de la connexion." #: doc/classes/HTTPRequest.xml msgid "Request failed while resolving." msgstr "Demande échouée lors de la résolution." #: doc/classes/HTTPRequest.xml msgid "Request failed due to connection (read/write) error." msgstr "" "La demande a échoué en raison d'une erreur de connexion (lecture / écriture)." #: doc/classes/HTTPRequest.xml msgid "Request failed on SSL handshake." msgstr "La demande a échoué lors de la poignée de main SSL." #: doc/classes/HTTPRequest.xml msgid "Request does not have a response (yet)." msgstr "La demande n'a pas (encore) de réponse." #: doc/classes/HTTPRequest.xml msgid "Request exceeded its maximum size limit, see [member body_size_limit]." msgstr "" "La requête a dépassé la taille maximale, voir [member body_size_limit]." #: doc/classes/HTTPRequest.xml msgid "Request failed (currently unused)." msgstr "Échec de la demande (actuellement inutilisé)." #: doc/classes/HTTPRequest.xml msgid "HTTPRequest couldn't open the download file." msgstr "La HTTPRequest n'a pu ouvrir le fichier téléchargé." #: doc/classes/HTTPRequest.xml msgid "HTTPRequest couldn't write to the download file." msgstr "La HTTPRequest n'a pu écrire dans un fichier de téléchargement." #: doc/classes/HTTPRequest.xml msgid "Request reached its maximum redirect limit, see [member max_redirects]." msgstr "" "La requête a atteint le nombre de redirections autorisée, voir [member " "max_redirects]." #: doc/classes/Image.xml #, fuzzy msgid "Image datatype." msgstr "Type de données d’image." #: doc/classes/Image.xml 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 doc/classes/ImageTexture.xml msgid "Importing images" msgstr "Importer des images" #: doc/classes/Image.xml msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " "at coordinates [code]dest[/code], clipped accordingly to both image bounds. " "This image and [code]src[/code] image [b]must[/b] have the same format. " "[code]src_rect[/code] with not positive size is treated as empty." msgstr "" #: doc/classes/Image.xml 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], clipped " "accordingly to both image bounds. 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. This image and [code]src[/code] image [b]must[/b] have the " "same format. [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. " "[code]src_rect[/code] with not positive size is treated as empty." msgstr "" #: doc/classes/Image.xml msgid "" "Copies [code]src_rect[/code] from [code]src[/code] image to this image at " "coordinates [code]dst[/code], clipped accordingly to both image bounds. This " "image and [code]src[/code] image [b]must[/b] have the same format. " "[code]src_rect[/code] with not positive size is treated as empty." msgstr "" #: doc/classes/Image.xml msgid "" "Blits [code]src_rect[/code] area from [code]src[/code] image to this image " "at the coordinates given by [code]dst[/code], clipped accordingly to both " "image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the " "corresponding [code]mask[/code] pixel's alpha value is not 0. This image and " "[code]src[/code] image [b]must[/b] have the same format. [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. [code]src_rect[/code] with not " "positive size is treated as empty." msgstr "" #: doc/classes/Image.xml 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 msgid "Removes the image's mipmaps." msgstr "Retire les mipmaps de l'image." #: doc/classes/Image.xml 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 msgid "Converts the image's format. See [enum Format] constants." msgstr "Convertit le format de l’image. Voir les constantes [enum Format]." #: doc/classes/Image.xml msgid "Copies [code]src[/code] image to this image." msgstr "Copie l'image de [code]src[/code] dans cette image." #: doc/classes/Image.xml 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 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 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 msgid "" "Decompresses the image if it is compressed. Returns an error if decompress " "function is not available." msgstr "" #: doc/classes/Image.xml 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 "" "Retourne [constant ALPHA_BLEND] si l’image a des données pour les valeurs " "alpha. Retourne [constant ALPHA_BIT] si toutes les valeurs alpha sont " "stockées en un seul bit. Retourne [constant ALPHA_NONE] si aucune donnée " "pour les valeurs alpha n’est trouvée." #: doc/classes/Image.xml msgid "" "Stretches the image and enlarges it by a factor of 2. No interpolation is " "done." msgstr "Étire l'image en 2 fois plus grande. Aucune interpolation n'est faite." #: doc/classes/Image.xml msgid "Fills the image with [code]color[/code]." msgstr "Remplis toute l'image avec la couleur [code]color[/code]." #: doc/classes/Image.xml msgid "Fills [code]rect[/code] with [code]color[/code]." msgstr "Remplis le [code]rect[/code] avec la [code]color[/code]." #: doc/classes/Image.xml #, fuzzy msgid "Blends low-alpha pixels with nearby pixels." msgstr "Mélange les pixels à faible alpha avec les pixels à proximité." #: doc/classes/Image.xml msgid "Flips the image horizontally." msgstr "Inverse une image horizontalement." #: doc/classes/Image.xml msgid "Flips the image vertically." msgstr "Inverse une image verticalement." #: doc/classes/Image.xml 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 msgid "Returns a copy of the image's raw data." msgstr "Retourne une copie des données brutes de l’image." #: doc/classes/Image.xml msgid "Returns the image's format. See [enum Format] constants." msgstr "Retourne le format de l'image. Voir [enum Format] pour les constantes." #: doc/classes/Image.xml msgid "Returns the image's height." msgstr "Retourne la hauteur de l'image." #: doc/classes/Image.xml 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 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 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 msgid "" "Returns a new image that is a copy of the image's area specified with " "[code]rect[/code]." msgstr "" "Retourne une nouvelle image qui est le copie de la zone définie par " "[code]rect[/code] de l'image." #: doc/classes/Image.xml msgid "Returns the image's size (width and height)." msgstr "Retourne la taille de l'image (la largeur et la hauteur)." #: doc/classes/Image.xml 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 msgid "Returns the image's width." msgstr "Retourne la largeur de l'image." #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image has generated mipmaps." msgstr "Retourne [code]true[/code] si l'image à des mipmaps de générés." #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image is compressed." msgstr "Retourne [code]true[/code] si l'image est compressée." #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image has no data." msgstr "Retourne [code]true[/code] si l'image n'a aucun donnée." #: doc/classes/Image.xml 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 msgid "" "Loads an image from file [code]path[/code]. See [url=$DOCS_URL/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 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 msgid "Loads an image from the binary contents of a JPEG file." msgstr "" #: doc/classes/Image.xml msgid "Loads an image from the binary contents of a PNG file." msgstr "" #: doc/classes/Image.xml msgid "Loads an image from the binary contents of a TGA file." msgstr "Charge une image à partir du contenu binaire d’un fichier TGA." #: doc/classes/Image.xml msgid "Loads an image from the binary contents of a WebP file." msgstr "Charge une image depuis le contenu binaire d'un fichier WebP." #: doc/classes/Image.xml 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 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 msgid "" "Multiplies color values with alpha values. Resulting color values for a " "pixel are [code](color * alpha)/256[/code]." msgstr "" #: doc/classes/Image.xml 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 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 msgid "" "Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image." msgstr "" "Convertit une image RGBE (« Red Green Blue Exponent ») standard en image " "sRGB." #: doc/classes/Image.xml 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 msgid "Saves the image as a PNG file to [code]path[/code]." msgstr "" "Enregistre l'image dans un fichier PNG à l'emplacement [code]path[/code]." #: doc/classes/Image.xml msgid "" "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 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 msgid "Shrinks the image by a factor of 2." msgstr "Réduit la taille de l'image par 2." #: doc/classes/Image.xml msgid "Converts the raw data from the sRGB colorspace to a linear scale." msgstr "" "Convertit des données brutes depuis l'espace de couleur sRGB en linéaire." #: doc/classes/Image.xml msgid "Unlocks the data and prevents changes." msgstr "Déverrouille les données et évite les modifications." #: doc/classes/Image.xml msgid "" "Holds all the image's color data in a given format. See [enum Format] " "constants." msgstr "" "Garde tous les données de couleur de l'image dans un format donné. Voir les " "constantes [enum Format]." #: doc/classes/Image.xml msgid "The maximal width allowed for [Image] resources." msgstr "La largeur maximale autorisée pour les [Image]." #: doc/classes/Image.xml msgid "The maximal height allowed for [Image] resources." msgstr "La hauteur maximale autorisée pour les [Image]." #: doc/classes/Image.xml msgid "Texture format with a single 8-bit depth representing luminance." msgstr "" "Un format de texture 8-bit représentant la luminance (niveaux de gris)." #: doc/classes/Image.xml msgid "" "OpenGL texture format with two values, luminance and alpha each stored with " "8 bits." msgstr "" "Le format de texture OpenGL où il y a deux composants, la luminance et " "l'opacité, chacun de 8 bits." #: doc/classes/Image.xml msgid "" "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 msgid "" "OpenGL texture format [code]RG[/code] with two components and a bitdepth of " "8 for each." msgstr "" "Le format de texture OpenGL [code]RG[/code] où il y a deux composants, " "chacun de 8 bits." #: doc/classes/Image.xml msgid "" "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 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 msgid "" "OpenGL texture format [code]RGBA[/code] with four components, each with a " "bitdepth of 4." msgstr "" "Le format de texture OpenGL [code]RGBA[/code] où il y a quatre composants, " "chacun de 4 bits." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGB5_A1[/code] where 5 bits of depth for each " "component of RGB and one bit for alpha." msgstr "" "Le format de texture OpenGL [code]GL_RGB5_A1[/code] où il y a 5 bits pour " "chaque composant RGB, et un seul pour alpha." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-" "bit floating-point value." msgstr "" "Le format de texture OpenGL [code]GL_RGBA32F[/code] où il n'y a qu'un seul " "composant, un flottant de 32 bits." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 32-bit floating-point values." msgstr "" "Le format de texture OpenGL [code]GL_RG32F[/code] où il y a deux composants, " "chacun un flottant de 32 bits." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 32-bit floating-point values." msgstr "" "Le format de texture OpenGL [code]GL_RGB32F[/code] où il y a trois " "composants, chacun un flottant de 32 bits." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " "components, each a 32-bit floating-point values." msgstr "" "Le format de texture OpenGL [code]GL_RGBA32F[/code] où il y a quatre " "composants, chacun un flottant de 32 bits." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-" "bit \"half-precision\" floating-point value." msgstr "" "Le format de texture OpenGL [code]GL_R32F[/code] où il n'y a qu'un seul " "composant, un flottant de demi-précision de 16 bits." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 16-bit \"half-precision\" floating-point value." msgstr "" "Le format de texture OpenGL [code]GL_RG32F[/code] où il y a deux composants, " "chacun un flottant de demi-précision de 16 bits." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 16-bit \"half-precision\" floating-point value." msgstr "" "Le format de texture OpenGL [code]GL_RGB32F[/code] où il y a trois " "composants, chacun un flottant de demi-précision de 16 bits." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " "components, each a 16-bit \"half-precision\" floating-point value." msgstr "" "Le format de texture OpenGL [code]GL_RGA32F[/code] où il y a quatre " "composants, chacun un flottant de demi-précision de 16 bits." #: doc/classes/Image.xml msgid "" "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 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 "" "Le format de texture [url=https://en.wikipedia.org/wiki/" "S3_Texture_Compression]S3TC[/url] qui utiliser une compression de bloc 1, et " "est une variation plus petite que S3TC, avec seulement 1 bit pour l'alpha et " "les composants de couleurs étant pré-multitpliés avec l'alpha.\n" "[b]Note :[/b] À la création d'une [ImageTexture], elle est convertie vers " "l'espace de couleur linéaire sRGB." #: doc/classes/Image.xml 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 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 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 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 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 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 "" "Le format de texture qui utilise la compression [url=https://www.khronos.org/" "opengl/wiki/BPTC_Texture_Compression]BPTC[/url] avec des flottants signés " "pour les composants RGB." #: doc/classes/Image.xml 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 "" "Le format de texture qui utilise la compression [url=https://www.khronos.org/" "opengl/wiki/BPTC_Texture_Compression]BPTC[/url] avec des flottants non-" "signés pour les composants RGB." #: doc/classes/Image.xml 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 msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an " "alpha component." msgstr "" "C'est la même chose que [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/" "url], mais avec une composante alpha." #: doc/classes/Image.xml msgid "" "Similar to [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with 4-" "bit color depth and no alpha." msgstr "" "Similaire à [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], mais avec " "4 bits par canal et pas d'alpha." #: doc/classes/Image.xml msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an " "alpha component." msgstr "" "C'est la même chose que [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/" "url], mais avec une composante alpha." #: doc/classes/Image.xml msgid "" "[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 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 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 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 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 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 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 "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Format de compression Ericsson 2[/" "url] (variante [code]RGBA8[/code]), qui compresse les données RGBA8888 avec " "le support complet de l'opacité.\n" "[b]Note :[/b] Lors de la création d'une [ImageTexture], l'espace de couleur " "sRGB est convertit en linéaire." #: doc/classes/Image.xml 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 msgid "Represents the size of the [enum Format] enum." msgstr "Représente la taille de l'énumération [enum Format]." #: doc/classes/Image.xml msgid "" "Performs nearest-neighbor interpolation. If the image is resized, it will be " "pixelated." msgstr "" "Fait une interpolation du voisin le plus proche. Si l'image est " "redimensionnée, elle sera pixelisée." #: doc/classes/Image.xml msgid "" "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 "" "Fait une interpolation bilinéaire. Si l'image est redimensionnée, elle peut " "être floue. Ce mode est plus rapide que [constant INTERPOLATE_CUBIC], mais " "le résultat est moins bon." #: doc/classes/Image.xml 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 "" "Fait une interpolation cubique. Si l'image est redimensionnée, elle peut " "être floue. Ce mode donne en général de meilleurs résultats que [constant " "INTERPOLATE_BILINEAR], mais est plus lente." #: doc/classes/Image.xml 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 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 msgid "Image does not have alpha." msgstr "L’image n’a pas d'opacité." #: doc/classes/Image.xml msgid "Image stores alpha in a single bit." msgstr "L'image stocke l'opacité sur un seul bit." #: doc/classes/Image.xml msgid "Image uses alpha." msgstr "L'image utilise l'opacité." #: doc/classes/Image.xml msgid "Use S3TC compression." msgstr "Utilise la compression ST3TC." #: doc/classes/Image.xml msgid "Use PVRTC2 compression." msgstr "Utilise la compression PVRTC2." #: doc/classes/Image.xml msgid "Use PVRTC4 compression." msgstr "Utilise la compression PVRTC4." #: doc/classes/Image.xml msgid "Use ETC compression." msgstr "Utilise la compression ETC." #: doc/classes/Image.xml msgid "Use ETC2 compression." msgstr "Utilise la compression ETC2." #: doc/classes/Image.xml msgid "" "Source texture (before compression) is a regular texture. Default for all " "textures." msgstr "" "La texture d'origine (avant la compression) est une texture classique. C'est " "le choix par défaut de toutes les textures." #: doc/classes/Image.xml msgid "Source texture (before compression) is in sRGB space." msgstr "La texture d'origine (avant la compression) est dans l'espace sRGB." #: doc/classes/Image.xml msgid "" "Source texture (before compression) is a normal texture (e.g. it can be " "compressed into two channels)." msgstr "" "La texture d'origine (avant la compression) est une texture pour les " "normales (elle peut être compressée en n'utilisant que deux canaux)." #: doc/classes/Image.xml msgid "Source texture (before compression) is a [TextureLayered]." msgstr "La texture d'origine (avant la compression) est une [TextureLayered]." #: doc/classes/ImageTexture.xml msgid "A [Texture] based on an [Image]." msgstr "Une [Texture] basée sur une [Image]." #: doc/classes/ImageTexture.xml 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" "$Sprite.texture = texture\n" "[/codeblock]\n" "This is because images have to be imported as [StreamTexture] first to be " "loaded with [method @GDScript.load]. If you'd still like to load an image " "file just like any other [Resource], import it as an [Image] resource " "instead, and then load it normally using the [method @GDScript.load] " "method.\n" "But do note that the image data can still be retrieved from an imported " "texture as well using the [method Texture.get_data] method, which returns a " "copy of the data:\n" "[codeblock]\n" "var texture = load(\"res://icon.png\")\n" "var image : Image = texture.get_data()\n" "[/codeblock]\n" "An [ImageTexture] is not meant to be operated from within the editor " "interface directly, and is mostly useful for rendering images on screen " "dynamically via code. If you need to generate images procedurally from " "within the editor, consider saving and importing images as custom texture " "resources implementing a new [EditorImportPlugin].\n" "[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics " "hardware limitations." msgstr "" "Une [Texture] basée sur une [Image]. Pour qu'une image soit affichée, une " "[ImageTexture] doit être créée avec la méthode [method create_from_image] :\n" "[codeblock]\n" "var texture = ImageTexture.new()\n" "var image = Image.new()\n" "image.load(\"res://icon.png\")\n" "texture.create_from_image(image)\n" "$Sprite.texture = texture\n" "[/codeblock]\n" "De cette façon, les textures peuvent être créées au lancement du jeu en " "chargent les images depuis l'éditeur ou de manière externe.\n" "[b]Avertissement :[/b] Préférez charger les texture importées avec [method " "@GDScript.load] plutôt que depuis le système de fichier avec [method Image." "load], parce que ça peut ne pas fonctionner dans les projets exportés :\n" "[codeblock]\n" "var texture = load(\"res://icon.png\")\n" "$Sprite.texture = texture\n" "[/codeblock]\n" "C'est parce que les images doivent d'abord être importées comme des " "[StreamTexture] pour être chargées avec [method @GDScript.load]. Si vous " "préférez charger un fichier image comme n'importe quelle [Resource], " "importez-là comme ressource [Image] plutôt, et alors chargez-là normalement " "avec la méthode [method @GDScript.load].\n" "Il est à noter que les données de l'image peuvent toujours être récupérées à " "partir d'une texture importée avec la méthode [method Texture.get_data], qui " "retourne une copie des données de l'image :\n" "[codeblock]\n" "var texture = load(\"res://icon.png\")\n" "var image : Image = texture.get_data()\n" "[/codeblock]\n" "Une [ImageTexture] n'est pas prévue pour être gérée directement depuis " "l'interface de l'éditeur, et est principalement utilisé pour l'affichage " "d'images à l'écran de manière dynamique par le code. Si vous devez générer " "des images de manière procédurale depuis l'éditeur, préférez l'enregistrer " "puis l'importer sous forme de texture personnalisée en implémentant un " "nouveau [EditorImportPlugin].\n" "[b]Note :[/b] La taille maximale des textures est de 16384×16384 pixels à " "cause des limitations des cartes graphiques." #: doc/classes/ImageTexture.xml 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 "" "Crée une nouvelle [ImageTexture] avec la largeur [code]width[/code] et la " "hauteur [code]height[/code].\n" "Le [code]format[/code] est une valeur parmi [enum Image.Format], " "[code]flags[/code] est une combinaison de [enum Texture.Flags]." #: doc/classes/ImageTexture.xml 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 #, fuzzy msgid "Returns the format of the texture, one of [enum Image.Format]." msgstr "Renvoie l'inverse de la racine carrée du paramètre." #: doc/classes/ImageTexture.xml 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 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 doc/classes/VisualServer.xml msgid "Resizes the texture to the specified dimensions." msgstr "Redimensionne la texture aux dimensions spécifiées." #: doc/classes/ImageTexture.xml msgid "The storage quality for [constant STORAGE_COMPRESS_LOSSY]." msgstr "La qualité du stockage pour [constant STORAGE_COMPRESS_LOSSY]." #: doc/classes/ImageTexture.xml msgid "The storage type (raw, lossy, or compressed)." msgstr "Le type de stockage (brut, avec perte, ou compressé)." #: doc/classes/ImageTexture.xml msgid "[Image] data is stored raw and unaltered." msgstr "Les données de [Image] sont stockées brutes et sans modifications." #: doc/classes/ImageTexture.xml msgid "" "[Image] data is compressed with a lossy algorithm. You can set the storage " "quality with [member lossy_quality]." msgstr "" "Les données de [Image] sont compressées avec perte. Vous pouvez définir la " "qualité de compression avec [member lossy_quality]." #: doc/classes/ImageTexture.xml msgid "[Image] data is compressed with a lossless algorithm." msgstr "Les données de [Image] sont compressées avec un algorithme sans perte." #: doc/classes/ImmediateGeometry.xml msgid "Draws simple geometry from code." msgstr "Dessine une géométrie simple à partir du code." #: doc/classes/ImmediateGeometry.xml 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 msgid "" "Simple helper to draw an UV sphere with given latitude, longitude and radius." msgstr "" "Une aide simple pour afficher des sphères UV avec le nombre de latitudes, de " "longitudes et le rayon spécifiés." #: doc/classes/ImmediateGeometry.xml msgid "" "Adds a vertex in local coordinate space with the currently set color/uv/etc." msgstr "" "Ajoute une sommet dans les coordonnées locale avec la couleur/uv/etc. déjà " "définit." #: doc/classes/ImmediateGeometry.xml msgid "" "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 msgid "Clears everything that was drawn using begin/end." msgstr "Efface tout ce qui a été dessiné en utilisant le début / la fin." #: doc/classes/ImmediateGeometry.xml msgid "Ends a drawing context and displays the results." msgstr "Termine le contexte de dessin et affiche le résultat." #: doc/classes/ImmediateGeometry.xml msgid "The current drawing color." msgstr "L'actuelle couleur pour dessiner." #: doc/classes/ImmediateGeometry.xml msgid "The next vertex's normal." msgstr "La normale du sommet suivant." #: doc/classes/ImmediateGeometry.xml msgid "The next vertex's tangent (and binormal facing)." msgstr "La tangente du sommet suivant (et l'orientation binomiale)." #: doc/classes/ImmediateGeometry.xml msgid "The next vertex's UV." msgstr "L'UV du sommet suivant." #: doc/classes/ImmediateGeometry.xml msgid "The next vertex's second layer UV." msgstr "La deuxième couche UV du vertex suivant." #: doc/classes/Input.xml msgid "A singleton that deals with inputs." msgstr "Un singleton qui traite des entrées." #: doc/classes/Input.xml 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 msgid "Inputs tutorial index" msgstr "" #: doc/classes/Input.xml 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 msgid "If the specified action is already pressed, this will release it." msgstr "Si l'action spécifiée est déjà pressé, elle sera relâchée." #: doc/classes/Input.xml msgid "" "Adds a new mapping entry (in SDL2 format) to the mapping database. " "Optionally update already connected devices." msgstr "" #: doc/classes/Input.xml 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 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 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 additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml 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 additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml 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 msgid "" "Returns an [Array] containing the device IDs of all currently connected " "joypads." msgstr "" "Retourne un [Array] contenant les identifiants de tous les joypads " "actuellement connectés." #: doc/classes/Input.xml msgid "Returns the currently assigned cursor shape (see [enum CursorShape])." msgstr "" "Retourne la forme du curseur actuellement assignée (voir [enum CursorShape])." #: doc/classes/Input.xml msgid "" "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 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 #, fuzzy msgid "" "Returns the current value of the joypad axis at given index (see [enum " "JoystickList])." msgstr "Retourne l'état actuel de ce canal, voir [enum ChannelState]." #: doc/classes/Input.xml msgid "Returns the index of the provided axis name." msgstr "Retourne l'index du nom d'axe renseigné." #: doc/classes/Input.xml msgid "" "Receives a [enum JoystickList] axis and returns its equivalent name as a " "string." msgstr "" "Reçoit un axe [enum JoystickList] et retourne son nom équivalent comme " "chaine de caractères." #: doc/classes/Input.xml msgid "Returns the index of the provided button name." msgstr "Retourne l'index du nom de bouton renseigné." #: doc/classes/Input.xml msgid "" "Receives a gamepad button from [enum JoystickList] and returns its " "equivalent name as a string." msgstr "" "Reçoit un bouton d'un manette depuis [enum JoystickList] et retourne son nom " "équivalent." #: doc/classes/Input.xml msgid "" "Returns a SDL2-compatible device GUID on platforms that use gamepad " "remapping. Returns [code]\"Default Gamepad\"[/code] otherwise." msgstr "" #: doc/classes/Input.xml msgid "Returns the name of the joypad at the specified device index." msgstr "Retourne le nom du contrôleur pour l'index de l'appareil spécifié." #: doc/classes/Input.xml msgid "Returns the duration of the current vibration effect in seconds." msgstr "Retourne la durée de l'effet de vibration actuel en secondes." #: doc/classes/Input.xml 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 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 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 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 msgid "Returns the mouse mode. See the constants for more information." msgstr "" "Retourne le mode de la souris. Voir les constantes pour plus d'informations." #: doc/classes/Input.xml msgid "" "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 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 additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " "return [code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml 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 additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml 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 additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml msgid "" "Returns [code]true[/code] if you are pressing the joypad button (see [enum " "JoystickList])." msgstr "" "Retourne [code]true[/code] si vous êtes en train d'appuyer le bouton de la " "manette (voir [enum JoystickList])." #: doc/classes/Input.xml msgid "" "Returns [code]true[/code] if the system knows the specified device. This " "means that it sets all button and axis indices exactly as defined in [enum " "JoystickList]. Unknown joypads are not expected to match these constants, " "but you can still retrieve events from them." msgstr "" #: doc/classes/Input.xml msgid "" "Returns [code]true[/code] if you are pressing the key in the current " "keyboard layout. You can pass a [enum KeyList] constant.\n" "[method is_key_pressed] is only recommended over [method " "is_physical_key_pressed] in non-game applications. This ensures that " "shortcut keys behave as expected depending on the user's keyboard layout, as " "keyboard shortcuts are generally dependent on the keyboard layout in non-" "game applications. If in doubt, use [method is_physical_key_pressed].\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml msgid "" "Returns [code]true[/code] if you are pressing the mouse button specified " "with [enum ButtonList]." msgstr "" #: doc/classes/Input.xml 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.\n" "[method is_physical_key_pressed] is recommended over [method is_key_pressed] " "for in-game actions, as it will make W/A/S/D layouts work regardless of the " "user's keyboard layout. [method is_physical_key_pressed] will also ensure " "that the top row number keys work on any keyboard layout. If in doubt, use " "[method is_physical_key_pressed].\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " "return [code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml 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 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 msgid "" "Removes all mappings from the internal database that match the given GUID." msgstr "" #: doc/classes/Input.xml 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 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 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 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 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 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 msgid "Sets the mouse mode. See the constants for more information." msgstr "" "Définit le mode de la souris. Voir les constantes pour plus d'informations." #: doc/classes/Input.xml msgid "" "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 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 msgid "Stops the vibration of the joypad." msgstr "Arrête la vibration du joypad." #: doc/classes/Input.xml msgid "" "Vibrate Android and iOS devices.\n" "[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] " "permission in the export preset.\n" "[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and " "later." msgstr "" #: doc/classes/Input.xml msgid "" "Sets the mouse position to the specified vector, provided in pixels and " "relative to an origin at the upper left corner of the game window.\n" "Mouse position is clipped to the limits of the screen resolution, or to the " "limits of the game window if [enum MouseMode] is set to [constant " "MOUSE_MODE_CONFINED]." msgstr "" #: doc/classes/Input.xml msgid "Emitted when a joypad device has been connected or disconnected." msgstr "Émis quand un contrôleur a été connecté ou déconnecté." #: doc/classes/Input.xml msgid "Makes the mouse cursor visible if it is hidden." msgstr "Rend le curseur visible de la souris s'il caché." #: doc/classes/Input.xml msgid "Makes the mouse cursor hidden if it is visible." msgstr "Masque le curseur de la souris s'il visible." #: doc/classes/Input.xml 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 msgid "Makes the mouse cursor visible but confines it to the game window." msgstr "" "Rend le curseur de la souris visible mais le confine dans la fenêtre de jeu." #: doc/classes/Input.xml msgid "Arrow cursor. Standard, default pointing cursor." msgstr "Le curseur flèche. Le pointeur standard." #: doc/classes/Input.xml msgid "" "I-beam cursor. Usually used to show where the text cursor will appear when " "the mouse is clicked." msgstr "" "Le curseur poutre en I. Sert en général à afficher où le curseur de texte " "sera placé quand la souris sera cliquée." #: doc/classes/Input.xml msgid "" "Pointing hand cursor. Usually used to indicate the pointer is over a link or " "other interactable item." msgstr "" "Le curseur avec la main. Utilisé en général quand le curseur survole un lien " "ou un élément interactif." #: doc/classes/Input.xml msgid "" "Cross cursor. Typically appears over regions in which a drawing operation " "can be performed or for selections." msgstr "" "Le curseur en croix. Utilisé typiquement pour les régions où l'on peut " "dessiner, ou pour les sélections." #: doc/classes/Input.xml msgid "" "Wait 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 "" "Le curseur d'occupation. Indique que l'application est occupée à exécuter " "une opération. La forme de ce curseur suggère que l'application n'est pas " "utilisable durant cette opération en cours (ex.: que le fil d'exécution " "principal est bloqué)." #: doc/classes/Input.xml msgid "" "Busy cursor. Indicates that the application is busy performing an operation. " "This cursor shape denotes that the application is still usable during the " "operation." msgstr "" "Le curseur d'activité. Indique que l'application est occupée à exécuter une " "opération. La forme de ce curseur suggère que l'application est toujours " "utilisable durant cette opération en cours." #: doc/classes/Input.xml msgid "Drag cursor. Usually displayed when dragging something." msgstr "" "Le curseur de déposer-glisser. Affiché en général dès que l'opération de " "glissage a commencé." #: doc/classes/Input.xml msgid "" "Can drop cursor. Usually displayed when dragging something to indicate that " "it can be dropped at the current position." msgstr "" "Le curseur pour déposer. Permet d'afficher une destination pour le déposer-" "glisser si l'emplacement survolé permet de déposer l'élément glissé." #: doc/classes/Input.xml 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 "" "Le curseur d'interdiction. Indique que l'action est interdite (ex.: en " "déplaçant un élément) ou que l'élément est désactivé." #: doc/classes/Input.xml msgid "" "Vertical resize mouse cursor. A double-headed vertical arrow. It tells the " "user they can resize the window or the panel vertically." msgstr "" "Le curseur de redimensionnement vertical. Une flèche à double tête. Elle " "précise qu'une fenêtre ou qu'un panneau peut être redimensionné " "verticalement." #: doc/classes/Input.xml msgid "" "Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells " "the user they can resize the window or the panel horizontally." msgstr "" "Le curseur de redimensionnement horizontal. Une flèche à double tête. Elle " "précise qu'une fenêtre ou qu'un panneau peut être redimensionné " "horizontalement." #: doc/classes/Input.xml 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 "" "Le curseur de redimensionnement de fenêtre. Une flèche à double tête du bas " "gauche vers le haut droit. Elle précise qu'une fenêtre ou qu'un panneau peut " "être redimensionné horizontalement et verticalement." #: doc/classes/Input.xml 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 "" "Le curseur de redimensionnement de fenêtre. Une flèche à double tête du haut " "gauche vers le bas droit, l'inverse de [constant CURSOR_BDIAGSIZE]. Elle " "précise qu'une fenêtre ou qu'un panneau peut être redimensionné " "horizontalement et verticalement." #: doc/classes/Input.xml msgid "Move cursor. Indicates that something can be moved." msgstr "" "Le curseur de déplacement. Indique que quelque chose peut être déplacé." #: doc/classes/Input.xml msgid "" "Vertical split mouse cursor. On Windows, it's the same as [constant " "CURSOR_VSIZE]." msgstr "" "Le curseur de séparation verticale. Permet de déplacer la séparation " "horizontale entre deux vues. Sous Windows, c'est pareil que [constant " "CURSOR_VSIZE]." #: doc/classes/Input.xml msgid "" "Horizontal split mouse cursor. On Windows, it's the same as [constant " "CURSOR_HSIZE]." msgstr "" "Le curseur de séparation horizontale. Permet de déplacer la séparation " "verticale entre deux vues. Sous Windows, c'est pareil que [constant " "CURSOR_HSIZE]." #: doc/classes/Input.xml msgid "Help cursor. Usually a question mark." msgstr "Le curseur d'aide. Généralement un point d'interrogation." #: doc/classes/InputEvent.xml msgid "Generic input event." msgstr "Évènement d’entrée générique." #: doc/classes/InputEvent.xml msgid "Base class of all sort of input event. See [method Node._input]." msgstr "" "La classe de commune de tous les événements d'entrée. Voir [method Node." "_input]." #: doc/classes/InputEvent.xml msgid "InputEvent" msgstr "InputEvent" #: doc/classes/InputEvent.xml 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 msgid "Returns a [String] representation of the event." msgstr "Retourne une représentation [String] de l'évènement." #: doc/classes/InputEvent.xml 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 additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml 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 additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml 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 additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml 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 additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml 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 msgid "" "Returns [code]true[/code] if this input event is an echo event (only for " "events of type [InputEventKey])." msgstr "" "Retourne [code]true[/code] si cet événement d'entrée est un écho (uniquement " "pour les événements de type [InputEventKey])." #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " "events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml 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 additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml 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 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 msgid "Input event type for actions." msgstr "Type d’évènement d’entrée pour les actions." #: doc/classes/InputEventAction.xml 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 #, fuzzy msgid "InputEvent: Actions" msgstr "Type d’évènement d’entrée pour les actions." #: doc/classes/InputEventAction.xml msgid "The action's name. Actions are accessed via this [String]." msgstr "Le nom de l'action. Les actions sont accessibles par cette [String]." #: doc/classes/InputEventAction.xml 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 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 msgid "Base class for touch control gestures." msgstr "Classe de base pour les gestes de contrôle du toucher." #: doc/classes/InputEventGesture.xml 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 msgid "Input event for gamepad buttons." msgstr "" #: doc/classes/InputEventJoypadButton.xml msgid "" "Input event type for gamepad buttons. For gamepad analog sticks and " "joysticks, see [InputEventJoypadMotion]." msgstr "" #: doc/classes/InputEventJoypadButton.xml msgid "Button identifier. One of the [enum JoystickList] button constants." msgstr "L'identifiant du bouton. Une des constantes de [enum JoystickList]." #: doc/classes/InputEventJoypadButton.xml 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 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 msgid "" "Input event type for gamepad joysticks and other motions. For buttons, see " "[code]InputEventJoypadButton[/code]." msgstr "" #: doc/classes/InputEventJoypadMotion.xml msgid "" "Stores information about joystick motions. One [InputEventJoypadMotion] " "represents one axis at a time." msgstr "" #: doc/classes/InputEventJoypadMotion.xml msgid "Axis identifier. Use one of the [enum JoystickList] axis constants." msgstr "" #: doc/classes/InputEventJoypadMotion.xml 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 msgid "Input event type for keyboard events." msgstr "Le type d'événement d'entrée des claviers." #: doc/classes/InputEventKey.xml msgid "" "Stores key presses on the keyboard. Supports key presses, key releases and " "[member echo] events." msgstr "" "Enregistre la touche du clavier appuyée. Supporte les événements de touches " "appuyées, relâchées et [membre echo]." #: doc/classes/InputEventKey.xml msgid "" "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 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 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 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 msgid "" "If [code]true[/code], the key's state is pressed. If [code]false[/code], the " "key's state is released." msgstr "" "Si [code]true[/code], l’état de la clé est pressé. Si [code]false[/code], " "l’état de la clé est libéré." #: doc/classes/InputEventKey.xml 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 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/InputEventMIDI.xml msgid "Input event for MIDI inputs." msgstr "L'évènement d’entrée des entrées MIDI." #: doc/classes/InputEventMIDI.xml msgid "" "InputEventMIDI allows receiving input events from MIDI devices such as a " "piano. MIDI stands for Musical Instrument Digital Interface.\n" "MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " "device supports both be sure to check the settings in the device to see " "which output it's using.\n" "To receive input events from MIDI devices, you need to call [method OS." "open_midi_inputs]. You can check which devices are detected using [method OS." "get_connected_midi_inputs].\n" "Note that Godot does not currently support MIDI output, so there is no way " "to emit MIDI signals from Godot. Only MIDI input works." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "MIDI Message Status Byte List" msgstr "" #: doc/classes/InputEventMIDI.xml msgid "Wikipedia General MIDI Instrument List" msgstr "" #: doc/classes/InputEventMIDI.xml #, fuzzy msgid "Wikipedia Piano Key Frequencies List" msgstr "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" #: doc/classes/InputEventMIDI.xml msgid "" "The MIDI channel of this input event. There are 16 channels, so this value " "ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " "instruments, the rest of the channels are for non-percussion instruments." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " "the controller number, otherwise this is zero. Controllers include devices " "such as pedals and levers." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " "the controller value, otherwise this is zero. Controllers include devices " "such as pedals and levers." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "The instrument of this input event. This value ranges from 0 to 127. Refer " "to the instrument list on the General MIDI wikipedia article to see a list " "of instruments, except that this value is 0-index, so subtract one from " "every number on that chart. A standard piano will have an instrument number " "of 0." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "Returns a value indicating the type of message for this MIDI signal. This is " "a member of the [enum @GlobalScope.MidiMessageList] enum.\n" "For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " "returned as this value, as the other part is the channel (ex: 0x94 becomes " "0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" "Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " "might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " "therefore your code should treat the input as stopped if some period of time " "has passed.\n" "For more information, see the MIDI message status byte list chart linked " "above." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "The pitch index number of this MIDI signal. This value ranges from 0 to 127. " "On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " "the piano key frequency chart on Wikipedia for more information." msgstr "" "Le numéro de la hauteur de la note de ce signal MIDI. Cette valeur est entre " "0 et 127. Sur un piano, le Do du milieu est 60, et le La 440Hz est 69, voir " "la colonne des \"notes MIDI\" sur la graphique des fréquences du piano sur " "Wikipédia pour plus d'informations." #: doc/classes/InputEventMIDI.xml msgid "" "The pressure of the MIDI signal. This value ranges from 0 to 127. For many " "devices, this value is always zero." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "The velocity of the MIDI signal. This value ranges from 0 to 127. For a " "piano, this corresponds to how quickly the key was pressed, and is rarely " "above about 110 in practice." msgstr "" #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "Type d’événement d’entrée de base pour les événements de la souris." #: doc/classes/InputEventMouse.xml msgid "Stores general mouse events information." msgstr "Stocke des informations générales sur des événements de la souris." #: doc/classes/InputEventMouse.xml msgid "" "The mouse button mask identifier, one of or a bitwise combination of the " "[enum ButtonList] button masks." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "When received in [method Node._input] or [method Node._unhandled_input], " "returns the mouse's position in the root [Viewport] using the coordinate " "system of the root [Viewport].\n" "When received in [method Control._gui_input], returns the mouse's position " "in the [CanvasLayer] that the [Control] is in using the coordinate system of " "the [CanvasLayer]." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "When received in [method Node._input] or [method Node._unhandled_input], " "returns the mouse's position in the [Viewport] this [Node] is in using the " "coordinate system of this [Viewport].\n" "When received in [method Control._gui_input], returns the mouse's position " "in the [Control] using the local coordinate system of the [Control]." msgstr "" #: doc/classes/InputEventMouseButton.xml msgid "Input event type for mouse button events." msgstr "Type d'événement d'entrée pour les événements de bouton de la souris." #: doc/classes/InputEventMouseButton.xml msgid "Contains mouse click information. See [method Node._input]." msgstr "" "Contient des informations sur les clics de souris. Voir [method Node._input]." #: doc/classes/InputEventMouseButton.xml msgid "" "The mouse button identifier, one of the [enum ButtonList] button or button " "wheel constants." msgstr "" #: doc/classes/InputEventMouseButton.xml msgid "If [code]true[/code], the mouse button's state is a double-click." msgstr "" "Si [code]true[/code], l’état du bouton de la souris est un double-clic." #: doc/classes/InputEventMouseButton.xml 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 msgid "" "If [code]true[/code], the mouse button's state is pressed. If [code]false[/" "code], the mouse button's state is released." msgstr "" "Si [code]true[/code], le bouton de la souris est appuyé. Si [code]false[/" "code], le bouton de la souris est relâché." #: doc/classes/InputEventMouseMotion.xml msgid "Input event type for mouse motion events." msgstr "Type d’évènement d’entrée pour les évènements de mouvement de souris." #: doc/classes/InputEventMouseMotion.xml 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 msgid "Mouse and input coordinates" msgstr "Les coordonnées de la souris" #: doc/classes/InputEventMouseMotion.xml 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 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 msgid "The mouse speed in pixels per second." msgstr "La vitesse de la souris en pixels par seconde." #: doc/classes/InputEventMouseMotion.xml 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 msgid "" "Input event type for screen drag events. Only available on mobile devices." msgstr "" "Le type d'événement d'entrée pour les glissements sur l'écran. Uniquement " "disponible sur les appareils mobiles." #: doc/classes/InputEventScreenDrag.xml msgid "Contains screen drag information. See [method Node._input]." msgstr "" "Contient les informations de déposé-glissé à l'écran. Voir [method Node." "_input]." #: doc/classes/InputEventScreenDrag.xml msgid "The drag event index in the case of a multi-drag event." msgstr "" "L'index de l'événement de glissage dans le cas d'un événement de plusieurs " "glissages." #: doc/classes/InputEventScreenDrag.xml msgid "The drag position." msgstr "La position du glissement." #: doc/classes/InputEventScreenDrag.xml msgid "" "The drag position relative to the previous position (position at the last " "frame)." msgstr "" #: doc/classes/InputEventScreenDrag.xml msgid "The drag speed." msgstr "La vitesse du glissement." #: doc/classes/InputEventScreenTouch.xml msgid "" "Input event type for screen touch events.\n" "(only available on mobile devices)" msgstr "" "Le type d'événement d'entrée pour les événements de tape sur l'écran.\n" "(uniquement disponible sur les appareils mobiles)" #: doc/classes/InputEventScreenTouch.xml 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 msgid "" "The touch index in the case of a multi-touch event. One index = one finger." msgstr "" "L'index du touché dans le cas d'un événement de multi-touch. Un index = un " "doigt (un point de contact)." #: doc/classes/InputEventScreenTouch.xml msgid "The touch position." msgstr "La position du touché." #: doc/classes/InputEventScreenTouch.xml 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 msgid "Base class for keys events with modifiers." msgstr "Classe de base pour les évènements de clés avec modificateurs." #: doc/classes/InputEventWithModifiers.xml msgid "" "Contains keys events information with modifiers support like [code]Shift[/" "code] or [code]Alt[/code]. See [method Node._input]." msgstr "" "Contient les informations des événements des touches avec les touches " "modificatrices comme [code]Shift[/code] (Majuscule) ou [code]Alt[/code] " "(Alternative). Voir [method Node._input]." #: doc/classes/InputEventWithModifiers.xml msgid "State of the [code]Alt[/code] modifier." msgstr "L'état du modificateur [code]Alt[/code]." #: doc/classes/InputEventWithModifiers.xml msgid "State of the [code]Command[/code] modifier." msgstr "L'état du modificateur [code]Command[/code]." #: doc/classes/InputEventWithModifiers.xml msgid "State of the [code]Ctrl[/code] modifier." msgstr "L'état du modificateur [code]Ctrl[/code] (Contrôle)." #: doc/classes/InputEventWithModifiers.xml msgid "State of the [code]Meta[/code] modifier." msgstr "L'état du modificateur [code]Meta[/code]." #: doc/classes/InputEventWithModifiers.xml msgid "State of the [code]Shift[/code] modifier." msgstr "L'état du modificateur [code]Shift[/code] (Majuscule)." #: doc/classes/InputMap.xml msgid "Singleton that manages [InputEventAction]." msgstr "L'instance unique qui gère les [InputEventAction]." #: doc/classes/InputMap.xml 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 msgid "" "Adds an [InputEvent] to an action. This [InputEvent] will trigger the action." msgstr "" "Ajoute un [InputEvent] à une action. Cet [InputEvent] déclenchera l'action." #: doc/classes/InputMap.xml msgid "Removes an [InputEvent] from an action." msgstr "Retire un [InputEvent] d'une action." #: doc/classes/InputMap.xml msgid "Removes all events from an action." msgstr "Retire tous les événements d'une action." #: doc/classes/InputMap.xml msgid "Returns a deadzone value for the action." msgstr "Retourne la valeur de la zone morte de l'action." #: doc/classes/InputMap.xml msgid "" "Returns [code]true[/code] if the action has the given [InputEvent] " "associated with it." msgstr "" "Retourne [code]true[/code] si l'action est associée au [InputEvent] spécifié." #: doc/classes/InputMap.xml msgid "Sets a deadzone value for the action." msgstr "Définit une valeur pour la zone morte de l'action." #: doc/classes/InputMap.xml 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 msgid "Removes an action from the [InputMap]." msgstr "Retirer une action de [InputMap]." #: doc/classes/InputMap.xml 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 additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputMap.xml msgid "" "Returns an array of [InputEvent]s associated with a given action.\n" "[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), " "this method will return events for the editor action. If you want to access " "your project's input binds from the editor, read the [code]input/*[/code] " "settings from [ProjectSettings]." msgstr "" #: doc/classes/InputMap.xml msgid "Returns an array of all actions in the [InputMap]." msgstr "Retourne la liste de toutes les actions dans le [InputMap]." #: doc/classes/InputMap.xml msgid "" "Returns [code]true[/code] if the [InputMap] has a registered action with the " "given name." msgstr "" #: doc/classes/InputMap.xml msgid "" "Clears all [InputEventAction] in the [InputMap] and load it anew from " "[ProjectSettings]." msgstr "" "Efface toutes les [InputEventAction] dans le [InputMap] et les rechargent " "depuis les [ProjectSettings]." #: doc/classes/InstancePlaceholder.xml msgid "Placeholder for the root [Node] of a [PackedScene]." msgstr "Le nœud fictif pour le [Node] racine de la [PackedScene]." #: doc/classes/InstancePlaceholder.xml 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 msgid "" "Not thread-safe. Use [method Object.call_deferred] if calling from a thread." msgstr "" #: doc/classes/InstancePlaceholder.xml 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 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 msgid "Integer built-in type." msgstr "Type intégré d'entier." #: doc/classes/int.xml 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 "" "Entier signé sur 64 bits.\n" "Ceci peut prendre des valeurs dans l'intervalle [code][-2^63, 2^63 - 1][/" "code], c.-à-d. [code][-9223372036854775808, 9223372036854775807][/code]. Si " "ces limites sont dépassées, la valeur boucle.\n" "[int] est un type [Variant], et sera donc utilisé lors de l'assignation " "d'une valeur entière à un [Variant]. Cela peut également être forcé avec " "l'annotation de type [code]int[/code].\n" "[codeblock]\n" "var mon_variant = 0 # int, valeur 0.\n" "mon_variant += 4.2 # float, valeur 4.2.\n" "var mon_entier: int = 1 # int, valeur 1.\n" "mon_entier = 4.2 # int, valeur 4, la valeur de droite est implicitement " "convertie en int.\n" "mon_entier = int(\"6.7\") # int, valeur 6, la chaîne de caractères est " "explicitement convertie en int.\n" "\n" "var entier_max = 9223372036854775807\n" "print(entier_max) # 9223372036854775807, OK.\n" "entier_max += 1\n" "print(entier_max) # -9223372036854775808, il y a eu un dépassement et on a " "bouclé.\n" "[/codeblock]" #: doc/classes/int.xml 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 "" "Transformer un [bool] en une valeur entière, [code]int(true)[/code] donnera " "1 et [code]int(false)[/code] donnera 0." #: doc/classes/int.xml 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 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 msgid "[i]Deprecated.[/i] Camera which moves toward another node." msgstr "[i]Obsolète.[/i] La caméra qui se place devant un autre nœud." #: doc/classes/InterpolatedCamera.xml 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 "" "[i]Obsolète (sera retiré dans Godot 4.0).[/i] InterpolatedCamera est une " "[Camera] qui se déplace doucement vers la position et rotation de sa cible.\n" "Si [member enabled] n'est pas activé ou si elle n'a pas de cible valide de " "définit, InterpolatedCamera se comportement comme une Camera normale." #: doc/classes/InterpolatedCamera.xml msgid "Sets the node to move toward and orient with." msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" "If [code]true[/code], and a target is set, the camera will move " "automatically." msgstr "" "Si [code]true[/code], et que la cible est définie, la caméra se déplacera " "automatiquement." #: doc/classes/InterpolatedCamera.xml msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "The target's [NodePath]." msgstr "La cible du [NodePath]." #: doc/classes/IntervalTweener.xml msgid "Creates an idle interval in a [SceneTreeTween] animation." msgstr "" #: doc/classes/IntervalTweener.xml msgid "" "[IntervalTweener] is used to make delays in a tweening sequence. See [method " "SceneTreeTween.tween_interval] for more usage information.\n" "[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way " "to create [IntervalTweener]. Any [IntervalTweener] created manually will not " "function correctly." msgstr "" #: doc/classes/IP.xml msgid "Internet protocol (IP) support functions such as DNS resolution." msgstr "" "Le protocole internet (IP) supporte des fonctionnalités comme la résolution " "DNS." #: doc/classes/IP.xml 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 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 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 msgid "Returns all the user's current IPv4 and IPv6 addresses as an array." msgstr "" "Retourne les actuelles adresses IPv4 et IPv6 de l'utilisateur dans un " "tableau." #: doc/classes/IP.xml 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 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 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 msgid "" "Returns a queued hostname's status as a [enum ResolverStatus] constant, " "given its queue [code]id[/code]." msgstr "" #: doc/classes/IP.xml 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 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 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 msgid "DNS hostname resolver status: No status." msgstr "Statut du résolveur de noms d'hôtes DNS : Aucun statut." #: doc/classes/IP.xml msgid "DNS hostname resolver status: Waiting." msgstr "Statut du résolveur de noms d'hôtes DNS : En attente." #: doc/classes/IP.xml msgid "DNS hostname resolver status: Done." msgstr "Statut du résolveur de noms d'hôtes DNS : Fait." #: doc/classes/IP.xml msgid "DNS hostname resolver status: Error." msgstr "Statut du résolveur de noms d'hôtes DNS : Erreur." #: doc/classes/IP.xml msgid "" "Maximum number of concurrent DNS resolver queries allowed, [constant " "RESOLVER_INVALID_ID] is returned if exceeded." msgstr "" #: doc/classes/IP.xml msgid "" "Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded." msgstr "" "La constante pour un identifiant invalide. Retourné si [constant " "RESOLVER_MAX_QUERIES] est dépassé." #: doc/classes/IP.xml msgid "Address type: None." msgstr "Type d’adresse : Aucun." #: doc/classes/IP.xml msgid "Address type: Internet protocol version 4 (IPv4)." msgstr "Type d'adresse : Protocole internet version 4 (IPv4)." #: doc/classes/IP.xml msgid "Address type: Internet protocol version 6 (IPv6)." msgstr "Type d'adresse : Protocole internet version 6 (IPv6)." #: doc/classes/IP.xml msgid "Address type: Any." msgstr "Type d'adresse : N'importe laquelle." #: doc/classes/ItemList.xml 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 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 msgid "Adds an item to the item list with no text, only an icon." msgstr "" #: doc/classes/ItemList.xml 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 msgid "Removes all items from the list." msgstr "Retire tous les éléments de la liste." #: doc/classes/ItemList.xml msgid "" "Ensure current selection is visible, adjusting the scroll position as " "necessary." msgstr "" "S'assure que l'actuelle sélection est visible, en ajustant l'ascenseur si " "nécessaire." #: doc/classes/ItemList.xml 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 msgid "Returns the number of items currently in the list." msgstr "Retourne le nombre d'éléments actuellement dans la liste." #: doc/classes/ItemList.xml msgid "" "Returns the custom background color of the item specified by [code]idx[/" "code] index." msgstr "" "Retourne la couleur d'arrière-plan personnalisée pour l'élément spécifié à " "l'index [code]idx[/code]." #: doc/classes/ItemList.xml msgid "" "Returns the custom foreground color of the item specified by [code]idx[/" "code] index." msgstr "" "Retourne la couleur d'avant-plan personnalisée pour l'élément spécifié à " "l'index [code]idx[/code]." #: doc/classes/ItemList.xml msgid "Returns the icon associated with the specified index." msgstr "Retourne l'icône associée avec l'index donné." #: doc/classes/ItemList.xml msgid "Returns a [Color] modulating item's icon at the specified index." msgstr "" "Retourne la [Color] de modulation pour l'icône de l'élément à la position " "donnée." #: doc/classes/ItemList.xml msgid "" "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 msgid "Returns the metadata value of the specified index." msgstr "Renvoie la valeur de métadonnées de l’index spécifié." #: doc/classes/ItemList.xml msgid "Returns the text associated with the specified index." msgstr "Retourne le texte associé à l’index spécifié." #: doc/classes/ItemList.xml msgid "Returns the tooltip hint associated with the specified index." msgstr "Retourne l'infobulle d'aide associée à l'index donné." #: doc/classes/ItemList.xml msgid "Returns an array with the indexes of the selected items." msgstr "Retourne un tableau des positions pour les éléments sélectionnés." #: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml 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/ItemList.xml msgid "Returns [code]true[/code] if one or more items are selected." msgstr "" "Retourne [code]true[/code] si un ou plusieurs éléments sont sélectionnés." #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the item at the specified index is disabled." msgstr "" "Retourne [code]true[/code] si l'élément à la position spécifiée est " "désactivé." #: doc/classes/ItemList.xml 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 msgid "" "Returns [code]true[/code] if the item at the specified index is selectable." msgstr "" "Retourne [code]true[/code] si l'élément à la position donnée est " "sélectionnable." #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the tooltip is enabled for specified item index." msgstr "" "Retourne [code]true[/code] si une infobulle est active pour la position " "donnée." #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the item at the specified index is currently " "selected." msgstr "" "Retourne [code]true[/code] si l'élément à la position donnée est " "actuellement sélectionné." #: doc/classes/ItemList.xml msgid "Moves item from index [code]from_idx[/code] to [code]to_idx[/code]." msgstr "" "Déplace l’élément de l’index [code]from_idx[/code] à [code]to_idx[/code]." #: doc/classes/ItemList.xml msgid "Removes the item specified by [code]idx[/code] index from the list." msgstr "" "Retire l'élément spécifié par la position [code]idx[/code] de la liste." #: doc/classes/ItemList.xml msgid "" "Select the item at the specified index.\n" "[b]Note:[/b] This method does not trigger the item selection signal." msgstr "" "Sélectionner un élément à la position spécifiée.\n" "[b]Note :[/b] Cette méthode n'émet pas de signal de sélection de l'élément." #: doc/classes/ItemList.xml msgid "" "Sets the background color of the item specified by [code]idx[/code] index to " "the specified [Color]." msgstr "" "Définit la couleur d'arrière-plan de l'élément à la position [code]idx[/" "code] par la [Color] donnée." #: doc/classes/ItemList.xml msgid "" "Sets the foreground color of the item specified by [code]idx[/code] index to " "the specified [Color]." msgstr "" "Définit la couleur d'avant-plan de l'élément à la position [code]idx[/" "code] par la [Color] donnée." #: doc/classes/ItemList.xml msgid "" "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 msgid "" "Sets (or replaces) the icon's [Texture] associated with the specified index." msgstr "" "Définit (on remplace) la [Texture] de l'icône associée à la position donnée." #: doc/classes/ItemList.xml msgid "" "Sets a modulating [Color] of the item associated with the specified index." msgstr "" "Définit la [Color] de modulation de l'élément associé à la position donnée." #: doc/classes/ItemList.xml msgid "" "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 msgid "Sets whether the item icon will be drawn transposed." msgstr "" #: doc/classes/ItemList.xml msgid "" "Sets a value (of any type) to be stored with the item associated with the " "specified index." msgstr "" #: doc/classes/ItemList.xml msgid "" "Allows or disallows selection of the item associated with the specified " "index." msgstr "" "Permet ou interdit la sélection de l’élément associé à l’index spécifié." #: doc/classes/ItemList.xml msgid "Sets text of the item associated with the specified index." msgstr "Définit le texte de l’élément associé à l’index spécifié." #: doc/classes/ItemList.xml msgid "Sets the tooltip hint for the item associated with the specified index." msgstr "Définit l’indice d’info-bulle de l’élément associé à l’index spécifié." #: doc/classes/ItemList.xml msgid "Sets whether the tooltip hint is enabled for specified item index." msgstr "Définit si l’infobulle est active pour la position donnée." #: doc/classes/ItemList.xml msgid "Sorts items in the list by their text." msgstr "Tri les éléments de la liste par leur texte." #: doc/classes/ItemList.xml msgid "Ensures the item associated with the specified index is not selected." msgstr "" "Assure que l'élément associé à la position donnée n'est pas sélectionné." #: doc/classes/ItemList.xml msgid "Ensures there are no items selected." msgstr "S'assure qu'aucun élément n'est sélectionné." #: doc/classes/ItemList.xml msgid "" "If [code]true[/code], the currently selected item can be selected again." msgstr "" "Si [code]true[/code], l'élément actuellement sélectionné peut être " "sélectionné à nouveau." #: doc/classes/ItemList.xml msgid "If [code]true[/code], right mouse button click can select items." msgstr "Si [code]true[/code], un clic-droit peut sélectionner les éléments." #: doc/classes/ItemList.xml msgid "" "If [code]true[/code], the control will automatically resize the height to " "fit its content." msgstr "" "Si [code]true[/code], le taille du contrôle sera automatiquement ajusté pour " "s'adapter à la hauteur de son contenu." #: doc/classes/ItemList.xml msgid "" "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 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 "" "La taille que prendrons toutes les icônes.\n" "Si un des composants X ou Y n'est pas supérieur à zéro, la taille ne sera " "pas changée." #: doc/classes/ItemList.xml msgid "" "The icon position, whether above or to the left of the text. See the [enum " "IconMode] constants." msgstr "" #: doc/classes/ItemList.xml msgid "" "The scale of icon applied after [member fixed_icon_size] and transposing " "takes effect." msgstr "" #: doc/classes/ItemList.xml 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 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 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 msgid "" "Allows single or multiple item selection. See the [enum SelectMode] " "constants." msgstr "" "Autorise une sélection d'un ou plusieurs éléments. Voir les constantes [enum " "SelectMode]." #: doc/classes/ItemList.xml msgid "" "Triggered when specified list item is activated via double-clicking or by " "pressing Enter." msgstr "" #: doc/classes/ItemList.xml 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 msgid "" "Triggered when specified item has been selected.\n" "[member allow_reselect] must be enabled to reselect an item." msgstr "" #: doc/classes/ItemList.xml msgid "" "Triggered when a multiple selection is altered on a list allowing multiple " "selection." msgstr "" #: doc/classes/ItemList.xml msgid "" "Triggered when a left mouse click is issued within the rect of the list but " "on empty space." msgstr "" #: doc/classes/ItemList.xml 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 msgid "Icon is drawn above the text." msgstr "L'icône est affichée au-dessus du texte." #: doc/classes/ItemList.xml msgid "Icon is drawn to the left of the text." msgstr "L'icône est affichée à gauche du texte." #: doc/classes/ItemList.xml msgid "Only allow selecting a single item." msgstr "Ne permet de sélectionner qu'un seul élément." #: doc/classes/ItemList.xml msgid "Allows selecting multiple items by holding Ctrl or Shift." msgstr "" "Autorise la sélection de plusieurs élément en maintenant Ctrl ou Maj appuyé." #: doc/classes/ItemList.xml doc/classes/Tree.xml msgid "Default text [Color] of the item." msgstr "La [Color] par défaut du texte de l'élément." #: doc/classes/ItemList.xml doc/classes/Tree.xml msgid "Text [Color] used when the item is selected." msgstr "La [Color] du texte utilisée quand l'élément est sélectionné." #: doc/classes/ItemList.xml msgid "" "[Color] of the guideline. The guideline is a line drawn between each row of " "items." msgstr "" "La [Color] de la ligne de guide. Cette ligne est affichée entre chaque ligne " "d'élément." #: doc/classes/ItemList.xml msgid "The horizontal spacing between items." msgstr "Espacement horizontal entre les éléments." #: doc/classes/ItemList.xml msgid "The spacing between item's icon and text." msgstr "L'espacement entre l'icône de l'élément et le texte." #: doc/classes/ItemList.xml msgid "The vertical spacing between each line of text." msgstr "L'espacement vertical entre chaque ligne de texte." #: doc/classes/ItemList.xml msgid "The vertical spacing between items." msgstr "L'espacement vertical entre les objets." #: doc/classes/ItemList.xml doc/classes/Tree.xml msgid "[Font] of the item's text." msgstr "[Font] du texte de l’élément." #: doc/classes/ItemList.xml msgid "" "Default [StyleBox] for the [ItemList], i.e. used when the control is not " "being focused." msgstr "" #: doc/classes/ItemList.xml msgid "[StyleBox] used when the [ItemList] is being focused." msgstr "La [StyleBox] utilisée quand le [ItemList] n'a pas le focus." #: doc/classes/ItemList.xml msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused." msgstr "" "La [StyleBox] utilisée pour le curseur, quand le [ItemList] est en focus." #: doc/classes/ItemList.xml msgid "" "[StyleBox] used for the cursor, when the [ItemList] is not being focused." msgstr "" "La [StyleBox] utilisée pour le curseur, quand le [ItemList] n'est pas en " "focus." #: doc/classes/ItemList.xml msgid "" "[StyleBox] for the selected items, used when the [ItemList] is not being " "focused." msgstr "" "La [StyleBox] utilisée pour les éléments sélectionnés, quand le [ItemList] " "n'est pas en focus." #: doc/classes/ItemList.xml msgid "" "[StyleBox] for the selected items, used when the [ItemList] is being focused." msgstr "" "La [StyleBox] utilisée pour les éléments sélectionnés, quand le [ItemList] " "est en focus." #: doc/classes/JavaScript.xml msgid "" "Singleton that connects the engine with the browser's JavaScript context in " "HTML5 export." msgstr "" #: doc/classes/JavaScript.xml 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=$DOCS_URL/" "development/compiling/compiling_for_web.html]Compiling for the Web[/url] in " "the documentation for more information." msgstr "" #: doc/classes/JavaScript.xml 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 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 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 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 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/JavaScript.xml msgid "" "Returns [code]true[/code] if a new version of the progressive web app is " "waiting to be activated.\n" "[b]Note:[/b] Only relevant when exported as a Progressive Web App." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Performs the live update of the progressive web app. Forcing the new version " "to be installed and the page to be reloaded.\n" "[b]Note:[/b] Your application will be [b]reloaded in all browser tabs[/b].\n" "[b]Note:[/b] Only relevant when exported as a Progressive Web App and " "[method pwa_needs_update] returns [code]true[/code]." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Emitted when an update for this progressive web app has been detected but is " "waiting to be activated because a previous version is active. See [method " "pwa_update] to force the update to take place immediately." msgstr "" #: doc/classes/JavaScriptObject.xml msgid "A wrapper class for native JavaScript objects." msgstr "Un classe d'encapsulation pour les objets JavaScript natifs." #: doc/classes/JavaScriptObject.xml 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 "" "JavaScriptObject est utilisé pour interagir avec les objets JavaScript " "récupérés ou créés avec [method JavaScript.get_interface], [method " "JavaScript.create_object], ou [method JavaScript.create_callback].\n" "Exemple :\n" "[codeblock]\n" "extends Node\n" "\n" "var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # " "Cette référence doit être gardée\n" "var console = JavaScript.get_interface(\"console\")\n" "\n" "func _init():\n" " var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # un nouveau " "ArrayBuffer(10)\n" " print(buf) # affiche [JavaScriptObject:OBJECT_ID]\n" " var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # un " "nouveau Uint8Array(buf)\n" " uint8arr[1] = 255\n" " prints(uint8arr[1], uint8arr.byteLength) # affiche 255 10\n" " console.log(uint8arr) # affiche dans la console du navigateur " "\"Uint8Array(10) [ 0, 255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n" "\n" " # Équivalent au code JavaScript: Array.from(uint8arr)." "forEach(myCallback)\n" " JavaScript.get_interface(\"Array\").from(uint8arr)." "forEach(_my_js_callback)\n" "\n" "func myCallback(args):\n" " # Sera appelé avec les paramètres passée à la fonction \"forEach\"\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] Uniquement disponible pour la plateforme HTML5." #: doc/classes/JNISingleton.xml msgid "" "Singleton that connects the engine with Android plugins to interface with " "native Android code." msgstr "" "L'instance unique qui connecte le moteur de jeu avec les greffons Android " "pour s'interfacer sur du code natif Android." #: doc/classes/JNISingleton.xml msgid "" "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 msgid "Creating Android plugins" msgstr "Créer des greffons Android" #: doc/classes/Joint.xml msgid "Base class for all 3D joints." msgstr "La classe parente de tous les joints 3D." #: doc/classes/Joint.xml 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 doc/classes/RigidBody.xml doc/classes/VehicleBody.xml #: doc/classes/VehicleWheel.xml msgid "3D Truck Town Demo" msgstr "" #: doc/classes/Joint.xml msgid "" "If [code]true[/code], the two bodies of the nodes are not able to collide " "with each other." msgstr "" #: doc/classes/Joint.xml msgid "The node attached to the first side (A) of the joint." msgstr "Le nœud attaché à la première extrémité (A) du joint." #: doc/classes/Joint.xml msgid "The node attached to the second side (B) of the joint." msgstr "Le nœud attaché à la seconde extrémité (B) du joint." #: doc/classes/Joint.xml 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 msgid "Base node for all joint constraints in 2D physics." msgstr "" #: doc/classes/Joint2D.xml msgid "" "Base node for all joint constraints in 2D physics. Joints take 2 bodies and " "apply a custom constraint." msgstr "" #: doc/classes/Joint2D.xml 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 msgid "" "If [code]true[/code], [member node_a] and [member node_b] can not collide." msgstr "" "Si [code]true[/code], les nœuds [member node_a] et [member node_b] ne peut " "pas entrer en collision." #: doc/classes/Joint2D.xml msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" "Le premier corps attaché à l'articulation. Doit hériter de [PhysicsBody2D]." #: doc/classes/Joint2D.xml msgid "" "The second body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" "Le second corps attaché à l'articulation. Doit hériter de [PhysicsBody2D]." #: doc/classes/JSON.xml msgid "Helper class for parsing JSON data." msgstr "La classe d'aide pour interpréter les données JSON." #: doc/classes/JSON.xml msgid "" "Helper class for parsing JSON data. For usage example and other important " "hints, see [JSONParseResult]." msgstr "" "Classe d'aide pour interpréter les données JSON. Voir [JSONParseResult] pour " "les exemples d'utilisateur ou les notes importantes." #: doc/classes/JSON.xml msgid "" "Parses a JSON-encoded string and returns a [JSONParseResult] containing the " "result." msgstr "" "Interprète une chaine de caractères encodé en JSON et retourne un " "[JSONParseResult] contenant le résultat." #: doc/classes/JSON.xml 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" "The [code]indent[/code] parameter controls if and how something is indented, " "the string used for this parameter will be used where there should be an " "indent in the output, even spaces like [code]\" \"[/code] will work. " "[code]\\t[/code] and [code]\\n[/code] can also be used for a tab indent, or " "to make a newline for each indent respectively.\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" "\n" "## JSON.print(my_dictionary, \"...\")\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 "" "Convertit une variable [Variant] en texte JSON et retourne le résultat. " "Utile pour sérialiser les données pour les enregistrer ou les envoyer à " "travers le réseau.\n" "[b]Note :[/b] Les spécifications du JSON ne définissent pas de différence " "entre les entiers et les flottants, et ne définissent que le type commun " "[i]nombre[/i]. Donc, convertir un Variant en JSON transformera tous les " "nombres en [float].\n" "La paramètre [code]indent[/code] contrôle si et comment le JSON doit être " "indenté, la chaine de caractères utilisé pour ce paramètre sera utilisé pour " "l'indentation de la sortie, et même les espaces [code]\" \"[/code] " "fonctionneront. [code]\\t[/code] et [code]\\n[/code] peuvent aussi être " "utilisé pour la tabulation, ou pour le retour à la ligne, respectivement.\n" "[b]Exemples de sortie :[/b]\n" "[codeblock]\n" "## JSON.print(my_dictionary) # À la suite, sans aucun retour à la ligne\n" "{\"name\":\"mon_dictionnaire\",\"version\":\"1.0.0\",\"entities\":[{\"name\":" "\"élément_0\",\"value\":\"valeur_0\"},{\"name\":\"élément_1\",\"value\":" "\"valeur_1\"}]}\n" "\n" "## JSON.print(my_dictionary, \"\\t\") # Retour à la ligne avec tabulation\n" "{\n" " \"name\": \"mon_dictionnaire\",\n" " \"version\": \"1.0.0\",\n" " \"entities\": [\n" " {\n" " \"name\": \"élément_0\",\n" " \"value\": \"valeur_0\"\n" " },\n" " {\n" " \"name\": \"élément_1\",\n" " \"value\": \"valeur_1\"\n" " }\n" " ]\n" "}\n" "\n" "## JSON.print(my_dictionary, \"...\") # Retour à la ligne avec \"...\"\n" "{\n" "...\"name\": \"mon_dictionnaire\",\n" "...\"version\": \"1.0.0\",\n" "...\"entities\": [\n" "......{\n" ".........\"name\": \"élément_0\",\n" ".........\"value\": \"valeur_0\"\n" "......},\n" "......{\n" ".........\"name\": \"élément_1\",\n" ".........\"value\": \"valeur_1\"\n" "......}\n" "...]\n" "}\n" "[/codeblock]" #: doc/classes/JSONParseResult.xml msgid "Data class wrapper for decoded JSON." msgstr "" #: doc/classes/JSONParseResult.xml 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 msgid "" "The error type if the JSON source was not successfully parsed. See the [enum " "Error] constants." msgstr "" "Un type d'erreur si la source JSON n'a pas été interprétée correctement. " "Voir les constantes [enum Error]." #: doc/classes/JSONParseResult.xml msgid "" "The line number where the error occurred if the JSON source was not " "successfully parsed." msgstr "" "Le numéro de ligne où l'erreur s'est produite dans le cas où le JSON n'a pas " "été interprété correctement." #: doc/classes/JSONParseResult.xml msgid "" "The error message if the JSON source was not successfully parsed. See the " "[enum Error] constants." msgstr "" "Le message d'erreur si la source de JSON n'a pas été correctement " "interprétée. Voir les constantes [enum Error]." #: doc/classes/JSONParseResult.xml 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 "" "Un [Variant] contenant un JSON interprété. Utilisez [method @GDScript." "typeof] ou le mot-clé [code]is[/code] pour vérifier si le type retourné " "correspond à vos attentes. Par exemple, si le code JSON commence par des " "accolades ([code]{}[/code]), un [Dictionary] sera retourné. S'il commence " "par des crochets ([code][][/code]), un [Array] sera retourné.\n" "[b]Remarque :[/b] La spécification JSON ne définis pas de type différent " "pour les entiers et flottants, mais seulement un type [i]number[/i]; par " "conséquent, toutes les valeurs numériques seront converties en type [float] " "lors de l'analyse du texte JSON.\n" "[b]Remarque :[/b] Les objets JSON ne préservent par l'ordre des champs comme " "les dictionnaires de Godot. Il ne faut donc pas présumer que l'ordre des " "champs est respecté si un dictionnaire est construit à partir d'un JSON. À " "l'inverse, les tableaux JSON conservent l'ordre de leurs éléments :\n" "[codeblock]\n" "var p = JSON.parse('[\"salut\", \"le\", \"monde\", \" !\"]')\n" "if typeof(p.result) == TYPE_ARRAY:\n" " print(p.result[0]) # Affiche \"salut\"\n" "else:\n" " push_error(\"Résultat inattendu.\")\n" "[/codeblock]" #: doc/classes/JSONRPC.xml msgid "A helper to handle dictionaries which look like JSONRPC documents." msgstr "" #: doc/classes/JSONRPC.xml 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 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 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 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 "" "Quand un serveur a reçu et traité une requête, il est attendu qu'il envoie " "une réponse. Si vous ne voulez pas de réponse alors vous devez envoyer une " "Notification à la place.\n" "- [code]result[/code] : Le résultat de la fonction appelée.\n" "- [code]id[/code] : L'identifiant de la requête que cette réponse cible." #: doc/classes/JSONRPC.xml 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 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 msgid "" "A method call was requested but no function of that name existed in the " "JSONRPC subclass." msgstr "" #: doc/classes/KinematicBody.xml msgid "Kinematic body 3D node." msgstr "Nœud 2D du corps cinématique." #: doc/classes/KinematicBody.xml 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 "" "Les corps Kinematic sont des types spéciaux de corps qui sont prévus pour " "être contrôlés par l'utilisateur. Ils ne sont pas affectés par la physique " "du tout ; contrairement aux autres types de corps, comme les caractères ou " "les corps rigides, ils sont plutôt similaires aux corps statiques. Ils ont " "principalement deux principaux usages :\n" "[b]Les mouvements simulés :[/b] Quand ces corps sont déplacés manuellement, " "que ça soit par le code ou avec un [AnimationPlayer] (avec [member " "AnimationPlayer.playback_process_mode] à \"physics\"), la physique calculera " "automatiquement une estimation de leur vitesse linéaire et angulaire. Ils " "sont très utiles pour les plateformes qui bougent ou les objets contrôlés " "par des AnimationPlayer (comme une porte, un pont qui se lève, etc.).\n" "[b]Les caractères cinétiques :[/b] La classe KinematicBody a aussi une API " "pour déplacer les objets (avec les méthodes [method move_and_collide] et " "[method move_and_slide]) tout en testant les collisions. Ils sont donc très " "utiles pour implémenter des caractères qui peuvent entrer en collision avec " "le monde, mais ne nécessitent pas de comportement physique avancé." #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "Kinematic character (2D)" msgstr "Caractère cinématique (2D)" #: doc/classes/KinematicBody.xml 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 "" "Retourne [code]true[/code] si l'axe [code]axis[/code] spécifié est " "verrouillé. Voir aussi [member move_lock_x], [member move_lock_y] et [member " "move_lock_z]." #: doc/classes/KinematicBody.xml 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 doc/classes/KinematicBody2D.xml 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 doc/classes/KinematicBody2D.xml 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 msgid "" "Returns a [KinematicCollision], which contains information about the latest " "collision that occurred during the last call to [method move_and_slide]." msgstr "" "Retourne un [KinematicCollision], qui contient les information sur la " "dernière collision qui arrive au dernier appel de [method move_and_slide]." #: doc/classes/KinematicBody.xml 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 doc/classes/KinematicBody2D.xml #, fuzzy 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 "" "Renvoie le nombre de fois où le corps est entré en collision et a changé de " "direction au cours du dernier appel vers [method move_and_slide]." #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml 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 "" "Retourne [code]true[/code] si le corps était entré en collision avec le " "plafond lors du dernier appel à [method move_and_slide] or [method " "move_and_slide_with_snap]. Retourne [code]false[/code] sinon." #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml 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 doc/classes/KinematicBody2D.xml 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 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 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 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 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 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 msgid "Lock the body's X axis movement." msgstr "Verrouiller l'axe X du déplacement du corps." #: doc/classes/KinematicBody.xml msgid "Lock the body's Y axis movement." msgstr "Verrouiller l'axe Y du déplacement du corps." #: doc/classes/KinematicBody.xml msgid "Lock the body's Z axis movement." msgstr "Verrouiller l'axe Z du déplacement du corps." #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml 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 doc/classes/KinematicBody2D.xml 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 msgid "" "Lock the body's X axis movement. Deprecated alias for [member " "axis_lock_motion_x]." msgstr "" "Verrouille l'axe X de mouvement du corps. C'est un raccourcis obsolète vers " "[member axis_lock_motion_x]." #: doc/classes/KinematicBody.xml msgid "" "Lock the body's Y axis movement. Deprecated alias for [member " "axis_lock_motion_y]." msgstr "" "Verrouille l'axe Y de mouvement du corps. C'est un raccourcis obsolète vers " "[member axis_lock_motion_Y]." #: doc/classes/KinematicBody.xml msgid "" "Lock the body's Z axis movement. Deprecated alias for [member " "axis_lock_motion_z]." msgstr "" "Verrouille l'axe Z de mouvement du corps. C'est un raccourcis obsolète vers " "[member axis_lock_motion_z]." #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "Sets the behavior to apply when you leave a moving platform. By default, to " "be physically accurate, when you leave the last platform velocity is " "applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " "available behavior." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "Add the last platform velocity when you leave a moving platform." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "Add the last platform velocity when you leave a moving platform, but any " "downward motion is ignored. It's useful to keep full jump height even when " "the platform is moving down." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "Do nothing when leaving a platform." msgstr "Ne fait rien quand quitte la plateforme." #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "Nœud 2D du corps cinématique." #: doc/classes/KinematicBody2D.xml 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 "" "Les corps Kinematic sont des types spéciaux de corps qui sont prévus pour " "être contrôlés par l'utilisateur. Ils ne sont pas affectés par la physique " "du tout ; contrairement aux autres types de corps, comme les caractères ou " "les corps rigides, ils sont plutôt similaires aux corps statiques. Ils ont " "principalement deux principaux usages :\n" "[b]Les mouvements simulés :[/b] Quand ces corps sont déplacés manuellement, " "que ça soit par le code ou avec un [AnimationPlayer] (avec [member " "AnimationPlayer.playback_process_mode] à \"physics\"), la physique calculera " "automatiquement une estimation de leur vitesse linéaire et angulaire. Ils " "sont très utiles pour les plateformes qui bougent ou les objets contrôlés " "par des AnimationPlayer (comme une porte, un pont qui se lève, etc.).\n" "[b]Les caractères cinétiques :[/b] La classe KinematicBody2D a aussi une API " "pour déplacer les objets (avec les méthodes [method move_and_collide] et " "[method move_and_slide]) tout en testant les collisions. Ils sont donc très " "utiles pour implémenter des caractères qui peuvent entrer en collision avec " "le monde, mais ne nécessitent pas de comportement physique avancé." #: doc/classes/KinematicBody2D.xml msgid "Using KinematicBody2D" msgstr "Utiliser KinematicBody2D" #: doc/classes/KinematicBody2D.xml 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 msgid "" "Returns a [KinematicCollision2D], which contains information about the " "latest collision that occurred during the last call to [method " "move_and_slide]." msgstr "" "Retourne un [KinematicCollision2D], qui contient les information sur la " "dernière collision qui arrive au dernier appel de [method move_and_slide]." #: doc/classes/KinematicBody2D.xml 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 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 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 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 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 msgid "Collision data for [KinematicBody] collisions." msgstr "Les données lors des collisions des [KinematicBody]." #: doc/classes/KinematicCollision.xml 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 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 doc/classes/KinematicCollision2D.xml msgid "The colliding body." msgstr "Le corps en collision." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "" "The colliding body's unique instance ID. See [method Object.get_instance_id]." msgstr "" "L'identifiant unique d'instance du corps entrant en collision. Voir [method " "Object.get_instance_id]." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body's metadata. See [Object]." msgstr "" #: doc/classes/KinematicCollision.xml msgid "The colliding body's [RID] used by the [PhysicsServer]." msgstr "Le [RID] du corps entrant en collision utilisé par le [PhysicsServer]." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body's shape." msgstr "La forme du corps en collision." #: doc/classes/KinematicCollision.xml msgid "The colliding shape's index. See [CollisionObject]." msgstr "L'index de la forme entrant en collision. Voir [CollisionObject]." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding object's velocity." msgstr "La vélocité de l’objet en collision." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The moving object's colliding shape." msgstr "La forme de collision de l’objet en mouvement." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body's shape's normal at the point of collision." msgstr "" "La normale de la forme du corps qui entre en collision à l'endroit de la " "collision." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The point of collision, in global coordinates." msgstr "Le point de collision, dans les coordonnées globales." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The moving object's remaining movement vector." msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The distance the moving object traveled before collision." msgstr "La distance que l'objet qui se déplace a bougé avant la collision." #: doc/classes/KinematicCollision2D.xml msgid "Collision data for [KinematicBody2D] collisions." msgstr "Les données des collisions de [KinematicBody2D]." #: doc/classes/KinematicCollision2D.xml 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 msgid "" "The collision angle according to [code]up_direction[/code], which is " "[code]Vector2.UP[/code] by default. This value is always positive." msgstr "" "L'angle de collision suivant [code]up_direction[/code], qui est " "[code]Vector2.UP[/code] par défaut. Cette valeur est toujours positive." #: doc/classes/KinematicCollision2D.xml msgid "The colliding body's [RID] used by the [Physics2DServer]." msgstr "" "Le [RID] du corps qui entre en collision utilisé par [Physics2DServer]." #: doc/classes/KinematicCollision2D.xml msgid "The colliding shape's index. See [CollisionObject2D]." msgstr "" #: doc/classes/Label.xml msgid "" "Displays plain text in a line or wrapped inside a rectangle. For formatted " "text, use [RichTextLabel]." msgstr "" #: doc/classes/Label.xml 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 msgid "Returns the amount of lines of text the Label has." msgstr "Retourne le nombre de lignes de texte qu'a le Label." #: doc/classes/Label.xml msgid "Returns the font size in pixels." msgstr "Retourne la taille de la police en pixels." #: doc/classes/Label.xml msgid "" "Returns the total number of printable characters in the text (excluding " "spaces and newlines)." msgstr "" #: doc/classes/Label.xml msgid "" "Returns the number of lines shown. Useful if the [Label]'s height cannot " "currently display all lines." msgstr "" #: doc/classes/Label.xml 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 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 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 msgid "" "The node ignores the first [code]lines_skipped[/code] lines before it starts " "to display text." msgstr "" #: doc/classes/Label.xml msgid "Limits the lines of text the node shows on screen." msgstr "Limite le nombre de lignes de texte que le nœud affiche à l'écran." #: doc/classes/Label.xml 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 doc/classes/Label3D.xml msgid "The text to display on screen." msgstr "Le texte à afficher à l'écran." #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "If [code]true[/code], all the text displays as UPPERCASE." msgstr "Si [code]true[/code], tous les textes seront en MAJUSCULE." #: doc/classes/Label.xml 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 msgid "Restricts the number of characters to display. Set to -1 to disable." msgstr "" "Limite le nombre de caractères affichés. Mettez la valeur à -1 pour " "désactiver." #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the left (default)." msgstr "Aligne les lignes à gauche (défaut)." #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows centered." msgstr "Centre les lignes." #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the right." msgstr "Aligne les lignes à droite." #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Expand row whitespaces to fit the width." msgstr "Ajoute des espaces à la ligne pour remplir en largeur." #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the top." msgstr "Aligne l’ensemble du texte en haut." #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the center." msgstr "Aligne l'ensemble du texte au centre." #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the bottom." msgstr "Aligne l’ensemble du texte vers le bas." #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text by spreading the rows." msgstr "Aligne tout le texte en étirant les lignes." #: doc/classes/Label.xml msgid "Default text [Color] of the [Label]." msgstr "La [Color] par défaut du texte du [Label]." #: doc/classes/Label.xml msgid "[Color] of the text's shadow effect." msgstr "La [Color] de l'ombre du texte." #: doc/classes/Label.xml msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]." msgstr "" "La teinte de la bordure de la [Font]. Voir [member DynamicFont." "outline_color]." #: doc/classes/Label.xml msgid "Vertical space between lines in multiline [Label]." msgstr "L'espace vertical entre les lignes en multiligne [Label]." #: doc/classes/Label.xml 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 msgid "The horizontal offset of the text's shadow." msgstr "Le décalage horizontal de l'ombre du texte." #: doc/classes/Label.xml msgid "The vertical offset of the text's shadow." msgstr "Le décalage vertical de l'ombre du texte." #: doc/classes/Label.xml msgid "[Font] used for the [Label]'s text." msgstr "[Font] utilisée pour le texte du [Label]." #: doc/classes/Label.xml msgid "Background [StyleBox] for the [Label]." msgstr "Le [StyleBox] d'arrière-plan pour le [Label]." #: doc/classes/Label3D.xml #, fuzzy msgid "Displays plain text in a 3D world." msgstr "Nœud de sprite en 2D dans un monde en 3D." #: doc/classes/Label3D.xml msgid "" "Label3D displays plain text in a 3D world. It gives you control over the " "horizontal and vertical alignment." msgstr "" #: doc/classes/Label3D.xml msgid "" "Returns a [TriangleMesh] with the label's vertices following its current " "configuration (such as its [member pixel_size])." msgstr "" #: doc/classes/Label3D.xml #, fuzzy msgid "" "If [code]true[/code], the specified flag will be enabled. See [enum Label3D." "DrawFlags] for a list of flags." msgstr "" "Si [code]true[/code], active l'option donné. Voir [enum Flags] pour ces " "options." #: doc/classes/Label3D.xml #, fuzzy msgid "" "The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for " "possible values." msgstr "" "Le mode d'orientation de la TileMap. Voir [enum Mode] pour les valeurs " "possibles." #: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml msgid "Threshold at which the alpha scissor will discard values." msgstr "Le seuil à partir duquel le ciseau alpha ignorera les valeurs." #: doc/classes/Label3D.xml #, fuzzy msgid "If [code]true[/code], wraps the text to the [member width]." msgstr "Si [code]true[/code], cache la ligne à l'index spécifié." #: doc/classes/Label3D.xml #, fuzzy msgid "" "The billboard mode to use for the label. See [enum SpatialMaterial." "BillboardMode] for possible values." msgstr "" "La direction de remplissage. Voir [enum FillMode] pour les valeurs possibles." #: doc/classes/Label3D.xml #, fuzzy msgid "" "If [code]true[/code], text can be seen from the back as well, if " "[code]false[/code], it is invisible when looking at it from behind." msgstr "" "Si [code]true[/code], la ligne sera verticale. Si [code]false[/code], elle " "sera horizontale." #: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml #, fuzzy msgid "" "If [code]true[/code], the label is rendered at the same size regardless of " "distance." msgstr "" "Si [code]true[/code], l'objet est affiché à la même taille indépendamment de " "sa distance à la caméra." #: doc/classes/Label3D.xml #, fuzzy msgid "[Font] used for the [Label3D]'s text." msgstr "[Font] utilisée pour le texte du [Label]." #: doc/classes/Label3D.xml msgid "" "Controls the text's horizontal alignment. Supports left, center, right. Set " "it to one of the [enum Align] constants." msgstr "" #: doc/classes/Label3D.xml #, fuzzy msgid "Vertical space between lines in multiline [Label3D]." msgstr "L'espace vertical entre les lignes en multiligne [Label]." #: doc/classes/Label3D.xml #, fuzzy msgid "Text [Color] of the [Label3D]." msgstr "La [Color] par défaut du texte du [Label]." #: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml #: doc/classes/SpriteBase3D.xml msgid "" "If [code]true[/code], depth testing is disabled and the object will be drawn " "in render order." msgstr "" #: doc/classes/Label3D.xml #, fuzzy msgid "The text drawing offset (in pixels)." msgstr "Le décalage du dessin de la texture." #: doc/classes/Label3D.xml #, fuzzy msgid "The tint of [Font]'s outline." msgstr "La hauteur du cylindre." #: doc/classes/Label3D.xml msgid "" "Sets the render priority for the text outline. Higher priority objects will " "be sorted in front of lower priority objects.\n" "[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant " "ALPHA_CUT_DISABLED] (default value).\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/Label3D.xml #, fuzzy msgid "The size of one pixel's width on the label to scale it in 3D." msgstr "La taille d'un des pixels de la sprite pour définir sa taille en 3D." #: doc/classes/Label3D.xml msgid "" "Sets the render priority for the text. Higher priority objects will be " "sorted in front of lower priority objects.\n" "[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant " "ALPHA_CUT_DISABLED] (default value).\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/Label3D.xml #, fuzzy msgid "" "If [code]true[/code], the [Light] in the [Environment] has effects on the " "label." msgstr "Si [code]true[/code], ce [HTTPClient] a une réponse disponible." #: doc/classes/Label3D.xml msgid "" "Controls the text's vertical alignment. Supports top, center, bottom. Set it " "to one of the [enum VAlign] constants." msgstr "" #: doc/classes/Label3D.xml msgid "Text width (in pixels), used for autowrap and fill alignment." msgstr "" #: doc/classes/Label3D.xml #, fuzzy msgid "If set, lights in the environment affect the label." msgstr "Si [code]true[/code], ce [HTTPClient] a une réponse disponible." #: doc/classes/Label3D.xml msgid "" "If set, text can be seen from the back as well. If not, the texture is " "invisible when looking at it from behind." msgstr "" #: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml #: doc/classes/SpriteBase3D.xml 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/Label3D.xml msgid "" "Label is scaled by depth so that it always appears the same size on screen." msgstr "" #: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml msgid "Represents the size of the [enum DrawFlags] enum." msgstr "Représente la taille de l'énumération [enum DrawFlags]." #: doc/classes/Label3D.xml msgid "" "This mode performs standard alpha blending. It can display translucent " "areas, but transparency sorting issues may be visible when multiple " "transparent materials are overlapping." msgstr "" #: doc/classes/Label3D.xml msgid "" "This mode only allows fully transparent or fully opaque pixels. This mode is " "also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n" "[b]Note:[/b] This mode might have issues with anti-aliased fonts and " "outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n" "[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " "scripts), this mode might have transparency sorting issues between the main " "text and the outline." msgstr "" #: doc/classes/Label3D.xml msgid "" "This mode draws fully opaque pixels in the depth prepass. This is slower " "than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it " "allows displaying translucent areas and smooth edges while using proper " "sorting.\n" "[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " "scripts), this mode might have transparency sorting issues between the main " "text and the outline." msgstr "" #: doc/classes/LargeTexture.xml msgid "" "[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with " "offsets." msgstr "" "[i]Obsolète[/i]. Une [Texture] capable de stocker plusieurs textures plus " "petites avec des positions." #: doc/classes/LargeTexture.xml msgid "" "[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 msgid "" "Adds [code]texture[/code] to this [LargeTexture], starting on offset " "[code]ofs[/code]." msgstr "" "Ajoute [code]texture[/code] à cette [LargeTexture], démarrant à la position " "[code]ofs[/code]." #: doc/classes/LargeTexture.xml msgid "Clears the [LargeTexture]." msgstr "Efface la [LargeTexture]." #: doc/classes/LargeTexture.xml msgid "Returns the number of pieces currently in this [LargeTexture]." msgstr "Retourne le nombre de pièces actuellement dans cette [LargeTexture]." #: doc/classes/LargeTexture.xml msgid "Returns the offset of the piece with the index [code]idx[/code]." msgstr "Retourne le décalage de la pièce à l'index [code]idx[/code]." #: doc/classes/LargeTexture.xml #, fuzzy msgid "Returns the [Texture] of the piece with the index [code]idx[/code]." msgstr "Retourne la position du point à l'index [code]point[/code]." #: doc/classes/LargeTexture.xml msgid "" "Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/" "code]." msgstr "" "Définit le décalage de la pièce à l'index [code]idx[/code] avec [code]ofs[/" "code]." #: doc/classes/LargeTexture.xml #, fuzzy msgid "" "Sets the [Texture] of the piece with index [code]idx[/code] to " "[code]texture[/code]." msgstr "" "Déplace l’élément de l’index [code]from_idx[/code] à [code]to_idx[/code]." #: doc/classes/LargeTexture.xml msgid "Sets the size of this [LargeTexture]." msgstr "Définit la taille de cette [LargeTexture]." #: doc/classes/Light.xml msgid "Provides a base class for different kinds of light nodes." msgstr "Fourni une classe commune aux différents types de nœuds de lumière." #: doc/classes/Light.xml 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 doc/classes/SpotLight.xml msgid "3D lights and shadows" msgstr "Les lumières et ombres 3D" #: doc/classes/Light.xml msgid "Returns the value of the specified [enum Light.Param] parameter." msgstr "Retourne la valeur du paramètre [enum Light.Param] spécifié." #: doc/classes/Light.xml msgid "Sets the value of the specified [enum Light.Param] parameter." msgstr "Définit la valeur du paramètre [enum Light.Param] spécifié." #: doc/classes/Light.xml msgid "" "If [code]true[/code], the light only appears in the editor and will not be " "visible at runtime." msgstr "" #: doc/classes/Light.xml msgid "The light's bake mode. See [enum BakeMode]." msgstr "" #: doc/classes/Light.xml 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 msgid "The light will affect objects in the selected layers." msgstr "La lumière affectera les objets dans les claques sélectionnés." #: doc/classes/Light.xml 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 msgid "" "Secondary multiplier used with indirect light (light bounces). This works on " "both [BakedLightmap] and [GIProbe]." msgstr "" #: doc/classes/Light.xml msgid "" "If [code]true[/code], the light's effect is reversed, darkening areas and " "casting bright shadows." msgstr "" #: doc/classes/Light.xml 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 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 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 msgid "The color of shadows cast by this light." msgstr "La couleur de l'ombre projeté par cette lumière." #: doc/classes/Light.xml msgid "" "Attempts to reduce [member shadow_bias] gap by rendering screen-space " "contact shadows. This has a performance impact, especially at higher " "values.\n" "[b]Note:[/b] Contact shadows can look broken, so leaving this property to " "[code]0.0[/code] is recommended." msgstr "" #: doc/classes/Light.xml msgid "If [code]true[/code], the light will cast shadows." msgstr "Si [code]true[/code], la lumière produira des ombres." #: doc/classes/Light.xml 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 msgid "Constant for accessing [member light_energy]." msgstr "La constante pour accéder à [member light_energy]." #: doc/classes/Light.xml msgid "Constant for accessing [member light_indirect_energy]." msgstr "La constante pour accéder à [member light_indirect_energy]." #: doc/classes/Light.xml msgid "Constant for accessing [member light_size]." msgstr "La constante pour accéder à [member light_size]." #: doc/classes/Light.xml msgid "Constant for accessing [member light_specular]." msgstr "La constante pour accéder à [member light_specular]." #: doc/classes/Light.xml msgid "" "Constant for accessing [member OmniLight.omni_range] or [member SpotLight." "spot_range]." msgstr "" "La constante pour accéder à [member OmniLight.omni_range] ou [member " "SpotLight.spot_range]." #: doc/classes/Light.xml msgid "" "Constant for accessing [member OmniLight.omni_attenuation] or [member " "SpotLight.spot_attenuation]." msgstr "" "La constante pour accéder à [member OmniLight.omni_attenuation] ou [member " "SpotLight.spot_attenuation]." #: doc/classes/Light.xml msgid "Constant for accessing [member SpotLight.spot_angle]." msgstr "La constante pour accéder à [member SpotLight.spot_angle]." #: doc/classes/Light.xml msgid "Constant for accessing [member SpotLight.spot_angle_attenuation]." msgstr "La constante pour accéder à [member SpotLight.spot_angle_attenuation]." #: doc/classes/Light.xml msgid "Constant for accessing [member shadow_contact]." msgstr "La constante pour accéder à [member shadow_contact]." #: doc/classes/Light.xml msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_max_distance]." msgstr "" "La constante pour accéder à [member DirectionalLight." "directional_shadow_max_distance]." #: doc/classes/Light.xml msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_1]." msgstr "" "La constante pour accéder à [member DirectionalLight." "directional_shadow_split_1]." #: doc/classes/Light.xml msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_2]." msgstr "" "La constante pour accéder à [member DirectionalLight." "directional_shadow_split_2]." #: doc/classes/Light.xml msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_3]." msgstr "" "La constante pour accéder à [member DirectionalLight." "directional_shadow_split_3]." #: doc/classes/Light.xml msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_normal_bias]." msgstr "" "La constante pour accéder à [member DirectionalLight." "directional_shadow_normal_bias]." #: doc/classes/Light.xml msgid "Constant for accessing [member shadow_bias]." msgstr "La constante pour accéder à [member shadow_bias]." #: doc/classes/Light.xml msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_bias_split_scale]." msgstr "" "La constante pour accéder à [member DirectionalLight." "directional_shadow_bias_split_scale]." #: doc/classes/Light.xml msgid "" "Light is ignored when baking.\n" "[b]Note:[/b] Hiding a light does [i]not[/i] affect baking." msgstr "" #: doc/classes/Light.xml msgid "Only indirect lighting will be baked (default)." msgstr "" #: doc/classes/Light.xml 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 msgid "Casts light in a 2D environment." msgstr "" #: doc/classes/Light2D.xml 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 msgid "The Light2D's [Color]." msgstr "La [Color] de Light2D." #: doc/classes/Light2D.xml msgid "If [code]true[/code], Light2D will only appear when editing the scene." msgstr "" "Si [code]true[/code], la Light2D n'apparaitra que dans l'éditeur de scène." #: doc/classes/Light2D.xml msgid "If [code]true[/code], Light2D will emit light." msgstr "Si [code]true[/code], la Light2D émettra de la lumière." #: doc/classes/Light2D.xml msgid "" "The Light2D's energy value. The larger the value, the stronger the light." msgstr "" "L'énergie de la Light2D. Plus la valeur est élevée, plus la lumière est " "forte." #: doc/classes/Light2D.xml msgid "The Light2D's mode. See [enum Mode] constants for values." msgstr "" #: doc/classes/Light2D.xml msgid "The offset of the Light2D's [code]texture[/code]." msgstr "" #: doc/classes/Light2D.xml msgid "The height of the Light2D. Used with 2D normal mapping." msgstr "" #: doc/classes/Light2D.xml msgid "" "The layer mask. Only objects with a matching mask will be affected by the " "Light2D." msgstr "" #: doc/classes/Light2D.xml msgid "Maximum layer value of objects that are affected by the Light2D." msgstr "" "La niveau de calque maximum pour qu'un objet soit éclairé par la Light2D." #: doc/classes/Light2D.xml msgid "Minimum layer value of objects that are affected by the Light2D." msgstr "" "La niveau de calque minimum pour qu'un objet soit éclairé par la Light2D." #: doc/classes/Light2D.xml msgid "" "Maximum [code]z[/code] value of objects that are affected by the Light2D." msgstr "" "La valeur [code]z[/code] maximale pour que les objets soient affectés pour " "les Light2D." #: doc/classes/Light2D.xml msgid "" "Minimum [code]z[/code] value of objects that are affected by the Light2D." msgstr "" "La valeur [code]z[/code] minimale pour que les objets soient affectés pour " "les Light2D." #: doc/classes/Light2D.xml #, fuzzy msgid "Shadow buffer size." msgstr "Taille du tampon d'ombre." #: doc/classes/Light2D.xml msgid "[Color] of shadows cast by the Light2D." msgstr "La [Color] de l'ombre affichée par la Light2D." #: doc/classes/Light2D.xml msgid "If [code]true[/code], the Light2D will cast shadows." msgstr "Si [code]true[/code], la Light2D affichera les ombres." #: doc/classes/Light2D.xml msgid "Shadow filter type. See [enum ShadowFilter] for possible values." msgstr "" "Le type de filtre pour les ombres. Voir [enum ShadowFilter] pour les valeurs " "possibles." #: doc/classes/Light2D.xml msgid "Smoothing value for shadows." msgstr "Valeur de lissage pour les ombres." #: doc/classes/Light2D.xml msgid "Smooth shadow gradient length." msgstr "" #: doc/classes/Light2D.xml 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 msgid "[Texture] used for the Light2D's appearance." msgstr "La [Texture] utilisée pour l'apparence de la Light2D." #: doc/classes/Light2D.xml msgid "The [code]texture[/code]'s scale factor." msgstr "Le facteur d'échelle de la [code]texture[/code]." #: doc/classes/Light2D.xml 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 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 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 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 msgid "No filter applies to the shadow map. See [member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (3 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (5 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (7 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (9 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (13 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/LightOccluder2D.xml msgid "Occludes light cast by a Light2D, casting shadows." msgstr "" #: doc/classes/LightOccluder2D.xml 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 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 msgid "The [OccluderPolygon2D] used to compute the shadow." msgstr "" #: doc/classes/Line2D.xml msgid "A 2D line." msgstr "Une ligne 2D." #: doc/classes/Line2D.xml msgid "" "A line through several points in 2D space. Supports varying width and color " "over the line's length, texturing, and several cap/joint types.\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 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 msgid "Removes all points from the line." msgstr "" #: doc/classes/Line2D.xml msgid "Returns the Line2D's amount of points." msgstr "Renvoie le nombre de points de la Ligne2D." #: doc/classes/Line2D.xml msgid "Returns point [code]i[/code]'s position." msgstr "Renvoie la position du point [code]i[/code]." #: doc/classes/Line2D.xml msgid "Removes the point at index [code]i[/code] from the line." msgstr "Supprime le point à l'index [code]i[/code] de la ligne." #: doc/classes/Line2D.xml msgid "" "Overwrites the position in point [code]i[/code] with the supplied " "[code]position[/code]." msgstr "" "Remplace la position du point [code]i[/code] par la [code]position[/code] " "spécifiée." #: doc/classes/Line2D.xml msgid "" "If [code]true[/code], the line's border will attempt to perform antialiasing " "by drawing thin OpenGL smooth lines on the line's edges.\n" "[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] " "is [code]true[/code].\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent lines and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedLine2D node. That node relies on a texture with custom mipmaps to " "perform antialiasing. 2D batching is also still supported with those " "antialiased lines." msgstr "" #: doc/classes/Line2D.xml msgid "" "Controls the style of the line's first point. Use [enum LineCapMode] " "constants." msgstr "" "Contrôle le style du premier point de la ligne. Utilisez les constantes " "[enum LineCapMode]." #: doc/classes/Line2D.xml msgid "The line's color. Will not be used if a gradient is set." msgstr "La couleur de la ligne. Ne sera pas utilisé si un dégradé est défini." #: doc/classes/Line2D.xml msgid "" "Controls the style of the line's last point. Use [enum LineCapMode] " "constants." msgstr "" "Contrôle le style du dernier point de la ligne. Utilisez une des constantes " "de [enum LineCapMode]." #: doc/classes/Line2D.xml 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 msgid "The style for the points between the start and the end." msgstr "Le style des points entre le début et la fin." #: doc/classes/Line2D.xml 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 msgid "" "The smoothness of the rounded joints and caps. Higher values result in " "smoother corners, but are more demanding to render and update. This is only " "used if a cap or joint is set as round.\n" "[b]Note:[/b] The default value is tuned for lines with the default [member " "width]. For thin lines, this value should be reduced to a number between " "[code]2[/code] and [code]4[/code] to improve performance." msgstr "" #: doc/classes/Line2D.xml msgid "" "The direction difference in radians between vector points. This value is " "only used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]." msgstr "" #: doc/classes/Line2D.xml msgid "" "The texture used for the line's texture. Uses [code]texture_mode[/code] for " "drawing style." msgstr "" #: doc/classes/Line2D.xml msgid "" "The style to render the [code]texture[/code] on the line. Use [enum " "LineTextureMode] constants." msgstr "" #: doc/classes/Line2D.xml msgid "The line's width." msgstr "La largeur de la ligne." #: doc/classes/Line2D.xml 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 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 msgid "The line's joints will be bevelled/chamfered." msgstr "" #: doc/classes/Line2D.xml msgid "The line's joints will be rounded." msgstr "" #: doc/classes/Line2D.xml msgid "Don't draw a line cap." msgstr "Ne pas dessiner les bords de la ligne." #: doc/classes/Line2D.xml msgid "Draws the line cap as a box." msgstr "Dessine le bout de la ligne avec une boîte." #: doc/classes/Line2D.xml msgid "Draws the line cap as a circle." msgstr "Dessine le bout de la ligne avec un arrondi." #: doc/classes/Line2D.xml msgid "" "Takes the left pixels of the texture and renders it over the whole line." msgstr "" #: doc/classes/Line2D.xml 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 msgid "" "Stretches the texture across the line. Import the texture with [b]Repeat[/b] " "disabled for best results." msgstr "" #: doc/classes/LineEdit.xml msgid "Control that provides single-line string editing." msgstr "" #: doc/classes/LineEdit.xml 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 "" "LineEdit fournit une éditeur de texte sur une ligne, utilisé pour les champs " "de texte.\n" "Il propose de nombreux raccourcis qui sont toujours disponibles ([code]Ctrl[/" "code] ici correspond à [code]Commande[/code] sous macOS) :\n" "- Ctrl + C : Copier\n" "- Ctrl + X : Couper\n" "- Ctrl + V ou Ctrl + Y : Coller\n" "- Ctrl + Z : Annuler\n" "- Ctrl + Màj + Z : Refaire\n" "- Ctrl + U : Supprimer le texte du curseur jusqu'au début de la ligne\n" "- Ctrl + K : Supprimer le texte du curseur jusqu'à la fin de la ligne\n" "- Ctrl + A : Sélectionner tout le texte\n" "- Flèche haut/bas : Déplace le curseur au début/fin de la ligne\n" "Sous macOS, d'autres raccourcis sont disponibles :\n" "- Ctrl + F : Comme avec la flèche droite, déplace le curseur d'un caractère " "vers la droite\n" "- Ctrl + B : Comme avec la flèche gauche, déplace le curseur d'un caractère " "vers la gauche\n" "- Ctrl + P : Comme avec la flèche du haut, déplace le curseur à la ligne " "précédente\n" "- Ctrl + N : Comme avec la flèche du bas, déplace le curseur à la ligne " "suivante\n" "- Ctrl + D : Comme la touche Supprimer, supprime le caractère à droite du " "curseur\n" "- Ctrl + H : Comme la touche Backspace, supprime le caractère à gauche du " "curseur\n" "- Commande + Flèche gauche : Comme la touche Home, déplacer le curseur au " "début de la ligne\n" "- Commande + Flèche droite : Comme la touche Fin, déplacer le curseur au " "début de la ligne" #: doc/classes/LineEdit.xml msgid "" "Adds [code]text[/code] after the cursor. If the resulting value is longer " "than [member max_length], nothing happens." msgstr "" "Ajoute [code]text[/code] après le curseur. Si le résultat est plus long que " "[member max_length], rien ne se passe." #: doc/classes/LineEdit.xml msgid "Erases the [LineEdit]'s [member text]." msgstr "Efface le [member text] du [LineEdit]." #: doc/classes/LineEdit.xml msgid "" "Deletes one character at the cursor's current position (equivalent to " "pressing the [code]Delete[/code] key)." msgstr "" "Supprime un caractère à la position actuelle du curseur (revient à appuyer " "sur la touche suppression [code]Delete[/code])." #: doc/classes/LineEdit.xml msgid "" "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 doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "Efface la sélection actuelle." #: doc/classes/LineEdit.xml 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 msgid "" "Returns the scroll offset due to [member caret_position], as a number of " "characters." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Returns the selection begin column." msgstr "Retourne la colonne de début de sélection." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Returns the selection end column." msgstr "Retourne la colonne de fin de sélection." #: doc/classes/LineEdit.xml #, fuzzy msgid "Returns [code]true[/code] if the user has selected text." msgstr "Retourne [code]true[/code] si le minuteur est arrêté." #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" "Exécute l'action donnée comme définit par l'énumération [enum MenuItems]." #: doc/classes/LineEdit.xml msgid "" "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 msgid "Selects the whole [String]." msgstr "Sélectionne l’ensemble [String]." #: doc/classes/LineEdit.xml msgid "Text alignment as defined in the [enum Align] enum." msgstr "L'alignement du texte tel que défini dans l'énumération [enum Align]." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], the caret (visual cursor) blinks." msgstr "Si [code]true[/code], le curseur de texte clignote." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Duration (in seconds) of a caret's blinking cycle." msgstr "La durée (en secondes) de l'animation de clignotement du curseur." #: doc/classes/LineEdit.xml msgid "" "The cursor's position inside the [LineEdit]. When set, the text may scroll " "to accommodate it." msgstr "" #: doc/classes/LineEdit.xml 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 msgid "If [code]true[/code], the context menu will appear when right-clicked." msgstr "Si [code]true[/code], le menu contextuel apparaitra au clic-droit." #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml #: doc/classes/TextEdit.xml #, fuzzy msgid "" "If [code]true[/code], the selected text will be deselected when focus is " "lost." msgstr "" "Si [code]true[/code], la cellule actuellement sélectionnée peut être " "sélectionnée à nouveau." #: doc/classes/LineEdit.xml msgid "" "If [code]false[/code], existing text cannot be modified and new text cannot " "be added." msgstr "" #: doc/classes/LineEdit.xml 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 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 doc/classes/TextEdit.xml msgid "" "If [code]false[/code], using middle mouse button to paste clipboard will be " "disabled.\n" "[b]Note:[/b] This method is only implemented on Linux." msgstr "" #: doc/classes/LineEdit.xml msgid "" "Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/" "code]." msgstr "" "L'opacité du [member placeholder_text]. Entre [code]0[/code] et [code]1[/" "code]." #: doc/classes/LineEdit.xml msgid "" "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 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 msgid "" "If [code]true[/code], every character is replaced with the secret character " "(see [member secret_character])." msgstr "" #: doc/classes/LineEdit.xml 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 msgid "" "If [code]false[/code], it's impossible to select the text using mouse nor " "keyboard." msgstr "" "Si [code]false[/code], il n'est pas possible de sélectionner le texte avec " "la souris ou le clavier." #: doc/classes/LineEdit.xml msgid "If [code]false[/code], using shortcuts will be disabled." msgstr "Si [code]false[/code], les raccourcis sont désactivés." #: doc/classes/LineEdit.xml 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 doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the native virtual keyboard is shown when focused on " "platforms that support it." msgstr "" "Si [code]true[/code], le clavier virtuel natif est affiché lorsque cet " "élément prend le focus sur les plateformes qui le supportent." #: doc/classes/LineEdit.xml 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 doc/classes/TextEdit.xml msgid "Emitted when the text changes." msgstr "Émis lorsque le texte change." #: doc/classes/LineEdit.xml msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]." msgstr "" "Émis quand l'utilisateur presse [constant KEY_ENTER] dans le [LineEdit]." #: doc/classes/LineEdit.xml msgid "Aligns the text on the left-hand side of the [LineEdit]." msgstr "Aligne le texte à gauche dans le [LineEdit]." #: doc/classes/LineEdit.xml msgid "Centers the text in the middle of the [LineEdit]." msgstr "Centre le texte au milieu de la [LineEdit]." #: doc/classes/LineEdit.xml msgid "Aligns the text on the right-hand side of the [LineEdit]." msgstr "Aligne le texte à droite dans le [LineEdit]." #: doc/classes/LineEdit.xml msgid "Stretches whitespaces to fit the [LineEdit]'s width." msgstr "Élargis les espaces pour s'adapter à la largeur du [LineEdit]." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Cuts (copies and clears) the selected text." msgstr "Coupe (copie puis efface) le texte sélectionné." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Copies the selected text." msgstr "Copie le texte sélectionné." #: doc/classes/LineEdit.xml 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 msgid "Erases the whole [LineEdit] text." msgstr "Efface l’ensemble du texte [LineEdit]." #: doc/classes/LineEdit.xml msgid "Selects the whole [LineEdit] text." msgstr "Sélectionne l'ensemble du texte [LineEdit]." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Undoes the previous action." msgstr "Annule l’action précédente." #: doc/classes/LineEdit.xml msgid "Reverse the last undo action." msgstr "Inverser la dernière action d'annulation." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Represents the size of the [enum MenuItems] enum." msgstr "Représente la taille de l'énumération [enum MenuItems]." #: doc/classes/LineEdit.xml msgid "Color used as default tint for the clear button." msgstr "La couleur utilisée pour la teinte par défaut pour le bouton effacer." #: doc/classes/LineEdit.xml msgid "Color used for the clear button when it's pressed." msgstr "La couleur utilisée pour le bouton effacer quand il est appuyé." #: doc/classes/LineEdit.xml msgid "Color of the [LineEdit]'s visual cursor (caret)." msgstr "La couleur du curseur de texte du [LineEdit]." #: doc/classes/LineEdit.xml msgid "Default font color." msgstr "Couleur de police par défaut." #: doc/classes/LineEdit.xml msgid "Font color for selected text (inside the selection rectangle)." msgstr "" "La couleur de la police du texte sélectionné (à l'intérieur du rectangle de " "sélection)." #: doc/classes/LineEdit.xml msgid "Font color when editing is disabled." msgstr "La couleur de police quand l'édition est désactivée." #: doc/classes/LineEdit.xml msgid "Color of the selection rectangle." msgstr "La couleur du rectangle de sélection." #: doc/classes/LineEdit.xml 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 msgid "Font used for the text." msgstr "Police utilisée pour le texte." #: doc/classes/LineEdit.xml msgid "Texture for the clear button. See [member clear_button_enabled]." msgstr "La texture pour le bouton effacer. Voir [member clear_button_enabled]." #: doc/classes/LineEdit.xml msgid "Background used when [LineEdit] has GUI focus." msgstr "L'arrière-plan quand le [LineEdit] à le focus." #: doc/classes/LineEdit.xml msgid "Default background for the [LineEdit]." msgstr "Arrière-plan par défaut pour le [LineEdit]." #: doc/classes/LineEdit.xml msgid "" "Background used when [LineEdit] is in read-only mode ([member editable] is " "set to [code]false[/code])." msgstr "" #: doc/classes/LineShape2D.xml msgid "Line shape for 2D collisions." msgstr "La forme en ligne pour les collisions 2D." #: doc/classes/LineShape2D.xml 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 msgid "The line's distance from the origin." msgstr "La distance de la ligne à l'origine." #: doc/classes/LineShape2D.xml msgid "The line's normal." msgstr "La normale de la ligne." #: doc/classes/LinkButton.xml msgid "Simple button used to represent a link to some resource." msgstr "Un simple bouton pour représente un lien vers une ressource." #: doc/classes/LinkButton.xml 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 msgid "" "Determines when to show the underline. See [enum UnderlineMode] for options." msgstr "" "Détermine quand une ligne sous le texte est affichée. Voir [enum " "UnderlineMode] pour les possibilités." #: doc/classes/LinkButton.xml msgid "The LinkButton will always show an underline at the bottom of its text." msgstr "Le LinkButton affichera toujours une ligne sous le texte." #: doc/classes/LinkButton.xml msgid "" "The LinkButton will show an underline at the bottom of its text when the " "mouse cursor is over it." msgstr "" "Le LinkButton affichera une ligne sous le texte quand il sera survolé pour " "le curseur de la souris." #: doc/classes/LinkButton.xml msgid "The LinkButton will never show an underline at the bottom of its text." msgstr "Le LinkButton n'affichera jamais de ligne sous le texte." #: doc/classes/LinkButton.xml msgid "Default text [Color] of the [LinkButton]." msgstr "La [Color] par défaut du texte pour le [LinkButton]." #: doc/classes/LinkButton.xml 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 msgid "Text [Color] used when the [LinkButton] is being hovered." msgstr "La [Color] de texte utilisée quand le [LinkButton] est survolé." #: doc/classes/LinkButton.xml msgid "Text [Color] used when the [LinkButton] is being pressed." msgstr "La [Color] de texte utilisée quand le [LinkButton] est pressé." #: doc/classes/LinkButton.xml msgid "The vertical space between the baseline of text and the underline." msgstr "" "L'espacement vertical entre la ligne de base du texte et le surlignage." #: doc/classes/LinkButton.xml msgid "[Font] of the [LinkButton]'s text." msgstr "La [Font] du texte du [LinkButton]." #: doc/classes/LinkButton.xml 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 doc/classes/Listener2D.xml msgid "Overrides the location sounds are heard from." msgstr "Remplace la position d'où les sons sont entendus." #: doc/classes/Listener.xml 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 msgid "Disables the listener to use the current camera's listener instead." msgstr "" "Désactive l'écouteur pour utiliser à la place celui de la caméra actuelle." #: doc/classes/Listener.xml msgid "Returns the listener's global orthonormalized [Transform]." msgstr "Retourne la [Transform] globale orthonormale de l'écouteur." #: doc/classes/Listener.xml 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 msgid "Enables the listener. This will override the current camera's listener." msgstr "Active cet écouteur. Cela va remplacer celui de la caméra actuelle." #: doc/classes/Listener2D.xml 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 msgid "" "Disables the [Listener2D]. If it's not set as current, this method will have " "no effect." msgstr "" "Désactive le [Listener2D]. S'il n'était pas déjà l'actuel, cette méthode " "n'aura aucun effet." #: doc/classes/Listener2D.xml msgid "Returns [code]true[/code] if this [Listener2D] is currently active." msgstr "Retourne [code]true[/code] si le [Listener2D] est actuellement actif." #: doc/classes/Listener2D.xml 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 msgid "Abstract base class for the game's main loop." msgstr "La classe abstraite de base pour la boucle principale du jeu." #: doc/classes/MainLoop.xml 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 "" "[MainLoop] une classe abstraite de base pour la boucle de jeu d'un projet " "Godot. C'est hérité par [SceneTree], qui est l'implémentation de boucle de " "jeu par défaut dans les projets Godot, mais il est possible d'écrire sa " "propre boucle en utilisant une sous-classe de [MainLoop] plutôt que celle " "par défaut.\n" "Au lancement de l'application, une implémentation d'une [MainLoop] doit être " "fournieà au système d'exploitation ; sinon, l'application quittera. Elle est " "fournie automatiquement (un [SceneTree] est créé) sauf si un [Script] " "principal est fourni depuis les lignes de commande (avec [code]godot -s " "my_loop.gd[/code], qui doit alors contenir l'implémentation d'une " "[MainLoop].\n" "Voici un exemple de script implémentant une 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(\"Initialisé :\")\n" " print(\" Time de début : %s\" % str(time_elapsed))\n" "\n" "func _idle(delta):\n" " time_elapsed += delta\n" " # Retourner \"true\" pour quitter la boucle.\n" " return quit\n" "\n" "func _input_event(event):\n" " # Enregistrer les touches.\n" " if event is InputEventKey and event.pressed and !event.echo:\n" " keys_typed.append(OS.get_scancode_string(event.scancode))\n" " # Quitter quand Échap appuyé.\n" " if event.scancode == KEY_ESCAPE:\n" " quit = true\n" " # Quitter au premier clic de la souris.\n" " if event is InputEventMouseButton:\n" " quit = true\n" "\n" "func _finalize():\n" " print(\"Terminé :\")\n" " print(\" Temps final : %s\" % str(time_elapsed))\n" " print(\" Touches pressés : %s\" % var2str(keys_typed))\n" "[/codeblock]" #: doc/classes/MainLoop.xml 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 msgid "Called before the program exits." msgstr "Appelé avant que le programme se termine." #: doc/classes/MainLoop.xml msgid "" "Called when the user performs an action in the system global menu (e.g. the " "Mac OS menu bar)." msgstr "" "Appelé quand un utilisateur fait une action depuis le menu global du système " "(par ex. la barre de menu de macOS)." #: doc/classes/MainLoop.xml 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 msgid "Called once during initialization." msgstr "Appelé une fois lors de l’initialisation." #: doc/classes/MainLoop.xml msgid "Called whenever an [InputEvent] is received by the main loop." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Deprecated callback, does not do anything. Use [method _input_event] to " "parse text input. Will be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml 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 msgid "" "Should not be called manually, override [method _finalize] instead. Will be " "removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _idle] instead. Will be " "removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _initialize] instead. Will " "be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _input_event] instead. Will " "be removed in Godot 4.0." msgstr "" "Ne devrait pas être appelé manuellement, surchargez plutôt [method " "_input_event]. Sera supprimé dans Godot 4.0." #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _input_text] instead. Will " "be removed in Godot 4.0." msgstr "" "Ne devrait pas être appelé manuellement, surchargez plutôt [method " "_input_text]. Sera supprimé dans Godot 4.0." #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _iteration] instead. Will be " "removed in Godot 4.0." msgstr "" "Ne doit pas être appelé manuellement, utilisez [method _iteration] plutôt. " "Sera supprimé dans Godot 4.0." #: doc/classes/MainLoop.xml msgid "Emitted when a user responds to a permission request." msgstr "Émis quand l'utilisateur répond à une demande de permission." #: doc/classes/MainLoop.xml doc/classes/Node.xml 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 doc/classes/Node.xml msgid "" "Notification received from the OS when the mouse leaves the game window.\n" "Implemented on desktop and web platforms." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the game window is focused.\n" "Implemented on all platforms." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the game window is unfocused.\n" "Implemented on all platforms." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml 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 doc/classes/Node.xml 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 doc/classes/Node.xml 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 doc/classes/Node.xml 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 doc/classes/Node.xml 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 doc/classes/Node.xml 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 doc/classes/Node.xml 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 "" "Notification reçue depuis le gestionnaire de plantage de Godot quand le " "moteur est sur le point de planter.\n" "Implémenté sur les environnements de bureau si le gestionnaire de plantage " "est activé." #: doc/classes/MainLoop.xml doc/classes/Node.xml 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 doc/classes/Node.xml msgid "" "Notification received from the OS when the app is resumed.\n" "Specific to the Android platform." msgstr "" "Notification reçue du système d'exploitation une fois de retour sur " "l'application.\n" "Spécifique à la plateforme Android." #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the app is paused.\n" "Specific to the Android platform." msgstr "" "Notification du système d'exploitation quand l'app est mise en pause.\n" "Spécifique à la plateforme Android." #: doc/classes/MarginContainer.xml msgid "Simple margin container." msgstr "Conteneur de marge simple." #: doc/classes/MarginContainer.xml 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 msgid "" "All direct children of [MarginContainer] will have a bottom margin of " "[code]margin_bottom[/code] pixels." msgstr "" #: doc/classes/MarginContainer.xml msgid "" "All direct children of [MarginContainer] will have a left margin of " "[code]margin_left[/code] pixels." msgstr "" #: doc/classes/MarginContainer.xml msgid "" "All direct children of [MarginContainer] will have a right margin of " "[code]margin_right[/code] pixels." msgstr "" #: doc/classes/MarginContainer.xml msgid "" "All direct children of [MarginContainer] will have a top margin of " "[code]margin_top[/code] pixels." msgstr "" #: doc/classes/Marshalls.xml #, fuzzy msgid "Data transformation (marshalling) and encoding helpers." msgstr "Transformation de données (marshalling) et assistants d'encodage." #: doc/classes/Marshalls.xml msgid "Provides data transformation and encoding utility functions." msgstr "" "Fournis des fonctions utilitaires pour la transformation et le codage des " "données." #: doc/classes/Marshalls.xml #, fuzzy msgid "" "Returns a decoded [PoolByteArray] corresponding to the Base64-encoded string " "[code]base64_str[/code]." msgstr "" "Renvoie un [PoolByteArray] décodé correspondant à la chaîne de caractères " "encodée en Base64 [code]base64_str[/code]." #: doc/classes/Marshalls.xml msgid "" "Returns a decoded string corresponding to the Base64-encoded string " "[code]base64_str[/code]." msgstr "" "Renvoie une chaîne de caractères décodée qui correspond à la chaîne de " "caractères encodée en Base64 [code]base64_str[/code]." #: doc/classes/Marshalls.xml 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 msgid "Returns a Base64-encoded string of a given [PoolByteArray]." msgstr "" "Retourne la chaine de caractères encodée en Base64 du [PoolByteArray] donné." #: doc/classes/Marshalls.xml msgid "" "Returns a Base64-encoded string of the UTF-8 string [code]utf8_str[/code]." msgstr "" "Retourne une chaine de caractères codée en Base64 de la chaine UTF-8 " "[code]utf8_str[/code] donnée." #: doc/classes/Marshalls.xml 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 msgid "Abstract base [Resource] for coloring and shading geometry." msgstr "" "La [Resource] abstraite de base pour la coloration et le rendu des " "géométries." #: doc/classes/Material.xml 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 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 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 msgid "Maximum value for the [member render_priority] parameter." msgstr "La valeur maximale pour le paramètre [member render_priority]." #: doc/classes/Material.xml msgid "Minimum value for the [member render_priority] parameter." msgstr "La valeur minimale pour le paramètre [member render_priority]." #: doc/classes/MenuButton.xml msgid "Special button that brings up a [PopupMenu] when clicked." msgstr "Un bouton spécial qui fait apparaitre un [PopupMenu] quand cliqué." #: doc/classes/MenuButton.xml 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 doc/classes/OptionButton.xml 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 msgid "" "If [code]true[/code], shortcuts are disabled and cannot be used to trigger " "the button." msgstr "" #: doc/classes/MenuButton.xml 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 msgid "Emitted when [PopupMenu] of this MenuButton is about to show." msgstr "" #: doc/classes/MenuButton.xml msgid "Default text [Color] of the [MenuButton]." msgstr "La [Color] par défaut du texte du [MenuButton]." #: doc/classes/MenuButton.xml msgid "Text [Color] used when the [MenuButton] is disabled." msgstr "La [Color] du texte utilisée quand le [MenuButton] est désactivé." #: doc/classes/MenuButton.xml 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 msgid "Text [Color] used when the [MenuButton] is being hovered." msgstr "La [Color] du texte utilisée quand le [MenuButton] est survolé." #: doc/classes/MenuButton.xml msgid "Text [Color] used when the [MenuButton] is being pressed." msgstr "La [Color] du texte utilisée quand le [MenuButton] est appuyé." #: doc/classes/MenuButton.xml msgid "The horizontal space between [MenuButton]'s icon and text." msgstr "L'espace horizontal entre l'icône et le texte du [MenuButton]." #: doc/classes/MenuButton.xml msgid "[Font] of the [MenuButton]'s text." msgstr "La [Font] du texte du [MenuButton]." #: doc/classes/MenuButton.xml msgid "[StyleBox] used when the [MenuButton] is disabled." msgstr "Le [StyleBox] utilisé quand le [MenuButton] est désactivé." #: doc/classes/MenuButton.xml 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 msgid "[StyleBox] used when the [MenuButton] is being hovered." msgstr "Le [StyleBox] utilisé quand le [MenuButton] est survolé." #: doc/classes/MenuButton.xml msgid "Default [StyleBox] for the [MenuButton]." msgstr "Le [StyleBox] par défaut pour [MenuButton]." #: doc/classes/MenuButton.xml msgid "[StyleBox] used when the [MenuButton] is being pressed." msgstr "Le [StyleBox] utilisé quand le [MenuButton] est appuyé." #: doc/classes/Mesh.xml msgid "A [Resource] that contains vertex array-based geometry." msgstr "" "Une [Resource] qui contient une géométrie à base d'un tableau de sommets." #: doc/classes/Mesh.xml 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 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 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 msgid "Calculate a [ConcavePolygonShape] from the mesh." msgstr "Calcule une [ConcavePolygonShape3D] à partir du maillage." #: doc/classes/Mesh.xml msgid "Generate a [TriangleMesh] from the mesh." msgstr "Générer un [TriangleMesh] à partir du maillage." #: doc/classes/Mesh.xml 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 msgid "" "Returns all the vertices that make up the faces of the mesh. Each three " "vertices represent one triangle." msgstr "" #: doc/classes/Mesh.xml msgid "Returns the amount of surfaces that the [Mesh] holds." msgstr "Retourne le nombre de surfaces du [Mesh]." #: doc/classes/Mesh.xml 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 msgid "Returns the blend shape arrays for the requested surface." msgstr "" #: doc/classes/Mesh.xml msgid "" "Returns a [Material] in a given surface. Surface is rendered using this " "material." msgstr "" #: doc/classes/Mesh.xml msgid "" "Sets a [Material] for a given surface. Surface will be rendered using this " "material." msgstr "" #: doc/classes/Mesh.xml msgid "" "Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides " "[member BakedLightmap.default_texels_per_unit]." msgstr "" #: doc/classes/Mesh.xml msgid "Render array as points (one vertex equals one point)." msgstr "Rend le tableau avec des points (un sommet affiche un point)." #: doc/classes/Mesh.xml msgid "Render array as lines (every two vertices a line is created)." msgstr "Rend le tableau en ligne (une ligne est créée tous les deux sommets)." #: doc/classes/Mesh.xml msgid "Render array as line strip." msgstr "" #: doc/classes/Mesh.xml msgid "Render array as line loop (like line strip, but closed)." msgstr "" #: doc/classes/Mesh.xml msgid "Render array as triangles (every three vertices a triangle is created)." msgstr "" "Rend le tableau en triangle (un triangle est créée tous les trois sommets)." #: doc/classes/Mesh.xml msgid "Render array as triangle strips." msgstr "" #: doc/classes/Mesh.xml msgid "Render array as triangle fans." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Blend shapes are normalized." msgstr "Les formes de fusion sont normalisées." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Blend shapes are relative to base weight." msgstr "" #: doc/classes/Mesh.xml msgid "" "Mesh array contains vertices. All meshes require a vertex array so this " "should always be present." msgstr "" "Un maillage de points contient des sommets. Tous les maillages nécessitent " "un tableau des sommets donc ce tableau doit être présent." #: doc/classes/Mesh.xml #, fuzzy msgid "Mesh array contains normals." msgstr "Un maillage de points contient des normales." #: doc/classes/Mesh.xml #, fuzzy msgid "Mesh array contains tangents." msgstr "Un maillage de points contient des tangentes." #: doc/classes/Mesh.xml #, fuzzy msgid "Mesh array contains colors." msgstr "Un maillage de points contient les couleurs." #: doc/classes/Mesh.xml #, fuzzy msgid "Mesh array contains UVs." msgstr "Un maillage de points contient les UV." #: doc/classes/Mesh.xml msgid "Mesh array contains second UV." msgstr "Un maillage de points contient les UV secondaires." #: doc/classes/Mesh.xml #, fuzzy msgid "Mesh array contains bones." msgstr "Un maillage de points contient les os." #: doc/classes/Mesh.xml msgid "Mesh array contains bone weights." msgstr "Un maillage de points contient les poids des os." #: doc/classes/Mesh.xml msgid "Mesh array uses indices." msgstr "Le tableau de maillage utilise des indices." #: doc/classes/Mesh.xml msgid "" "Used internally to calculate other [code]ARRAY_COMPRESS_*[/code] enum " "values. Do not use." msgstr "" "Utilisé en interne pour calculer les autres valeurs [code]ARRAY_COMPRESS_*[/" "code]. Ne pas utiliser." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) vertex array." msgstr "" "Drapeau utilisé pour marquer un tableau compressé (demi flottant) de sommets." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) normal array." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) tangent array." msgstr "" "Drapeau utilisé pour marquer un tableau compressé (demi flottant) de " "tangentes." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) color array." msgstr "" "Drapeau utilisé pour marquer un tableau compressé (demi flottant) de " "couleurs." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) UV coordinates array." msgstr "" "Drapeau utilisé pour marquer un tableau compressé (demi flottant) de UV." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "" "Flag used to mark a compressed (half float) UV coordinates array for the " "second UV coordinates." msgstr "" "Drapeau utilisé pour marquer un tableau compressé (demi flottant) de UV2." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed bone array." msgstr "Drapeau utilisé pour marquer un tableau compressé d'os." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) weight array." msgstr "" "Drapeau utilisé pour marquer un tableau compressé (demi flottant) de poids." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed index array." msgstr "L'option pour marquer un tableau d'indices compressé." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark that the array contains 2D vertices." msgstr "Un marqueur pour spécifier que ce tableau contient des sommets 2D." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit." msgstr "" "Drapeau signalant que le tableau utilise des os de 16 bits au lieu de 8 bits." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "" "Flag used to mark that the array uses an octahedral representation of normal " "and tangent vectors rather than cartesian." msgstr "" "Drapeau signalant que le tableau utilise une représentation octaédrique des " "vecteurs normaux et tangents plutôt que cartésienne." #: doc/classes/Mesh.xml 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 "" "Utilisé pour marquer rapidement l'usage de [constant ARRAY_COMPRESS_VERTEX], " "[constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], " "[constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant " "ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], et [constant " "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION]." #: doc/classes/Mesh.xml msgid "Array of vertices." msgstr "Le tableau des sommets." #: doc/classes/Mesh.xml msgid "Array of normals." msgstr "Le tableau des normales." #: doc/classes/Mesh.xml msgid "Array of tangents as an array of floats, 4 floats per tangent." msgstr "" "Le tableau des tangentes sous la forme de nombres flottants, soit 4 " "flottants par tangente." #: doc/classes/Mesh.xml msgid "Array of colors." msgstr "Le tableau des couleurs." #: doc/classes/Mesh.xml msgid "Array of UV coordinates." msgstr "Le tableau des coordonnées UV." #: doc/classes/Mesh.xml msgid "Array of second set of UV coordinates." msgstr "Le tableau de coordonnées UV secondaires." #: doc/classes/Mesh.xml msgid "Array of bone data." msgstr "Le tableau des données sur les os." #: doc/classes/Mesh.xml msgid "Array of weights." msgstr "Le tableau des poids." #: doc/classes/Mesh.xml msgid "Array of indices." msgstr "Le tableau des indices." #: doc/classes/MeshDataTool.xml msgid "Helper tool to access and edit [Mesh] data." msgstr "Un outil d'aide pour accéder et modifier les données des [Mesh]." #: doc/classes/MeshDataTool.xml 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 "" "MeshDataTool fournit une accès aux différents sommets d'un [Mesh]. Ça permet " "de lire et de modifier les données des sommets des maillages. Ça permet " "aussi de créer un tableau de sommets et d’arêtes.\n" "Pour utiliser le MeshDataTool, chargez un maillage avec [method " "create_from_surface]. Quand vous avez terminé de modifier les données, vous " "pouvez les incorporer dans le même maillage ou un autre avec [method " "commit_to_surface].\n" "Ci-dessous un exemple sur comment MeshDataTool peut être utilisé.\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" " # Dans cet exemple, on décalage chaque face du maillage par une unité, " "ce qui éloigne les faces puisque les normales sont différentes.\n" " vertex += mdt.get_vertex_normal(i)\n" " # On enregistre les modifications.\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" "Voir aussi [ArrayMesh], [ImmediateGeometry] et [SurfaceTool] pour la " "génération procédurale de géométries.\n" "[b]Note :[/b] Godot utilise le sens horaire [url=https://learnopengl.com/" "Advanced-OpenGL/Face-culling]pour le culling [/url] pour les faces avant " "dans les modes de création de triangles." #: doc/classes/MeshDataTool.xml msgid "Clears all data currently in MeshDataTool." msgstr "Efface toutes les données actuellement dans le MeshDataTool." #: doc/classes/MeshDataTool.xml msgid "Adds a new surface to specified [Mesh] with edited data." msgstr "" "Ajoute une nouvelle surface au [Mesh] spécifié avec les données modifiées." #: doc/classes/MeshDataTool.xml 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 msgid "Returns the number of edges in this [Mesh]." msgstr "Retourne le nombre d'arêtes dans ce [Mesh]." #: doc/classes/MeshDataTool.xml msgid "Returns array of faces that touch given edge." msgstr "Retourne le tableau des faces qui touchent l'arête donnée." #: doc/classes/MeshDataTool.xml msgid "Returns meta information assigned to given edge." msgstr "Retourne les méta-données assignées à l'arête donnée." #: doc/classes/MeshDataTool.xml 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 msgid "Returns the number of faces in this [Mesh]." msgstr "Retourne le nombre de faces dans ce [Mesh]." #: doc/classes/MeshDataTool.xml msgid "" "Returns specified edge associated with given face.\n" "Edge argument must be either 0, 1, or 2 because a face only has three edges." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the metadata associated with the given face." msgstr "Retourne les méta-données associées à la face donnée." #: doc/classes/MeshDataTool.xml msgid "Calculates and returns the face normal of the given face." msgstr "Calcule et retourne la normale de la face donnée." #: doc/classes/MeshDataTool.xml msgid "" "Returns the specified vertex of the given face.\n" "Vertex argument must be either 0, 1, or 2 because faces contain three " "vertices." msgstr "" #: doc/classes/MeshDataTool.xml 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 msgid "Returns the material assigned to the [Mesh]." msgstr "Retourne la matériau assigné au [Mesh]." #: doc/classes/MeshDataTool.xml msgid "Returns the vertex at given index." msgstr "Retourne le sommet à l’index donné." #: doc/classes/MeshDataTool.xml msgid "Returns the bones of the given vertex." msgstr "Retourne les os du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns the color of the given vertex." msgstr "Retourne la couleur du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns the total number of vertices in [Mesh]." msgstr "Retourne le nombre total de sommet dans le [Mesh]." #: doc/classes/MeshDataTool.xml msgid "Returns an array of edges that share the given vertex." msgstr "Retourne une liste des bords incluant le sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns an array of faces that share the given vertex." msgstr "Retourne le tableau des faces qui partagent le sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns the metadata associated with the given vertex." msgstr "Retourne les méta-données associées au sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns the normal of the given vertex." msgstr "Retourne la normale du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns the tangent of the given vertex." msgstr "Retourne la tangente du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns the UV of the given vertex." msgstr "Retourne l'UV du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns the UV2 of the given vertex." msgstr "Retourne l'UV2 du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Returns bone weights of the given vertex." msgstr "Retourne le poids des os du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the metadata of the given edge." msgstr "Définit les méta-données pour le sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the metadata of the given face." msgstr "Définit les méta-données pour la face donnée." #: doc/classes/MeshDataTool.xml msgid "Sets the material to be used by newly-constructed [Mesh]." msgstr "Définit le matériau à utiliser pour le nouveau [Mesh] construit." #: doc/classes/MeshDataTool.xml msgid "Sets the position of the given vertex." msgstr "Définit la position du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the bones of the given vertex." msgstr "Définit les os du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the color of the given vertex." msgstr "Définit la couleur du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the metadata associated with the given vertex." msgstr "Définit les méta-données associées du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the normal of the given vertex." msgstr "Définit la normale du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the tangent of the given vertex." msgstr "Définit la tangente du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the UV of the given vertex." msgstr "Définit l'UV du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the UV2 of the given vertex." msgstr "Définit l'UV2 du sommet donné." #: doc/classes/MeshDataTool.xml msgid "Sets the bone weights of the given vertex." msgstr "Définit les poids des os du sommet donné." #: doc/classes/MeshInstance.xml msgid "Node that instances meshes into a scenario." msgstr "Nœud qui instancie des meshes dans un scénario." #: doc/classes/MeshInstance.xml 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 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 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 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 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 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 #, fuzzy msgid "Returns the [Material] for a surface of the [Mesh] resource." msgstr "Retourne le matériel affecté à la [ImmediateGeometry3D]." #: doc/classes/MeshInstance.xml msgid "Returns the number of surface materials." msgstr "Retourne le nombre de surfaces du matériau." #: doc/classes/MeshInstance.xml msgid "" "Returns [code]true[/code] if this [MeshInstance] can be merged with the " "specified [code]other_mesh_instance[/code], using the [method MeshInstance." "merge_meshes] function.\n" "In order to be mergeable, properties of the [MeshInstance] must match, and " "each surface must match, in terms of material, attributes and vertex format." msgstr "" #: doc/classes/MeshInstance.xml msgid "" "This function can merge together the data from several source " "[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance " "the function is called from). This is primarily useful for improving " "performance by reducing the number of drawcalls and [Node]s.\n" "Merging should only be attempted for simple meshes that do not contain " "animation.\n" "The final vertices can either be returned in global space, or in local space " "relative to the destination [MeshInstance] global transform (the destination " "Node must be inside the [SceneTree] for local space to work).\n" "The function will make a final check for compatibility between the " "[MeshInstance]s by default, this should always be used unless you have " "previously checked for compatibility using [method MeshInstance." "is_mergeable_with]. If the compatibility check is omitted and the meshes are " "merged, you may see rendering errors.\n" "[b]Note:[/b] The requirements for similarity between meshes are quite " "stringent. They can be checked using the [method MeshInstance." "is_mergeable_with] function prior to calling [method MeshInstance." "merge_meshes].\n" "Also note that any initial data in the destination [MeshInstance] data will " "be discarded." msgstr "" #: doc/classes/MeshInstance.xml msgid "Sets the [Material] for a surface of the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml msgid "The [Mesh] resource for the instance." msgstr "La ressource du [Mesh] pour cette instance." #: doc/classes/MeshInstance.xml msgid "[NodePath] to the [Skeleton] associated with the instance." msgstr "Le [NodePath] vers le [Skeleton] associé à cette instance." #: doc/classes/MeshInstance.xml msgid "Sets the skin to be used by this instance." msgstr "Définit la peau à utiliser pour cette instance." #: doc/classes/MeshInstance.xml 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 msgid "Node used for displaying a [Mesh] in 2D." msgstr "Un nœud utilisé pour afficher des [Mesh] en 2D." #: doc/classes/MeshInstance2D.xml 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 msgid "The [Mesh] that will be drawn by the [MeshInstance2D]." msgstr "Le [Mesh] qui sera affiché par le [MeshInstance2D]." #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml 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 doc/classes/MultiMeshInstance2D.xml 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 doc/classes/MultiMeshInstance2D.xml msgid "Emitted when the [member texture] is changed." msgstr "Émis quand la [member texture] a changé." #: doc/classes/MeshLibrary.xml msgid "Library of meshes." msgstr "Bibliothèque de maillages." #: doc/classes/MeshLibrary.xml 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 msgid "Clears the library." msgstr "Efface la bibliothèque." #: doc/classes/MeshLibrary.xml 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 msgid "Returns the first item with the given name." msgstr "Retourne le premier élément avec le nom donné." #: doc/classes/MeshLibrary.xml msgid "Returns the list of item IDs in use." msgstr "Retourne la liste des identifiants d'élément à utiliser." #: doc/classes/MeshLibrary.xml msgid "Returns the item's mesh." msgstr "Retourne le maillage de l'élément." #: doc/classes/MeshLibrary.xml #, fuzzy msgid "Returns the transform applied to the item's mesh." msgstr "Retourne la matrice de transformation de la toile de cet objet." #: doc/classes/MeshLibrary.xml msgid "Returns the item's name." msgstr "Renvoie le nom de l'élément." #: doc/classes/MeshLibrary.xml msgid "Returns the item's navigation mesh." msgstr "Retourne le maillage de navigation de l'élément." #: doc/classes/MeshLibrary.xml msgid "Returns the transform applied to the item's navigation mesh." msgstr "" "Retourne la transformation appliquée au maillage de navigation de l'élément." #: doc/classes/MeshLibrary.xml 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 msgid "" "Returns an item's collision shapes.\n" "The array consists of each [Shape] followed by its [Transform]." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Gets an unused ID for a new item." msgstr "Récupère un identifiant inutilisé pour un nouvel élément." #: doc/classes/MeshLibrary.xml msgid "Removes the item." msgstr "Supprime l'élément." #: doc/classes/MeshLibrary.xml msgid "Sets the item's mesh." msgstr "Définit le maillage de l'élément." #: doc/classes/MeshLibrary.xml #, fuzzy msgid "Sets the transform to apply to the item's mesh." msgstr "Retourne la matrice de transformation de la toile de cet objet." #: doc/classes/MeshLibrary.xml 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 msgid "Sets the item's navigation mesh." msgstr "Définit le maillage de navigation de l'élément." #: doc/classes/MeshLibrary.xml msgid "Sets the transform to apply to the item's navigation mesh." msgstr "" "Définit la transformation appliquée au maillage de navigation de l'élément." #: doc/classes/MeshLibrary.xml msgid "Sets a texture to use as the item's preview icon in the editor." msgstr "" #: doc/classes/MeshLibrary.xml 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 msgid "Simple texture that uses a mesh to draw itself." msgstr "Une simple texture qui utilise un maillage pour s'afficher elle-même." #: doc/classes/MeshTexture.xml 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 msgid "Sets the base texture that the Mesh will use to draw." msgstr "Définit la texture de base que le maillage utilisera pour l'affichage." #: doc/classes/MeshTexture.xml msgid "Sets the size of the image, needed for reference." msgstr "Définit la taille de l'image, nécessaire pour garder une référence." #: doc/classes/MeshTexture.xml msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices." msgstr "" "Définit le maillage à utiliser pour l'affichage. Doit être un maillage avec " "des sommets en 2D." #: doc/classes/MethodTweener.xml msgid "" "Interpolates an abstract value and supplies it to a method called over time." msgstr "" #: doc/classes/MethodTweener.xml msgid "" "[MethodTweener] is similar to a combination of [CallbackTweener] and " "[PropertyTweener]. It calls a method providing an interpolated value as a " "parameter. See [method SceneTreeTween.tween_method] for more usage " "information.\n" "[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to " "create [MethodTweener]. Any [MethodTweener] created manually will not " "function correctly." msgstr "" #: doc/classes/MethodTweener.xml msgid "" "Sets the time in seconds after which the [MethodTweener] will start " "interpolating. By default there's no delay." msgstr "" "Définit le délai en secondes avant que le [MethodTweener] commence son " "interpolation. Par défaut, il n'y a pas de délai." #: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" #: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " "this Tweener." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "Generic mobile VR implementation." msgstr "Implémentation de RV mobile générique." #: modules/mobile_vr/doc_classes/MobileVRInterface.xml 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 msgid "" "The distance between the display and the lenses inside of the device in " "centimeters." msgstr "" "La distance entre l’affichage et les lentilles à l’intérieur de l’appareil " "en centimètres." #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "The width of the display in centimeters." msgstr "La largeur de l'écran en centimètres." #: modules/mobile_vr/doc_classes/MobileVRInterface.xml 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 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 msgid "" "The k1 lens factor is one of the two constants that define the strength of " "the lens used and directly influences the lens distortion effect." msgstr "" "Le facteur de lentille k1 est l'une des deux constantes qui définisse " "l'intensité de la lentille utilisée et influence directement l'effet de " "déformation des lentilles." #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "The k2 lens factor, see k1." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml 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 msgid "Provides high-performance mesh instancing." msgstr "Fournis une instanciation de maillages haute performance." #: doc/classes/MultiMesh.xml 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 msgid "" "Returns the visibility axis-aligned bounding box in local space. See also " "[method VisualInstance.get_transformed_aabb]." msgstr "" #: doc/classes/MultiMesh.xml msgid "Gets a specific instance's color." msgstr "Retourne la couleur de l'instance spécifiée." #: doc/classes/MultiMesh.xml msgid "Returns the custom data that has been set for a specific instance." msgstr "" "Retourne les données personnalisées qui ont été définies pour cette instance " "spécifique." #: doc/classes/MultiMesh.xml msgid "Returns the [Transform] of a specific instance." msgstr "Retourne la [Transform] de l'instance spécifiée." #: doc/classes/MultiMesh.xml msgid "Returns the [Transform2D] of a specific instance." msgstr "Retourne la [Transform2D] de l'instance spécifiée." #: doc/classes/MultiMesh.xml msgid "" "When using [i]physics interpolation[/i], this function allows you to prevent " "interpolation on an instance in the current physics tick.\n" "This allows you to move instances instantaneously, and should usually be " "used when initially placing an instance such as a bullet to prevent " "graphical glitches." msgstr "" #: doc/classes/MultiMesh.xml 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 msgid "" "An alternative version of [method MultiMesh.set_as_bulk_array] which can be " "used with [i]physics interpolation[/i]. This method takes two arrays, and " "can set the data for the current and previous tick in one go. The renderer " "will automatically interpolate the data at each frame.\n" "This is useful for situations where the order of instances may change from " "physics tick to tick, such as particle systems.\n" "When the order of instances is coherent, the simpler [method MultiMesh." "set_as_bulk_array] can still be used with interpolation." msgstr "" #: doc/classes/MultiMesh.xml 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 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 msgid "Sets the [Transform] for a specific instance." msgstr "Définit la [Transform] pour l'instance spécifiée." #: doc/classes/MultiMesh.xml msgid "Sets the [Transform2D] for a specific instance." msgstr "Définit la [Transform2D] pour l'instance spécifiée." #: doc/classes/MultiMesh.xml msgid "Format of colors in color array that gets passed to shader." msgstr "" #: doc/classes/MultiMesh.xml msgid "Format of custom data in custom data array that gets passed to shader." msgstr "" #: doc/classes/MultiMesh.xml 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 msgid "Mesh to be drawn." msgstr "Maillage à dessiner." #: doc/classes/MultiMesh.xml msgid "" "Choose whether to use an interpolation method that favors speed or quality.\n" "When using low physics tick rates (typically below 20) or high rates of " "object rotation, you may get better results from the high quality setting.\n" "[b]Note:[/b] Fast quality does not equate to low quality. Except in the " "special cases mentioned above, the quality should be comparable to high " "quality." msgstr "" #: doc/classes/MultiMesh.xml msgid "Format of transform used to transform mesh, either 2D or 3D." msgstr "" "Le format de la transformation utilisée pour le transformation du maillage, " "soit en 2D ou en 3D." #: doc/classes/MultiMesh.xml 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 msgid "Use this when using 2D transforms." msgstr "Utilise ça lors des transformations 2D." #: doc/classes/MultiMesh.xml msgid "Use this when using 3D transforms." msgstr "Utilise ça lors des transformations 3D." #: doc/classes/MultiMesh.xml msgid "Use when you are not using per-instance [Color]s." msgstr "À utiliser quand vous n'utilisez pas une [Color] par instance." #: doc/classes/MultiMesh.xml 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 msgid "" "The [Color] passed into [method set_instance_color] will use 4 floats. Use " "this for highest precision [Color]." msgstr "" #: doc/classes/MultiMesh.xml msgid "Use when you are not using per-instance custom data." msgstr "" "À utiliser quand vous ne définissez pas des données personnalisées pour " "chaque instance." #: doc/classes/MultiMesh.xml 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 msgid "" "The [Color] passed into [method set_instance_custom_data] will use 4 floats. " "Use this for highest precision." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Always interpolate using Basis lerping, which can produce warping artifacts " "in some situations." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Attempt to interpolate using Basis slerping (spherical linear interpolation) " "where possible, otherwise fall back to lerping." msgstr "" #: doc/classes/MultiMeshInstance.xml msgid "Node that instances a [MultiMesh]." msgstr "Le nœud que instancie un [MultiMesh]." #: doc/classes/MultiMeshInstance.xml 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 msgid "" "The [MultiMesh] resource that will be used and shared among all instances of " "the [MultiMeshInstance]." msgstr "" #: doc/classes/MultiMeshInstance2D.xml msgid "Node that instances a [MultiMesh] in 2D." msgstr "Le nœud que instancie un [MultiMesh] en 2D." #: doc/classes/MultiMeshInstance2D.xml msgid "" "[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] " "resource in 2D.\n" "Usage is the same as [MultiMeshInstance]." msgstr "" "Le [MultiMeshInstance2D] est un nœud spécialisé pour instancier une " "ressource [MultiMesh] en 2D.\n" "L'utilisation est le même que [MultiMeshInstance]." #: doc/classes/MultiMeshInstance2D.xml msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]." msgstr "Le [MultiMesh] qui sera affiché par ce [MultiMeshInstance2D]." #: doc/classes/MultiplayerAPI.xml msgid "High-level multiplayer API." msgstr "API multijoueur de haut niveau." #: doc/classes/MultiplayerAPI.xml 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 msgid "" "Clears the current MultiplayerAPI network state (you shouldn't call this " "unless you know what you are doing)." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Returns the peer IDs of all connected peers of this MultiplayerAPI's [member " "network_peer]." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Returns the unique peer ID of this MultiplayerAPI's [member network_peer]." msgstr "" "Retourne un identifiant de pair unique pour ce [member network_peer] du " "MultiplayerAPI." #: doc/classes/MultiplayerAPI.xml 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 doc/classes/SceneTree.xml msgid "Returns [code]true[/code] if there is a [member network_peer] set." msgstr "" "Retourne [code]true[/code] s'il y a un [member network_peer] de définit." #: doc/classes/MultiplayerAPI.xml msgid "" "Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is " "in server mode (listening for connections)." msgstr "" #: doc/classes/MultiplayerAPI.xml 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 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 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 "" "Si [code]true[/code] (ou si [member network_peer] a [member PacketPeer." "allow_object_decoding] défini à [code]true[/code]), la MultiplayerAPI " "autorisera le codage et le décodage de l'objet pendant les RPC/RSET.\n" "[b]Avertissement :[/b] L'objet désérialisé peut contenir du code qui sera " "exécuté. N'utilisez pas cette option si l'objet désérialisé provient de " "sources non fiables afin d'éviter d'éventuelles menaces de sécurité " "(exécution de code distant)." #: doc/classes/MultiplayerAPI.xml 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 msgid "" "If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new " "incoming connections." msgstr "" "Si [code]true[/code], le [member network_peer] du MultiplayerAPI refuse les " "nouvelles connexions entrantes." #: doc/classes/MultiplayerAPI.xml 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 msgid "" "Emitted when this MultiplayerAPI's [member network_peer] successfully " "connected to a server. Only emitted on clients." msgstr "" #: doc/classes/MultiplayerAPI.xml 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 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 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 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 msgid "" "Emitted when this MultiplayerAPI's [member network_peer] disconnects from " "server. Only emitted on clients." msgstr "" #: doc/classes/MultiplayerAPI.xml 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 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 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 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 msgid "" "[i]Deprecated.[/i] Use [constant RPC_MODE_PUPPET] instead. Analogous to the " "[code]slave[/code] keyword." msgstr "" #: doc/classes/MultiplayerAPI.xml 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 msgid "" "[i]Deprecated.[/i] Use [constant RPC_MODE_REMOTESYNC] instead. Analogous to " "the [code]sync[/code] keyword." msgstr "" #: doc/classes/MultiplayerAPI.xml 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 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 msgid "A synchronization mutex (mutual exclusion)." msgstr "" #: doc/classes/Mutex.xml 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 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 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 "" "Essaie de verrouiller ce [Mutex], mais ne le bloque pas. Retourne [constant " "OK] en cas de succès, [constant ERR_BUSY] sinon.\n" "[b]Note :[/b] Cette fonction retourne [constant OK] si le fil d'exécution " "est déjà associé à ce mutex." #: doc/classes/Mutex.xml 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 msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_class_documentation[/code]." msgstr "" "Retourne le texte de la documentation qui a été précédemment définit avec " "[code]godot_nativescript_set_class_documentation[/code]." #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_method_documentation[/code]." msgstr "" "Retourne le texte de la documentation qui a été précédemment définit avec " "[code]godot_nativescript_set_method_documentation[/code]." #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_property_documentation[/code]." msgstr "" "Retourne le texte de la documentation qui a été précédemment définit avec " "[code]godot_nativescript_set_property_documentation[/code]." #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_signal_documentation[/code]." msgstr "" "Retourne le texte de la documentation qui a été précédemment définit avec " "[code]godot_nativescript_set_signal_documentation[/code]." #: modules/gdnative/doc_classes/NativeScript.xml 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 msgid "Mesh-based navigation and pathfinding node." msgstr "" #: doc/classes/Navigation.xml msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " "class also assists with aligning navigation agents with the meshes they are " "navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml #: doc/classes/NavigationServer.xml msgid "3D Navmesh Demo" msgstr "" #: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "" "Returns the navigation point closest to the point given. Points are in local " "coordinate space." msgstr "" #: doc/classes/Navigation.xml 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 msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " "point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml 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 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." msgstr "" #: doc/classes/Navigation.xml msgid "The cell height to use for fields." msgstr "La hauteur de la cellule utilisée pour les champs." #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml msgid "The XZ plane cell size to use for fields." msgstr "" #: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "" "This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml 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 msgid "2D navigation and pathfinding node." msgstr "" #: doc/classes/Navigation2D.xml 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." msgstr "" #: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml #: doc/classes/NavigationPolygon.xml msgid "2D Navigation Demo" msgstr "Démo de navigation 2D" #: doc/classes/Navigation2D.xml msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " "[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml 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." msgstr "" #: doc/classes/Navigation2D.xml msgid "The XY plane cell size to use for fields." msgstr "" #: doc/classes/Navigation2DServer.xml #, fuzzy msgid "Server interface for low-level 2D navigation access." msgstr "Interface de serveur pour l'accès audio de bas niveau." #: doc/classes/Navigation2DServer.xml msgid "" "Navigation2DServer is the server responsible for all 2D navigation. It " "handles several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation polygons. " "Together, they define the navigable areas in the 2D world. For two regions " "to be connected to each other, they must share a similar edge. An edge is " "considered connected to another if both of its two vertices are at a " "distance less than [member Navigation.edge_connection_margin] to the " "respective other edge's vertex.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" "[b]Note:[/b] The collision avoidance system ignores regions. Using the " "modified velocity as-is might lead to pushing and agent outside of a " "navigable area. This is a limitation of the collision avoidance system, any " "more complex situation may require the use of the physics engine.\n" "This server keeps tracks of any call and executes them during the sync " "phase. This means that you can request any change to the map, using any " "thread, without worrying." msgstr "" "Le NavigationServer2D est le serveur responsable pour toutes les navigation " "en 2D. Il gère différents objets, nommés carte, régions et agents.\n" "Les cartes (\"maps\") sont faites de régions, qui sont faites de maillages " "de navigation. Ensemble, ces cartes définissent les aires navigables dans le " "monde 2D. Pour que deux régions soient connectées entre elles, elles doivent " "avoir une bordure en commun. Une bordure (\"edge\") est considérée connectée " "à une autre si elles ont deux sommets rapprochés de moins de la distance " "[member Navigation.edge_connection_margin].\n" "Pour utiliser le système d'évitement, vous devez utiliser des agents. Vous " "pouvez définir la vitesse cible d'un agent, puis le serveur émettra une " "méthode de rappel avec la vitesse modifiée.\n" "[b]Note :[/b] Le système d'évitement des collisions ignorent les régions. " "Utiliser la vitesse modifiée telle quelle peut déplacer un agent hors de la " "surface de navigable. C'est une limite du système d'évitement des collision, " "et certaines situations plus complexes peuvent nécessiter l'utilisation du " "moteur physique.\n" "Le serveur garde en mémoire tous les appels et les exécutent durant la phase " "de synchronisation. Cela veut dire que vous pouvez demander n'importe quel " "changement sur l'ensemble des cartes, via n'importe quel fil d'exécution, " "sans soucis." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Creates the agent." msgstr "Crée un agent." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns the navigation map [RID] the requested [code]agent[/code] is " "currently assigned to." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "Renvoie [code]true[/code] si le chemin donné est filtré." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Callback called at the end of the RVO process." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Puts the agent in the map." msgstr "Place l'agent sur la carte." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Sets the maximum number of other agents the agent takes into account in the " "navigation. The larger this number, the longer the running time of the " "simulation. If the number is too low, the simulation will not be safe." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the maximum speed of the agent. Must be positive." msgstr "Obtient le nom d'un entrée par son index." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Sets the maximum distance to other agents this agent takes into account in " "the navigation. The larger this number, the longer the running time of the " "simulation. If the number is too low, the simulation will not be safe." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the position of the agent in world space." msgstr "Définit la position du nœud spécifié." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the radius of the agent." msgstr "Définit le rayon de l'agent." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the new target velocity." msgstr "Définit la nouvelle vitesse de la cible." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "The minimal amount of time for which the agent's velocities that are " "computed by the simulation are safe with respect to other agents. The larger " "this number, the sooner this agent will respond to the presence of other " "agents, but the less freedom this agent has in choosing its velocities. Must " "be positive." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the current velocity of the agent." msgstr "Définit le trame présentement visible de l'animation." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Destroys the given RID." msgstr "Supprimer le RID renseigné." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "Crée une nouvelle carte." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "Retourne la taille des cellules de la carte." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns the point closest to the provided [code]to_point[/code] on the " "navigation mesh surface." msgstr "" "Retourne le point le plus proche du point [code]to_point[/code] donné à la " "surface du maillage de la navigation." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns the owner region RID for the point returned by [method " "map_get_closest_point]." msgstr "" #: doc/classes/Navigation2DServer.xml msgid "" "Returns the edge connection margin of the map. The edge connection margin is " "a distance used to connect two regions." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the navigation path to reach the destination from the origin." msgstr "Renvoie le traqueur de position à l'identification donnée." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns all navigation regions [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "Retourne [code]true[/code] si l'[AABB] est vide." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map active." msgstr "Définit la carte comme active." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Set the map cell size used to weld the navigation mesh polygons." msgstr "Définit le polygone de navigation de la tuile." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Set the map edge connection margin used to weld the compatible region edges." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Creates a new region." msgstr "Crée une nouvelle région." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns the navigation map [RID] the requested [code]region[/code] is " "currently assigned to." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Retourne la hauteur du contenu." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the navigation mesh for the region." msgstr "Définit le polygone de navigation de la tuile." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the global transformation for the region." msgstr "Retourne la matrice de transformation globale de cet élément." #: doc/classes/NavigationAgent.xml msgid "3D agent used in navigation for collision avoidance." msgstr "Un agent 3D utilisé dans les navigations pour esquiver les collisions." #: doc/classes/NavigationAgent.xml msgid "" "3D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " "(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " "navigation data to work correctly. This can be done by having the agent as a " "child of a [Navigation] node, or using [method set_navigation]. " "[NavigationAgent] is physics safe." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns the distance to the target location, using the agent's global " "position. The user must set the target location with [method " "set_target_location] in order for this to be accurate." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns the reachable final location in global coordinates. This can change " "if the navigation path is altered in any way. Because of this, it would be " "best to check this each frame." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "Returns the path from start to finish in global coordinates." msgstr "Le point de collision, dans les coordonnées globales." #: doc/classes/NavigationAgent.xml msgid "" "Returns which index the agent is currently on in the navigation path's " "[PoolVector3Array]." msgstr "Retourne le cache de points sous forme de [PoolVector3Array]." #: doc/classes/NavigationAgent.xml msgid "" "Returns the [Navigation] node that the agent is using for its navigation " "system." msgstr "" #: doc/classes/NavigationAgent.xml msgid "" "Returns a [Vector3] in global coordinates, that can be moved to, making sure " "that there are no static objects in the way. If the agent does not have a " "navigation path, it will return the origin of the agent's parent." msgstr "" #: doc/classes/NavigationAgent.xml #, fuzzy msgid "Returns the [RID] of this agent on the [NavigationServer]." msgstr "Retourne le [RID] de la énième forme d'une zone." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "" "Returns the user-defined target location (set with [method " "set_target_location])." msgstr "Renvoie le mode de remplacement de l’espace pour la zone." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the navigation path's final location has been " "reached." msgstr "Renvoie [code]true[/code] si le chemin donné est filtré." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns [code]true[/code] if the target location is reachable. The target " "location is set using [method set_target_location]." msgstr "" "Retourne [code]true[/code] si la position cible peut être atteinte. La " "position cible est définie via [method set_target_location]." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns [code]true[/code] if the target location is reached. The target " "location is set using [method set_target_location]. It may not always be " "possible to reach the target location. It should always be possible to reach " "the final location though. See [method get_final_location]." msgstr "" #: doc/classes/NavigationAgent.xml msgid "" "Sets the [Navigation] node used by the agent. Useful when you don't want to " "make the agent a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Sets the user desired final location. This will clear the current navigation " "path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Sends the passed in velocity to the collision avoidance algorithm. It will " "adjust the velocity to avoid collisions. Once the adjustment to the velocity " "is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationAgent.xml msgid "The agent height offset to match the navigation mesh height." msgstr "" #: doc/classes/NavigationAgent.xml msgid "" "If [code]true[/code] the agent is registered for an RVO avoidance callback " "on the [NavigationServer]. When [method set_velocity] is used and the " "processing is completed a [code]safe_velocity[/code] Vector3 is received " "with a signal connection to [signal velocity_computed]. Avoidance processing " "with many registered agents has a significant performance cost and should " "only be enabled on agents that currently require it." msgstr "" #: doc/classes/NavigationAgent.xml msgid "" "Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " "horizontal plane." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "The maximum number of neighbors for the agent to consider." msgstr "La valeur de luminance maximale pour l'exposition automatique." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "The maximum speed that an agent can move." msgstr "Rotation maximale à travers la charnière." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "The distance to search for other agents." msgstr "L’instance n’a pas de type." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "The radius of the agent." msgstr "Le rayon de l'agent." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "The distance threshold before a target is considered to be reached. This " "will allow an agent to not have to hit a point on the path exactly, but in " "the area." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "The minimal amount of time for which this agent's velocities, that are " "computed with the collision avoidance algorithm, are safe with respect to " "other agents. The larger the number, the sooner the agent will respond to " "other agents, but the less freedom in choosing its velocities. Must be " "positive." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "Notifies when the final location is reached." msgstr "Avertit quand une animation commence à jouer." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Notifies when the navigation path changes. This can be triggered by the " "navigation system or by the user changing the path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Notifies when the player-defined target, set with [method " "set_target_location], is reached." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Notifies when the collision avoidance velocity is calculated after a call to " "[method set_velocity]." msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "2D agent used in navigation for collision avoidance." msgstr "Un agent 2D utilisé en navigation pour éviter les collisions." #: doc/classes/NavigationAgent2D.xml msgid "" "2D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " "(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " "navigation data to work correctly. This can be done by having the agent as a " "child of a [Navigation2D] node, or using [method set_navigation]. " "[NavigationAgent2D] is physics safe." msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "" "Returns which index the agent is currently on in the navigation path's " "[PoolVector2Array]." msgstr "Retourne le cache de points sous forme de [PoolVector2Array]." #: doc/classes/NavigationAgent2D.xml msgid "" "Returns the [Navigation2D] node that the agent is using for its navigation " "system." msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "" "Returns a [Vector2] in global coordinates, that can be moved to, making sure " "that there are no static objects in the way. If the agent does not have a " "navigation path, it will return the position of the agent's parent." msgstr "" #: doc/classes/NavigationAgent2D.xml #, fuzzy msgid "Returns the [RID] of this agent on the [Navigation2DServer]." msgstr "Retourne le [RID] de la énième forme d'une zone." #: doc/classes/NavigationAgent2D.xml msgid "" "Sets the [Navigation2D] node used by the agent. Useful when you don't want " "to make the agent a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "" "If [code]true[/code] the agent is registered for an RVO avoidance callback " "on the [Navigation2DServer]. When [method set_velocity] is used and the " "processing is completed a [code]safe_velocity[/code] Vector2 is received " "with a signal connection to [signal velocity_computed]. Avoidance processing " "with many registered agents has a significant performance cost and should " "only be enabled on agents that currently require it." msgstr "" #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" #: doc/classes/NavigationMesh.xml 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 doc/classes/NavigationPolygon.xml msgid "" "Adds a polygon using the indices of the vertices you get when calling " "[method get_vertices]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Clears the array of polygons, but it doesn't clear the array of vertices." msgstr "" "Efface le tableau de polygones, mais n'efface pas le tableau de sommets." #: doc/classes/NavigationMesh.xml msgid "" "Initializes the navigation mesh by setting the vertices and indices " "according to a [Mesh]." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "" "Returns whether the specified [code]bit[/code] of the [member geometry/" "collision_mask] is set." msgstr "Retourne si la [code]class[/code] spécifiée est disponible ou non." #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml msgid "" "Returns a [PoolIntArray] containing the indices of the vertices of a created " "polygon." msgstr "" "Retourne un [PoolIntArray] contenant les indices des sommets du polygone " "créé." #: doc/classes/NavigationMesh.xml #, fuzzy msgid "Returns the number of polygons in the navigation mesh." msgstr "Renvoie le nombre de points sur l'axe de mélange." #: doc/classes/NavigationMesh.xml msgid "" "Returns a [PoolVector3Array] containing all the vertices being used to " "create the polygons." msgstr "" "Retourne un [PoolVector3Array] contenant les indices des sommets du polygone " "créé." #: doc/classes/NavigationMesh.xml 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 doc/classes/NavigationPolygon.xml msgid "" "Sets the vertices that can be then indexed to create polygons with the " "[method add_polygon] method." msgstr "" #: doc/classes/NavigationMesh.xml 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 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 #, fuzzy msgid "The maximum slope that is considered walkable, in degrees." msgstr "Rotation maximale à travers la charnière." #: doc/classes/NavigationMesh.xml 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 msgid "The Y axis cell size to use for fields." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The maximum distance the detail mesh surface should deviate from " "heightfield, in cell unit." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The maximum distance a simplfied contour's border edges should deviate the " "original raw contour." msgstr "" #: doc/classes/NavigationMesh.xml 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 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 #, fuzzy msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "Si [code]true[/code], les titres des colonnes sont visibles." #: doc/classes/NavigationMesh.xml 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 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 msgid "" "Determines which type of nodes will be parsed as geometry. See [enum " "ParsedGeometryType] for possible values." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The source of the geometry used when baking. See [enum SourceGeometryMode] " "for possible values." msgstr "" #: doc/classes/NavigationMesh.xml 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 msgid "" "The maximum number of vertices allowed for polygons generated during the " "contour to polygon conversion process." msgstr "" #: doc/classes/NavigationMesh.xml 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 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 msgid "" "Partitioning algorithm for creating the navigation mesh polys. See [enum " "SamplePartitionType] for possible values." msgstr "" #: doc/classes/NavigationMesh.xml 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 msgid "" "Monotone partitioning. Use this if you want fast navigation mesh generation." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Layer partitioning. Good choice to use for tiled navigation mesh with medium " "and small sized tiles." msgstr "" #: doc/classes/NavigationMesh.xml msgid "Represents the size of the [enum SamplePartitionType] enum." msgstr "Représente la taille de l'énumération [enum SamplePartitionType]." #: doc/classes/NavigationMesh.xml msgid "" "Parses mesh instances as geometry. This includes [MeshInstance], [CSGShape], " "and [GridMap] nodes." msgstr "" "Interprète les instances de maillage comme des géométries. Cela inclus les " "nœuds [MeshInstance], [CSGShape], et [GridMap]." #: doc/classes/NavigationMesh.xml 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 msgid "" "Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS]." msgstr "" "À la fois [constant PARSED_GEOMETRY_MESH_INSTANCES] et [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS]." #: doc/classes/NavigationMesh.xml msgid "Represents the size of the [enum ParsedGeometryType] enum." msgstr "Représente la taille de l’enum [enum ParsedGeometryType]." #: doc/classes/NavigationMesh.xml msgid "" "Scans the child nodes of [NavigationMeshInstance] recursively for geometry." msgstr "" #: doc/classes/NavigationMesh.xml 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 msgid "" "Uses nodes in a group for geometry. The group is specified by [member " "geometry/source_group_name]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "Représente la taille de l'énumération [enum SourceGeometryMode]." #: doc/classes/NavigationMeshGenerator.xml msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" "This class is responsible for creating and clearing 3D navigation meshes " "used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " "[NavigationMeshGenerator] has very limited to no use for 2D as the " "navigation mesh baking process expects 3D node types and 3D source geometry " "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " "performance and time hungry operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " "properties all valid 3D source geometry nodes are collected from the " "[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " "geometry data and a combined 3D mesh is build. Due to the many different " "types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " "various [CollisionObject]s, some operations to collect geometry data can " "trigger [VisualServer] and [PhysicsServer] synchronizations. Server " "synchronization can have a negative effect on baking time or framerate as it " "often involves [Mutex] locking for thread security. Many parsable objects " "and the continuous synchronization with other threaded Servers can increase " "the baking time significantly. On the other hand only a few but very large " "and complex objects will take some time to prepare for the Servers which can " "noticeably stall the next frame render. As a general rule the total amount " "of parsable objects and their individual size and complexity should be " "balanced to avoid framerate issues or very long baking times. The combined " "mesh is then passed to the Recast Navigation Object to test the source " "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " "[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" "Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " "nodes under the provided [code]root_node[/code] or a specific group of nodes " "for potential source geometry. The parse behavior can be controlled with the " "[member NavigationMesh.geometry/parsed_geometry_type] and [member " "NavigationMesh.geometry/source_geometry_mode] properties on the " "[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml #, fuzzy msgid "" "Removes all polygons and vertices from the provided [code]nav_mesh[/code] " "resource." msgstr "Supprime l’animation avec la touche [code]name[/code]." #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "Une instance de [NavigationMesh]." #: doc/classes/NavigationMeshInstance.xml msgid "" "An instance of a [NavigationMesh]. It tells the [Navigation] node what can " "be navigated and what cannot, based on the [NavigationMesh] resource. This " "should be a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" "Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/" "code] (default), the baking is done on a separate thread. Baking on separate " "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " "meshes as async access to each mesh involves heavy synchronization. Also, " "please note that baking on a separate thread is automatically disabled on " "operating systems that cannot use threads (such as HTML5 with threads " "disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" "Returns the [RID] of this region on the [NavigationServer]. Combined with " "[method NavigationServer.map_get_closest_point_owner] can be used to " "identify the [NavigationMeshInstance] closest to a point on the merged " "navigation map." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "Détermine si le [NavigationMeshInstance] est actif ou non." #: doc/classes/NavigationMeshInstance.xml msgid "The [NavigationMesh] resource to use." msgstr "La ressource [NavigationMesh] à utiliser." #: doc/classes/NavigationMeshInstance.xml #, fuzzy msgid "Notifies when the navigation mesh bake operation is completed." msgstr "Avertit quand une animation commence à jouer." #: doc/classes/NavigationMeshInstance.xml msgid "Notifies when the [NavigationMesh] has changed." msgstr "Avertit quand le [NavigationMesh] a changé." #: doc/classes/NavigationObstacle.xml msgid "3D obstacle used in navigation for collision avoidance." msgstr "Un obstacle 3D utilisé en navigation pour éviter les collisions." #: doc/classes/NavigationObstacle.xml msgid "" "3D obstacle used in navigation for collision avoidance. The obstacle needs " "navigation data to work correctly. This can be done by having the obstacle " "as a child of a [Navigation] node, or using [method set_navigation]. " "[NavigationObstacle] is physics safe." msgstr "" #: doc/classes/NavigationObstacle.xml msgid "" "Returns the [Navigation] node that the obstacle is using for its navigation " "system." msgstr "" #: doc/classes/NavigationObstacle.xml msgid "Returns the [RID] of this obstacle on the [NavigationServer]." msgstr "Retourne le [RID] de cet obstacle dans le [NavigationServer]." #: doc/classes/NavigationObstacle.xml msgid "" "Sets the [Navigation] node used by the obstacle. Useful when you don't want " "to make the obstacle a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml msgid "" "Enables radius estimation algorithm which uses parent's collision shapes to " "determine the obstacle radius." msgstr "" #: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml msgid "" "The radius of the agent. Used only if [member estimate_radius] is set to " "[code]false[/code]." msgstr "" #: doc/classes/NavigationObstacle2D.xml msgid "2D obstacle used in navigation for collision avoidance." msgstr "Un obstacle 2D utilisé en navigation pour éviter les collisions." #: doc/classes/NavigationObstacle2D.xml msgid "" "2D obstacle used in navigation for collision avoidance. The obstacle needs " "navigation data to work correctly. This can be done by having the obstacle " "as a child of a [Navigation2D] node, or using [method set_navigation]. " "[NavigationObstacle2D] is physics safe." msgstr "" #: doc/classes/NavigationObstacle2D.xml msgid "" "Returns the [Navigation2D] node that the obstacle is using for its " "navigation system." msgstr "" #: doc/classes/NavigationObstacle2D.xml msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." msgstr "Retourne le [RID] de cet obstacle dans le [Navigation2DServer]." #: doc/classes/NavigationObstacle2D.xml msgid "" "Sets the [Navigation2D] node used by the obstacle. Useful when you don't " "want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "A node that has methods to draw outlines or use indices of vertices to " "create navigation polygons." msgstr "" #: doc/classes/NavigationPolygon.xml 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 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 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 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 msgid "" "Clears the array of polygons, but it doesn't clear the array of outlines and " "vertices." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "Returns a [PoolVector2Array] containing the vertices of an outline that was " "created in the editor or by script." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "Returns the number of outlines that were created in the editor or by script." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "Returns the count of all polygons." msgstr "Retourne le nombre de tous les polygones." #: doc/classes/NavigationPolygon.xml msgid "" "Returns a [PoolVector2Array] containing all the vertices being used to " "create the polygons." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "Creates polygons from the outlines added in the editor or by script." msgstr "" #: doc/classes/NavigationPolygon.xml 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 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 "" #: doc/classes/NavigationPolygonInstance.xml msgid "" "Returns the [RID] of this region on the [Navigation2DServer]. Combined with " "[method Navigation2DServer.map_get_closest_point_owner] can be used to " "identify the [NavigationPolygonInstance] closest to a point on the merged " "navigation map." msgstr "" #: doc/classes/NavigationServer.xml #, fuzzy msgid "Server interface for low-level 3D navigation access." msgstr "Interface de serveur pour l'accès audio de bas niveau." #: doc/classes/NavigationServer.xml msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " "they define the navigable areas in the 3D world. For two regions to be " "connected to each other, they must share a similar edge. An edge is " "considered connected to another if both of its two vertices are at a " "distance less than [member Navigation.edge_connection_margin] to the " "respective other edge's vertex.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" "[b]Note:[/b] The collision avoidance system ignores regions. Using the " "modified velocity as-is might lead to pushing and agent outside of a " "navigable area. This is a limitation of the collision avoidance system, any " "more complex situation may require the use of the physics engine.\n" "This server keeps tracks of any call and executes them during the sync " "phase. This means that you can request any change to the map, using any " "thread, without worrying." msgstr "" "Le NavigationServer est le serveur responsable pour toutes les navigation en " "3D. Il gère différents objets, nommés carte, régions et agents.\n" "Les cartes (\"maps\") sont faites de régions, qui sont faites de maillages " "de navigation. Ensemble, ces cartes définissent les aires navigables dans le " "monde 3D. Pour que deux régions soient connectées entre elles, elles doivent " "avoir une bordure en commun. Une bordure (\"edge\") est considérée connectée " "à une autre si elles ont deux sommets rapprochés de moins de la distance " "[member Navigation.edge_connection_margin].\n" "Pour utiliser le système d'évitement, vous devez utiliser des agents. Vous " "pouvez définir la vitesse cible d'un agent, puis le serveur émettra une " "méthode de rappel avec la vitesse modifiée.\n" "[b]Note :[/b] Le système d'évitement des collisions ignorent les régions. " "Utiliser la vitesse modifiée telle quelle peut déplacer un agent hors de la " "surface de navigable. C'est une limite du système d'évitement des collision, " "et certaines situations plus complexes peuvent nécessiter l'utilisation du " "moteur physique.\n" "Le serveur garde en mémoire tous les appels et les exécutent durant la phase " "de synchronisation. Cela veut dire que vous pouvez demander n'importe quel " "changement sur l'ensemble des cartes, via n'importe quel fil d'exécution, " "sans soucis." #: doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell height." msgstr "Retourne la taille du tableau." #: doc/classes/NavigationServer.xml #, fuzzy msgid "" "Returns the normal for the point returned by [method map_get_closest_point]." msgstr "Renvoie l'inverse de la racine carrée du paramètre." #: doc/classes/NavigationServer.xml msgid "" "Returns the closest point between the navigation surface and the segment." msgstr "" "Retourne le point le plus proche de la surface de la navigation et du " "segment." #: doc/classes/NavigationServer.xml msgid "" "Returns the edge connection margin of the map. This distance is the minimum " "vertex distance needed to connect two edges from different regions." msgstr "" #: doc/classes/NavigationServer.xml msgid "Returns the map's up direction." msgstr "Retourne la direction haut de la carte." #: doc/classes/NavigationServer.xml #, fuzzy msgid "Set the map cell height used to weld the navigation mesh polygons." msgstr "Définit le polygone de navigation de la tuile." #: doc/classes/NavigationServer.xml msgid "Sets the map up direction." msgstr "Définit la direction haut de la carte." #: doc/classes/NavigationServer.xml msgid "" "Process the collision avoidance agents.\n" "The result of this process is needed by the physics server, so this must be " "called in the main thread.\n" "[b]Note:[/b] This function is not thread safe." msgstr "" #: doc/classes/NavigationServer.xml msgid "Bakes the navigation mesh." msgstr "Prépare le maillage de navigation." #: doc/classes/NavigationServer.xml msgid "Control activation of this server." msgstr "Contrôle l'activation de ce serveur." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." "html]ENet[/url] library." msgstr "" "L'implémentation de PacketPeer en utilisant la bibliothèque [url=http://enet." "bespin.org/index.html]ENet[/url]." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml 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 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 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 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 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 msgid "" "Returns the channel of the last packet fetched via [method PacketPeer." "get_packet]." msgstr "" "Retourne le canal du dernier paquet récupéré avec [method PacketPeer." "get_packet]." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Returns the channel of the next packet that will be retrieved via [method " "PacketPeer.get_packet]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Returns the IP address of the given peer." msgstr "Retourne l'adresse IP du pair donné." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Returns the remote port of the given peer." msgstr "Retourne le port distant du pair spécifié." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml 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 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 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 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 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 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 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 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 #, fuzzy msgid "" "Enable or disable certificate verification when [member use_dtls] is " "[code]true[/code]." msgstr "" "Active ou désactive la vérification du certificat quand [member use_dtls] " "est [code]true[/code]." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml 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 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 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 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 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 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 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 msgid "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression." msgstr "Compression [url=https://facebook.github.io/zstd/]Zstandard[/url]." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "A high-level network interface to simplify multiplayer interactions." msgstr "" "Une interface réseau haut-niveau pour simplifier les interactions " "multijoueurs." #: doc/classes/NetworkedMultiplayerPeer.xml 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 msgid "High-level multiplayer" msgstr "API multijoueur de haut niveau" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "WebRTC Signaling Demo" msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Returns the current state of the connection. See [enum ConnectionStatus]." msgstr "Retourne l'état actuel de la connexion. Voir [enum ConnexionStatus]." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Returns the ID of the [NetworkedMultiplayerPeer] who sent the most recent " "packet." msgstr "" "Retourne l'identifiant du [NetworkedMultiplayerPeer] qui a envoyé le plus " "récent paquet." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Returns the ID of this [NetworkedMultiplayerPeer]." msgstr "Retourne l'identifiant de ce [NetworkedMultiplayerPeer]." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Waits up to 1 second to receive a new network event." msgstr "Attend jusqu'à 1 seconde de recevoir un nouvel événement réseau." #: doc/classes/NetworkedMultiplayerPeer.xml 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 msgid "" "If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new " "connections." msgstr "" "Si [code]true[/code], ce [NetworkedMultiplayerPeer] refuse les nouvelles " "connexions." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "The manner in which to send packets to the [code]target_peer[/code]. See " "[enum TransferMode]." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted when a connection attempt fails." msgstr "Émis quand une tentative de connexion échoue." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted when a connection attempt succeeds." msgstr "Émis quand une tentative de connexion réussie." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted by the server when a client connects." msgstr "Émis par le serveur quand un client se connecte." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted by the server when a client disconnects." msgstr "Émis par le serveur quand un client se déconnecte." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted by clients when the server disconnects." msgstr "Émis par les clients quand le serveur se déconnecte." #: doc/classes/NetworkedMultiplayerPeer.xml 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 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 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 msgid "The ongoing connection disconnected." msgstr "La connexion en cours a été interrompue." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "A connection attempt is ongoing." msgstr "Une tentative de connexion est en cours." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "The connection attempt succeeded." msgstr "La tentative de connexion a réussi." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Packets are sent to the server and then redistributed to other peers." msgstr "" "Les paquets sont envoyés au serveur puis redistribués aux autres pairs." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Packets are sent to the server alone." msgstr "Les paquets sont envoyés uniquement au serveur." #: doc/classes/NinePatchRect.xml 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 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 msgid "" "Returns the size of the margin identified by the given [enum Margin] " "constant." msgstr "" #: doc/classes/NinePatchRect.xml 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 msgid "" "The stretch mode to use for horizontal stretching/tiling. See [enum " "NinePatchRect.AxisStretchMode] for possible values." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "The stretch mode to use for vertical stretching/tiling. See [enum " "NinePatchRect.AxisStretchMode] for possible values." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's " "borders." msgstr "" #: doc/classes/NinePatchRect.xml 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 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 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 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 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 msgid "The node's texture resource." msgstr "La ressource de texture du nœud." #: doc/classes/NinePatchRect.xml msgid "Emitted when the node's texture changes." msgstr "Émis quand la texture d'un nœud change." #: doc/classes/NinePatchRect.xml msgid "" "Stretches the center texture across the NinePatchRect. This may cause the " "texture to be distorted." msgstr "" #: doc/classes/NinePatchRect.xml 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 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 msgid "Base class for all [i]scene[/i] objects." msgstr "Classe de base pour les objets [i]scene[/i]." #: doc/classes/Node.xml 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 msgid "Nodes and Scenes" msgstr "Nœuds et scènes" #: doc/classes/Node.xml msgid "All Demos" msgstr "Toutes les démos" #: doc/classes/Node.xml 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 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 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 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 an orphan)." msgstr "" "Appelé quand il y a un événement d'entrée. Cet événement se propage le long " "de l'arborescence jusqu'à ce qu'un nœud le consomme.\n" "Ça n'est appelé que si le processus de traitement des entrées est activé, ce " "qui est fait automatiquement quand cette méthode est surchargée, et peut " "être activé par [method set_process_input].\n" "Pour consommer l'événement d'entrée et arrêter sa propagation vers les " "autres nœuds, la méthode [method SceneTree.set_input_as_handled] peut être " "appelée.\n" "Pour les entrées de jeu, les méthodes [method _unhandled_input] et [method " "_unhandled_key_input] sont généralement plus adaptées que [method _input] " "puisqu'elles permettent aux éléments d'interface d'intercepter les " "événements en premier.\n" "[b]Note :[/b] Cette méthode n'est seulement appelé si le nœud est présent " "dans l'arborescence (c-à-d n'est pas un orphelin)." #: doc/classes/Node.xml 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 an orphan)." msgstr "" "Appelé pendant l’étape de traitement physique de la boucle principale. Le " "traitement physique signifie que la fréquence d’images est synchronisée avec " "la physique, c’est-à-dire que la variable [code]delta[/code] doit être " "constante. [code]delta[/code] est en secondes.\n" "Il est seulement appelé si le traitement physique est activé, ce qui est " "fait automatiquement si cette méthode est remplacée, et peut être basculé " "avec [method set_physics_process].\n" "Correspond à la notification [constant NOTIFICATION_PHYSICS_PROCESS] dans la " "[method Object._notification].\n" "[b]Note :[/b] Cette méthode n’est appelée que si le nœud est présent dans " "l’arborescence de la scène (c.-à-d. s’il n’est pas orphelin)." #: doc/classes/Node.xml 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 an orphan)." msgstr "" "Appelé pendant l’étape de traitement physique de la boucle principale. Le " "traitement physique signifie que la fréquence d’images est synchronisée avec " "la physique, c’est-à-dire que la variable [code]delta[/code] doit être " "constante. [code]delta[/code] est en secondes.\n" "Il est seulement appelé si le traitement physique est activé, ce qui est " "fait automatiquement si cette méthode est remplacée, et peut être basculé " "avec [method set_physics_process].\n" "Correspond à la notification [constant NOTIFICATION_PHYSICS_PROCESS] dans la " "[method Object._notification].\n" "[b]note :[/b] Cette méthode n’est appelée que si le nœud est présent dans " "l’arborescence de la scène (c.-à-d. s’il n’est pas orphelin)." #: doc/classes/Node.xml 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 it again, [code]_ready[/code] " "will not be called a second time. This can be bypassed by requesting another " "call with [method request_ready], which may be called anywhere before adding " "the node again." msgstr "" #: doc/classes/Node.xml msgid "" "Called when an [InputEvent] hasn't been consumed by [method _input] or any " "GUI [Control] item. 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 an orphan)." msgstr "" "Appelé quand un [InputEventKey] n'a pas été traité par [method _input] ou " "n'importe quel élément [Control]. L'événement d'entrée se propage le long de " "l'arborescence jusqu'à ce qu'un nœud le consomme.\n" "Ça n'est appelé que si le processus de traitement des entrées est activé, ce " "qui est fait automatiquement quand cette méthode est surchargée, et peut " "être activé par [method set_process_unhandled_input].\n" "Pour consommer l'événement d'entrée et arrêter sa propagation vers les " "autres nœuds, la méthode [method SceneTree.set_input_as_handled] peut être " "appelée.\n" "Pour les entrées de jeu, cette méthode et [method _unhandled_key_input] sont " "généralement plus adaptées que [method _input] puisqu'elles permettent aux " "éléments d'interface d'intercepter les événements en premier.\n" "[b]Note :[/b] Cette méthode n'est seulement appelé si le nœud est présent " "dans l'arborescence (c-à-d n'est pas un orphelin)." #: doc/classes/Node.xml msgid "" "Called when an [InputEventKey] hasn't been consumed by [method _input] or " "any GUI [Control] item. 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 an orphan)." msgstr "" "Appelé quand un [InputEventKey] n'a pas été traité par [method _input] ou " "n'importe quel élément [Control]. L'événement d'entrée se propage le long de " "l'arborescence jusqu'à ce qu'un nœud le consomme.\n" "Ça n'est appelé que si le processus de traitement des entrées est activé, ce " "qui est fait automatiquement quand cette méthode est surchargée, et peut " "être activé par [method set_process_unhandled_key_input].\n" "Pour consommer l'événement d'entrée et arrêter sa propagation vers les " "autres nœuds, la méthode [method SceneTree.set_input_as_handled] peut être " "appelée.\n" "Pour les entrées de jeu, cette méthode et [method _unhandled_input] sont " "généralement plus adaptées que [method _input] puisqu'elles permettent aux " "éléments d'interface d'intercepter les événements en premier.\n" "[b]Note :[/b] Cette méthode n'est seulement appelé si le nœud est présent " "dans l'arborescence (c-à-d n'est pas un orphelin)." #: doc/classes/Node.xml 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=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" "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 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 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 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 msgid "" "Creates a new [SceneTreeTween] and binds it to this node. This is equivalent " "of doing:\n" "[codeblock]\n" "get_tree().create_tween().bind_node(self)\n" "[/codeblock]" msgstr "" #: doc/classes/Node.xml 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 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]). Returns [code]null[/code] if no matching [Node] " "is found.\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 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 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 msgid "Returns the number of child nodes." msgstr "Retourne le nombre de nœuds enfant." #: doc/classes/Node.xml msgid "Returns an array of references to node's children." msgstr "Retourne la liste des références des enfants du nœud." #: doc/classes/Node.xml 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 msgid "" "Returns the node's index, i.e. its position among the siblings of its parent." msgstr "" #: doc/classes/Node.xml msgid "" "Returns the peer ID of the network master for this node. See [method " "set_network_master]." msgstr "" #: doc/classes/Node.xml 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, [code]null[/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 "" "Récupère un nœud. Le [NodePath] peut être un chemin relatif (depuis le nœud " "actuel) ou absolu (dans l'arborescence) vers un nœud. Si le chemin n'existe " "pas, [code]null[/code] est retourné et une erreur est affichée. Appeler une " "méthode sur la valeur retournée si le nœud n'existe lancera une erreur comme " "\"Tentative d'appel de sur une instance null.\".\n" "[b]Note :[/b] Récupérer un nœud avec un chemin absolu ne fonctionne que si " "ce nœud est dans l'arborescence (voir [method is_inside_tree]).\n" "[b]Exemple :[/b] En assumant que le nœud actuel soit \"Personnage\" et que " "l'arborescence soit la suivante :\n" "[codeblock]\n" "/root\n" "/root/Personnage\n" "/root/Personnage/Épée\n" "/root/Personnage/Sac-à-dos/Dague\n" "/root/MonJeu\n" "/root/Bassin/Alligator\n" "/root/Bassin/Moustique\n" "/root/Bassin/Gobelin\n" "[/codeblock]\n" "Les chemins possibles sont :\n" "[codeblock]\n" "get_node(\"Épée\")\n" "get_node(\"Sac-à-dos/Dague\")\n" "get_node(\"../Bassin/Alligator\")\n" "get_node(\"/root/MonJeu\")\n" "[/codeblock]" #: doc/classes/Node.xml 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 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 msgid "" "Returns the parent node of the current node, or [code]null[/code] if the " "node lacks a parent." msgstr "" "Retourne le nœud parent du nœud actuel, ou [code]null[/code] si le nœud n'a " "pas de parent." #: doc/classes/Node.xml 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 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 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 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 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 msgid "" "Returns [code]true[/code] if this is an instance load placeholder. See " "[InstancePlaceholder]." msgstr "" "Retourne [code]true[/code] si c'est une instance fictive pour charger un " "scène. Voir [InstancePlaceholder]." #: doc/classes/Node.xml msgid "Returns the [SceneTree] that contains this node." msgstr "Retourne le [SceneTree] qui contient ce nœud." #: doc/classes/Node.xml msgid "Returns the node's [Viewport]." msgstr "Retourne le [Viewport] du nœud." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node that the [NodePath] points to exists." msgstr "" "Retourne [code]true[/code] si le nœud à l'emplacement [NodePath] existe." #: doc/classes/Node.xml 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 msgid "" "Returns [code]true[/code] if the given node is a direct or indirect child of " "the current node." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node is folded (collapsed) in the Scene " "dock." msgstr "" "Retourne [code]true[/code] si le nœud est réduit (la descendance est " "masquée) dans le dock de la scène." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the given node occurs later in the scene " "hierarchy than the current node." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if this node is in the specified group. See notes " "in the description, and the group methods in [SceneTree]." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if this node is currently inside a [SceneTree]." msgstr "" "Retourne [code]true[/code] si le nœud est actuellement dans le [SceneTree]." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the local system is the master of this node." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " "Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active if both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if physics interpolation is enabled (see [member " "physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." "physics/common/physics_interpolation]." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if physics processing is enabled (see [method " "set_physics_process])." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if internal physics processing is enabled (see " "[method set_physics_process_internal])." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if processing is enabled (see [method " "set_process])." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node is processing input (see [method " "set_process_input])." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if internal processing is enabled (see [method " "set_process_internal])." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node is processing unhandled input (see " "[method set_process_unhandled_input])." msgstr "" "Retourne [code]true[/code] si le nœud est en train de gérer les entrées non " "traitées (voir [method set_process_unhandled_input])." #: doc/classes/Node.xml 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 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 msgid "" "Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. " "Works only in debug builds." msgstr "" #: doc/classes/Node.xml 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 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 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 msgid "" "Notifies the current node and all its children recursively by calling " "[method Object.notification] on all of them." msgstr "" #: doc/classes/Node.xml 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 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 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 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 msgid "" "Removes a node from a group. See notes in the description, and the group " "methods in [SceneTree]." msgstr "" #: doc/classes/Node.xml msgid "" "Replaces a node in a scene by the given one. Subscriptions that pass through " "this node will be lost.\n" "[b]Note:[/b] The given node will become the new parent of any child nodes " "that the replaced node had.\n" "[b]Note:[/b] 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 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 msgid "" "When physics interpolation is active, moving a node to a radically different " "transform (such as placement within a level) can result in a visible glitch " "as the object is rendered moving from the old to new position over the " "physics tick.\n" "This glitch can be prevented by calling [code]reset_physics_interpolation[/" "code], which temporarily turns off interpolation until the physics tick is " "complete.\n" "[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the " "node and all children recursively.\n" "[b]Note:[/b] This function should be called [b]after[/b] moving the node, " "rather than before." msgstr "" #: doc/classes/Node.xml 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 " "[code]null[/code].\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 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 msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/" "code]." msgstr "" #: doc/classes/Node.xml #, fuzzy msgid "" "Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]." msgstr "" "Envoie un [method rpc] en utilisant un protocole non fiable. Retourne un " "[Variant] vide." #: doc/classes/Node.xml 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 [code]null[/code]." msgstr "" #: doc/classes/Node.xml 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 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 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 msgid "" "Remotely changes the property's value on other peers (and locally) using an " "unreliable protocol." msgstr "" #: doc/classes/Node.xml 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 msgid "Sets the folded state of the node in the Scene dock." msgstr "" #: doc/classes/Node.xml 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 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 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 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 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 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 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 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 msgid "" "Sets whether this is an instance load placeholder. See [InstancePlaceholder]." msgstr "" #: doc/classes/Node.xml 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 msgid "" "The override to the default [MultiplayerAPI]. Set to [code]null[/code] to " "use the default [SceneTree] one." msgstr "" #: doc/classes/Node.xml 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 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 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 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.\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=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" "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 msgid "Pause mode. How the node will behave if the [SceneTree] is paused." msgstr "" "Le mode de pause. La façon dont le nœud se comportera quand le [SceneTree] " "est en pause." #: doc/classes/Node.xml msgid "" "Allows enabling or disabling physics interpolation per node, offering a " "finer grain of control than turning physics interpolation on and off " "globally.\n" "[b]Note:[/b] This can be especially useful for [Camera]s, where custom " "interpolation can sometimes give superior results." msgstr "" #: doc/classes/Node.xml 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 msgid "" "Sets this node's name as a unique name in its [member owner]. This allows " "the node to be accessed as [code]%Name[/code] instead of the full path, from " "any node within that scene.\n" "If another node with the same owner already had that name declared as " "unique, that other node's name will no longer be set as having a unique name." msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " "on its own or because this node entered with it." msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node exits the scene tree, either because it exited on " "its own or because this node exited." msgstr "" #: doc/classes/Node.xml msgid "Emitted when the node is ready." msgstr "Émis quand le nœud est prêt ([i]ready[/i])." #: doc/classes/Node.xml msgid "Emitted when the node is renamed." msgstr "Émis quand le nœud est renommé." #: doc/classes/Node.xml msgid "Emitted when the node enters the tree." msgstr "Émis quand le nœud entre dans l'arborescence." #: doc/classes/Node.xml msgid "Emitted after the node exits the tree and is no longer active." msgstr "Émis quand le nœud quitte l'arborescence et n'est plus actif." #: doc/classes/Node.xml 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 msgid "Notification received when the node enters a [SceneTree]." msgstr "La notification reçue quand un nœud entre dans le [SceneTree]." #: doc/classes/Node.xml msgid "Notification received when the node is about to exit a [SceneTree]." msgstr "La notification reçue quand le nœud va quitter le [SceneTree]." #: doc/classes/Node.xml msgid "Notification received when the node is moved in the parent." msgstr "La notification reçue quand le nœud est déplacé dans le parent." #: doc/classes/Node.xml msgid "Notification received when the node is ready. See [method _ready]." msgstr "La notification reçue quand le nœud est prêt. Voir [method _ready]." #: doc/classes/Node.xml msgid "Notification received when the node is paused." msgstr "La notification reçue quand ce nœud est en pause." #: doc/classes/Node.xml msgid "Notification received when the node is unpaused." msgstr "La notification reçue quand le nœud n'est plus en pause." #: doc/classes/Node.xml msgid "" "Notification received every frame when the physics process flag is set (see " "[method set_physics_process])." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received every frame when the process flag is set (see [method " "set_process])." msgstr "" #: doc/classes/Node.xml 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 msgid "" "Notification received when a node is unparented (parent removed it from the " "list of children)." msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node is instanced." msgstr "La notification reçue quand ce nœud est instancié." #: doc/classes/Node.xml msgid "" "Notification received when a drag operation begins. All nodes receive this " "notification, not only the dragged one.\n" "Can be triggered either by dragging a [Control] that provides drag data (see " "[method Control.get_drag_data]) or using [method Control.force_drag].\n" "Use [method Viewport.gui_get_drag_data] to get the dragged data." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received when a drag operation ends.\n" "Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded." msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node's [NodePath] changed." msgstr "La notification reçue quand le [NodePath] de ce nœud a changé." #: doc/classes/Node.xml msgid "" "Notification received every frame when the internal process flag is set (see " "[method set_process_internal])." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received every frame when the internal physics process flag is " "set (see [method set_physics_process_internal])." msgstr "" #: doc/classes/Node.xml 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 msgid "" "Notification received when [method reset_physics_interpolation] is called on " "the node or parent nodes." msgstr "" #: doc/classes/Node.xml 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 msgid "Stops processing when the [SceneTree] is paused." msgstr "Arrête la mise à jour quand le [SceneTree] est en pause." #: doc/classes/Node.xml msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml msgid "" "Inherits physics interpolation mode from the node's parent. For the root " "node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." msgstr "" #: doc/classes/Node.xml msgid "" "Turn off physics interpolation in this node and children set to [constant " "PHYSICS_INTERPOLATION_MODE_INHERIT]." msgstr "" #: doc/classes/Node.xml msgid "" "Turn on physics interpolation in this node and children set to [constant " "PHYSICS_INTERPOLATION_MODE_INHERIT]." msgstr "" #: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "Dupliquer les signaux du nœud." #: doc/classes/Node.xml msgid "Duplicate the node's groups." msgstr "Dupliquer les groupes du nœud." #: doc/classes/Node.xml msgid "Duplicate the node's scripts." msgstr "Dupliquer les scripts du nœud." #: doc/classes/Node.xml 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 msgid "" "A 2D game object, inherited by all 2D-related nodes. Has a position, " "rotation, scale, and Z index." msgstr "" #: doc/classes/Node2D.xml 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 doc/classes/Vector2.xml msgid "All 2D Demos" msgstr "Toutes les démos 2D" #: doc/classes/Node2D.xml msgid "Multiplies the current scale by the [code]ratio[/code] vector." msgstr "" "Multiplie la mise à l'échelle actuelle par le vecteur [code]ratio[/code]." #: doc/classes/Node2D.xml msgid "" "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 msgid "Returns the [Transform2D] relative to this node's parent." msgstr "Retourne la [Transform2D] relative au parent de ce nœud." #: doc/classes/Node2D.xml msgid "Adds the [code]offset[/code] vector to the node's global position." msgstr "" "Ajoute le vecteur de décalage [code]offset[/code] à la position globale du " "nœud." #: doc/classes/Node2D.xml msgid "" "Rotates the node so it points towards the [code]point[/code], which is " "expected to use global coordinates." msgstr "" #: doc/classes/Node2D.xml 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 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 msgid "" "Applies a rotation to the node, in radians, starting from its current " "rotation." msgstr "" #: doc/classes/Node2D.xml 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 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 msgid "" "Translates the node by the given [code]offset[/code] in local coordinates." msgstr "" "Déplace le nœud par le décalage [code]offset[/code] dans les coordonnées " "locales." #: doc/classes/Node2D.xml msgid "Global position." msgstr "Position globale." #: doc/classes/Node2D.xml msgid "Global rotation in radians." msgstr "Rotation globale en radians." #: doc/classes/Node2D.xml msgid "Global rotation in degrees." msgstr "Rotation globale en degrés." #: doc/classes/Node2D.xml msgid "Global scale." msgstr "L'échelle globale." #: doc/classes/Node2D.xml msgid "Global [Transform2D]." msgstr "[Transform2D] global." #: doc/classes/Node2D.xml msgid "Position, relative to the node's parent." msgstr "" #: doc/classes/Node2D.xml msgid "Rotation in radians, relative to the node's parent." msgstr "La rotation en radians, relative au parent de ce nœud." #: doc/classes/Node2D.xml msgid "Rotation in degrees, relative to the node's parent." msgstr "La rotation en degrés, relative au parent de ce nœud." #: doc/classes/Node2D.xml msgid "The node's scale. Unscaled value: [code](1, 1)[/code]." msgstr "" "La mise à l'échelle du nœud. La valeur sans mise à l'échelle est [code](1, 1)" "[/code]." #: doc/classes/Node2D.xml msgid "Local [Transform2D]." msgstr "[Transform2D] local." #: doc/classes/Node2D.xml 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 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 #, fuzzy msgid "Pre-parsed scene tree path." msgstr "Chemin de l'arborescence des scènes pré-analysé." #: doc/classes/NodePath.xml 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 "" "Un chemin pré-interprété relatif ou absolu dans l'arborescence, à utiliser " "avec [method Node.get_node] ou d'autres fonctions similaires. Ça peut être " "une référence à un nœud, une ressource dans un nœud, ou une propriété dans " "un nœud ou un ressource. Par exemple, [code]\"Path2D/PathFollow2D/Sprite:" "texture:size\"[/code] réfère à la propriété [code]size[/code] de la " "ressource [code]texture[/code] du nœud nommé [code]\"Sprite\"[/code] qui est " "l'enfant des autres nœuds cités dans le chemin.\n" "Une simple chaine de caractères contentant le chemin suffit à des méthodes " "commes [method Node.get_node] qui la convertissent directement en NodePath, " "mais il est parfois nécessaire d'interpréter ce chemin en utilisant " "directement le [NodePath] ou format rapide [code]@\"path\"[/code]. Exporter " "une variable [NodePath] vous donnera un widget de sélection d'un nœud dans " "le panneau des propriétés dans l'éditeur, ce qui est souvent utile.\n" "Un [NodePath] est composé d'une liste de noms de nœud séparé par \"/" "\" (comme le chemin d'un fichier) et avec une liste facultative de \"sous-" "noms\" séparés par deux points qui peuvent être des ressources ou des " "propriétés.\n" "Quelques exemples de NodePath :\n" "[codeblock]\n" "# Aucun \"/\" au début veut dire que c'est relatif au nœud actuel.\n" "@\"A\" # L'enfant direct A\n" "@\"A/B\" # L'enfant B de A\n" "@\".\" # Le nœud actuel.\n" "@\"..\" # Le nœud parent.\n" "@\"../C\" # Le nœud C voisin.\n" "# Un \"/\" au début veut dire que c'est absolu dans le SceneTree.\n" "@\"/root\" # Équivalent à get_tree().get_root().\n" "@\"/root/Main\" # Si votre principale scène se nomme \"Main\".\n" "@\"/root/MyAutoload\" # Si vous avez un nœud ou une scène chargée " "automatiquement.\n" "[/codeblock]\n" "[b]Note :[/b] Dans l'éditeur, les propriétés [NodePath] sont automatiquement " "mise à jour lors de déplacement, renommage ou suppression d'un nœud dans " "l'arborescence, mais ne sont jamais mis à jour quand le jeu est lancé." #: doc/classes/NodePath.xml doc/classes/PackedScene.xml doc/classes/Panel.xml #: doc/classes/PanelContainer.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml msgid "2D Role Playing Game Demo" msgstr "Démo 2D de jeu de role-play" #: doc/classes/NodePath.xml 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 "" "Créer un NodePath depuis une chaine de caractères, par ex. [code]\"Path2D/" "PathFollow2D/Sprite:texture:size\"[/code]. Un chemin est absolu s'il " "commence par une barre oblique (\"/\"). Les chemins absolus ne sont valides " "que dans l’arborescente globale, par dans les scènes individuelles. Pour les " "chemins relatifs, [code]\".\"[/code] et [code]\"..\"[/code] indique le nœud " "actuel et son parent respectivement.\n" "Les \"sous-noms\" facultatifs inclus après le chemin du nœud cible peuvent " "référer une ressource ou une propriété, et peuvent aussi être imbriquées.\n" "Quelques exemples de NodePath valides (en assumant que ces nœuds existent et " "contiennent les ressources et propriétés qui sont référencées) :\n" "[codeblock]\n" "# Réfère au nœud \"Sprite\".\n" "\"Path2D/PathFollow2D/Sprite\"\n" "# Réfère au nœud \"Sprite\" et sa ressource \"texture\".\n" "# \"get_node()\" retournera \"Sprite\", alors que " "\"get_node_and_resource()\"\n" "# retournera à la fois le nœud \"Sprite\" et sa ressource \"texture\".\n" "\"Path2D/PathFollow2D/Sprite:texture\"\n" "# Réfère au nœud \"Sprite\" de sa propriété \"position\".\n" "\"Path2D/PathFollow2D/Sprite:position\"\n" "# Réfère au nœud \"Sprite\" et au composant \"x\" de sa propriété " "\"position\".\n" "\"Path2D/PathFollow2D/Sprite:position:x\"\n" "# Chemin absolu (de le nœud racine \"root\").\n" "\"/root/Level/Path2D\"\n" "[/codeblock]" #: doc/classes/NodePath.xml 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 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 "" "Retourne tous les sous-noms reliés par deux points ([code]:[/code]) comme " "séparateur, c'est-à-dire que la partie droite des deux premiers points est " "un chemin vers un nœud.\n" "[codeblock]\n" "var nodepath = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n" "print(nodepath.get_concatenated_subnames()) # texture:load_path\n" "[/codeblock]" #: doc/classes/NodePath.xml 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 "" "Retourne le nom du nœud à l'index [code]idx[/code] (la valeur est entre 0 et " "[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]" #: doc/classes/NodePath.xml 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 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 "" "Retourne la ressource ou le nom de propriété indiqué à [code]idx[/code] (de " "0 jusqu'à [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]" #: doc/classes/NodePath.xml 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 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 msgid "Returns [code]true[/code] if the node path is empty." msgstr "Retourne [code]true[/code] si le chemin du nœud est vide." #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "[OpenSimplexNoise] filled texture." msgstr "Texture remplie [OpenSimplexNoise]." #: modules/opensimplex/doc_classes/NoiseTexture.xml 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 "" "Utilise un [OpenSimplexNoise] pour remplir la texture. Vous pouvez spécifier " "une taille de texture mais gardez en mémoire qu'une plus grande taille " "demandera un temps de génération plus long, et que les bruits continus ne " "fonctionnent qu'avec des textures carrées.\n" "NoiseTexture peut aussi générer des textures normalmap.\n" "Cette classe utilise des [Thread] en interne pour générer la texture, donc " "[method Texture.get_data] peut retourner [code]null[/code] si la génération " "de la texture n'a pas encore été finie. Dans ce cas, vous devez attendre que " "la texture soit générée avant d'accéder aux données :\n" "[codeblock]\n" "var texture = preload(\"res://noise.tres\")\n" "yield(texture, \"changed\")\n" "var image = texture.get_data()\n" "[/codeblock]" #: modules/opensimplex/doc_classes/NoiseTexture.xml 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 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 msgid "Height of the generated texture." msgstr "Hauteur de la texture générée." #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "The [OpenSimplexNoise] instance used to generate the noise." msgstr "L'instance [OpenSimplexNoise] utilisée pour générer le bruit." #: modules/opensimplex/doc_classes/NoiseTexture.xml 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 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 msgid "Width of the generated texture." msgstr "Largeur de la texture générée." #: doc/classes/Object.xml msgid "Base class for all non-built-in types." msgstr "La classe de base pour tous les types non intégrés." #: doc/classes/Object.xml 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 "" "Chaque classe qui n'est pas intégrée hérite de cette classe.\n" "Vous pouvez construire des Objects depuis les langages de script, avec " "[code]Object.new()[/code] dans GDScript, [code]new Object[/code] dans C#, ou " "le nœud \"Construire un Objet\" dans VisualScript.\n" "Les objets ne gère pas la mémoire. Si une classe hérite de Object, vous " "devez manuellement supprimer les instances quand elles ne sont plus " "utilisées. Pour cela, appelez la méthode [method free] depuis votre script " "ou supprimez l'instance en C++.\n" "Certaines classes qui hérite de Object ajoute la gestion de la mémoire. " "C'est le cas de [Reference], qui contient un compteur de références et se " "supprime automatiquement quand il n'est pas référencé. [Node], un autre type " "fondamental, supprime tous ces enfants quand il est libéré de la mémoire.\n" "Les objet exportent des propriétés, qui sont principalement utilisées pour " "enregistrement et les modifications, mais pas tant que ça en programmation. " "Les propriétés sont exportées dans [method _get_property_list] et gérées " "dans [method _get] et [method _set]. Par contre, les langages de script et C+" "+ ont un système plus simple pour les exporter.\n" "L'existence de propriétés peut être directement vérifié dans GDScript avec " "[code]in[/code]:\n" "[codeblock]\n" "var n = Node2D.new()\n" "print(\"position\" in n) # Affiche \"True\".\n" "print(\"other_property\" in n) # Affiche \"False\".\n" "[/codeblock]\n" "L'opérateur [code]in[/code] sera évalué à [code]true[/code] aussi longtemps " "que la clé existe, même si sa valeur est [code]null[/code].\n" "Les objets reçoivent aussi des notifications. Les notifications sont " "simplement un moyen de notifier à l'objet différents événements, pour qu'ils " "soient tous traités ensemble. Voir [method _notification].\n" "[b]Note :[/b] Contrairement aux références aux [Reference], les références " "aux Object sont stockés dans une variable qui peut devenir invalide sans " "prévenir. Pour cela, il est recommandé d'utiliser [Reference] pour les " "classe de données plutôt que [Object].\n" "[b]Note :[/b] À cause d'un bug, il n'est pas possible de créer un objet avec " "[code]Object.new()[/code]. Plutôt, utilisez [code]ClassDB." "instance(\"Object\")[/code]. Ce bug ne s'applique qu'aux Object, et non à sa " "descendance comme les [Reference]." #: doc/classes/Object.xml doc/classes/Reference.xml doc/classes/Resource.xml msgid "When and how to avoid using nodes for everything" msgstr "Quand et comment éviter d'utiliser des nœuds pour tout" #: doc/classes/Object.xml msgid "Advanced exports using _get_property_list()" msgstr "Exports avancés avec _get_property_list()" #: doc/classes/Object.xml 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 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 msgid "" "Called when the object is initialized in memory. Can be defined to take in " "parameters, that are passed in when constructing.\n" "[b]Note:[/b] If [method _init] is defined with required parameters, then " "explicit construction is the only valid means of creating an Object of the " "class. If any other means (such as [method PackedScene.instance]) is used, " "then initialization will fail." msgstr "" #: doc/classes/Object.xml 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 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 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 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 "" "Ajouter [code]signal[/code] personnalisé défini par l'utilisateur. Les " "arguments sont facultatifs, mais peuvent être ajoutés sous forme de [Array] " "de dictionnaires, chacun contenant les entrées [code]name: String[/code] et " "[code]type: int[/code] (voir [enum Variant.Type])." #: doc/classes/Object.xml 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 "" "Appelle la [code]method[/code] sur l'objet et retourne le résultat. Cette " "méthode supporte un nombre variable d'arguments, ces paramètres étant passés " "dans une liste séparé par une virgule. Exemple :\n" "[codeblock]\n" "call(\"set\", \"position\", Vector2(42.0, 0.0))\n" "[/codeblock]\n" "[b]Note :[/b] En C#, le nom de la méthode doit être spécifiée en snake_case " "si c'est une méthode définie par les nœuds Godot. Ça ne s'applique pas aux " "méthodes définies par l'utilisateur qui devraient toujours utiliser la même " "convention du langage C# (typiquement en PascalCase)." #: doc/classes/Object.xml 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 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 "" "Appelle la [code]method[/code] sur l'objet et retourne le résultat. " "Contrairement à [method call], cette méthode ne supporte pas un nombre " "variable d'arguments mais s'attend à ce que tous les paramètres soient " "passés dans un seul [Array].\n" "[codeblock]\n" "callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n" "[/codeblock]" #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the object can translate strings. See [method " "set_message_translation] and [method tr]." msgstr "" #: doc/classes/Object.xml 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 print 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 "" "Connecte un [code]signal[/code] à une [code]method[/code] d'un objet " "[code]target[/code]. Vous pouvez passer des paramètres [code]binds[/code] " "supplémentaires à l'appel sous forme de [Array]. Ces paramètres seront " "passés à la méthode après les autres paramètres utilisé lors de l'appel à " "[method emit_signal]. Utilisez [code]flags[/code] pour définir l'options, " "telles que définies par les constantes [enum ConnectFlags].\n" "Un [code]signal[/code] peut seulement être connecté à une seule " "[code]method[/code]. Il affichera une erreur s'il est déjà connecté, sauf si " "le signal à été connecté avec [constant CONNECT_REFERENCE_COUNTED]. Pour " "éviter cela, d'abord, utilisez [method is_connected] pour vérifier les " "connexions existantes.\n" "Si la cible [code]target[/code] est détruite durant la durée de vie du jeu, " "la connexion sera perdue.\n" "Exemples :\n" "[codeblock]\n" "connect(\"pressed\", self, \"_on_Button_pressed\") # Le signal pour le " "BaseButton\n" "connect(\"text_entered\", self, \"_on_LineEdit_text_entered\") # Le signal " "pour le LineEdit\n" "connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # Un " "signal défini par l'utilisateur\n" "[/codeblock]\n" "Un exemple de la relation entre [code]binds[/code] passé à [method connect] " "et les paramètres utilisé lors de l'appel à [method emit_signal] :\n" "[codeblock]\n" "connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # Les " "paramètres weapon_type et damage sont passés en dernier\n" "emit_signal(\"hit\", \"Dark lord\", 5) # Les paramètres \"Dark lord\" et 5 " "sont passés en premier\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]" #: doc/classes/Object.xml 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 " "print an error. Use [method is_connected] to ensure that the connection " "exists." msgstr "" #: doc/classes/Object.xml 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 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 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 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 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 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 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 msgid "" "Returns the object's metadata entry for the given [code]name[/code].\n" "Throws error if the entry does not exist, unless [code]default[/code] is not " "[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml msgid "Returns the object's metadata as a [PoolStringArray]." msgstr "Retourne les métadonnées de l'objet en tant que [PoolStringArray]." #: doc/classes/Object.xml msgid "Returns the object's methods and their signatures as an [Array]." msgstr "Retourne les méthodes et leur signature de l'objet dans un [Array]." #: doc/classes/Object.xml 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 msgid "" "Returns the object's [Script] instance, or [code]null[/code] if none is " "assigned." msgstr "" "Retourne l'instance [Script] de l'objet, ou [code]null[/code] si aucune " "n'est assignée." #: doc/classes/Object.xml msgid "Returns an [Array] of connections for the given [code]signal[/code]." msgstr "" "Retourne un [Array] des connexions pour le [code]signal[/code] spécifié." #: doc/classes/Object.xml msgid "Returns the list of signals as an [Array] of dictionaries." msgstr "Retourne la liste des signaux dans un [Array] de dictionnaires." #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if a metadata entry is found with the given " "[code]name[/code]." msgstr "" "Retourne [code]true[/code] si une entrée de méta-donnée existe avec le nom " "[code]name[/code] donné." #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the object contains the given [code]method[/" "code]." msgstr "" "Retourne [code]true[/code] si l'objet contient la [code]method[/code] donnée." #: doc/classes/Object.xml msgid "Returns [code]true[/code] if the given [code]signal[/code] exists." msgstr "Retourne [code]true[/code] si le [code]signal[/code] donné existe." #: doc/classes/Object.xml 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 msgid "Returns [code]true[/code] if signal emission blocking is enabled." msgstr "Retourne [code]true[/code] si l'émission de signal est bloquée." #: doc/classes/Object.xml 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 msgid "" "Returns [code]true[/code] if a connection exists for a given [code]signal[/" "code], [code]target[/code], and [code]method[/code]." msgstr "" "Retourne [code]true[/code] si une connexion existe pour le [code]signal[/" "code], la cible [code]target[/code], et la [code]method[/code] spécifiés." #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the [method Node.queue_free] method was called " "for the object." msgstr "" "Retourne [code]true[/code] si la méthode [method Node.queue_free] a été " "appelée pour cet objet." #: doc/classes/Object.xml msgid "" "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 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 "" "Informe l'éditeur que la liste de propriétés a changé, pour que les greffons " "de l'éditeur puissent prendre compte des nouvelles valeurs. Ne change pas " "les builds d'export." #: doc/classes/Object.xml msgid "" "Removes a given entry from the object's metadata. See also [method set_meta]." msgstr "" "Supprime l'entrée donnée des méta-données de l'objet. Voir aussi [method " "set_meta]." #: doc/classes/Object.xml msgid "" "Assigns a new value to the given property. If the [code]property[/code] does " "not exist or the given value's type doesn't match, 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 msgid "If set to [code]true[/code], signal emission is blocked." msgstr "Si définit à [code]true[/code], l'émission de signal est bloquée." #: doc/classes/Object.xml 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 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 msgid "" "Defines whether the object can translate strings (with calls to [method " "tr]). Enabled by default." msgstr "" #: doc/classes/Object.xml 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 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 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 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 msgid "Emitted whenever the object's script is changed." msgstr "Émis quand le script de l'objet est changé." #: doc/classes/Object.xml msgid "Called right when the object is initialized. Not available in script." msgstr "" "Appelé juste après que l'objet a été initialisé. N'est pas disponible depuis " "les scripts." #: doc/classes/Object.xml msgid "Called before the object is about to be deleted." msgstr "Appelé juste avant qu'un objet soit supprimé." #: doc/classes/Object.xml msgid "" "Connects a signal in deferred mode. This way, signal emissions are stored in " "a queue, then set on idle time." msgstr "" "Connecte un signal en mode déferré. Ainsi, les émissions du signal sont " "placées dans une file, et distribuées durant un moment de repos." #: doc/classes/Object.xml msgid "Persisting connections are saved when the object is serialized to file." msgstr "" "Les connexions persistances sont enregistrées quand l'objet est sauvegardé " "dans un fichier." #: doc/classes/Object.xml msgid "One-shot connections disconnect themselves after emission." msgstr "" "Les connections uniques (one-shot) se déconnecté automatique après " "l'émission." #: doc/classes/Object.xml 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 msgid "Allows [OccluderShape]s to be used for occlusion culling." msgstr "" #: doc/classes/Occluder.xml 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 msgid "Defines a 2D polygon for LightOccluder2D." msgstr "Définit un polygone 2D pour LightOccluder2D." #: doc/classes/OccluderPolygon2D.xml msgid "" "Editor facility that helps you draw a 2D polygon used as resource for " "[LightOccluder2D]." msgstr "" #: doc/classes/OccluderPolygon2D.xml 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 msgid "The culling mode to use." msgstr "Le mode de culling à utiliser." #: doc/classes/OccluderPolygon2D.xml 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 msgid "Culling is disabled. See [member cull_mode]." msgstr "Le culling est désactivé. Voir [member cull_mode]." #: doc/classes/OccluderPolygon2D.xml msgid "" "Culling is performed in the clockwise direction. See [member cull_mode]." msgstr "Le culling se fait dans le sens horaire. Voir [member cull_mode]." #: doc/classes/OccluderPolygon2D.xml msgid "" "Culling is performed in the counterclockwise direction. See [member " "cull_mode]." msgstr "" "Le culling se fait dans le sens horaire inversé. Voir [member cull_mode]." #: doc/classes/OccluderShape.xml msgid "" "Base class for shapes used for occlusion culling by the [Occluder] node." msgstr "" #: doc/classes/OccluderShape.xml msgid "[Occluder]s can use any primitive shape derived from [OccluderShape]." msgstr "" #: doc/classes/OccluderShapePolygon.xml msgid "Polygon occlusion primitive for use with the [Occluder] node." msgstr "" #: doc/classes/OccluderShapePolygon.xml msgid "" "[OccluderShape]s are resources used by [Occluder] nodes, allowing geometric " "occlusion culling.\n" "The polygon must be a convex polygon. The polygon points can be created and " "deleted either in the Editor inspector or by calling " "[code]set_polygon_points[/code]. The points of the edges can be set by " "dragging the handles in the Editor viewport.\n" "Additionally each polygon occluder can optionally support a single hole. If " "you add at least three points in the Editor inspector to the hole, you can " "drag the edge points of the hole in the Editor viewport.\n" "In general, the lower the number of edges in polygons and holes, the faster " "the system will operate at runtime, so in most cases you will want to use 4 " "points for each." msgstr "" #: doc/classes/OccluderShapePolygon.xml #, fuzzy msgid "Sets an individual hole point position." msgstr "Définit la position d'un trou simple." #: doc/classes/OccluderShapePolygon.xml #, fuzzy msgid "Sets an individual polygon point position." msgstr "Définit la position d'un polygone simple." #: doc/classes/OccluderShapePolygon.xml #, fuzzy msgid "Allows changing the hole geometry from code." msgstr "Dessine une géométrie simple à partir du code." #: doc/classes/OccluderShapePolygon.xml #, fuzzy msgid "Allows changing the polygon geometry from code." msgstr "Dessine une géométrie simple à partir du code." #: doc/classes/OccluderShapePolygon.xml msgid "" "Specifies whether the occluder should operate from both sides. If " "[code]false[/code], the occluder will operate one way only." msgstr "" #: doc/classes/OccluderShapeSphere.xml msgid "Spherical occlusion primitive for use with the [Occluder] node." msgstr "" #: doc/classes/OccluderShapeSphere.xml 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 msgid "Sets an individual sphere's position." msgstr "Définit la position d'une seule sphère." #: doc/classes/OccluderShapeSphere.xml msgid "Sets an individual sphere's radius." msgstr "Définit le rayon d'une seule sphère." #: doc/classes/OccluderShapeSphere.xml 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 msgid "Omnidirectional light, such as a light bulb or a candle." msgstr "Une lumière omnidirectionnelle, comme une ampoule ou une bougie." #: doc/classes/OmniLight.xml 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 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 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 msgid "See [enum ShadowDetail]." msgstr "Voir [enum ShadowDetail]." #: doc/classes/OmniLight.xml msgid "See [enum ShadowMode]." msgstr "Voir [enum ShadowMode]." #: doc/classes/OmniLight.xml msgid "" "Shadows are rendered to a dual-paraboloid texture. Faster than [constant " "SHADOW_CUBE], but lower-quality." msgstr "" #: doc/classes/OmniLight.xml msgid "" "Shadows are rendered to a cubemap. Slower than [constant " "SHADOW_DUAL_PARABOLOID], but higher-quality." msgstr "" #: doc/classes/OmniLight.xml msgid "Use more detail vertically when computing the shadow." msgstr "Utilise plus de détails verticalement lors du calcul des ombres." #: doc/classes/OmniLight.xml msgid "Use more detail horizontally when computing the shadow." msgstr "Utilise plus de détails horizontalement lors du calcul des ombres." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Noise generator based on Open Simplex." msgstr "Un générateur de bruit basé sur Open Simplex." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml 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 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 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 msgid "Returns the 2D noise value [code][-1,1][/code] at the given position." msgstr "" "Retourne la valeur du bruit 2D [code][-1,1][/code] à la position donnée." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Returns the 3D noise value [code][-1,1][/code] at the given position." msgstr "" "Retourne la valeur du bruit 3D [code][-1,1][/code] à la position donnée." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Returns the 4D noise value [code][-1,1][/code] at the given position." msgstr "" "Retourne la valeur du bruit 4D [code][-1,1][/code] à la position donnée." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml 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 msgid "Difference in period between [member octaves]." msgstr "La différence de période entre les [member octaves]." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml 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 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 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 msgid "" "Seed used to generate random values, different seeds will generate different " "noise maps." msgstr "" #: doc/classes/OptionButton.xml msgid "Button control that provides selectable options when pressed." msgstr "Un bouton qui propose des options à sélectionner quand appuyé." #: doc/classes/OptionButton.xml 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 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 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 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 msgid "Clears all the items in the [OptionButton]." msgstr "Retire tous les éléments du [OptionButton]." #: doc/classes/OptionButton.xml msgid "Returns the amount of items in the OptionButton, including separators." msgstr "Retourne le nombre d'élément dans ce OptionButton, séparateurs inclus." #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml msgid "Returns the icon of the item at index [code]idx[/code]." msgstr "Retourne l'icône de l'élément à l'index [code]idx[/code]." #: doc/classes/OptionButton.xml msgid "Returns the ID of the item at index [code]idx[/code]." msgstr "Retourne l'identifiant de l'élément à l'index [code]idx[/code]." #: doc/classes/OptionButton.xml msgid "Returns the index of the item with the given [code]id[/code]." msgstr "" "Retourne l'index de l'élément avec l'identifiant [code]id[/code] spécifié." #: doc/classes/OptionButton.xml 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 "" "Retourne les méta-données d'un élément. Les méta-données peuvent être de " "n'importe quel type et peuvent être utilisées pour enregistrer des " "informations additionnelles sur un élément, comme un identifiant externe." #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml msgid "Returns the text of the item at index [code]idx[/code]." msgstr "Retourne le texte de l'élément à l'index [code]idx[/code]." #: doc/classes/OptionButton.xml #, fuzzy msgid "Returns the tooltip of the item at index [code]idx[/code]." msgstr "Retourne le texte de l'élément à l'index [code]idx[/code]." #: doc/classes/OptionButton.xml #, fuzzy msgid "" "Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" "Retourne la position de l’élément qui a actuellement le focus. Ou retourne " "[code]-1[/code] si aucun n'a le focus." #: doc/classes/OptionButton.xml msgid "" "Gets the metadata of the selected item. Metadata for items can be set using " "[method set_item_metadata]." msgstr "" #: doc/classes/OptionButton.xml msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is disabled." msgstr "" "Retourn [code]true[/code] si l'élément à l'index [code]idx[/code] est " "désactivé." #: doc/classes/OptionButton.xml msgid "Removes the item at index [code]idx[/code]." msgstr "Retire l'élément à l'index [code]idx[/code]." #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " "if the item is disabled.\n" "Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml 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 msgid "Sets the icon of the item at index [code]idx[/code]." msgstr "Définit l'icône pour l'élément à l'index [code]idx[/code]." #: doc/classes/OptionButton.xml msgid "Sets the ID of the item at index [code]idx[/code]." msgstr "Définit l'identifiant pour l'élément à l'index [code]idx[/code]." #: doc/classes/OptionButton.xml 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 doc/classes/PopupMenu.xml msgid "Sets the text of the item at index [code]idx[/code]." msgstr "Définit le texte pour l'élément à l'index [code]idx[/code]." #: doc/classes/OptionButton.xml #, fuzzy msgid "Sets the tooltip of the item at index [code]idx[/code]." msgstr "Définit le texte pour l'élément à l'index [code]idx[/code]." #: doc/classes/OptionButton.xml msgid "" "The index of the currently selected item, or [code]-1[/code] if no item is " "selected." msgstr "" #: doc/classes/OptionButton.xml 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 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 msgid "Default text [Color] of the [OptionButton]." msgstr "La [Color] par défaut du texte pour le [OptionButton]." #: doc/classes/OptionButton.xml msgid "Text [Color] used when the [OptionButton] is disabled." msgstr "La [Color] du texte utilisée quand le [OptionButton] est désactivé." #: doc/classes/OptionButton.xml 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 msgid "Text [Color] used when the [OptionButton] is being hovered." msgstr "La [Color] du texte utilisée quand le [OptionButton] est survolé." #: doc/classes/OptionButton.xml msgid "Text [Color] used when the [OptionButton] is being pressed." msgstr "La [Color] du texte utilisée quand le [OptionButton] est pressé." #: doc/classes/OptionButton.xml msgid "" "The horizontal space between the arrow icon and the right edge of the button." msgstr "" "L'espace horizontal entre l'icône de la flèche et le bord droit du bouton." #: doc/classes/OptionButton.xml msgid "The horizontal space between [OptionButton]'s icon and text." msgstr "L'espace horizontal entre l'icône et le texte du [OptionButton]." #: doc/classes/OptionButton.xml msgid "[Font] of the [OptionButton]'s text." msgstr "La [Font] du texte du [OptionButton]." #: doc/classes/OptionButton.xml msgid "The arrow icon to be drawn on the right end of the button." msgstr "L'icône de la flèche qui est affichée au bord droit du bouton." #: doc/classes/OptionButton.xml msgid "[StyleBox] used when the [OptionButton] is disabled." msgstr "La [StyleBox] utilisée quand le [OptionButton] est désactivé." #: doc/classes/OptionButton.xml 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 msgid "[StyleBox] used when the [OptionButton] is being hovered." msgstr "La [StyleBox] utilisée quand le [OptionButton] est survolé." #: doc/classes/OptionButton.xml msgid "Default [StyleBox] for the [OptionButton]." msgstr "Le [StyleBox] par défaut pour le [OptionButton]." #: doc/classes/OptionButton.xml msgid "[StyleBox] used when the [OptionButton] is being pressed." msgstr "La [StyleBox] utilisée quand le [OptionButton] est appuyé." #: doc/classes/OS.xml msgid "Operating System functions." msgstr "Fonctions du système d'exploitation." #: doc/classes/OS.xml 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 "" "Les fonction du système d'exploitation. OS fournit les fonctionnalités les " "plus courantes pour communiquer avec le système hôte, comme l'accès au " "presse-papiers, le pilote vidéo, la date et l'heure, les minuteurs, les " "variables d'environnement, l'exécution de programmes, les lignes de " "commandes, etc." #: doc/classes/OS.xml msgid "" "Displays a modal dialog box using the host OS' facilities. Execution is " "blocked until the dialog is closed." msgstr "" #: doc/classes/OS.xml msgid "Returns [code]true[/code] if the host OS allows drawing." msgstr "" "Retourne [code]true[/code] si le système d'exploitation hôte permet le " "dessin." #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the current host platform is using multiple " "threads." msgstr "" "Retourne [code]true[/code] le la plateforme hôte actuelle utilise plusieurs " "fils d'exécutions." #: doc/classes/OS.xml #, fuzzy msgid "Centers the window on the screen if in windowed mode." msgstr "Définit la position du nœud spécifié." #: doc/classes/OS.xml msgid "" "Shuts down system MIDI driver.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Crashes the engine (or the editor if called within a [code]tool[/code] " "script). This should [i]only[/i] be used for testing the system's crash " "handler, not for any other purpose. For general error reporting, use (in " "order of preference) [method @GDScript.assert], [method @GDScript." "push_error] or [method alert]. See also [method kill]." msgstr "" #: doc/classes/OS.xml 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 "" "Retarde l'exécution de l'actuel fil d'exécution de [code]msec[/code] " "millisecondes. [code]msec[/code] doit être supérieur ou égal à [code]0[/" "code]. Sinon, [method delay_msec] ne fera rien et affichera une erreur.\n" "[b]Note :[/b] [method delay_msec] va [i]bloquer[/i] l'exécution à retarder. " "Pour retarder l'exécution sans la bloquer, voir [method SceneTree." "create_timer]. Utiliser yield avec [method SceneTree.create_timer] retardera " "l'exécution du code placé en dessous de [code]yield[/code] mais sans " "affecter le reste du projet (ni l'éditeur, pour les [EditorPlugin] et les " "[EditorScript]s).\n" "[b]Note :[/b] Quand [method delay_msec] est appelé dans le fil d'exécution " "principal, le projet s'arrêtera et ne pourra plus mettre à jour son rendu ou " "accepter de nouvelles entrées tant que le retard ne sera pas terminé. Quand " "vous utilisez [method delay_msec] avec [EditorPlugin] ou [EditorScript], " "l'éditeur s'arrêtera mais le projet lancé qui continuera de fonctionner " "normalement (puisque le projet n'est pas dans le même processeur que " "l'éditeur)." #: doc/classes/OS.xml 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 "" "Retarde l'exécution de l'actuel fil d'exécution de [code]usec[/code] " "microsecondes. [code]usec[/code] doit être supérieur ou égal à [code]0[/" "code]. Sinon, [method delay_usec] ne fera rien et affichera une erreur.\n" "[b]Note :[/b] [method delay_usec] va [i]bloquer[/i] l'exécution à retarder. " "Pour retarder l'exécution sans la bloquer, voir [method SceneTree." "create_timer]. Utiliser yield avec [method SceneTree.create_timer] retardera " "l'exécution du code placé en dessous de [code]yield[/code] mais sans " "affecter le reste du projet (ni l'éditeur, pour les [EditorPlugin] et les " "[EditorScript]s).\n" "[b]Note :[/b] Quand [method delay_msec] est appelé dans le fil d'exécution " "principal, le projet s'arrêtera et ne pourra plus mettre à jour son rendu ou " "accepter de nouvelles entrées tant que le retard ne sera pas terminé. Quand " "vous utilisez [method delay_msec] avec [EditorPlugin] ou [EditorScript], " "l'éditeur s'arrêtera mais le projet lancé qui continuera de fonctionner " "normalement (puisque le projet n'est pas dans le même processeur que " "l'éditeur)." #: doc/classes/OS.xml 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 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 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" "On Windows, if [code]open_console[/code] is [code]true[/code] and process is " "console app, new terminal window will be opened, it's ignored on other " "platforms.\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.\n" "[b]Note:[/b] To execute a Windows command interpreter built-in command, " "specify [code]cmd.exe[/code] in [code]path[/code], [code]/c[/code] as the " "first argument, and the desired command as the second argument.\n" "[b]Note:[/b] To execute a PowerShell built-in command, specify " "[code]powershell.exe[/code] in [code]path[/code], [code]-Command[/code] as " "the first argument, and the desired command as the second argument.\n" "[b]Note:[/b] To execute a Unix shell built-in command, specify shell " "executable name in [code]path[/code], [code]-c[/code] as the first argument, " "and the desired command as the second argument." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "Returns the scancode of the given string (e.g. \"Escape\")." msgstr "Renvoie le reste de deux vecteurs." #: doc/classes/OS.xml msgid "Returns the total number of available audio drivers." msgstr "Retourne le nombre total de périphériques audio." #: doc/classes/OS.xml #, fuzzy msgid "Returns the audio driver name for the given index." msgstr "Retourne le sommet à l’index donné." #: doc/classes/OS.xml 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=$DOCS_URL/tutorials/io/data_paths.html]File paths in " "Godot projects[/url] in the documentation for more information. See also " "[method get_config_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the command-line arguments passed to the engine.\n" "Command-line arguments can be written in any form, including both [code]--" "key value[/code] and [code]--key=value[/code] forms so they can be properly " "parsed, as long as custom command-line arguments do not conflict with engine " "arguments.\n" "You can also incorporate environment variables using the [method " "get_environment] method.\n" "You can set [member ProjectSettings.editor/main_run_args] to define command-" "line arguments to be passed by the editor when running the project.\n" "Here's a minimal example on how to parse command-line arguments into a " "dictionary using the [code]--key=value[/code] form for arguments:\n" "[codeblock]\n" "var arguments = {}\n" "for argument in OS.get_cmdline_args():\n" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" "[/codeblock]" msgstr "" #: doc/classes/OS.xml msgid "" "Returns the [i]global[/i] user configuration directory according to the " "operating system's standards. On desktop platforms, this path can be " "overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable " "before starting the project. See [url=$DOCS_URL/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 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 msgid "" "Returns the currently used video driver, using one of the values from [enum " "VideoDriver]." msgstr "" #: doc/classes/OS.xml 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=$DOCS_URL/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 msgid "" "Deprecated, use [method Time.get_date_dict_from_system] instead.\n" "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 msgid "" "Deprecated, use [method Time.get_datetime_dict_from_system] instead.\n" "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 msgid "" "Deprecated, use [method Time.get_datetime_dict_from_unix_time] instead.\n" "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 msgid "" "Returns an [Array] of [Rect2], each of which is the bounding rectangle for a " "display cutout or notch. These are non-functional areas on edge-to-edge " "screens used by cameras and sensors. Returns an empty array if the device " "does not have cutouts. See also [method get_window_safe_area].\n" "[b]Note:[/b] Currently only implemented on Android. Other platforms will " "return an empty array even if they do have display cutouts or notches." msgstr "" #: doc/classes/OS.xml msgid "Returns the total amount of dynamic memory used (only works in debug)." msgstr "" "Retourne la quantité totale de mémoire dynamique utilisée (ne fonctionne " "qu'en débogage)." #: doc/classes/OS.xml 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 msgid "Returns the path to the current engine executable." msgstr "Retourne le chemin de l'actuel exécutable du moteur de jeu." #: doc/classes/OS.xml 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 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 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 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 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 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 msgid "" "Returns the ID of the main thread. See [method get_thread_caller_id].\n" "[b]Note:[/b] Thread IDs are not deterministic and may be reused across " "application restarts." msgstr "" #: doc/classes/OS.xml 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 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 "" "Retourne le nom du système d'exploitation hôte. Les valeurs possibles sont : " "[code]\"Android\"[/code], [code]\"iOS\"[/code], [code]\"HTML5\"[/code], " "[code]\"OSX\"[/code], [code]\"Server\"[/code], [code]\"Windows\"[/code], " "[code]\"UWP\"[/code], [code]\"X11\"[/code]." #: doc/classes/OS.xml 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 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 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 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 "" "Retourne l'état actuel de l'appareil par rapport à sa batterie ou son " "énergie. Voir [enum PowerState] constants.\n" "[b]Note :[/b] Cette méthode est implémentée sous Linux, macOS et Windows." #: doc/classes/OS.xml 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 msgid "" "Returns the number of [i]logical[/i] CPU cores available on the host " "machine. On CPUs with HyperThreading enabled, this number will be greater " "than the number of [i]physical[/i] CPU cores." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the name of the CPU model on the host machine (e.g. \"Intel(R) " "Core(TM) i7-6700K CPU @ 4.00GHz\").\n" "[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and " "iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty " "string." msgstr "" #: doc/classes/OS.xml msgid "Returns the window size including decorations like window borders." msgstr "" "Retourne la taille de la fenêtre en incluant les décorations, comme les " "bordures." #: doc/classes/OS.xml 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 msgid "Returns the number of displays attached to the host machine." msgstr "Retourne le nombre d'écrans connectés à la machine hôte." #: doc/classes/OS.xml 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 "" "Retourne la densité en points pour pouce (\"dpi\") de l'écran spécifié. Si " "[code]screen[/code] est [code]-1[/code] (la valeur par défaut), l'écran " "actuel sera utilisé.\n" "[b]Note :[/b] Sous macOS, la valeur retournée est inexacte si la mise à " "l'échelle n'est pas un nombre entier.\n" "[b]Note :[/b] Pour les appareils Android, les densités des écrans sont " "groupés en six catégories :\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] Cette méthode est implémentée sous Android, Linux, macOS et " "Windows. Retourne [code]72[/code] sur les plateformes non supportées." #: doc/classes/OS.xml 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 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 "" "Retourne la position de l'écran spécifié par son index. Si [code]screen[/" "code] est [code]-1[/code] (la valeur par défaut), l'écran actuel sera " "utilisé." #: doc/classes/OS.xml msgid "" "Returns the current refresh rate 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] Returns [code]-1.0[/code] if Godot fails to find the refresh " "rate for the specified screen. On HTML5, [method get_screen_refresh_rate] " "will always return [code]-1.0[/code] as there is no way to retrieve the " "refresh rate on that platform.\n" "To fallback to a default refresh rate if the method fails, try:\n" "[codeblock]\n" "var refresh_rate = OS.get_screen_refresh_rate()\n" "if refresh_rate < 0:\n" " refresh_rate = 60.0\n" "[/codeblock]" msgstr "" #: doc/classes/OS.xml 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 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 "" "Retourne la dimension en pixel de l'écran spécifié. Si [code]screen[/code] " "est [code]-1[/code] (la valeur par défaut), l'écran actuel sera utilisé." #: doc/classes/OS.xml msgid "" "Returns the amount of time in milliseconds it took for the boot logo to " "appear." msgstr "" "Retourne le temps en millisecondes avant que le logo au lancement apparaisse." #: doc/classes/OS.xml msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" "Retourne la quantité maximal de la mémoire statique utilisée (ne fonctionne " "qu'en débogage)." #: doc/classes/OS.xml msgid "" "Returns the amount of static memory being used by the program in bytes (only " "works in debug)." msgstr "" #: doc/classes/OS.xml 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 #, fuzzy msgid "Returns the epoch time of the operating system in milliseconds." msgstr "Retourne le temps epoch du système d'exploitation en millisecondes." #: doc/classes/OS.xml #, fuzzy msgid "Returns the epoch time of the operating system in seconds." msgstr "Retourne le temps epoch du système d'exploitation en secondes." #: doc/classes/OS.xml msgid "" "Returns the total number of available tablet drivers.\n" "[b]Note:[/b] This method is implemented on Windows." msgstr "" "Retourne le nombre total de pilotes de tablette disponible.\n" "[b]Note :[/b] Cette méthode est implémentée sous Windows." #: doc/classes/OS.xml msgid "" "Returns the tablet driver name for the given index.\n" "[b]Note:[/b] This method is implemented on Windows." msgstr "" "Retourne le nom du pilote de tablette à la position spécifiée.\n" "[b]Note :[/b] Cette méthode est implémentée sous Windows." #: doc/classes/OS.xml 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 "" "Retourne l'identifiant du fil d'exécution actuel. Cela peut être utile dans " "les journaux pour faciliter le débogage des applications à plusieurs fils " "d'exécution.\n" "[b]Note :[/b] Ces identifiants ne sont pas déterministes et peuvent être " "réutilisés durant plusieurs lancement de l'application." #: doc/classes/OS.xml msgid "" "Deprecated, use [method Time.get_ticks_msec] instead.\n" "Returns the amount of time passed in milliseconds since the engine started." msgstr "" "Obsolète, utilisez plutôt [method Time.get_ticks_msec].\n" "Retourne la temps écoulé en millisecondes depuis le lancement du moteur." #: doc/classes/OS.xml msgid "" "Deprecated, use [method Time.get_ticks_usec] instead.\n" "Returns the amount of time passed in microseconds since the engine started." msgstr "" "Obsolète, utilisez plutôt [method Time.get_ticks_usec].\n" "Retourne la temps écoulé en microsecondes depuis le lancement du moteur." #: doc/classes/OS.xml msgid "" "Deprecated, use [method Time.get_time_dict_from_system] instead.\n" "Returns current time as a dictionary of keys: hour, minute, second." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the current time zone as a dictionary with the keys: bias and name." msgstr "" #: doc/classes/OS.xml 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 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 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 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 #, fuzzy msgid "Returns the number of video drivers supported on the current platform." msgstr "Renvoie le nombre de points sur l'axe de mélange." #: doc/classes/OS.xml 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 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 msgid "" "Returns unobscured area of the window where interactive controls should be " "rendered." msgstr "" #: doc/classes/OS.xml 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 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 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 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 #, fuzzy msgid "Returns [code]true[/code] if there is content on the clipboard." msgstr "Retourne [code]true[/code] si l'[AABB] est plate ou vide." #: doc/classes/OS.xml 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 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=$DOCS_URL/" "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 #, fuzzy msgid "" "Returns [code]true[/code] if the device has a touchscreen or emulates one." msgstr "Retourne [code]true[/code] (vrai) si la chaîne de caractères est vide." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns [code]true[/code] if the platform has a virtual keyboard, " "[code]false[/code] otherwise." msgstr "" "Retourne [code]true[/code] si la chaîne de caractères est vide, ou " "[code]false[/code] le cas échéant." #: doc/classes/OS.xml msgid "Hides the virtual keyboard if it is shown, does nothing otherwise." msgstr "Cache le clavier virtuel s’il est montré, ne fait rien autrement." #: doc/classes/OS.xml 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 msgid "" "Returns [code]true[/code] if the [b]OK[/b] button should appear on the left " "and [b]Cancel[/b] on the right." msgstr "" "Retourne [code]true[/code] si le bouton [b]OK[/b] doit apparaitre à gauche " "et le bouton [b]Annuler[/b] à droite." #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the child process ID ([code]pid[/code]) is " "still running or [code]false[/code] if it has terminated.\n" "Must be a valid ID generated from [method execute].\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "" "Returns [code]true[/code] if the input scancode corresponds to a Unicode " "character." msgstr "Retourne [code]true[/code] si l'[AABB] chevauche une autre." #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the engine was executed with [code]-v[/code] " "(verbose stdout)." msgstr "" "Retourne [code]true[/code] si le moteur a été lancé avec [code]-v[/code] " "(sortie verbeuse)." #: doc/classes/OS.xml 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 msgid "" "Returns [code]true[/code] if the window should always be on top of other " "windows." msgstr "" "Retourne [code]true[/code] si la fenêtre devrait toujours être au-dessus des " "autres fenêtres." #: doc/classes/OS.xml 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 msgid "" "Returns active keyboard layout index.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the number of keyboard layouts.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Retourne le nombre de disposition de clavier.\n" "[b]Note :[/b] Cette méthode est implémentée sous Linux, macOS et Windows." #: doc/classes/OS.xml 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 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 msgid "" "Converts a physical (US QWERTY) [code]scancode[/code] to one in the active " "keyboard layout.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Sets active keyboard layout.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml 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. See " "also [method crash].\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 msgid "" "Moves the file or directory to the system's recycle bin. See also [method " "Directory.remove].\n" "[b]Note:[/b] If the user has disabled the recycle bin on their system, the " "file will be permanently deleted instead." msgstr "" #: doc/classes/OS.xml 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 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 msgid "" "Pauses native video playback.\n" "[b]Note:[/b] This method is only implemented on iOS." msgstr "" "Met en pause la lecture de la vidéo native.\n" "[b]Note :[/b] Cette méthode est seulement implémentée dans iOS." #: doc/classes/OS.xml 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 msgid "" "Stops native video playback.\n" "[b]Note:[/b] This method is implemented on iOS." msgstr "" "Arrête la lecture du lecteur vidéo natif.\n" "[b]Note :[/b] Cette méthode n'est implémentée que pour iOS." #: doc/classes/OS.xml msgid "" "Resumes native video playback.\n" "[b]Note:[/b] This method is implemented on iOS." msgstr "" "Reprend la lecture du lecteur vidéo natif.\n" "[b]Note :[/b] Cette méthode n'est implémentée que pour iOS." #: doc/classes/OS.xml 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 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 msgid "Shows the list of loaded textures sorted by size in memory." msgstr "Liste des textures chargés en mémoire, triées par taille." #: doc/classes/OS.xml msgid "Shows the number of resources loaded by the game of the given types." msgstr "" "Affiche le nombre de ressources des types spécifiés chargées par le jeu." #: doc/classes/OS.xml msgid "Shows all resources currently used by the game." msgstr "Affiche toutes les ressources actuellement utilisées par le jeu." #: doc/classes/OS.xml 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 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 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 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 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 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 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 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 msgid "Sets the name of the current thread." msgstr "Définit le nom du fil d'exécution actuel." #: doc/classes/OS.xml msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]." msgstr "" "Active les sauvegardes si [code]enabled[/code] est à [code]true[/code]." #: doc/classes/OS.xml msgid "" "Sets whether the window should always be on top.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Définit quand la fenêtre doit toujours être au dessus des autres.\n" "[b]Note :[/b] Cette méthode n'est implémentée que sous Linux, macOS et " "Windows." #: doc/classes/OS.xml 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 "" "Définit une région polygonale de la fenêtre qui accepte les événements de la " "souris. Ces événements en dehors de cette régions passeront au travers.\n" "Passer un tableau vide désactivera cet effet (tous les événements de la " "souris seront acceptés par la fenêtre, ce qui est le comportement par " "défaut).\n" "[codeblock]\n" "# Définir une région, avec un nœud Path2D.\n" "OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())\n" "\n" "# Définir une région, avec un nœud Polygon2D.\n" "OS.set_window_mouse_passthrough($Polygon2D.polygon)\n" "\n" "# Rétablir la région par défaut (toute la fenêtre).\n" "OS.set_window_mouse_passthrough([])\n" "[/codeblock]\n" "[b]Note :[/b] Sous Windows, la partie de la fenêtre en dehors de la région " "définie n'est pas dessinée, alors qu'elle l'est sous Linux et macOS.\n" "[b]Note :[/b] Cette méthode est implémenté sous Linux, macOS et Windows." #: doc/classes/OS.xml 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 "" "Définit le titre de la fenêtre avec le texte donné.\n" "[b]Note :[/b] Cela doit être utilisé avec parcimonie. Ne l'utilisez pas à " "chaque trame, puisque les performances peuvent en être affectées avec " "certains gestionnaires de fenêtres.\n" "[b]Note :[/b] Cette méthode est implémentée sous HTML5, Linux, macOS et " "Windows." #: doc/classes/OS.xml 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 "" "Demande au système d'exploitation d'ouvrir une ressource avec le programme " "le plus approprié. Par exemple :\n" "- [code]OS.shell_open(\"C:\\\\Users\\utilisateur\\Téléchargement\")[/code] " "sous Windows ouvrira le gestionnaire de fichiers dans le dossier de " "Téléchargements de l'utilisateur.\n" "- [code]OS.shell_open(\"https://godotengine.org\")[/code] ouvrira la page " "d'accueil de Godot dans le navigateur web par défaut.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] ouvrira le " "client mail par défaut avec le champs destinataire définit à " "[code]example@example.com[/code]. Voir [url=https://blog.escapecreative.com/" "customizing-mailto-links/]Personnaliser les liens [code]mailto:[/code][/url] " "pour la liste des champs qui peuvent être ajoutés.\n" "Utilisez [method ProjectSettings.globalize_path] pour convertir un chemin " "[code]res://[/code] ou [code]user://[/code] en chemin système pour utiliser " "avec cette méthode.\n" "[b]Note :[/b] Cette méthode est implémentée sous Android, iOS, HTML5, Linux, " "macOS et Windows." #: doc/classes/OS.xml 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 msgid "The clipboard from the host OS. Might be unavailable on some platforms." msgstr "" "Le presse-papiers du système hôte. Peut ne pas être disponible sur certaines " "plateformes." #: doc/classes/OS.xml msgid "The current screen index (starting from 0)." msgstr "L'index de l'écran actuel (commence à 0)." #: doc/classes/OS.xml 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 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 #, fuzzy msgid "" "If [code]true[/code], the engine tries to keep the screen on while the game " "is running. Useful on mobile." msgstr "" "Si [code]true[/code], le mouvement linéaire à travers l’axe Z est limité." #: doc/classes/OS.xml 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 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 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 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 msgid "The current screen orientation." msgstr "L'orientation de l'écran actuel." #: doc/classes/OS.xml msgid "The current tablet driver in use." msgstr "L'actuel pilote de tablette utilisé." #: doc/classes/OS.xml msgid "If [code]true[/code], vertical synchronization (Vsync) is enabled." msgstr "Si [code]true[/code], la synchronisation vertical (Vsync) est active." #: doc/classes/OS.xml 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 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 msgid "If [code]true[/code], the window is fullscreen." msgstr "Si [code]true[/code], la fenêtre est en plein-écran." #: doc/classes/OS.xml msgid "If [code]true[/code], the window is maximized." msgstr "Si [code]true[/code], la fenêtre est maximisée." #: doc/classes/OS.xml msgid "If [code]true[/code], the window is minimized." msgstr "Si [code]true[/code], la fenêtre est réduite." #: doc/classes/OS.xml 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 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 msgid "If [code]true[/code], the window is resizable by the user." msgstr "" "Si [code]true[/code], la fenêtre peut être redimensionnée par l'utilisateur." #: doc/classes/OS.xml msgid "The size of the window (without counting window manager decorations)." msgstr "La taille de la fenêtre (sans compter ses décorations en haut)." #: doc/classes/OS.xml 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 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 msgid "Sunday." msgstr "Dimanche." #: doc/classes/OS.xml msgid "Monday." msgstr "Lundi." #: doc/classes/OS.xml msgid "Tuesday." msgstr "Mardi." #: doc/classes/OS.xml msgid "Wednesday." msgstr "Mercredi." #: doc/classes/OS.xml msgid "Thursday." msgstr "Jeudi." #: doc/classes/OS.xml msgid "Friday." msgstr "Vendredi." #: doc/classes/OS.xml msgid "Saturday." msgstr "Samedi." #: doc/classes/OS.xml msgid "January." msgstr "Janvier." #: doc/classes/OS.xml msgid "February." msgstr "Février." #: doc/classes/OS.xml msgid "March." msgstr "Mars." #: doc/classes/OS.xml msgid "April." msgstr "Avril." #: doc/classes/OS.xml msgid "May." msgstr "Mai." #: doc/classes/OS.xml msgid "June." msgstr "Juin." #: doc/classes/OS.xml msgid "July." msgstr "Juillet." #: doc/classes/OS.xml msgid "August." msgstr "Août." #: doc/classes/OS.xml msgid "September." msgstr "Septembre." #: doc/classes/OS.xml msgid "October." msgstr "Octobre." #: doc/classes/OS.xml msgid "November." msgstr "Novembre." #: doc/classes/OS.xml msgid "December." msgstr "Décembre." #: doc/classes/OS.xml 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 msgid "" "Display handle:\n" "- Linux: [code]X11::Display*[/code] for the display" msgstr "" "Gestion de l'affichage :\n" "- Linux : [code]X11::Display*[/code] pour l'écran" #: doc/classes/OS.xml 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 "" "Lien de la fenêtre:\n" "- Windows : [code]HWND[/code] de la fenêtre principale\n" "- Linux : [code]X11::Window*[/code] de la fenêtre principale\n" "- MacOS : [code]NSWindow*[/code] de la fenêtre principale (pas encore " "implémenté)\n" "- Android : [code]jObject[/code] de l'activité Android principale (pas " "encore implémenté)" #: doc/classes/OS.xml 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 "" "Vue de la fenêtre :\n" "- Windows : [code]HDC[/code] du context de dessin de la fenêtre principale\n" "- MacOS : [code]NSView*[/code] de la vue de la fenêtre principale (pas " "encore implémenté)" #: doc/classes/OS.xml msgid "" "OpenGL Context:\n" "- Windows: [code]HGLRC[/code]\n" "- Linux: [code]X11::GLXContext[/code]\n" "- MacOS: [code]NSOpenGLContext*[/code] (not yet implemented)" msgstr "" "Contexte OpenGL :\n" "- Windows : [code]HGLRC[/code]\n" "- Linux : [code]X11::GLXContext[/code]\n" "- MacOS : [code]NSOpenGLContext*[/code] (pas encore implémenté)" #: doc/classes/OS.xml msgid "Landscape screen orientation." msgstr "Orientation de l'écran en mode paysage." #: doc/classes/OS.xml msgid "Portrait screen orientation." msgstr "Orientation de l'écran en mode portrait." #: doc/classes/OS.xml msgid "Reverse landscape screen orientation." msgstr "Inverser l'orientation de l'écran en mode paysage." #: doc/classes/OS.xml msgid "Reverse portrait screen orientation." msgstr "Inverser l'orientation de l'écran en mode portrait." #: doc/classes/OS.xml msgid "Uses landscape or reverse landscape based on the hardware sensor." msgstr "" "Utilise le mode paysage ou paysage inversé suivant le capteur matériel." #: doc/classes/OS.xml msgid "Uses portrait or reverse portrait based on the hardware sensor." msgstr "" "Utilise le mode portrait ou portrait inversé suivant le capteur matériel." #: doc/classes/OS.xml msgid "Uses most suitable orientation based on the hardware sensor." msgstr "Utilise l'orientation la plus adaptée en fonction du capteur matériel." #: doc/classes/OS.xml msgid "Desktop directory path." msgstr "Chemin d’accès du répertoire de bureau." #: doc/classes/OS.xml msgid "DCIM (Digital Camera Images) directory path." msgstr "Le chemin du dossier DCIM (images de la caméra numérique)." #: doc/classes/OS.xml msgid "Documents directory path." msgstr "Chemin du répertoire des documents." #: doc/classes/OS.xml msgid "Downloads directory path." msgstr "Chemin d'accès au répertoire des téléchargements." #: doc/classes/OS.xml msgid "Movies directory path." msgstr "Chemin d’accès du répertoire des films." #: doc/classes/OS.xml msgid "Music directory path." msgstr "Chemin du répertoire de musique." #: doc/classes/OS.xml msgid "Pictures directory path." msgstr "Chemin d'accès au répertoire des images." #: doc/classes/OS.xml msgid "Ringtones directory path." msgstr "Chemin d'accès au répertoire des sonneries." #: doc/classes/OS.xml msgid "Unknown powerstate." msgstr "État de l'alimentation inconnu." #: doc/classes/OS.xml msgid "Unplugged, running on battery." msgstr "Débranché, tourne sur la batterie." #: doc/classes/OS.xml msgid "Plugged in, no battery available." msgstr "Branché, aucune batterie installée." #: doc/classes/OS.xml msgid "Plugged in, battery charging." msgstr "Branché, la batterie se recharge." #: doc/classes/OS.xml msgid "Plugged in, battery fully charged." msgstr "Branché, la batterie est complètement chargée." #: doc/classes/PackedDataContainerRef.xml msgid "Reference version of [PackedDataContainer]." msgstr "Version de référence de [PackedDataContainer]." #: doc/classes/PackedScene.xml msgid "An abstraction of a serialized scene." msgstr "" #: doc/classes/PackedScene.xml 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 "" "Une interface simplifiée pour un fichier de scène. Fournit l'accès aux " "opérations et vérifications que peuvent être faites sur la ressource de " "scène elle-même.\n" "Peut être utilisé pour enregistrer un nœud dans un fichier. à " "l'enregistrement, le nœud tout comme tous les nœuds dont il est propriétaire " "sont enregistrés dans le fichier (voir la propriété [code]owner[/code] de " "[Node]).\n" "[b]Note :[/b] Le nœud n'a pas besoin d'être son propre propriétaire.\n" "[b]Exemple de chargement d'une scène enregistrée :[/b]\n" "[codeblock]\n" "# Utiliser `load()` plutôt que `preload()` si le chemin n'est pas connu à la " "compilation.\n" "var scene = preload(\"res://scene.tscn\").instance()\n" "# Ajouter un nœud comme enfant du nœud auquel le script est attaché.\n" "add_child(scene)\n" "[/codeblock]\n" "[b]Exemple d'enregistrement d'un nœud avec différents propriétaires :[/b] 3 " "objets sont crées : [code]Node2D[/code] ([code]node[/code]), " "[code]RigidBody2D[/code] ([code]rigid[/code]) et [code]CollisionObject2D[/" "code] ([code]collision[/code]). [code]collision[/code] est un enfant de " "[code]rigid[/code] qui est un enfant de [code]node[/code]. Seul [code]rigid[/" "code] est la propriété de [code]node[/code] et [code]pack[/code] " "n'enregistrera alors que ces deux nœuds, mais pas [code]collision[/code].\n" "[codeblock]\n" "# Créer les objets.\n" "var node = Node2D.new()\n" "var rigid = RigidBody2D.new()\n" "var collision = CollisionShape2D.new()\n" "\n" "# Créer la hiérarchie des objets.\n" "rigid.add_child(collision)\n" "node.add_child(rigid)\n" "\n" "# Changer le propriétaire de `rigid`, mais pas de `collision`.\n" "rigid.owner = node\n" "\n" "var scene = PackedScene.new()\n" "# Seulement `node` and `rigid` sont dans le paquet.\n" "var result = scene.pack(node)\n" "if result == OK:\n" " var error = ResourceSaver.save(\"res://chemin/nom.scn\", scene) # Ou " "\"user://...\"\n" " if error != OK:\n" " push_error(\"Une erreur est survenue à l'enregistrement de cette " "scène sur le disque.\")\n" "[/codeblock]" #: doc/classes/PackedScene.xml msgid "Returns [code]true[/code] if the scene file has nodes." msgstr "Retourne [code]true[/code] si le fichier de scène à des nœuds." #: doc/classes/PackedScene.xml msgid "" "Returns the [code]SceneState[/code] representing the scene file contents." msgstr "" "Retourne le [code]SceneState[/code] représentant le contenu du fichier de la " "scène." #: doc/classes/PackedScene.xml 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 msgid "" "Pack will ignore any sub-nodes not owned by given node. See [member Node." "owner]." msgstr "" #: doc/classes/PackedScene.xml 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 msgid "If passed to [method instance], blocks edits to the scene state." msgstr "" #: doc/classes/PackedScene.xml 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 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/PackedScene.xml msgid "" "It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the " "scene is being instantiated to be the base of another one.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" #: modules/gltf/doc_classes/PackedSceneGLTF.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [PackedSceneGLTF] within a script will cause an error in an exported " "project." msgstr "" #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "Abstraction et classe de base pour les protocoles à base de paquets." #: doc/classes/PacketPeer.xml 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 msgid "Returns the number of packets currently available in the ring-buffer." msgstr "" #: doc/classes/PacketPeer.xml msgid "Gets a raw packet." msgstr "Obtient un paquet brut." #: doc/classes/PacketPeer.xml msgid "" "Returns the error state of the last packet received (via [method get_packet] " "and [method get_var])." msgstr "" "Retourne un état d'erreur du dernier paquet reçu (via [method get_packet] et " "[method get_var])." #: doc/classes/PacketPeer.xml 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 "" "Obtient un Variant.. Lorsque [code]allow_objects[/code] (ou [member " "allow_object_decoding]) est défini à [code]true[/code], le déchiffrage des " "objets est autorisé.\n" "[b]Avertissement :[/b] L'objet désérialisé peut contenir du code qui sera " "exécuté. N'utilisez pas cette option si l'objet désérialisé provient de " "sources non fiables afin d'éviter d'éventuelles menaces de sécurité " "(exécution de code distant)." #: doc/classes/PacketPeer.xml msgid "Sends a raw packet." msgstr "Envoie un paquet brut." #: doc/classes/PacketPeer.xml 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 "" "Envoie un [Variant] dans un paquet. Si [code]full_objects[/code] (ou [member " "allow_object_decoding]) est [code]true[/code], le codage des objets est " "autorisé (et peuvent potentiellement contenir du code à exécuter)." #: doc/classes/PacketPeer.xml 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 "" "[i]Obsolète.[/i] Utilisez plutôt les paramètres [code]get_var[/code] et " "[code]put_var[/code].\n" "Si [code]true[/code], le PacketPeer autorisera le codage et décodage de " "l'objet avec [method get_var] et [method put_var].\n" "[b]Avertissement :[/b] Les objets désérialisés peuvent contenir du code qui " "sera exécuté. N'utilisez pas cette option si l'objet désérialisé provient de " "sources non fiables afin d'éviter d'éventuelles menaces de sécurité " "(exécution de code distant)." #: doc/classes/PacketPeer.xml 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 msgid "DTLS packet peer." msgstr "Homologue du paquet DTLS." #: doc/classes/PacketPeerDTLS.xml 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 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 msgid "Disconnects this peer, terminating the DTLS session." msgstr "Déconnecte ce pair, finissant la session DTLS." #: doc/classes/PacketPeerDTLS.xml doc/classes/StreamPeerSSL.xml msgid "Returns the status of the connection. See [enum Status] for values." msgstr "" "Retourne le status de la connexion. Voir [enum Status] pour les valeurs." #: doc/classes/PacketPeerDTLS.xml 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 msgid "A status representing a [PacketPeerDTLS] that is disconnected." msgstr "Un status représentant un [PacketPeerDTLS] qui est déconnecté." #: doc/classes/PacketPeerDTLS.xml msgid "" "A status representing a [PacketPeerDTLS] that is currently performing the " "handshake with a remote peer." msgstr "" #: doc/classes/PacketPeerDTLS.xml msgid "" "A status representing a [PacketPeerDTLS] that is connected to a remote peer." msgstr "" "Un status représentant un [PacketPeerDTLS] qui est connecté à un pair " "distant." #: doc/classes/PacketPeerDTLS.xml msgid "A status representing a [PacketPeerDTLS] in a generic error state." msgstr "" "Un status représentant un [PacketPeerDTLS] dans un état d'erreur générique." #: doc/classes/PacketPeerDTLS.xml 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 msgid "Wrapper to use a PacketPeer over a StreamPeer." msgstr "Une encapsulation pour utiliser un PacketPeer dans une StreamPeer." #: doc/classes/PacketPeerStream.xml 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 msgid "The wrapped [StreamPeer] object." msgstr "L'objet [StreamPeer] enveloppé." #: doc/classes/PacketPeerUDP.xml msgid "UDP packet peer." msgstr "Homologue de paquet UDP." #: doc/classes/PacketPeerUDP.xml msgid "" "UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s." msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on." msgstr "" #: doc/classes/PacketPeerUDP.xml 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 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 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 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 msgid "Returns whether this [PacketPeerUDP] is listening." msgstr "Retourne quand ce [PacketPeerUDP] écoute." #: doc/classes/PacketPeerUDP.xml 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 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 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 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 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 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 "" "Attend qu'un paquet arrive sur le port écoutant. Voir [method listen].\n" "[b]Note :[/b] [method wait] ne peut pas être interrompu une fois appelé. Il " "est possible de passer outre en autorisant l'envoi d'un paquet spécifique " "pour s'arrêter :\n" "[codeblock]\n" "# Serveur\n" "socket.set_dest_address(\"127.0.0.1\", 789)\n" "socket.put_packet(\"Arrête toi !\".to_ascii())\n" "\n" "# Client\n" "while socket.wait() == OK:\n" " var data = socket.get_packet().get_string_from_ascii()\n" " if data == \"Arrête toi !\":\n" " return\n" "[/codeblock]" #: doc/classes/Panel.xml msgid "Provides an opaque background for [Control] children." msgstr "Fournis un arrière-plan opaque pour le [Control] enfant." #: doc/classes/Panel.xml 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 msgid "2D Finite State Machine Demo" msgstr "Démo 2D de machine à états finis" #: doc/classes/Panel.xml doc/classes/Skeleton.xml doc/classes/SkeletonIK.xml msgid "3D Inverse Kinematics Demo" msgstr "Démo de cinématique inverse en 3D" #: doc/classes/Panel.xml msgid "The style of this [Panel]." msgstr "Le style de ce [Panel]." #: doc/classes/PanelContainer.xml msgid "Panel container type." msgstr "Type de conteneur du panneau." #: doc/classes/PanelContainer.xml 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 msgid "The style of [PanelContainer]'s background." msgstr "Le style de l'arrière-plan de [PanelContainer]." #: doc/classes/PanoramaSky.xml msgid "A type of [Sky] used to draw a background texture." msgstr "Un type de [Sky] utilisé pour afficher la texture d'arrière-plan." #: doc/classes/PanoramaSky.xml 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 msgid "[Texture] to be applied to the PanoramaSky." msgstr "La [Texture] à appliquer au PanoramaSky." #: doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" #: doc/classes/ParallaxBackground.xml 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 msgid "The base position offset for all [ParallaxLayer] children." msgstr "" "Le décalage de la position de base pour tous les enfants du [ParallaxLayer]." #: doc/classes/ParallaxBackground.xml msgid "The base motion scale for all [ParallaxLayer] children." msgstr "" #: doc/classes/ParallaxBackground.xml msgid "" "If [code]true[/code], elements in [ParallaxLayer] child aren't affected by " "the zoom level of the camera." msgstr "" #: doc/classes/ParallaxBackground.xml 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 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 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 msgid "A parallax scrolling layer to be used with [ParallaxBackground]." msgstr "" #: doc/classes/ParallaxLayer.xml 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 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 msgid "" "The ParallaxLayer's offset relative to the parent ParallaxBackground's " "[member ParallaxBackground.scroll_offset]." msgstr "" #: doc/classes/ParallaxLayer.xml msgid "" "Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], " "it will not scroll." msgstr "" #: doc/classes/Particles.xml msgid "GPU-based 3D particle emitter." msgstr "Émetteur de particules 3D calculées par le CPU." #: doc/classes/Particles.xml 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] On macOS, [Particles] rendering is much slower than " "[CPUParticles] due to transform feedback being implemented on the CPU " "instead of the GPU. Consider using [CPUParticles] instead when targeting " "macOS.\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 msgid "Controlling thousands of fish with Particles" msgstr "Contrôler des milliers de poissons en utilisant les Particles" #: doc/classes/Particles.xml msgid "" "Returns the axis-aligned bounding box that contains all the particles that " "are active in the current frame." msgstr "" #: doc/classes/Particles.xml msgid "Returns the [Mesh] that is drawn at index [code]pass[/code]." msgstr "Retourne le [Mesh] qui est affiché à l'index [code]pass[/code]." #: doc/classes/Particles.xml msgid "Restarts the particle emission, clearing existing particles." msgstr "Relance l'émission de particules, effaçant les particules existantes." #: doc/classes/Particles.xml msgid "Sets the [Mesh] that is drawn at index [code]pass[/code]." msgstr "Définit le [Mesh] qui à afficher pour l'index [code]pass[/code]." #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the first draw pass." msgstr "Le [Mesh] qui est affiché lors de la première passe." #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the second draw pass." msgstr "Le [Mesh] qui est affiché lors de la deuxième passe." #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the third draw pass." msgstr "Le [Mesh] qui est affiché lors de la troisième passe." #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the fourth draw pass." msgstr "Le [Mesh] qui est affiché lors de la quatrième passe." #: doc/classes/Particles.xml msgid "The number of draw passes when rendering particles." msgstr "" #: doc/classes/Particles.xml msgid "" "Time ratio between each emission. If [code]0[/code], particles are emitted " "continuously. If [code]1[/code], all particles are emitted simultaneously." msgstr "" #: doc/classes/Particles.xml msgid "" "If [code]true[/code], only [code]amount[/code] particles will be emitted." msgstr "" "Si [code]true[/code], seuls [code]amount[/code] particules seront émises." #: doc/classes/Particles.xml msgid "" "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 doc/classes/Particles2D.xml msgid "" "[Material] for processing particles. Can be a [ParticlesMaterial] or a " "[ShaderMaterial]." msgstr "" #: doc/classes/Particles.xml msgid "Emission randomness ratio." msgstr "Facteur d'aléatoire de l'émission." #: doc/classes/Particles.xml msgid "" "Speed scaling ratio. A value of [code]0[/code] can be used to pause the " "particles." msgstr "" #: doc/classes/Particles.xml 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 #, fuzzy msgid "Maximum number of draw passes supported." msgstr "Nombre maximal de passes de tirage prises en charge." #: doc/classes/Particles2D.xml msgid "GPU-based 2D particle emitter." msgstr "Émetteur de particules 2D calculées par le CPU." #: doc/classes/Particles2D.xml 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] On macOS, [Particles2D] rendering is much slower than " "[CPUParticles2D] due to transform feedback being implemented on the CPU " "instead of the GPU. Consider using [CPUParticles2D] instead when targeting " "macOS.\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 msgid "Particle systems (2D)" msgstr "" #: doc/classes/Particles2D.xml msgid "Returns a rectangle containing the positions of all existing particles." msgstr "" "Retourne un rectangle contenant la position de toutes les particules " "existantes." #: doc/classes/Particles2D.xml msgid "Restarts all the existing particles." msgstr "Redémarre toutes les particules existantes." #: doc/classes/Particles2D.xml 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 msgid "Particle properties for [Particles] and [Particles2D] nodes." msgstr "" "Les propriétés des particules pour les nœuds [Particles] et [Particles2D]." #: doc/classes/ParticlesMaterial.xml 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 msgid "Returns [code]true[/code] if the specified flag is enabled." msgstr "Retourne [code]true[/code] si l'option spécifié est active." #: doc/classes/ParticlesMaterial.xml msgid "Returns the randomness ratio associated with the specified parameter." msgstr "Retourne le facteur d'aléatoire associé avec le paramètre spécifié." #: doc/classes/ParticlesMaterial.xml msgid "Returns the [Texture] used by the specified parameter." msgstr "Retourne la [Texture] utilisée par le paramètre donné." #: doc/classes/ParticlesMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. See [enum Flags] for " "options." msgstr "" "Si [code]true[/code], active l'option donné. Voir [enum Flags] pour ces " "options." #: doc/classes/ParticlesMaterial.xml msgid "Sets the specified [enum Parameter]." msgstr "Définit le [enum Parameter] donné." #: doc/classes/ParticlesMaterial.xml msgid "Sets the randomness ratio for the specified [enum Parameter]." msgstr "Définit le facteur d'aléatoire pour le [enum Parameter] spécifié." #: doc/classes/ParticlesMaterial.xml msgid "Sets the [Texture] for the specified [enum Parameter]." msgstr "Définit la [Texture] pour le [enum Parameter] spécifié." #: doc/classes/ParticlesMaterial.xml 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 msgid "Each particle's rotation will be animated along this [CurveTexture]." msgstr "" "La rotation de chaque particule sera animé suivant cette [CurveTexture]." #: doc/classes/ParticlesMaterial.xml 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 msgid "Each particle's angular velocity will vary along this [CurveTexture]." msgstr "" "La vitesse de rotation de chaque particule variera suivant cette " "[CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "Each particle's animation offset will vary along this [CurveTexture]." msgstr "" "La position de l'animation de chaque particule variera suivant cette " "[CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "Each particle's animation speed will vary along this [CurveTexture]." msgstr "" "La vitesse d'animation de chaque particule variera suivant cette " "[CurveTexture]." #: doc/classes/ParticlesMaterial.xml 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 msgid "Damping will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "The box's extents if [code]emission_shape[/code] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" "La taille de la boite si [code]emission_shape[/code] est à [constant " "EMISSION_SHAPE_BOX]." #: doc/classes/ParticlesMaterial.xml msgid "" "Particle color will be modulated by color determined by sampling this " "texture at the same point as the [member emission_point_texture]." msgstr "" #: doc/classes/ParticlesMaterial.xml 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 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 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 msgid "" "The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "L'axe de l'anneau pour l'émetteur [constant EMISSION_SHAPE_RING]." #: doc/classes/ParticlesMaterial.xml msgid "" "The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "La hauteur de l'anneau pour l'émetteur [constant EMISSION_SHAPE_RING]." #: doc/classes/ParticlesMaterial.xml msgid "" "The inner radius of the ring when using the emitter [constant " "EMISSION_SHAPE_RING]." msgstr "" "Le rayon intérieur de l'anneau pour l'émetteur [constant " "EMISSION_SHAPE_RING]." #: doc/classes/ParticlesMaterial.xml msgid "" "The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "Le rayon de l'anneau pour l'émetteur [constant EMISSION_SHAPE_RING]." #: doc/classes/ParticlesMaterial.xml msgid "" "Particles will be emitted inside this region. Use [enum EmissionShape] " "constants for values." msgstr "" "Les particules seront émises à l'intérieur de cette région. Voir les " "constantes dans [enum EmissionShape] pour les valeurs possibles." #: doc/classes/ParticlesMaterial.xml msgid "" "The sphere's radius if [code]emission_shape[/code] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" "Le rayon de la sphère si [code]emission_shape[/code] est [constant " "EMISSION_SHAPE_SPHERE]." #: doc/classes/ParticlesMaterial.xml msgid "Amount of [member spread] along the Y axis." msgstr "La quantité de diffusion [member spread] le long de l'axe Y." #: doc/classes/ParticlesMaterial.xml msgid "Each particle's hue will vary along this [CurveTexture]." msgstr "La teinte de chaque particule variera suivant cette [CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's linear acceleration will vary along this [CurveTexture]." msgstr "" "La vitesse linéaire de chaque particule variera suivant cette [CurveTexture]." #: doc/classes/ParticlesMaterial.xml 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 msgid "Each particle's orbital velocity will vary along this [CurveTexture]." msgstr "" "La vélocité orbitale de chaque particule variera suivant cette " "[CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's radial acceleration will vary along this [CurveTexture]." msgstr "" "L'accélération radiale de chaque particule variera suivant cette " "[CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "Each particle's scale will vary along this [CurveTexture]." msgstr "" "La mise à l'échelle de chaque particule variera suivant cette [CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's tangential acceleration will vary along this [CurveTexture]." msgstr "" "L'accélération tangentielle de chaque particule variera suivant cette " "[CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "Trail particles' color will vary along this [GradientTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml 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 msgid "Trail particles' size will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml 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 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set angular velocity properties." msgstr "" "À utiliser avec [method set_param], [method set_param_randomness], et " "[method set_param_texture] pour définir les propriétés de la vélocité " "angulaire." #: doc/classes/ParticlesMaterial.xml 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 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 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 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 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set damping properties." msgstr "" "À utiliser avec [method set_param], [method set_param_randomness], et " "[method set_param_texture] pour définir les propriétés d'amortissement." #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set angle properties." msgstr "" "À utiliser avec [method set_param], [method set_param_randomness], et " "[method set_param_texture] pour définir les propriétés de l'angle." #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set scale properties." msgstr "" "À utiliser avec [method set_param], [method set_param_randomness], et " "[method set_param_texture] pour définir les propriétés de mise à l'échelle." #: doc/classes/ParticlesMaterial.xml 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 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 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 msgid "Use with [method set_flag] to set [member flag_align_y]." msgstr "À utiliser avec [method set_flag] pour définir [member flag_align_y]." #: doc/classes/ParticlesMaterial.xml msgid "Use with [method set_flag] to set [member flag_rotate_y]." msgstr "À utiliser avec [method set_flag] pour définir [member flag_rotate_y]." #: doc/classes/ParticlesMaterial.xml msgid "Use with [method set_flag] to set [member flag_disable_z]." msgstr "" "À utiliser avec [method set_flag] pour définir [member flag_disable_z]." #: doc/classes/ParticlesMaterial.xml msgid "" "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 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 msgid "Contains a [Curve3D] path for [PathFollow] nodes to follow." msgstr "Contient une chemin [Curve3D] à suivre par les nœuds [PathFollow]." #: doc/classes/Path.xml 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 msgid "A [Curve3D] describing the path." msgstr "Une [Curve3D] décrivant le chemin." #: doc/classes/Path.xml msgid "Emitted when the [member curve] changes." msgstr "Émis quand cette [member curve] change." #: doc/classes/Path2D.xml msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow." msgstr "Contient un chemin [Curve2D] que suivront les nœuds [PathFollow2D]." #: doc/classes/Path2D.xml 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 msgid "A [Curve2D] describing the path." msgstr "Une [Curve2D] décrivant le chemin." #: doc/classes/PathFollow.xml msgid "Point sampler for a [Path]." msgstr "Échantillonneur de points pour un [Path]." #: doc/classes/PathFollow.xml 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 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 doc/classes/PathFollow2D.xml msgid "The node's offset along the curve." msgstr "Le décalage du nœud le long de la courbe." #: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml 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 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 msgid "" "Allows or forbids rotation on one or more axes, depending on the [enum " "RotationMode] constants being used." msgstr "" #: doc/classes/PathFollow.xml 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 doc/classes/PathFollow2D.xml msgid "The node's offset perpendicular to the curve." msgstr "Le décalage du nœud perpendiculairement à la courbe." #: doc/classes/PathFollow.xml msgid "Forbids the PathFollow to rotate." msgstr "Interdit au PathFollow de pivoter pour suivre le chemin." #: doc/classes/PathFollow.xml msgid "Allows the PathFollow to rotate in the Y axis only." msgstr "Autorise le PathFollow à ne pivoter que selon l'axe Y." #: doc/classes/PathFollow.xml msgid "Allows the PathFollow to rotate in both the X, and Y axes." msgstr "Autorise le PathFollow à pivoter selon les axes X et Y." #: doc/classes/PathFollow.xml msgid "Allows the PathFollow to rotate in any axis." msgstr "Autorise le PathFollow à pivoter suivant n'importe quel axe." #: doc/classes/PathFollow.xml 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 msgid "Point sampler for a [Path2D]." msgstr "Échantillonneur de points pour un [Path2D]." #: doc/classes/PathFollow2D.xml 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 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 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 msgid "The distance along the path in pixels." msgstr "La distance le long du chemin en pixels." #: doc/classes/PathFollow2D.xml msgid "" "If [code]true[/code], this node rotates to follow the path, making its " "descendants rotate." msgstr "" #: doc/classes/PathFollow2D.xml 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 msgid "Creates packages that can be loaded into a running project." msgstr "Crée des paquets qui peuvent être chargés dans un projet lancé." #: doc/classes/PCKPacker.xml 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 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 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 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 "" "Crée un nouveau fichier PCK nommé [code]pck_name[/code]. L'extension de " "fichier [code].pck[/code] n'est pas ajoutée automatiquement, dont elle doit " "être présente dans [code]pck_name[/code] (mais ça n'est pas indispensable)." #: doc/classes/Performance.xml msgid "Exposes performance-related data." msgstr "Expose les données relatives aux performances." #: doc/classes/Performance.xml 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 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 msgid "Number of frames per second." msgstr "Nombre d’images par seconde." #: doc/classes/Performance.xml msgid "Time it took to complete one frame, in seconds." msgstr "Le temps nécessaire pour compléter une trame, en secondes." #: doc/classes/Performance.xml msgid "Time it took to complete one physics frame, in seconds." msgstr "Le temps nécessaire pour compléter une trame physique, en secondes." #: doc/classes/Performance.xml msgid "" "Static memory currently used, in bytes. Not available in release builds." msgstr "" "La mémoire statique actuellement utilisée, en octets. N'est pas utilisable " "dans les versions finales." #: doc/classes/Performance.xml msgid "" "Dynamic memory currently used, in bytes. Not available in release builds." msgstr "" "La mémoire dynamique actuellement utilisée, en octets. N'est pas utilisable " "dans les versions finales." #: doc/classes/Performance.xml #, fuzzy msgid "Available static memory. Not available in release builds." msgstr "" "La mémoire statique disponible. N'est pas utilisable dans les versions " "finales." #: doc/classes/Performance.xml msgid "Available dynamic memory. Not available in release builds." msgstr "" "La mémoire dynamique disponible. N'est pas utilisable dans les versions " "finales." #: doc/classes/Performance.xml msgid "" "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 msgid "Number of objects currently instanced (including nodes)." msgstr "Le nombre d'objets actuellement instanciés (nœuds inclus)." #: doc/classes/Performance.xml msgid "Number of resources currently used." msgstr "Nombre de ressources actuellement utilisées." #: doc/classes/Performance.xml msgid "" "Number of nodes currently instanced in the scene tree. This also includes " "the root node." msgstr "" #: doc/classes/Performance.xml msgid "" "Number of orphan nodes, i.e. nodes which are not parented to a node of the " "scene tree." msgstr "" #: doc/classes/Performance.xml msgid "3D objects drawn per frame." msgstr "Les objets 3D dessinés par trame." #: doc/classes/Performance.xml msgid "Vertices drawn per frame. 3D only." msgstr "Les sommets dessinés durant la trame. Seulement pour la 3D." #: doc/classes/Performance.xml msgid "Material changes per frame. 3D only." msgstr "Les matériaux changés durant la trame. Seulement pour la 3D." #: doc/classes/Performance.xml msgid "Shader changes per frame. 3D only." msgstr "Les shaders changés durant la trame. Seulement pour la 3D." #: doc/classes/Performance.xml msgid "Render surface changes per frame. 3D only." msgstr "Les surfaces affichées changées durant la trame. Seulement pour la 3D." #: doc/classes/Performance.xml msgid "Draw calls per frame. 3D only." msgstr "Le nombre d'appels d'affichage par trame. Seulement pour la 3D." #: doc/classes/Performance.xml msgid "Items or joined items drawn per frame." msgstr "Les éléments et les éléments joins affichés par trame." #: doc/classes/Performance.xml msgid "Draw calls per frame." msgstr "Les appels de dessin par trame." #: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "" "The amount of video memory used, i.e. texture and vertex memory combined." msgstr "" "La quantité de mémoire vidéo utilisée, soit la mémoire combinée des textures " "et sommets." #: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "The amount of texture memory used." msgstr "La quantité de mémoire utilisée pour les textures." #: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "The amount of vertex memory used." msgstr "La quantité de mémoire utilisée pour les sommets." #: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "" "Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0." msgstr "" "Ne implémenté pour les rendus sous GLES2 et GLES3, retourne toujours 0." #: doc/classes/Performance.xml msgid "Number of active [RigidBody2D] nodes in the game." msgstr "Le nombre de nœuds [RigidBody2D] actifs dans le jeu." #: doc/classes/Performance.xml msgid "Number of collision pairs in the 2D physics engine." msgstr "Le nombre de paires de collision dans le moteur physique 2D." #: doc/classes/Performance.xml msgid "Number of islands in the 2D physics engine." msgstr "Le nombre d'îles dans le moteur physique 2D." #: doc/classes/Performance.xml msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game." msgstr "Le nombre de nœuds [RigidBody] et [VehicleBody] actifs dans le jeu." #: doc/classes/Performance.xml msgid "Number of collision pairs in the 3D physics engine." msgstr "Le nombre de paires de collisions dans le moteur physique 3D." #: doc/classes/Performance.xml msgid "Number of islands in the 3D physics engine." msgstr "Le nombre d'îles dans le moteur physique 3D." #: doc/classes/Performance.xml msgid "Output latency of the [AudioServer]." msgstr "Latence de sortie de l'[AudioServer]." #: doc/classes/Performance.xml msgid "Represents the size of the [enum Monitor] enum." msgstr "Représente la taille de l'énumération [enum Monitor]." #: doc/classes/PHashTranslation.xml msgid "Optimized translation." msgstr "Translation optimisée." #: doc/classes/PHashTranslation.xml msgid "" "Optimized translation. Uses real-time compressed translations, which results " "in very small dictionaries." msgstr "" "Traductions optimisées. Utilise une compression en temps-réel, ce qui permet " "d'avoir un dictionnaire très petit." #: doc/classes/PHashTranslation.xml msgid "" "Generates and sets an optimized translation from the given [Translation] " "resource." msgstr "" "Génère et définit des traductions optimisées depuis la ressource " "[Translation] donnée." #: doc/classes/Physics2DDirectBodyState.xml msgid "Direct access object to a physics body in the [Physics2DServer]." msgstr "L'objet d'accès direct au corps physique du [Physics2DServer]." #: doc/classes/Physics2DDirectBodyState.xml 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 #: doc/classes/Physics2DDirectSpaceState.xml #: doc/classes/PhysicsDirectBodyState.xml #: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RayCast.xml msgid "Ray-casting" msgstr "" #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "Adds a constant directional force without affecting rotation." msgstr "Ajoute une force directionnelle constante sans affecter la rotation." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody2D.xml 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 doc/classes/RigidBody2D.xml msgid "Adds a constant rotational force." msgstr "Ajoute une force de rotation constante." #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "Applies a directional impulse without affecting rotation." msgstr "Applique une impulsion directionnelle changer affecter la rotation." #: doc/classes/Physics2DDirectBodyState.xml 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 doc/classes/RigidBody2D.xml msgid "Applies a rotational impulse to the body." msgstr "Applique une impulsion de rotation au corps." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the collider's [RID]." msgstr "Retourne le [RID] du collisionneur." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the collider's object id." msgstr "Retourne l’id de l’objet du collisionneur." #: doc/classes/Physics2DDirectBodyState.xml 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 #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the contact position in the collider." msgstr "Retourne la position du contact sur le collisionneur." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the collider's shape index." msgstr "Retourne l'index de forme du collisionneur." #: doc/classes/Physics2DDirectBodyState.xml 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 #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the linear velocity vector at the collider's contact point." msgstr "" "Retourne le vecteur de vélocité linéaire au point de contact à la collision." #: doc/classes/Physics2DDirectBodyState.xml 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 #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the local normal at the contact point." msgstr "Retourne la normale locale au point de contact." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the local position of the contact point." msgstr "Retourne la position locale au point de contact." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the local shape index of the collision." msgstr "Retourne l'index de la forme locale de la collision." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the current state of the space, useful for queries." msgstr "Retourne l'état actuel de l'espace, utile pour les requêtes." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "" "Returns the body's velocity at the given relative position, including both " "translation and rotation." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Calls the built-in force integration code." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "The body's rotational velocity in [i]radians[/i] per second." msgstr "La vitesse de rotation du corps en [i]radians[/i] par seconde." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The inverse of the inertia of the body." msgstr "L'inverse de l'inertie du corps." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The inverse of the mass of the body." msgstr "L'inverse de la masse du corps." #: doc/classes/Physics2DDirectBodyState.xml msgid "The body's linear velocity in pixels per second." msgstr "La vitesse linéaire d'un corps en pixels par seconde." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "If [code]true[/code], this body is currently sleeping (not active)." msgstr "Si [code]true[/code], le corps est actuellement au repos (inactif)." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The timestep (delta) used for the simulation." msgstr "L'étape de temps (delta) utilisé pour la simulation." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "" "The rate at which the body stops rotating, if there are not any other forces " "moving it." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The total gravity vector being currently applied to this body." msgstr "Le vecteur total de gravité actuellement appliqué à ce corps." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "" "The rate at which the body stops moving, if there are not any other forces " "moving it." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The body's transformation matrix." msgstr "La matrice de transformation du corps." #: doc/classes/Physics2DDirectSpaceState.xml msgid "Direct access object to a space in the [Physics2DServer]." msgstr "L'objet pour accéder directement à l'espace du [Physics2DServer]." #: doc/classes/Physics2DDirectSpaceState.xml 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 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 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 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 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 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 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 msgid "" "Checks the intersections of a shape, given through a " "[Physics2DShapeQueryParameters] 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]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 msgid "Server interface for low-level 2D physics access." msgstr "L'interface du serveur pour l'accès à la physique 2D en bas niveau." #: doc/classes/Physics2DServer.xml 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 "" "PhysicsServer2D est le serveur responsable de toute la physique 2D. Il peut " "créer de nombreux types d'objets physiques, mais ne les insère pas dans " "l'arbre des nœuds." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml 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 "" "Ajoute une forme à la zone, avec une matrice de transformation. Les formes " "sont généralement référencées par leur index, vous devez donc suivre quelle " "forme a un index donné." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Assigns the area to a descendant of [Object], so it can exist in the node " "tree." msgstr "" "Assigne la zone à un descendant de [Object], afin qu'il puisse exister dans " "l'arbre des nœuds." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Removes all shapes from an area. It does not delete the shapes, so they can " "be reassigned later." msgstr "" "Supprime toutes les formes d'une zone. Il ne supprime pas les formes, de " "sorte qu'elles peuvent être réaffectées ultérieurement." #: doc/classes/Physics2DServer.xml 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 doc/classes/PhysicsServer.xml msgid "Gets the instance ID of the object the area is assigned to." msgstr "" "Retourne l'identifiant d'instance de l'objet auquel la zone est attribuée." #: doc/classes/Physics2DServer.xml msgid "" "Returns an area parameter value. See [enum AreaParameter] for a list of " "available parameters." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the [RID] of the nth shape of an area." msgstr "Retourne le [RID] de la énième forme d'une zone." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the number of shapes assigned to an area." msgstr "Retourne le nombre de formes assignées à une zone." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the transform matrix of a shape within an area." msgstr "Renvoie la matrice de transformation d’une forme dans une zone." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the space assigned to the area." msgstr "Renvoie l’espace affecté à la zone." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the space override mode for the area." msgstr "Renvoie le mode de remplacement de l’espace pour la zone." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the transform matrix for an area." msgstr "Retourne la matrice de transformation pour une zone." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Removes a shape from an area. It does not delete the shape, so it can be " "reassigned later." msgstr "" "Enlève une forme d’une zone. Il ne supprime pas la forme, de sorte qu'elle " "peut être réaffectée plus tard." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns the area to one or many physics layers." msgstr "Affecte la zone à un ou plusieurs calques de physique." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets which physics layers the area will monitor." msgstr "Définit les calques de physique que la zone surveillera." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml 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 msgid "" "Sets the value for an area parameter. See [enum AreaParameter] for a list of " "available parameters." msgstr "" "Définit la valeur d’un paramètre de zone. Voir [enum AreaParameter] pour une " "liste de paramètres disponibles." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml 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 msgid "Disables a given shape in an area." msgstr "Désactive une forme donnée dans une zone." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the transform matrix for an area shape." msgstr "Définit la matrice de transformation pour la forme de l'aire." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns a space to the area." msgstr "Assigne un espace pour l'aire." #: doc/classes/Physics2DServer.xml msgid "" "Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] " "for a list of available modes." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the transform matrix for an area." msgstr "Définit la matrice de transformation pour l'aire." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Adds a body to the list of bodies exempt from collisions." msgstr "Ajoute un corps à la liste de ceux ignorés lors des collisions." #: doc/classes/Physics2DServer.xml 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 doc/classes/PhysicsServer.xml 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 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 doc/classes/PhysicsServer.xml msgid "Removes all shapes from a body." msgstr "Retire toutes les formes du corps." #: doc/classes/Physics2DServer.xml msgid "Creates a physics body." msgstr "Crée un corps physique." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the physics layer or layers a body belongs to." msgstr "Retourne le(s) calque(s) physique(s) auquel(s) ce corps appartient." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the physics layer or layers a body can collide with." msgstr "" "Retourne le(s) calque(s) physique(s) où le corps peut entrer en collision." #: doc/classes/Physics2DServer.xml msgid "Returns the continuous collision detection mode." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Returns the [Physics2DDirectBodyState] of the body. Returns [code]null[/" "code] if the body is destroyed or removed from the physics space." msgstr "" "Retourne le [Physics2DDirectBodyState] du corps. Retourne [code]null[/code] " "si le corps est détruit ou retiré de l'espace physique." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Returns the maximum contacts that can be reported. See [method " "body_set_max_contacts_reported]." msgstr "" "Retourne le nombre maximal de contacts qui peuvent être détectés. Voir " "[method body_set_max_contacts_reported]." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the body mode." msgstr "Retourne le mode corps." #: doc/classes/Physics2DServer.xml msgid "" "Returns the value of a body parameter. See [enum BodyParameter] for a list " "of available parameters." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the [RID] of the nth shape of a body." msgstr "Retourne le [RID] de la n-ième forme de ce corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the number of shapes assigned to a body." msgstr "Retourne le nombre de formes associées au corps." #: doc/classes/Physics2DServer.xml msgid "Returns the metadata of a shape of a body." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the transform matrix of a body shape." msgstr "Retourne la matrice de transformation pour la forme du corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the [RID] of the space assigned to a body." msgstr "Retourne le [RID] de la forme assignée à ce corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns a body state." msgstr "Retourne un état du corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml 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 msgid "Removes a body from the list of bodies exempt from collisions." msgstr "Retirer un corps de la liste de ceux ignorés lors des collisions." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Removes a shape from a body. The shape is not deleted, so it can be reused " "afterwards." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml #: doc/classes/RigidBody.xml 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 doc/classes/PhysicsServer.xml msgid "Sets the physics layer or layers a body belongs to." msgstr "Définit le(s) calque(s) physique(s) auquel(s) ce corps appartient." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the physics layer or layers a body can collide with." msgstr "" "Définit le(s) calque(s) physique(s) où le corps peut entrer en collision." #: doc/classes/Physics2DServer.xml 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 doc/classes/PhysicsServer.xml 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 doc/classes/PhysicsServer.xml 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 msgid "Sets the body mode using one of the [enum BodyMode] constants." msgstr "" "Définit le mode du corps, avec l'une des constantes de [enum BodyMode]." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Sets whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" "Définit quand un corps utilise sa propre fonction pour calculer sa physique " "(voir [method body_set_force_integration_callback])." #: doc/classes/Physics2DServer.xml msgid "" "Sets a body parameter. See [enum BodyParameter] for a list of available " "parameters." msgstr "" "Définit un paramètre du corps. Voir [enum BodyParameter] pour la liste des " "paramètres disponibles." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Substitutes a given body shape by another. The old shape is selected by its " "index, the new one by its [RID]." msgstr "" "Remplace la forme du corps par une autre. L'ancienne forme est choisie par " "son index, et la nouvelle par son [RID]." #: doc/classes/Physics2DServer.xml msgid "" "Enables one way collision on body if [code]enable[/code] is [code]true[/" "code]." msgstr "" "Active les collisions dans un seul sens pour ce corps si [code]enable[/code] " "est [code]true[/code]." #: doc/classes/Physics2DServer.xml msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]." msgstr "" "Désactive la forme du corps si [code]disable[/code] est [code]true[/code]." #: doc/classes/Physics2DServer.xml msgid "" "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 doc/classes/PhysicsServer.xml msgid "Sets the transform matrix for a body shape." msgstr "Définit la matrice de transformation pour la forme du corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns a space to the body (see [method space_create])." msgstr "Assigne un espace au corps (voir [method space_create])." #: doc/classes/Physics2DServer.xml 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 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 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 #, fuzzy msgid "Returns the value of a damped spring joint parameter." msgstr "Renvoie la valeur opposée du paramètre." #: doc/classes/Physics2DServer.xml #, fuzzy msgid "" "Sets a damped spring joint parameter. See [enum DampedStringParam] for a " "list of available parameters." msgstr "" "Définit la valeur d’un paramètre de zone. Voir [enum AreaParameter] pour une " "liste de paramètres disponibles." #: doc/classes/Physics2DServer.xml 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 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 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 msgid "Returns the value of a joint parameter." msgstr "Retourne la valeur du paramètre du joint." #: doc/classes/Physics2DServer.xml msgid "Returns a joint's type (see [enum JointType])." msgstr "Retourne le type de joint (voir [enum JoinType])." #: doc/classes/Physics2DServer.xml msgid "" "Sets a joint parameter. See [enum JointParam] for a list of available " "parameters." msgstr "" "Définit un paramètre du joint. Voir [enum JointParam] pour la liste des " "paramètres disponibles." #: doc/classes/Physics2DServer.xml 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 msgid "Activates or deactivates the 2D physics engine." msgstr "Active ou désactive le moteur physique 2D." #: doc/classes/Physics2DServer.xml 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 doc/classes/PhysicsServer.xml msgid "Returns the shape data." msgstr "Retourne les données de forme." #: doc/classes/Physics2DServer.xml msgid "Returns a shape's type (see [enum ShapeType])." msgstr "Retourne le type de forme (voir [enum ShapeType])." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml 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 doc/classes/PhysicsServer.xml 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 msgid "" "Returns the state of a space, a [Physics2DDirectSpaceState]. This object can " "be used to make collision/intersection queries." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the value of a space parameter." msgstr "Retourne la valeur d'un paramètre de l'espace." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns whether the space is active." msgstr "Retourne quand cet espace est actif." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml 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 msgid "" "Sets the value for a space parameter. See [enum SpaceParameter] for a list " "of available parameters." msgstr "" "Définit la valeur pour le paramètre d'espace. Voir [enum SpaceParameter] " "pour la liste des paramètres possibles." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml 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 doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the maximum distance a shape can be from another before " "they are considered separated." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the maximum distance a shape can penetrate another shape " "before it is considered a collision." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml 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 doc/classes/PhysicsServer.xml 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 doc/classes/PhysicsServer.xml 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 doc/classes/PhysicsServer.xml 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 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 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 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 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 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 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 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 doc/classes/PhysicsServer.xml 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 doc/classes/PhysicsServer.xml msgid "Constant to set/get gravity strength in an area." msgstr "La constante pour définir/obtenir la force de gravité de l'aire." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get gravity vector/center in an area." msgstr "La constante pour définir/obtenir le centre de gravité de l'aire." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get whether the gravity vector of an area is a direction, or " "a center point." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml 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 doc/classes/PhysicsServer.xml msgid "" "This constant was used to set/get the falloff factor for point gravity. It " "has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE]." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the linear dampening factor of an area." msgstr "" "La constant pour définir/récupérer le facteur d'amortissement linéaire de " "cette aire." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the angular dampening factor of an area." msgstr "" "La constant pour définir/récupérer le facteur d'amortissement angulaire de " "cette aire." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the priority (order of processing) of an area." msgstr "" "La constant pour définir/obtenir la priorité (l'ordre de gestion) de l'aire." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml 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 doc/classes/PhysicsServer.xml 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 doc/classes/PhysicsServer.xml 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 doc/classes/PhysicsServer.xml 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 doc/classes/PhysicsServer.xml 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 doc/classes/PhysicsServer.xml msgid "Constant for static bodies." msgstr "Constante pour les corps statiques." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant for kinematic bodies." msgstr "Constante pour les corps cinématiques." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant for rigid bodies." msgstr "Constante pour les corps rigides." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant for rigid bodies in character mode. In this mode, a body can not " "rotate, and only its linear velocity is affected by physics." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's bounce factor." msgstr "La constante pour définir/obtenir le facteur de rebond." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's friction." msgstr "Constante pour définir/récupérer la friction du corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's mass." msgstr "La constante pour définir/obtenir la masse du corps." #: doc/classes/Physics2DServer.xml msgid "Constant to set/get a body's inertia." msgstr "La constante pour définir/obtenir l'inertie du corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's gravity multiplier." msgstr "" "La constante pour définir/obtenir le facteur de multiplication de la gravité " "du corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's linear dampening factor." msgstr "" "La constante pour définir/obtenir la facteur d'amortissement linéaire du " "corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's angular dampening factor." msgstr "" "La constante pour définir/obtenir la facteur d'amortissement de rotation du " "corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Represents the size of the [enum BodyParameter] enum." msgstr "Représente la taille de l'énumération [enum BodyParameter]." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current transform matrix of the body." msgstr "" "La constante pour définir/obtenir la matrice de transformation actuelle du " "corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current linear velocity of the body." msgstr "" "La constante pour définir/récupérer la vélocité linéaire actuelle de ce " "corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current angular velocity of the body." msgstr "" "La constante pour définir/récupérer la vélocité angulaire actuelle de ce " "corps." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to sleep/wake up a body, or to get whether it is sleeping." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get whether the body can sleep." msgstr "La constante pour définir/obtenir si le corps peut être au repos." #: doc/classes/Physics2DServer.xml #, fuzzy msgid "Constant to create pin joints." msgstr "Constante pour créer des joints d’épingle." #: doc/classes/Physics2DServer.xml #, fuzzy msgid "Constant to create groove joints." msgstr "Constante pour créer des joints de rainure." #: doc/classes/Physics2DServer.xml msgid "Constant to create damped spring joints." msgstr "" #: doc/classes/Physics2DServer.xml 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 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 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 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 msgid "" "Enables continuous collision detection by raycasting. It is faster than " "shapecasting, but less precise." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Enables continuous collision detection by shapecasting. It is the slowest " "CCD method, and the most precise." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml 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 doc/classes/PhysicsServer.xml 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 doc/classes/PhysicsServer.xml msgid "Constant to get the number of objects that are not sleeping." msgstr "La constante pour récupérer le nombre d'objets qui ne dorment pas." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to get the number of possible collisions." msgstr "La constante pour obtenir le nombre possible de collisions." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to get the number of space regions where a collision could occur." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml msgid "Parameters to be sent to a 2D shape physics query." msgstr "Les paramètres à passer à un requête physique d'une forme 2D." #: doc/classes/Physics2DShapeQueryParameters.xml msgid "" "This class contains the shape and other parameters for 2D intersection/" "collision queries." msgstr "" "Cette classe contient des formes et autres paramètres pour les requêtes " "d'intersections/collisions en 2D." #: doc/classes/Physics2DShapeQueryParameters.xml msgid "" "Sets the [Shape2D] that will be used for collision/intersection queries." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml msgid "If [code]true[/code], the query will take [Area2D]s into account." msgstr "Si [code]true[/code], la requête prendra la [Area2D] en compte." #: doc/classes/Physics2DShapeQueryParameters.xml msgid "" "If [code]true[/code], the query will take [PhysicsBody2D]s into account." msgstr "Si [code]true[/code], la requête prendra la [PhysicsBody2D] en compte." #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "" "The physics layer(s) the query will take into account (as a bitmask). See " "[url=$DOCS_URL/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 #: doc/classes/PhysicsShapeQueryParameters.xml msgid "" "The list of objects or object [RID]s that will be excluded from collisions." msgstr "La liste des objets ou [RID] d'objets qui sont exclus des collisions." #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "The collision margin for the shape." msgstr "La marge de collision de la forme." #: doc/classes/Physics2DShapeQueryParameters.xml msgid "The motion of the shape being queried for." msgstr "Le mouvement de la forme qui a été demandée." #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "The queried shape's [RID]. See also [method set_shape]." msgstr "Le [RID] de la forme demandée. Voir aussi [method set_shape]." #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "The queried shape's transform matrix." msgstr "La matrice de transformation de la forme recherchée." #: doc/classes/PhysicsBody.xml msgid "Base class for all objects affected by physics in 3D space." msgstr "La classe de base pour tous les objets affecté par la physique en 3D." #: doc/classes/PhysicsBody.xml msgid "" "PhysicsBody is an abstract base class for implementing a physics body. All " "*Body types inherit from it." msgstr "" #: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml #: doc/classes/SoftBody.xml msgid "Adds a body to the list of bodies that this body can't collide with." msgstr "" #: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml #: doc/classes/SoftBody.xml msgid "" "Returns an array of nodes that were added as collision exceptions for this " "body." msgstr "" #: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml #: doc/classes/SoftBody.xml msgid "" "Removes a body from the list of bodies that this body can't collide with." msgstr "" #: doc/classes/PhysicsBody2D.xml msgid "Base class for all objects affected by physics in 2D space." msgstr "La classe de base pour tous les objets affecté par la physique en 2D." #: doc/classes/PhysicsBody2D.xml msgid "" "PhysicsBody2D is an abstract base class for implementing a physics body. All " "*Body2D types inherit from it." msgstr "" #: doc/classes/PhysicsBody2D.xml 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 msgid "Direct access object to a physics body in the [PhysicsServer]." msgstr "L'objet d'accès direct au corps physique du [PhysicsServer]." #: doc/classes/PhysicsDirectBodyState.xml 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 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 msgid "Adds a constant rotational force without affecting position." msgstr "Ajoute une force de rotation constante sans affecter la position." #: doc/classes/PhysicsDirectBodyState.xml 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 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 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 msgid "Returns the collider object." msgstr "Retourne l'objet collisionneur." #: doc/classes/PhysicsDirectBodyState.xml 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 msgid "Impulse created by the contact. Only implemented for Bullet physics." msgstr "" "L'impulsion créée lors du contact. Seulement implémenté dans le moteur " "physique Bullet." #: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody.xml 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 msgid "The body's linear velocity in units per second." msgstr "La vitesse linéaire du corps en unités par secondes." #: doc/classes/PhysicsDirectSpaceState.xml msgid "Direct access object to a space in the [PhysicsServer]." msgstr "L'objet pour accéder directement à l'espace du [PhysicsServer]." #: doc/classes/PhysicsDirectSpaceState.xml 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 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 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 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 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 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 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 msgid "A material for physics properties." msgstr "Un matériau pour les propriétés physiques." #: doc/classes/PhysicsMaterial.xml msgid "" "Provides a means of modifying the collision properties of a [PhysicsBody]." msgstr "" "Fournis un moyen de modifier les propriétés de collision d'un [PhysicsBody]." #: doc/classes/PhysicsMaterial.xml msgid "" "If [code]true[/code], subtracts the bounciness from the colliding object's " "bounciness instead of adding it." msgstr "" #: doc/classes/PhysicsMaterial.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " "[code]1[/code] (full bounciness)." msgstr "" "Le facteur de rebondissement du corps. L'intervalle est de [code]0[/code] " "(aucun rebondissement) à [code]1[/code] (rebondissement maximal)." #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " "[code]1[/code] (maximum friction)." msgstr "" "La friction du corps. La valeur va de [code]0[/code] (sans friction) à " "[code]1[/code] (friction maximale)." #: doc/classes/PhysicsMaterial.xml 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 msgid "Server interface for low-level physics access." msgstr "L'interface du serveur pour l'accès physique de bas niveau." #: doc/classes/PhysicsServer.xml 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 "" "PhysicsServer2D est le serveur responsable de toute la physique 2D. Il peut " "créer de nombreux types d'objets physiques, mais ne les insère pas dans " "l'arbre des nœuds." #: doc/classes/PhysicsServer.xml msgid "Creates an [Area]." msgstr "Crée un [Area]." #: doc/classes/PhysicsServer.xml msgid "" "Returns an area parameter value. A list of available parameters is on the " "[enum AreaParameter] constants." msgstr "" #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], area collides with rays." msgstr "" "Si [code]true[/code], la zone peut entrer en collision avec les rayons." #: doc/classes/PhysicsServer.xml msgid "" "Sets the value for an area parameter. A list of available parameters is on " "the [enum AreaParameter] constants." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets object pickable with rays." msgstr "Définit l'objet comme sélectionnable par les rayons." #: doc/classes/PhysicsServer.xml msgid "" "Sets the space override mode for the area. The modes are described in the " "[enum AreaSpaceOverrideMode] constants." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Gives the body a push at a [code]position[/code] in the direction of the " "[code]impulse[/code]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Gives the body a push to rotate it." msgstr "Pousse le corps pour le faire pivoter." #: doc/classes/PhysicsServer.xml 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 msgid "" "Returns the [PhysicsDirectBodyState] of the body. Returns [code]null[/code] " "if the body is destroyed or removed from the physics space." msgstr "" "Retourne le [PhysicsDirectBodyState] du corps. Retourne [code]null[/code] si " "le corps est détruit ou retiré de l'espace physique." #: doc/classes/PhysicsServer.xml msgid "" "Returns the value of a body parameter. A list of available parameters is on " "the [enum BodyParameter] constants." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "If [code]true[/code], the continuous collision detection mode is enabled." msgstr "" #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], the body can be detected by rays." msgstr "Si [code]true[/code], le corps peut être détecté par les rayons." #: doc/classes/PhysicsServer.xml 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 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 msgid "Sets the body mode, from one of the [enum BodyMode] constants." msgstr "" "Définit le mode du corps, avec l'une des constantes de [enum BodyMode]." #: doc/classes/PhysicsServer.xml msgid "" "Sets a body parameter. A list of available parameters is on the [enum " "BodyParameter] constants." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets the body pickable with rays if [code]enabled[/code] is set." msgstr "" "Définit ce le corps peut être sélectionné avec un rayon si [code]enabled[/" "code] est définit." #: doc/classes/PhysicsServer.xml msgid "Sets a body state (see [enum BodyState] constants)." msgstr "Définit l'état du corps (voir les constantes [enum BodyState])." #: doc/classes/PhysicsServer.xml 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 msgid "" "Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml 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 msgid "" "Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " "constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " "constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Returns information about the current state of the 3D physics engine. See " "[enum ProcessInfo] for a list of available states. Only implemented for " "Godot Physics." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Creates a [ConeTwistJoint]." msgstr "Crée un [ConeTwistJoint]." #: doc/classes/PhysicsServer.xml msgid "Creates a [Generic6DOFJoint]." msgstr "Crée un [Generic6DOFJoint]." #: doc/classes/PhysicsServer.xml msgid "Creates a [HingeJoint]." msgstr "Crée un [HingeJoint]." #: doc/classes/PhysicsServer.xml msgid "Creates a [PinJoint]." msgstr "Crée un [PinJoint]." #: doc/classes/PhysicsServer.xml msgid "Creates a [SliderJoint]." msgstr "Crée un [SliderJoint]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "Gets the priority value of the Joint." msgstr "Renvoie la valeur opposée du paramètre." #: doc/classes/PhysicsServer.xml msgid "Returns the type of the Joint." msgstr "Retourne le type de Joint." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "Sets the priority value of the Joint." msgstr "Renvoie la valeur opposée du paramètre." #: doc/classes/PhysicsServer.xml msgid "" "Returns position of the joint in the local space of body a of the joint." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Returns position of the joint in the local space of body b of the joint." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets position of the joint in the local space of body a of the joint." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets position of the joint in the local space of body b of the joint." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Activates or deactivates the 3D physics engine." msgstr "Active ou désactive le moteur physique 3D." #: doc/classes/PhysicsServer.xml 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 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 msgid "Returns the type of shape (see [enum ShapeType] constants)." msgstr "Retourne le type de forme (voir les constantes dans [enum ShapeType])." #: doc/classes/PhysicsServer.xml msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Returns the state of a space, a [PhysicsDirectSpaceState]. This object can " "be used to make collision/intersection queries." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Sets the value for a space parameter. A list of available parameters is on " "the [enum SpaceParameter] constants." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Joint] is a [PinJoint]." msgstr "Le [Joint] est un [PinJoint]." #: doc/classes/PhysicsServer.xml msgid "The [Joint] is a [HingeJoint]." msgstr "Le [Joint] est un [HingeJoint]." #: doc/classes/PhysicsServer.xml msgid "The [Joint] is a [SliderJoint]." msgstr "Le [Joint] est un [SliderJoint]." #: doc/classes/PhysicsServer.xml msgid "The [Joint] is a [ConeTwistJoint]." msgstr "Le [Joint] est un [ConeTwistJoint]." #: doc/classes/PhysicsServer.xml msgid "The [Joint] is a [Generic6DOFJoint]." msgstr "Le [Joint] est un [Generic6DOFJoint]." #: doc/classes/PhysicsServer.xml 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 #, fuzzy msgid "" "The strength with which the pinned objects try to stay in velocity relation " "to each other.\n" "The higher, the stronger." msgstr "" "La force avec laquelle les objets épinglés tentent de rester en vélocité les " "uns par rapport aux autres.\n" "Plus elle est élevée, plus elle est forte." #: doc/classes/PhysicsServer.xml msgid "" "If above 0, this value is the maximum value for an impulse that this Joint " "puts on its ends." msgstr "" "Si au-dessus de 0, cette valeur est la valeur maximale pour une impulsion " "que ce Joint met sur ses extrémités." #: doc/classes/PhysicsServer.xml msgid "The maximum rotation across the Hinge." msgstr "La rotation maximale à travers le [Hinge]." #: doc/classes/PhysicsServer.xml msgid "The minimum rotation across the Hinge." msgstr "La rotation minimale à travers le [Hinge]." #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation." msgstr "" #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], a motor turns the Hinge." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The maximum difference between the pivot points on their X axis before " "damping happens." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The minimum difference between the pivot points on their X axis before " "damping happens." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml 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 doc/classes/SliderJoint.xml msgid "" "The amount of restitution once the limits are surpassed. The lower, the more " "velocityenergy gets lost." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of damping once the slider limits are surpassed." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml 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 doc/classes/SliderJoint.xml msgid "The amount of restitution inside the slider limits." msgstr "La quantité de restitution dans les limites du glisseur." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of damping inside the slider limits." msgstr "La quantité d'amortissement dans les limites du glisseur." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "A factor applied to the movement across axes orthogonal to the slider." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The amount of restitution when movement is across axes orthogonal to the " "slider." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The amount of damping when movement is across axes orthogonal to the slider." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The upper limit of rotation in the slider." msgstr "La limite haute de rotation du glisseur." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The lower limit of rotation in the slider." msgstr "La limite basse de rotation du glisseur." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "A factor applied to the all rotation once the limit is surpassed." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of restitution of the rotation when the limit is surpassed." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of damping of the rotation when the limit is surpassed." msgstr "" #: doc/classes/PhysicsServer.xml msgid "A factor that gets applied to the all rotation in the limits." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of restitution of the rotation in the limits." msgstr "La quantité de restitution de la rotation dans les limites." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of damping of the rotation in the limits." msgstr "La quantité d'amortissement de la rotation dans les limites." #: doc/classes/PhysicsServer.xml msgid "" "A factor that gets applied to the all rotation across axes orthogonal to the " "slider." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The amount of restitution of the rotation across axes orthogonal to the " "slider." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The amount of damping of the rotation across axes orthogonal to the slider." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Represents the size of the [enum SliderJointParam] enum." msgstr "Représente la taille de l'énumération [enum SliderJointParam]." #: doc/classes/PhysicsServer.xml 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 msgid "" "A factor that gets applied to the movement across the axes. The lower, the " "slower the movement." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "The amount of restitution on the axes movement. The lower, the more velocity-" "energy gets lost." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The velocity that the joint's linear motor will attempt to reach." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "The maximum force that the linear motor can apply while trying to reach the " "target velocity." msgstr "" #: doc/classes/PhysicsServer.xml msgid "A factor that gets multiplied onto all rotations across the axes." msgstr "" #: doc/classes/PhysicsServer.xml 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 #, fuzzy msgid "If set, linear motion is possible within the given limits." msgstr "" "Si [code]set[/code] il y a un mouvement linéaire possible dans les limites " "données." #: doc/classes/PhysicsServer.xml msgid "If set, rotational motion is possible." msgstr "Si définit, la rotation est possible." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "If set, there is a rotational motor across these axes." msgstr "La vitesse de toutes les rotations à travers l’axe X." #: doc/classes/PhysicsServer.xml msgid "" "If set, there is a linear motor on this axis that targets a specific " "velocity." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [PlaneShape]." msgstr "Le [Shape] est un [PlaneShape]." #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [RayShape]." msgstr "Le [Shape] est un [RayShape]." #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [SphereShape]." msgstr "La [Shape] est une [SphereShape]." #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [BoxShape]." msgstr "La [Shape] est une [BoxShape]." #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [CapsuleShape]." msgstr "La [Shape] est une [CapsuleShape]." #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [CylinderShape]." msgstr "La [Shape] est un [CylinderShape]." #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [ConvexPolygonShape]." msgstr "La [Shape] est un [ConvexPolygonShape]." #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [ConcavePolygonShape]." msgstr "La [Shape] est un [ConcavePolygonShape]." #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [HeightMapShape]." msgstr "La [Shape] est un [HeightMapShape]." #: doc/classes/PhysicsShapeQueryParameters.xml msgid "Parameters to be sent to a 3D shape physics query." msgstr "Les paramètres à passer à un requête physique d'une forme 3D." #: doc/classes/PhysicsShapeQueryParameters.xml msgid "" "This class contains the shape and other parameters for 3D intersection/" "collision queries." msgstr "" "Cette classe contient des formes et autres paramètres pour les requêtes " "d'intersections/collisions en 3D." #: doc/classes/PhysicsShapeQueryParameters.xml msgid "Sets the [Shape] that will be used for collision/intersection queries." msgstr "" #: doc/classes/PhysicsShapeQueryParameters.xml #, fuzzy msgid "If [code]true[/code], the query will take [Area]s into account." msgstr "Si [code]true[/code], la texture sera centrée." #: doc/classes/PhysicsShapeQueryParameters.xml #, fuzzy msgid "If [code]true[/code], the query will take [PhysicsBody]s into account." msgstr "Si [code]true[/code], la texture sera centrée." #: doc/classes/PinJoint.xml #, fuzzy msgid "Pin joint for 3D PhysicsBodies." msgstr "Joint d’épingle pour les formes 3D." #: doc/classes/PinJoint.xml msgid "" "Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. " "See also [Generic6DOFJoint]." msgstr "" #: doc/classes/PinJoint.xml msgid "" "The force with which the pinned objects stay in positional relation to each " "other. The higher, the stronger." msgstr "" #: doc/classes/PinJoint.xml msgid "" "The force with which the pinned objects stay in velocity relation to each " "other. The higher, the stronger." msgstr "" #: doc/classes/PinJoint.xml #, fuzzy msgid "" "If above 0, this value is the maximum value for an impulse that this Joint " "produces." msgstr "" "Retourne quand la mot clé [code]keyword[/code] spécifié a une couleur de " "défini ou non." #: doc/classes/PinJoint2D.xml #, fuzzy msgid "Pin Joint for 2D shapes." msgstr "Joint d’épingle pour les formes 2D." #: doc/classes/PinJoint2D.xml msgid "" "Pin Joint for 2D rigid bodies. It pins two bodies (rigid or static) together." msgstr "" #: doc/classes/PinJoint2D.xml msgid "" "The higher this value, the more the bond to the pinned partner can flex." msgstr "" #: doc/classes/Plane.xml msgid "Plane in hessian form." msgstr "" #: doc/classes/Plane.xml 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 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 #, fuzzy msgid "Creates a plane from the three points, given in clockwise order." msgstr "" "Crée un plan à partir des trois points, donné dans le sens des aiguilles " "d’une montre." #: doc/classes/Plane.xml msgid "Creates a plane from the normal and the plane's distance to the origin." msgstr "Crée un plan à partir d'une normale et de sa distance à l'origine." #: doc/classes/Plane.xml msgid "Returns the center of the plane." msgstr "Retourne le centre du plan." #: doc/classes/Plane.xml msgid "" "Returns the shortest distance from the plane to the position [code]point[/" "code]." msgstr "" "Retourne la distance la plus courte de l'avion à la position [code]point [/" "code]." #: doc/classes/Plane.xml msgid "" "Returns the center of the plane.\n" "This method is deprecated, please use [method center] instead." msgstr "" #: doc/classes/Plane.xml msgid "" "Returns [code]true[/code] if [code]point[/code] is inside the plane. " "Comparison uses a custom minimum [code]epsilon[/code] threshold." msgstr "" "Retourn [code]true[/code] si [code]point[/code] est à l'intérieur du plan. " "La comparaison se fait sous le seuil [code]epsilon[/code]." #: doc/classes/Plane.xml 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 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 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 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 msgid "" "Returns [code]true[/code] if [code]point[/code] is located above the plane." msgstr "" "Retourne [code]true[/code] si le [code]point[/code] est localisé au-dessus " "du plan." #: doc/classes/Plane.xml msgid "Returns a copy of the plane, normalized." msgstr "Retourne une copie du plan, normalisé." #: doc/classes/Plane.xml msgid "" "Returns the orthogonal projection of [code]point[/code] into a point in the " "plane." msgstr "" #: doc/classes/Plane.xml 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 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 msgid "The X component of the plane's [member normal] vector." msgstr "Le composant X du vecteur de la [member normal] du plan." #: doc/classes/Plane.xml msgid "The Y component of the plane's [member normal] vector." msgstr "Le composant Y du vecteur de la [member normal] du plan." #: doc/classes/Plane.xml msgid "The Z component of the plane's [member normal] vector." msgstr "Le composant Z du vecteur de la [member normal] du plan." #: doc/classes/Plane.xml msgid "A plane that extends in the Y and Z axes (normal vector points +X)." msgstr "" #: doc/classes/Plane.xml msgid "A plane that extends in the X and Z axes (normal vector points +Y)." msgstr "" #: doc/classes/Plane.xml msgid "A plane that extends in the X and Y axes (normal vector points +Z)." msgstr "" #: doc/classes/PlaneMesh.xml msgid "Class representing a planar [PrimitiveMesh]." msgstr "Classe représentant un planaire [PrimitiveMesh]." #: doc/classes/PlaneMesh.xml 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 msgid "Offset from the origin of the generated plane. Useful for particles." msgstr "" "Le décalage par rapport à l'origine du plan généré. Utile pour les " "particules." #: doc/classes/PlaneMesh.xml msgid "Size of the generated plane." msgstr "Taille du plan généré." #: doc/classes/PlaneMesh.xml msgid "Number of subdivision along the Z axis." msgstr "Le nombre de sous-divisions suivant l'axe Z." #: doc/classes/PlaneMesh.xml msgid "Number of subdivision along the X axis." msgstr "Le nombre de sous-divisions suivant l'axe X." #: doc/classes/PlaneShape.xml msgid "Infinite plane shape for 3D collisions." msgstr "Forme de plan infini pour les collision 3D." #: doc/classes/PlaneShape.xml 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 msgid "The [Plane] used by the [PlaneShape] for collision." msgstr "Le [Plane] utilisé par le [PlaneShape] pour les collisions." #: doc/classes/PointMesh.xml msgid "Mesh with a single Point primitive." msgstr "" #: doc/classes/PointMesh.xml 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 msgid "A 2D polygon." msgstr "Un polygone 2D." #: doc/classes/Polygon2D.xml 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 msgid "" "Adds a bone with the specified [code]path[/code] and [code]weights[/code]." msgstr "" "Ajoute un os avec le chemin [code]path[/code] et le poids [code]weights[/" "code] spécifiés." #: doc/classes/Polygon2D.xml msgid "Removes all bones from this [Polygon2D]." msgstr "Retire tous les os pour ce [Polygon2D]." #: doc/classes/Polygon2D.xml msgid "Removes the specified bone from this [Polygon2D]." msgstr "Retire les os spécifiés de ce [Polygon2D]." #: doc/classes/Polygon2D.xml msgid "Returns the number of bones in this [Polygon2D]." msgstr "Retourne le nombre d'os dans ce [Polygon2D]." #: doc/classes/Polygon2D.xml msgid "Returns the path to the node associated with the specified bone." msgstr "Retourne le chemin d’accès au nœud associé à l’os spécifié." #: doc/classes/Polygon2D.xml #, fuzzy msgid "Returns the height values of the specified bone." msgstr "Retourne la hauteur de l'os spécifié." #: doc/classes/Polygon2D.xml msgid "Sets the path to the node associated with the specified bone." msgstr "Définit le chemin du nœud associé avec l'os spécifié." #: doc/classes/Polygon2D.xml msgid "Sets the weight values for the specified bone." msgstr "Définit le poids pour l'os spécifié." #: doc/classes/Polygon2D.xml msgid "" "If [code]true[/code], attempts to perform antialiasing for polygon edges by " "drawing a thin OpenGL smooth line on the edges.\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent polygons and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " "to perform antialiasing." msgstr "" #: doc/classes/Polygon2D.xml 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 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 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 msgid "The offset applied to each vertex." msgstr "Le décalage appliqué à chaque sommet." #: doc/classes/Polygon2D.xml 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 msgid "" "The polygon's fill texture. Use [code]uv[/code] to set texture coordinates." msgstr "" "La texture pour remplir le polygone. Utilisez [code]uv[/code] pour définir " "les coordonnées de la texture." #: doc/classes/Polygon2D.xml 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 msgid "The texture's rotation in radians." msgstr "La rotation de la texture en radians." #: doc/classes/Polygon2D.xml msgid "The texture's rotation in degrees." msgstr "La rotation de la texture en degrés." #: doc/classes/Polygon2D.xml 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 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 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 msgid "A pooled array of bytes." msgstr "Un tableau compacté d'octets." #: doc/classes/PoolByteArray.xml 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. This means " "that when [i]mutating[/i] a class property of type [PoolByteArray] or " "mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will " "be lost:\n" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" "print(array) # [[]] (empty PoolByteArray within an empty Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" "[codeblock]\n" "var array = [PoolByteArray()]\n" "var pool_array = array[0]\n" "pool_array.push_back(123)\n" "array[0] = pool_array\n" "print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n" "[/codeblock]" msgstr "" #: doc/classes/PoolByteArray.xml msgid "" "Constructs a new [PoolByteArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PoolByteArray.xml msgid "Appends a [PoolByteArray] at the end of this array." msgstr "Ajoute un [PoolByteArray] à la fin de ce tableau." #: doc/classes/PoolByteArray.xml 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 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 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 its output buffer multiple times while decompressing, " "where as [code]decompress[/code] knows its output buffer size from the " "beginning.\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 amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml #: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml #: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml #: doc/classes/PoolVector3Array.xml msgid "" "Assigns the given value to all elements in the array. This can typically be " "used together with [method resize] to create an array with a given size and " "initialized elements." msgstr "" #: doc/classes/PoolByteArray.xml 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 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 doc/classes/PoolColorArray.xml #: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml #: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml #: doc/classes/PoolVector3Array.xml msgid "" "Returns [code]true[/code] if the array contains the given value.\n" "[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." msgstr "" "Retourne [code]true[/code] si le tableau contient la valeur donnée.\n" "[b]Note :[/b] C'est équivalent à l'opérateur [code]in[/code]." #: doc/classes/PoolByteArray.xml 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 doc/classes/PoolColorArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml 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 "" #: doc/classes/PoolByteArray.xml doc/classes/PoolRealArray.xml msgid "Appends an element at the end of the array." msgstr "Ajoute un élément à la fin du tableau." #: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml #: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml #: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml #: doc/classes/PoolVector3Array.xml msgid "Removes an element from the array by index." msgstr "Retire l' élément du tableau à l'index donné." #: doc/classes/PoolByteArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml 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 "" #: doc/classes/PoolByteArray.xml msgid "Changes the byte at the given index." msgstr "Change l'octet à la position donnée." #: doc/classes/PoolByteArray.xml 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 "" "Retourne une partie du [PoolByteArray] entre les indices (inclus) dans un " "nouveau [PoolByteArray]. Chaque index négatif partira de la fin du tableau." #: doc/classes/PoolColorArray.xml #, fuzzy msgid "A pooled array of [Color]s." msgstr "Un tableau compacté de [Color]." #: doc/classes/PoolColorArray.xml 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. This means " "that when [i]mutating[/i] a class property of type [PoolColorArray] or " "mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will " "be lost:\n" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" "print(array) # [[]] (empty PoolColorArray within an empty Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" "[codeblock]\n" "var array = [PoolColorArray()]\n" "var pool_array = array[0]\n" "pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n" "array[0] = pool_array\n" "print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element " "inside an Array)\n" "[/codeblock]" msgstr "" #: doc/classes/PoolColorArray.xml msgid "" "Constructs a new [PoolColorArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PoolColorArray.xml msgid "Appends a [PoolColorArray] at the end of this array." msgstr "Ajoute un [PoolColorArray] à la fin de ce tableau." #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml msgid "Appends a value to the array." msgstr "Ajoute une valeur à la fin du tableau." #: doc/classes/PoolColorArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml 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 "" #: doc/classes/PoolColorArray.xml msgid "Changes the [Color] at the given index." msgstr "Change la [Color] à la position donnée." #: doc/classes/PoolIntArray.xml msgid "A pooled array of integers ([int])." msgstr "Un tableau compacté d'entiers ([int])." #: doc/classes/PoolIntArray.xml 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. This means " "that when [i]mutating[/i] a class property of type [PoolIntArray] or " "mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be " "lost:\n" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" "print(array) # [[]] (empty PoolIntArray within an empty Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" "[codeblock]\n" "var array = [PoolIntArray()]\n" "var pool_array = array[0]\n" "pool_array.push_back(1234)\n" "array[0] = pool_array\n" "print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n" "[/codeblock]\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 msgid "" "Constructs a new [PoolIntArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Construit un nouvel [PoolIntArray]. En option, il est possible de passer un " "[Array] générique qui sera converti." #: doc/classes/PoolIntArray.xml msgid "Appends a [PoolIntArray] at the end of this array." msgstr "Ajoute un [PoolIntArray] à la fin de ce tableau." #: doc/classes/PoolIntArray.xml 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 "" "Insert un nouvel entier à la position donnée dans le tableau. Cette position " "doit être valide, ou à la toute fin du tableau (soit [code]idx == size()[/" "code])." #: doc/classes/PoolIntArray.xml msgid "Changes the int at the given index." msgstr "Modifie le [int] à l’index donné." #: doc/classes/PoolRealArray.xml #, fuzzy msgid "A pooled array of real numbers ([float])." msgstr "Un tableau compacté de flottants ([float])." #: doc/classes/PoolRealArray.xml 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. This means " "that when [i]mutating[/i] a class property of type [PoolRealArray] or " "mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will " "be lost:\n" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" "print(array) # [[]] (empty PoolRealArray within an empty Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" "[codeblock]\n" "var array = [PoolRealArray()]\n" "var pool_array = array[0]\n" "pool_array.push_back(12.34)\n" "array[0] = pool_array\n" "print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n" "[/codeblock]\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 msgid "" "Constructs a new [PoolRealArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Construit un nouvel [PoolRealArray]. En option, il est possible de passer un " "[Array] générique qui sera converti." #: doc/classes/PoolRealArray.xml msgid "Appends a [PoolRealArray] at the end of this array." msgstr "Ajoute un [PoolRealArray] à la fin de ce tableau." #: doc/classes/PoolRealArray.xml msgid "Changes the float at the given index." msgstr "Change la flottant à la position donnée." #: doc/classes/PoolStringArray.xml #, fuzzy msgid "A pooled array of [String]s." msgstr "Un tableau compacté de [String]." #: doc/classes/PoolStringArray.xml 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. This means " "that when [i]mutating[/i] a class property of type [PoolStringArray] or " "mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will " "be lost:\n" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" "print(array) # [[]] (empty PoolStringArray within an empty Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" "[codeblock]\n" "var array = [PoolStringArray()]\n" "var pool_array = array[0]\n" "pool_array.push_back(\"hello\")\n" "array[0] = pool_array\n" "print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n" "[/codeblock]" msgstr "" #: doc/classes/PoolStringArray.xml msgid "" "Constructs a new [PoolStringArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Construit un nouvel [PoolStringArray]. En option, il est possible de passer " "un [Array] générique qui sera converti." #: doc/classes/PoolStringArray.xml msgid "Appends a [PoolStringArray] at the end of this array." msgstr "Ajoute un [PoolStringArray] à la fin de ce tableau." #: doc/classes/PoolStringArray.xml msgid "" "Returns a [String] with each element of the array joined with the given " "[code]delimiter[/code]." msgstr "" "Retourne une [String] avec tous les éléments de ce tableau connectés par le " "[code]delimiter[/code] spécifié." #: doc/classes/PoolStringArray.xml msgid "Appends a string element at end of the array." msgstr "Ajoute une chaine de caractère à la fin du tableau." #: doc/classes/PoolStringArray.xml msgid "Changes the [String] at the given index." msgstr "Change la [String] à la position donnée." #: doc/classes/PoolVector2Array.xml #, fuzzy msgid "A pooled array of [Vector2]s." msgstr "Un tableau compacté de [Vector2]." #: doc/classes/PoolVector2Array.xml 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. This means " "that when [i]mutating[/i] a class property of type [PoolVector2Array] or " "mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes " "will be lost:\n" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" "print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "var pool_array = array[0]\n" "pool_array.push_back(Vector2(12, 34))\n" "array[0] = pool_array\n" "print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an " "Array)\n" "[/codeblock]" msgstr "" #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml msgid "2D Navigation Astar Demo" msgstr "Démo de navigation Astar en 2D" #: doc/classes/PoolVector2Array.xml msgid "" "Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Construit un nouvel [PoolVector2Array]. En option, il est possible de passer " "un [Array] générique qui sera converti." #: doc/classes/PoolVector2Array.xml msgid "Appends a [PoolVector2Array] at the end of this array." msgstr "Ajoute un [PoolVector2Array] à la fin de ce tableau." #: doc/classes/PoolVector2Array.xml msgid "Inserts a [Vector2] at the end." msgstr "Insère un [Vector2] à la fin." #: doc/classes/PoolVector2Array.xml msgid "Changes the [Vector2] at the given index." msgstr "Change la [Vector2] à la position donnée." #: doc/classes/PoolVector3Array.xml msgid "A pooled array of [Vector3]." msgstr "Un tableau compacté de [Vector3]." #: doc/classes/PoolVector3Array.xml 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. This means " "that when [i]mutating[/i] a class property of type [PoolVector3Array] or " "mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes " "will be lost:\n" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" "print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "var pool_array = array[0]\n" "pool_array.push_back(Vector3(12, 34, 56))\n" "array[0] = pool_array\n" "print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an " "Array)\n" "[/codeblock]" msgstr "" #: doc/classes/PoolVector3Array.xml msgid "" "Constructs a new [PoolVector3Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Construit un nouvel [PoolVector3Array]. En option, il est possible de passer " "un [Array] générique qui sera converti." #: doc/classes/PoolVector3Array.xml msgid "Appends a [PoolVector3Array] at the end of this array." msgstr "Ajoute un [PoolVector3Array] à la fin de ce tableau." #: doc/classes/PoolVector3Array.xml msgid "Inserts a [Vector3] at the end." msgstr "Insère un [Vector3] à la fin." #: doc/classes/PoolVector3Array.xml msgid "Changes the [Vector3] at the given index." msgstr "Change la [Vector3] à la position donnée." #: doc/classes/Popup.xml msgid "Base container control for popups and dialogs." msgstr "" "Contrôle de conteneur de base pour les fenêtres contextuelles et les boîtes " "de dialogue." #: doc/classes/Popup.xml 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 msgid "Popup (show the control in modal form)." msgstr "Fenêtre contextuelle (affiche le contrôle sous forme exclusive)." #: doc/classes/Popup.xml 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 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 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 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 msgid "Shrink popup to keep to the minimum size of content." msgstr "" "Réduit la taille de la fenêtre contextuelle pour garder la taille minimale " "du contenu." #: doc/classes/Popup.xml 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 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 msgid "Emitted when a popup is hidden." msgstr "Émis quand la fenêtre contextuelle est masquée." #: doc/classes/Popup.xml msgid "Notification sent right after the popup is shown." msgstr "" "La notification est envoyée dès que la fenêtre contextuelle est affichée." #: doc/classes/Popup.xml msgid "Notification sent right after the popup is hidden." msgstr "" "La notification est envoyée dès que la fenêtre contextuelle est masquée." #: doc/classes/PopupDialog.xml msgid "Base class for popup dialogs." msgstr "Classe parente des fenêtres de dialogue." #: doc/classes/PopupDialog.xml msgid "" "PopupDialog is a base class for popup dialogs, along with [WindowDialog]." msgstr "" "PopupDialog est la classe de base pour les dialogues contextuels, avec aussi " "[WindowDialog]." #: doc/classes/PopupDialog.xml #, fuzzy msgid "Sets a custom [StyleBox] for the panel of the [PopupDialog]." msgstr "[StyleBox] par défaut pour le [Button]." #: doc/classes/PopupMenu.xml msgid "PopupMenu displays a list of options." msgstr "Un PopupMenu affiche une liste d'options." #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " "in toolbars or context menus." msgstr "" "Un [PopupMenu] est un [Control] qui affiche une liste d'options. Souvent " "utilisé dans les barres d'outils ou les menus contextuels." #: doc/classes/PopupMenu.xml 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 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 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 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 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 msgid "Same as [method add_icon_check_item], but uses a radio check button." msgstr "Pareil que [method add_icon_check_item], mais utilise un bouton radio." #: doc/classes/PopupMenu.xml msgid "" "Same as [method add_icon_check_shortcut], but uses a radio check button." msgstr "" "Pareil que [method add_icon_check_shorcut], mais utilise un bouton radio." #: doc/classes/PopupMenu.xml 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 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 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 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 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 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 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 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 msgid "Removes all items from the [PopupMenu]." msgstr "Retire tous les éléments du [PopupMenu]." #: doc/classes/PopupMenu.xml msgid "" "Returns the index of the currently focused item. Returns [code]-1[/code] if " "no item is focused." msgstr "" "Retourne la position de l’élément qui a actuellement le focus. Ou retourne " "[code]-1[/code] si aucun n'a le focus." #: doc/classes/PopupMenu.xml 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 msgid "Returns the number of items in the [PopupMenu]." msgstr "Retourne le nombre d'éléments dans le [PopupMenu]." #: doc/classes/PopupMenu.xml msgid "" "Returns the id of the item at index [code]idx[/code]. [code]id[/code] can be " "manually assigned, while index can not." msgstr "" "Retourne l'identifiant de l'élément à la position [code]idx[/code]. Un " "[code]id[/code] peut être changé manuellement, contrairement à la position." #: doc/classes/PopupMenu.xml 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 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 msgid "" "Returns the [ShortCut] associated with the specified [code]idx[/code] item." msgstr "" #: doc/classes/PopupMenu.xml 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 #, fuzzy msgid "" "Returns the tooltip associated with the specified index [code]idx[/code]." msgstr "Retourne l'infobulle associée avec l'index [code]idx[/code] spécifié." #: doc/classes/PopupMenu.xml msgid "" "Returns [code]true[/code] if the popup will be hidden when the window loses " "focus or not." msgstr "" "Retourne [code]true[/code] si la fenêtre contextuelle est masquée quand la " "fenêtre perd le focus." #: doc/classes/PopupMenu.xml 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 msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is checked." msgstr "" "Retourne [code]true[/code] si l'élément à la position [code]idx[/code] est " "coché." #: doc/classes/PopupMenu.xml 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 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 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 msgid "Returns [code]true[/code] if the specified item's shortcut is disabled." msgstr "" #: doc/classes/PopupMenu.xml 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 #, fuzzy msgid "Sets the currently focused item as the given [code]index[/code]." msgstr "Retourne la position du point à l'index [code]point[/code]." #: doc/classes/PopupMenu.xml msgid "Hides the [PopupMenu] when the window loses focus." msgstr "Masque le [PopupMenu] dès que la fenêtre perd le focus." #: doc/classes/PopupMenu.xml 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 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 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 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 msgid "Sets the checkstate status of the item at index [code]idx[/code]." msgstr "" "Définit le status de la coche pour l'élément à la position [code]idx[/code]." #: doc/classes/PopupMenu.xml 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 msgid "Replaces the [Texture] icon of the specified [code]idx[/code]." msgstr "Remplacer la [Texture] de l'icône à l'index [code]idx[/code] donnée." #: doc/classes/PopupMenu.xml msgid "Sets the [code]id[/code] of the item at index [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml 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 msgid "" "Sets the state of a multistate item. See [method add_multistate_item] for " "details." msgstr "" #: doc/classes/PopupMenu.xml msgid "Sets a [ShortCut] for the specified item [code]idx[/code]." msgstr "Définit un [ShortCut] pour l'élément spécifié à [code]idx[/code]." #: doc/classes/PopupMenu.xml msgid "Disables the [ShortCut] of the specified index [code]idx[/code]." msgstr "Désactive le [ShortCut] pour l'élément spécifié à [code]idx[/code]." #: doc/classes/PopupMenu.xml 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 msgid "" "Sets the [String] tooltip of the item at the specified index [code]idx[/" "code]." msgstr "" "Définit la [String] de l'infobulle de l'élément à l'index [code]idx[/code] " "spécifié." #: doc/classes/PopupMenu.xml #, fuzzy msgid "" "Toggles the check state of the item of the specified index [code]idx[/code]." msgstr "" "Active l'état de contrôle de l'élément de l'index spécifié [code]idx[/code]." #: doc/classes/PopupMenu.xml msgid "" "Cycle to the next state of a multistate item. See [method " "add_multistate_item] for details." msgstr "" #: doc/classes/PopupMenu.xml msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys." msgstr "" "Si [code]true[/code], permet de naviguer dans le [PopupMenu] avec des " "touches alphabétiques." #: doc/classes/PopupMenu.xml msgid "" "If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button " "is selected." msgstr "" "Si [code]true[/code], masque le [PopupMenu] quand une coche ou un bouton " "radio est sélectionné." #: doc/classes/PopupMenu.xml msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected." msgstr "" "Si [code]true[/code], cache le [PopupMenu] lorsqu'un élément est sélectionné." #: doc/classes/PopupMenu.xml msgid "" "If [code]true[/code], hides the [PopupMenu] when a state item is selected." msgstr "" "Si [code]true[/code], cache le [PopupMenu] lorsqu'un élément d'état est " "sélectionné." #: doc/classes/PopupMenu.xml 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 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 msgid "" "Emitted when an item of some [code]id[/code] is pressed or its accelerator " "is activated." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Emitted when an item of some [code]index[/code] is pressed or its " "accelerator is activated." msgstr "" #: doc/classes/PopupMenu.xml msgid "The default text [Color] for menu items' names." msgstr "La [Color] par défaut du texte pour les noms des éléments du menu." #: doc/classes/PopupMenu.xml 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 msgid "[Color] used for disabled menu items' text." msgstr "La [Color] utilisée pour le texte des éléments désactivés du menu." #: doc/classes/PopupMenu.xml msgid "[Color] used for the hovered text." msgstr "La [Color] utilisée pour le texte survolé." #: doc/classes/PopupMenu.xml msgid "[Color] used for labeled separators' text. See [method add_separator]." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "The horizontal space between the item's name and the shortcut text/submenu " "arrow." msgstr "" #: doc/classes/PopupMenu.xml msgid "The vertical space between each menu item." msgstr "L’espace vertical entre chaque élément de menu." #: doc/classes/PopupMenu.xml msgid "[Font] used for the menu items." msgstr "La [Font] utilisée pour les éléments du menu." #: doc/classes/PopupMenu.xml msgid "[Font] used for the labeled separator." msgstr "La [Font] utilisée pour le séparateur avec texte." #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "La [Texture] de l'icône pour les coches cochées." #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked radio button items." msgstr "La [Texture] de l'icône pour les boutons radios cochés." #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the unchecked radio button items." msgstr "La [Texture] de l'icône pour les boutons radios décochés." #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the submenu arrow." msgstr "La [Texture] pour l'icône de la flèche du sous-menu." #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the unchecked checkbox items." msgstr "La [Texture] de l'icône pour les coches décochées." #: doc/classes/PopupMenu.xml msgid "[StyleBox] displayed when the [PopupMenu] item is hovered." msgstr "Le [StyleBox] affiché quand un élément d'un [PopupMenu] est survolé." #: doc/classes/PopupMenu.xml msgid "" "[StyleBox] for the left side of labeled separator. See [method " "add_separator]." msgstr "" "La [StyleBox] pour le côté gauche du séparateur avec label. Voir [method " "add_separator]." #: doc/classes/PopupMenu.xml msgid "" "[StyleBox] for the right side of labeled separator. See [method " "add_separator]." msgstr "" "La [StyleBox] pour le côté droit du séparateur avec label. Voir [method " "add_separator]." #: doc/classes/PopupMenu.xml msgid "Default [StyleBox] of the [PopupMenu] items." msgstr "La [StyleBox] par défaut pour les éléments du [PopupMenu]." #: doc/classes/PopupMenu.xml msgid "[StyleBox] used when the [PopupMenu] item is disabled." msgstr "Le [StyleBox] affiché quand un élément d'un [PopupMenu] est désactivé." #: doc/classes/PopupMenu.xml msgid "[StyleBox] used for the separators. See [method add_separator]." msgstr "" "Le [StyleBox] utilisé pour les séparateurs. Voir [method add_separator]." #: doc/classes/PopupPanel.xml msgid "Class for displaying popups with a panel background." msgstr "" "La classe pour afficher des fenêtres contextuelles avec un panneau en " "arrière-plan." #: doc/classes/PopupPanel.xml msgid "" "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 msgid "The background panel style of this [PopupPanel]." msgstr "Le style du panneau d'arrière-plan de ce [PopupPanel]." #: doc/classes/Portal.xml msgid "Portal nodes are used to enable visibility between [Room]s." msgstr "" "Les nœuds de portail sont principalement utilisé pour activer la visibilité " "entre les pièces [Room]." #: doc/classes/Portal.xml 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 doc/classes/Room.xml msgid "Sets individual points. Primarily for use by the editor." msgstr "" #: doc/classes/Portal.xml 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 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 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 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 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 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 msgid "Generic 2D position hint for editing." msgstr "Un marqueur dans l'éditeur pour une position 2D quelconque." #: doc/classes/Position2D.xml 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 "" "Un marqueur dans l'éditeur pour une position 2D quelconque. C'est juste un " "simple [Node2D] qui affiche en permanence une croix dans l'éditeur 2D à la " "position spécifiée. Vous pouvez renseigner la taille de cette croix en " "utilisant le manipulateur après avoir sélectionné le marqueur." #: doc/classes/Position3D.xml msgid "Generic 3D position hint for editing." msgstr "Un marqueur dans l'éditeur pour une position 3D quelconque." #: doc/classes/Position3D.xml 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 "" "Un marqueur dans l'éditeur pour une position 3D quelconque. C'est juste un " "simple [Spatial] qui affiche en permanence une croix dans l'éditeur 3D à la " "position spécifiée." #: doc/classes/PrimitiveMesh.xml msgid "" "Base class for all primitive meshes. Handles applying a [Material] to a " "primitive mesh." msgstr "" #: doc/classes/PrimitiveMesh.xml 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 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 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 msgid "The current [Material] of the primitive mesh." msgstr "Le [Material] actuel du maillage primitif." #: doc/classes/PrismMesh.xml msgid "Class representing a prism-shaped [PrimitiveMesh]." msgstr "Classe représentant un prisme en forme de [PrimitiveMesh]." #: doc/classes/PrismMesh.xml 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 msgid "Size of the prism." msgstr "Taille du prisme." #: doc/classes/PrismMesh.xml msgid "Number of added edge loops along the Z axis." msgstr "" #: doc/classes/PrismMesh.xml msgid "Number of added edge loops along the Y axis." msgstr "" #: doc/classes/PrismMesh.xml msgid "Number of added edge loops along the X axis." msgstr "" #: doc/classes/ProceduralSky.xml msgid "" "Type of [Sky] that is generated procedurally based on user input parameters." msgstr "" #: doc/classes/ProceduralSky.xml 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 msgid "Color of the ground at the bottom." msgstr "Couleur du sol en bas." #: doc/classes/ProceduralSky.xml msgid "" "How quickly the [member ground_horizon_color] fades into the [member " "ground_bottom_color]." msgstr "" "La rapidité avec laquelle la couleur [member ground_horizon_color] change en " "[member ground_bottom_color]." #: doc/classes/ProceduralSky.xml msgid "Amount of energy contribution from the ground." msgstr "Montant de la contribution énergétique du sol." #: doc/classes/ProceduralSky.xml msgid "Color of the ground at the horizon." msgstr "La couleur du sol à l'horizon." #: doc/classes/ProceduralSky.xml msgid "" "How quickly the [member sky_horizon_color] fades into the [member " "sky_top_color]." msgstr "" "La rapidité avec laquelle la couleur [member sky_horizon_color] change en " "[member sky_top_color]." #: doc/classes/ProceduralSky.xml msgid "Amount of energy contribution from the sky." msgstr "Montant de la contribution énergétique du ciel." #: doc/classes/ProceduralSky.xml msgid "Color of the sky at the horizon." msgstr "La couleur du ciel à l'horizon." #: doc/classes/ProceduralSky.xml msgid "Color of the sky at the top." msgstr "La couleur du ciel en haut." #: doc/classes/ProceduralSky.xml msgid "Distance from center of sun where it fades out completely." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Distance from sun where it goes from solid to starting to fade." msgstr "" #: doc/classes/ProceduralSky.xml msgid "The sun's color." msgstr "La couleur du soleil." #: doc/classes/ProceduralSky.xml msgid "" "How quickly the sun fades away between [member sun_angle_min] and [member " "sun_angle_max]." msgstr "" #: doc/classes/ProceduralSky.xml #, fuzzy msgid "Amount of energy contribution from the sun." msgstr "Montant de la contribution énergétique du ciel." #: doc/classes/ProceduralSky.xml msgid "The sun's height using polar coordinates." msgstr "" "La hauteur du soleil dans le ciel en utilisant des coordonnées polaires." #: doc/classes/ProceduralSky.xml msgid "The direction of the sun using polar coordinates." msgstr "La direction du soleil en coordonnées polaires." #: doc/classes/ProceduralSky.xml msgid "" "Size of [Texture] that the ProceduralSky will generate. The size is set " "using [enum TextureSize]." msgstr "" "La taille de la [Texture] que le ProceduralSky va générer. Cette taille doit " "correspondre à un des [enum TextureSize]." #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 256x128." msgstr "La texture du ciel sera 256x128." #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 512x256." msgstr "La texture du ciel sera 512x256." #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 1024x512. This is the default size." msgstr "La texture du ciel sera 1024x512. C'est la taille par défaut." #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 2048x1024." msgstr "La texture du ciel sera 2048x1024." #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 4096x2048." msgstr "La texture du ciel sera 4096x2048." #: doc/classes/ProceduralSky.xml msgid "Represents the size of the [enum TextureSize] enum." msgstr "Représente la taille de l’énumération [enum TextureSize]." #: doc/classes/ProgressBar.xml msgid "General-purpose progress bar." msgstr "Barre de progression à usage général." #: doc/classes/ProgressBar.xml msgid "General-purpose progress bar. Shows fill percentage from right to left." msgstr "" "Barre de progression à usage général. Affiche un pourcentage de remplissage " "de droite à gauche." #: doc/classes/ProgressBar.xml msgid "If [code]true[/code], the fill percentage is displayed on the bar." msgstr "" "Si [code]true[/code], le pourcentage de progression (de remplissage) est " "affiché dans la barre." #: doc/classes/ProgressBar.xml msgid "The color of the text." msgstr "La couleur du texte." #: doc/classes/ProgressBar.xml msgid "The color of the text's shadow." msgstr "La couleur de l'ombre du texte." #: doc/classes/ProgressBar.xml msgid "" "Font used to draw the fill percentage if [member percent_visible] is " "[code]true[/code]." msgstr "" "La police utilisée pour afficher le pourcentage de remplissage si [member " "percent_visible] est [code]true[/code]." #: doc/classes/ProgressBar.xml msgid "The style of the background." msgstr "Le style de l’arrière-plan." #: doc/classes/ProgressBar.xml msgid "The style of the progress (i.e. the part that fills the bar)." msgstr "Le style de progression (c'est-à-dire la partie qui remplis la barre)." #: doc/classes/ProjectSettings.xml msgid "Contains global variables accessible from everywhere." msgstr "Contient des variables globales accessibles depuis partout." #: doc/classes/ProjectSettings.xml 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=$DOCS_URL/" "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=$DOCS_URL/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 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 "" "Ajoute une propriété personnalisée dans une des propriétés du projet. Le " "dictionnaire doit contenir :\n" "- [code]name[/code]: [String] (le nom de la propriété)\n" "- [code]type[/code]: [int] (voir [enum Variant.Type])\n" "- en option l'indice [code]hint[/code]: [int] (voir [enum PropertyHint]) et " "[code]hint_string[/code]: [String]\n" "[b]Exemple :[/b]\n" "[codeblock]\n" "ProjectSettings.set(\"category/property_name\", 0) # Le premier choix " "(\"un\" dans ce cas)\n" "\n" "var property_info = {\n" " \"name\": \"category/property_name\",\n" " \"type\": TYPE_INT,\n" " \"hint\": PROPERTY_HINT_ENUM,\n" " \"hint_string\": \"un,deux,trois\"\n" "}\n" "\n" "ProjectSettings.add_property_info(property_info)\n" "[/codeblock]" #: doc/classes/ProjectSettings.xml msgid "Clears the whole configuration (not recommended, may break things)." msgstr "" "Efface complètement la configuration (non recommandé, peut casser des " "choses)." #: doc/classes/ProjectSettings.xml msgid "" "Returns the order of a configuration value (influences when saved to the " "config file)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Returns the value of a setting.\n" "[b]Example:[/b]\n" "[codeblock]\n" "print(ProjectSettings.get_setting(\"application/config/name\"))\n" "[/codeblock]" msgstr "" "Retourne la valeur d'une préférence.\n" "[b]Exemple :[/b]\n" "[codeblock]\n" "print(ProjectSettings.get_setting(\"application/config/name\"))\n" "[/codeblock]" #: doc/classes/ProjectSettings.xml 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=$DOCS_URL/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 "" "Retourne un chemin absolu et natif du système d'exploitation correspondant " "au chemin [code]path[/code] localisé (commençant par [code]res://[/code] ou " "[code]user://[/code]). Le chemin retourné variera suivant le système " "d'exploitation et les préférences utilisateur. Voir [url=$DOCS_URL/tutorials/" "io/data_paths.html]Les chemins vers les fichiers dans les projets Godot[/" "url] pour voir comment sont convertis ces chemins. Voir aussi [method " "localize_path].\n" "[b]Note :[/b] [method globalize_path] avec [code]res://[/code] ne " "fonctionnera pas dans projet exporté. À la place, ajoutez tout au début le " "dossier de base de l'exécutable au chemin retourné par le projet exporté :\n" "[codeblock]\n" "var path = \"\"\n" "if OS.has_feature(\"editor\"):\n" " # Exécuté depuis l'éditeur.\n" " # Le chemin `path` contiendra le chemin absolu vers le fichier `hello." "txt` à la racine du projet.\n" " path = ProjectSettings.globalize_path(\"res://hello.txt\")\n" "else:\n" " # Exécuté depuis le projet exporté.\n" " # Le chemin `path` contiendra le chemin absolu vers le fichier `hello." "txt` avec l'exécutable.\n" " # Ça n'est *pas* la identique à `ProjectSettings.globalize_path()` avec " "un chemin `res://`,\n" " # mais c'est assez proche dans le principe.\n" " path = OS.get_executable_path().get_base_dir().plus_file(\"hello.txt\")\n" "[/codeblock]" #: doc/classes/ProjectSettings.xml msgid "Returns [code]true[/code] if a configuration value is present." msgstr "" "Retourne [code]true[/code] si une valeur est présente dans la configuration." #: doc/classes/ProjectSettings.xml 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 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 msgid "" "Returns [code]true[/code] if the specified property exists and its initial " "value differs from the current value." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Returns the specified property's initial value. Returns [code]null[/code] if " "the property does not exist." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 msgid "" "Sets the specified property's initial value. This is the value the property " "reverts to." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the order of a configuration value (influences when saved to the config " "file)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the value of a setting.\n" "[b]Example:[/b]\n" "[codeblock]\n" "ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n" "[/codeblock]\n" "This can also be used to erase custom project settings. To do this change " "the setting value to [code]null[/code]." msgstr "" #: doc/classes/ProjectSettings.xml 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 msgid "Background color for the boot splash." msgstr "La couleur d'arrière plan pour l'écran de lancement." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], scale the boot splash image to the full window size " "(preserving the aspect ratio) when the engine starts. If [code]false[/code], " "the engine will leave it at the default pixel size." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Path to an image used as the boot splash. If left empty, the default Godot " "Engine splash will be displayed instead.\n" "[b]Note:[/b] Only effective if [member application/boot_splash/show_image] " "is [code]true[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], displays the image specified in [member application/" "boot_splash/image] when the engine starts. If [code]false[/code], only " "displays the plain color specified in [member application/boot_splash/" "bg_color]." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 msgid "" "The project's description, displayed as a tooltip in the Project Manager " "when hovering the project." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Icon used for the project, set when project loads. Exporters will also use " "this icon when possible." msgstr "" #: doc/classes/ProjectSettings.xml 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 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=$DOCS_URL/tutorials/io/data_paths." "html]Data paths[/url] in the documentation for more information." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 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 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 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 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 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 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 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 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 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 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 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 msgid "Path to the main scene file that will be loaded when the project runs." msgstr "" #: doc/classes/ProjectSettings.xml 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 msgid "" "Default [AudioBusLayout] resource file to use in the project, unless " "overridden by the scene." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 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 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 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 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 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 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 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 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 msgid "" "Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-" "distance matching[/url] in Zstandard." msgstr "" "Active [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-" "distance matching[/url] dans Zstandard." #: doc/classes/ProjectSettings.xml 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 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 msgid "" "If [code]true[/code], enables warnings when a constant is used as a function." msgstr "" "If [code]true[/code], active les avertissements quand une constante est " "utilisée comme un fonction." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when deprecated keywords such as " "[code]slave[/code] are used." msgstr "" #: doc/classes/ProjectSettings.xml 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 msgid "" "If [code]true[/code], scripts in the [code]res://addons[/code] folder will " "not generate warnings." msgstr "" "Si [code]true[/code], les scripts dans le dossier [code]res://addons[/code] " "ne généreront pas d'avertissements." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], enables warnings when the type of the default value " "set to an exported variable is different than the specified export type." msgstr "Si [code]true[/code], le filtrage est activé." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a function is declared with the " "same name as a constant." msgstr "" "Si [code]true[/code], active les avertissements quand une fonction est " "déclarée avec le même nom qu'une constante." #: doc/classes/ProjectSettings.xml 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 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 msgid "" "If [code]true[/code], enables warnings when using a function as if it was a " "property." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a ternary operator may emit " "values with incompatible types." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when dividing an integer by another " "integer (the decimal part will be discarded)." msgstr "" "Si [code]true[/code], active les avertissements pour les divisions d'entiers " "par un autre entier (la partie décimale serait alors ignorée)." #: doc/classes/ProjectSettings.xml 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 msgid "" "If [code]true[/code], enables warnings when using a property as if it was a " "function." msgstr "" "Si [code]true[/code], active les avertissements lorsqu'une propriété est " "utilisée comme si elle était une fonction." #: doc/classes/ProjectSettings.xml 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 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 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 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 msgid "" "If [code]true[/code], all warnings will be reported as if they were errors." msgstr "" "Si [code]true[/code], tous les avertissements seront rapportés comme des " "erreurs." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when using a variable that wasn't " "previously assigned." msgstr "" "Si [code]true[/code], active les avertissements quand une variable est " "utilisée mais n'a pas été précédemment assignée." #: doc/classes/ProjectSettings.xml 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 "" "Si [code]true[/code], active les avertissements lors de l'assignation d'une " "variable en utilisant un opérateur d'assignation comme [code]+=[/code] mais " "que la variable n'a pas été précédemment assignée." #: doc/classes/ProjectSettings.xml 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 "" "Si [code]true[/code], active les avertissements pour les détection de code " "inaccessible (comme après un [code]return[/code] qui sera toujours exécuté)." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when using an expression whose type " "may not be compatible with the function parameter expected." msgstr "" "Si [code]true[/code], active les avertissements pour les expressions où le " "type peut ne pas être compatible avec celui attendu comme paramètre de la " "fonction." #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], enables warnings when performing an unsafe cast." msgstr "" "Si [code]true[/code], active les avertissements pour les transformations de " "type non sûres." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when calling a method whose presence " "is not guaranteed at compile-time in the class." msgstr "" "Si [code]true[/code], active les avertissements lors d'appels à une méthode " "qui n'est pas garantie d'exister dans la classe à la compilation." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when accessing a property whose " "presence is not guaranteed at compile-time in the class." msgstr "" "Si [code]true[/code], active les avertissements lors d'accès à une propriété " "qui n'est pas garantie d'exister dans la classe à la compilation." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], enables warnings when a function parameter is unused." msgstr "" "Si [code]true[/code], le mouvement linéaire à travers l’axe Z est limité." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], enables warnings when a member variable is unused." msgstr "Si [code]true[/code], le filtrage est activé." #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], enables warnings when a signal is unused." msgstr "" "Si [code]true[/code], active les avertissements quand un signal n'est pas " "utilisé." #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], enables warnings when a local variable is unused." msgstr "" "Si [code]true[/code], active les avertissements quand une variable locale " "n'est pas utilisée." #: doc/classes/ProjectSettings.xml 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 msgid "" "If [code]true[/code], enables warnings when assigning the result of a " "function that returns [code]void[/code] to a variable." msgstr "" "Si [code]true[/code], active les avertissements lors de l'assignation du " "résultat d'une fonction qui retourne [code]void[/code] à une variable." #: doc/classes/ProjectSettings.xml msgid "Message to be displayed before the backtrace when the engine crashes." msgstr "Le message à afficher avant les détails de crash du moteur." #: doc/classes/ProjectSettings.xml 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. See also " "[member physics/common/physics_fps].\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.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the rendering FPS cap at runtime, set [member Engine.target_fps] instead." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Maximum call stack allowed for debugging GDScript." msgstr "Pile d’appels maximale autorisée pour le débogage de GDScript." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings which can help pinpoint where nodes " "are being incorrectly updated, which will result in incorrect interpolation " "and visual glitches.\n" "When a node is being interpolated, it is essential that the transform is set " "during [method Node._physics_process] (during a physics tick) rather than " "[method Node._process] (during a frame)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Maximum amount of functions per frame allowed when profiling." msgstr "" "La quantité maximale de fonctions appelées par trame lors du profilage." #: doc/classes/ProjectSettings.xml msgid "Print frames per second to standard output every second." msgstr "" "Afficher le nombre de trames par second dans la console chaque seconde." #: doc/classes/ProjectSettings.xml 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 msgid "Maximum call stack in visual scripting, to avoid infinite recursion." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 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 msgid "" "Color of the collision shapes, visible when \"Visible Collision Shapes\" is " "enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Color of the disabled navigation geometry, visible when \"Visible " "Navigation\" is enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Color of the navigation geometry, visible when \"Visible Navigation\" is " "enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Custom image for the mouse cursor (limited to 256×256)." msgstr "" "L'image personnalisée pour le curseur de la souris (limitée à 256x256 " "pixels)." #: doc/classes/ProjectSettings.xml msgid "Hotspot for the custom mouse cursor image." msgstr "Hotspot pour l’image de curseur de souris personnalisée." #: doc/classes/ProjectSettings.xml msgid "Position offset for tooltips, relative to the mouse cursor's hotspot." msgstr "" "Le décalage de la position des infobulles, relatif au point d'activation du " "curseur de la souris." #: doc/classes/ProjectSettings.xml 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 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 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 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 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 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 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 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 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=$DOCS_URL/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 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 msgid "" "Allows the window to be resizable by default.\n" "[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If greater than zero, overrides the window height when running the game. " "Useful for testing stretch modes." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If greater than zero, overrides the window width when running the game. " "Useful for testing stretch modes." msgstr "" #: doc/classes/ProjectSettings.xml 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 msgid "" "Specifies the tablet driver to use. If left empty, the default driver will " "be used." msgstr "" "Spécifie le pilote de tablette à utilise. Si vide, le pilote par défaut sera " "utilisé." #: doc/classes/ProjectSettings.xml 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 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 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 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 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 msgid "" "Load the previously opened VCS plugin when the editor starts up. This is set " "to [code]true[/code] whenever a new VCS plugin is initialized." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Last loaded VCS plugin name. Used to autoload the plugin when the editor " "starts up." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " "used for all [ScrollContainer]s unless overridden." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If enabled, the moment [member Viewport.gui_disable_input] is set to " "[code]false[/code] to disable GUI input in a viewport, current mouse over " "and mouse focus will be dropped.\n" "That behavior helps to keep a robust GUI state, with no surprises when input " "is resumed regardless what has happened in the meantime.\n" "If disabled, the legacy behavior is used, which consists in just not doing " "anything besides the GUI input disable itself.\n" "[b]Note:[/b] This is set to [code]true[/code] by default for new projects " "and is the recommended setting." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 msgid "" "Path to a custom [Font] resource to use as default for all GUI elements of " "the project." msgstr "" #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], makes sure the theme used works with HiDPI." msgstr "" "Si [code]true[/code], vérifie que le thème utilisé fonctionne en HiDPI " "(écran haute définition)." #: doc/classes/ProjectSettings.xml msgid "" "Timer setting for incremental search in [Tree], [ItemList], etc. controls " "(in milliseconds)." msgstr "" "Les préférences du minuteur pour les recherches incrémentale dans les " "contrôles [Tree], [ItemList], etc. (en millisecondes)." #: doc/classes/ProjectSettings.xml msgid "Timer for detecting idle in [TextEdit] (in seconds)." msgstr "" "Le minuteur pour la détection de l'inactivité dans le [TextEdit] (en " "secondes)." #: doc/classes/ProjectSettings.xml msgid "Default delay for tooltips (in seconds)." msgstr "Le délai par défaut pour les infobulles (en secondes)." #: doc/classes/ProjectSettings.xml 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 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 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 "" "La [InputEventAction] par défaut pour déplacer l'interface vers le bas.\n" "[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " "supprimées car elles sont nécessaires à la logique interne de nombreux " "[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml 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 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 "" "La [InputEventAction] par défaut pour définit le focus au [Control] suivant " "de la scène. Le comportement du focus peut être configuré avec [member " "Control.focus_next].\n" "[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " "supprimées car elles sont nécessaires à la logique interne de nombreux " "[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml 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 "" "La [InputEventAction] par défaut pour définit le focus au [Control] " "précédent de la scène. Le comportement du focus peut être configuré avec " "[member Control.focus_previous].\n" "[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " "supprimées car elles sont nécessaires à la logique interne de nombreux " "[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml 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 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 "" "La [InputEventAction] par défaut pour déplacer l'interface vers la gauche.\n" "[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " "supprimées car elles sont nécessaires à la logique interne de nombreux " "[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml 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 "" "La [InputEventAction] par défaut pour descendre d'une page dans un [Control] " "(dans un [ItemList] ou un [Tree] par exemple), correspondant au comportement " "de [constant KEY_PAGEDOWN] dans une interface de bureau classique.\n" "[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " "supprimées car elles sont nécessaires à la logique interne de nombreux " "[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml 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 "" "La [InputEventAction] par défaut pour monter d'une page dans un [Control] " "(dans un [ItemList] ou un [Tree] par exemple), correspondant au comportement " "de [constant KEY_PAGEUP] dans une interface de bureau classique.\n" "[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " "supprimées car elles sont nécessaires à la logique interne de nombreux " "[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml 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 "" "La [InputEventAction] par défaut pour déplacer l'interface vers la droite.\n" "[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " "supprimées car elles sont nécessaires à la logique interne de nombreux " "[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml 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 "" "La [InputEventAction] par défaut pour sélectionner un élément dans un " "[Control] (dans un [ItemList] ou un [Tree] par exemple).\n" "[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " "supprimées car elles sont nécessaires à la logique interne de nombreux " "[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml 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 "" "La [InputEventAction] par défaut pour déplacer l'interface vers le haut.\n" "[b]Note :[/b] Les actions [code]ui_*[/code] par défaut ne peuvent pas être " "supprimées car elles sont nécessaires à la logique interne de nombreux " "[Control]. Mais les événements assignés aux actions peuvent modifiés." #: doc/classes/ProjectSettings.xml 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 msgid "" "If [code]true[/code], sends mouse input events when tapping or swiping on " "the touchscreen." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], sends touch input events when clicking or dragging the " "mouse." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Default delay for touch events. This only affects iOS devices." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 1." msgstr "Le nom facultatif pour le claque 1 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 10." msgstr "Le nom facultatif pour le claque 10 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 11." msgstr "Le nom facultatif pour le claque 11 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 12." msgstr "Le nom facultatif pour le claque 12 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 13." msgstr "Le nom facultatif pour le claque 13 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 14." msgstr "Le nom facultatif pour le claque 14 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 15." msgstr "Le nom facultatif pour le claque 15 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 16." msgstr "Le nom facultatif pour le claque 16 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 17." msgstr "Le nom facultatif pour le claque 17 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 18." msgstr "Le nom facultatif pour le claque 18 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 19." msgstr "Le nom facultatif pour le claque 19 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 2." msgstr "Le nom facultatif pour le claque 2 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 20." msgstr "Le nom facultatif pour le claque 20 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 21." msgstr "Le nom optionnel pour le claque physique 2D numéro 21." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 22." msgstr "Le nom optionnel pour le claque physique 2D numéro 22." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 23." msgstr "Le nom optionnel pour le claque physique 2D numéro 23." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 24." msgstr "Le nom optionnel pour le claque physique 2D numéro 24." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 25." msgstr "Le nom optionnel pour le claque physique 2D numéro 25." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 26." msgstr "Le nom optionnel pour le claque physique 2D numéro 26." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 27." msgstr "Le nom optionnel pour le claque physique 2D numéro 27." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 28." msgstr "Le nom optionnel pour le claque physique 2D numéro 28." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 29." msgstr "Le nom optionnel pour le claque physique 2D numéro 29." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 3." msgstr "Le nom facultatif pour le claque 3 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 30." msgstr "Le nom optionnel pour le claque physique 2D numéro 30." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 31." msgstr "Le nom optionnel pour le claque physique 2D numéro 31." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 32." msgstr "Le nom optionnel pour le claque physique 2D numéro 32." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 4." msgstr "Le nom facultatif pour le claque 4 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 5." msgstr "Le nom facultatif pour le claque 5 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 6." msgstr "Le nom facultatif pour le claque 6 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 7." msgstr "Le nom facultatif pour le claque 7 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 8." msgstr "Le nom facultatif pour le claque 8 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 9." msgstr "Le nom facultatif pour le claque 9 de physique 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 1." msgstr "Le nom facultatif pour le claque 1 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 10." msgstr "Le nom facultatif pour le claque 10 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 11." msgstr "Le nom facultatif pour le claque 11 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 12." msgstr "Le nom facultatif pour le claque 12 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 13." msgstr "Le nom facultatif pour le claque 13 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 14." msgstr "Le nom facultatif pour le claque 14 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 15." msgstr "Le nom facultatif pour le claque 15 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 16." msgstr "Le nom facultatif pour le claque 16 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 17." msgstr "Le nom facultatif pour le claque 17 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 18." msgstr "Le nom facultatif pour le claque 18 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 19." msgstr "Le nom facultatif pour le claque 19 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 2." msgstr "Le nom facultatif pour le claque 2 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 20." msgstr "Le nom facultatif pour le claque 20 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 3." msgstr "Le nom facultatif pour le claque 3 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 4." msgstr "Le nom facultatif pour le claque 4 rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 5." msgstr "Le nom facultatif pour le claque 5 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 6." msgstr "Le nom facultatif pour le claque 6 rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 7." msgstr "Le nom facultatif pour le claque 7 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 8." msgstr "Le nom facultatif pour le claque 8 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 9." msgstr "Le nom facultatif pour le claque 9 de rendu 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 1." msgstr "Le nom facultatif pour le claque 1 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 10." msgstr "Le nom facultatif pour le claque 10 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 11." msgstr "Le nom facultatif pour le claque 11 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 12." msgstr "Le nom facultatif pour le claque 12 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 13." msgstr "Le nom facultatif pour le claque 13 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 14." msgstr "Le nom facultatif pour le claque 14 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 15." msgstr "Le nom facultatif pour le claque 15 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 16." msgstr "Le nom facultatif pour le claque 16 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 17." msgstr "Le nom facultatif pour le claque 17 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 18." msgstr "Le nom facultatif pour le claque 18 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 19." msgstr "Le nom facultatif pour le claque 19 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 2." msgstr "Le nom facultatif pour le claque 2 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 20." msgstr "Le nom facultatif pour le claque 20 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 21." msgstr "Le nom facultatif pour le claque 21 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 22." msgstr "Le nom facultatif pour le claque 22 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 23." msgstr "Le nom facultatif pour le claque 23 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 24." msgstr "Le nom facultatif pour le claque 24 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 25." msgstr "Le nom facultatif pour le claque 25 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 26." msgstr "Le nom facultatif pour le claque 26 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 27." msgstr "Le nom facultatif pour le claque 27 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 28." msgstr "Le nom facultatif pour le claque 28 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 29." msgstr "Le nom facultatif pour le claque 29 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 3." msgstr "Le nom facultatif pour le claque 3 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 30." msgstr "Le nom facultatif pour le claque 30 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 31." msgstr "Le nom facultatif pour le claque 31 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 32." msgstr "Le nom facultatif pour le claque 32 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 4." msgstr "Le nom facultatif pour le claque 4 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 5." msgstr "Le nom facultatif pour le claque 5 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 6." msgstr "Le nom facultatif pour le claque 6 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 7." msgstr "Le nom facultatif pour le claque 7 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 8." msgstr "Le nom facultatif pour le claque 8 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 9." msgstr "Le nom facultatif pour le claque 9 de physique 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 1." msgstr "Le nom facultatif pour le claque 1 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 10." msgstr "Le nom facultatif pour le claque 10 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 11." msgstr "Le nom facultatif pour le claque 11 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 12." msgstr "Le nom facultatif pour le claque 12 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 13." msgstr "Le nom facultatif pour le claque 13 de rendu 3D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 3D render layer 14." msgstr "Le nom facultatif pour le claque 14 de rendu 3D" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 15." msgstr "Le nom facultatif pour le claque 15 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 16." msgstr "Le nom facultatif pour le claque 16 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 17." msgstr "Le nom facultatif pour le claque 17 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 18." msgstr "Le nom facultatif pour le claque 18 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 19." msgstr "Le nom facultatif pour le claque 19 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 2." msgstr "Le nom facultatif pour le claque 2 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 20." msgstr "Le nom facultatif pour le claque 20 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 3." msgstr "Le nom facultatif pour le claque 3 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 4." msgstr "Le nom facultatif pour le claque 4 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 5." msgstr "Le nom facultatif pour le claque 5 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 6." msgstr "Le nom facultatif pour le claque 6 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 7." msgstr "Le nom facultatif pour le claque 7 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 8." msgstr "Le nom facultatif pour le claque 8 de rendu 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 9." msgstr "Le nom facultatif pour le claque 9 de rendu 3D." #: doc/classes/ProjectSettings.xml 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 msgid "" "If non-empty, this locale will be used when running the project from the " "editor." msgstr "" "Si n'est pas vide, ce langage sera utilisé lors du lancement du projet " "depuis l'éditeur." #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], logs all output to files." msgstr "Si [code]true[/code], enregistre toutes les sorties dans des fichiers." #: doc/classes/ProjectSettings.xml 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 msgid "" "Path to logs within the project. Using an [code]user://[/code] path is " "recommended." msgstr "" "Le chemin des journaux dans le projet. L'utilisation de [code]user://[/code] " "est recommandé." #: doc/classes/ProjectSettings.xml msgid "Specifies the maximum amount of log files allowed (used for rotation)." msgstr "" "Spécifie le nombre maximal de fichiers de journal autorisés (utilisé pour la " "rotation des journaux)." #: doc/classes/ProjectSettings.xml 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 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 msgid "" "The policy to use for unhandled Mono (C#) exceptions. The default " "\"Terminate Application\" exits the project as soon as an unhandled " "exception is thrown. \"Log Error\" logs an error message to the console " "instead, and will not interrupt the project execution when an unhandled " "exception is thrown.\n" "[b]Note:[/b] The unhandled exception policy is always set to \"Log Error\" " "in the editor, which also includes C# [code]tool[/code] scripts running " "within the editor as well as editor plugin code." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 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 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 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 msgid "Timeout (in seconds) for connection attempts using TCP." msgstr "" "Le temps maximum (en secondes) pour les tentatives de connexion via TCP." #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer." msgstr "" "La taille maximale (en kio) pour la mémoire tampon d'entrée du " "[WebSocketClient]." #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent input packets for [WebSocketClient]." msgstr "" "Le nombre maximal de paquets entrants en parallèle pour le [WebSocketClient]." #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer." msgstr "" "La taille maximale (en kio) pour la mémoire tampon de sortie du " "[WebSocketClient]." #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent output packets for [WebSocketClient]." msgstr "" "Le nombre maximal de paquets sortants en parallèle pour le [WebSocketClient]." #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer." msgstr "" "La taille maximale (en kio) pour la mémoire tampon d'entrée du [WebSocket]." #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent input packets for [WebSocketServer]." msgstr "" "Le nombre maximal de paquets entrant en parallèle pour le [WebSocketServeur]." #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer." msgstr "" "La taille maximale (en kio) pour la mémoire tampon de sortie du [WebSocket]." #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent output packets for [WebSocketServer]." msgstr "" "Le nombre maximal de paquets sortants en parallèle pour le [WebSocketServer]." #: doc/classes/ProjectSettings.xml 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 msgid "Page size used by remote filesystem (in bytes)." msgstr "La taille des pages pour les systèmes de fichier distants (en octets)." #: doc/classes/ProjectSettings.xml 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 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 msgid "" "What to use to separate node name from number. This is mostly an editor " "setting." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy 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 "" "Taille de la table de hachage utilisée pour l'algorithme de grille de " "hachage 2D à large phase." #: doc/classes/ProjectSettings.xml 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 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 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 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 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 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 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 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 "" "Définit le moteur physique 2D à utiliser.\n" "\"PAR DÉFAUT\" et \"GodotPhysics\" sont pareils, puisqu'il n'existe " "actuellement pas d'autres serveurs de physique 2D implémentés." #: doc/classes/ProjectSettings.xml 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 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 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 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 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 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 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 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 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 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 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 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 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 msgid "" "If [code]true[/code], smooths out collision with trimesh shapes " "([ConcavePolygonShape]) by telling the Bullet physics engine to generate " "internal edge information for every trimesh shape created.\n" "[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to " "[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/" "code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Enables [member Viewport.physics_object_picking] on the root viewport." msgstr "" "Active [member Viewport.physics_object_picking] sur la fenêtre d'affichage " "racine." #: doc/classes/ProjectSettings.xml 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 msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. See also " "[member debug/settings/fps/force_fps].\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.\n" "[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at " "most. If more than 8 physics ticks have to be simulated per rendered frame " "to keep up with rendering, the game will appear to slow down (even if " "[code]delta[/code] is used consistently in physics calculations). Therefore, " "it is recommended not to increase [member physics/common/physics_fps] above " "240. Otherwise, the game will slow down when the rendering framerate goes " "below 30 FPS." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the renderer will interpolate the transforms of " "physics objects between the last two transforms, such that smooth motion is " "seen when physics ticks do not coincide with rendered frames.\n" "[b]Note:[/b] When moving objects to new positions (rather than the usual " "physics motion) you may want to temporarily turn off interpolation to " "prevent a visible glitch. You can do this using the [method Node." "reset_physics_interpolation] function." msgstr "" #: doc/classes/ProjectSettings.xml 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] Jitter fix is automatically disabled at runtime when [member " "physics/common/physics_interpolation] is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the value at runtime, set [member Engine.physics_jitter_fix] instead." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 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 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 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 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 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 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 msgid "" "When batching is on, this regularly prints a frame diagnosis log. Note that " "this will degrade performance." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 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 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 msgid "" "Turns 2D batching on and off. Batching increases performance by reducing the " "amount of graphics API drawcalls." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Switches on 2D batching within the editor." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 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 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 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 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 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_HIGH]." msgstr "" "Le nombre d'échantillons de lumière pris pour [constant BakedLightmap." "BAKE_QUALITY_HIGH]." #: doc/classes/ProjectSettings.xml msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_LOW]." msgstr "" "Le nombre d'échantillons de lumière pris pour [constant BakedLightmap." "BAKE_QUALITY_LOW]." #: doc/classes/ProjectSettings.xml msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_MEDIUM]." msgstr "" "Le nombre d'échantillons de lumière pris pour [constant BakedLightmap." "BAKE_QUALITY_MEDIUM]." #: doc/classes/ProjectSettings.xml msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_ULTRA]." msgstr "" "Le nombre d'échantillons de lumière pris pour [constant BakedLightmap." "BAKE_QUALITY_ULTRA]." #: doc/classes/ProjectSettings.xml 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 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 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 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 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 msgid "" "If [code]true[/code], every time an asynchronous shader compilation or an " "asynchronous shader reconstruction from cache starts or finishes, a line " "will be logged telling how many of those are happening.\n" "If the platform doesn't support parallel shader compile, but only the " "compile queue via a secondary GL context, what the message will tell is the " "number of shader compiles currently queued.\n" "[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" "shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" "code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "This is the maximum number of shaders that can be compiled (or reconstructed " "from cache) at the same time.\n" "At runtime, while that count is reached, other shaders that can be " "asynchronously compiled will just use their fallback, without their setup " "being started until the count gets lower.\n" "This is a way to balance the CPU work between running the game and compiling " "the shaders. The goal is to have as many asynchronous compiles in flight as " "possible without impacting the responsiveness of the game, which beyond some " "point would destroy the benefits of asynchronous compilation. In other " "words, you may be able to afford that the FPS lowers a bit, and that will " "already be better than the stalling that synchronous compilation could " "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" "[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" "shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" "code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default is a very conservative override for [code]rendering/gles3/" "shaders/max_concurrent_compiles[/code].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" "[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" "shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" "code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" "[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" "shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" "code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" "code], so a smaller maximum size can be configured for mobile platforms, " "where storage space is more limited.\n" "[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" "shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" "code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]Asynchronous[/code] and available on the target device, " "asynchronous compilation of shaders is enabled (in contrast to " "[code]Asynchronous[/code]).\n" "That means that when a shader is first used under some new rendering " "situation, the game won't stall while such shader is being compiled. " "Instead, a fallback will be used and the real shader will be compiled in the " "background. Once the actual shader is compiled, it will be used the next " "times it's used to draw a frame.\n" "Depending on the async mode configured for a given material/shader, the " "fallback will be an \"ubershader\" (the default) or just skip rendering any " "item it is applied to.\n" "An ubershader is a very complex shader, slow but suited to any rendering " "situation, that the engine generates internally so it can be used from the " "beginning while the traditional conditioned, optimized version of it is " "being compiled.\n" "To reduce loading times after the project has been launched at least once, " "you can use [code]Asynchronous + Cache[/code]. This also causes the " "ubershaders to be cached into storage so they can be ready faster next time " "they are used (provided the platform provides support for it).\n" "[b]Note:[/b] Asynchronous compilation is currently only supported for " "spatial (3D) and particle materials/shaders. CanvasItem (2D) shaders will " "not use asynchronous compilation even if this setting is set to " "[code]Asynchronous[/code] or [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "An override for [code]rendering/gles3/shaders/shader_compilation_mode[/" "code], so asynchronous compilation can be disabled for mobile.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max buffer size for drawing polygons. Any polygon bigger than this will not " "work." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max index buffer size for drawing polygons. Any polygon bigger than this " "will not work." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max buffer size for drawing immediate objects (ImmediateGeometry nodes). " "Nodes using more than this size will not work." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 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 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 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 #, fuzzy msgid "" "If [code]true[/code], the texture importer will import lossless textures " "using the PNG format. Otherwise, it will default to using WebP." msgstr "" "Si [code]true[/code], la [SpinBox] sera modifiable. Sinon, elle sera en " "lecture seule." #: doc/classes/ProjectSettings.xml 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 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 msgid "" "Determines the maximum number of polygon 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.\n" "A greater number of polygons can potentially cull more objects, however the " "cost of culling calculations scales with the number of occluders." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 " "conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Show conversion logs.\n" "[b]Note:[/b] This will automatically be disabled in exports." msgstr "" "Afficher les détails de conversion.\n" "[b]Note :[/b] Cela sera automatiquement désactivé dans les exports." #: doc/classes/ProjectSettings.xml #, fuzzy 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 "" "Si [code]true[/code], l’état de la clé est pressé. Si [code]false[/code], " "l’état de la clé est libéré." #: doc/classes/ProjectSettings.xml 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 msgid "" "Show logs during PVS generation.\n" "[b]Note:[/b] This will automatically be disabled in exports." msgstr "" #: doc/classes/ProjectSettings.xml 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 msgid "" "If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " "dynamic range. High dynamic range allows the use of [Color] values greater " "than 1. This must be set to [code]true[/code] for glow rendering to work if " "[member Environment.glow_hdr_threshold] is greater than or equal to " "[code]1.0[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/depth/hdr] on mobile " "devices, due to performance concerns or driver support. This must be set to " "[code]true[/code] for glow rendering to work if [member Environment." "glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " "floating-point precision (32-bit) instead of half floating-point precision " "(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " "enabled.\n" "[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " "full floating-point precision is slower, and is generally only needed for " "advanced shaders that require a high level of precision. To reduce banding, " "enable [member rendering/quality/filters/use_debanding] instead.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" #: doc/classes/ProjectSettings.xml 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 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. This setting can be changed at run-time; the change " "will be applied immediately." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 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 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 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 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 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 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 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 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 such as " "glow will not be available in [Environment]." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 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 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 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 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 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 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 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 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 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 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 msgid "" "If [code]true[/code], uses faster but lower-quality Lambert material " "lighting model instead of Burley." msgstr "" #: doc/classes/ProjectSettings.xml 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 msgid "" "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " "[ShaderMaterial] rendering. This can be used to improve performance on low-" "end mobile devices. The downside is that shading becomes much less accurate, " "with visible linear interpolation between vertices that are joined together. " "This can be compensated by ensuring meshes have a sufficient level of " "subdivision (but not too much, to avoid reducing performance). Some material " "features are also not supported when vertex shading is enabled.\n" "See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " "enable vertex shading on specific materials only.\n" "[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " "driver support. If lighting looks broken after exporting the project to a " "mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 msgid "" "Subdivision quadrant size for shadow mapping. See shadow mapping " "documentation." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Size for shadow atlas (used for OmniLights and SpotLights). See " "documentation." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 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 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 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 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 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 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 msgid "" "Improves quality of subsurface scattering, but cost significantly increases." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Quality setting for subsurface scattering (samples taken)." msgstr "" "Le réglage de la qualité de transluminance (le nombre d'échantillons pris)." #: doc/classes/ProjectSettings.xml msgid "Max radius used for subsurface scattering samples." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Weight subsurface scattering samples. Helps to avoid reading samples from " "unrelated parts of the screen." msgstr "" #: doc/classes/ProjectSettings.xml 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 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 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 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 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 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 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 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 msgid "" "Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in " "pixels)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Objects can use this signal to restrict reading of settings only to " "situations where a change has been made." msgstr "" #: doc/classes/PropertyTweener.xml msgid "Interpolates an [Object]'s property over time." msgstr "Interpole une propriété d'un [Object] dans le temps." #: doc/classes/PropertyTweener.xml msgid "" "[PropertyTweener] is used to interpolate a property in an object. See " "[method SceneTreeTween.tween_property] for more usage information.\n" "[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way " "to create [PropertyTweener]. Any [PropertyTweener] created manually will not " "function correctly." msgstr "" #: doc/classes/PropertyTweener.xml msgid "" "When called, the final value will be used as a relative value instead. " "Example:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)." "as_relative() #the node will move by 100 pixels to the right\n" "[/codeblock]" msgstr "" #: doc/classes/PropertyTweener.xml msgid "" "Sets a custom initial value to the [PropertyTweener]. Example:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property(self, \"position\", Vector2(200, 100), 1)." "from(Vector2(100, 100) #this will move the node from position (100, 100) to " "(200, 100)\n" "[/codeblock]" msgstr "" #: doc/classes/PropertyTweener.xml msgid "" "Makes the [PropertyTweener] use the current property value (i.e. at the time " "of creating this [PropertyTweener]) as a starting point. This is equivalent " "of using [method from] with the current value. These two calls will do the " "same:\n" "[codeblock]\n" "tween.tween_property(self, \"position\", Vector2(200, 100), 1)." "from(position)\n" "tween.tween_property(self, \"position\", Vector2(200, 100), 1)." "from_current()\n" "[/codeblock]" msgstr "" #: doc/classes/PropertyTweener.xml msgid "" "Sets the time in seconds after which the [PropertyTweener] will start " "interpolating. By default there's no delay." msgstr "" "Définit le délai en secondes avant que le [PropertyTweener] commence son " "interpolation. Par défaut, il n'y a pas de délai." #: doc/classes/ProximityGroup.xml #, fuzzy msgid "General-purpose 3D proximity detection node." msgstr "Nœud de détection de proximité pour usage général." #: doc/classes/ProximityGroup.xml msgid "" "General-purpose proximity detection node. [ProximityGroup] can be used for " "[i]approximate[/i] distance checks, which are faster than exact distance " "checks using [method Vector3.distance_to] or [method Vector3." "distance_squared_to].\n" "[ProximityGroup] nodes are automatically grouped together, as long as they " "share the same [member group_name] and intersect with each other. By calling " "the [method broadcast], you can invoke a specified method with various " "parameters to all intersecting members.\n" "[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] " "coordinates. The coordinates are automatically calculated by calling [member " "grid_radius]. To allow [ProximityGroup] to find its peers (and perform " "automatic grouping), you need to define its [member group_name] to a non-" "empty [String]. As soon as this object's shape intersects with another " "[ProximityGroup] object' shape, and both share the same [member group_name], " "they will belong together for as long as they intersect.\n" "Since [ProximityGroup] doesn't rely the physics engine, you don't need to " "add any other node as a child (unlike [PhysicsBody]).\n" "The [ProximityGroup] uses the [SceneTree] groups in the background by " "calling the method [method Node.add_to_group] internally. The [SceneTree] " "group names are constructed by combining the [member group_name] with its " "coordinates, which are calculated using the [member grid_radius] you defined " "beforehand.\n" "[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] " "at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to " "[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)" "[/code] will create the following [SceneTree] group names:\n" "[codeblock]\n" "- \"planets|5|4|3\"\n" "- \"planets|5|4|4\"\n" "- \"planets|5|4|5\"\n" "- \"planets|5|4|6\"\n" "- \"planets|5|4|7\"\n" "- \"planets|5|4|8\"\n" "- \"planets|5|4|9\"\n" "- ...\n" "[/codeblock]\n" "If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with " "group name [code]\"planets\"[/code], and one of its coordinates is " "[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] " "group called [code]\"planets|5|4|7\"[/code]. However, since this group name " "already exists, this [ProximityGroup] object will be [i]added[/i] to the " "existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long " "as both nodes don't change their transform and stop intersecting (or exit " "the scene tree), they are grouped together. As long as this intersection " "exists, any call to [method broadcast] will affect [i]both[/i] " "[ProximityGroup] nodes.\n" "There are 3 caveats to keep in mind when using [ProximityGroup]:\n" "- The larger the grid radius, the more coordinates and the more [SceneTree] " "groups are created. This can have a performance impact if too many groups " "are created.\n" "- If the [ProximityGroup] node is transformed in any way (or is removed from " "the scene tree), the groupings will have to be recalculated. This can also " "have a performance impact.\n" "- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/" "code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, " "small grid radius values may lead to unwanted groupings.\n" "[/codeblock]\n" "[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more " "effective and faster [VisibilityNotifier] functionality. For most use cases, " "[method Vector3.distance_to] or [method Vector3.distance_squared_to] are " "fast enough too, especially if you call them less often using a [Timer] node." msgstr "" #: doc/classes/ProximityGroup.xml msgid "" "Calls on all intersecting [ProximityGroup] the given method and parameters.\n" "If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), " "all calls are delegated to their respective parent [Node]." msgstr "" #: doc/classes/ProximityGroup.xml msgid "" "Specifies which node gets contacted on a call of method [method broadcast]." msgstr "" #: doc/classes/ProximityGroup.xml msgid "" "The size of the space in 3D units. This also sets the amount of coordinates " "required to calculate whether two [ProximityGroup] nodes are intersecting or " "not. Smaller [member grid_radius] values can be used for more precise " "proximity checks at the cost of performance, since more groups will be " "created." msgstr "" #: doc/classes/ProximityGroup.xml msgid "" "Specify the common group name, to let other [ProximityGroup] nodes know, if " "they should be auto-grouped with this node in case they intersect with each " "other.\n" "For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/" "code] and another called [code]\"Mars\"[/code], with both nodes having " "[code]\"planet\"[/code] as their [member group_name]. Give both planets a " "significantly larger [member grid_radius] than their actual radius, position " "them close enough and they'll be automatically grouped." msgstr "" #: doc/classes/ProximityGroup.xml msgid "" "Emitted when the user calls the [method broadcast] method and has set " "[member dispatch_mode] to [constant MODE_SIGNAL].\n" "The given method and its parameters are passed on to the listeners who " "connected to this signal of this object, as well as any [ProximityGroup] " "node this node is grouped together with.\n" "[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default " "[member dispatch_mode] is [constant MODE_PROXY]." msgstr "" #: doc/classes/ProximityGroup.xml msgid "This [ProximityGroup]'s parent will be target of [method broadcast]." msgstr "" #: doc/classes/ProximityGroup.xml msgid "" "This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when " "calling the [method broadcast] [i]method[/i]." msgstr "" #: doc/classes/QuadMesh.xml msgid "Class representing a square mesh." msgstr "Classe représentant un maillage carré." #: doc/classes/QuadMesh.xml 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 doc/classes/Viewport.xml #: doc/classes/ViewportTexture.xml msgid "2D in 3D Demo" msgstr "Démo pour la 2D en 3D" #: doc/classes/QuadMesh.xml msgid "Offset of the generated Quad. Useful for particles." msgstr "Le décalage du Quad généré. Utile pour les particules." #: doc/classes/QuadMesh.xml msgid "Size on the X and Y axes." msgstr "Taille sur les axes X et Y." #: doc/classes/Quat.xml msgid "Quaternion." msgstr "Quaternion." #: doc/classes/Quat.xml 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 msgid "Constructs a quaternion from the given [Basis]." msgstr "Construit un quaternion à partir de la [Basis] donnée." #: doc/classes/Quat.xml 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 "" #: doc/classes/Quat.xml msgid "" "Constructs a quaternion that will rotate around the given axis by the " "specified angle. The axis must be a normalized vector." msgstr "" "Construit un quaternion qui tournera autour de l'axe donné selon l'angle " "spécifié. L'axe doit être un vecteur normalisé." #: doc/classes/Quat.xml #, fuzzy msgid "Constructs a quaternion defined by the given values." msgstr "Construit une nouvelle chaîne de caractères à partir du [Plane] donné." #: doc/classes/Quat.xml 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 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 "" #: doc/classes/Quat.xml msgid "Returns the dot product of two quaternions." msgstr "Renvoie le produit scalaire de deux quaternions." #: doc/classes/Quat.xml 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 msgid "Returns the inverse of the quaternion." msgstr "Retourne l'inverse du quaternion." #: doc/classes/Quat.xml #, 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 "" "Retourne [code]true[/code] si cette couleur et [code]color[/code] sont " "approximativement égales, en exécutant [method @GDScript.is_equal_approx] " "sur chaque composant." #: doc/classes/Quat.xml msgid "Returns whether the quaternion is normalized or not." msgstr "Indique si le quaternion est normalisé ou non." #: doc/classes/Quat.xml msgid "Returns the length of the quaternion." msgstr "Retourne la longueur du quaternion." #: doc/classes/Quat.xml msgid "Returns the length of the quaternion, squared." msgstr "Retourne la longueur du quaternion, au carré." #: doc/classes/Quat.xml msgid "Returns a copy of the quaternion, normalized to unit length." msgstr "Renvoie une copie du quaternion, normalisée à la longueur de l’unité." #: doc/classes/Quat.xml 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 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 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 "" #: doc/classes/Quat.xml 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 "" #: doc/classes/Quat.xml msgid "Returns a vector transformed (multiplied) by this quaternion." msgstr "Retourne un vecteur transformé (multiplié) par ce quaternion." #: doc/classes/Quat.xml msgid "" "W component of the quaternion (real part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" "Le composant W du quaternion (partie réelle).\n" "Les composants des quaternions ne devraient pas être modifié directement." #: doc/classes/Quat.xml msgid "" "X component of the quaternion (imaginary [code]i[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" "Le composant X du quaternion (partie de l'axe imaginaire [code]i[/code]).\n" "Les composants des quaternions ne devraient pas être modifié directement." #: doc/classes/Quat.xml msgid "" "Y component of the quaternion (imaginary [code]j[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" "Le composant Y du quaternion (partie de l'axe imaginaire [code]j[/code]).\n" "Les composants des quaternions ne devraient pas être modifié directement." #: doc/classes/Quat.xml msgid "" "Z component of the quaternion (imaginary [code]k[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" "Le composant Z du quaternion (partie de l'axe imaginaire [code]k[/code]).\n" "Les composants des quaternions ne devraient pas être modifié directement." #: doc/classes/Quat.xml 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 msgid "A class for generating pseudo-random numbers." msgstr "Une classe pour générer des nombres pseudo-aléatoires." #: doc/classes/RandomNumberGenerator.xml 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 "" "RandomNumberGenerator est une classe pour générer des nombres pseudo-" "aléatoires. Elle utilise l'algorithme [url=http://www.pcg-random.org/]PCG32[/" "url].\n" "[b]Note :[/b] L'implémentation de l'algorithme peut varier d'une version de " "Godot à l'autre et donc produire des suites de nombres très différents entre " "les versions.\n" "Pour générer un flottant aléatoire (dans un intervalle donné) basé sur le " "temps actuel:\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] Les valeurs par défaut des propriétés [member seed] et [member " "state] sont pseudo-aléatoire, et elles changent à chaque appel à [method " "randomize]. La valeur [code]0[/code] documentée ici est une valeur fictive, " "et non la valeur par défaut." #: doc/classes/RandomNumberGenerator.xml msgid "Random number generation" msgstr "Génération de nombres aléatoires" #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a pseudo-random float between [code]0.0[/code] and [code]1.0[/" "code] (inclusive)." msgstr "" "Génère un flottant pseudo-aléatoire entre [code]0.0[/code] et [code]1.0[/" "code] (inclus)." #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a pseudo-random float between [code]from[/code] and [code]to[/" "code] (inclusive)." msgstr "" "Génère un flottant pseudo-aléatoire entre [code]from[/code] et [code]to[/" "code] (inclus)." #: doc/classes/RandomNumberGenerator.xml 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 msgid "" "Generates a pseudo-random 32-bit unsigned integer between [code]0[/code] and " "[code]4294967295[/code] (inclusive)." msgstr "" "Génère un entier non signé de 32 bits pseudo-aléatoire compris entre " "[code]0[/code] et [code]4294967295[/code] (inclus)." #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a pseudo-random 32-bit signed integer between [code]from[/code] " "and [code]to[/code] (inclusive)." msgstr "" "Génère un entier signé de 32 bits pseudo-aléatoire compris entre [code]from[/" "code] et [code]to[/code] (inclus)." #: doc/classes/RandomNumberGenerator.xml msgid "Setups a time-based seed to generator." msgstr "Utilise un graine basée sur l'heure pour le générateur." #: doc/classes/RandomNumberGenerator.xml 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 "" "Initialise l'état d'un générateur de nombres aléatoires basé sur la graine " "donnée. Une graine donnée générera toujours la même suite de nombres " "aléatoires.\n" "[b]Note :[/b] Le générateur n'est pas soumis à l'effet avalanche, et peut " "générer des flux similaires de nombres à partir d'une même graine. Préférez " "utiliser une fonction de hachage pour améliorer la qualité de la graine si " "elle provient d'une source externe.\n" "[b]Note :[/b] Définir cette propriété produit un effet non voulu qui change " "l'état [member state] interne, donc assurez-vous d'initialiser la graine " "[i]avant[/i] de modifier l'état [member state]:\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" "rng.seed = hash(\"Godot\")\n" "rng.state = 100 # Restaure avec un état précédemment enregistré.\n" "[/codeblock]\n" "[b]Avertissement :[/b] cette propriété retourne le précédent [member state], " "et non pas la graine initiale, ce qui sera corrigé dans Godot 4.0." #: doc/classes/RandomNumberGenerator.xml 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 "" "L'état actuel du générateur de nombres aléatoires. Enregistrez puis " "restaurez cette propriété pour maintenir l'état du générateur à l'état " "précédent :\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" "print(rng.randf()) # Affiche un nombre aléatoire.\n" "var saved_state = rng.state # Enregistre l'état actuel.\n" "print(rng.randf()) # Avance l'état interne.\n" "rng.state = saved_state # Restaure l'état enregistré.\n" "print(rng.randf()) # Affiche le même nombre aléatoire que précédemment.\n" "[/codeblock]\n" "[b]Note :[/b] Ne modifiez pas l'état sauvegardé avec une valeur arbitraire, " "le générateur à besoin d'avoir un état particulier pour générer des valeurs " "correctement aléatoires. Cet état ne devrait être défini qu'à partir de " "valeurs qui proviennent de cette propriété. Pour initialiser le générateur " "avec une valeur personnalisée, utilisez plutôt [member seed]." #: doc/classes/Range.xml #, fuzzy msgid "Abstract base class for range-based controls." msgstr "Classe de base abstraite pour les contrôles basés sur la portée." #: doc/classes/Range.xml 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 "" "Range est une classe de base des nœuds [Control] qui change une [code]value[/" "code] flottante entre le [code]minimum[/code] et le [code]maximum[/code], " "par étape [code]step[/code] et par [code]page[/code], par exemple un " "[ScrollBar]." #: doc/classes/Range.xml msgid "" "Binds two [Range]s 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 msgid "Stops the [Range] from sharing its member variables with any other." msgstr "" #: doc/classes/Range.xml msgid "" "If [code]true[/code], [member value] may be greater than [member max_value]." msgstr "" "Si [code]true[/code], [member value] peut être supérieure à [member " "max_value]." #: doc/classes/Range.xml msgid "" "If [code]true[/code], [member value] may be less than [member min_value]." msgstr "" "Si [code]true[/code], [member value] peut être inférieure à [member " "min_value]." #: doc/classes/Range.xml 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 msgid "" "Maximum value. Range is clamped if [code]value[/code] is greater than " "[code]max_value[/code]." msgstr "" "La valeur maximale. L'intervalle est limitée si [code]value[/code] est " "supérieure à [code]max_value[/code]." #: doc/classes/Range.xml msgid "" "Minimum value. Range is clamped if [code]value[/code] is less than " "[code]min_value[/code]." msgstr "" "La valeur minimale. L'intervalle est limitée si [code]value[/code] est " "inférieure à [code]min_value[/code]." #: doc/classes/Range.xml 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 msgid "The value mapped between 0 and 1." msgstr "La valeur définit entre 0 et 1." #: doc/classes/Range.xml msgid "" "If [code]true[/code], [code]value[/code] will always be rounded to the " "nearest integer." msgstr "" "Si [code]true[/code], [code]value[/code] sera toujours arrondie au nombre " "entier le plus proche." #: doc/classes/Range.xml 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 msgid "Range's current value." msgstr "Valeur actuelle de la portée." #: doc/classes/Range.xml msgid "" "Emitted when [member min_value], [member max_value], [member page], or " "[member step] change." msgstr "" "Émis quand [member min_value], [member max_value], [member page], ou [member " "step] change." #: doc/classes/Range.xml msgid "" "Emitted when [member value] changes. When used on a [Slider], this is called " "continuously while dragging (potentially every frame). If you are performing " "an expensive operation in a function connected to [signal value_changed], " "consider using a [i]debouncing[/i] [Timer] to call the function less often.\n" "[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal " "value_changed] is also emitted when [code]value[/code] is set directly via " "code." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "Query the closest object intersecting a ray." msgstr "Demande l'objet le plus proche entrant en intersection avec le rayon." #: doc/classes/RayCast.xml 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 doc/classes/RayCast2D.xml msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified node." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified [RID]." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "Removes all collision exceptions for this ray." msgstr "Retire tous les exceptions de collision pour ce rayon." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml 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/RayCast.xml doc/classes/RayCast2D.xml 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 doc/classes/RayCast2D.xml 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 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 doc/classes/RayCast2D.xml msgid "" "Returns the normal of the intersecting object's shape at the collision point." msgstr "Retourne la normale de la forme de l'objet au point de collision." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml 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 doc/classes/RayCast2D.xml msgid "" "Returns whether any object is intersecting with the ray's vector " "(considering the vector length)." msgstr "" "Retourne quand un objet intersecte avec le vecteur du rayon (en prenant en " "compte la longueur du vecteur)." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Removes a collision exception so the ray does report collisions with the " "specified node." msgstr "" "Retirer une exception de collision pour que le rayon prenne en compte les " "collision avec ce nœud." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Removes a collision exception so the ray does report collisions with the " "specified [RID]." msgstr "" "Retirer une exception de collision pour que le rayon prenne en compte les " "collision avec ce [RID]." #: doc/classes/RayCast.xml 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 doc/classes/RayCast2D.xml msgid "" "The ray's destination point, relative to the RayCast's [code]position[/code]." msgstr "" #: doc/classes/RayCast.xml #, fuzzy msgid "If [code]true[/code], collision with [Area]s will be reported." msgstr "Si [code]true[/code], les collisions seront signalées." #: doc/classes/RayCast.xml #, fuzzy msgid "If [code]true[/code], collision with [PhysicsBody]s will be reported." msgstr "Si [code]true[/code], les collisions seront signalées." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "The ray's collision mask. Only objects in at least one collision layer " "enabled in the mask will be detected. See [url=$DOCS_URL/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 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 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 doc/classes/RayCast2D.xml msgid "If [code]true[/code], collisions will be reported." msgstr "Si [code]true[/code], les collisions seront signalées." #: doc/classes/RayCast.xml #, fuzzy msgid "" "If [code]true[/code], collisions will be ignored for this RayCast's " "immediate parent." msgstr "Si [code]true[/code], les collisions seront signalées." #: doc/classes/RayCast2D.xml 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 msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" #: doc/classes/RayCast2D.xml msgid "If [code]true[/code], collision with [Area2D]s will be reported." msgstr "" "Si [code]true[/code], les collisions avec les [Area2D] seront rapportées." #: doc/classes/RayCast2D.xml msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported." msgstr "" "Si [code]true[/code], les collisions avec les [PhysicBody2D] seront " "rapportées." #: doc/classes/RayCast2D.xml msgid "" "If [code]true[/code], the parent node will be excluded from collision " "detection." msgstr "" "Si [code]true[/code], le nœud parent sera exclu lors de la détection des " "collisions." #: doc/classes/RayShape.xml msgid "Ray shape for 3D collisions." msgstr "Forme de rayon pour les collisions en 3D." #: doc/classes/RayShape.xml 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 doc/classes/RayShape2D.xml msgid "The ray's length." msgstr "La longueur du rayon." #: doc/classes/RayShape.xml doc/classes/RayShape2D.xml msgid "If [code]true[/code], allow the shape to return the correct normal." msgstr "" "Utilisez [code]true[/code] pour autoriser la forme à retourner la normale " "correcte." #: doc/classes/RayShape2D.xml msgid "Ray shape for 2D collisions." msgstr "Forme de rayon pour les collisions en 2D." #: doc/classes/RayShape2D.xml 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 #, fuzzy msgid "2D axis-aligned bounding box." msgstr "Boîte de délimitation alignée sur l'axe." #: doc/classes/Rect2.xml 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 "" "Le [Rect2] consiste en une position, une taille, et plusieurs fonctions " "utilitaires. C'est souvent utilisé pour les tests rapides de chevauchement.\n" "Il utilise des coordonnées à virgule.\n" "L'équivalent 3D du [Rect2] est le [AABB]." #: doc/classes/Rect2.xml msgid "Constructs a [Rect2] by position and size." msgstr "Construit un [Rect2] avec sa position et sa taille." #: doc/classes/Rect2.xml msgid "Constructs a [Rect2] by x, y, width, and height." msgstr "Construit un [Rect2] avec x, y, largeur, et hauteur." #: doc/classes/Rect2.xml 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 msgid "Returns the intersection of this [Rect2] and b." msgstr "Retourne l'intersection de ce [Rect2] et de b." #: doc/classes/Rect2.xml msgid "" "Returns [code]true[/code] if this [Rect2] completely encloses another one." msgstr "Retourne [code]true[/code] si ce [Rect2] entoure complètement l'autre." #: doc/classes/Rect2.xml 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 #, fuzzy msgid "Returns the area of the [Rect2]. See also [method has_no_area]." msgstr "Retourne la zone du [Rect2]." #: doc/classes/Rect2.xml msgid "" "Returns the center of the [Rect2], which is equal to [member position] + " "([member size] / 2)." msgstr "" "Retourne le centre du [Rect2], qui est égal à [member position] + ([member " "size] / 2)." #: doc/classes/Rect2.xml msgid "" "Returns a copy of the [Rect2] grown a given amount of units towards all the " "sides." msgstr "" #: doc/classes/Rect2.xml msgid "" "Returns a copy of the [Rect2] grown a given amount of units towards each " "direction individually." msgstr "" #: doc/classes/Rect2.xml msgid "" "Returns a copy of the [Rect2] grown a given amount of units towards the " "[enum Margin] direction." msgstr "" "Retourne une copie du [Rect2] agrandie de la quantité donnée dans la " "direction [enum Margin]." #: doc/classes/Rect2.xml msgid "" "Returns [code]true[/code] if the [Rect2] is flat or empty, [code]false[/" "code] otherwise. See also [method get_area].\n" "[b]Note:[/b] If the [Rect2] has a negative size and is not flat or empty, " "[method has_no_area] will return [code]true[/code]." msgstr "" #: doc/classes/Rect2.xml 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 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 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 msgid "Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code]." msgstr "" "Retourne un [Rect2] plus grand qui contient ce [Rect2] ainsi que [code]b[/" "code]." #: doc/classes/RectangleShape2D.xml msgid "Rectangle shape for 2D collisions." msgstr "Forme rectangulaire pour les collisions 2D." #: doc/classes/RectangleShape2D.xml msgid "" "Rectangle shape for 2D collisions. This shape is useful for modeling box-" "like 2D objects." msgstr "" #: doc/classes/RectangleShape2D.xml msgid "" "The rectangle's half extents. The width and height of this shape is twice " "the half extents." msgstr "" #: doc/classes/Reference.xml msgid "Base class for reference-counted objects." msgstr "Classe de base pour les objets avec références comptées." #: doc/classes/Reference.xml 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 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 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 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 msgid "Reference frame for GUI." msgstr "La trame de référence pour l'interface." #: doc/classes/ReferenceRect.xml 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 msgid "Sets the border [Color] of the [ReferenceRect]." msgstr "Définit la [Color] de la bordure de ce [ReferenceRect]." #: doc/classes/ReferenceRect.xml 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 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 #, fuzzy msgid "" "Captures its surroundings to create fast, accurate reflections from a given " "point." msgstr "Capture son environnement pour créer des réflexions." #: doc/classes/ReflectionProbe.xml 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 a low " "performance cost (when [member update_mode] is [constant UPDATE_ONCE]). " "[ReflectionProbe]s can be blended together and with the rest of the scene " "smoothly. [ReflectionProbe]s can also be combined with [GIProbe] and screen-" "space reflections ([member Environment.ss_reflections_enabled]) to get more " "accurate reflections in specific areas. [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 as-is.\n" "[b]Note:[/b] Unlike [GIProbe], [ReflectionProbe]s only source their " "environment from a [WorldEnvironment] node. If you specify an [Environment] " "resource within a [Camera] node, it will be ignored by the " "[ReflectionProbe]. This can lead to incorrect lighting within the " "[ReflectionProbe].\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 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.\n" "[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to " "the grid, you can rotate the [ReflectionProbe] node." msgstr "" #: doc/classes/ReflectionProbe.xml 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. To improve performance, it is best to only include " "large objects which are likely to take up a lot of space in the reflection." msgstr "" #: doc/classes/ReflectionProbe.xml 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 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.\n" "[b]Note:[/b] To better fit areas that are not aligned to the grid, you can " "rotate the [ReflectionProbe] node." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Defines the reflection intensity. Intensity modulates the strength of the " "reflection." msgstr "" "Définit l'intensité de la réflexion. L'intensité modifie l'importance de " "l'effet de réflexion." #: doc/classes/ReflectionProbe.xml msgid "" "Sets the ambient light color to be used when this probe is set to [member " "interior_enable]." msgstr "" #: doc/classes/ReflectionProbe.xml 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 msgid "" "Sets the energy multiplier for this reflection probe's ambient light " "contribution when set to [member interior_enable]." msgstr "" #: doc/classes/ReflectionProbe.xml #, fuzzy msgid "" "If [code]true[/code], reflections will ignore sky contribution. Ambient " "lighting is then controlled by the [code]interior_ambient_*[/code] " "properties." msgstr "" "Retourne la profondeur de la texture. La profondeur est la 3ème dimension " "(généralement l'axe Z)." #: doc/classes/ReflectionProbe.xml msgid "" "The maximum distance away from the [ReflectionProbe] an object can be before " "it is culled. Decrease this to improve performance, especially when using " "the [constant UPDATE_ALWAYS] [member update_mode].\n" "[b]Note:[/b] The maximum reflection distance is always at least equal to the " "[member extents]. This means that decreasing [member max_distance] will not " "always cull objects from reflections, especially if the reflection probe's " "[member extents] are already large." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Sets the origin offset to be used when this [ReflectionProbe] is in [member " "box_projection] mode. This can be set to a non-zero value to ensure a " "reflection fits a rectangle-shaped room, while reducing the amount of " "objects that \"get in the way\" of the reflection." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Sets how frequently the [ReflectionProbe] is updated. Can be [constant " "UPDATE_ONCE] or [constant UPDATE_ALWAYS]." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Update the probe once on the next frame (recommended for most objects). The " "corresponding radiance map will be generated over the following six frames. " "This takes more time to update than [constant UPDATE_ALWAYS], but it has a " "lower performance cost and can result in higher-quality reflections. The " "ReflectionProbe is updated when its transform changes, but not when nearby " "geometry changes. You can force a [ReflectionProbe] update by moving the " "[ReflectionProbe] slightly in any direction." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Update the probe every frame. This provides better results for fast-moving " "dynamic objects (such as cars). However, it has a significant performance " "cost. Due to the cost, it's recommended to only use one ReflectionProbe with " "[constant UPDATE_ALWAYS] at most per scene. For all other use cases, use " "[constant UPDATE_ONCE]." msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "Class for searching text for patterns using regular expressions." msgstr "" #: modules/regex/doc_classes/RegEx.xml 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 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 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 msgid "Returns the number of capturing groups in compiled pattern." msgstr "" #: modules/regex/doc_classes/RegEx.xml 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 msgid "Returns the original search pattern that was compiled." msgstr "Retourne le motif de recherche original qui a été compilé." #: modules/regex/doc_classes/RegEx.xml msgid "Returns whether this object has a valid search pattern assigned." msgstr "" "Retourne si cet objet à un motif de recherche valide qui lui est assigné." #: modules/regex/doc_classes/RegEx.xml 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 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 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 msgid "Contains the results of a [RegEx] search." msgstr "Contient le résultat d'une recherche avec une [RegEx]." #: modules/regex/doc_classes/RegExMatch.xml 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 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 msgid "Returns the number of capturing groups." msgstr "Retourne le nombre de groupes de capture." #: modules/regex/doc_classes/RegExMatch.xml 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 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 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 msgid "An [Array] of the match and its capturing groups." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml msgid "" "The source string used with the search pattern to find this matching result." msgstr "" #: doc/classes/RemoteTransform.xml msgid "" "RemoteTransform pushes its own [Transform] to another [Spatial] derived Node " "in the scene." msgstr "" #: doc/classes/RemoteTransform.xml 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 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 "" #: doc/classes/RemoteTransform.xml msgid "" "The [NodePath] to the remote node, relative to the RemoteTransform's " "position in the scene." msgstr "" #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's position is updated." msgstr "Si [code]true[/code], la position du nœud distant a changé." #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's rotation is updated." msgstr "Si [code]true[/code], la rotation du nœud distant a changé." #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's scale is updated." msgstr "Si [code]true[/code], la mise à l'échelle du nœud distant a changé." #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "" "If [code]true[/code], global coordinates are used. If [code]false[/code], " "local coordinates are used." msgstr "" "Si [code]true[/code], les coordonnées globales sont utilisées. Si " "[code]false[/code], ce sont les locales." #: doc/classes/RemoteTransform2D.xml msgid "" "RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] " "derived Node in the scene." msgstr "" "RemoteTransform2D utilise sa propre [Transform2D] pour un autre nœud " "héritant de [CanvasItem] dans la scène." #: doc/classes/RemoteTransform2D.xml 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 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 msgid "" "The [NodePath] to the remote node, relative to the RemoteTransform2D's " "position in the scene." msgstr "" "Le [NodePath] du nœud distant, relatif à la position du RemoteTransform2D " "dans la scène." #: doc/classes/Resource.xml msgid "Base class for all resources." msgstr "Classe de base pour toutes les ressources." #: doc/classes/Resource.xml 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 msgid "Resources" msgstr "Ressources" #: doc/classes/Resource.xml msgid "" "Virtual function which can be overridden to customize the behavior value of " "[method setup_local_to_scene]." msgstr "" #: doc/classes/Resource.xml 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 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 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 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 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 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 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 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 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 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 msgid "Loads a specific resource type from a file." msgstr "Charge un type de ressource spécifique depuis un fichier." #: doc/classes/ResourceFormatLoader.xml 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 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 msgid "Gets the list of extensions for files this loader is able to read." msgstr "" "Retourne la liste des extensions des fichiers que ce chargeur peut lire." #: doc/classes/ResourceFormatLoader.xml 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 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 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 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 msgid "Saves a specific resource type to a file." msgstr "Enregistre un type de ressource spécifique dans un fichier." #: doc/classes/ResourceFormatSaver.xml 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 msgid "" "Returns the list of extensions available for saving the resource object, " "provided it is recognized (see [method recognize])." msgstr "" #: doc/classes/ResourceFormatSaver.xml msgid "Returns whether the given resource object can be saved by this saver." msgstr "" "Retourne quand une ressource donnée peut être enregistrée par ce " "enregistreur." #: doc/classes/ResourceFormatSaver.xml 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 #, fuzzy msgid "Base class for the implementation of core resource importers." msgstr "Classe de base pour une implémentation d’interface AR / VR." #: doc/classes/ResourceImporter.xml 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 msgid "Import plugins" msgstr "Importer des plugins" #: doc/classes/ResourceImporter.xml #, fuzzy msgid "The default import order." msgstr "La police par défaut du thème." #: doc/classes/ResourceImporter.xml 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 msgid "Interactive [Resource] loader." msgstr "Le chargeur de [Resource] interactif." #: doc/classes/ResourceInteractiveLoader.xml 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 #, fuzzy msgid "" "Returns the loaded resource if the load operation completed successfully, " "[code]null[/code] otherwise." msgstr "" "Retourne [code]true[/code] si la chaîne de caractères commence par la chaîne " "de caractères donnée, ou [code]false[/code] le cas échéant." #: doc/classes/ResourceInteractiveLoader.xml msgid "" "Returns the load stage. The total amount of stages can be queried with " "[method get_stage_count]." msgstr "" #: doc/classes/ResourceInteractiveLoader.xml msgid "" "Returns the total amount of stages (calls to [method poll]) needed to " "completely load this resource." msgstr "" #: doc/classes/ResourceInteractiveLoader.xml 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 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 msgid "Singleton used to load resource files." msgstr "" #: doc/classes/ResourceLoader.xml 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 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 msgid "" "Returns the dependencies for the resource at the given [code]path[/code]." msgstr "" "Retourne les dépendances pour la ressource au chemin [code]path[/code] " "spécifié." #: doc/classes/ResourceLoader.xml msgid "Returns the list of recognized extensions for a resource type." msgstr "Retourne la liste des extensions reconnues pour ce type de ressource." #: doc/classes/ResourceLoader.xml msgid "" "[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead." msgstr "" "[i]Méthode obsolète.[/i] Utilisez plutôt [method has_cached] ou [method " "exists]." #: doc/classes/ResourceLoader.xml 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 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 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 msgid "" "Changes the behavior on missing sub-resources. The default behavior is to " "abort loading." msgstr "" "Change le comportement pour les sous-ressources manquantes. Le comportement " "par défaut est d'annuler le chargement." #: doc/classes/ResourcePreloader.xml msgid "Resource Preloader Node." msgstr "Nœud de préchargement des ressources." #: doc/classes/ResourcePreloader.xml 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 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 msgid "Returns the resource associated to [code]name[/code]." msgstr "" #: doc/classes/ResourcePreloader.xml msgid "Returns the list of resources inside the preloader." msgstr "Retourne la liste des ressources actuellement dans le preloader." #: doc/classes/ResourcePreloader.xml msgid "" "Returns [code]true[/code] if the preloader contains a resource associated to " "[code]name[/code]." msgstr "" "Retourne [code]true[/code] si le pré-chargeur contient une ressource " "associée avec [code]name[/code]." #: doc/classes/ResourcePreloader.xml msgid "" "Removes the resource associated to [code]name[/code] from the preloader." msgstr "Retire la ressource associée à [code]name[/code] de ce pré-chargeur." #: doc/classes/ResourcePreloader.xml msgid "" "Renames a resource inside the preloader from [code]name[/code] to " "[code]newname[/code]." msgstr "" "Renomme une ressource dans le pré-chargeur de [code]name[/code] en " "[code]newname[/code]." #: doc/classes/ResourceSaver.xml msgid "Singleton for saving Godot-specific resource types." msgstr "" #: doc/classes/ResourceSaver.xml 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 msgid "" "Returns the list of extensions available for saving a resource of a given " "type." msgstr "" "Retourne la liste des extensions possibles pour enregistrer une ressource de " "ce type." #: doc/classes/ResourceSaver.xml 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 msgid "Save the resource with a path relative to the scene which uses it." msgstr "" "Enregistre la ressource avec un chemin relatif à la scène qui l'utilise." #: doc/classes/ResourceSaver.xml msgid "Bundles external resources." msgstr "Regroupe les ressources externes." #: doc/classes/ResourceSaver.xml msgid "" "Changes the [member Resource.resource_path] of the saved resource to match " "its new location." msgstr "" "Change le chemin [member Resource.resource_path] de la ressource enregistrée " "pour correspondre à son nouvel emplacement." #: doc/classes/ResourceSaver.xml msgid "" "Do not save editor-specific metadata (identified by their [code]__editor[/" "code] prefix)." msgstr "" "Ne sauvegarde pas les méta-données spécifiques à l'éditeur (commençant par " "[code]__editor[/code])." #: doc/classes/ResourceSaver.xml msgid "Save as big endian (see [member File.endian_swap])." msgstr "" #: doc/classes/ResourceSaver.xml msgid "" "Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only " "available for binary resource types." msgstr "" "Compresse la ressource quand elle est enregistrée avec [constant File." "COMPRESSION_ZSTD]. Seulement disponible pour les ressources de type binaire." #: doc/classes/ResourceSaver.xml msgid "" "Take over the paths of the saved subresources (see [method Resource." "take_over_path])." msgstr "" #: doc/classes/RichTextEffect.xml msgid "A custom effect for use with [RichTextLabel]." msgstr "Un effet personnalisé à utilisé avec les [RichTextLabel]." #: doc/classes/RichTextEffect.xml 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 "" "Un effet personnalisé à utiliser avec les [RichTextLabel].\n" "[b]Note :[/b] Pour qu'un [RichTextEffect] soit utilisable, un marqueur " "BBCode doit être définit sous forme de variable de membre nommée " "[code]bbcode[/code] dans le script.\n" "[codeblock]\n" "# Le RichTextEffect sera utilisable avec : `[exemple]Some text[/exemple]`\n" "var bbcode = \"exemple\"\n" "[/codeblock]\n" "[b]Note :[/b] Dès qu'un [RichTextLabel] contient au moins un " "[RichTextEffect], il mettre à jour l'effet en permanence tant que le projet " "ne sera pas mis en pause. Ceci pour avoir un impact important sur " "l'autonomie de la batterie." #: doc/classes/RichTextEffect.xml 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 "" "Surchargez cette méthode pour modifier les propriétés de [code]char_fx[/" "code]. Cette méthode doit retourner [code]true[/code] si le caractère peut " "être transformé avec succès. Si la méthode retourne [code]false[/code], " "l'effet sera ignoré pour éviter de mal afficher le texte." #: doc/classes/RichTextLabel.xml msgid "Label that displays rich text." msgstr "Étiquette qui affiche du texte enrichi." #: doc/classes/RichTextLabel.xml 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 "" "Les textes riches peuvent contenir des textes personnalisées, des polices, " "des images et une mise en page basique. Le label gère ce contenu dans une " "pile interne de marqueurs. Il peut aussi s'adapter à la taille donnée.\n" "[b]Note :[/b] Les assignations à [member bbcode_text] efface la pile des " "marqueurs et la reconstruit à partir du contenu de cette propriété. Chaque " "modification fait à [member bbcode_text] effacera les modifications " "précédents faites depuis une autre source manuelle comme [method " "append_bbcode] et les méthodes [code]push_*[/code] / [method pop].\n" "[b]Note :[/b] RichTextLabel ne supporte pas les marqueurs intriqués. par " "exemple, au lieu d'utiliser [code][b]bold[i]bold italic[/b]italic[/i][/" "code], utilisez [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code].\n" "[b]Note :[/b] Les méthodes [code]push_*/pop[/code] ne modifie pas le " "BBCode.\n" "[b]Note :[/b] Contrairement à [Label], RichTextLabel n'a pas de " "[i]propriété[/i] pour aligner le texte horizontalement au center. Utilisez " "plutôt [member bbcode_enabled] et entourez le texte du marqueur [code]" "[center][/code] comme suit : [code][center]Exemple[/center][/code]. Il n'y a " "actuellement aucun moyen intégré pour aligner verticalement le texte non " "plus, mais il est possible de le faire avec les ancres/conteneurs et la " "propriété [member fit_content_height].\n" "[b]Note :[/b] Les caractères Unicode après [code]0xffff[/code] (comme les " "émojis) [i]ne sont pas[/i] supportés sous Windows. Il sera affiché des " "caractères inconnus à la place. Ça sera corrigé dans Godot 4.0." #: doc/classes/RichTextLabel.xml msgid "BBCode in RichTextLabel" msgstr "BBCode dans RichTextLabel" #: doc/classes/RichTextLabel.xml msgid "GUI Rich Text/BBcode Demo" msgstr "" #: doc/classes/RichTextLabel.xml 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 "" "Ajoute le marqueur ouvrant et fermant d'image à la pile des marqueurs, avec " "la possibilité de spécifier la largeur [code]width[/code] et la hauteur " "[code]height[/code] pour redimensionner l'image.\n" "Si [code]width[/code] ou [code]height[/code] est à 0, la taille de l'image " "sera ajustée pour garder sont aspect original." #: doc/classes/RichTextLabel.xml msgid "Adds raw non-BBCode-parsed text to the tag stack." msgstr "" "Ajoute du texte BBCode brut (non interprété) dans le pile des marqueurs." #: doc/classes/RichTextLabel.xml msgid "" "Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\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].\n" "[b]Note:[/b] This method internals' can't possibly fail, but an error code " "is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Clears the tag stack and sets [member bbcode_text] to an empty string." msgstr "" "Efface la pile des marqueurs et définit [member bbcode_text] avec un texte " "vide." #: doc/classes/RichTextLabel.xml msgid "Returns the height of the content." msgstr "Retourne la hauteur du contenu." #: doc/classes/RichTextLabel.xml 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 #, fuzzy msgid "Returns the current selection text. Does not include BBCodes." msgstr "Retourne le numéro de la ligne actuelle." #: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." msgstr "" "Retourne le nombre total de caractères des marqueurs de texte. N'inclus pas " "les BBCode." #: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "Renvoie le nombre de lignes visibles." #: doc/classes/RichTextLabel.xml msgid "" "Installs a custom effect. [code]effect[/code] should be a valid " "[RichTextEffect]." msgstr "" "Installe une effet personnalisé. [code]effect[/code] doit être un " "[RichTextEffect] valide." #: doc/classes/RichTextLabel.xml msgid "Adds a newline tag to the tag stack." msgstr "Ajouter un marqueur de retour à la ligne dans la pile des marqueurs." #: doc/classes/RichTextLabel.xml msgid "" "The assignment version of [method append_bbcode]. Clears the tag stack and " "inserts the new content.\n" "[b]Note:[/b] This method internals' can't possibly fail, but an error code " "is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Parses BBCode parameter [code]expressions[/code] into a dictionary." msgstr "" "Interprète le paramètre BBCode [code]expressions[/code] dans un dictionnaire." #: doc/classes/RichTextLabel.xml 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 msgid "" "Adds an [code][align][/code] tag based on the given [code]align[/code] " "value. See [enum Align] for possible values." msgstr "" "Ajoute un marqueur [code][align][/code] basé sur l'alignement [code]align[/" "code] spécifiée. Voir [enum Align] pour les valeurs possibles." #: doc/classes/RichTextLabel.xml 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 msgid "" "Adds a [code][font][/code] tag with a bold italics font to the tag stack." msgstr "" "Ajouter un marqueur [code][font][/code] avec une police italique gras dans " "la pile des marqueurs." #: doc/classes/RichTextLabel.xml msgid "" "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 msgid "Adds a [code][color][/code] tag to the tag stack." msgstr "Ajouter un marqueur [code][color][/code] dans la pile des marqueurs." #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for " "its duration." msgstr "" "Ajouter un marqueur [code][font][/code] dans la pile des marqueurs. Est " "utilisé à la place de la police par défaut tant que le marqueur est ouvert." #: doc/classes/RichTextLabel.xml msgid "" "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 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 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 "" "Ajoute un marqueur [code][list[/code] dans la pile des marqueurs. Similaire " "à [code][ol][/code] ou [code][ul][/code], mais support plus de types de " "liste. Pas entièrement implémenté !" #: doc/classes/RichTextLabel.xml msgid "" "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 msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack." msgstr "" "Ajoute un marqueur [code][font][/code] avec une police monospace dans la " "pile des marqueurs." #: doc/classes/RichTextLabel.xml msgid "Adds a [code][font][/code] tag with a normal font to the tag stack." msgstr "" "Ajoute un marqueur [code][font][/code] avec une police normale dans la pile " "des marqueurs." #: doc/classes/RichTextLabel.xml msgid "Adds a [code][s][/code] tag to the tag stack." msgstr "Ajoute un marqueur [code][s][/code] dans la pile des marqueurs." #: doc/classes/RichTextLabel.xml msgid "Adds a [code][table=columns][/code] tag to the tag stack." msgstr "" "Ajoute un marqueur [code][table=columns][/code] dans la pile des marqueurs." #: doc/classes/RichTextLabel.xml msgid "Adds a [code][u][/code] tag to the tag stack." msgstr "Ajoute un marqueur [code][u][/code] dans la pile des marqueurs." #: doc/classes/RichTextLabel.xml 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 msgid "Scrolls the window's top line to match [code]line[/code]." msgstr "" "Fait défiler la ligne supérieure de la fenêtre pour correspondre à " "[code]line[/code]." #: doc/classes/RichTextLabel.xml 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 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 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. It will also erase " "all BBCode that was added to stack using [code]push_*[/code] methods. 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 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 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 msgid "" "If [code]true[/code], the label underlines meta tags such as [code][url]" "{text}[/url][/code]." msgstr "" "Si [code]true[/code], le label souligne les marqueurs de méta-donnée comme " "[code][url]{text}[/url][/code]." #: doc/classes/RichTextLabel.xml msgid "If [code]true[/code], the label uses the custom font color." msgstr "" "Si [code]true[/code], le label utilise une couleur personnalisée pour la " "couleur de la police." #: doc/classes/RichTextLabel.xml 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 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 msgid "" "If [code]true[/code], the window scrolls down to display new content " "automatically." msgstr "" "Si [code]true[/code], la fenêtre descend/remonte automatiquement pour " "afficher le nouveau contenu." #: doc/classes/RichTextLabel.xml msgid "If [code]true[/code], the label allows text selection." msgstr "Si [code]true[/code], le label autorise la sélection du texte." #: doc/classes/RichTextLabel.xml 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 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 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 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 msgid "Triggers when the mouse exits a meta tag." msgstr "Se déclenche lorsque la souris sort d'une méta-marqueur." #: doc/classes/RichTextLabel.xml msgid "Triggers when the mouse enters a meta tag." msgstr "Se déclenche lorsque la souris entre dans un méta-marqueur." #: doc/classes/RichTextLabel.xml msgid "Makes text left aligned." msgstr "Aligne le texte à gauche." #: doc/classes/RichTextLabel.xml msgid "Makes text centered." msgstr "Centre le texte." #: doc/classes/RichTextLabel.xml msgid "Makes text right aligned." msgstr "Aligne le texte à droite." #: doc/classes/RichTextLabel.xml msgid "Makes text fill width." msgstr "Rempli le texte en largeur." #: doc/classes/RichTextLabel.xml msgid "Each list item has a number marker." msgstr "Chaque élément de la liste à un chiffre comme marqueur." #: doc/classes/RichTextLabel.xml msgid "Each list item has a letter marker." msgstr "Chaque élément de la liste à une lettre comme marqueur." #: doc/classes/RichTextLabel.xml msgid "Each list item has a filled circle marker." msgstr "Chaque élément de liste a un marqueur de cercle rempli." #: doc/classes/RichTextLabel.xml msgid "The default text color." msgstr "La couleur par défaut du texte." #: doc/classes/RichTextLabel.xml msgid "" "The color of selected text, used when [member selection_enabled] is " "[code]true[/code]." msgstr "" "La couleur du texte sélectionné, utilisé quand [member selection_enabled] " "est [code]true[/code]." #: doc/classes/RichTextLabel.xml msgid "The color of the font's shadow." msgstr "La couleur de l'ombre de la police." #: doc/classes/RichTextLabel.xml msgid "The color of the selection box." msgstr "La couleur de la boîte de sélection." #: doc/classes/RichTextLabel.xml msgid "The vertical space between lines." msgstr "L'espace vertical entre les lignes." #: doc/classes/RichTextLabel.xml 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 msgid "The horizontal offset of the font's shadow." msgstr "Le décalage horizontal pour l'ombre de la police." #: doc/classes/RichTextLabel.xml msgid "The vertical offset of the font's shadow." msgstr "Le décalage vertical pour l'ombre de la police." #: doc/classes/RichTextLabel.xml msgid "The horizontal separation of elements in a table." msgstr "La séparation horizontale des éléments dans un tableau." #: doc/classes/RichTextLabel.xml msgid "The vertical separation of elements in a table." msgstr "La séparation verticale des éléments dans un tableau." #: doc/classes/RichTextLabel.xml msgid "The font used for bold text." msgstr "La police utilisée pour le texte en gras." #: doc/classes/RichTextLabel.xml msgid "The font used for bold italics text." msgstr "La police utilisée pour les textes italiques gras." #: doc/classes/RichTextLabel.xml msgid "The font used for italics text." msgstr "La police utilisée pour le texte en italique." #: doc/classes/RichTextLabel.xml msgid "The font used for monospace text." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The default text font." msgstr "La police par défaut du texte." #: doc/classes/RichTextLabel.xml #, fuzzy msgid "The background used when the [RichTextLabel] is focused." msgstr "L'arrière-plan utilisé quand le [RichTextLabel] a le focus." #: doc/classes/RichTextLabel.xml msgid "The normal background for the [RichTextLabel]." msgstr "L'arrière-plan normal du [RichTextLabel]." #: doc/classes/RID.xml msgid "Handle for a [Resource]'s unique ID." msgstr "" #: doc/classes/RID.xml 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 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 msgid "Returns the ID of the referenced resource." msgstr "Retourne l'identifiant de la ressource référencée." #: doc/classes/RigidBody.xml msgid "" "Physics Body whose position is determined through physics simulation in 3D " "space." msgstr "" #: doc/classes/RigidBody.xml 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 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 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 "" "Ajouter un force directionnelle constante (une accélération) sans affecter " "la rotation.\n" "C'est équivalent à [code]add_force(force, Vector3(0,0,0))[/code]." #: doc/classes/RigidBody.xml 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 msgid "" "Adds a constant rotational force (i.e. a motor) without affecting position." msgstr "" "Ajoute une force rotationnelle (par ex. un moteur) constante sans affecter " "la position." #: doc/classes/RigidBody.xml msgid "" "Applies a directional impulse without affecting rotation.\n" "This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]." msgstr "" "Appliquer un impulsion directionnelle sans affecter la rotation.\n" "C'est équivalent à [code]apply_impulse(Vector3(0,0,0), impulse)[/code]." #: doc/classes/RigidBody.xml msgid "" "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 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 msgid "" "Returns [code]true[/code] if the specified linear or rotational axis is " "locked." msgstr "" "Retourne [code]true[/code] si l'axe linéaire ou de rotation spécifié est " "verrouillé." #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml 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 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 msgid "Locks the specified linear or rotational axis." msgstr "Verrouille l'axe linéaire et de rotation spécifié." #: doc/classes/RigidBody.xml msgid "" "Damps RigidBody's rotational forces. If this value is different from -1.0 it " "will be added to any linear damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the X axis." msgstr "Verrouillez la rotation du corps dans l’axe X." #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the Y axis." msgstr "Verrouillez la rotation du corps dans l’axe Y." #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the Z axis." msgstr "Verrouillez la rotation du corps dans l’axe Z." #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the X axis." msgstr "Verrouillez le mouvement du corps dans l’axe X." #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the Y axis." msgstr "Verrouillez le mouvement du corps dans l’axe Y." #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the Z axis." msgstr "Verrouillez le mouvement du corps dans l’axe Z." #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml #: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml 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 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 msgid "" "If [code]true[/code], the RigidBody will emit signals when it collides with " "another RigidBody. See also [member contacts_reported]." msgstr "" #: doc/classes/RigidBody.xml 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 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 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 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 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 msgid "" "The body's linear damp. Cannot be less than -1.0. If this value is different " "from -1.0 it will be added to any linear damp derived from the world or " "areas.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" #: doc/classes/RigidBody.xml 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 doc/classes/RigidBody2D.xml msgid "The body's mass." msgstr "La masse du corps." #: doc/classes/RigidBody.xml msgid "The body mode. See [enum Mode] for possible values." msgstr "Le mode du corps. Voir [enum Mode] pour les valeurs possibles." #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml #: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml 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 doc/classes/RigidBody2D.xml 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 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 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 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 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 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 doc/classes/RigidBody2D.xml 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 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 msgid "" "Static mode. The body behaves like a [StaticBody], and can only move by user " "code." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Character body mode. This behaves like a rigid body, but can not rotate." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Kinematic body mode. The body behaves like a [KinematicBody], and can only " "move by user code." msgstr "" #: doc/classes/RigidBody2D.xml msgid "A body that is controlled by the 2D physics engine." msgstr "Le corps qui est contrôlé par le moteur physique 2D." #: doc/classes/RigidBody2D.xml 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 msgid "2D Physics Platformer Demo" msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/Sprite.xml msgid "Instancing Demo" msgstr "Démo des instanciations" #: doc/classes/RigidBody2D.xml 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 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 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 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 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]. If greater than [code]-1[/code] it will be " "added to the default project value.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" #: doc/classes/RigidBody2D.xml msgid "The body's total applied force." msgstr "La force appliquée totale du corps." #: doc/classes/RigidBody2D.xml #, fuzzy msgid "The body's total applied torque." msgstr "La force appliquée totale du corps." #: doc/classes/RigidBody2D.xml 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 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 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 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 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 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 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 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 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]. If greater than [code]-1[/code] it will be added to the " "default project value.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" #: doc/classes/RigidBody2D.xml 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 msgid "The body's mode. See [enum Mode] for possible values." msgstr "Le mode du corps. Voir [enum Mode] pour les valeurs possibles." #: doc/classes/RigidBody2D.xml 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 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 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 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 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 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 msgid "Static mode. The body behaves like a [StaticBody2D] and does not move." msgstr "" "Le mode statique. Le corps se comporte comme un [StaticBody2D] et ne bouge " "pas." #: doc/classes/RigidBody2D.xml msgid "" "Character mode. Similar to [constant MODE_RIGID], but the body can not " "rotate." msgstr "" "Le mode caractère. Similaire à [constant MODE_RIGID], mais le corps ne peut " "pas pivoter." #: doc/classes/RigidBody2D.xml msgid "" "Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved " "by code." msgstr "" "Le mode cinématique. Le corps se comporte comme un [KinematicBody2D], et " "doit être déplacé par le code." #: doc/classes/RigidBody2D.xml 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 msgid "" "Continuous collision detection enabled using raycasting. This is faster than " "shapecasting but less precise." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Continuous collision detection enabled using shapecasting. This is the " "slowest CCD method and the most precise." msgstr "" #: doc/classes/Room.xml msgid "Room node, used to group objects together locally for [Portal] culling." msgstr "" #: doc/classes/Room.xml 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 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 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 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 msgid "Groups [Room]s together to allow common functionality." msgstr "" "Regroupe les [Room] ensemble pour autoriser des fonctionnalités communes." #: doc/classes/RoomGroup.xml msgid "" "Although [Room] behavior 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 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 msgid "The RoomManager node is used to control the portal culling system." msgstr "" #: doc/classes/RoomManager.xml 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 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 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 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 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 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 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 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 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 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 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 behavior 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 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 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 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 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 msgid "Shows the [Portal] margins when the portal gizmo is used in the editor." msgstr "" #: doc/classes/RoomManager.xml 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 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 msgid "" "Use a combination of PVS and [Portal]s to determine visibility (this is " "usually fastest and most accurate)." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Use only the PVS (potentially visible set) of [Room]s to determine " "visibility." msgstr "" #: doc/classes/RootMotionView.xml msgid "Editor-only helper for setting up root motion in [AnimationTree]." msgstr "" #: doc/classes/RootMotionView.xml 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 msgid "Using AnimationTree - Root motion" msgstr "" #: doc/classes/RootMotionView.xml msgid "Path to an [AnimationTree] node to use as a basis for root motion." msgstr "" #: doc/classes/RootMotionView.xml #, fuzzy msgid "The grid's cell size in 3D units." msgstr "La taille de cellule du TileMap." #: doc/classes/RootMotionView.xml msgid "The grid's color." msgstr "La couleur de la grille." #: doc/classes/RootMotionView.xml 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 #, fuzzy 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 "" "Si [code]true[/code], l’état de la clé est pressé. Si [code]false[/code], " "l’état de la clé est libéré." #: doc/classes/SceneState.xml msgid "A script interface to a scene file's data." msgstr "Une interface de script pour les données d'un fichier de scène." #: doc/classes/SceneState.xml 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 msgid "" "Returns the list of bound parameters for the signal at [code]idx[/code]." msgstr "" "Retourne la liste des paramètres spécifiés pour le signal à la position " "[code]idx[/code]." #: doc/classes/SceneState.xml 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 msgid "" "Returns the connection flags for the signal at [code]idx[/code]. See [enum " "Object.ConnectFlags] constants." msgstr "" "Retourne les drapeaux de connexion pour le signal à la position [code]idx[/" "code]. Voir [enum Object.ConnectFlags] pour les constantes." #: doc/classes/SceneState.xml msgid "Returns the method connected to the signal at [code]idx[/code]." msgstr "Retourne la méthode connecté au signal à [code]idx[/code]." #: doc/classes/SceneState.xml msgid "Returns the name of the signal at [code]idx[/code]." msgstr "Retourne le nom du signal à [code]idx[/code]." #: doc/classes/SceneState.xml msgid "" "Returns the path to the node that owns the signal at [code]idx[/code], " "relative to the root node." msgstr "" "Retourne le chemin du nœud qui est propriétaire du signal à l'index " "[code]idx[/code], relatif au nœud racine." #: doc/classes/SceneState.xml 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 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 msgid "" "Returns the list of group names associated with the node at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml 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 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 msgid "" "Returns the path to the represented scene file if the node at [code]idx[/" "code] is an [InstancePlaceholder]." msgstr "" "Retourne le chemin du fichier de la scène représentée si le nœud à la " "position [code]idx[/code] est un [InstancePlaceholder]." #: doc/classes/SceneState.xml msgid "Returns the name of the node at [code]idx[/code]." msgstr "Retourne le nom du nœud à [code]idx[/code]." #: doc/classes/SceneState.xml msgid "" "Returns the path to the owner of the node at [code]idx[/code], relative to " "the root node." msgstr "" "Retourne le chemin du propriétaire du nœud à la position [code]idx[/code], " "relatif au nœud racine." #: doc/classes/SceneState.xml 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 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 msgid "" "Returns the name of the property at [code]prop_idx[/code] for the node at " "[code]idx[/code]." msgstr "" "Retourne le nom de la propriété à [code]prop_idx[/code] pour le nœud à " "[code]idx[/code]." #: doc/classes/SceneState.xml msgid "" "Returns the value of the property at [code]prop_idx[/code] for the node at " "[code]idx[/code]." msgstr "" "Retourne le valeur de la propriété à [code]prop_idx[/code] pour le nœud à " "[code]idx[/code]." #: doc/classes/SceneState.xml msgid "Returns the type of the node at [code]idx[/code]." msgstr "Retourne le type du nœud à [code]idx[/code]." #: doc/classes/SceneState.xml msgid "" "Returns [code]true[/code] if the node at [code]idx[/code] is an " "[InstancePlaceholder]." msgstr "" "Retourne [code]true[/code] si le nœud à la position [code]idx[/code] est un " "[InstancePlaceholder]." #: doc/classes/SceneState.xml msgid "" "If passed to [method PackedScene.instance], blocks edits to the scene state." msgstr "" "Si passé à [method PackedScene.instance], empêche les modifications de la " "scène." #: doc/classes/SceneState.xml 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 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/SceneState.xml msgid "" "If passed to [method PackedScene.instance], it's similar to [constant " "GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated " "to be the base of another one.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" #: doc/classes/SceneTree.xml msgid "Manages the game loop via a hierarchy of nodes." msgstr "" #: doc/classes/SceneTree.xml 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 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 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 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 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 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 msgid "Creates and returns a new [SceneTreeTween]." msgstr "Crée et retourne un nouvel [SceneTreeTween]." #: doc/classes/SceneTree.xml msgid "" "Returns the current frame number, i.e. the total frame count since the " "application started." msgstr "" "Retourne le numéro de la trame actuelle, c'est-à-dire le nombre de trames " "depuis le lancement de l'application." #: doc/classes/SceneTree.xml msgid "" "Returns the peer IDs of all connected peers of this [SceneTree]'s [member " "network_peer]." msgstr "" "Retourne les identifiants de tous les pairs connectés au [member " "network_peer] de ce [SceneTree]." #: doc/classes/SceneTree.xml msgid "Returns the unique peer ID of this [SceneTree]'s [member network_peer]." msgstr "" "Retourne l'identifiant unique de ce pair [member network_peer] de ce " "[SceneTree]." #: doc/classes/SceneTree.xml msgid "Returns the number of nodes in this [SceneTree]." msgstr "Retourne le nombre de nœuds dans ce [SceneTree]." #: doc/classes/SceneTree.xml msgid "Returns a list of all nodes assigned to the given group." msgstr "Retourne la liste de tous les nœuds associés au groupe spécifié." #: doc/classes/SceneTree.xml msgid "" "Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] " "(both running and paused)." msgstr "" #: doc/classes/SceneTree.xml msgid "Returns the sender's peer ID for the most recently received RPC call." msgstr "" #: doc/classes/SceneTree.xml msgid "Returns [code]true[/code] if the given group exists." msgstr "Retourne [code]true[/code] si le groupe donné existe." #: doc/classes/SceneTree.xml msgid "" "Returns [code]true[/code] if the most recent [InputEvent] was marked as " "handled with [method set_input_as_handled]." msgstr "" "Retourne [code]true[/code] si le plus récent [InputEvent] a été marqué comme " "traité avec [method set_input_as_handled]." #: doc/classes/SceneTree.xml msgid "" "Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in " "server mode (listening for connections)." msgstr "" "Retourne [code]true[/code] si ce [member network_peer] du [SceneTree] est en " "mode serveur (attend les connexions)." #: doc/classes/SceneTree.xml msgid "Sends the given notification to all members of the [code]group[/code]." msgstr "" "Émet la notification donnée à tous les membres de ce [code]group[/code]." #: doc/classes/SceneTree.xml msgid "" "Sends the given notification to all members of the [code]group[/code], " "respecting the given [enum GroupCallFlags]." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Queues the given object for deletion, delaying the call to [method Object." "free] to after the current frame." msgstr "" "Marque l'objet donné pour être supprimé, l'appel [method Object.free] se " "fera après la trame actuelle." #: doc/classes/SceneTree.xml 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 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 msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group." msgstr "" "Définit la propriété [code]property[/code] spécifiée à la valeur " "[code]value[/code] pour tous les membres du groupe donné." #: doc/classes/SceneTree.xml 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 msgid "Marks the most recent [InputEvent] as handled." msgstr "Marque le plus récent [InputEvent] comme consommé." #: doc/classes/SceneTree.xml msgid "" "Configures screen stretching to the given [enum StretchMode], [enum " "StretchAspect], minimum size and [code]scale[/code]." msgstr "" #: doc/classes/SceneTree.xml #, fuzzy msgid "" "If [code]true[/code], the application automatically accepts quitting.\n" "For mobile platforms, see [member quit_on_go_back]." msgstr "" "Si [code]true[/code], l'application accepte automatiquement de se fermer. " "Activé par défaut.\n" "Pour les plateformes mobiles, voir [method set_quit_on_go_back]." #: doc/classes/SceneTree.xml msgid "The current scene." msgstr "La scène actuelle." #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], collision shapes will be visible when running the game " "from the editor for debugging purposes." msgstr "" "Si [code]true[/code], les formes des collisions seront visibles lors du " "lancement du jeu depuis l'éditeur pour aider au débogage." #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], navigation polygons will be visible when running the " "game from the editor for debugging purposes." msgstr "" "Si [code]true[/code], les polygones de navigation seront visibles lors du " "lancement du jeu depuis l'éditeur pour aider au débogage." #: doc/classes/SceneTree.xml msgid "The root of the edited scene." msgstr "La racine de la scène éditée." #: doc/classes/SceneTree.xml msgid "The default [MultiplayerAPI] instance for this [SceneTree]." msgstr "L'instance [MultiplayerAPI] par défaut pour ce [SceneTree]." #: doc/classes/SceneTree.xml 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 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 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 msgid "" "Although physics interpolation would normally be globally turned on and off " "using [member ProjectSettings.physics/common/physics_interpolation], this " "property allows control over interpolation at runtime." msgstr "" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], the application quits automatically on going back (e." "g. on Android).\n" "To handle 'Go Back' button when this option is disabled, use [constant " "MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]." msgstr "" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new " "incoming connections." msgstr "" "Si [code]true[/code], le pair [member network_peer] de ce [SceneTree] refuse " "les nouvelles connexions entrantes." #: doc/classes/SceneTree.xml #, fuzzy msgid "The [SceneTree]'s root [Viewport]." msgstr "La [Window] racine de [SceneTree]." #: doc/classes/SceneTree.xml 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 msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] successfully " "connected to a server. Only emitted on clients." msgstr "" #: doc/classes/SceneTree.xml 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 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 #, fuzzy msgid "Emitted whenever global menu item is clicked." msgstr "Émis lorsqu’un élément est sélectionné." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " "the [SceneTree]." msgstr "" "Émis immédiatement avant que [method Node._process] soit appelé sur chaque " "nœud de [SceneTree]." #: doc/classes/SceneTree.xml 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 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 msgid "Emitted whenever a node is added to the [SceneTree]." msgstr "Émit quand un nœud est ajouté au [SceneTree]." #: doc/classes/SceneTree.xml msgid "" "Emitted when a node's configuration changed. Only emitted in [code]tool[/" "code] mode." msgstr "" "Émis quand la configuration du nœud a changé. Uniquement en mode [code]tool[/" "code]." #: doc/classes/SceneTree.xml msgid "Emitted whenever a node is removed from the [SceneTree]." msgstr "Émit quand un nœud est retiré du [SceneTree]." #: doc/classes/SceneTree.xml #, fuzzy msgid "Emitted whenever a node is renamed." msgstr "Émis chaque fois qu’un nœud est renommé." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " "node in the [SceneTree]." msgstr "" "Émis juste avant que [method Node._physics_process] soit appelé pour chaque " "nœud du [SceneTree]." #: doc/classes/SceneTree.xml msgid "" "Emitted when the screen resolution (fullscreen) or window size (windowed) " "changes." msgstr "" "Émis quand la résolution de l'écran (en plein écran) ou la taille de la " "fenêtre change." #: doc/classes/SceneTree.xml msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] disconnected from " "server. Only emitted on clients." msgstr "" "Émis quand ce [member network_peer] du [SceneTree] se déconnecte du serveur. " "Seulement émis vers les clients." #: doc/classes/SceneTree.xml msgid "" "Emitted whenever the [SceneTree] hierarchy changed (children being moved or " "renamed, etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "Call a group with no flags (default)." msgstr "Appelle un groupe sans drapeau (la valeur par défaut)." #: doc/classes/SceneTree.xml msgid "Call a group in reverse scene order." msgstr "Appelle un groupe dans l'ordre inversé de la scène." #: doc/classes/SceneTree.xml msgid "Call a group immediately (calls are normally made on idle)." msgstr "Appelle un groupe immédiatement (au lieu de le faire durant le repos)." #: doc/classes/SceneTree.xml msgid "Call a group only once even if the call is executed many times." msgstr "" "Appelle un groupe une seule fois même si l'appel a était fait plusieurs fois." #: doc/classes/SceneTree.xml msgid "No stretching." msgstr "Aucun étirement." #: doc/classes/SceneTree.xml msgid "Render stretching in higher resolution (interpolated)." msgstr "Le rendu est étiré (interpolé) pour les résolutions plus grandes." #: doc/classes/SceneTree.xml msgid "" "Keep the specified display resolution. No interpolation. Content may appear " "pixelated." msgstr "" "Garde la résolution d'affichage spécifié, sans interpolation. Le contenu " "peut apparaitre pixelisé." #: doc/classes/SceneTree.xml msgid "" "Fill the window with the content stretched to cover excessive space. Content " "may appear stretched." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Retain the same aspect ratio by padding with black bars on either axis. This " "prevents distortion." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Expand vertically. Left/right black bars may appear if the window is too " "wide." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Expand horizontally. Top/bottom black bars may appear if the window is too " "tall." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Expand in both directions, retaining the same aspect ratio. This prevents " "distortion while avoiding black bars." msgstr "" #: doc/classes/SceneTreeTimer.xml msgid "One-shot timer." msgstr "Minuteur à un coup." #: doc/classes/SceneTreeTimer.xml 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 msgid "The time remaining (in seconds)." msgstr "Le temps restant (en secondes)." #: doc/classes/SceneTreeTimer.xml doc/classes/Timer.xml #, fuzzy msgid "Emitted when the timer reaches 0." msgstr "Émis lorsque la minuterie atteint 0." #: doc/classes/SceneTreeTween.xml msgid "" "Lightweight object used for general-purpose animation via script, using " "[Tweener]s." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "[SceneTreeTween] is a tween managed by the scene tree. As opposed to " "[Tween], it does not require the instantiation of a node.\n" "[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are " "very much suited for simple animations or general tasks that don't require " "visual tweaking provided by the editor. They can be used in a fire-and-" "forget manner for some logic that normally would be done by code. You can e." "g. make something shoot periodically by using a looped [CallbackTweener] " "with a delay.\n" "A [SceneTreeTween] can be created by using either [method SceneTree." "create_tween] or [method Node.create_tween]. [SceneTreeTween]s created " "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" "A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which " "by default are executed one after another. You can create a sequence by " "appending [Tweener]s to the [SceneTreeTween]. Animating something with a " "[Tweener] is called tweening. Example tweening sequence looks like this:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" "This sequence will make the [code]$Sprite[/code] node turn red, then shrink " "and finally the [method Node.queue_free] is called to remove the sprite. See " "methods [method tween_property], [method tween_interval], [method " "tween_callback] and [method tween_method] for more usage information.\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " "For example, if you want to set different transition type in the above " "example, you can do:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." "TRANS_SINE)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" "Most of the [SceneTreeTween] methods can be chained this way too. In this " "example the [SceneTreeTween] is bound and have set a default transition:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" "Another interesting use for [SceneTreeTween]s is animating arbitrary set of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" " tween.tween_property(sprite, \"position\", Vector2(), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" "Some [Tweener]s use transitions and eases. The first accepts an [enum Tween." "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 Tween.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 Tween.TransitionType] constants " "with [constant Tween.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]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " "immediately after it was created." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Binds this [SceneTreeTween] with the given [code]node[/code]. " "[SceneTreeTween]s are processed directly by the [SceneTree], so they run " "independently of the animated nodes. When you bind a [Node] with the " "[SceneTreeTween], the [SceneTreeTween] will halt the animation when the " "object is not inside tree and the [SceneTreeTween] will be automatically " "killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] " "will make the pausing behavior dependent on the bound node.\n" "For a shorter way to create and bind a [SceneTreeTween], you can use [method " "Node.create_tween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Used to chain two [Tweener]s after [method set_parallel] is called with " "[code]true[/code].\n" "[codeblock]\n" "var tween = create_tween().set_parallel(true)\n" "tween.tween_property(...)\n" "tween.tween_property(...) # Will run parallelly with above.\n" "tween.chain().tween_property(...) # Will run after two above are finished.\n" "[/codeblock]" msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Processes the [SceneTreeTween] by given [code]delta[/code] value, in " "seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling " "it manually. Can also be used to end the [SceneTreeTween] animation " "immediately, by using [code]delta[/code] longer than the whole duration.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" "[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but " "you can call [method stop] after the step, to keep it and reset." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." "e. time since it started, not counting pauses etc.). The time is affected by " "[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "This method can be used for manual interpolation of a value, when you don't " "want [SceneTreeTween] to do animating for you. It's similar to [method " "@GDScript.lerp], but with support for custom transition and easing.\n" "[code]initial_value[/code] is the starting value of the interpolation.\n" "[code]delta_value[/code] is the change of the value in the interpolation, i." "e. it's equal to [code]final_value - initial_value[/code].\n" "[code]elapsed_time[/code] is the time in seconds that passed after the " "interpolation started and it's used to control the position of the " "interpolation. E.g. when it's equal to half of the [code]duration[/code], " "the interpolated value will be halfway between initial and final values. " "This value can also be greater than [code]duration[/code] or lower than 0, " "which will extrapolate the value.\n" "[code]duration[/code] is the total time of the interpolation.\n" "[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method " "will always return the final value, regardless of [code]elapsed_time[/code] " "provided." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't " "paused and it's not finished." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). " "[SceneTreeTween] might become invalid when it has finished tweening or was " "killed, also when created with [code]Tween.new()[/code]. Invalid " "[SceneTreeTween] can't have [Tweener]s appended, because it can't animate " "them. You can however still use [method interpolate_value]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Makes the next [Tweener] run parallelly to the previous one. Example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property(...)\n" "tween.parallel().tween_property(...)\n" "tween.parallel().tween_property(...)\n" "[/codeblock]\n" "All [Tweener]s in the example will run at the same time.\n" "You can make the [SceneTreeTween] parallel by default by using [method " "set_parallel]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Pauses the tweening. The animation can be resumed by using [method play]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "Resumes a paused or stopped [SceneTreeTween]." msgstr "Reprend un [SceneTreeTween] en pause ou arrêté." #: doc/classes/SceneTreeTween.xml msgid "" "Sets the default ease type for [PropertyTweener]s and [MethodTweener]s " "animated by this [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" "Calling this method without arguments will make the [SceneTreeTween] run " "infinitely, until it is either killed by [method kill] or by freeing bound " "node, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " "infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] " "with no delay or [PropertyTweener] with invalid node) are equivalent to " "infinite [code]while[/code] loops and will freeze your game. If a " "[SceneTreeTween]'s lifetime depends on some node, always use [method " "bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after " "this method will by default run simultaneously, as opposed to sequentially." msgstr "" "Si [code]parallel[/code] est [code]true[/code], le [Tweener] ajouté après " "cette méthode se lancera simultanément, et non séquentiellement." #: doc/classes/SceneTreeTween.xml msgid "" "Determines the behavior of the [SceneTreeTween] when the [SceneTree] is " "paused. Check [enum TweenPauseMode] for options.\n" "Default value is [constant TWEEN_PAUSE_BOUND]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Determines whether the [SceneTreeTween] should run during idle frame (see " "[method Node._process]) or physics frame (see [method Node." "_physics_process].\n" "Default value is [constant Tween.TWEEN_PROCESS_IDLE]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Scales the speed of tweening. This affects all [Tweener]s and their delays." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Sets the default transition type for [PropertyTweener]s and [MethodTweener]s " "animated by this [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Stops the tweening and resets the [SceneTreeTween] to its initial state. " "This will not remove any appended [Tweener]s." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends a [CallbackTweener]. This method can be used to call an " "arbitrary method in any object. Use [code]binds[/code] to bind additional " "arguments for the call.\n" "Example: object that keeps shooting every 1 second.\n" "[codeblock]\n" "var tween = get_tree().create_tween().set_loops()\n" "tween.tween_callback(self, \"shoot\").set_delay(1)\n" "[/codeblock]\n" "Example: turning a sprite red and then blue, with 2 second delay.\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n" "tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n" "[/codeblock]" msgstr "" "Crée et ajoute un [CallbackTweener]. Cette méthode peut être utilisée pour " "appeler une méthode arbitraire sur n'importe quel objet. Utilisez " "[code]binds[/code] pour passer des arguments additionnels lors de l'appel.\n" "Exemple : un objet qui tire toujours les secondes.\n" "[codeblock]\n" "var tween = get_tree().create_tween().set_loops()\n" "tween.tween_callback(self, \"tirer\").set_delay(1)\n" "[/codeblock]\n" "Exemple : changer une texture en rouge et puis en bleu, avec un délai de 2 " "secondes.\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n" "tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n" "[/codeblock]" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " "delays in the tween animation, as an alternative for using the delay in " "other [Tweener]s or when there's no animation (in which case the " "[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the " "interval, in seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" "yield(create_tween().tween_interval(2), \"finished\")\n" "# ... more code\n" "[/codeblock]\n" "Example: creating an object that moves back and forth and jumps every few " "seconds.\n" "[codeblock]\n" "var tween = create_tween().set_loops()\n" "tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n" "tween.tween_callback(self, \"jump\")\n" "tween.tween_interval(2)\n" "tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n" "tween.tween_callback(self, \"jump\")\n" "tween.tween_interval(2)\n" "[/codeblock]" msgstr "" "Crée et ajoute un [IntervalTweener]. Cette méthode peut être utilisée pour " "créer des délais lors des interpolations, ou comme une alternative pour les " "délais des autres [Tweener] ou quand il n'y a pas d'animation (dans ce cas " "le [SceneTreeTween] se comportement comme un minuteur). [code]time[/code] " "est le durée du délai, en secondes.\n" "Exemple : créer un délai de 2s dans l'exécution du code.\n" "[codeblock]\n" "# ... du code\n" "yield(create_tween().tween_interval(2), \"finished\")\n" "# ... encore du code\n" "[/codeblock]\n" "Exemple : créer un objet qui se déplace d'avant en arrière et saute toutes " "les quelques secondes.\n" "[codeblock]\n" "var tween = create_tween().set_loops()\n" "tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n" "tween.tween_callback(self, \"sauter\")\n" "tween.tween_interval(2)\n" "tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n" "tween.tween_callback(self, \"sauter\")\n" "tween.tween_interval(2)\n" "[/codeblock]" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends a [MethodTweener]. This method is similar to a " "combination of [method tween_callback] and [method tween_property]. It calls " "a method over time with a tweened value provided as an argument. The value " "is tweened between [code]from[/code] and [code]to[/code] over the time " "specified by [code]duration[/code], in seconds. Use [code]binds[/code] to " "bind additional arguments for the call. You can use [method MethodTweener." "set_ease] and [method MethodTweener.set_trans] to tweak the easing and " "transition of the value or [method MethodTweener.set_delay] to delay the " "tweening.\n" "Example: making a 3D object look from one point to another point.\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), " "1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n" "[/codeblock]\n" "Example: setting a text of a [Label], using an intermediate method and after " "a delay.\n" "[codeblock]\n" "func _ready():\n" " var tween = create_tween()\n" " tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n" "\n" "func set_label_text(value: int):\n" " $Label.text = \"Counting \" + str(value)\n" "[/codeblock]" msgstr "" "Crée et ajoute une [MethodTweener]. Cette méthode est similaire à une " "combinaison de [method tween_callback] et [method tween_property]. Elle " "appelle une méthode en permanence lors de l'interpolation avec la valeur à " "interpoler en argument. La valeur sera interpolée de [code]from[/code] à " "[code]to[/code] pendant [code]duration[/code] secondes. Utilisez " "[code]binds[/code] pour passer des arguments supplémentaire pour l'appel. " "Vous pouvez passer [method MethodTweener.set_ease] et [method MethodTweener." "set_trans] pour ajuster la courbe l'interpolation de la valeur ou [method " "MethodTweener.set_delay] pour la retarder.\n" "Exemple : faire regarder un objet 3D d'un point vers un autre.\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), " "1, [Vector3.UP]) # La méthode \"look_at()\" prend le vecteur haut en second " "argument, qui est dans le tableau du dernier argument.\n" "[/codeblock]\n" "Exemple : définir le texte d'un [Label], en utilisant une méthode " "intermédiaire et après un délai.\n" "[codeblock]\n" "func _ready():\n" " var tween = create_tween()\n" " tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n" "\n" "func set_label_text(value: int):\n" " $Label.text = \"J'en suis à \" + str(value)\n" "[/codeblock]" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " "seconds. The initial value by default is a value at the time the tweening of " "the [PropertyTweener] start. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" "tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n" "[/codeblock]\n" "will move the sprite to position (100, 200) and then to (200, 300). If you " "use [method PropertyTweener.from] or [method PropertyTweener.from_current], " "the starting position will be overwritten by the given value instead. See " "other methods in [PropertyTweener] to see how the tweening can be tweaked " "further.\n" "[b]Note:[/b] You can find the correct property name by hovering over the " "property in the Inspector. You can also provide the components of a property " "directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/" "code]), where it would only apply to that particular component.\n" "Example: moving object twice from the same position, with different " "transition types.\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." "as_relative().set_trans(Tween.TRANS_SINE)\n" "tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." "as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n" "[/codeblock]" msgstr "" "Crée et ajoute un [PropertyTweener]. Cette méthode interpole une " "[code]property[/code] d'un [code]object[/code] entre une valeur initiale et " "[code]final_val[/code] durant la durée [code]duration[/code], en secondes. " "La valeur initiale par défaut est la valeur au début de l'interpolation du " "[PropertyTweener]. Par exemple :\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" "tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n" "[/codeblock]\n" "déplacera la sprite de sa position actuelle à la position (100, 200) puis " "ensuite à (200, 300). Si vous utilisez [method PropertyTweener.from] ou " "[method PropertyTweener.from_current], la position de départ sera celle " "spécifiée et non l'actuelle. Voir les autres méthodes de [PropertyTweener] " "pour connaitre les possibilités.\n" "[b]Note :[/b] Vous pouvez trouver les noms corrects des propriétés en " "survolant ces propriétés dans l'inspecteur de Godot. Vous pouvez aussi " "fournir un seul composant de cette propriété directement en utilisant " "[code]\"property:component\"[/code] (ex. [code]position:x[/code]), alors " "l'interpolation ne se fera que sur cet unique composant.\n" "Exemple : déplacer un objet deux fois depuis la même position vers " "différentes positions, avec différents types de transition.\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." "as_relative().set_trans(Tween.TRANS_SINE)\n" "tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." "as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n" "[/codeblock]" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" "[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal " "is emitted, but it doesn't happen immediately, but on the next processing " "frame. Calling [method stop] inside the signal callback will preserve the " "[SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " "loop index. This signal is not emitted after final loop, use [signal " "finished] instead for this case." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " "running parallelly." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "If the [SceneTreeTween] has a bound node, it will process when that node can " "process (see [member Node.pause_mode]). Otherwise it's the same as [constant " "TWEEN_PAUSE_STOP]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause." msgstr "Si le [SceneTree] est en pause, le [SceneTreeTween] le sera aussi." #: doc/classes/SceneTreeTween.xml #, fuzzy msgid "" "The [SceneTreeTween] will process regardless of whether [SceneTree] is " "paused." msgstr "Arrête la mise à jour quand le [SceneTree] est en pause." #: doc/classes/Script.xml msgid "A class stored as a resource." msgstr "Une classe stockée en tant que ressource." #: doc/classes/Script.xml 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 msgid "Returns [code]true[/code] if the script can be instanced." msgstr "Retourne [code]true[/code] si une instance du script peut être créée." #: doc/classes/Script.xml msgid "Returns the script directly inherited by this script." msgstr "Retourne le script directement hérité par ce script." #: doc/classes/Script.xml msgid "Returns the script's base type." msgstr "Retourne le type de base du script." #: doc/classes/Script.xml msgid "Returns the default value of the specified property." msgstr "Retourne la valeur par défaut de la propriété spécifiée." #: doc/classes/Script.xml msgid "Returns a dictionary containing constant names and their values." msgstr "Retourne un dictionnaire contenant le nom et valeur des constantes." #: doc/classes/Script.xml msgid "Returns the list of methods in this [Script]." msgstr "Retourne la liste des méthodes dans ce [Script]." #: doc/classes/Script.xml msgid "Returns the list of properties in this [Script]." msgstr "Retourne la liste des propriétés dans ce [Script]." #: doc/classes/Script.xml msgid "Returns the list of user signals defined in this [Script]." msgstr "" "Retourne la liste des signaux définit par l'utilisateur dans ce [Script]." #: doc/classes/Script.xml msgid "" "Returns [code]true[/code] if the script, or a base class, defines a signal " "with the given name." msgstr "" "Retourne [code]true[/code] si le script, ou sa classe parente, définit un " "signal avec le nom donné." #: doc/classes/Script.xml msgid "Returns [code]true[/code] if the script contains non-empty source code." msgstr "" "Retourne [code]true[/code] si le script contient un code source non vide." #: doc/classes/Script.xml msgid "" "Returns [code]true[/code] if [code]base_object[/code] is an instance of this " "script." msgstr "" "Retourne [code]true[/code] si [code]base_object[/code] est une instance de " "ce script." #: doc/classes/Script.xml msgid "" "Returns [code]true[/code] if the script is a tool script. A tool script can " "run in the editor." msgstr "" "Retourne [code]true[/code] si le script est un script d'outil. Un script " "d'outil peut être joué dans l'éditeur." #: doc/classes/Script.xml msgid "Reloads the script's class implementation. Returns an error code." msgstr "Recharge l'implémentation du script. Retourne un code d'erreur." #: doc/classes/Script.xml 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 msgid "The Editor's popup dialog for creating new [Script] files." msgstr "" #: doc/classes/ScriptCreateDialog.xml 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 msgid "Prefills required fields to configure the ScriptCreateDialog for use." msgstr "" #: doc/classes/ScriptCreateDialog.xml msgid "Emitted when the user clicks the OK button." msgstr "Émis quand un utilisateur clique sur le bouton OK." #: doc/classes/ScriptEditor.xml msgid "Godot editor's script editor." msgstr "Éditeur de script de l'éditeur Godot." #: doc/classes/ScriptEditor.xml 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 msgid "Returns a [Script] that is currently active in editor." msgstr "Retourne le [Script] actuellement actif dans l'éditeur." #: doc/classes/ScriptEditor.xml msgid "" "Returns an array with all [Script] objects which are currently open in " "editor." msgstr "" "Retourne la liste de tous les objets [Script] qui sont actuellement ouverts " "dans l'éditeur." #: doc/classes/ScriptEditor.xml msgid "Goes to the specified line in the current script." msgstr "Va à la ligne spécifiée dans le script actuel." #: doc/classes/ScriptEditor.xml 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 msgid "" "Reload all currently opened scripts from disk in case the file contents are " "newer." msgstr "" #: doc/classes/ScriptEditor.xml msgid "" "Emitted when user changed active script. Argument is a freshly activated " "[Script]." msgstr "" #: doc/classes/ScriptEditor.xml 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 msgid "Base class for scroll bars." msgstr "Classe de base pour les barres de défilement." #: doc/classes/ScrollBar.xml 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 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 msgid "Emitted when the scrollbar is being scrolled." msgstr "Émis quand la barre de défilement est défilée." #: doc/classes/ScrollContainer.xml msgid "A helper node for displaying scrollable elements such as lists." msgstr "" #: doc/classes/ScrollContainer.xml 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 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 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 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 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 msgid "The current horizontal scroll value." msgstr "La valeur de défilement horizontal actuelle." #: doc/classes/ScrollContainer.xml msgid "If [code]true[/code], enables horizontal scrolling." msgstr "Si [code]true[/code], permet le défilement horizontal." #: doc/classes/ScrollContainer.xml msgid "The current vertical scroll value." msgstr "La valeur de défilement vertical actuelle." #: doc/classes/ScrollContainer.xml msgid "If [code]true[/code], enables vertical scrolling." msgstr "Si [code]true[/code], permet le défilement vertical." #: doc/classes/ScrollContainer.xml msgid "Emitted when scrolling stops." msgstr "Émis lorsque le défilement s'arrête." #: doc/classes/ScrollContainer.xml msgid "Emitted when scrolling is started." msgstr "Émis lorsque le défilement est commencé." #: doc/classes/ScrollContainer.xml msgid "The background [StyleBox] of the [ScrollContainer]." msgstr "" #: doc/classes/SegmentShape2D.xml msgid "Segment shape for 2D collisions." msgstr "Forme de segment pour les collisions 2D." #: doc/classes/SegmentShape2D.xml msgid "" "Segment shape for 2D collisions. Consists of two points, [code]a[/code] and " "[code]b[/code]." msgstr "" #: doc/classes/SegmentShape2D.xml msgid "The segment's first point position." msgstr "Position du premier point du segment." #: doc/classes/SegmentShape2D.xml msgid "The segment's second point position." msgstr "Position du deuxième point du segment." #: doc/classes/Semaphore.xml msgid "A synchronization semaphore." msgstr "Un sémaphore de synchronisation." #: doc/classes/Semaphore.xml 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 msgid "" "Lowers the [Semaphore], allowing one more thread in.\n" "[b]Note:[/b] This method internals' can't possibly fail, but an error code " "is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" "Like [method wait], but won't block, so if the value is zero, fails " "immediately and returns [constant ERR_BUSY]. If non-zero, it returns " "[constant OK] to report success." msgstr "" "Comme [method wait], mais ne bloque pas, donc si la valeur est zéro, ça " "échoue immédiatement et retourne [constant ERR_BUSY]. Si non zéro, ça " "retourne [constant OK] pour signaler un succès." #: doc/classes/Semaphore.xml msgid "" "Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" "[b]Note:[/b] This method internals' can't possibly fail, but an error code " "is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml msgid "Base class for separators." msgstr "Classe de base pour les séparateurs." #: doc/classes/Separator.xml 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 #, fuzzy msgid "A custom shader program." msgstr "Un programme de shader personnalisé." #: doc/classes/Shader.xml 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 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 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 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 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 msgid "" "Returns the shader's code as the user has written it, not the full generated " "code used internally." msgstr "" #: doc/classes/Shader.xml 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 msgid "Mode used to draw all 3D objects." msgstr "Le mode utilise pour afficher tous les objets 3D." #: doc/classes/Shader.xml msgid "Mode used to draw all 2D objects." msgstr "Le mode utilise pour afficher tous les objets 2D." #: doc/classes/Shader.xml msgid "" "Mode used to calculate particle information on a per-particle basis. Not " "used for drawing." msgstr "" "Le mode utilisé pour calculer les informations pour chaque particule " "individuellement. N'est pas utilisé pour l'affichage." #: doc/classes/ShaderMaterial.xml msgid "A material that uses a custom [Shader] program." msgstr "Un matériau que utilise un programme de [Shader] personnalisé." #: doc/classes/ShaderMaterial.xml 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 msgid "" "Returns the current value set for this material of a uniform in the shader." msgstr "" #: doc/classes/ShaderMaterial.xml 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 msgid "" "Returns the default value of the material property with given [code]name[/" "code]." msgstr "" "Retourne la valeur par défaut du paramètre nommé [code]name[/code] du " "matériau." #: doc/classes/ShaderMaterial.xml 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 msgid "The [Shader] program used to render this material." msgstr "Le programme [Shader] utilisé pour le rendu de ce matériau." #: doc/classes/Shape.xml msgid "Base class for all 3D shape resources." msgstr "La classe de base pour toutes les ressources de formes 3D." #: doc/classes/Shape.xml 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 msgid "" "Returns the [ArrayMesh] used to draw the debug collision for this [Shape]." msgstr "" #: doc/classes/Shape.xml 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 msgid "Base class for all 2D shapes." msgstr "" #: doc/classes/Shape2D.xml msgid "Base class for all 2D shapes. All 2D shape types inherit from this." msgstr "" "La classe de base pour toutes les formes 2D. Tous les types de forme 2D " "héritent de cette classe." #: doc/classes/Shape2D.xml 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 msgid "" "Returns a list of contact point pairs where this shape touches another.\n" "If there are no collisions, the returned list is empty. Otherwise, the " "returned list contains contact points arranged in pairs, with entries " "alternating between points on the boundary of this shape and points on the " "boundary of [code]with_shape[/code].\n" "A collision pair A, B can be used to calculate the collision normal with " "[code](B - A).normalized()[/code], and the collision depth with [code](B - " "A).length()[/code]. This information is typically used to separate shapes, " "particularly in collision solvers.\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 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 msgid "" "Returns a list of contact point pairs where this shape would touch another, " "if a given movement was applied.\n" "If there would be no collisions, the returned list is empty. Otherwise, the " "returned list contains contact points arranged in pairs, with entries " "alternating between points on the boundary of this shape and points on the " "boundary of [code]with_shape[/code].\n" "A collision pair A, B can be used to calculate the collision normal with " "[code](B - A).normalized()[/code], and the collision depth with [code](B - " "A).length()[/code]. This information is typically used to separate shapes, " "particularly in collision solvers.\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 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 msgid "The shape's custom solver bias." msgstr "Le biais du solveur personnalisé de la forme." #: doc/classes/ShortCut.xml msgid "A shortcut for binding input." msgstr "Un raccourci lié à une entrée." #: doc/classes/ShortCut.xml 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 msgid "Returns the shortcut's [InputEvent] as a [String]." msgstr "Retourne le [InputEvent] de ce raccourci comme [String]." #: doc/classes/ShortCut.xml msgid "" "Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/" "code]." msgstr "" "Retourne [code]true[/code] si le [InputEvent] du raccourci correspond à " "[code]event[/code]." #: doc/classes/ShortCut.xml msgid "If [code]true[/code], this shortcut is valid." msgstr "Si [code]true[/code], ce raccourci est valide." #: doc/classes/ShortCut.xml msgid "" "The shortcut's [InputEvent].\n" "Generally the [InputEvent] is a keyboard key, though it can be any " "[InputEvent]." msgstr "" "Le [InputEvent] du racourci.\n" "C'est en général ce [InputEvent] est une touche du clavier, mais ça peut " "être n'importe quel [InputEvent]." #: doc/classes/Skeleton.xml msgid "Skeleton for characters and animated objects." msgstr "Le squelette pour les caractères et les objets animés." #: doc/classes/Skeleton.xml 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 msgid "" "Adds a bone, with name [code]name[/code]. [method get_bone_count] will " "become the bone index." msgstr "" "Ajoute un os, nommé [code]name[/code]. [method get_bone_count] deviendra " "l'index de cet os." #: doc/classes/Skeleton.xml msgid "[i]Deprecated soon.[/i]" msgstr "[i]Bientôt obsolète.[/i]" #: doc/classes/Skeleton.xml msgid "Clear all the bones in this skeleton." msgstr "Efface tous les os de ce squelette." #: doc/classes/Skeleton.xml msgid "Returns the bone index that matches [code]name[/code] as its name." msgstr "Retourne l'index de l'os qui se nomme [code]name[/code]." #: doc/classes/Skeleton.xml msgid "Returns the amount of bones in the skeleton." msgstr "Retourne le nombre d'os dans ce squelette." #: doc/classes/Skeleton.xml msgid "" "Returns the custom pose of the specified bone. Custom pose is applied on top " "of the rest pose." msgstr "" #: doc/classes/Skeleton.xml 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 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 msgid "Returns the name of the bone at index [code]index[/code]." msgstr "Retourne le nom de l'os à la position [code]index[/code]." #: doc/classes/Skeleton.xml 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 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 msgid "Returns the rest transform for a bone [code]bone_idx[/code]." msgstr "" "Retourne la transformation de repos pour l'os à l'index [code]bone_idx[/" "code]." #: doc/classes/Skeleton.xml msgid "" "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 #, fuzzy msgid "Sets the pose transform for bone [code]bone_idx[/code]." msgstr "Définit le décalage à partir de [code]0.5[/code]." #: doc/classes/Skeleton.xml msgid "Sets the rest transform for bone [code]bone_idx[/code]." msgstr "" "Définit la transformation de repos de l'os à l'index [code]bone_idx[/code]." #: doc/classes/Skeleton2D.xml msgid "Skeleton for 2D characters and animated objects." msgstr "Le squelette pour les caractères et les objets animés en 2D." #: doc/classes/Skeleton2D.xml 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 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 msgid "" "Returns the number of [Bone2D] nodes in the node hierarchy parented by " "Skeleton2D." msgstr "" "Retourne le nombre de nœuds [Bone2D] dans la hiérarchie de ce Skeleton2D." #: doc/classes/Skeleton2D.xml msgid "Returns the [RID] of a Skeleton2D instance." msgstr "Retourne le [RID] de l'instance du Skeleton2D." #: doc/classes/SkeletonIK.xml 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 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 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 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 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 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 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 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 msgid "" "Number of iteration loops used by the IK solver to produce more accurate " "(and elegant) bone chain results." msgstr "" #: doc/classes/SkeletonIK.xml 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 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 msgid "The name of the current root bone, the first bone in the IK chain." msgstr "" #: doc/classes/SkeletonIK.xml 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 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 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 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 msgid "The base class for [PanoramaSky] and [ProceduralSky]." msgstr "La classe de base pour les [PanoramaSky] et [ProceduralSky]." #: doc/classes/Sky.xml 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 msgid "Radiance texture size is 32×32 pixels." msgstr "La texture de rayonnement fait 32x32 pixels." #: doc/classes/Sky.xml msgid "Radiance texture size is 64×64 pixels." msgstr "La texture de rayonnement fait 64x64 pixels." #: doc/classes/Sky.xml msgid "Radiance texture size is 128×128 pixels." msgstr "La texture de rayonnement fait 128x128 pixels." #: doc/classes/Sky.xml msgid "Radiance texture size is 256×256 pixels." msgstr "La texture de rayonnement fait 256x256 pixels." #: doc/classes/Sky.xml msgid "Radiance texture size is 512×512 pixels." msgstr "La texture de rayonnement fait 512x512 pixels." #: doc/classes/Sky.xml 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 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 msgid "Represents the size of the [enum RadianceSize] enum." msgstr "Représente la taille de l'énumération [enum RadianceSize]." #: doc/classes/Slider.xml msgid "Base class for GUI sliders." msgstr "Classe de base pour les curseurs d'interface." #: doc/classes/Slider.xml 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 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 msgid "If [code]true[/code], the value can be changed using the mouse wheel." msgstr "" "Si [code]true[/code], la valeur peut être changée avec la molette de la " "souris." #: doc/classes/Slider.xml msgid "" "Number of ticks displayed on the slider, including border ticks. Ticks are " "uniformly-distributed value markers." msgstr "" #: doc/classes/Slider.xml msgid "" "If [code]true[/code], the slider will display ticks for minimum and maximum " "values." msgstr "" #: doc/classes/Slider.xml msgid "" "Emitted when dragging stops. If [code]value_changed[/code] is true, [member " "Range.value] is different from the value when you started the dragging." msgstr "" #: doc/classes/Slider.xml msgid "Emitted when dragging is started." msgstr "Émis lorsque le glissement de la souris a commencé." #: doc/classes/SliderJoint.xml msgid "Slider between two PhysicsBodies in 3D." msgstr "" #: doc/classes/SliderJoint.xml msgid "" "Slides across the X axis of the pivot object. See also [Generic6DOFJoint]." msgstr "" #: doc/classes/SliderJoint.xml 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 msgid "" "The amount of restitution of the rotation when the limit is surpassed.\n" "Does not affect damping." msgstr "" "La quantité de restitution de la rotation quand la limite est dépassée.\n" "N'affecte par l'amortissement." #: doc/classes/SliderJoint.xml 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 msgid "A factor applied to the all rotation in the limits." msgstr "" #: doc/classes/SliderJoint.xml msgid "" "A factor applied to the all rotation across axes orthogonal to the slider." msgstr "" #: doc/classes/SliderJoint.xml 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 msgid "" "The amount of restitution once the limits are surpassed. The lower, the more " "velocity-energy gets lost." msgstr "" #: doc/classes/SoftBody.xml msgid "A soft mesh physics body." msgstr "Un corps physique à maillage souple." #: doc/classes/SoftBody.xml msgid "" "A deformable physics body. Used to create elastic or deformable objects such " "as cloth, rubber, or other flexible materials.\n" "[b]Note:[/b] There are many known bugs in [SoftBody]. Therefore, it's not " "recommended to use them for things that can affect gameplay (such as a " "player character made entirely out of soft bodies)." msgstr "" #: doc/classes/SoftBody.xml #, fuzzy msgid "Returns local translation of a vertex in the surface array." msgstr "Renvoie la matrice de transformation d’une forme dans une zone." #: doc/classes/SoftBody.xml #, fuzzy msgid "Returns [code]true[/code] if vertex is set to pinned." msgstr "Retourne [code]true[/code] si l'[AABB] est plate ou vide." #: doc/classes/SoftBody.xml 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 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=$DOCS_URL/" "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 msgid "" "The physics layers this SoftBody scans for collisions. See [url=$DOCS_URL/" "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 msgid "[NodePath] to a [CollisionObject] this SoftBody should avoid clipping." msgstr "" #: doc/classes/SoftBody.xml #, fuzzy msgid "" "If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to " "[code]false[/code] to pause the physics simulation." msgstr "" "Si [code]true[/code], l’état de la clé est pressé. Si [code]false[/code], " "l’état de la clé est libéré." #: doc/classes/SoftBody.xml msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s." msgstr "Si [code]true[/code], le [SoftBody] répondra aux [RayCast]." #: doc/classes/SoftBody.xml msgid "" "Increasing this value will improve the resulting simulation, but can affect " "performance. Use with care." msgstr "" #: doc/classes/SoftBody.xml msgid "The SoftBody's mass." msgstr "La masse du SoftBody." #: doc/classes/Spatial.xml msgid "Most basic 3D game object, parent of all 3D-related nodes." msgstr "L'objet 3D de jeu le plus basique, parent de tous les nœuds 3D." #: doc/classes/Spatial.xml 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 msgid "Introduction to 3D" msgstr "Introduction à la 3D" #: doc/classes/Spatial.xml doc/classes/Vector3.xml msgid "All 3D Demos" msgstr "Toutes les démos 3D" #: doc/classes/Spatial.xml msgid "" "When using physics interpolation, there will be circumstances in which you " "want to know the interpolated (displayed) transform of a node rather than " "the standard transform (which may only be accurate to the most recent " "physics tick).\n" "This is particularly important for frame-based operations that take place in " "[method Node._process], rather than [method Node._physics_process]. Examples " "include [Camera]s focusing on a node, or finding where to fire lasers from " "on a frame rather than physics tick." msgstr "" #: doc/classes/Spatial.xml 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 msgid "" "Returns the current [World] resource this [Spatial] node is registered to." msgstr "" "Retourne l'actuelle ressource [World] auquel ce nœud [Spatial] est associé." #: doc/classes/Spatial.xml 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 msgid "" "Scales the global (world) transformation by the given [Vector3] scale " "factors." msgstr "" "Met à l'échelle la transformation globale par le [Vector3] de facteur " "d'échelle." #: doc/classes/Spatial.xml msgid "" "Moves the global (world) transformation by [Vector3] offset. The offset is " "in global coordinate system." msgstr "" #: doc/classes/Spatial.xml msgid "" "Disables rendering of this node. Changes [member visible] to [code]false[/" "code]." msgstr "" "Désactive le rendu de ce nœud. Change [member visible] à [code]false[/code]." #: doc/classes/Spatial.xml msgid "" "Returns whether node notifies about its local transformation changes. " "[Spatial] will not propagate this by default." msgstr "" #: doc/classes/Spatial.xml msgid "" "Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its " "local transformation scale." msgstr "" #: doc/classes/Spatial.xml msgid "" "Returns whether this node is set as Toplevel, that is whether it ignores its " "parent nodes transformations." msgstr "" #: doc/classes/Spatial.xml 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 msgid "" "Rotates the node so that the local forward axis (-Z) points toward the " "[code]target[/code] position.\n" "The local up axis (+Y) points as close to the [code]up[/code] vector as " "possible while staying perpendicular to the local forward axis. The " "resulting transform is orthogonal, and the scale is preserved. Non-uniform " "scaling may not work correctly.\n" "The [code]target[/code] position cannot be the same as the node's position, " "the [code]up[/code] vector cannot be zero, and the direction from the node's " "position to the [code]target[/code] vector cannot be parallel to the " "[code]up[/code] vector.\n" "Operations take place in global space." msgstr "" #: doc/classes/Spatial.xml 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 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 msgid "" "Rotates the local transformation around axis, a unit [Vector3], by specified " "angle in radians." msgstr "" #: doc/classes/Spatial.xml 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 msgid "Rotates the local transformation around the X axis by angle in radians." msgstr "" "Pivote la transformation locale autour de l'axe X à partir d'un angle en " "radians." #: doc/classes/Spatial.xml msgid "Rotates the local transformation around the Y axis by angle in radians." msgstr "" "Pivote la transformation locale autour de l'axe Y à partir d'un angle en " "radians." #: doc/classes/Spatial.xml msgid "Rotates the local transformation around the Z axis by angle in radians." msgstr "" "Pivote la transformation locale autour de l'axe Z à partir d'un angle en " "radians." #: doc/classes/Spatial.xml msgid "" "Scales the local transformation by given 3D scale factors in object-local " "coordinate system." msgstr "" #: doc/classes/Spatial.xml msgid "" "Makes the node ignore its parents transformations. Node transformations are " "only in global space." msgstr "" #: doc/classes/Spatial.xml 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 msgid "" "Reset all transformations for this node (sets its [Transform] to the " "identity matrix)." msgstr "" #: doc/classes/Spatial.xml msgid "" "Sets whether the node ignores notification that its transformation (global " "or local) changed." msgstr "" #: doc/classes/Spatial.xml msgid "" "Sets whether the node notifies about its local transformation changes. " "[Spatial] will not propagate this by default." msgstr "" #: doc/classes/Spatial.xml 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 msgid "" "Enables rendering of this node. Changes [member visible] to [code]true[/" "code]." msgstr "" "Active le rendu de ce nœud. Change [member visible] à [code]true[/code]." #: doc/classes/Spatial.xml msgid "" "Transforms [code]local_point[/code] from this node's local space to world " "space." msgstr "" "Transforme le point [code]local_point[/code] depuis les coordonnées locale " "de ce nœud dans l'espace global." #: doc/classes/Spatial.xml msgid "" "Transforms [code]global_point[/code] from world space to this node's local " "space." msgstr "" "Transforme le point [code]local_point[/code] depuis l'espace global dans les " "coordonnées local de ce nœud." #: doc/classes/Spatial.xml 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 msgid "" "Changes the node's position by the given offset [Vector3] in local space." msgstr "Déplace le nœud d'un décalage [Vector3] dans les coordonnées locales." #: doc/classes/Spatial.xml msgid "Updates the [SpatialGizmo] of this node." msgstr "Met à jour le [SpatialGizmo] pour ce nœud." #: doc/classes/Spatial.xml msgid "" "The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] " "as custom visualization and editing handles in Editor." msgstr "" #: doc/classes/Spatial.xml msgid "World space (global) [Transform] of this node." msgstr "La [Transform] globale de ce nœud." #: doc/classes/Spatial.xml 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 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 msgid "Scale part of the local transformation." msgstr "" #: doc/classes/Spatial.xml msgid "Local space [Transform] of this node, with respect to the parent node." msgstr "" "La [Transform] de ce nœud dans l'espace local, en fonction du nœud parent." #: doc/classes/Spatial.xml msgid "Local translation of this node." msgstr "La translation locale de ce nœud." #: doc/classes/Spatial.xml 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 msgid "" "Emitted by portal system gameplay monitor when a node enters the gameplay " "area." msgstr "" #: doc/classes/Spatial.xml msgid "" "Emitted by portal system gameplay monitor when a node exits the gameplay " "area." msgstr "" #: doc/classes/Spatial.xml msgid "Emitted when node visibility changes." msgstr "Émis lorsque la visibilité du nœud change." #: doc/classes/Spatial.xml 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 msgid "" "Spatial nodes receives this notification when they are registered to new " "[World] resource." msgstr "" #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification when they are unregistered from " "current [World] resource." msgstr "" #: doc/classes/Spatial.xml msgid "Spatial nodes receives this notification when their visibility changes." msgstr "" "Les nœuds spatiaux reçoivent cette notification quand leur visibilité change." #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification if the portal system gameplay " "monitor detects they have entered the gameplay area." msgstr "" #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification if the portal system gameplay " "monitor detects they have exited the gameplay area." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Default 3D rendering material." msgstr "Matériau de rendu 3D par défaut." #: doc/classes/SpatialMaterial.xml 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 msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "" "Retourne [code]true[/code] si la fonctionnalité [enum Feature] spécifiée est " "active." #: doc/classes/SpatialMaterial.xml msgid "" "Returns [code]true[/code], if the specified flag is enabled. See [enum " "Flags] enumerator for options." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Returns the [Texture] associated with the specified [enum TextureParam]." msgstr "Retourne la [Texture] associée avec le [enum TextureParam] spécifié." #: doc/classes/SpatialMaterial.xml 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 msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " "behavior 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 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 msgid "The material's base color." msgstr "La couleur de base du matériau." #: doc/classes/SpatialMaterial.xml msgid "" "Texture to multiply by [member albedo_color]. Used for basic texturing of " "objects." msgstr "" "La texture à multiplier par la couleur [member albedo_color]. Utilisé pour " "l'habillage basique des objets." #: doc/classes/SpatialMaterial.xml msgid "" "The strength of the anisotropy effect. This is multiplied by [member " "anisotropy_flowmap]'s alpha channel if a texture is defined there and the " "texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " "the specular blob and aligns it to tangent space. This is useful for brushed " "aluminium and hair reflections.\n" "[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " "does not contain tangents, the anisotropy effect will appear broken.\n" "[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " "texture filtering. Anisotropic texture filtering can be enabled by selecting " "a texture in the FileSystem dock, going to the Import dock, checking the " "[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Texture that offsets the tangent map for anisotropy calculations and " "optionally controls the anisotropy effect (if an alpha channel is present). " "The flowmap texture is expected to be a derivative map, with the red channel " "representing distortion on the X axis and green channel representing " "distortion on the Y axis. Values below 0.5 will result in negative " "distortion, whereas values above 0.5 will result in positive distortion.\n" "If present, the texture's alpha channel will be used to multiply the " "strength of the [member anisotropy] effect. Fully opaque pixels will keep " "the anisotropy effect's original strength while fully transparent pixels " "will disable the anisotropy effect entirely. The flowmap texture's blue " "channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], ambient occlusion is enabled. Ambient occlusion " "darkens areas based on the [member ao_texture]." msgstr "" #: doc/classes/SpatialMaterial.xml 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 msgid "" "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the " "[member ao_texture]." msgstr "" "Si [code]true[/code], utilise les coordonnées [code]UV2[/code] pour la " "projection de [member ao_texture]." #: doc/classes/SpatialMaterial.xml msgid "" "Texture that defines the amount of ambient occlusion for a given point on " "the object." msgstr "" #: doc/classes/SpatialMaterial.xml 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 msgid "" "If [member ProjectSettings.rendering/gles3/shaders/shader_compilation_mode] " "is [code]Synchronous[/code] (with or without cache), this determines how " "this material must behave in regards to asynchronous shader compilation.\n" "[constant ASYNC_MODE_VISIBLE] is the default and the best for most cases." msgstr "" #: doc/classes/SpatialMaterial.xml 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 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 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 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 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 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 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 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 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 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 msgid "" "Scales the depth offset effect. A higher number will create a larger depth." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to determine depth at a given pixel. Depth is always stored in " "the red channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture that specifies the color of the detail overlay." msgstr "" #: doc/classes/SpatialMaterial.xml 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 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 msgid "" "Texture used to specify how the detail textures get blended with the base " "textures." msgstr "" #: doc/classes/SpatialMaterial.xml 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 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 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 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 msgid "" "Specifies which type of fade to use. Can be any of the [enum " "DistanceFadeMode]s." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "The emitted light's color. See [member emission_enabled]." msgstr "La couleur de la lumière émise. Voir [member emission_enabled]." #: doc/classes/SpatialMaterial.xml 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 msgid "The emitted light's strength. See [member emission_enabled]." msgstr "L'intensité de la lumière émise. Voir [member emission_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Use [code]UV2[/code] to read from the [member emission_texture]." msgstr "" "Utiliser [code]UV2[/code] pour lire depuis la [member emission_texture]." #: doc/classes/SpatialMaterial.xml msgid "" "Sets how [member emission] interacts with [member emission_texture]. Can " "either add or multiply. See [enum EmissionOperator] for options." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture that specifies how much surface emits light at a given point." msgstr "" "La texture qui spécifie quelle quantité de lumière sera émise par la surface " "à un point donné." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Forces a conversion of the [member albedo_texture] from sRGB space to linear " "space." msgstr "" "Force la conversion de [member albedo_texture] de l'espace sRGB à l'espace " "linéaire." #: doc/classes/SpatialMaterial.xml msgid "Enables signed distance field rendering shader." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the object receives no ambient light." msgstr "Si [code]trye[/code], l'objet ne reçoit aucune lumière ambiante." #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the object receives no shadow that would otherwise be " "cast onto it." msgstr "" #: doc/classes/SpatialMaterial.xml 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 msgid "" "If [code]true[/code], the object is rendered at the same size regardless of " "distance." msgstr "" "Si [code]true[/code], l'objet est affiché à la même taille indépendamment de " "sa distance à la caméra." #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], transparency is enabled on the body. See also [member " "params_blend_mode]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the object is unaffected by lighting." msgstr "Si [code]true[/code], l'objet n'est pas affecté par les lumières." #: doc/classes/SpatialMaterial.xml 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 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 msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " "pixel. This may increase performance on low-end devices, especially for " "meshes with a lower polygon count. The downside is that shading becomes much " "less accurate, with visible linear interpolation between vertices that are " "joined together. This can be compensated by ensuring meshes have a " "sufficient level of subdivision (but not too much, to avoid reducing " "performance). Some material features are also not supported when vertex " "shading is enabled.\n" "See also [member ProjectSettings.rendering/quality/shading/" "force_vertex_shading] which can globally enable vertex shading on all " "materials.\n" "[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " "[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " "[code]mobile[/code] override.\n" "[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " "flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], triplanar mapping is calculated in world space rather " "than object local space. See also [member uv1_triplanar]." msgstr "" #: doc/classes/SpatialMaterial.xml 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 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 msgid "" "Texture used to specify metallic for an object. This is multiplied by " "[member metallic]." msgstr "" #: doc/classes/SpatialMaterial.xml 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 msgid "If [code]true[/code], normal mapping is enabled." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "The strength of the normal map's effect." msgstr "" #: doc/classes/SpatialMaterial.xml 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 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 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 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 msgid "" "Which side of the object is not drawn when backfaces are rendered. See [enum " "CullMode]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Determines when depth rendering takes place. See [enum DepthDrawMode]. See " "also [member flags_transparent]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "The algorithm used for diffuse light scattering. See [enum DiffuseMode]." msgstr "" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], enables the vertex grow setting. See [member " "params_grow_amount]." msgstr "Si [code]true[/code], active le drapeau spécifié." #: doc/classes/SpatialMaterial.xml msgid "Grows object vertices in the direction of their normals." msgstr "Agrandit les sommets des objets dans la direction de leurs normales." #: doc/classes/SpatialMaterial.xml msgid "Currently unimplemented in Godot." msgstr "Actuellement non implémenté dans Godot." #: doc/classes/SpatialMaterial.xml msgid "The point size in pixels. See [member flags_use_point_size]." msgstr "Taille du point en pixels. Voir [member flags_use_point_size]." #: doc/classes/SpatialMaterial.xml msgid "The method for rendering the specular blob. See [enum SpecularMode]." msgstr "" #: doc/classes/SpatialMaterial.xml 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 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 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 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 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 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 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 msgid "" "The strength of the refraction effect. Higher values result in a more " "distorted appearance for the refraction." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Texture that controls the strength of the refraction per-pixel. Multiplied " "by [member refraction_scale]." msgstr "" "La texture qui contrôle l'intensité de la réfraction par pixel. Elle est " "multipliée par [member refraction_scale]." #: doc/classes/SpatialMaterial.xml msgid "" "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 msgid "Sets the strength of the rim lighting effect." msgstr "" #: doc/classes/SpatialMaterial.xml 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 msgid "" "Texture used to set the strength of the rim lighting effect per-pixel. " "Multiplied by [member rim]." msgstr "" #: doc/classes/SpatialMaterial.xml 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 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 msgid "" "Texture used to control the roughness per-pixel. Multiplied by [member " "roughness]." msgstr "" "La texture utilisée pour contrôler la rugosité par pixel. Multipliée par " "[membre roughness]." #: doc/classes/SpatialMaterial.xml msgid "" "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 msgid "The strength of the subsurface scattering effect." msgstr "L'intensité de l'effet de transluminance." #: doc/classes/SpatialMaterial.xml 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 msgid "" "The color used by the transmission effect. Represents the light passing " "through an object." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the transmission effect is enabled." msgstr "Si [code]true[/code], l'effet de transmission est actif." #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to control the transmission effect per-pixel. Added to [member " "transmission]." msgstr "" #: doc/classes/SpatialMaterial.xml 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 "" #: doc/classes/SpatialMaterial.xml msgid "" "How much to scale the [code]UV[/code] coordinates. This is multiplied by " "[code]UV[/code] in the vertex function." msgstr "" #: doc/classes/SpatialMaterial.xml 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 msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply." msgstr "" #: doc/classes/SpatialMaterial.xml 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 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 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 "" "Si [code]true[/code], au lieu d’utiliser [code]UV2[/code] les textures " "utiliseront une recherche de texture triplanaire pour déterminer comment " "appliquer des textures. Le triplanaire utilise l’orientation de la surface " "de l’objet pour mélanger les coordonnées de texture. Il lit à partir de la " "texture source 3 fois, une fois pour chaque axe, puis mélange les résultats " "en fonction de la façon dont le pixel s’aligne étroitement avec chaque axe. " "Ceci est souvent utilisé pour les caractéristiques naturelles pour obtenir " "un mélange réaliste de matériaux. Parce que la texturation triplanaire " "nécessite beaucoup plus de lectures de texture par pixel, il est beaucoup " "plus lent que la texturation UV normale. En outre, parce qu’il est le " "mélange de la texture entre les trois axes, il est inapproprié lorsque vous " "essayez d’atteindre texture croustillante." #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the model's vertex colors are processed as sRGB mode." msgstr "" "Si [code]true[/code], les couleurs de sommets du modèle seront gérées en " "mode sRGB." #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "" "Si [code]true[/code], la couleur du sommet est utilisé pour la couleur de " "l'albedo." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel color." msgstr "La texture spécifiant la couleur par pixel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel metallic value." msgstr "La texture spécifiant la valeur métallique par pixel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel roughness value." msgstr "La texture spécifiant la valeur de rugosité par pixel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel emission color." msgstr "La texture spécifiant la couleur d’émission par pixel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel normal vector." msgstr "La texture spécifiant le vecteur de normale par pixel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel rim value." msgstr "La texture spécifiant la valeur du bord par pixel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel clearcoat value." msgstr "La texture spécifiant la valeur du vernis par pixel." #: doc/classes/SpatialMaterial.xml msgid "" "Texture specifying per-pixel flowmap direction for use with [member " "anisotropy]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel ambient occlusion value." msgstr "La texture spécifiant la valeur de l'occlusion ambiante par pixel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel depth." msgstr "La texture spécifiant la profondeur par pixel." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "Texture specifying per-pixel subsurface scattering." msgstr "La texture spécifiant par pixel de diffusion souterraine." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel transmission color." msgstr "La texture spécifiant la couleur de transmission par pixel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel refraction strength." msgstr "La texture spécifiant la force de réfraction par pixel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel detail mask blending value." msgstr "" "La texture spécifiant la valeur de mélange des masques de détail par pixel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel detail color." msgstr "La texture spécifiant la couleur des détails par pixel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel detail normal." msgstr "La texture spécifiant le détail de la normale par pixel." #: doc/classes/SpatialMaterial.xml msgid "Represents the size of the [enum TextureParam] enum." msgstr "Représente la taille de l’enum [enum TextureParam]." #: doc/classes/SpatialMaterial.xml msgid "Use [code]UV[/code] with the detail texture." msgstr "Utilise [code]UV[/code] pour la texture des détails." #: doc/classes/SpatialMaterial.xml msgid "Use [code]UV2[/code] with the detail texture." msgstr "Utilise [code]UV2[/code] pour la texture des détails." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member flags_transparent]." msgstr "La constante pour le réglage [member flags_transparent]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member emission_enabled]." msgstr "La constante pour le réglage [member emission_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member normal_enabled]." msgstr "La constante pour le réglage [member normal_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member rim_enabled]." msgstr "La constante pour le réglage [member rim_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member clearcoat_enabled]." msgstr "La constante pour le réglage [member clearcoat_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member anisotropy_enabled]." msgstr "La constante pour le réglage [member anisotropy_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member ao_enabled]." msgstr "La constante pour le réglage [member ao_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member depth_enabled]." msgstr "La constante pour le réglage [member depth_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member subsurf_scatter_enabled]." msgstr "La constante pour le réglage [member subsurf_scatter_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member transmission_enabled]." msgstr "La constante pour le réglage [member transmission_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member refraction_enabled]." msgstr "La constante pour le réglage [member refraction_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member detail_enabled]." msgstr "La constante pour le réglage [member detail_enabled]." #: doc/classes/SpatialMaterial.xml 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 msgid "The color of the object is added to the background." msgstr "La couleur de l'objet est ajoutée à l'arrière-plan." #: doc/classes/SpatialMaterial.xml msgid "The color of the object is subtracted from the background." msgstr "La couleur de l'objet est soustraite à l'arrière-plan." #: doc/classes/SpatialMaterial.xml msgid "The color of the object is multiplied by the background." msgstr "La couleur de l'objet est multipliée par l'arrière-plan." #: doc/classes/SpatialMaterial.xml msgid "Default depth draw mode. Depth is drawn only for opaque objects." msgstr "" "Le mode par défaut pour la profondeur. La profondeur n'est dessinée que pour " "les objets opaques." #: doc/classes/SpatialMaterial.xml msgid "Depth draw is calculated for both opaque and transparent objects." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "No depth draw." msgstr "Pas de dessin de profondeur." #: doc/classes/SpatialMaterial.xml msgid "" "For transparent objects, an opaque pass is made first with the opaque parts, " "then transparency is drawn." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Default cull mode. The back of the object is culled when not visible." msgstr "" "Le mode de cull par défaut. Le cull définit quand l'arrière d'un objet n'est " "pas visible." #: doc/classes/SpatialMaterial.xml msgid "The front of the object is culled when not visible." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "No culling is performed." msgstr "Aucun culling n’est effectué." #: doc/classes/SpatialMaterial.xml msgid "" "No lighting is used on the object. Color comes directly from [code]ALBEDO[/" "code]." msgstr "" "Aucun lumière n'est appliquée à l'objet. La couleur vient directement de " "[code]ALBEDO[/code]." #: doc/classes/SpatialMaterial.xml 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 msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "" "Définit [code]ALBEDO[/code] par la couleur définie pour chaque sommet du " "maillage." #: doc/classes/SpatialMaterial.xml 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 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 msgid "" "Object is scaled by depth so that it always appears the same size on screen." msgstr "" #: doc/classes/SpatialMaterial.xml 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 msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV[/code]." msgstr "" "Utiliser la projection triplanaire pour les textures qui normalement " "utilisent [code]UV[/code]." #: doc/classes/SpatialMaterial.xml msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV2[/code]." msgstr "" "Utiliser la projection triplanaire pour les textures qui normalement " "utilisent [code]UV2[/code]." #: doc/classes/SpatialMaterial.xml msgid "" "Use [code]UV2[/code] coordinates to look up from the [member ao_texture]." msgstr "" "Utiliser les coordonnées [code]UV2[/code] pour la projection de la [member " "ao_texture]." #: doc/classes/SpatialMaterial.xml msgid "" "Use [code]UV2[/code] coordinates to look up from the [member " "emission_texture]." msgstr "" "Utiliser les coordonnées [code]UV2[/code] pour la projection de la [member " "emission_texture]." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "Use alpha scissor. Set by [member params_use_alpha_scissor]." msgstr "" "Utilise un ciseau pour l'alpha. Définit par [member " "params_use_alpha_scissor]." #: doc/classes/SpatialMaterial.xml msgid "" "Use world coordinates in the triplanar texture lookup instead of local " "coordinates." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Forces the shader to convert albedo from sRGB space to linear space." msgstr "" "Force le shader à convertir l'albedo de l'espace sRGB à celui linéaire." #: doc/classes/SpatialMaterial.xml msgid "Disables receiving shadows from other objects." msgstr "Désactive la réception des ombres venant des autres objets." #: doc/classes/SpatialMaterial.xml msgid "Disables receiving ambient light." msgstr "Désactive la réception de la lumière ambiante." #: doc/classes/SpatialMaterial.xml msgid "Ensures that normals appear correct, even with non-uniform scaling." msgstr "" "S'assure que les normales apparaissent correctement, même pour les " "proportions non uniformes." #: doc/classes/SpatialMaterial.xml msgid "Enables the shadow to opacity feature." msgstr "Active la conversion de l'ombre en opacité." #: doc/classes/SpatialMaterial.xml msgid "Default diffuse scattering algorithm." msgstr "" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "Diffuse scattering ignores roughness." msgstr "La diffusion diffuse ignore la rugosité." #: doc/classes/SpatialMaterial.xml msgid "Extends Lambert to cover more than 90 degrees when roughness increases." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Attempts to use roughness to emulate microsurfacing." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Uses a hard cut for lighting, with smoothing affected by roughness." msgstr "" "Utilise une transition abrupte pour les lumières, la rugosité permet " "d'ajuster cette transition." #: doc/classes/SpatialMaterial.xml msgid "Default specular blob." msgstr "Blob spéculaire par défaut." #: doc/classes/SpatialMaterial.xml msgid "Older specular algorithm, included for compatibility." msgstr "Ancien algorithme pour l'effet spéculaire, inclus pour compatibilité." #: doc/classes/SpatialMaterial.xml msgid "Toon blob which changes size based on roughness." msgstr "Le reflet en mode cartoon change de taille suivant la rugosité." #: doc/classes/SpatialMaterial.xml msgid "No specular blob." msgstr "Pas de blob spéculaire." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "Billboard mode is disabled." msgstr "Le mode d'affichage est désactivé." #: doc/classes/SpatialMaterial.xml msgid "The object's Z axis will always face the camera." msgstr "L'axe Z de l'objet fera toujours face à la caméra." #: doc/classes/SpatialMaterial.xml msgid "The object's X axis will always face the camera." msgstr "L'axe X de l'objet fera toujours face à la caméra." #: doc/classes/SpatialMaterial.xml 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 msgid "Used to read from the red channel of a texture." msgstr "Utilisé pour lire la texture depuis le canal du rouge." #: doc/classes/SpatialMaterial.xml msgid "Used to read from the green channel of a texture." msgstr "Utilisé pour lire la texture depuis le canal du vert." #: doc/classes/SpatialMaterial.xml msgid "Used to read from the blue channel of a texture." msgstr "Utilisé pour lire la texture depuis le canal du bleu." #: doc/classes/SpatialMaterial.xml msgid "Used to read from the alpha channel of a texture." msgstr "Utilisé pour lire la texture depuis le canal de l'alpha." #: doc/classes/SpatialMaterial.xml msgid "Adds the emission color to the color from the emission texture." msgstr "Ajouter la couleur d'émission à la texture d'émission." #: doc/classes/SpatialMaterial.xml msgid "Multiplies the emission color by the color from the emission texture." msgstr "Multiplie la couleur d'émission par la texture d'émission." #: doc/classes/SpatialMaterial.xml msgid "Do not use distance fade." msgstr "Ne pas utiliser de fondu de distance." #: doc/classes/SpatialMaterial.xml msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using the alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml 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 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/SpatialMaterial.xml msgid "" "The real conditioned shader needed on each situation will be sent for " "background compilation. In the meantime, a very complex shader that adapts " "to every situation will be used (\"ubershader\"). This ubershader is much " "slower to render, but will keep the game running without stalling to " "compile. Once shader compilation is done, the ubershader is replaced by the " "traditional optimized shader." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Anything with this material applied won't be rendered while this material's " "shader is being compiled.\n" "This is useful for optimization, in cases where the visuals won't suffer " "from having certain non-essential elements missing during the short time " "their shaders are being compiled." msgstr "" #: doc/classes/SphereMesh.xml msgid "Class representing a spherical [PrimitiveMesh]." msgstr "Classe représentant un [PrimitiveMesh] sphérique." #: doc/classes/SphereMesh.xml msgid "Full height of the sphere." msgstr "Pleine hauteur de la sphère." #: doc/classes/SphereMesh.xml 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 msgid "Number of radial segments on the sphere." msgstr "Le nombre de latitudes de la sphère." #: doc/classes/SphereMesh.xml msgid "Radius of sphere." msgstr "Le rayon de la sphère." #: doc/classes/SphereMesh.xml msgid "Number of segments along the height of the sphere." msgstr "Le nombre de longitudes de la sphère." #: doc/classes/SphereShape.xml msgid "Sphere shape for 3D collisions." msgstr "Forme sphérique pour les collisions 3D." #: doc/classes/SphereShape.xml 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 msgid "The sphere's radius. The shape's diameter is double the radius." msgstr "" "Le rayon de la sphère. Le diamètre de la sphère est le double du rayon." #: doc/classes/SpinBox.xml msgid "Numerical input text field." msgstr "Champ de texte de saisie numérique." #: doc/classes/SpinBox.xml 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.\n" "[b]Note:[/b] If you want to implement drag and drop for the underlying " "[LineEdit], you can use [method Control.set_drag_forwarding] on the node " "returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml msgid "Applies the current value of this [SpinBox]." msgstr "Appliquer la valeur actuelle à cette [SpinBox]." #: doc/classes/SpinBox.xml 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 msgid "Sets the text alignment of the [SpinBox]." msgstr "Définit l'alignement du texte de cette [SpinBox]." #: doc/classes/SpinBox.xml msgid "" "If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be " "read only." msgstr "" "Si [code]true[/code], la [SpinBox] sera modifiable. Sinon, elle sera en " "lecture seule." #: doc/classes/SpinBox.xml msgid "" "Adds the specified [code]prefix[/code] string before the numerical value of " "the [SpinBox]." msgstr "" "Ajoute la chaîne de caractères [code]prefix[/code] spécifiée avant la valeur " "numérique de la [SpinBox]." #: doc/classes/SpinBox.xml msgid "" "Adds the specified [code]suffix[/code] string after the numerical value of " "the [SpinBox]." msgstr "" "Ajoute la chaîne de caractères [code]suffix[/code] spécifiée après la valeur " "numérique de la [SpinBox]." #: doc/classes/SpinBox.xml msgid "Sets a custom [Texture] for up and down arrows of the [SpinBox]." msgstr "" #: doc/classes/SplitContainer.xml msgid "Container for splitting and adjusting." msgstr "Conteneur pour le fractionnement et l'ajustement." #: doc/classes/SplitContainer.xml 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 msgid "" "Clamps the [member split_offset] value to not go outside the currently " "possible minimal and maximum values." msgstr "" #: doc/classes/SplitContainer.xml 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 msgid "" "Determines the dragger's visibility. See [enum DraggerVisibility] for " "details." msgstr "" "Détermine la visibilité du dragueur. Voir [enum DraggerVisibility] pour plus " "de détails." #: doc/classes/SplitContainer.xml 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 msgid "Emitted when the dragger is dragged by user." msgstr "Émis lorsque le dragueur est glissé par l'utilisateur." #: doc/classes/SplitContainer.xml msgid "The split dragger is visible when the cursor hovers it." msgstr "Le dragueur fractionné est visible quand le curseur le survole." #: doc/classes/SplitContainer.xml #, fuzzy msgid "The split dragger is never visible." msgstr "Le dragueur fractionné n’est jamais visible." #: doc/classes/SplitContainer.xml msgid "The split dragger is never visible and its space collapsed." msgstr "" #: doc/classes/SpotLight.xml msgid "A spotlight, such as a reflector spotlight or a lantern." msgstr "Un projecteur, comme un projecteur de spectacle ou un lanterne." #: doc/classes/SpotLight.xml 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 msgid "The spotlight's angle in degrees." msgstr "L’angle du projecteur en degrés." #: doc/classes/SpotLight.xml msgid "The spotlight's angular attenuation curve." msgstr "La courbe d’atténuation angulaire du projecteur." #: doc/classes/SpotLight.xml msgid "The spotlight's light energy attenuation curve." msgstr "La courbe d’atténuation de l'énergie de la lumière du projecteur." #: doc/classes/SpotLight.xml 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 msgid "A helper node, mostly used in 3rd person cameras." msgstr "" "Un nœud d'aide, surtout utilisé pour les caméras à la troisième personne." #: doc/classes/SpringArm.xml 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 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 msgid "" "Clears the list of [PhysicsBody] objects excluded from the collision check." msgstr "" "Efface la liste des objets [PhysicsBody] exclus des vérifications de " "collision." #: doc/classes/SpringArm.xml #, fuzzy msgid "Returns the spring arm's current length." msgstr "Retourne la chaîne de caractères convertie en minuscules." #: doc/classes/SpringArm.xml msgid "" "Removes the given [RID] from the list of [PhysicsBody] objects excluded from " "the collision check." msgstr "" #: doc/classes/SpringArm.xml msgid "" "The layers against which the collision check shall be done. See " "[url=$DOCS_URL/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 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 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 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 msgid "General-purpose sprite node." msgstr "Nœud de sprite à usage général." #: doc/classes/Sprite.xml 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 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 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 msgid "If [code]true[/code], texture is centered." msgstr "Si [code]true[/code], la texture est centrée." #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "" "Current frame to display from sprite sheet. [member hframes] or [member " "vframes] must be greater than 1." msgstr "" #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml 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 doc/classes/Sprite3D.xml msgid "The number of columns in the sprite sheet." msgstr "Nombre de colonnes dans la feuille de sprite." #: doc/classes/Sprite.xml 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 msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " "[member region_rect]." msgstr "" "Si [code]true[/code], la texture est une partie d'une plus grande texture " "atlas. Voir [member region_rect]." #: doc/classes/Sprite.xml msgid "If [code]true[/code], the outermost pixels get blurred out." msgstr "Si [code]true[/code], les pixels les plus à l'extérieur sont floutés." #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "" "The region of the atlas texture to display. [member region_enabled] must be " "[code]true[/code]." msgstr "" "La région de la texture atlas à afficher. [member region_enabled] doit être " "[code]true[/code]." #: doc/classes/Sprite.xml msgid "[Texture] object to draw." msgstr "L'objet [Texture2D] à dessiner." #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "The number of rows in the sprite sheet." msgstr "Le nombre de lignes dans la feuille de sprites." #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "Emitted when the [member frame] changes." msgstr "Émis quand une [member frame] changes." #: doc/classes/Sprite.xml msgid "Emitted when the [member texture] changes." msgstr "Émis quand une [member texture] change." #: doc/classes/Sprite3D.xml msgid "2D sprite node in a 3D world." msgstr "Nœud de sprite en 2D dans un monde en 3D." #: doc/classes/Sprite3D.xml 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 msgid "" "If [code]true[/code], texture will be cut from a larger atlas texture. See " "[member region_rect]." msgstr "" "Si [code]true[/code], la texture sera récupéré d'une plus grande texture " "atlas. Voir [member region_rect]." #: doc/classes/Sprite3D.xml msgid "" "[Texture] object to draw. If [member GeometryInstance.material_override] is " "used, this will be overridden." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "2D sprite node in 3D environment." msgstr "Nœud sprite 2D dans l’environnement 3D." #: doc/classes/SpriteBase3D.xml msgid "A node that displays 2D texture information in a 3D environment." msgstr "" "Nœud qui affiche les informations de texture 2D dans un environnement 3D." #: doc/classes/SpriteBase3D.xml msgid "Returns the rectangle representing this sprite." msgstr "Retourne le rectangle représentant ce sprite." #: doc/classes/SpriteBase3D.xml msgid "If [code]true[/code], the specified flag will be enabled." msgstr "Si [code]true[/code], le drapeau spécifié sera actif." #: doc/classes/SpriteBase3D.xml msgid "The direction in which the front of the texture faces." msgstr "La direction que pointe la face avant de cette texture." #: doc/classes/SpriteBase3D.xml 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 msgid "" "A color value used to [i]multiply[/i] the texture's colors. Can be used for " "mood-coloring or to simulate the color of light.\n" "[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on " "the [SpriteBase3D], the material override must be configured to take vertex " "colors into account for albedo. Otherwise, the color defined in [member " "modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial." "vertex_color_use_as_albedo] must be [code]true[/code]. For a " "[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the " "shader's [code]fragment()[/code] function." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" "The texture's visibility on a scale from [code]0[/code] (fully invisible) to " "[code]1[/code] (fully visible). [member opacity] is a multiplier for the " "[member modulate] color's alpha channel.\n" "[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on " "the [SpriteBase3D], the material override must be configured to take vertex " "colors into account for albedo. Otherwise, the opacity defined in [member " "opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial." "vertex_color_use_as_albedo] must be [code]true[/code]. For a " "[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the " "shader's [code]fragment()[/code] function." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "The size of one pixel's width on the sprite to scale it in 3D." msgstr "La taille d'un des pixels de la sprite pour définir sa taille en 3D." #: doc/classes/SpriteBase3D.xml msgid "" "Sets the render priority for the sprite. Higher priority objects will be " "sorted in front of lower priority objects.\n" "[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant " "ALPHA_CUT_DISABLED] (default value).\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/SpriteBase3D.xml #, fuzzy msgid "" "If [code]true[/code], the [Light] in the [Environment] has effects on the " "sprite." msgstr "Si [code]true[/code], ce [HTTPClient] a une réponse disponible." #: doc/classes/SpriteBase3D.xml 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 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 msgid "If set, lights in the environment affect the sprite." msgstr "" #: doc/classes/SpriteBase3D.xml 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 msgid "" "Sprite is scaled by depth so that it always appears the same size on screen." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D." msgstr "La bibliothèque de sprites pour AnimatedSprite et AnimatedSprite3D." #: doc/classes/SpriteFrames.xml msgid "" "Sprite frame library for an [AnimatedSprite] or [AnimatedSprite3D] node. " "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 msgid "Adds a new animation to the library." msgstr "Ajoute une nouvelle animation à la bibliothèque." #: doc/classes/SpriteFrames.xml msgid "Adds a frame to the given animation." msgstr "Ajoute une trame à l'animation donnée." #: doc/classes/SpriteFrames.xml msgid "Removes all frames from the given animation." msgstr "Retire toutes les trames de l'animation donnée." #: doc/classes/SpriteFrames.xml msgid "Removes all animations. A \"default\" animation will be created." msgstr "Retire toutes les animations. Une animation \"défaut\" sera créée." #: doc/classes/SpriteFrames.xml #, fuzzy msgid "" "Returns [code]true[/code] if the given animation is configured to loop when " "it finishes playing. Otherwise, returns [code]false[/code]." msgstr "" "Retourne [code]true[/code] si la piste donnée est importée. Sinon retourne " "[code]false[/code]." #: doc/classes/SpriteFrames.xml msgid "" "Returns an array containing the names associated to each animation. Values " "are placed in alphabetical order." msgstr "" "Retourne un tableau contenant les noms associés à chaque animation. Ces " "valeurs sont triées dans l'ordre alphabétique." #: doc/classes/SpriteFrames.xml msgid "The animation's speed in frames per second." msgstr "Le vitesse de l'animation en trames par seconde." #: doc/classes/SpriteFrames.xml msgid "Returns the animation's selected frame." msgstr "Retourne l'image sélectionnée de l'animation." #: doc/classes/SpriteFrames.xml msgid "Returns the number of frames in the animation." msgstr "Retourne le nombre de trames de l'animation." #: doc/classes/SpriteFrames.xml msgid "If [code]true[/code], the named animation exists." msgstr "Si [code]true[/code], l'animation nommée existe." #: doc/classes/SpriteFrames.xml msgid "Removes the given animation." msgstr "Supprime l’animation donnée." #: doc/classes/SpriteFrames.xml msgid "Removes the animation's selected frame." msgstr "Supprime l'image sélectionnée de l'animation." #: doc/classes/SpriteFrames.xml msgid "Changes the animation's name to [code]newname[/code]." msgstr "Change le nom de l'animation par [code]newname[/code]." #: doc/classes/SpriteFrames.xml msgid "If [code]true[/code], the animation will loop." msgstr "Si [code]true[/code], l'animation bouclera." #: doc/classes/SpriteFrames.xml msgid "Sets the texture of the given frame." msgstr "Définit la texture de la trame spécifiée." #: doc/classes/SpriteFrames.xml msgid "Compatibility property, always equals to an empty array." msgstr "" "Une propriété pour maintenir la compatibilité, mais toujours égal à un " "tableau vide." #: doc/classes/StaticBody.xml msgid "Static body for 3D physics." msgstr "Corps statique pour la physique 3D." #: doc/classes/StaticBody.xml 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 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 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 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 msgid "Static body for 2D physics." msgstr "Corps statique pour la physique 2D." #: doc/classes/StaticBody2D.xml 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 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 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 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 msgid "Abstraction and base class for stream-based protocols." msgstr "Classe abstraite pour la base des protocoles de flux." #: doc/classes/StreamPeer.xml 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 msgid "Gets a signed 16-bit value from the stream." msgstr "Obtenir une valeur 16 bits signée depuis le flux." #: doc/classes/StreamPeer.xml msgid "Gets a signed 32-bit value from the stream." msgstr "Obtenir une valeur 32 bits signée depuis le flux." #: doc/classes/StreamPeer.xml msgid "Gets a signed 64-bit value from the stream." msgstr "Obtenir une valeur 64 bits signée depuis le flux." #: doc/classes/StreamPeer.xml msgid "Gets a signed byte from the stream." msgstr "Récupérer un octet signé depuis le flux." #: doc/classes/StreamPeer.xml msgid "Returns the amount of bytes this [StreamPeer] has available." msgstr "Retourne le nombre d'octets que ce [StreamPeer] a de disponible." #: doc/classes/StreamPeer.xml 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 msgid "Gets a double-precision float from the stream." msgstr "Récupérer un flottant à double-précision depuis le flux." #: doc/classes/StreamPeer.xml msgid "Gets a single-precision float from the stream." msgstr "Récupérer un flottant à simple précision depuis le flux." #: doc/classes/StreamPeer.xml 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 msgid "" "Gets an ASCII 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 msgid "Gets an unsigned 16-bit value from the stream." msgstr "Obtenir une valeur 16 bits non signée depuis le flux." #: doc/classes/StreamPeer.xml msgid "Gets an unsigned 32-bit value from the stream." msgstr "Obtenir une valeur 32 bits non signée depuis le flux." #: doc/classes/StreamPeer.xml msgid "Gets an unsigned 64-bit value from the stream." msgstr "Obtenir une valeur 64 bits non signée depuis le flux." #: doc/classes/StreamPeer.xml msgid "Gets an unsigned byte from the stream." msgstr "Récupérer un octet non signé depuis le flux." #: doc/classes/StreamPeer.xml 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 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 msgid "Puts a signed 16-bit value into the stream." msgstr "Ajoute une valeur de 16 bits dans le flux." #: doc/classes/StreamPeer.xml msgid "Puts a signed 32-bit value into the stream." msgstr "Ajoute une valeur de 32 bits dans le flux." #: doc/classes/StreamPeer.xml msgid "Puts a signed 64-bit value into the stream." msgstr "Ajoute une valeur de 64 bits dans le flux." #: doc/classes/StreamPeer.xml msgid "Puts a signed byte into the stream." msgstr "Ajoute un octet signé dans le flux." #: doc/classes/StreamPeer.xml 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 msgid "Puts a double-precision float into the stream." msgstr "Ajouter un flottant double précision dans le flux." #: doc/classes/StreamPeer.xml msgid "Puts a single-precision float into the stream." msgstr "Ajouter un flottant single précision dans le flux." #: doc/classes/StreamPeer.xml 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 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 msgid "Puts an unsigned 16-bit value into the stream." msgstr "Ajoute une valeur de 16 bits non signée dans le flux." #: doc/classes/StreamPeer.xml msgid "Puts an unsigned 32-bit value into the stream." msgstr "Ajoute une valeur de 32 bits non signée dans le flux." #: doc/classes/StreamPeer.xml msgid "Puts an unsigned 64-bit value into the stream." msgstr "Ajoute une valeur de 64 bits non signée dans le flux." #: doc/classes/StreamPeer.xml msgid "Puts an unsigned byte into the stream." msgstr "Ajouter un octet non signé dans le flux." #: doc/classes/StreamPeer.xml 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 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 msgid "" "If [code]true[/code], this [StreamPeer] will using big-endian format for " "encoding and decoding." msgstr "" #: doc/classes/StreamPeerBuffer.xml #, fuzzy msgid "Data buffer stream peer." msgstr "Homologue de flux SSL." #: doc/classes/StreamPeerBuffer.xml msgid "" "Data buffer stream peer that uses a byte array as the stream. This object " "can be used to handle binary data from network sessions. To handle binary " "data stored in files, [File] can be used directly.\n" "A [StreamPeerBuffer] object keeps an internal cursor which is the offset in " "bytes to the start of the buffer. Get and put operations are performed at " "the cursor position and will move the cursor accordingly." msgstr "" #: doc/classes/StreamPeerBuffer.xml msgid "Clears the [member data_array] and resets the cursor." msgstr "Efface le [member data_array] et rétablit le curseur." #: doc/classes/StreamPeerBuffer.xml msgid "" "Returns a new [StreamPeerBuffer] with the same [member data_array] content." msgstr "" #: doc/classes/StreamPeerBuffer.xml msgid "Returns the current cursor position." msgstr "Retourne la position actuelle du curseur." #: doc/classes/StreamPeerBuffer.xml msgid "Returns the size of [member data_array]." msgstr "Retourne la taille de [member data_array]." #: doc/classes/StreamPeerBuffer.xml msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor." msgstr "" "Redimensionne [member data_array]. Cela [i]ne met pas[/i] à jour le curseur." #: doc/classes/StreamPeerBuffer.xml msgid "" "Moves the cursor to the specified position. [code]position[/code] must be a " "valid index of [member data_array]." msgstr "" #: doc/classes/StreamPeerBuffer.xml msgid "The underlying data buffer. Setting this value resets the cursor." msgstr "" #: doc/classes/StreamPeerSSL.xml msgid "SSL stream peer." msgstr "Homologue de flux SSL." #: doc/classes/StreamPeerSSL.xml 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 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 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 doc/classes/StreamPeerTCP.xml msgid "Disconnects from host." msgstr "Se déconnecte de l'hôte." #: doc/classes/StreamPeerSSL.xml 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 msgid "A status representing a [StreamPeerSSL] that is disconnected." msgstr "Le status représentant un [StreamPeerSSL] qui est déconnecté." #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] during handshaking." msgstr "Le status représentant un [StreamPeerSSL] durant la poignée de main." #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] that is connected to a host." msgstr "Un status représentant un [StreamPeerSSL] qui est connecté à l'hôte." #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] in error state." msgstr "Un status représentant un état d'erreur du [StreamPeerSSL]." #: doc/classes/StreamPeerSSL.xml 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 msgid "TCP stream peer." msgstr "Homologue de flux TCP." #: doc/classes/StreamPeerTCP.xml 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 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 msgid "Returns the IP of this peer." msgstr "Retourne l'adresse IP de ce pair." #: doc/classes/StreamPeerTCP.xml msgid "Returns the port of this peer." msgstr "Retourne le port de ce pair." #: doc/classes/StreamPeerTCP.xml msgid "Returns the status of the connection, see [enum Status]." msgstr "Retourne le status de la connexion, voir [enum Status]." #: doc/classes/StreamPeerTCP.xml msgid "" "Returns [code]true[/code] if this peer is currently connected or is " "connecting to a host, [code]false[/code] otherwise." msgstr "" "Renvoie [code]true[/code] si le pair est actuellement connecté ou se " "connecte à un hôte, ou [code]false[/code] sinon." #: doc/classes/StreamPeerTCP.xml 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 msgid "" "The initial status of the [StreamPeerTCP]. This is also the status after " "disconnecting." msgstr "" "Le status initial du [StreamPeerTCP]. C'est aussi le status après la " "déconnexion." #: doc/classes/StreamPeerTCP.xml msgid "A status representing a [StreamPeerTCP] that is connecting to a host." msgstr "Un status représentant un [StreamPeerTCP] qui se connecte un à hôte." #: doc/classes/StreamPeerTCP.xml msgid "A status representing a [StreamPeerTCP] that is connected to a host." msgstr "Un status représentant un [StreamPeerTCP] qui est connecté un à hôte." #: doc/classes/StreamPeerTCP.xml msgid "A status representing a [StreamPeerTCP] in error state." msgstr "Un status représentant un état d'erreur du [StreamPeerTCP]." #: doc/classes/StreamTexture.xml msgid "A [code].stex[/code] texture." msgstr "Une texture [code].stex [/code]." #: doc/classes/StreamTexture.xml msgid "A texture that is loaded from a [code].stex[/code] file." msgstr "Une texture qui est chargée depuis un fichier [code].stex[/code]." #: doc/classes/StreamTexture.xml msgid "Loads the texture from the given path." msgstr "Charge la texture à l'emplacement spécifié." #: doc/classes/StreamTexture.xml msgid "The StreamTexture's file path to a [code].stex[/code] file." msgstr "Le chemin du fichier StreamTexture en [code].stex[/code]." #: doc/classes/String.xml msgid "Built-in string class." msgstr "Classe intégrée de chaîne de caractères." #: doc/classes/String.xml 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 msgid "Constructs a new String from the given [bool]." msgstr "" "Construit une nouvelle chaîne de caractères à partir du [bool] (booléen) " "donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [int]." msgstr "" "Construit une nouvelle chaîne de caractères à partir du [int] (entier) donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [float]." msgstr "" "Construit une nouvelle chaîne de caractères à partir du [float] (flottant) " "donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [Vector2]." msgstr "" "Construit une nouvelle chaîne de caractères à partir du [Vector2] donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [Rect2]." msgstr "Construit une nouvelle chaîne de caractères à partir du [Rect2] donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [Vector3]." msgstr "" "Construit une nouvelle chaîne de caractères à partir du [Vector3] donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [Transform2D]." msgstr "" "Construit une nouvelle chaîne de caractères à partir du [Transform2D] donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [Plane]." msgstr "Construit une nouvelle chaîne de caractères à partir du [Plane] donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [Quat]." msgstr "Construit une nouvelle chaîne de caractères à partir du [Quat] donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [AABB]." msgstr "Construit une nouvelle chaîne de caractères à partir du [AABB] donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [Basis]." msgstr "Construit une nouvelle chaîne de caractères à partir du [Basis] donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [Transform]." msgstr "" "Construit une nouvelle chaîne de caractères à partir de la [Transform] " "donnée." #: doc/classes/String.xml msgid "Constructs a new String from the given [Color]." msgstr "" "Construit une nouvelle chaîne de caractères à partir de la [Color] (couleur) " "donnée." #: doc/classes/String.xml msgid "Constructs a new String from the given [NodePath]." msgstr "" "Construit une nouvelle chaîne de caractères à partir du [NodePath] (chemin " "du nœud) donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [RID]." msgstr "Construit une nouvelle chaîne de caractères à partir du [RID] donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [Dictionary]." msgstr "" "Construit une nouvelle chaîne de caractères à partir du [Dictionary]" "(dictionaire) donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [Array]." msgstr "Construit une nouvelle chaîne de caractères à partir du [Array] donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolByteArray]." msgstr "" "Construit une nouvelle chaîne de caractères à partir du [PoolByteArray] " "donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolIntArray]." msgstr "" "Construit une nouvelle chaîne de caractères à partir du [PoolIntArray] donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolRealArray]." msgstr "" "Construit une nouvelle chaîne de caractères à partir du [PoolRealArray] " "donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolStringArray]." msgstr "" "Construit une nouvelle chaîne de caractères à partir du [PoolStringArray] " "donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolVector2Array]." msgstr "" "Construit une nouvelle chaîne de caractères à partir du [PoolVector2Array] " "donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolVector3Array]." msgstr "" "Construit une nouvelle chaîne de caractères à partir du [PoolVector3Array] " "donné." #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolColorArray]." msgstr "" "Construit une nouvelle chaîne de caractères à partir du [PoolColorArray] " "donné." #: doc/classes/String.xml msgid "Returns [code]true[/code] if the string begins with the given string." msgstr "" "Retourne [code]true[/code] (vrai) si la chaîne de caractères commence par la " "chaîne de caractères donnée." #: doc/classes/String.xml msgid "" "Returns an array containing the bigrams (pairs of consecutive letters) of " "this string.\n" "[codeblock]\n" "print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n" "[/codeblock]" msgstr "" "Retourne un tableau contenant les « bigrams » (paires de lettres " "consécutives) de cette chaîne de caractères.\n" "[codeblock]\n" "print(\"Bigrams\".bigrams()) # Affiche \"[Bi, ig, gr, ra, am, ms]\"\n" "[/codeblock]" #: doc/classes/String.xml msgid "" "Returns a copy of the string with special characters escaped using the C " "language standard." msgstr "" "Renvoie une copie de la chaîne de caractères avec les caractères spéciaux " "échappés suivant le standard du langage C." #: doc/classes/String.xml 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 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 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 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 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 #, fuzzy msgid "" "Returns a copy of the string with indentation (leading tabs and spaces) " "removed. See also [method indent] to add indentation." msgstr "" "Retourne une copie de la chaîne de caractères avec indentation (tabulations " "et espaces antéposés)." #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if the length of the string equals [code]0[/code]." msgstr "" "Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de " "la chaîne égale à [code]0[/code])." #: doc/classes/String.xml msgid "Returns [code]true[/code] if the string ends with the given string." msgstr "" "Retourne [code]true[/code] (vrai) si la chaîne de caractères finit par la " "chaîne de caractères donnée." #: doc/classes/String.xml msgid "" "Erases [code]chars[/code] characters from the string starting from " "[code]position[/code]." msgstr "" "Efface [code]chars[/code] les caractères de la chaîne de caractères à partir " "de la [code]position[/code]." #: doc/classes/String.xml 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 "" "Trouve la première occurrence d'une sous-chaîne de caractères. Retourne la " "position de départ de la sous-chaîne de caractères ou [code]-1[/code] si non " "trouvée. Optionnellement, l'index de recherche initial peut être passé (en " "tant qu'argument).\n" "[b]Note:[/b] Si vous voulez simplement savoir si une chaîne contient une " "sous-chaîne, utilisez l'opérateur [code]in[/code] comme suit:\n" "[codeblock]\n" "# Évaluera à `false`.\n" "if \"i\" in \"team\":\n" " pass\n" "[/codeblock]" #: doc/classes/String.xml msgid "" "Finds the last occurrence of a substring. Returns the starting position of " "the substring or [code]-1[/code] if not found." msgstr "" "Trouve la dernière occurrence d'une sous-chaîne de caractère. Retourne la " "position de départ de la sous-chaîne de caractères ou [code]-1[/code] si non " "trouvée." #: doc/classes/String.xml 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 "" "Trouve la première occurence d'une sous-chaîne de caractères. Retourne la " "position de départ de la sous-chaîne de caractères ou [code]-1[/code] si non " "trouvée. Optionnellement, l'index de recherche initial peut être passé (en " "tant qu'argument) ." #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " "with [code]values[/code]." msgstr "" "Formate la chaîne de caractères en remplaçant toutes les occurences de " "[code]placeholder[/code] par [code]values[/code]." #: doc/classes/String.xml msgid "If the string is a valid file path, returns the base directory name." msgstr "" "Si le chaine de caractères est un chemin valide, retourne le nom du dossier " "à la base." #: doc/classes/String.xml msgid "" "If the string is a valid file path, returns the full file path without the " "extension." msgstr "" "Si la chaine de caractères est un chemin de fichier valide, ça retourne le " "chemin complet du fichier sans son extension." #: doc/classes/String.xml 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 "" "Retourne l'extension sans le point ([code].[/code]) final si le chaine de " "caractères est un nom ou un chemin de fichier valide. Si la chaine ne " "contient pas d'extension, une chaine vide est retournée.\n" "[codeblock]\n" "print(\"/chemin/vers/fichier.txt\".get_extension()) # \"txt\"\n" "print(\"fichier.txt\".get_extension()) # \"txt\"\n" "print(\"fichier.test.txt\".get_extension()) # \"txt\"\n" "print(\".txt\".get_extension()) # \"txt\"\n" "print(\"fichier.txt.\".get_extension()) # \"\" (chaine vide)\n" "print(\"fichier.txt..\".get_extension()) # \"\" (chaine vide)\n" "print(\"txt\".get_extension()) # \"\" (chaine vide)\n" "print(\"\".get_extension()) # \"\" (chaine vide)\n" "[/codeblock]" #: doc/classes/String.xml msgid "If the string is a valid file path, returns the filename." msgstr "" "Si la chaîne de caractères est un chemin de fichier valide, retourne le nom " "du fichier." #: doc/classes/String.xml msgid "" "Splits a string using a [code]delimiter[/code] and returns a substring at " "index [code]slice[/code]. Returns an empty string if the index doesn't " "exist.\n" "This is a more performant alternative to [method split] for cases when you " "need only one element from the array at a fixed index.\n" "Example:\n" "[codeblock]\n" "print(\"i/am/example/string\".get_slice(\"/\", 2)) # Prints 'example'.\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Returns the 32-bit hash value representing the string's contents.\n" "[b]Note:[/b] [String]s with equal content will always produce identical hash " "values. However, the reverse is not true. Returning identical hash values " "does [i]not[/i] imply the strings are equal, because different strings can " "have identical hash values due to hash collisions." msgstr "" #: doc/classes/String.xml 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 "" "Convertit une chaîne de caractères contenant un nombre en héxadécimal en un " "nombre entier (int). Les chaînes de caractères en héxadécimal sont censées " "avoir le préfixe \"[code]0x[/code]\" autrement [code]0[/code] est retourné.\n" "[codeblock]\n" "print(\"0xff\".hex_to_int()) # Affiche \"255\"\n" "[/codeblock]" #: doc/classes/String.xml 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 "" "Échappe (code) une chaine de caractères dans un format compatible avec les " "URL. Est aussi référé au 'codage de URL' ('URL encode').\n" "[codeblock]\n" "print(\"https://example.org/?escaped=\" + \"Le Moteur Godot:'docs'\"." "http_escape())\n" "[/codeblock]" #: doc/classes/String.xml 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 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 msgid "" "Returns a copy of the string with lines indented with [code]prefix[/code].\n" "For example, the string can be indented with two tabs using " "[code]\"\\t\\t\"[/code], or four spaces using [code]\" \"[/code]. The " "prefix can be any string so it can also be used to comment out strings with " "e.g. [code]\"# \"[/code]. See also [method dedent] to remove indentation.\n" "[b]Note:[/b] Empty lines are kept empty." msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with the substring [code]what[/code] inserted " "at the given position." msgstr "" "Retourne une copie de la chaîne de caractères avec la sous-chaîne " "[code]what[/code] inséré à la position spécifiée." #: doc/classes/String.xml msgid "" "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 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 msgid "" "Returns [code]true[/code] if this string is a subsequence of the given " "string." msgstr "" #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string is a subsequence of the given " "string, without considering case." msgstr "" "Retourne [code]true[/code] si une chaîne de caractères est une sous-séquence " "de la chaîne donnée, en ignorant les différences de casse." #: doc/classes/String.xml msgid "" "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 msgid "" "Returns [code]true[/code] if this string contains a valid float. This is " "inclusive of integers, and also supports exponents:\n" "[codeblock]\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml 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 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 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.\n" "[codeblock]\n" "print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n" "print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n" "print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" "print(\"7\".is_valid_int()) # Prints \"True\"\n" "print(\"14.6\".is_valid_int()) # Prints \"False\"\n" "print(\"L\".is_valid_int()) # Prints \"False\"\n" "print(\"+3\".is_valid_int()) # Prints \"True\"\n" "print(\"-12\".is_valid_int()) # Prints \"True\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml 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 msgid "" "Return a [String] which is the concatenation of the [code]parts[/code]. The " "separator between elements is the string providing this method.\n" "Example:\n" "[codeblock]\n" "print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" "Retourne une copie de cette chaine de caractères avec les caractères " "spéciaux échappés selon le standard JSON." #: doc/classes/String.xml msgid "Returns a number of characters from the left of the string." msgstr "Retourne le nombre de caractères à gauche de la chaine de caractères." #: doc/classes/String.xml msgid "Returns the string's amount of characters." msgstr "Retourne le nombre de caractères de cette chaine de caractères." #: doc/classes/String.xml 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 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]). An empty string or " "empty expression always evaluates to [code]false[/code]." msgstr "" #: doc/classes/String.xml 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]). An empty string or " "empty expression always evaluates to [code]false[/code]." msgstr "" #: doc/classes/String.xml msgid "Returns the MD5 hash of the string as an array of bytes." msgstr "" #: doc/classes/String.xml msgid "Returns the MD5 hash of the string as a string." msgstr "Retourne le hachage MD5, sous forme de chaine de caractères." #: doc/classes/String.xml 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 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 msgid "Returns the character code at position [code]at[/code]." msgstr "Retourne le code du caractère à la position [code]at[/code]." #: doc/classes/String.xml msgid "" "Formats a number to have an exact number of [code]digits[/code] after the " "decimal point." msgstr "" "Formate un nombre pour avoir exactement le nombre [code]digits[/code] de " "chiffres après la virgule." #: doc/classes/String.xml msgid "" "Formats a number to have an exact number of [code]digits[/code] before the " "decimal point." msgstr "" "Formate un nombre pour avoir exactement le nombre [code]digits[/code] de " "chiffres avant la virgule." #: doc/classes/String.xml msgid "Decode a percent-encoded string. See [method percent_encode]." msgstr "" "Décode une chaine de caractères codée avec des pourcent. Voir [method " "percent_encode]." #: doc/classes/String.xml msgid "" "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 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 msgid "" "Returns original string repeated a number of times. The number of " "repetitions is given by the argument." msgstr "" "Retourne la chaine d'origine répétée un certain nombre de fois. Ce nombre de " "répétitions est donné en argument." #: doc/classes/String.xml #, fuzzy msgid "" "Replaces occurrences of a case-sensitive substring with the given one inside " "the string." msgstr "" "Remplacer les occurrences d'une sous-chaine sensible à la casse avec l'autre " "donnée." #: doc/classes/String.xml #, fuzzy msgid "" "Replaces occurrences of a case-insensitive substring with the given one " "inside the string." msgstr "" "Remplacer les occurrences d'une sous-chaine insensible à la casse avec " "l'autre donnée." #: doc/classes/String.xml msgid "" "Performs a case-sensitive search for a substring, but starts from the end of " "the string instead of the beginning." msgstr "" "Lance la recherche d'une sous-chaine sensible à la casse, en commençant " "depuis la fin de la chaine plutôt que le début." #: doc/classes/String.xml msgid "" "Performs a case-insensitive search for a substring, but starts from the end " "of the string instead of the beginning." msgstr "" "Lance la recherche d'une sous-chaine insensible à la casse, en commençant " "depuis la fin de la chaine plutôt que le début." #: doc/classes/String.xml msgid "Returns the right side of the string from a given position." msgstr "" "Retourne toute la partie droite de la chaine de caractère après la position " "donnée." #: doc/classes/String.xml msgid "" "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 \"One,Two,Three\"\n" "print(some_array[1]) # Prints \"Four\"\n" "[/codeblock]" msgstr "" "Découpe une chaine de caractères par la chaine [code]delimiter[/code] et " "retourne un tableau avec ces sous-chaines, en partant de la droite.\n" "Les découpages retournés dans le tableau sont dans le même ordre que la " "chaine de caractères originale, de gauche à droite.\n" "Si [code]maxsplit[/code] est spécifié, il définit le nombre maximum de " "découpages à faire à partir de la droite jusqu'à [code]maxsplit[/code]. La " "valeur par défaut 0 signifie que tous les découpages seront faits, donnant " "donc le même résultat que [method split].\n" "Exemple :\n" "[codeblock]\n" "var some_string = \"Un,Deux,Trois,Quatre\"\n" "var some_array = some_string.rsplit(\",\", true, 1)\n" "print(some_array.size()) # Affiche 2\n" "print(some_array[0]) # Affiche \"Un,Deux,Trois\"\n" "print(some_array[1]) # Affiche \"Quatre\"\n" "[/codeblock]" #: doc/classes/String.xml 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 msgid "Returns the SHA-1 hash of the string as an array of bytes." msgstr "" "Retourne le hachage SHA-1 de la chaine de caractères sous forme de tableau " "d'octets." #: doc/classes/String.xml msgid "Returns the SHA-1 hash of the string as a string." msgstr "" "Retourne le hachage SHA-1 de la chaine de caractères sous forme de chaine de " "caractères." #: doc/classes/String.xml msgid "Returns the SHA-256 hash of the string as an array of bytes." msgstr "" "Retourne le hachage SHA-256 de la chaine de caractères sous forme de tableau " "d'octets." #: doc/classes/String.xml msgid "Returns the SHA-256 hash of the string as a string." msgstr "" "Retourne le hachage SHA-256 de la chaine de caractères sous forme de chaine " "de caractères." #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " "this string compared to another. A result of 1.0 means totally similar, " "while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n" "print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n" "[/codeblock]" msgstr "" "Retourne l'indice de similarité ([url=https://fr.wikipedia.org/wiki/" "Indice_de_S%C3%B8rensen-Dice]Sorensen-Dice[/url]) de cette chaine de " "caractères par rapport à une autre. Un résultat de 1.0 signifie qu'elles " "sont identiques, alors que 0.0 qu'elles sont complètement différentes.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Affiche \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Affiche \"0\"\n" "print(\"ABC123\".similarity(\"123ABC\")) # Affiche \"0.8\"\n" "print(\"ABC123\".similarity(\"abc123\")) # Affiche \"0.4\"\n" "[/codeblock]" #: doc/classes/String.xml msgid "Returns a simplified canonical path." msgstr "" #: doc/classes/String.xml 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" "If you need only one element from the array at a specific index, [method " "get_slice] is a more performant option.\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 "" "Découpe une chaine de caractères par [code]delimiter[/code] et retourne un " "tableau avec tous les éléments contenu entre ce délimiteur. Le " "[code]delimiter[/code] peut être de n'importe quelle longueur.\n" "Si la valeur maximale [code]maxsplit[/code] est spécifiée, seuls les " "éléments à partir de la gauche jusqu'à [code]maxsplit[/code] éléments seront " "retournés. La valeur par défaut [code]0[/code] retournera tous les " "éléments.\n" "Si vous n'avez besoin que d'un seul élément dans le tableau, la méthode " "[method get_slice] est bien plus performante.\n" "Exemple :\n" "[codeblock]\n" "var some_string = \"Un,Deux,Trois,Quatre\"\n" "var some_array = some_string.split(\",\", true, 1)\n" "print(some_array.size()) # Affiche 2\n" "print(some_array[0]) # Affiche \"Un\"\n" "print(some_array[1]) # Affiche \"Deux,Trois,Quatre\"\n" "[/codeblock]\n" "Si vous souhaitez découper une chaine à partir de règles plus complexes, " "utilisez plutôt la classe [RegEx]." #: doc/classes/String.xml 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 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 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 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 "" #: doc/classes/String.xml 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 "" "Convertit la chaîne de caractères (qui est un tableau de caractères) en un " "[PoolByteArray] (un tableau de octets). La conversion est un plus rapide que " "[method to_utf8], car elle assume que tous les caractères de la String sont " "des caractères ASCII." #: doc/classes/String.xml msgid "" "Converts a string containing a decimal number into a [code]float[/code]. The " "method will stop on the first non-number character except the first [code].[/" "code] (decimal point), and [code]e[/code] which is used for exponential.\n" "[codeblock]\n" "print(\"12.3\".to_float()) # 12.3\n" "print(\"1.2.3\".to_float()) # 1.2\n" "print(\"12ab3\".to_float()) # 12\n" "print(\"1e3\".to_float()) # 1000\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Converts a string containing an integer number into an [code]int[/code]. The " "method will remove any non-number character and stop if it encounters a " "[code].[/code].\n" "[codeblock]\n" "print(\"123\".to_int()) # 123\n" "print(\"a1b2c3\".to_int()) # 123\n" "print(\"1.2.3\".to_int()) # 1\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "Returns the string converted to lowercase." msgstr "Retourne la chaîne de caractères convertie en minuscules." #: doc/classes/String.xml msgid "Returns the string converted to uppercase." msgstr "Retourne la chaîne de caractères convertie en majuscules." #: doc/classes/String.xml 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 "" "Convertit la chaîne de caractères (qui est un tableau de caractères) en un " "[PoolByteArray] (un tableau d'octets). La conversion est un plus lente que " "[method to_ascii], mais supporte tous les caractères UTF-8. Par conséquent, " "il est préférable d'utiliser cette fonction à la place [method to_ascii]." #: doc/classes/String.xml msgid "" "Converts the String (which is an array of characters) to [PoolByteArray] " "(which is an array of bytes)." msgstr "" #: doc/classes/String.xml msgid "" "Removes a given string from the start if it starts with it or leaves the " "string unchanged." msgstr "" "Retire la chaine de caractères spécifiée au début si elle commence avec, ou " "laisse le chaine telle quelle." #: doc/classes/String.xml msgid "" "Removes a given string from the end if it ends with it or leaves the string " "unchanged." msgstr "" "Retire la chaine de caractères spécifiée à la fin si elle se termine avec, " "ou laisse le chaine telle quelle." #: doc/classes/String.xml 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 msgid "" "Returns a copy of the string with special characters escaped using the XML " "standard." msgstr "" "Retourne une copie de la chaîne de caractères avec les caractères spéciaux " "échappés en utilisant le standard XML." #: doc/classes/String.xml msgid "" "Returns a copy of the string with escaped characters replaced by their " "meanings according to the XML standard." msgstr "" "Retourne une copie de la chaîne avec des caractères échappés remplacés par " "leurs significations selon la norme XML." #: doc/classes/StyleBox.xml msgid "Base class for drawing stylized boxes for the UI." msgstr "" "Classe de base pour dessiner des boîtes stylisées pour l’interface " "utilisateur." #: doc/classes/StyleBox.xml 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 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 msgid "Returns the size of this [StyleBox] without the margins." msgstr "Retourne la taille de cette [StyleBox] sans les marges." #: doc/classes/StyleBox.xml msgid "" "Returns the [CanvasItem] that handles its [constant CanvasItem." "NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment." msgstr "" #: doc/classes/StyleBox.xml msgid "Returns the default value of the specified [enum Margin]." msgstr "Retourne la valeur de défaut de la [enum Margin] spécifiée." #: doc/classes/StyleBox.xml 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 msgid "Returns the minimum size that this stylebox can be shrunk to." msgstr "" "Retourne la taille minimale à laquelle cette boîte de style peut être " "réduite." #: doc/classes/StyleBox.xml 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 msgid "" "Sets the default value of the specified [enum Margin] to given [code]offset[/" "code] in pixels." msgstr "" "Définit la valeur par défaut de la [enum Margin] spécifiée à [code]offset[/" "code] en pixels." #: doc/classes/StyleBox.xml msgid "Test a position in a rectangle, return whether it passes the mask test." msgstr "" "Teste une position dans un rectangle, retourne si elle passe le test de " "masque." #: doc/classes/StyleBox.xml 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 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 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 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 msgid "Empty stylebox (does not display anything)." msgstr "Stylebox vide (n'affiche rien)." #: doc/classes/StyleBoxEmpty.xml msgid "Empty stylebox (really does not display anything)." msgstr "Stylebox vide (n'affiche vraiment rien)." #: doc/classes/StyleBoxFlat.xml msgid "" "Customizable [StyleBox] with a given set of parameters (no texture required)." msgstr "" "Une [StyleBox] personnalisable avec un ensemble de paramètres (où aucune " "texture n'est obligatoire)." #: doc/classes/StyleBoxFlat.xml 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 msgid "" "Returns the given [code]margin[/code]'s border width. See [enum Margin] for " "possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Returns the smallest border width out of all four borders." msgstr "Retourne la plus fine bordure parmi les quatre bordures." #: doc/classes/StyleBoxFlat.xml msgid "" "Returns the given [code]corner[/code]'s radius. See [enum Corner] for " "possible values." msgstr "" "Retourne le rayon du coin [code]corner[/code] spécifié. Voir [enum Corner] " "pour les valeurs possibles." #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "" "Returns the size of the given [code]margin[/code]'s expand margin. See [enum " "Margin] for possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Sets the border width to [code]width[/code] pixels for the given " "[code]margin[/code]. See [enum Margin] for possible values." msgstr "" "Définit l'épaisseur de la bordure [code]width[/code] en pixels pour la marge " "[code]margin[/code] spécifié. Voir [enum Margin] pour les valeurs possibles." #: doc/classes/StyleBoxFlat.xml msgid "Sets the border width to [code]width[/code] pixels for all margins." msgstr "" "Définit la largeur de la bordure en [code]width[/code] pixels pour toutes " "les marges." #: doc/classes/StyleBoxFlat.xml msgid "" "Sets the corner radius to [code]radius[/code] pixels for the given " "[code]corner[/code]. See [enum Corner] for possible values." msgstr "" "Définit la rayon du coin [code]radius[/code] en pixels pour le coin " "[code]corner[/code] spécifié. Voir [enum Corner] pour les valeurs possibles." #: doc/classes/StyleBoxFlat.xml #, fuzzy msgid "Sets the corner radius to [code]radius[/code] pixels for all corners." msgstr "" "Définit le rayon d’angle sur [code]radius[/code] pixels pour tous les coins." #: doc/classes/StyleBoxFlat.xml 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 "" "Définit le rayon de chacun des coins [code]radius_top_left[/code], " "[code]radius_top_right[/code], [code]radius_bottom_right[/code], et " "[code]radius_bottom_left[/code] en pixels." #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "" "Sets the expand margin to [code]size[/code] pixels for the given " "[code]margin[/code]. See [enum Margin] for possible values." msgstr "" "Définit la marge d'expansion [code]size[/code] en pixels pour la marge " "[code]margin[/code] spécifiée. Voir [enum Margin] pour les valeurs possibles." #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "Sets the expand margin to [code]size[/code] pixels for all margins." msgstr "" "Définit la marge étendue à [code]size[/code] pixels pour toutes les marges." #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml 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 "" "Définit la marge d'expansion pour chacune des marges [code]size_left[/code], " "[code]size_top[/code], [code]size_right[/code], and [code]size_bottom[/code] " "en pixels." #: doc/classes/StyleBoxFlat.xml 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 or [member skew].\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 msgid "" "This changes the size of the faded ring. Higher values can be used to " "achieve a \"blurry\" effect." msgstr "" "Cela change la taille de l’anneau fané. Des valeurs plus élevées peuvent " "être utilisées pour obtenir un effet « flou »." #: doc/classes/StyleBoxFlat.xml msgid "The background color of the stylebox." msgstr "La couleur d'arrière-plan de la stylebox." #: doc/classes/StyleBoxFlat.xml msgid "If [code]true[/code], the border will fade into the background color." msgstr "" "Si [code]true[/code], la bordure fusionnera avec la couleur de l'arrière-" "plan." #: doc/classes/StyleBoxFlat.xml msgid "Sets the color of the border." msgstr "Définit la couleur de la bordure." #: doc/classes/StyleBoxFlat.xml msgid "Border width for the bottom border." msgstr "L'épaisseur de la bordure du bas." #: doc/classes/StyleBoxFlat.xml msgid "Border width for the left border." msgstr "L'épaisseur de la bordure de gauche." #: doc/classes/StyleBoxFlat.xml msgid "Border width for the right border." msgstr "L'épaisseur de la bordure de droite." #: doc/classes/StyleBoxFlat.xml msgid "Border width for the top border." msgstr "L'épaisseur de la bordure du haut." #: doc/classes/StyleBoxFlat.xml 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 msgid "" "The bottom-left corner's radius. If [code]0[/code], the corner is not " "rounded." msgstr "" "Le rayon du coin bas-gauche. Si [code]0[/code], le coin n'est pas arrondi." #: doc/classes/StyleBoxFlat.xml msgid "" "The bottom-right corner's radius. If [code]0[/code], the corner is not " "rounded." msgstr "" "Le rayon du coin bas-droit. Si [code]0[/code], le coin n'est pas arrondi." #: doc/classes/StyleBoxFlat.xml msgid "" "The top-left corner's radius. If [code]0[/code], the corner is not rounded." msgstr "" "Le rayon du coin haut-gauche. Si [code]0[/code], le coin n'est pas arrondi." #: doc/classes/StyleBoxFlat.xml msgid "" "The top-right corner's radius. If [code]0[/code], the corner is not rounded." msgstr "" "Le rayon du coin haut-droit. Si [code]0[/code], le coin n'est pas arrondi." #: doc/classes/StyleBoxFlat.xml msgid "Toggles drawing of the inner part of the stylebox." msgstr "Active l'affichage de l'intérieur de la stylebox." #: doc/classes/StyleBoxFlat.xml 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.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member " "expand_margin_bottom] does [i]not[/i] affect the size of the clickable area " "for [Control]s. This can negatively impact usability if used wrong, as the " "user may try to click an area of the StyleBox that cannot actually receive " "clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml 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.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member " "expand_margin_left] does [i]not[/i] affect the size of the clickable area " "for [Control]s. This can negatively impact usability if used wrong, as the " "user may try to click an area of the StyleBox that cannot actually receive " "clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml 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.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member " "expand_margin_right] does [i]not[/i] affect the size of the clickable area " "for [Control]s. This can negatively impact usability if used wrong, as the " "user may try to click an area of the StyleBox that cannot actually receive " "clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml 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.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member " "expand_margin_top] does [i]not[/i] affect the size of the clickable area for " "[Control]s. This can negatively impact usability if used wrong, as the user " "may try to click an area of the StyleBox that cannot actually receive clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "The color of the shadow. This has no effect if [member shadow_size] is lower " "than 1." msgstr "" "La couleur de l'ombre. Ça n'a aucun effet si [member shadow_size] est " "inférieur à 1." #: doc/classes/StyleBoxFlat.xml msgid "" "The shadow offset in pixels. Adjusts the position of the shadow relatively " "to the stylebox." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "The shadow size in pixels." msgstr "La taille de l'ombre en pixels." #: doc/classes/StyleBoxFlat.xml msgid "" "If set to a non-zero value on either axis, [member skew] distorts the " "StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-" "style UIs. Positive values skew the StyleBox towards the right (X axis) and " "upwards (Y axis), while negative values skew the StyleBox towards the left " "(X axis) and downwards (Y axis).\n" "[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider " "increasing the [StyleBox]'s content margin (see [member StyleBox." "content_margin_bottom]). It is preferable to increase the content margin " "instead of the expand margin (see [member expand_margin_bottom]), as " "increasing the expand margin does not increase the size of the clickable " "area for [Control]s." msgstr "" #: doc/classes/StyleBoxLine.xml msgid "[StyleBox] that displays a single line." msgstr "Une [StyleBox] qui n'affiche qu'une seule ligne." #: doc/classes/StyleBoxLine.xml 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 msgid "The line's color." msgstr "La couleur de la ligne." #: doc/classes/StyleBoxLine.xml 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 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 msgid "The line's thickness in pixels." msgstr "L'épaisseur de la ligne en pixels." #: doc/classes/StyleBoxLine.xml msgid "" "If [code]true[/code], the line will be vertical. If [code]false[/code], the " "line will be horizontal." msgstr "" "Si [code]true[/code], la ligne sera verticale. Si [code]false[/code], elle " "sera horizontale." #: doc/classes/StyleBoxTexture.xml msgid "Texture-based nine-patch [StyleBox]." msgstr "" #: doc/classes/StyleBoxTexture.xml 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 msgid "" "Returns the size of the given [code]margin[/code]. See [enum Margin] for " "possible values." msgstr "" "Retourne la taille de la marge [code]margin[/code] spécifiée. Voir [enum " "Margin] pour les valeurs possibles." #: doc/classes/StyleBoxTexture.xml msgid "" "Sets the margin to [code]size[/code] pixels for the given [code]margin[/" "code]. See [enum Margin] for possible values." msgstr "" "Définit la marge à [code]size[/code] pixels pour la [code]margin[/code] " "spécifié. Voir [enum Margin] pour les valeurs possibles." #: doc/classes/StyleBoxTexture.xml msgid "" "Controls how the stylebox's texture will be stretched or tiled horizontally. " "See [enum AxisStretchMode] for possible values." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Controls how the stylebox's texture will be stretched or tiled vertically. " "See [enum AxisStretchMode] for possible values." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "If [code]true[/code], the nine-patch texture's center tile will be drawn." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Expands the bottom margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Expands the left margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Expands the right margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Expands the top margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" "Agrandit la marge supérieure de cette zone de style lors du dessin, la " "faisant être dessinée plus grande que demandé." #: doc/classes/StyleBoxTexture.xml 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 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 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 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 msgid "Modulates the color of the texture when this style box is drawn." msgstr "" #: doc/classes/StyleBoxTexture.xml 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 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 msgid "The texture to use when drawing this style box." msgstr "La texture à utiliser pour l'affichage de cette boite de style." #: doc/classes/StyleBoxTexture.xml msgid "Emitted when the stylebox's texture is changed." msgstr "Émis quand la texture du stylebox a changé." #: doc/classes/StyleBoxTexture.xml 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 msgid "" "Repeats the stylebox's texture to match the stylebox's size according to the " "nine-patch system." msgstr "" #: doc/classes/StyleBoxTexture.xml 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 msgid "Helper tool to create geometry." msgstr "Un outil d'aide pour créer du géométrie." #: doc/classes/SurfaceTool.xml 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 "" "Le [SurfaceTool] est utilisé pour construire un [Mesh] en spécifiant les " "attributs des sommets individuellement. Il peut être utilisé pour construire " "un [Mesh] depuis un script. Toutes les propriétés sauf les indices doivent " "être ajoutés avant l'appel à [method add_vertex]. Par exemple, pour ajouter " "une couleur et des coordonnées UV à un sommet :\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" "Le [SurfaceTool] ci-dessus contient maintenant un sommet d'un triangle qui a " "des coordonées UV et une [Color] spécifique. Si un autre sommet était ajouté " "sans appeler [method add_uv] ou [method add_color], alors les derniers " "valeurs seront utilisées.\n" "Les attributs des sommets doivent être passé [b]avant[/b] l'appel à [method " "add_vertex]. Sinon une erreur se produira lors de la finalisation de la " "création d'un maillage.\n" "De plus, les attributs utilisés avant le premier sommet ajouté déterminent " "le format du maillage. Par exemple, si vous n'ajoutez que les UV au premier " "sommet, vous ne pouvez pas ajouter de couleur pour les sommets suivants.\n" "Voir aussi [ArrayMesh], [ImmediateGeometry] et [MeshDataTool] pour la " "création procédurale de géométrie.\n" "[b]Note :[/b] Godot utilise le sens horaire [url=https://learnopengl.com/" "Advanced-OpenGL/Face-culling]pour le culling [/url] pour les faces avant " "dans les modes de création de triangles." #: doc/classes/SurfaceTool.xml msgid "" "Specifies an array of bones to use for the [i]next[/i] vertex. [code]bones[/" "code] must contain 4 integers." msgstr "" "Spécifie un tableau d'os à utiliser pour le sommet [i]suivant[/i]. " "[code]bones[/code] doit contenir 4 entiers." #: doc/classes/SurfaceTool.xml 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 "" "Spécifie un [Color] à utiliser pour le sommet [i]suivant[/i]. Si chaque " "sommet a besoin d'avoir cette information définie et que vous ne l'avez pas " "fournie pour le premier sommet, cette information peut ne jamais être " "utilisée.\n" "[b]Note :[/b] Le matériau doit avoir [member SpatialMaterial." "vertex_color_use_as_albedo] d'activé pour que les couleurs de sommets soient " "visibles." #: doc/classes/SurfaceTool.xml msgid "" "Adds an index to index array if you are using indexed vertices. Does not " "need to be called before adding vertices." msgstr "" "Ajoute une indice au tableau d'indices si vous utilisez des sommets indexés. " "Il n'est pas nécessaire de l'appeler avant d'ajouter des sommets." #: doc/classes/SurfaceTool.xml 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 "" "Spécifie une normale à utiliser pour le sommet [i]suivant[/i]. Si chaque " "sommet a besoin d'avoir cette information définie et que vous ne l'avez pas " "fournie pour le premier sommet, cette information peut ne jamais être " "utilisée." #: doc/classes/SurfaceTool.xml 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 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 "" "Spécifie une tangente à utiliser pour le sommet [i]suivant[/i]. Si chaque " "sommet a besoin d'avoir cette information définie et que vous ne l'avez pas " "fournie pour le premier sommet, cette information peut ne jamais être " "utilisée." #: doc/classes/SurfaceTool.xml 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 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 "" "Spécifie les coordonnées UV à utiliser pour le sommet [i]suivant[/i]. Si " "chaque sommet a besoin d'avoir cette information définie et que vous ne " "l'avez pas fournie pour le premier sommet, cette information peut ne jamais " "être utilisée." #: doc/classes/SurfaceTool.xml 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 "" "Spécifie les coordonnées UV secondaires facultatives à utiliser pour le " "sommet [i]suivant[/i]. Si chaque sommet a besoin d'avoir cette information " "définie et que vous ne l'avez pas fournie pour le premier sommet, cette " "information peut ne jamais être utilisée." #: doc/classes/SurfaceTool.xml msgid "" "Specifies the position of current vertex. Should be called after specifying " "other vertex properties (e.g. Color, UV)." msgstr "" "Spécifie la position de l'actuel sommet. Doit être appelé après avoir " "spécifié les autres propriétés du sommet (par ex. la couleur, l'UV)." #: doc/classes/SurfaceTool.xml 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 "" "Spécifie les poids à utiliser pour le sommet [i]suivant[/i]. [code]weights[/" "code] doit contenir 4 valeurs. Si chaque sommet a besoin d'avoir cette " "information définie et que vous ne l'avez pas fournie pour le premier " "sommet, cette information peut ne jamais être utilisée." #: doc/classes/SurfaceTool.xml 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 msgid "" "Called before adding any vertices. Takes the primitive type as an argument " "(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])." msgstr "" #: doc/classes/SurfaceTool.xml msgid "Clear all information passed into the surface tool so far." msgstr "Efface toutes les informations passées à l'outil de surface jusque là." #: doc/classes/SurfaceTool.xml 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 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 msgid "Creates a vertex array from an existing [Mesh]." msgstr "Crée un tableau de sommets depuis un [Mesh] existant." #: doc/classes/SurfaceTool.xml 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 msgid "Removes the index array by expanding the vertex array." msgstr "Supprime le tableau d'indices en augmentant celui des sommets." #: doc/classes/SurfaceTool.xml 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 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 msgid "" "Shrinks the vertex array by creating an index array. This can improve " "performance by avoiding vertex reuse." msgstr "" #: doc/classes/SurfaceTool.xml msgid "Sets [Material] to be used by the [Mesh] you are constructing." msgstr "Définit le [Material] à utiliser pour le [Mesh] qui vous construisez." #: doc/classes/TabContainer.xml msgid "Tabbed container." msgstr "Conteneur à onglets." #: doc/classes/TabContainer.xml 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 msgid "Returns the child [Control] node located at the active tab index." msgstr "Retourne le nœud [Control] enfant dans l'onglet actif." #: doc/classes/TabContainer.xml 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 doc/classes/Tabs.xml msgid "Returns the previously active tab index." msgstr "Retourne l'index de l'onglet précédemment actif." #: doc/classes/TabContainer.xml msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]." msgstr "Retourne le nœud [Control] de l'onglet à l'index [code]tab_idx[/code]." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Returns the number of tabs." msgstr "Retourne le nombre d'onglets." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "" "Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is " "disabled." msgstr "" "Retourne [code]true[/code] si l'onglet à la position [code]tab_idx[/code] " "est désactivé." #: doc/classes/TabContainer.xml #, fuzzy msgid "" "Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden." msgstr "" "Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml #, 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 "" "Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active." #: doc/classes/TabContainer.xml 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 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 msgid "Returns the [TabContainer] rearrange group id." msgstr "" #: doc/classes/TabContainer.xml 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 doc/classes/Tabs.xml msgid "" "If [code]disabled[/code] is [code]true[/code], disables the tab at index " "[code]tab_idx[/code], making it non-interactable." msgstr "" "Si [code]disabled[/code] est [code]true[/code], désactive l'onglet à l'index " "[code]tab_idx[/code], le rendant non-interactif." #: doc/classes/TabContainer.xml #, 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 "" "Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active." #: doc/classes/TabContainer.xml msgid "Sets an icon for the tab at index [code]tab_idx[/code]." msgstr "Définit une icône pour l'onglet à la position [code]tab_idx[/code]." #: doc/classes/TabContainer.xml 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 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 #, fuzzy 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 "" "Si [code]true[/code], l’état de la clé est pressé. Si [code]false[/code], " "l’état de la clé est libéré." #: doc/classes/TabContainer.xml 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 doc/classes/Tabs.xml msgid "If [code]true[/code], tabs can be rearranged with mouse drag." msgstr "" "Si [code]true[/code], les onglets peuvent être réarrangés avec par déposé-" "glissé." #: doc/classes/TabContainer.xml msgid "" "The alignment of all tabs in the tab container. See the [enum TabAlign] " "constants for details." msgstr "" "L'alignement des toutes les onglets dans le conteneur. Voir les constantes " "[enum TabAlign] pour plus de détails." #: doc/classes/TabContainer.xml msgid "" "If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content " "and titles are hidden." msgstr "" "Si [code]true[/code], les onglets sont visibles. Si [code]false[/code], le " "contenu des onglets et les titres sont masqués." #: doc/classes/TabContainer.xml 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 msgid "" "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method " "set_popup] for details." msgstr "" "Émis quand le bouton [Popup] du [TabContainer] est cliqué. Voir [method " "set_popup] pour les détails." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Emitted when switching to another tab." msgstr "Émis au changement d'onglet." #: doc/classes/TabContainer.xml msgid "Emitted when a tab is selected, even if it is the current tab." msgstr "Émis quand un onglet est sélectionné, même s'il est déjà l'actuel." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Align the tabs to the left." msgstr "Aligne les onglets à gauche." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Align the tabs to the center." msgstr "Aligne les onglets au centre." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Align the tabs to the right." msgstr "Aligne les onglets à droite." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Font color of inactive tabs." msgstr "La couleur de la police pour les onglets inactifs." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Font color of disabled tabs." msgstr "La couleur de la police pour les onglets désactivés." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Font color of the currently selected tab." msgstr "La couleur de la police pour l'onglet actuellement sélectionné." #: doc/classes/TabContainer.xml msgid "Horizontal separation between tabs." msgstr "L'espacement horizontal entre les onglets." #: doc/classes/TabContainer.xml msgid "The space at the left and right edges of the tab bar." msgstr "La marge à la gauche et la droite de la barre des onglets." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "The font used to draw tab names." msgstr "La police utilisée pour les noms des onglets." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml 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 doc/classes/Tabs.xml 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 doc/classes/Tabs.xml 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 doc/classes/Tabs.xml 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 msgid "The icon for the menu button (see [method set_popup])." msgstr "L'icône pour le bouton de menu (voir [method set_popup])." #: doc/classes/TabContainer.xml msgid "" "The icon for the menu button (see [method set_popup]) when it's being " "hovered with the cursor." msgstr "" "L'icône du bouton de menu (voir [method set_popup]) quand il est survolé par " "le curseur de la souris." #: doc/classes/TabContainer.xml msgid "The style for the background fill." msgstr "Le style pour le remplissage de l'arrière-plan." #: doc/classes/TabContainer.xml msgid "The style of inactive tabs." msgstr "Le style des onglets inactifs." #: doc/classes/TabContainer.xml msgid "The style of disabled tabs." msgstr "Le style des onglets désactivés." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "The style of the currently selected tab." msgstr "Le style de l'onglet actuellement sélectionné." #: doc/classes/Tabs.xml msgid "Tabs control." msgstr "Contrôle des onglets." #: doc/classes/Tabs.xml #, fuzzy msgid "" "Simple tabs control, similar to [TabContainer] but is only in charge of " "drawing tabs, not interacting with children." msgstr "" "Contrôle des onglets simples, similaire à [TabContainer] mais il est " "uniquement chargé du dessin des onglets, et non de l’interaction avec les " "enfants." #: doc/classes/Tabs.xml msgid "Adds a new tab." msgstr "Ajoute un nouvel onglet." #: doc/classes/Tabs.xml msgid "Moves the scroll view to make the tab visible." msgstr "" #: doc/classes/Tabs.xml 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 msgid "Returns [code]true[/code] if select with right mouse button is enabled." msgstr "" "Retourne [code]true[/code] si la sélection avec le clic-droit est actif." #: doc/classes/Tabs.xml msgid "Returns the number of hidden tabs offsetted to the left." msgstr "" #: doc/classes/Tabs.xml msgid "Returns tab [Rect2] with local position and size." msgstr "Retourne l'onglet [Rect2] avec la position et la taille locales." #: doc/classes/Tabs.xml msgid "Returns the title of the tab at index [code]tab_idx[/code]." msgstr "Retourne le titre de l'onglet à la position [code]idx[/code]." #: doc/classes/Tabs.xml msgid "Returns the [Tabs]' rearrange group ID." msgstr "" #: doc/classes/Tabs.xml msgid "Moves a tab from [code]from[/code] to [code]to[/code]." msgstr "Déplace un onglet de [code]from[/code] à [code]to[/code]." #: doc/classes/Tabs.xml msgid "Removes the tab at index [code]tab_idx[/code]." msgstr "Retire l'onglet à la position [code]tab_idx[/code]." #: doc/classes/Tabs.xml msgid "" "If [code]true[/code], enables selecting a tab with the right mouse button." msgstr "" "Si [code]true[/code], active la possibilité de sélectionner les onglets avec " "le clic droit." #: doc/classes/Tabs.xml msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]." msgstr "" "Définit une [code]icon[/code] pour l'onglet à la position [code]tab_idx[/" "code]." #: doc/classes/Tabs.xml msgid "Sets a [code]title[/code] for the tab at index [code]tab_idx[/code]." msgstr "" "Définit un [code]title[/code] pour l'onglet à la position [code]tab_idx[/" "code]." #: doc/classes/Tabs.xml 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 msgid "Select tab at index [code]tab_idx[/code]." msgstr "Sélectionne l'onglet à l'index [code]tab_idx[/code]." #: doc/classes/Tabs.xml #, fuzzy msgid "" "if [code]true[/code], the mouse's scroll wheel can be used to navigate the " "scroll view." msgstr "" "Si [code]true[/code], l’état du bouton de la souris est un double-clic." #: doc/classes/Tabs.xml msgid "The alignment of all tabs. See [enum TabAlign] for details." msgstr "" "L'alignement de tous les onglets. Voir [enum TabAlign] plus les détails." #: doc/classes/Tabs.xml msgid "" "Sets when the close button will appear on the tabs. See [enum " "CloseButtonDisplayPolicy] for details." msgstr "" #: doc/classes/Tabs.xml msgid "" "Emitted when the active tab is rearranged via mouse drag. See [member " "drag_to_rearrange_enabled]." msgstr "" "Émis quand l'onglet actif est réarrangé en glissant la souris. Voir [member " "drag_to_rearrange_enabled]." #: doc/classes/Tabs.xml msgid "Emitted when a tab is right-clicked." msgstr "Émis quand un onglet a été cliqué-droit." #: doc/classes/Tabs.xml msgid "Emitted when a tab is clicked, even if it is the current tab." msgstr "Émis quand un onglet est cliqué, même si c'est l'onglet actuel." #: doc/classes/Tabs.xml msgid "Emitted when a tab is closed." msgstr "Émis quant un onglet est fermé." #: doc/classes/Tabs.xml msgid "Emitted when a tab is hovered by the mouse." msgstr "Émis quand un onglet est survolé par la souris." #: doc/classes/Tabs.xml msgid "Represents the size of the [enum TabAlign] enum." msgstr "Représente la taille de l’enum [enum TabAlign]." #: doc/classes/Tabs.xml msgid "Never show the close buttons." msgstr "Ne jamais afficher les boutons fermer." #: doc/classes/Tabs.xml msgid "Only show the close button on the currently active tab." msgstr "N'afficher le bouton fermer que pour l'onglet actif." #: doc/classes/Tabs.xml msgid "Show the close button on all tabs." msgstr "Affiche le bouton fermer sur tous les onglets." #: doc/classes/Tabs.xml msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum." msgstr "Représente la taille de l’enum [enum CloseButtonDisplayPolicy]." #: doc/classes/Tabs.xml msgid "The horizontal separation between the tabs." msgstr "L'espacement horizontal pour la séparation des onglets." #: doc/classes/Tabs.xml msgid "The icon for the close button (see [member tab_close_display_policy])." msgstr "" "L'icône pour le bouton fermer (voir [member tab_close_display_policy])." #: doc/classes/Tabs.xml msgid "Background of the close button when it's being hovered with the cursor." msgstr "" "L'arrière-plan du bouton fermer quand le curseur de la souris le survole." #: doc/classes/Tabs.xml msgid "Background of the close button when it's being pressed." msgstr "L'arrière-plan du bouton fermer quand pressé." #: doc/classes/Tabs.xml msgid "The style of an inactive tab." msgstr "Le style des onglets inactifs." #: doc/classes/Tabs.xml msgid "The style of a disabled tab" msgstr "Le style des onglets désactivés" #: doc/classes/TCP_Server.xml msgid "A TCP server." msgstr "Un serveur TCP." #: doc/classes/TCP_Server.xml 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 msgid "Returns [code]true[/code] if a connection is available for taking." msgstr "" "Retourne [code]true[/code] si une connexion est disponible pour être " "utilisée." #: doc/classes/TCP_Server.xml msgid "" "Returns [code]true[/code] if the server is currently listening for " "connections." msgstr "" "Retourne [code]true[/code] si un serveur écoute actuellement pour de " "nouvelles connexions." #: doc/classes/TCP_Server.xml 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 msgid "Stops listening." msgstr "Arrête d'écouter." #: doc/classes/TCP_Server.xml msgid "" "If a connection is available, returns a StreamPeerTCP with the connection." msgstr "" "Si une connexion est disponible, retourne un StreamPeerTCP avec cette " "connexion." #: doc/classes/TextEdit.xml msgid "Multiline text editing control." msgstr "Contrôle d'édition de texte multiligne." #: doc/classes/TextEdit.xml 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 msgid "Adds color region (given the delimiters) and its colors." msgstr "" #: doc/classes/TextEdit.xml msgid "Adds a [code]keyword[/code] and its [Color]." msgstr "Ajoute un mot clé [code]keyword[/code] avec sa [Color]." #: doc/classes/TextEdit.xml msgid "" "Returns if the given line is foldable, that is, it has indented lines right " "below it." msgstr "" #: doc/classes/TextEdit.xml 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 msgid "" "Clears all custom syntax coloring information previously added with [method " "add_color_region] or [method add_keyword_color]." msgstr "" #: doc/classes/TextEdit.xml msgid "Clears the undo history." msgstr "Efface l'historique des annulations." #: doc/classes/TextEdit.xml msgid "Copy's the current text selection." msgstr "Copie l'actuelle sélection du texte." #: doc/classes/TextEdit.xml msgid "Returns the column the editing cursor is at." msgstr "Retourne la colonne où se trouve le curseur d'édition." #: doc/classes/TextEdit.xml msgid "Returns the line the editing cursor is at." msgstr "Retourne la ligne où se trouve le curseur d'édition." #: doc/classes/TextEdit.xml 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 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 msgid "Cut's the current selection." msgstr "Coupe la sélection actuelle." #: doc/classes/TextEdit.xml msgid "Deselects the current selection." msgstr "Désélectionne la sélection actuelle." #: doc/classes/TextEdit.xml msgid "Folds all lines that are possible to be folded (see [method can_fold])." msgstr "" #: doc/classes/TextEdit.xml msgid "Folds the given line, if possible (see [method can_fold])." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns an array containing the line number of each breakpoint." msgstr "Retourne la liste du numéro de ligne de chaque point d'arrêt." #: doc/classes/TextEdit.xml msgid "Returns the [Color] of the specified [code]keyword[/code]." msgstr "Retourne la [Color] du mot-clé [code]keyword[/code] donné." #: doc/classes/TextEdit.xml msgid "Returns the text of a specific line." msgstr "Retourne le texte pour la ligne renseignée." #: doc/classes/TextEdit.xml 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 msgid "Returns the amount of total lines in the text." msgstr "Retourne le nombre total de lignes dans le texte." #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the height of a largest line." msgstr "Retourne la hauteur du contenu." #: doc/classes/TextEdit.xml msgid "" "Returns the width in pixels of the [code]wrap_index[/code] on [code]line[/" "code]." msgstr "" "Retourne la largeur en pixels de [code]wrap_index[/code] à la [code]line[/" "code]." #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the number of times the given line is wrapped." msgstr "Renvoie le nombre de lignes visibles." #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns an array of [String]s representing each wrapped index." msgstr "Retourne une représentation [String] de l'évènement." #: doc/classes/TextEdit.xml 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 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 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 msgid "Returns the selection begin line." msgstr "Retourne la ligne de début de sélection." #: doc/classes/TextEdit.xml msgid "Returns the text inside the selection." msgstr "Retourne le texte de la sélection." #: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "Retourne la ligne de fin de sélection." #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the total width of all gutters and internal padding." msgstr "Retourne le nombre de pistes dans l'animation." #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the total amount of lines that could be drawn." msgstr "Retourne la position du contact sur le collisionneur." #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the number of visible lines, including wrapped text." msgstr "Renvoie le nombre de lignes visibles." #: doc/classes/TextEdit.xml msgid "" "Returns a [String] text with the word under the caret (text cursor) location." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Returns whether the specified [code]keyword[/code] has a color set to it or " "not." msgstr "" "Retourne quand la mot clé [code]keyword[/code] spécifié a une couleur de " "défini ou non." #: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml msgid "Returns [code]true[/code] if a \"redo\" action is available." msgstr "Retourne [code]true[/code] si une action « refaire » est disponible." #: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml msgid "Returns [code]true[/code] if an \"undo\" action is available." msgstr "Retourne [code]true[/code] si une action « annuler » est disponible." #: doc/classes/TextEdit.xml msgid "Insert the specified text at the cursor position." msgstr "Insérer le texte spécifié à la position du curseur." #: doc/classes/TextEdit.xml msgid "Returns whether the line at the specified index is folded or not." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns whether the line at the specified index is hidden or not." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Returns [code]true[/code] when the specified [code]line[/code] is bookmarked." msgstr "" "Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est en " "marque-page." #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Returns [code]true[/code] when the specified [code]line[/code] has a " "breakpoint." msgstr "" "Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active." #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Returns [code]true[/code] when the specified [code]line[/code] is marked as " "safe." msgstr "" "Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active." #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns if the given line is wrapped." msgstr "Renvoie le texte de la colonne donnée." #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Returns whether the mouse is over selection. If [code]edges[/code] is " "[code]true[/code], the edges are considered part of the selection." msgstr "" "Renvoie [code]true[/code] (vrai) si [code]a[/code] et [code]b[/code] sont " "approximativement égaux l'un à l'autre." #: doc/classes/TextEdit.xml msgid "Returns [code]true[/code] if the selection is active." msgstr "Retourne [code]true[/code] si la sélection est active." #: doc/classes/TextEdit.xml msgid "" "Triggers a right-click menu action by the specified index. See [enum " "MenuItems] for a list of available indexes." msgstr "" "Déclenche une action de menu de clic droit par l’index spécifié. Voir [enum " "MenuItems] pour une liste d’index disponibles." #: doc/classes/TextEdit.xml msgid "Paste the current selection." msgstr "Coller la sélection actuelle." #: doc/classes/TextEdit.xml msgid "Perform redo operation." msgstr "Effectue une opération refaire." #: doc/classes/TextEdit.xml msgid "" "Removes all the breakpoints. This will not fire the [signal " "breakpoint_toggled] signal." msgstr "" #: doc/classes/TextEdit.xml 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 "" "Lance une recherche à l'intérieur du texte. Les drapeaux de recherches " "peuvent être spécifiés avec l'énumération [enum SearchFlags].\n" "Retourne un [code]PoolIntArray[/code] vide si aucun résultat n'a été trouvé. " "Sinon, la ligne et la colonne du résultat peuvent être accédées via les " "indices définis dans l'énumération [enum SearchResult], par exemple :\n" "[codeblock]\n" "var result = search(key, flags, line, column)\n" "if result.size() > 0:\n" " # Résultat trouvé.\n" " var res_line = result[TextEdit.SEARCH_RESULT_LINE]\n" " var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n" "[/codeblock]" #: doc/classes/TextEdit.xml 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 msgid "" "Select all the text.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." msgstr "" "Sélectionne tout le texte.\n" "Si [member selecting_enabled] est [code]false[/code], aucun sélection ne se " "fera." #: doc/classes/TextEdit.xml msgid "Sets the text for a specific line." msgstr "Définit le texte pour la ligne spécifiée." #: doc/classes/TextEdit.xml 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 "" "Ajoute un marque-page pour la ligne [code]line[/code] si [code]bookmark[/" "code] est [code]true[/code]. Supprime le marque-page si [code]bookmark[/" "code] est [code]false[/code].\n" "Les marque-pages sont affichés dans [member breakpoint_gutter]." #: doc/classes/TextEdit.xml msgid "" "Adds or removes the breakpoint in [code]line[/code]. Breakpoints are shown " "in the [member breakpoint_gutter]." msgstr "" #: doc/classes/TextEdit.xml msgid "If [code]true[/code], hides the line of the specified index." msgstr "Si [code]true[/code], cache la ligne à l'index spécifié." #: doc/classes/TextEdit.xml 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 msgid "Toggle the folding of the code block at the given line." msgstr "" #: doc/classes/TextEdit.xml msgid "Perform undo operation." msgstr "Effectuer une opération d'annulation." #: doc/classes/TextEdit.xml msgid "Unfolds the given line, if folded." msgstr "Développe la ligne spécifiée, si réduite." #: doc/classes/TextEdit.xml msgid "" "Unhide all lines that were previously set to hidden by [method " "set_line_as_hidden]." msgstr "" #: doc/classes/TextEdit.xml msgid "If [code]true[/code], the bookmark gutter is visible." msgstr "Si [code]true[/code], le bandeau des marque-pages est visible." #: doc/classes/TextEdit.xml msgid "If [code]true[/code], the breakpoint gutter is visible." msgstr "Si [code]true[/code], le bandeau des points d'arrêt est visible." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the caret displays as a rectangle.\n" "If [code]false[/code], the caret displays as a bar." msgstr "" "Si [code]true[/code], le curseur du texte sera affiché par rectangle.\n" "Si [code]false[/code], ça sera une barre." #: doc/classes/TextEdit.xml 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 msgid "If [code]true[/code], a right-click displays the context menu." msgstr "Si [code]true[/code], un clic droit affiche le menu contextuel." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." msgstr "Si [code]true[/code], le caractère espace \" \" sera affiché." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"tab\" character will have a visible " "representation." msgstr "Si [code]true[/code], le caractère de tabulation sera affiché." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the fold gutter is visible. This enables folding " "groups of indented lines." msgstr "" #: doc/classes/TextEdit.xml 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 msgid "" "If [code]true[/code], all occurrences of the selected text will be " "highlighted." msgstr "" "Si [code]true[/code], toutes les occurrences du texte sélectionné sont " "surlignées." #: doc/classes/TextEdit.xml msgid "If [code]true[/code], the line containing the cursor is highlighted." msgstr "" "Si [code]true[/code], la ligne contenant le curseur de texte est surlignée." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], a minimap is shown, providing an outline of your " "source code." msgstr "" "Si [code]true[/code], une mini-carte sera affichée, fournissant un aperçu de " "votre code source." #: doc/classes/TextEdit.xml msgid "The width, in pixels, of the minimap." msgstr "La largeur, en pixels, de la mini-carte." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], custom [code]font_color_selected[/code] will be used " "for selected text." msgstr "" "Si [code]true[/code], la couleur [code]font_color_selected[/code] " "personnalisée sera utilisée pour le texte sélectionné." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], read-only mode is enabled. Existing text cannot be " "modified and new text cannot be added." msgstr "" "Si [code]true[/code], le mode lecture seul est actif. Le texte déjà existant " "ne peut pas être modifié et aucun nouveau texte ne peut être ajouté." #: doc/classes/TextEdit.xml msgid "" "If there is a horizontal scrollbar, this determines the current horizontal " "scroll value in pixels." msgstr "" #: doc/classes/TextEdit.xml 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 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 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 msgid "" "If [code]true[/code], line numbers are displayed to the left of the text." msgstr "" #: doc/classes/TextEdit.xml 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 #, fuzzy msgid "" "If [code]true[/code], any custom color properties that have been set for " "this [TextEdit] will be visible." msgstr "" "Si [code]true[/code], les présélections de couleurs enregistrées sont " "visibles." #: doc/classes/TextEdit.xml msgid "String value of the [TextEdit]." msgstr "Valeur de la chaîne de caractères du [TextEdit]." #: doc/classes/TextEdit.xml msgid "Vertical scroll sensitivity." msgstr "Sensibilité du défilement vertical." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], enables text wrapping when it goes beyond the edge of " "what is visible." msgstr "" #: doc/classes/TextEdit.xml msgid "Emitted when a breakpoint is placed via the breakpoint gutter." msgstr "" "Émis quand un point d'arrêt est ajouté dans le bandeau des points d'arrêt." #: doc/classes/TextEdit.xml msgid "Emitted when the cursor changes." msgstr "Émis lorsque le curseur change." #: doc/classes/TextEdit.xml msgid "Emitted when the info icon is clicked." msgstr "Émis quand l'icône d'information est cliqué." #: doc/classes/TextEdit.xml msgid "Match case when searching." msgstr "Respecte la casse lors de la recherche." #: doc/classes/TextEdit.xml msgid "Match whole words when searching." msgstr "Faites correspondre des mots entiers lors de la recherche." #: doc/classes/TextEdit.xml msgid "Search from end to beginning." msgstr "Recherche de la fin au début." #: doc/classes/TextEdit.xml msgid "Used to access the result column from [method search]." msgstr "Utile pour accéder à la colonne des résultats pour [method search]." #: doc/classes/TextEdit.xml msgid "Used to access the result line from [method search]." msgstr "Utile pour accéder à la line des résultats pour [method search]." #: doc/classes/TextEdit.xml msgid "" "Pastes the clipboard text over the selected text (or at the cursor's " "position)." msgstr "" "Colle le texte dans le presse-papiers sur le texte sélectionné (ou à la " "position du curseur)." #: doc/classes/TextEdit.xml msgid "Erases the whole [TextEdit] text." msgstr "Efface l’ensemble du texte [TextEdit]." #: doc/classes/TextEdit.xml msgid "Selects the whole [TextEdit] text." msgstr "Sélectionne l'ensemble du texte [TextEdit]." #: doc/classes/TextEdit.xml msgid "Redoes the previous action." msgstr "Refait l’action précédente." #: doc/classes/TextEdit.xml msgid "" "Sets the background [Color] of this [TextEdit]. [member syntax_highlighting] " "has to be enabled." msgstr "" "Définit la [Color] de l'arrière-plan de ce [TextEdit]. [member " "syntax_highlighting] doit être actif." #: doc/classes/TextEdit.xml msgid "" "Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to " "be enabled." msgstr "" "Définit la [Color] du marque-page. Pour cela, [member syntax_highlighting] " "doit être actif." #: doc/classes/TextEdit.xml msgid "" "Sets the [Color] of the breakpoints. [member breakpoint_gutter] has to be " "enabled." msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the font [Color]." msgstr "Définit la police [Color]." #: doc/classes/TextEdit.xml msgid "" "Sets the [Color] of the selected text. [member override_selected_font_color] " "has to be enabled." msgstr "" "Définit la [Color] du texte sélectionné. [member " "override_selected_font_color] doit être actif." #: doc/classes/TextEdit.xml msgid "" "Sets the [Color] of the line numbers. [member show_line_numbers] has to be " "enabled." msgstr "" "Définit la [Color] des numéros de ligne. [member show_line_numbers] doit " "être actif." #: doc/classes/TextEdit.xml msgid "Sets the [Color] of marked text." msgstr "Définit la [Color] du texte marqué." #: doc/classes/TextEdit.xml msgid "Sets the highlight [Color] of text selections." msgstr "Définit la [Color] de surlignage pour la sélection de texte." #: doc/classes/TextEdit.xml msgid "" "Sets the highlight [Color] of multiple occurrences. [member " "highlight_all_occurrences] has to be enabled." msgstr "" "Définir la [Color] de surlignage des multiples occurrences. [member " "highlight_all_occurrences] doit être actif." #: doc/classes/TextEdit.xml msgid "Sets the spacing between the lines." msgstr "Définit l'espacement entre les lignes." #: doc/classes/TextEdit.xml msgid "Sets the default [Font]." msgstr "Définit la [Font] par défaut." #: doc/classes/TextEdit.xml msgid "Sets a custom [Texture] for tab text characters." msgstr "Définit la [Texture] personnalisée pour le caractère de tabulation." #: doc/classes/TextEdit.xml msgid "Sets the [StyleBox] of this [TextEdit]." msgstr "Définit la [StyleBox] pour ce [TextEdit]." #: doc/classes/TextEdit.xml msgid "" "Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled." msgstr "" "Définit le [StyleBox] de ce [TextEdit] quand [member readonly] est activé." #: doc/classes/TextMesh.xml #, fuzzy msgid "Generate an [PrimitiveMesh] from the text." msgstr "Générer un [TriangleMesh] à partir du maillage." #: doc/classes/TextMesh.xml msgid "" "Generate an [PrimitiveMesh] from the text.\n" "TextMesh can be generated only when using dynamic fonts with vector glyph " "contours. Bitmap fonts (including bitmap data in the TrueType/OpenType " "containers, like color emoji fonts) are not supported.\n" "The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the " "height for the front face, 40% for the back face, 10% for the outer edges " "and 10% for the inner edges." msgstr "" #: doc/classes/TextMesh.xml msgid "Step (in pixels) used to approximate Bézier curves." msgstr "" #: doc/classes/TextMesh.xml msgid "" "Depths of the mesh, if set to [code]0.0[/code] only front surface, is " "generated, and UV layout is changed to use full texture for the front face " "only." msgstr "" #: doc/classes/TextMesh.xml #, fuzzy msgid "[Font] used for the [TextMesh]'s text." msgstr "[Font] utilisée pour le texte du [Label]." #: doc/classes/TextMesh.xml msgid "" "Controls the text's horizontal alignment. Supports left, center and right. " "Set it to one of the [enum Align] constants." msgstr "" #: doc/classes/TextMesh.xml #, fuzzy msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "La taille d'un des pixels de la sprite pour définir sa taille en 3D." #: doc/classes/TextMesh.xml #, fuzzy msgid "The text to generate mesh from." msgstr "Le type à partir duquel obtenir la constante." #: doc/classes/Texture.xml msgid "Texture for 2D and 3D." msgstr "Texture pour 2D et 3D." #: doc/classes/Texture.xml 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 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 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 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 msgid "" "Returns an [Image] that is a copy of data from this [Texture]. [Image]s can " "be accessed and manipulated directly." msgstr "" "Retourne une [Image] qui est une copie des données de cette [Texture]. Les " "[Image] peuvent être accédées et manipulées directement." #: doc/classes/Texture.xml msgid "Returns the texture height." msgstr "Retourne la hauteur de texture." #: doc/classes/Texture.xml msgid "Returns the texture size." msgstr "Retourne la taille de texture." #: doc/classes/Texture.xml msgid "Returns the texture width." msgstr "Renvoie la largeur de texture." #: doc/classes/Texture.xml #, fuzzy msgid "Returns [code]true[/code] if this [Texture] has an alpha channel." msgstr "Retourne [code]true[/code] (vrai) si la chaîne de caractères est vide." #: doc/classes/Texture.xml msgid "" "The texture's [enum Flags]. [enum Flags] are used to set various properties " "of the [Texture]." msgstr "" #: doc/classes/Texture.xml msgid "" "Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant " "FLAG_FILTER] are enabled." msgstr "" "Le drapeau par défaut. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] et " "[constant FLAG_FILTER] sont activés." #: doc/classes/Texture.xml doc/classes/VisualServer.xml msgid "" "Generates mipmaps, which are smaller versions of the same texture to use " "when zoomed out, keeping the aspect ratio." msgstr "" "Génère les mipmaps, qui sont des versions plus petites de la même texture " "utilisées lors de zoom arrière, gardant le même aspect." #: doc/classes/Texture.xml msgid "" "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 doc/classes/VisualServer.xml msgid "Uses a magnifying filter, to enable smooth zooming in of the texture." msgstr "" #: doc/classes/Texture.xml doc/classes/TextureLayered.xml #: doc/classes/VisualServer.xml 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 doc/classes/VisualServer.xml msgid "Converts the texture to the sRGB color space." msgstr "Converti la texture dans l'espace de couleur sRGB." #: doc/classes/Texture.xml 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 doc/classes/VisualServer.xml msgid "Texture is a video surface." msgstr "La texture est une surface vidéo." #: doc/classes/Texture3D.xml #, fuzzy msgid "Texture with 3 dimensions." msgstr "Retourne les dimensions de bitmap." #: doc/classes/Texture3D.xml msgid "" "Texture3D is a 3-dimensional [Texture] that has a width, height, and depth. " "See also [TextureArray].\n" "[b]Note:[/b] [Texture3D]s can only be sampled in shaders in the GLES3 " "backend. In GLES2, their data can be accessed via scripting, but there is no " "way to render them in a hardware-accelerated manner." msgstr "" "Une Texture3D est une [Texture] en 3 dimensions qui a une largeur, une " "hauteur, et une profondeur. Voir aussi [TextureArray].\n" "[b]Note :[/b] Les [TextureArray] ne peuvent être projetés que pour shaders " "avec GLES3. Pour GLES2, leur données peuvent être accédées dans les scripts, " "mais il n'y a aucun moyen de les afficher directement via la carte graphique." #: doc/classes/Texture3D.xml 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 "" "Créé une Texture3D avec la largeur [code]width[/code], la hauteur " "[code]height[/code], et la profondeur [code]depth[/code]. Voir [enum Image." "Format] pour les options de [code]format[/code]. Voir l'énumération [enum " "TextureLayered.Flags] pour les options de [code]flags[/code]." #: doc/classes/TextureArray.xml msgid "Array of textures stored in a single primitive." msgstr "Un tableau de textures enregistré dans une seule ressource." #: doc/classes/TextureArray.xml 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. See also [Texture3D].\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 " "(2D):\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.\n" "[b]Note:[/b] When sampling an albedo texture from a texture array in 3D, the " "sRGB -> linear conversion hint ([code]hint_albedo[/code]) should be used to " "prevent colors from looking washed out:\n" "[codeblock]\n" "shader_type spatial;\n" "\n" "uniform sampler2DArray tex : hint_albedo;\n" "uniform int index;\n" "\n" "void fragment() {\n" " ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] [TextureArray]s can only be sampled in shaders in the GLES3 " "backend. In GLES2, their data can be accessed via scripting, but there is no " "way to render them in a hardware-accelerated manner." msgstr "" "Les [TextureArray] stockent un tableau de plusieurs [Image] dans une seule " "[Texture] de base. Chaque claque de ce tableau de textures génère ses " "propres mipmaps. C'est une bonne alternative pour les atlas de textures. " "Voir aussi [Texture3D].\n" "Les [TextureArray] doivent être affichés avec des shaders. Après " "l'importation de vos fichiers en [TextureArray] et avoir défini les Zones " "Horizontales et Verticales appropriées, vous pouvez l'afficher en " "définissant un uniform dans le shader, par exemple (en 2D):\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" "Définissez l'entier de l'uniform \"index\" pour afficher une partie " "spécifique de la texture comme défini dans Zones Horizontales et Verticales " "dans l'importateur.\n" "[b]Note :[/b] Lors de la projection d'une texture albedo depuis un tableau " "de textures en 3D, l'indice de conversion sRGB vers l'espace linéaire " "([code]hint_albedo[/code]) devrait être utilisé pour éviter les couleurs " "d'être ternes :\n" "[codeblock]\n" "shader_type spatial;\n" "\n" "uniform sampler2DArray tex : hint_albedo;\n" "uniform int index;\n" "\n" "void fragment() {\n" " ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));\n" "}\n" "[/codeblock]\n" "[b]Note :[/b] Les [TextureArray] ne peuvent être projetés que pour shaders " "avec GLES3. Pour GLES2, leur données peuvent être accédées dans les scripts, " "mais il n'y a aucun moyen de les afficher directement via la carte graphique." #: doc/classes/TextureArray.xml 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 "" "Créé une TextureArray avec la largeur [code]width[/code], la hauteur " "[code]height[/code], et la profondeur [code]depth[/code]. Voir [enum Image." "Format] pour les options de [code]format[/code]. Voir l'énumération [enum " "TextureLayered.Flags] pour les options de [code]flags[/code]." #: doc/classes/TextureButton.xml msgid "" "Texture-based button. Supports Pressed, Hover, Disabled and Focused states." msgstr "" "Un bouton affiché avec une Texture. Supporte les états appuyé, survolé, " "désactivé, et avec le focus." #: doc/classes/TextureButton.xml 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 "" "Le [TextureButton] a les même fonctionnalités qu'un [Button], seulement " "qu'il utilise une images plutôt qu'une ressource [Theme]. Il est plus rapide " "à créer, mais ne supporte pas la localisation comme certains [Control] plus " "complexes.\n" "L'état \"normal\" doit contenir une texture ([member texture_normal]) ; les " "textures des autres états sont facultatives.\n" "Voir aussi [BaseButton] qui contient les propriétés et méthodes communes à " "tous les types de bouton." #: doc/classes/TextureButton.xml 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 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 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 "" "Image [BitMap] en pur noir et blanc à utiliser pour la détection de clics. " "Sur le masque, les pixels blancs représentent la zone cliquable du bouton. " "Utilisez-le pour créer des boutons avec des formes courbes." #: doc/classes/TextureButton.xml msgid "" "Texture to display when the node is disabled. See [member BaseButton." "disabled]." msgstr "" "Texture à afficher lorsque le nœud est désactivé. Voir [member BaseButton." "disabled]." #: doc/classes/TextureButton.xml msgid "Texture to display when the node has mouse or keyboard focus." msgstr "" "Texture à afficher lorsque le nœud a le focus de la souris ou du clavier." #: doc/classes/TextureButton.xml msgid "Texture to display when the mouse hovers the node." msgstr "Texture à afficher lorsque la souris survole le nœud." #: doc/classes/TextureButton.xml 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 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 doc/classes/TextureRect.xml msgid "Scale to fit the node's bounding rectangle." msgstr "Change l'échelle pour adapter le rectangle total du nœud." #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "Tile inside the node's bounding rectangle." msgstr "" #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "" "The texture keeps its original size and stays in the bounding rectangle's " "top-left corner." msgstr "" "La texture conserve sa taille d’origine et reste dans le coin supérieur " "gauche du rectangle délimité." #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "" "The texture keeps its original size and stays centered in the node's " "bounding rectangle." msgstr "" "La texture conserve sa taille d’origine et reste centrée dans le rectangle " "de délimitation du nœud." #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "" "Scale the texture to fit the node's bounding rectangle, but maintain the " "texture's aspect ratio." msgstr "" #: doc/classes/TextureButton.xml msgid "" "Scale the texture to fit the node's bounding rectangle, center it, and " "maintain its aspect ratio." msgstr "" #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml 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 msgid "Base class for 3D texture types." msgstr "La classe de base pour toutes les textures 3D." #: doc/classes/TextureLayered.xml 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 msgid "" "Returns the depth of the texture. Depth is the 3rd dimension (typically Z-" "axis)." msgstr "" "Retourne la profondeur de la texture. La profondeur est la 3ème dimension " "(généralement l'axe Z)." #: doc/classes/TextureLayered.xml msgid "" "Returns the current format being used by this texture. See [enum Image." "Format] for details." msgstr "" #: doc/classes/TextureLayered.xml msgid "" "Returns the height of the texture. Height is typically represented by the Y-" "axis." msgstr "" "Retourne la hauteur de la texture. Elle correspond en général à l'axe Y." #: doc/classes/TextureLayered.xml msgid "" "Returns an [Image] resource with the data from specified [code]layer[/code]." msgstr "" "Retourne la ressource de [Image] avec les données du [code]layer[/code] " "spécifié." #: doc/classes/TextureLayered.xml msgid "" "Returns the width of the texture. Width is typically represented by the X-" "axis." msgstr "" "Retourne la largeur de la texture. Elle correspond en général à l'axe X." #: doc/classes/TextureLayered.xml 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 msgid "" "Sets the data for the specified layer. Data takes the form of a 2-" "dimensional [Image] resource." msgstr "" #: doc/classes/TextureLayered.xml msgid "Returns a dictionary with all the data used by this texture." msgstr "" "Retourne un dictionnaire avec toutes les données utilisées par cette texture." #: doc/classes/TextureLayered.xml msgid "Specifies which [enum Flags] apply to this texture." msgstr "Définir quels [enum Flags] s'appliquent à cette texture." #: doc/classes/TextureLayered.xml msgid "" "Default flags for [TextureArray]. [constant FLAG_MIPMAPS], [constant " "FLAG_REPEAT] and [constant FLAG_FILTER] are enabled." msgstr "" #: doc/classes/TextureLayered.xml msgid "Default flags for [Texture3D]. [constant FLAG_FILTER] is enabled." msgstr "" "Les options par défaut des [Texture3D]. [constant FLAG_FILTER] est activé." #: doc/classes/TextureLayered.xml msgid "Texture will generate mipmaps on creation." msgstr "La texture génèrera des mipmaps à la création." #: doc/classes/TextureLayered.xml msgid "Texture will repeat when UV used is outside the 0-1 range." msgstr "" "La texture sera répétée quand l'UV sera en dehors de l'intervalle entre 0 et " "1." #: doc/classes/TextureLayered.xml 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 msgid "" "Texture-based progress bar. Useful for loading screens and life or stamina " "bars." msgstr "" #: doc/classes/TextureProgress.xml 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 msgid "The fill direction. See [enum FillMode] for possible values." msgstr "" "La direction de remplissage. Voir [enum FillMode] pour les valeurs possibles." #: doc/classes/TextureProgress.xml 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 msgid "" "Offsets [member texture_progress] if [member fill_mode] is [constant " "FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]." msgstr "" #: doc/classes/TextureProgress.xml 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 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 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 msgid "The width of the 9-patch's left column." msgstr "La largeur de la colonne gauche du 9-patch." #: doc/classes/TextureProgress.xml msgid "The width of the 9-patch's right column." msgstr "La largeur de la colonne droite du 9-patch." #: doc/classes/TextureProgress.xml msgid "The height of the 9-patch's top row." msgstr "La hauteur de la colonne du haut du 9-patch." #: doc/classes/TextureProgress.xml 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 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 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 msgid "[Texture] that draws under the progress bar. The bar's background." msgstr "" "La [Texture] qui est affichée derrière la barre de progression, en arrière-" "plan." #: doc/classes/TextureProgress.xml 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 msgid "" "Multiplies the color of the bar's [code]texture_progress[/code] texture." msgstr "" "Multiplie la couleur de la texture [code]texture_progress[/code] de la barre." #: doc/classes/TextureProgress.xml msgid "Multiplies the color of the bar's [code]texture_under[/code] texture." msgstr "" "Multiplie la couleur de la texture [code]texture_under[/code] de la barre." #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from left to right." msgstr "La [member texture_progress] remplis de gauche à droite." #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from right to left." msgstr "La [member texture_progress] remplis de droite à gauche." #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from top to bottom." msgstr "La [member texture_progress] remplis de haut en bas." #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from bottom to top." msgstr "La [member texture_progress] remplis de bas en haut." #: doc/classes/TextureProgress.xml 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 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 msgid "" "The [member texture_progress] fills from the center, expanding both towards " "the left and the right." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "The [member texture_progress] fills from the center, expanding both towards " "the top and the bottom." msgstr "" "La [member texture_progress] remplie depuis le centre, puis à la fois en " "direction du haut et du bas." #: doc/classes/TextureProgress.xml 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 msgid "Control for drawing textures." msgstr "Contrôle pour dessiner des textures." #: doc/classes/TextureRect.xml 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 msgid "If [code]true[/code], the texture scales to fit its bounding rectangle." msgstr "Si [code]true[/code], la texture s'adapte à la taille de l'élément." #: doc/classes/TextureRect.xml msgid "" "Controls the texture's behavior when resizing the node's bounding rectangle. " "See [enum StretchMode]." msgstr "" #: doc/classes/TextureRect.xml msgid "The node's [Texture] resource." msgstr "La ressource [Texture] du nœud." #: doc/classes/TextureRect.xml 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 msgid "" "Scale the texture to fit the node's bounding rectangle, center it and " "maintain its aspect ratio." msgstr "" "Adapte la texture à la taille de l'élément en la centrant et en maintenant " "ses proportions." #: doc/classes/Theme.xml msgid "Theme for controls." msgstr "Thème pour les contrôles." #: doc/classes/Theme.xml 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 msgid "" "Adds an empty theme type for every valid data type.\n" "[b]Note:[/b] Empty types are not saved with the theme. This method only " "exists to perform in-memory changes to the resource. Use available " "[code]set_*[/code] methods to add theme items." msgstr "" #: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "Efface toutes les valeurs de ce thème." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "Multiplie le transform [code]a[/code] par le transform [code]b[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the constant at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de " "la chaîne égale à [code]0[/code])." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de " "la chaîne égale à [code]0[/code])." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]." msgstr "" "Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de " "la chaîne égale à [code]0[/code])." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de " "la chaîne égale à [code]0[/code])." #: doc/classes/Theme.xml 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 msgid "" "Unmarks [code]theme_type[/code] as being a variation of another theme type. " "See [method set_type_variation]." msgstr "" #: doc/classes/Theme.xml msgid "Sets the theme's values to a copy of the default theme values." msgstr "" #: doc/classes/Theme.xml msgid "Sets the theme's values to a copy of a given theme." msgstr "Définit les valeurs du thème à partir d'une copie d'un thème donné." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de " "la chaîne égale à [code]0[/code])." #: doc/classes/Theme.xml 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 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 #, fuzzy msgid "" "Returns the constant at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de " "la chaîne égale à [code]0[/code])." #: doc/classes/Theme.xml 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 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 msgid "" "Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/" "code]. If such item does not exist and [member default_font] is set on the " "theme, the default font will be returned." msgstr "" #: doc/classes/Theme.xml 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 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 #, fuzzy msgid "" "Returns the icon [Texture] at [code]name[/code] if the theme has " "[code]node_type[/code]." msgstr "" "Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de " "la chaîne égale à [code]0[/code])." #: doc/classes/Theme.xml 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 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 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 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 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 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 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 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 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 msgid "" "Returns the name of the base theme type if [code]theme_type[/code] is a " "valid variation type. Returns an empty string otherwise." msgstr "" #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns a list of all type variations for the given [code]base_type[/code]." msgstr "" "Retourne l'index de l'élément avec l'identifiant [code]id[/code] spécifié." #: doc/classes/Theme.xml #, 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 "" "Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] " "existe, [code]false[/code] autrement." #: doc/classes/Theme.xml 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 #, fuzzy msgid "" "Returns [code]true[/code] if this theme has a valid [member default_font] " "value." msgstr "" "Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de " "la chaîne égale à [code]0[/code])." #: doc/classes/Theme.xml #, 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 "" "Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] " "existe, [code]false[/code] autrement." #: doc/classes/Theme.xml 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 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 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 #, fuzzy msgid "" "Returns [code]true[/code] if [code]theme_type[/code] is marked as a " "variation of [code]base_type[/code]." msgstr "" "Retourne [code]true[/code] si la piste donnée est importée. Sinon retourne " "[code]false[/code]." #: doc/classes/Theme.xml 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 msgid "" "Removes the theme type, gracefully discarding defined theme items. If the " "type is a variation, this information is also erased. If the type is a base " "for type variations, those variations lose their base." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" #: doc/classes/Theme.xml 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 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 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 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 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 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 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 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 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 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 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 msgid "" "Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n" "This adds [code]theme_type[/code] as a suggested option for [member Control." "theme_type_variation] on a [Control] that is of the [code]base_type[/code] " "class.\n" "Variations can also be nested, i.e. [code]base_type[/code] can be another " "variation. If a chain of variations ends with a [code]base_type[/code] " "matching the class of the [Control], the whole chain is going to be " "suggested as options.\n" "[b]Note:[/b] Suggestions only show up if this theme resource is set as the " "project default theme. See [member ProjectSettings.gui/theme/custom]." msgstr "" #: doc/classes/Theme.xml 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 #, fuzzy msgid "Theme's [Color] item type." msgstr "Le type [Color] du thème." #: doc/classes/Theme.xml msgid "Theme's constant item type." msgstr "Le type de la constante du thème." #: doc/classes/Theme.xml msgid "Theme's [Font] item type." msgstr "Le type [Font] du thème." #: doc/classes/Theme.xml msgid "Theme's icon [Texture] item type." msgstr "Le type [Texture] de l'icône du thème." #: doc/classes/Theme.xml msgid "Theme's [StyleBox] item type." msgstr "Le type [StyleBox] du thème." #: doc/classes/Theme.xml msgid "Maximum value for the DataType enum." msgstr "La valeur maximale pour l’énumération DateType." #: doc/classes/Thread.xml msgid "A unit of execution in a process." msgstr "Une unité d'exécution dans un processus." #: doc/classes/Thread.xml 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 msgid "Using multiple threads" msgstr "Utiliser plusieurs fils d'exécution" #: doc/classes/Thread.xml msgid "Thread-safe APIs" msgstr "Les API sûres pour plusieurs fils d'exécution" #: doc/classes/Thread.xml 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 "" "Retourne l'identifiant du [Thread] actuel, qui lui est unique parmi tous les " "autres fils d'exécution. Si le [Thread] n'est pas actif, une chaine vide est " "retournée." #: doc/classes/Thread.xml 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 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 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 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 msgid "A thread running with lower priority than normally." msgstr "Un fil d'exécution avec une priorité inférieure à la normale." #: doc/classes/Thread.xml msgid "A thread with a standard priority." msgstr "Un fil d'exécution avec une priorité normale." #: doc/classes/Thread.xml msgid "A thread running with higher priority than normally." msgstr "Un fil d'exécution avec une priorité supérieure à la normale." #: doc/classes/TileMap.xml msgid "Node for 2D tile-based maps." msgstr "" #: doc/classes/TileMap.xml 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 doc/classes/TileSet.xml msgid "Using Tilemaps" msgstr "Utiliser les tilemaps" #: doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "2D Hexagonal Demo" msgstr "Démo Hexagonale en 2D" #: doc/classes/TileMap.xml msgid "Clears all cells." msgstr "Efface toutes les cellules." #: doc/classes/TileMap.xml msgid "Clears cells that do not exist in the tileset." msgstr "Efface les cellules qui n'existent plus dans le tileset." #: doc/classes/TileMap.xml 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 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 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 msgid "Returns [code]true[/code] if the given collision layer bit is set." msgstr "" "Retourne [code]true[/code] si le bit du calque de collision est définit." #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given collision mask bit is set." msgstr "" "Retourne [code]true[/code] si le bit du masque de collision est définit." #: doc/classes/TileMap.xml 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 #, fuzzy msgid "" "Returns an array of all cells with the given tile index specified in " "[code]id[/code]." msgstr "" "Renvoie la texture de l’atlas de police de caractères à l’index [code]idx[/" "code]." #: doc/classes/TileMap.xml msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map." msgstr "" "Retourne un rectangle englobant les tuiles utilisées (non vides) de la carte." #: doc/classes/TileMap.xml msgid "" "Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y " "axes are swapped." msgstr "" "Retourne [code]true[/code] si la cellule spécifiée est transposée, c'est-à-" "dire que les axes X et Y sont inversés." #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given cell is flipped in the X axis." msgstr "" "Retourne [code]true[/code] si la cellule spécifiée est inversée selon l'axe " "X." #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given cell is flipped in the Y axis." msgstr "" "Retourne [code]true[/code] si la cellule spécifiée est inversée selon l'axe " "Y." #: doc/classes/TileMap.xml 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 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, 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 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]." msgstr "" #: doc/classes/TileMap.xml msgid "Sets the given collision layer bit." msgstr "Définit le bit du calque de collision donné." #: doc/classes/TileMap.xml msgid "Sets the given collision mask bit." msgstr "Définit le bit de masque de collision donné." #: doc/classes/TileMap.xml 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 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 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 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 #, fuzzy msgid "If [code]true[/code], the cell's UVs will be clipped." msgstr "Si [code]true[/code], les UV de la cellule seront limités." #: doc/classes/TileMap.xml msgid "The custom [Transform2D] to be applied to the TileMap's cells." msgstr "La [Transform2D] personnalisée appliquée aux cellules de la TileMap." #: doc/classes/TileMap.xml msgid "" "Amount to offset alternating tiles. See [enum HalfOffset] for possible " "values." msgstr "" #: doc/classes/TileMap.xml msgid "" "The TileMap's quadrant size. Optimizes drawing by batching, using chunks of " "this size." msgstr "" #: doc/classes/TileMap.xml msgid "The TileMap's cell size." msgstr "La taille de cellule du TileMap." #: doc/classes/TileMap.xml msgid "Position for tile origin. See [enum TileOrigin] for possible values." msgstr "" "La position de l'origine de la tuile. Voir [enum TileOrigin] pour les " "valeurs possibles." #: doc/classes/TileMap.xml #, fuzzy msgid "" "If [code]true[/code], the TileMap's direct children will be drawn in order " "of their Y coordinate." msgstr "Si [code]true[/code], la frontière de la ligne sera anti-aliasée." #: doc/classes/TileMap.xml 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 msgid "" "Bounce value for static body collisions (see [code]collision_use_kinematic[/" "code])." msgstr "" "La valeur de rebondissement pour les collisions avec les corps statiques " "(voir [code]collision_use_kinematic[/code])." #: doc/classes/TileMap.xml msgid "" "Friction value for static body collisions (see " "[code]collision_use_kinematic[/code])." msgstr "" "La valeur de friction pour les collisions avec les corps statiques (voir " "[code]collision_use_kinematic[/code])." #: doc/classes/TileMap.xml msgid "" "The collision layer(s) for all colliders in the TileMap. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/TileMap.xml msgid "" "The collision mask(s) for all colliders in the TileMap. See [url=$DOCS_URL/" "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 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 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 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 msgid "The TileMap orientation mode. See [enum Mode] for possible values." msgstr "" "Le mode d'orientation de la TileMap. Voir [enum Mode] pour les valeurs " "possibles." #: doc/classes/TileMap.xml 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 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 msgid "The assigned [TileSet]." msgstr "Le [TileSet] assigné." #: doc/classes/TileMap.xml msgid "Emitted when a tilemap setting has changed." msgstr "Émis quand les préférences du catalogue de tuiles a changé." #: doc/classes/TileMap.xml msgid "Returned when a cell doesn't exist." msgstr "Retourné lorsqu'une cellule n'existe pas." #: doc/classes/TileMap.xml msgid "Orthogonal orientation mode." msgstr "Mode d’orientation orthogonale." #: doc/classes/TileMap.xml msgid "Isometric orientation mode." msgstr "Mode d’orientation isométrique." #: doc/classes/TileMap.xml msgid "Custom orientation mode." msgstr "Mode d’orientation personnalisé." #: doc/classes/TileMap.xml msgid "Half offset on the X coordinate." msgstr "Le demi-décalage selon l'axe X." #: doc/classes/TileMap.xml msgid "Half offset on the Y coordinate." msgstr "Le demi-décalage selon l'axe Y." #: doc/classes/TileMap.xml msgid "Half offset disabled." msgstr "Le demi-décalage est désactivé." #: doc/classes/TileMap.xml msgid "Half offset on the X coordinate (negative)." msgstr "Le demi-décalage selon l'axe X (négatif)." #: doc/classes/TileMap.xml msgid "Half offset on the Y coordinate (negative)." msgstr "Le demi-décalage selon l'axe Y (négatif)." #: doc/classes/TileMap.xml msgid "Tile origin at its top-left corner." msgstr "Origine de tuile à son coin supérieur gauche." #: doc/classes/TileMap.xml msgid "Tile origin at its center." msgstr "L'origine des tuiles en son centre." #: doc/classes/TileMap.xml msgid "Tile origin at its bottom-left corner." msgstr "Origine de tuile à son coin inférieur gauche." #: doc/classes/TileSet.xml #, fuzzy msgid "Tile library for tilemaps." msgstr "La bibliothèque des tuiles pour les cartes." #: doc/classes/TileSet.xml 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 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 msgid "Clears all bitmask information of the autotile." msgstr "Efface toutes les informations de bitmask de l’autotile." #: doc/classes/TileSet.xml 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 msgid "Returns the [enum BitmaskMode] of the autotile." msgstr "Retourne le [enum BitmaskMode] de l'autotile." #: doc/classes/TileSet.xml 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 "" "Retourne la sous-tuile qui est utilisée comme icône dans un atlas / autotile " "suivant ses coordonnées.\n" "La sous-tuile définie comme icône sera utilisée comme solution de repli " "lorsque les informations du bitmask de l'atlas / autotile sont incomplètes. " "Elle sera également utilisée pour sa représentation dans l'éditeur de " "TileSet." #: doc/classes/TileSet.xml msgid "" "Returns the light occluder of the subtile from an atlas/autotile given its " "coordinates." msgstr "" "Retourne l'occulteur de lumière de la sous-tuile d'un atlas / autotile en " "fonction de ses coordonnées." #: doc/classes/TileSet.xml msgid "" "Returns the navigation polygon of the subtile from an atlas/autotile given " "its coordinates." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the size of the subtiles in an atlas/autotile." msgstr "Retourne la taille des subtiles dans un atlas / autotile." #: doc/classes/TileSet.xml msgid "Returns the spacing between subtiles of the atlas/autotile." msgstr "" #: doc/classes/TileSet.xml 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 msgid "" "Returns the drawing index of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml 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 msgid "Sets the [enum BitmaskMode] of the autotile." msgstr "Définit le [enum BitmaskMode] de l'auto-tuile." #: doc/classes/TileSet.xml 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 msgid "" "Sets the light occluder of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml msgid "" "Sets the navigation polygon of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the size of the subtiles in an atlas/autotile." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the spacing between subtiles of the atlas/autotile." msgstr "" #: doc/classes/TileSet.xml 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 msgid "" "Sets the drawing index of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml msgid "Clears all tiles." msgstr "Efface toutes les tuiles." #: doc/classes/TileSet.xml msgid "Creates a new tile with the given ID." msgstr "Crée une nouvelle tuile avec l'identifiant donné." #: doc/classes/TileSet.xml msgid "Returns the first tile matching the given name." msgstr "Retourne la première tuile qui correspond au nom donné." #: doc/classes/TileSet.xml msgid "" "Returns the ID following the last currently used ID, useful when creating a " "new tile." msgstr "" "Retourne l'identifiant qui suit le dernier identifiant actuellement utilisé, " "utile pour la création de nouvelle tuile." #: doc/classes/TileSet.xml msgid "Returns an array of all currently used tile IDs." msgstr "" "Retourne la liste des identifiants de toutes les tuiles actuellement " "utilisées." #: doc/classes/TileSet.xml msgid "Removes the given tile ID." msgstr "Supprime l'ID de la tuile donnée." #: doc/classes/TileSet.xml msgid "Adds a shape to the tile." msgstr "Ajoute une forme à la tuile." #: doc/classes/TileSet.xml msgid "Returns the tile's light occluder." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile's material." msgstr "Retourne le matériau de la tuile." #: doc/classes/TileSet.xml msgid "Returns the tile's modulation color." msgstr "Retourne la couleur de modulation de la tuile." #: doc/classes/TileSet.xml msgid "Returns the tile's name." msgstr "Retourne le nom de la tuile." #: doc/classes/TileSet.xml msgid "Returns the navigation polygon of the tile." msgstr "Retourne le polygone de navigation de la tuile." #: doc/classes/TileSet.xml msgid "Returns the offset of the tile's navigation polygon." msgstr "Retourne le décalage du polygone de navigation de la tuile." #: doc/classes/TileSet.xml msgid "Returns the tile's normal map texture." msgstr "Retourne la texture normale de la carte de la tuile." #: doc/classes/TileSet.xml msgid "Returns the offset of the tile's light occluder." msgstr "Retourne le décalage de l'occulteur de lumière de la tuile." #: doc/classes/TileSet.xml msgid "Returns the tile sub-region in the texture." msgstr "" #: doc/classes/TileSet.xml msgid "Returns a tile's given shape." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the number of shapes assigned to a tile." msgstr "Retourne le nombre de formes assignées à une tuile." #: doc/classes/TileSet.xml msgid "Returns the offset of a tile's shape." msgstr "Retourne le décalage de la forme de la tuile." #: doc/classes/TileSet.xml msgid "Returns the one-way collision value of a tile's shape." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the [Transform2D] of a tile's shape." msgstr "Retourne la [Transform2D] de la forme de la tuile." #: doc/classes/TileSet.xml 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 msgid "Returns the tile's texture." msgstr "Retourne la texture de la tuile." #: doc/classes/TileSet.xml msgid "Returns the texture offset of the tile." msgstr "Retourne le décalage de la texture de la tuile." #: doc/classes/TileSet.xml msgid "Returns the tile's [enum TileMode]." msgstr "Retourne le [enum TileMode] de la tuile." #: doc/classes/TileSet.xml msgid "Returns the tile's Z index (drawing layer)." msgstr "Retourne l'index selon Z (le claque d'affichage) de la tuile." #: doc/classes/TileSet.xml msgid "Sets a light occluder for the tile." msgstr "Définit l'occulteur de lumière pour la tuile." #: doc/classes/TileSet.xml msgid "Sets the tile's material." msgstr "Défini le matériel de la tuile." #: doc/classes/TileSet.xml msgid "" "Sets the tile's modulation color.\n" "[b]Note:[/b] Modulation is performed by setting the tile's vertex color. To " "access this in a shader, use [code]COLOR[/code] rather than [code]MODULATE[/" "code] (which instead accesses the [TileMap]'s [member CanvasItem.modulate] " "property)." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the tile's name." msgstr "Défini le nom de la tuile." #: doc/classes/TileSet.xml msgid "Sets the tile's navigation polygon." msgstr "Définit le polygone de navigation de la tuile." #: doc/classes/TileSet.xml msgid "Sets an offset for the tile's navigation polygon." msgstr "Définit le décalage du polygone de navigation de la tuile." #: doc/classes/TileSet.xml 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 msgid "Sets an offset for the tile's light occluder." msgstr "Définit le décalage de l'occulteur de lumière de la tuile." #: doc/classes/TileSet.xml msgid "" "Sets the tile's sub-region in the texture. This is common in texture atlases." msgstr "" #: doc/classes/TileSet.xml msgid "Sets a shape for the tile, enabling collision." msgstr "Définit une forme pour la tuile, activant la collision." #: doc/classes/TileSet.xml msgid "Sets the offset of a tile's shape." msgstr "Définit le décalage de la forme de la tuile." #: doc/classes/TileSet.xml msgid "Enables one-way collision on a tile's shape." msgstr "" #: doc/classes/TileSet.xml msgid "Sets a [Transform2D] on a tile's shape." msgstr "Définit la [Transform2D] de la forme de la tuile." #: doc/classes/TileSet.xml msgid "Sets an array of shapes for the tile, enabling collision." msgstr "Définit une liste de formes pour la tuile, activant les collisions." #: doc/classes/TileSet.xml msgid "Sets the tile's texture." msgstr "Définit la texture de la tuile." #: doc/classes/TileSet.xml msgid "Sets the tile's texture offset." msgstr "Définit le décalage de texture de la tuile." #: doc/classes/TileSet.xml msgid "Sets the tile's [enum TileMode]." msgstr "Définit le [enum TileMode] de la tuile." #: doc/classes/TileSet.xml msgid "Sets the tile's drawing index." msgstr "" #: doc/classes/Time.xml msgid "Time singleton for working with time." msgstr "Une instance unique pour travailler avec les heures." #: doc/classes/Time.xml msgid "" "The Time singleton allows converting time between various formats and also " "getting time information from the system.\n" "This class conforms with as many of the ISO 8601 standards as possible. All " "dates follow the Proleptic Gregorian calendar. As such, the day before " "[code]1582-10-15[/code] is [code]1582-10-14[/code], not [code]1582-10-04[/" "code]. The year before 1 AD (aka 1 BC) is number [code]0[/code], with the " "year before that (2 BC) being [code]-1[/code], etc.\n" "Conversion methods assume \"the same timezone\", and do not handle timezone " "conversions or DST automatically. Leap seconds are also not handled, they " "must be done manually if desired. Suffixes such as \"Z\" are not handled, " "you need to strip them away manually.\n" "When getting time information from the system, the time can either be in the " "local timezone or UTC depending on the [code]utc[/code] parameter. However, " "the [method get_unix_time_from_system] method always returns the time in " "UTC.\n" "[b]Important:[/b] The [code]_from_system[/code] methods use the system clock " "that the user can manually set. [b]Never use[/b] this method for precise " "time calculation since its results are subject to automatic adjustments by " "the user or 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/Time.xml msgid "" "Returns the current date as a dictionary of keys: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], and [code]dst[/" "code] (Daylight Savings Time).\n" "The returned values are in the system's local time when [code]utc[/code] is " "false, otherwise they are in UTC." msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given Unix timestamp to a dictionary of keys: [code]year[/" "code], [code]month[/code], [code]day[/code], and [code]weekday[/code]." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the current date as an ISO 8601 date string (YYYY-MM-DD).\n" "The returned values are in the system's local time when [code]utc[/code] is " "false, otherwise they are in UTC." msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)." msgstr "Convertit l'horodatage Unix au format de date ISO 8601 (AAAA-MM-JJ)." #: doc/classes/Time.xml msgid "" "Converts the given ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS) to a " "dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], " "[code]weekday[/code], [code]hour[/code], [code]minute[/code], and " "[code]second[/code].\n" "If [code]weekday[/code] is false, then the [code]weekday[/code] entry is " "excluded (the calculation is relatively expensive).\n" "[b]Note:[/b] Any decimal fraction in the time string will be ignored " "silently." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the current date as a dictionary of keys: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/" "code], [code]minute[/code], and [code]second[/code]." msgstr "" "Retourne la date actuelle sous forme de dictionnaire avec les clés : " "[code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/" "code], [code]hour[/code], [code]minute[/code] et [code]second[/code]." #: doc/classes/Time.xml msgid "" "Converts the given Unix timestamp to a dictionary of keys: [code]year[/" "code], [code]month[/code], [code]day[/code], and [code]weekday[/code].\n" "The returned Dictionary's values will be the same as the [method " "get_datetime_dict_from_system] if the Unix timestamp is the current time, " "with the exception of Daylight Savings Time as it cannot be determined from " "the epoch." msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given dictionary of keys to an ISO 8601 date and time string " "(YYYY-MM-DDTHH:MM:SS).\n" "The given dictionary can be populated with the following keys: [code]year[/" "code], [code]month[/code], [code]day[/code], [code]hour[/code], " "[code]minute[/code], and [code]second[/code]. Any other entries (including " "[code]dst[/code]) are ignored.\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).\n" "If [code]use_space[/code] is true, use a space instead of the letter T in " "the middle." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the current date and time as an ISO 8601 date and time string (YYYY-" "MM-DDTHH:MM:SS).\n" "The returned values are in the system's local time when [code]utc[/code] is " "false, otherwise they are in UTC.\n" "If [code]use_space[/code] is true, use a space instead of the letter T in " "the middle." msgstr "" "Retourne la date et l'heure actuelle au format ISO 8601 (AAAA-MM-JJ'T'HH:MM:" "SS).\n" "Les valeurs retournées sont dans la zone horaire locale du système quand " "[code]utc[/code] est false, sinon elles sont dans la zone horaire UTC " "(méridien de Greenwich).\n" "Si [code]use_space[/code] est true, un espace est utilisé plutôt que le " "caractère 'T' au milieu." #: doc/classes/Time.xml msgid "" "Converts the given Unix timestamp to an ISO 8601 date and time string (YYYY-" "MM-DDTHH:MM:SS).\n" "If [code]use_space[/code] is true, use a space instead of the letter T in " "the middle." msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given timezone offset in minutes to a timezone offset string. " "For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns " "\"+00:00\"." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the amount of time passed in milliseconds since the engine started.\n" "Will always be positive or 0 and uses a 64-bit value (it will wrap after " "roughly 500 million years)." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the amount of time passed in microseconds since the engine started.\n" "Will always be positive or 0 and uses a 64-bit value (it will wrap after " "roughly half a million years)." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the current time as a dictionary of keys: [code]hour[/code], " "[code]minute[/code], and [code]second[/code].\n" "The returned values are in the system's local time when [code]utc[/code] is " "false, otherwise they are in UTC." msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given time to a dictionary of keys: [code]hour[/code], " "[code]minute[/code], and [code]second[/code]." msgstr "" "Convertit la temps donné en dictionnaire avec les clés : [code]hour[/code], " "[code]minute[/code], and [code]second[/code]." #: doc/classes/Time.xml msgid "" "Returns the current time as an ISO 8601 time string (HH:MM:SS).\n" "The returned values are in the system's local time when [code]utc[/code] is " "false, otherwise they are in UTC." msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)." msgstr "Convertit l'horodatage Unix au format d'heure ISO 8601 (HH:MM:SS)." #: doc/classes/Time.xml msgid "" "Returns the current time zone as a dictionary of keys: [code]bias[/code] and " "[code]name[/code]. The [code]bias[/code] value is the offset from UTC in " "minutes, since not all time zones are multiples of an hour from UTC." msgstr "" #: doc/classes/Time.xml msgid "" "Converts a dictionary of time values to a Unix timestamp.\n" "The given dictionary can be populated with the following keys: [code]year[/" "code], [code]month[/code], [code]day[/code], [code]hour[/code], " "[code]minute[/code], and [code]second[/code]. Any other entries (including " "[code]dst[/code]) are ignored.\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).\n" "You can pass the output from [method get_datetime_dict_from_unix_time] " "directly into this function and get the same as what was put in.\n" "[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any " "timezone conversion, so the timestamp will be in the same timezone as the " "given datetime dictionary." msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given ISO 8601 date and/or time string to a Unix timestamp. The " "string can contain a date only, a time only, or both.\n" "[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any " "timezone conversion, so the timestamp will be in the same timezone as the " "given datetime string.\n" "[b]Note:[/b] Any decimal fraction in the time string will be ignored " "silently." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the current Unix timestamp in seconds based on the system time in " "UTC. This method is implemented by the operating system and always returns " "the time in UTC.\n" "[b]Note:[/b] Unlike other methods that use integer timestamps, this method " "returns the timestamp as a [float] for sub-second precision." msgstr "" #: doc/classes/Time.xml msgid "The month of January, represented numerically as [code]01[/code]." msgstr "Le mois de janvier, représenté numériquement par [code]01[/code]." #: doc/classes/Time.xml msgid "The month of February, represented numerically as [code]02[/code]." msgstr "Le mois de février, représenté numériquement par [code]02[/code]." #: doc/classes/Time.xml msgid "The month of March, represented numerically as [code]03[/code]." msgstr "Le mois de mars, représenté numériquement par [code]03[/code]." #: doc/classes/Time.xml msgid "The month of April, represented numerically as [code]04[/code]." msgstr "Le mois de avril, représenté numériquement par [code]04[/code]." #: doc/classes/Time.xml msgid "The month of May, represented numerically as [code]05[/code]." msgstr "Le mois de mai, représenté numériquement par [code]05[/code]." #: doc/classes/Time.xml msgid "The month of June, represented numerically as [code]06[/code]." msgstr "Le mois de juin, représenté numériquement par [code]06[/code]." #: doc/classes/Time.xml msgid "The month of July, represented numerically as [code]07[/code]." msgstr "Le mois de juillet, représenté numériquement par [code]07[/code]." #: doc/classes/Time.xml msgid "The month of August, represented numerically as [code]08[/code]." msgstr "Le mois de août, représenté numériquement par [code]08[/code]." #: doc/classes/Time.xml msgid "The month of September, represented numerically as [code]09[/code]." msgstr "Le mois de septembre, représenté numériquement par [code]09[/code]." #: doc/classes/Time.xml msgid "The month of October, represented numerically as [code]10[/code]." msgstr "Le mois de octobre, représenté numériquement par [code]10[/code]." #: doc/classes/Time.xml msgid "The month of November, represented numerically as [code]11[/code]." msgstr "Le mois de novembre, représenté numériquement par [code]11[/code]." #: doc/classes/Time.xml msgid "The month of December, represented numerically as [code]12[/code]." msgstr "Le mois de décembre, représenté numériquement par [code]12[/code]." #: doc/classes/Time.xml msgid "The day of the week Sunday, represented numerically as [code]0[/code]." msgstr "" "Le jour de la semaine du dimanche, représenté numériquement par [code]0[/" "code]." #: doc/classes/Time.xml msgid "The day of the week Monday, represented numerically as [code]1[/code]." msgstr "" "Le jour de la semaine du lundi, représenté numériquement par [code]1[/code]." #: doc/classes/Time.xml msgid "The day of the week Tuesday, represented numerically as [code]2[/code]." msgstr "" "Le jour de la semaine du mardi, représenté numériquement par [code]2[/code]." #: doc/classes/Time.xml msgid "" "The day of the week Wednesday, represented numerically as [code]3[/code]." msgstr "" "Le jour de la semaine du mercredi, représenté numériquement par [code]3[/" "code]." #: doc/classes/Time.xml msgid "" "The day of the week Thursday, represented numerically as [code]4[/code]." msgstr "" "Le jour de la semaine du jeudi, représenté numériquement par [code]4[/code]." #: doc/classes/Time.xml msgid "The day of the week Friday, represented numerically as [code]5[/code]." msgstr "" "Le jour de la semaine du vendredi, représenté numériquement par [code]5[/" "code]." #: doc/classes/Time.xml msgid "" "The day of the week Saturday, represented numerically as [code]6[/code]." msgstr "" "Le jour de la semaine du samedi, représenté numériquement par [code]6[/code]." #: doc/classes/Timer.xml msgid "A countdown timer." msgstr "Un compte à rebours." #: doc/classes/Timer.xml 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 msgid "Returns [code]true[/code] if the timer is stopped." msgstr "Retourne [code]true[/code] si le minuteur est arrêté." #: doc/classes/Timer.xml 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 msgid "Stops the timer." msgstr "Arrête la minuterie." #: doc/classes/Timer.xml 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 msgid "" "If [code]true[/code], the timer will stop when reaching 0. If [code]false[/" "code], it will restart." msgstr "" #: doc/classes/Timer.xml 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 msgid "Processing mode. See [enum TimerProcessMode]." msgstr "" #: doc/classes/Timer.xml 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 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 msgid "" "Update the timer during the physics step at each frame (fixed framerate " "processing)." msgstr "" #: doc/classes/Timer.xml msgid "Update the timer during the idle time at each frame." msgstr "Met à jour le minuteur durant un moment inoccupé de chaque trame." #: doc/classes/ToolButton.xml msgid "Flat button helper class." msgstr "Classe d'aide pour boutons plats." #: doc/classes/ToolButton.xml 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 "" "C'est une classe d'aide pour générer des boutons plats (voir [member Button." "flat]), créer un [ToolButton] est équivalent à :\n" "[codeblock]\n" "var btn = Button.new()\n" "btn.flat = true\n" "[/codeblock]" #: doc/classes/ToolButton.xml msgid "Default text [Color] of the [ToolButton]." msgstr "Le [StyleBox] par défaut pour le [ToolButton]." #: doc/classes/ToolButton.xml msgid "Text [Color] used when the [ToolButton] is disabled." msgstr "La [Color] du texte utilisée quand le [ToolButton] est désactivé." #: doc/classes/ToolButton.xml 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 "" "La [Color] du texte quand le [ToolButton] a le focus. Ne remplace que la " "couleur normale du texte du bouton. Les états désactivés, survolés et " "appuyés sont prioritaire sur cette couleur." #: doc/classes/ToolButton.xml msgid "Text [Color] used when the [ToolButton] is being hovered." msgstr "La [Color] du texte utilisée quand le [ToolButton] est survolé." #: doc/classes/ToolButton.xml msgid "Text [Color] used when the [ToolButton] is being pressed." msgstr "La [Color] du texte utilisée quand le [ToolButton] est appuyé." #: doc/classes/ToolButton.xml msgid "The horizontal space between [ToolButton]'s icon and text." msgstr "L'espacement horizontal entre l'icône et le texte du [ToolButton]." #: doc/classes/ToolButton.xml msgid "[Font] of the [ToolButton]'s text." msgstr "La [Font] du texte du [ToolButton]." #: doc/classes/ToolButton.xml msgid "[StyleBox] used when the [ToolButton] is disabled." msgstr "La [StyleBox] utilisée quand le [ToolButton] est désactivé." #: doc/classes/ToolButton.xml 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 msgid "[StyleBox] used when the [ToolButton] is being hovered." msgstr "La [StyleBox] utilisée quand le [CheckButton] est survolé." #: doc/classes/ToolButton.xml msgid "Default [StyleBox] for the [ToolButton]." msgstr "La [StyleBox] par défaut pour le [ToolButton]." #: doc/classes/ToolButton.xml msgid "[StyleBox] used when the [ToolButton] is being pressed." msgstr "La [StyleBox] utilisée quand le [CheckButton] est appuyé." #: doc/classes/TouchScreenButton.xml msgid "Button for touch screen devices for gameplay use." msgstr "" #: doc/classes/TouchScreenButton.xml 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 msgid "Returns [code]true[/code] if this button is currently pressed." msgstr "Retourne [code]true[/code] si le bouton est actuelle pressé." #: doc/classes/TouchScreenButton.xml msgid "The button's action. Actions can be handled with [InputEventAction]." msgstr "" "L'action du bouton. Les actions peuvent être interceptées avec " "[InputEventAction]." #: doc/classes/TouchScreenButton.xml #, fuzzy msgid "The button's bitmask." msgstr "Le masque binaire du bouton." #: doc/classes/TouchScreenButton.xml msgid "The button's texture for the normal state." msgstr "La texture du bouton pour l'état normal." #: doc/classes/TouchScreenButton.xml 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 msgid "The button's texture for the pressed state." msgstr "La texture du bouton pour l'état appuyé." #: doc/classes/TouchScreenButton.xml msgid "The button's shape." msgstr "La forme du bouton." #: doc/classes/TouchScreenButton.xml 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 msgid "If [code]true[/code], the button's shape is visible." msgstr "Si [code]true[/code], la forme du bouton est visible." #: doc/classes/TouchScreenButton.xml msgid "" "The button's visibility mode. See [enum VisibilityMode] for possible values." msgstr "" "Le mode de visibilité du bouton. Voir [enum VisibilityMode] pour les valeurs " "possibles." #: doc/classes/TouchScreenButton.xml msgid "Emitted when the button is pressed (down)." msgstr "Émis quand le bouton est pressé." #: doc/classes/TouchScreenButton.xml msgid "Emitted when the button is released (up)." msgstr "Émis quand le bouton est relâché." #: doc/classes/TouchScreenButton.xml msgid "Always visible." msgstr "Toujours visible." #: doc/classes/TouchScreenButton.xml msgid "Visible on touch screens only." msgstr "Visible que sur les écrans tactiles." #: doc/classes/Transform.xml msgid "3D transformation (3×4 matrix)." msgstr "Transformation 3D (matrice 3×4)." #: doc/classes/Transform.xml 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 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 msgid "Constructs a Transform from a [Basis] and [Vector3]." msgstr "" "Construit une Transform à partir de la [Basis] et du [Vector3] (la position) " "donnés." #: doc/classes/Transform.xml msgid "Constructs a Transform from a [Transform2D]." msgstr "Construit une Transform à partir de la [Transform2D] donnée." #: doc/classes/Transform.xml msgid "" "Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, " "0)[/code]." msgstr "" "Construit une Transform à partir d'un [Quat]. L'origine sera " "[code]Vector3(0, 0, 0)[/code]." #: doc/classes/Transform.xml msgid "" "Constructs the Transform from a [Basis]. The origin will be Vector3(0, 0, 0)." msgstr "" "Construit une transformation avec une [Basis]. L'origine sera Vector3(0, 0, " "0)." #: doc/classes/Transform.xml doc/classes/Transform2D.xml 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 doc/classes/Transform2D.xml 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/Transform.xml doc/classes/Transform2D.xml 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/Transform.xml doc/classes/Transform2D.xml 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 "" "Retourne [code]true[/code] si cette transformation est [code]transform[/" "code] sont approximativement égales, c'est-à-dire en appelant " "[code]is_equal_approx[/code] pour chaque composant." #: doc/classes/Transform.xml 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 doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." msgstr "" "Retourne le transform avec la base orthogonale (90 degrés) et les vecteurs " "d’axe normalisé (échelle de 1 ou -1)." #: doc/classes/Transform.xml msgid "" "Returns a copy of the transform rotated around the given [code]axis[/code] " "by the given [code]angle[/code] (in radians), using matrix multiplication. " "The [code]axis[/code] must be a normalized vector." msgstr "" "Retourne une copie de la transformation pivotée autour de l'axe [code]axis[/" "code] donné de [code]angle[/code] radians, en utilisant la multiplication de " "matrice. L'axe [code]axis[/code] doit être normalisé." #: doc/classes/Transform.xml #, fuzzy msgid "" "Returns a copy of the transform with its basis and origin scaled by the " "given [code]scale[/code] factor, using matrix multiplication." msgstr "" "Met à l'échelle le transform par le facteur d'échelle donné, en utilisant la " "multiplication matricielle." #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [code]offset[/code], " "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 msgid "" "Transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by " "this transform." msgstr "" "Applique cette transformation au [Vector3], [Plane], [AABB], ou " "[PoolVector3Array] spécifié." #: doc/classes/Transform.xml 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 "" "La transformation inverse du [Vector3], [Plane], [AABB], ou " "[PoolVector3Array] spécifié, en assumant que la transformation est composée " "de rotation et translation (aucune mise à l'échelle). Équivalent à appeler " "[code]inverse().xform(v)[/code] sur cette transformation. Pour les " "transformations affines (c'est-à-dire avec mise à l'échelle), voir la " "méthode [method affine_inverse]." #: doc/classes/Transform.xml 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 "" "La base est une matrice contenant 3 [Vector3] comme ses colonnes : axe X, " "axe Y et axe Z. Ces vecteurs peuvent être interprétés comme les vecteurs de " "base du système de coordonnées locale voyageant avec l’objet." #: doc/classes/Transform.xml msgid "" "The translation offset of the transform (column 3, the fourth column). " "Equivalent to array index [code]3[/code]." msgstr "" "Le décalage de translation de la transformation (colonne 3, quatrième " "colonne). Équivalent à l'index du tableau [code]3[/code]." #: doc/classes/Transform.xml 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 msgid "[Transform] with mirroring applied perpendicular to the YZ plane." msgstr "[Transform] avec effet miroir appliqué perpendiculairement au plan YZ." #: doc/classes/Transform.xml msgid "[Transform] with mirroring applied perpendicular to the XZ plane." msgstr "[Transform] avec effet miroir appliqué perpendiculairement au plan XZ." #: doc/classes/Transform.xml msgid "[Transform] with mirroring applied perpendicular to the XY plane." msgstr "[Transform] avec effet miroir appliqué perpendiculairement au plan XY." #: doc/classes/Transform2D.xml msgid "2D transformation (2×3 matrix)." msgstr "Transformation 2D (matrice 2×3)." #: doc/classes/Transform2D.xml 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 msgid "Constructs the transform from a 3D [Transform]." msgstr "Construit le transform à partir d’un [Transform] 3D." #: doc/classes/Transform2D.xml 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 msgid "Constructs the transform from a given angle (in radians) and position." msgstr "" "Construit le transform à partir d’un angle donné (en radians) et la position." #: doc/classes/Transform2D.xml msgid "" "Returns a vector transformed (multiplied) by the basis matrix.\n" "This method does not account for translation (the origin vector)." msgstr "" "Retourne un vecteur transformé (multiplié) par la matrice de base.\n" "Cette méthode ne tient pas compte de la translation (le vecteur d'origine)." #: doc/classes/Transform2D.xml msgid "" "Returns a vector transformed (multiplied) by the inverse basis matrix.\n" "This method does not account for translation (the origin vector)." msgstr "" "Retourne un vecteur transformé (multiplié) par la matrice de base inverse.\n" "Cette méthode ne tient pas compte de la translation (le vecteur d'origine)." #: doc/classes/Transform2D.xml msgid "Returns the transform's origin (translation)." msgstr "Retourne l’origine de la transformation (position)." #: doc/classes/Transform2D.xml msgid "Returns the transform's rotation (in radians)." msgstr "Retourne la rotation du transform (en radians)." #: doc/classes/Transform2D.xml msgid "Returns the scale." msgstr "Retourne l’échelle." #: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform rotated by the given [code]angle[/code] (in " "radians), using matrix multiplication." msgstr "" "Retourne une copie de la transformation pivoté par [code]angle[/code] (en " "radians), en utilisant la multiplication de matrice." #: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [code]scale[/code] " "factor, using matrix multiplication." msgstr "" "Retourne une copie de la transformation mise à jour l'échelle par le facteur " "[code]scale[/code] spécifié, en utilisant la multiplication matricielle." #: doc/classes/Transform2D.xml msgid "" "Transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this " "transform." msgstr "" "Transforme le [Vector2], [Rect2], ou [PoolVector2Array] donné par cette " "transformation." #: doc/classes/Transform2D.xml 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 msgid "" "The origin vector (column 2, the third column). Equivalent to array index " "[code]2[/code]. The origin vector represents translation." msgstr "" "Le vecteur d'origine (colonne 2, la troisième colonne). Équivalent à l'index " "du tableau [code]2[/code]. Le vecteur d'origine représente la translation." #: doc/classes/Transform2D.xml 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 msgid "The [Transform2D] that will flip something along the X axis." msgstr "Le [Transform2D] qui va retourner quelque chose le long de l’axe X." #: doc/classes/Transform2D.xml msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" #: doc/classes/Translation.xml msgid "Language Translation." msgstr "Traduction de la langue." #: doc/classes/Translation.xml msgid "" "Translations are resources that can be loaded and unloaded on demand. They " "map a string to another string." msgstr "" #: doc/classes/Translation.xml msgid "Virtual method to override [method get_message]." msgstr "La méthode virtuelle [method get_message] à surcharger." #: doc/classes/Translation.xml msgid "Adds a message if nonexistent, followed by its translation." msgstr "Ajoute un message s'il n'existe pas, suivi de sa traduction." #: doc/classes/Translation.xml msgid "Erases a message." msgstr "Efface un message." #: doc/classes/Translation.xml msgid "Returns a message's translation." msgstr "Retourne la traduction d’un message." #: doc/classes/Translation.xml msgid "Returns the number of existing messages." msgstr "Retourne le nombre de messages existants." #: doc/classes/Translation.xml msgid "Returns all the messages (keys)." msgstr "Retourne tous les messages (clés)." #: doc/classes/Translation.xml msgid "The locale of the translation." msgstr "La langue de la traduction." #: doc/classes/TranslationServer.xml msgid "Server that manages all translations." msgstr "Serveur qui gère toutes les traductions." #: doc/classes/TranslationServer.xml msgid "" "Server that manages all translations. Translations can be set to it and " "removed from it." msgstr "" "Serveur qui gère toutes les traductions. Les traductions peuvent y être " "paramétrées et en être retirées." #: doc/classes/TranslationServer.xml msgid "Adds a [Translation] resource." msgstr "Ajoute une ressource [Translation]." #: doc/classes/TranslationServer.xml msgid "Clears the server from all translations." msgstr "Efface le serveur de toutes les traductions." #: doc/classes/TranslationServer.xml #, fuzzy msgid "Returns an array of all loaded locales of the project." msgstr "Renvoie la valeur absolue du paramètre." #: doc/classes/TranslationServer.xml 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 "" "Retourne le langage actuel du projet.\n" "Voir aussi [method OS.get_locale] et [method OS.get_locale_language] pour " "récupérer le langage du système de l'utilisateur." #: doc/classes/TranslationServer.xml msgid "" "Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] " "would return [code]\"English (United States)\"[/code])." msgstr "" "Retourne la langue de la locale et sa variation (ex. [code]\"fr_FR\"[/code] " "retournera [code]\"Français (France)\"[/code])." #: doc/classes/TranslationServer.xml msgid "Removes the given translation from the server." msgstr "Retire la translation donnée du serveur." #: doc/classes/TranslationServer.xml 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 msgid "Returns the current locale's translation for the given message (key)." msgstr "Retourne la traduction du langage actuel pour le message (clé) donnée." #: doc/classes/Tree.xml msgid "Control to show a tree of items." msgstr "Un contrôle pour afficher l'arborescence d'éléments." #: doc/classes/Tree.xml 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 "" "Ça affiche une arborescence d'éléments qui peuvent être sélectionnés, " "développés ou réduits. Cette arborescence peut avoir plusieurs colonnes avec " "des contrôles personnalisés comme des champs de texte, des boutons ou des " "menus. C'est utile pour afficher des structures avec des interactions.\n" "Les arborescence sont construites par le code, en utilisant des objets " "[TreeItem] pour créer la structure. Ces objets ont une seule racine mais " "plusieurs racines peuvent être utilisées si une racine factice (masquée) est " "ajoutée.\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" "Pour itérer à travers les objets [TreeItem] dans un [Tree], utilisez [method " "TreeItem.get_next] et [method TreeItem.get_children] après avoir obtenu la " "racine avec [method get_root]. Vous pouvez utiliser [method Object.free] sur " "un [TreeItem] pour le supprimer de son [Tree]." #: doc/classes/Tree.xml msgid "Clears the tree. This removes all items." msgstr "Efface l'arborescence. Cela retire tous les éléments." #: doc/classes/Tree.xml msgid "" "Creates an item in the tree and adds it as a child of [code]parent[/code], " "which can be either a valid [TreeItem] or [code]null[/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 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 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 msgid "" "Returns the button id at [code]position[/code], or -1 if no button is there." msgstr "" #: doc/classes/Tree.xml msgid "" "Returns the column index at [code]position[/code], or -1 if no item is there." msgstr "" "Retourne l'index de la colonne à [code]position[/code], ou -1 s'il n'y en a " "aucune." #: doc/classes/Tree.xml msgid "Returns the column's title." msgstr "Retourne le titre de la colonne." #: doc/classes/Tree.xml msgid "Returns the column's width in pixels." msgstr "Retourne la largeur de la colonne en pixels." #: doc/classes/Tree.xml 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 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 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" " $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n" "\n" "func on_Tree_item_edited():\n" " print($Tree.get_edited()) # This item just got edited (e.g. checked).\n" "[/codeblock]" msgstr "" #: doc/classes/Tree.xml msgid "Returns the column for the currently edited item." msgstr "Retourne la colonne de l'élément actuellement modifié." #: doc/classes/Tree.xml msgid "" "Returns the rectangle area for the specified [TreeItem]. 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 msgid "" "Returns the tree item at the specified position (relative to the tree origin " "position)." msgstr "" #: doc/classes/Tree.xml msgid "" "Returns the next selected [TreeItem] 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 msgid "Returns the last pressed button's index." msgstr "Retourne l'index du dernier bouton pressé." #: doc/classes/Tree.xml msgid "" "Returns the tree's root item, or [code]null[/code] if the tree is empty." msgstr "" "Retourne l'élément racine de l'arborescence, ou [code]null[/code] si " "l'arborescence est vide." #: doc/classes/Tree.xml msgid "Returns the current scrolling position." msgstr "Retourne la position de défilement actuelle." #: doc/classes/Tree.xml 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 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 #, fuzzy msgid "Causes the [Tree] to jump to the specified [TreeItem]." msgstr "Définit la position du nœud spécifié." #: doc/classes/Tree.xml 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 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 msgid "Sets the title of a column." msgstr "Définit le titre d’une colonne." #: doc/classes/Tree.xml msgid "" "If [code]true[/code], the currently selected cell may be selected again." msgstr "" "Si [code]true[/code], la cellule actuellement sélectionnée peut être " "sélectionnée à nouveau." #: doc/classes/Tree.xml msgid "If [code]true[/code], a right mouse button click can select items." msgstr "" "Si [code]true[/code], une clic droit de la souris peut sélectionner des " "éléments." #: doc/classes/Tree.xml msgid "If [code]true[/code], column titles are visible." msgstr "Si [code]true[/code], les titres des colonnes sont visibles." #: doc/classes/Tree.xml msgid "The number of columns." msgstr "Le nombre de colonnes." #: doc/classes/Tree.xml 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 msgid "If [code]true[/code], the folding arrow is hidden." msgstr "Si [code]true[/code], la flèche de réduction est masquée." #: doc/classes/Tree.xml msgid "If [code]true[/code], the tree's root is hidden." msgstr "Si [code]true[/code], la racine de l'arborescence est masquée." #: doc/classes/Tree.xml msgid "" "Allows single or multiple selection. See the [enum SelectMode] constants." msgstr "" "Permet de sélectionner un seul ou plusieurs éléments. Voir les constantes " "[enum SelectMode]." #: doc/classes/Tree.xml msgid "" "Emitted when a button on the tree was pressed (see [method TreeItem." "add_button])." msgstr "" "Émis quand le bouton de l'arborescence a été pressé (voir [method TreeItem." "add_button])." #: doc/classes/Tree.xml msgid "Emitted when a cell is selected." msgstr "Émis lorsqu’une cellule est sélectionnée." #: doc/classes/Tree.xml msgid "Emitted when a column's title is pressed." msgstr "Émis quand le titre d'une colonne est appuyé." #: doc/classes/Tree.xml msgid "" "Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked " "to be edited." msgstr "" "Émis quand une cellule en mode [constant TreeItem.CELL_MODE_CUSTOM] a été " "cliquée pour modifiée." #: doc/classes/Tree.xml msgid "" "Emitted when the right mouse button is pressed in the empty space of the " "tree." msgstr "" "Émis quand l'utilisateur fait un clic-droit dans l'espace vide de l'arbre." #: doc/classes/Tree.xml 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 msgid "Emitted when an item's label is double-clicked." msgstr "Émis quand la label d'un élément est double-cliqué." #: doc/classes/Tree.xml msgid "Emitted when an item is collapsed by a click on the folding arrow." msgstr "" "Émis quand un élément est réduit via un clic sur le flèche de réduction." #: doc/classes/Tree.xml msgid "" "Emitted when a custom button is pressed (i.e. in a [constant TreeItem." "CELL_MODE_CUSTOM] mode cell)." msgstr "" #: doc/classes/Tree.xml msgid "Emitted when an item's icon is double-clicked." msgstr "Émis quand l'icône d'un élément est double-cliqué." #: doc/classes/Tree.xml msgid "Emitted when an item is edited." msgstr "Émis lors de la modification d’un élément." #: doc/classes/Tree.xml msgid "Emitted when an item is edited using the right mouse button." msgstr "Émis quand un élément est modifié avec le bouton droit de la souris." #: doc/classes/Tree.xml msgid "Emitted when an item is selected with the right mouse button." msgstr "" "Émis quand un élément est sélectionné avec le bouton droit de la souris." #: doc/classes/Tree.xml msgid "Emitted when an item is selected." msgstr "Émis lorsqu’un élément est sélectionné." #: doc/classes/Tree.xml msgid "" "Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is " "[constant SELECT_MULTI]." msgstr "" "Émis au lieu de [code]item_selected[/code] si [code]select_mode[/code] est " "[constant SELECT_MULTI]." #: doc/classes/Tree.xml msgid "Emitted when a left mouse button click does not select any item." msgstr "Émis quand un clic-gauche n'a sélectionné aucun élément." #: doc/classes/Tree.xml 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 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 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 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 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 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 msgid "" "Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" "La [Color] du texte pour le mode de cellule [constant TreeItem." "CELL_MODE_CUSTOM] quand survolé." #: doc/classes/Tree.xml msgid "" "[Color] used to draw possible drop locations. See [enum DropModeFlags] " "constants for further description of drop locations." msgstr "" #: doc/classes/Tree.xml msgid "[Color] of the guideline." msgstr "[Color] de la ligne directrice." #: doc/classes/Tree.xml msgid "[Color] of the relationship lines." msgstr "La [Color] des lignes de lien." #: doc/classes/Tree.xml msgid "Default text [Color] of the title button." msgstr "La [Color] par défaut du titre du bouton." #: doc/classes/Tree.xml msgid "The horizontal space between each button in a cell." msgstr "L'espacement horizontal entre chaque bouton dans la cellule." #: doc/classes/Tree.xml 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 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 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 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 msgid "" "The maximum distance between the mouse cursor and the control's border to " "trigger border scrolling when dragging." msgstr "" #: doc/classes/Tree.xml msgid "The speed of border scrolling." msgstr "La vitesse de défilement des bordures." #: doc/classes/Tree.xml 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 msgid "[Font] of the title button's text." msgstr "[Font] du texte du bouton de titre." #: doc/classes/Tree.xml msgid "The arrow icon used when a foldable item is not collapsed." msgstr "L'icône de la flèche utilisée quand un élément n'est pas réduit." #: doc/classes/Tree.xml msgid "The arrow icon used when a foldable item is collapsed." msgstr "L'icône de la flèche utilisée quand les éléments sont réduits." #: doc/classes/Tree.xml msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is checked." msgstr "" "L'icône de la coche à afficher quand un cellule en mode [constant TreeItem." "CELL_MODE_CHECK] est cochée." #: doc/classes/Tree.xml msgid "" "The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode " "cell." msgstr "" "L'icône de la flèche à afficher pour les cellules en mode [constant TreeItem." "CELL_MODE_RANGE]." #: doc/classes/Tree.xml msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is unchecked." msgstr "" "L'icône de la coche à afficher quand la cellule en mode [constant TreeItem." "CELL_MODE_CHECK] n'est pas cochée." #: doc/classes/Tree.xml msgid "" "The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " "mode cell." msgstr "" "L'icône de la flèche haut-bas à afficher quand la cellule en mode [constant " "TreeItem.CELL_MODE_CHECK]." #: doc/classes/Tree.xml msgid "" "Default [StyleBox] for the [Tree], i.e. used when the control is not being " "focused." msgstr "" "La [StyleBox] par défaut du [Tree], par ex. utilisé quand le contrôle n'a " "pas le focus." #: doc/classes/Tree.xml msgid "[StyleBox] used when the [Tree] is being focused." msgstr "Le [StyleBox] utilisé quand le [Tree] a actuellement le focus." #: doc/classes/Tree.xml msgid "[StyleBox] used when a button in the tree is pressed." msgstr "Le [StyleBox] utilisé quand un bouton dans l'arborescence est appuyé." #: doc/classes/Tree.xml msgid "[StyleBox] used for the cursor, when the [Tree] is being focused." msgstr "Le [StyleBox] utilisé pour le curseur, quand le [Tree] a le focus." #: doc/classes/Tree.xml msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused." msgstr "" "La [StyleBox] utilisée pour le curseur, quand le [Tree] n'a pas le focus." #: doc/classes/Tree.xml msgid "" "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." msgstr "" "La [StyleBox] par défaut pour la cellule en mode [constant TreeItem." "CELL_MODE_CUSTOM]." #: doc/classes/Tree.xml msgid "" "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" "Le [StyleBox] pour une cellule avec le mode [constant TreeItem." "CELL_MODE_CUSTOM] quand survolée." #: doc/classes/Tree.xml msgid "" "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "pressed." msgstr "" "Le [StyleBox] pour une cellule avec le mode [constant TreeItem." "CELL_MODE_CUSTOM] quand appuyée." #: doc/classes/Tree.xml msgid "" "[StyleBox] for the selected items, used when the [Tree] is not being focused." msgstr "" "La [StyleBox] pour les éléments sélectionnés, quand le [Tree] n'est pas en " "focus." #: doc/classes/Tree.xml msgid "" "[StyleBox] for the selected items, used when the [Tree] is being focused." msgstr "" "La [StyleBox] pour les éléments sélectionnés, quand le [Tree] a le focus." #: doc/classes/Tree.xml msgid "[StyleBox] used when the title button is being hovered." msgstr "La [StyleBox] utilisée quand le titre du bouton est survolé." #: doc/classes/Tree.xml msgid "Default [StyleBox] for the title button." msgstr "La [StyleBox] par défaut pour le titre du bouton." #: doc/classes/Tree.xml msgid "[StyleBox] used when the title button is being pressed." msgstr "La [StyleBox] utilisée quand le titre du bouton est appuyé." #: doc/classes/TreeItem.xml msgid "Control for a single item inside a [Tree]." msgstr "Le contrôle pour un seul élément à l'intérieur du [Tree]." #: doc/classes/TreeItem.xml 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 msgid "" "Adds a button with [Texture] [code]button[/code] at column [code]column[/" "code]. The [code]id[/code] is used to identify the button. If not specified, " "the next available index is used, which may be retrieved by calling [method " "get_button_count] immediately before this method. Optionally, the button can " "be [code]disabled[/code] and have a [code]tooltip[/code]." msgstr "" #: doc/classes/TreeItem.xml 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 msgid "Resets the background color for the given column to default." msgstr "Rétablit la couleur d'arrière-plan par défaut de la colonne spécifiée." #: doc/classes/TreeItem.xml msgid "Resets the color for the given column to default." msgstr "Rétablit la couleur de la colonne spécifiée à la valeur par défaut." #: doc/classes/TreeItem.xml msgid "Deselects the given column." msgstr "Désélectionne la colonne donnée." #: doc/classes/TreeItem.xml msgid "" "Removes the button at index [code]button_idx[/code] in column [code]column[/" "code]." msgstr "" "Retire le bouton à la position [code]button_idx[/code] dans la colonne " "[code]column[/code]." #: doc/classes/TreeItem.xml #, fuzzy msgid "" "Returns the [Texture] of the button at index [code]button_idx[/code] in " "column [code]column[/code]." msgstr "" "Rentourne [code]true[/code] (vrai) si le bouton d'index [code]button[/code] " "est préssé. Voir [enum JoyButtonList]." #: doc/classes/TreeItem.xml msgid "" "Returns the button index if there is a button with id [code]id[/code] in " "column [code]column[/code], otherwise returns -1." msgstr "" "Retourne l'index du bouton s'il y en a un l'identifiant [code]id[/code] dans " "la colonne [code]column[/code], ou -1 sinon." #: doc/classes/TreeItem.xml msgid "Returns the number of buttons in column [code]column[/code]." msgstr "Retourne le nombre de boutons dans la colonne [code]column[/code]." #: doc/classes/TreeItem.xml #, fuzzy msgid "" "Returns the id for the button at index [code]button_idx[/code] in column " "[code]column[/code]." msgstr "" "Rentourne [code]true[/code] (vrai) si le bouton d'index [code]button[/code] " "est préssé. Voir [enum JoyButtonList]." #: doc/classes/TreeItem.xml msgid "" "Returns the tooltip string for the button at index [code]button_idx[/code] " "in column [code]column[/code]." msgstr "" "Retourne le texte de l'infobulle pour le bouton à la position " "[code]button_idx[/code] dans la colonne [code]column[/code]." #: doc/classes/TreeItem.xml #, fuzzy msgid "Returns the column's cell mode." msgstr "Retourne le mode de la cellule de la colonne." #: doc/classes/TreeItem.xml msgid "" "Returns the TreeItem's first child item or a null object if there is none." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the custom background color of column [code]column[/code]." msgstr "" "Retourne la couleur personnalisée de l'arrière-plan de la colonne " "[code]column[/code]." #: doc/classes/TreeItem.xml msgid "Returns the custom color of column [code]column[/code]." msgstr "Retourne la couleur personnalisée de la colonne [code]column[/code]." #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if [code]expand_right[/code] is set." msgstr "Retourne [code]true[/code] si [code]expand_right[/code] est défini." #: doc/classes/TreeItem.xml #, fuzzy msgid "Returns the given column's icon [Texture]. Error if no icon is set." msgstr "Retourne l'alignement du texte de la colonne donnée." #: doc/classes/TreeItem.xml msgid "Returns the column's icon's maximum width." msgstr "Retourne la largeur maximale de l'icône de la colonne." #: doc/classes/TreeItem.xml msgid "Returns the [Color] modulating the column's icon." msgstr "Retourne la [Color] modulant l'icône de la colonne." #: doc/classes/TreeItem.xml msgid "Returns the icon [Texture] region as [Rect2]." msgstr "Retourne la zone de la [Texture] de l'icône sous forme de [Rect2]." #: doc/classes/TreeItem.xml msgid "" "Returns the metadata value that was set for the given column using [method " "set_metadata]." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Returns the next TreeItem in the tree or a null object if there is none." msgstr "" #: doc/classes/TreeItem.xml 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 "" "Retourne le TreeItem suivant visible dans l'arborescence ou null si aucun.\n" "Si [code]wrap[/code] est activé, la méthode repartira depuis le premier " "élément visible de l'arborescence si elle est appelé sur le dernier élément, " "sinon elle retournera [code]null[/code]." #: doc/classes/TreeItem.xml msgid "Returns the parent TreeItem or a null object if there is none." msgstr "Renvoie le TreeItem parent ou un objet nul s’il n’y en a pas." #: doc/classes/TreeItem.xml msgid "" "Returns the previous TreeItem in the tree or a null object if there is none." msgstr "" "Retourne le TreeItem précédent dans l'arbre ou un objet nul s'il n'y en a " "pas." #: doc/classes/TreeItem.xml 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 "" "Retourne le TreeItem précédent visible dans l'arborescence ou null si " "aucun.\n" "Si [code]wrap[/code] est activé, la méthode repartira depuis le dernier " "élément visible de l'arborescence si elle est appelé sur le premier élément, " "sinon elle retournera [code]null[/code]." #: doc/classes/TreeItem.xml msgid "Returns the value of a [constant CELL_MODE_RANGE] column." msgstr "Retourne la valeur d'une colonne [constant CELL_MODE_RANGE]." #: doc/classes/TreeItem.xml msgid "" "Returns a dictionary containing the range parameters for a given column. The " "keys are \"min\", \"max\", \"step\", and \"expr\"." msgstr "" "Retourne un dictionnaire contenant les paramètres de la plage pour la " "colonne donnée. Les clés sont \"min\", \"max\", \"step\", et \"expr\"." #: doc/classes/TreeItem.xml msgid "Gets the suffix string shown after the column value." msgstr "Retourne le suffixe affiché après la valeur de la colonne." #: doc/classes/TreeItem.xml msgid "Returns the given column's text." msgstr "Renvoie le texte de la colonne donnée." #: doc/classes/TreeItem.xml msgid "Returns the given column's text alignment." msgstr "Retourne l'alignement du texte de la colonne donnée." #: doc/classes/TreeItem.xml msgid "Returns the given column's tooltip." msgstr "Retourne l'info-bulle de la colonne donnée." #: doc/classes/TreeItem.xml msgid "" "Returns [code]true[/code] if the button at index [code]button_idx[/code] for " "the given column is disabled." msgstr "" "Retourne [code]true[/code] si le bouton à la position [code]button_idx[/" "code] pour la colonne donnée est désactivé." #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if the given column is checked." msgstr "Retourne [code]true[/code] si la colonne donnée est cochée." #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is editable." msgstr "" "Renvoie [code]true[/code] si la colonne [code]column[/code] est modifiable." #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is selectable." msgstr "" "Retourne [code]true[/code] si la colonne [code]column[/code] peut être " "sélectionnée." #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is selected." msgstr "" "Retourne [code]true[/code] si la colonne [code]column[/code] est " "sélectionnée." #: doc/classes/TreeItem.xml msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy." msgstr "Déplace ce TreeItem vers le bas de la hiérarchie [Tree]." #: doc/classes/TreeItem.xml msgid "Moves this TreeItem to the top in the [Tree] hierarchy." msgstr "Déplace ce TreeItem au sommet de la hiérarchie de [Tree]." #: doc/classes/TreeItem.xml 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 msgid "Selects the column [code]column[/code]." msgstr "Sélectionne la colonne [code]column[/code]." #: doc/classes/TreeItem.xml #, fuzzy msgid "" "Sets the given column's button [Texture] at index [code]button_idx[/code] to " "[code]button[/code]." msgstr "" "Déplace l’élément de l’index [code]from_idx[/code] à [code]to_idx[/code]." #: doc/classes/TreeItem.xml msgid "" "If [code]true[/code], disables the button at index [code]button_idx[/code] " "in column [code]column[/code]." msgstr "" "Si [code]true[/code], désactive le bouton à la position [code]button_idx[/" "code] dans la colonne [code]column[/code]." #: doc/classes/TreeItem.xml msgid "" "Sets the given column's cell mode to [code]mode[/code]. See [enum " "TreeCellMode] constants." msgstr "" #: doc/classes/TreeItem.xml msgid "If [code]true[/code], the column [code]column[/code] is checked." msgstr "Si [code]true[/code], la colonne [code]column[/code] est cochée." #: doc/classes/TreeItem.xml msgid "" "Sets the given column's custom background color and whether to just use it " "as an outline." msgstr "" #: doc/classes/TreeItem.xml msgid "Sets the given column's custom color." msgstr "Définit la couleur personnalisée de la colonne donnée." #: doc/classes/TreeItem.xml 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 msgid "If [code]true[/code], column [code]column[/code] is editable." msgstr "Si [code]true[/code], la colonne [code]column[/code] est modifiable." #: doc/classes/TreeItem.xml msgid "" "If [code]true[/code], column [code]column[/code] is expanded to the right." msgstr "" "Si [code]true[/code], la colonne [code]column[/code] s’élargit vers la " "droite." #: doc/classes/TreeItem.xml msgid "Sets the given column's icon [Texture]." msgstr "Définit la [Texture] d'icône pour la colonne donnée." #: doc/classes/TreeItem.xml msgid "Sets the given column's icon's maximum width." msgstr "Définit la largeur maximale de l'icône de la colonne donnée." #: doc/classes/TreeItem.xml msgid "Modulates the given column's icon with [code]modulate[/code]." msgstr "" "Module l'icône de la colonne donnée avec la couleur [code]modulate[/code]." #: doc/classes/TreeItem.xml msgid "Sets the given column's icon's texture region." msgstr "" #: doc/classes/TreeItem.xml 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 msgid "Sets the value of a [constant CELL_MODE_RANGE] column." msgstr "Définit la valeur d'une colonne [constant CELL_MODE_RANGE]." #: doc/classes/TreeItem.xml 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 msgid "If [code]true[/code], the given column is selectable." msgstr "Si [code]true[/code], la colonne spécifiée est sélectionnable." #: doc/classes/TreeItem.xml msgid "" "Sets a string to be shown after a column's value (for example, a unit " "abbreviation)." msgstr "" #: doc/classes/TreeItem.xml msgid "Sets the given column's text value." msgstr "Définit le texte pour la colonne donnée." #: doc/classes/TreeItem.xml msgid "" "Sets the given column's text alignment. See [enum TextAlign] for possible " "values." msgstr "" #: doc/classes/TreeItem.xml msgid "Sets the given column's tooltip text." msgstr "Définit le texte de l’info-bulle de la colonne donnée." #: doc/classes/TreeItem.xml msgid "If [code]true[/code], the TreeItem is collapsed." msgstr "Si [code]true[/code], le TreeItem est développé." #: doc/classes/TreeItem.xml msgid "The custom minimum height." msgstr "La hauteur minimale personnalisée." #: doc/classes/TreeItem.xml msgid "If [code]true[/code], folding is disabled for this TreeItem." msgstr "Si [code]true[/code], la réduction est désactivée pour ce TreeItem." #: doc/classes/TreeItem.xml msgid "Cell contains a string." msgstr "La cellule contient une chaîne de caractères." #: doc/classes/TreeItem.xml msgid "Cell contains a checkbox." msgstr "La cellule contient une checkbox." #: doc/classes/TreeItem.xml msgid "Cell contains a range." msgstr "La cellule contient un intervalle." #: doc/classes/TreeItem.xml msgid "Cell contains an icon." msgstr "La cellule contient une icône." #: doc/classes/TreeItem.xml msgid "Align text to the left. See [code]set_text_align()[/code]." msgstr "Aligne le texte à gauche. Voir [code]set_text_align()[/code]." #: doc/classes/TreeItem.xml msgid "Center text. See [code]set_text_align()[/code]." msgstr "Centre le texte. Voir [code]set_text_align()[/code]." #: doc/classes/TreeItem.xml msgid "Align text to the right. See [code]set_text_align()[/code]." msgstr "Aligne le texte à droite. Voir [code]set_text_align()[/code]." #: doc/classes/TriangleMesh.xml msgid "Internal mesh type." msgstr "Type de maillage interne." #: doc/classes/TriangleMesh.xml msgid "Mesh type used internally for collision calculations." msgstr "Le type de maillage utilisé en interne pour le calcul des collisions." #: doc/classes/Tween.xml msgid "Smoothly animates a node's properties over time." msgstr "Anime de manière fluide une propriété d'un nœud dans le temps." #: doc/classes/Tween.xml 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]\n" "[b]Note:[/b] Tween methods will return [code]false[/code] if the requested " "operation cannot be completed.\n" "[b]Note:[/b] For an alternative method of tweening, that doesn't require " "using nodes, see [SceneTreeTween]." msgstr "" #: doc/classes/Tween.xml 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 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 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 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 "" "Appelle la fonction [code]callback[/code] de [code]object[/code] après une " "durée [code]duration[/code]. Les arguments [code]arg1[/code] à [code]arg5[/" "code] sont ceux passés à la fonction." #: doc/classes/Tween.xml 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 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 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 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 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 msgid "Stops animation and removes all tweens." msgstr "Arrête l'animation et retire tous les tweens." #: doc/classes/Tween.xml 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 reset, unless [code]key[/code] is specified." msgstr "" #: doc/classes/Tween.xml #, fuzzy msgid "" "Resets all tweens to their initial values (the ones given, not those before " "the tween)." msgstr "" "Rétablit les tween à la leur valeur par défaut (pour celles données, pas " "celles avant les tween)." #: doc/classes/Tween.xml 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 msgid "Continues animating all stopped tweens." msgstr "Continuer d'animer tous les tweens arrêtés." #: doc/classes/Tween.xml msgid "Sets the interpolation to the given [code]time[/code] in seconds." msgstr "Définit l'interpolation au moment [code]time[/code] en secondes." #: doc/classes/Tween.xml msgid "" "Activates/deactivates the tween. See also [method stop_all] and [method " "resume_all]." msgstr "" "Active ou désactive le tween. Voir aussi [method stop_all] et [method " "resume_all]." #: doc/classes/Tween.xml msgid "Starts the tween. You can define animations both before and after this." msgstr "" #: doc/classes/Tween.xml 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 msgid "Stops animating all tweens." msgstr "Arrête l'animation de tous les tweens." #: doc/classes/Tween.xml 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 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 msgid "Returns the current time of the tween." msgstr "Retourne le temps actuel du tween." #: doc/classes/Tween.xml msgid "The tween's animation process thread. See [enum TweenProcessMode]." msgstr "" "Le fil d'exécution de l'animation du tween. Voir [enum TweenProcessMode]." #: doc/classes/Tween.xml 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 msgid "If [code]true[/code], the tween loops." msgstr "Si [code]true[/code], le tween se répète." #: doc/classes/Tween.xml msgid "Emitted when all processes in a tween end." msgstr "Émis quand toutes les processus du tween sont finis." #: doc/classes/Tween.xml msgid "Emitted when a tween ends." msgstr "Émis à la fin d'un tween." #: doc/classes/Tween.xml msgid "Emitted when a tween starts." msgstr "Émis quand un tween démarre." #: doc/classes/Tween.xml msgid "Emitted at each step of the animation." msgstr "Émis à chaque étape de l'animation." #: doc/classes/Tween.xml msgid "The tween updates with the [code]_physics_process[/code] callback." msgstr "" "Le tween se met à jour lors de l'appel à [code]_physics_process[/code]." #: doc/classes/Tween.xml msgid "The tween updates with the [code]_process[/code] callback." msgstr "Le tween se met à jour lors de l'appel à [code]_process[/code]." #: doc/classes/Tween.xml msgid "The animation is interpolated linearly." msgstr "L'animation est interpolée linéairement." #: doc/classes/Tween.xml msgid "The animation is interpolated using a sine function." msgstr "L'animation est interpolée à l'aide d'une fonction sinusoïdale." #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quintic (to the power of 5) function." msgstr "" "L'animation est interpolée avec une fonction quintique (à la puissance 5)." #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quartic (to the power of 4) function." msgstr "" "L'animation est interpolée avec une fonction quartique (à la puissance 4)." #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quadratic (to the power of 2) function." msgstr "" "L'animation est interpolée avec une fonction quadratique (à la puissance 2)." #: doc/classes/Tween.xml msgid "" "The animation is interpolated with an exponential (to the power of x) " "function." msgstr "" "L'animation est interpolée avec une fonction exponentielle (à la puissance " "x)." #: doc/classes/Tween.xml msgid "" "The animation is interpolated with elasticity, wiggling around the edges." msgstr "" "L'animation est interpolée avec un effet élastique, se balançant aux niveaux " "des bornes." #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a cubic (to the power of 3) function." msgstr "" "L'animation est interpolée avec une fonction cubique (à la puissance 3)." #: doc/classes/Tween.xml msgid "The animation is interpolated with a function using square roots." msgstr "L'animation est interpolée avec la fonction de racine carrée." #: doc/classes/Tween.xml msgid "The animation is interpolated by bouncing at the end." msgstr "L'animation est interpolée en rebondissant à la fin." #: doc/classes/Tween.xml msgid "The animation is interpolated backing out at ends." msgstr "L’animation est interpolée en reculant aux extrémités." #: doc/classes/Tween.xml msgid "The interpolation starts slowly and speeds up towards the end." msgstr "L'interpolation démarre lentement puis s'accélère à la fin." #: doc/classes/Tween.xml msgid "The interpolation starts quickly and slows down towards the end." msgstr "L'interpolation démarre rapidement puis ralentit à la fin." #: doc/classes/Tween.xml msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is slowest at both ends." msgstr "" "Une combinaison de [constant EASE_IN] et de [constant EASE_OUT]. " "L'interpolation est plus lente au début et à la fin." #: doc/classes/Tween.xml msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is fastest at both ends." msgstr "" "Une combinaison de [constant EASE_IN] et de [constant EASE_OUT]. " "L'interpolation est plus rapide au début et à la fin." #: doc/classes/Tweener.xml msgid "Abstract class for all Tweeners used by [SceneTreeTween]." msgstr "" #: doc/classes/Tweener.xml msgid "" "Tweeners are objects that perform a specific animating task, e.g. " "interpolating a property or calling a method at a given time. A [Tweener] " "can't be created manually, you need to use a dedicated method from " "[SceneTreeTween]." msgstr "" #: doc/classes/Tweener.xml msgid "Emitted when the [Tweener] has just finished its job." msgstr "Émis quand le [Tweener] a terminé son interpolation." #: doc/classes/UDPServer.xml msgid "Helper class to implement a UDP server." msgstr "Une classe d'aide pour implémenter un serveur UDP." #: doc/classes/UDPServer.xml 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 "" "Un simple serveur qui ouvre un port UDP et retourne les [PacketPeerUDP] " "connecté pour recevoir de nouveaux paquets. Voir aussi [method PacketPeerUDP." "connect_to_host].\n" "Après avoir lancé le serveur (avec [method listen]), vous devez appeler " "[method poll] régulièrement (ex. à l'intérieur de [method Node._process]) " "pour qu'il traite les nouveaux paquets, les envoyer aux [PacketPeerUDP] " "appropriés, ou recevoir de nouvelles connexions.\n" "Voici une petit exemple sur la façon de l'utiliser :\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(\"Pair accepté : %s:%s\" % [peer.get_packet_ip(), peer." "get_packet_port()])\n" " print(\"Données reçues: %s\" % [pkt.get_string_from_utf8()])\n" " # Répondre pour qu'il sache qu'on a bien reçu le message.\n" " peer.put_packet(pkt)\n" " # Garder une référence pour qu'on puisse continuer de contacter le " "pair distant.\n" " peers.append(peer)\n" "\n" " for i in range(0, peers.size()):\n" " pass # Faire quelque chose avec les pairs connectés.\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" " # Essai pour contacter le serveur\n" " udp.put_packet(\"La réponse est... 42 !\".to_utf8())\n" " if udp.get_available_packet_count() > 0:\n" " print(\"Connecté : %s\" % udp.get_packet().get_string_from_utf8())\n" " connected = true\n" "[/codeblock]" #: doc/classes/UDPServer.xml msgid "" "Returns [code]true[/code] if a packet with a new address/port combination " "was received on the socket." msgstr "" "Retourne [code]true[/code] si un paquet avec une nouvelle combinaison " "adresse / port a été reçu sur la socket." #: doc/classes/UDPServer.xml msgid "" "Returns [code]true[/code] if the socket is open and listening on a port." msgstr "" "Retourne [code]true[/code] si le socket est ouvert et écoute à un port." #: doc/classes/UDPServer.xml 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 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 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 "" "Arrête le serveur, fermant le socket UDP si ouvert. Fermera toutes les " "connexions [PacketPeerUDP] acceptées avec [method take_connection] (les " "pairs distantes ne seront pas notifiés)." #: doc/classes/UDPServer.xml 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 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 msgid "Helper to manage undo/redo operations in the editor or custom tools." msgstr "" "Un aide pour gérer les opérations d'annulation/refaire dans l'éditeur ou les " "outils personnalisés." #: doc/classes/UndoRedo.xml msgid "" "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 "" "Une aide pour gérer les opération annuler/refaire dans l'éditeur ou les " "outils personnalisés. Cela fonctionne en enregistrant des modifications de " "méthode et de propriété à l'intérieur \"d'actions\".\n" "Le comportement classique est de créer une action, puis d'ajouter les appels " "do/undo pour les modifications des fonctions et propriétés, puis d'appliquer " "l'action (avec [method commit_action]).\n" "Voici un exemple sur comment ajouter une action dans le [UndoRedo] de " "l'éditeur de Godot, depuis un greffon :\n" "[codeblock]\n" "# Une classe qui hérite de EditorPlugin\n" "\n" "var undo_redo = get_undo_redo() # Une méthode de EditorPlugin.\n" "\n" "func do_something():\n" " pass # Placer du code ici qui va faire quelque chose.\n" "\n" "func undo_something():\n" " pass # Placer du code ici qui annule ce que \"do_something()\" a déjà " "fait.\n" "\n" "func _on_MyButton_pressed():\n" " var node = get_node(\"MyNode2D\")\n" " undo_redo.create_action(\"Déplacer le nœud\")\n" " undo_redo.add_do_method(self, \"do_something\")\n" " undo_redo.add_undo_method(self, \"undo_something\") # Appelé quand " "annulé (Ctrl+Z pressé)\n" " undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n" " undo_redo.add_undo_property(node, \"position\", node.position) # Changé " "quand annulé (Ctrl+Z pressé)\n" " undo_redo.commit_action()\n" "[/codeblock]\n" "Les méthodes [method create_action], [method add_do_method], [method " "add_undo_method], [method add_do_property], [method add_undo_property], et " "[method commit_action] doivent être appelés une après l'autre, comme dans " "cet exemple. Ne pas le faire ainsi peut provoquer des plantages.\n" "Si vous n'avez pas besoin d'enregistrer une méthode, vous pouvez ignorer " "[method add_do_method] et [method add_undo_method] ; et faire de même avec " "les propriétés. Vous pouvez aussi enregistrer plus d'une méthode/propriété." #: doc/classes/UndoRedo.xml msgid "Register a method that will be called when the action is committed." msgstr "" #: doc/classes/UndoRedo.xml msgid "Register a property value change for \"do\"." msgstr "Enregistre un changement de valeur de propriété pour \"annuler\"." #: doc/classes/UndoRedo.xml 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 msgid "Register a method that will be called when the action is undone." msgstr "Enregistre une méthode qui sera appelée pour \"refaire\"." #: doc/classes/UndoRedo.xml msgid "Register a property value change for \"undo\"." msgstr "Enregistre un changement de valeur de propriété pour \"refaire\"." #: doc/classes/UndoRedo.xml 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 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 msgid "" "Commit the action. All \"do\" methods/properties are called/set when this " "function is called." msgstr "" #: doc/classes/UndoRedo.xml 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 msgid "Gets the name of the current action." msgstr "Récupère le nom de l'action actuelle." #: doc/classes/UndoRedo.xml 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 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 msgid "Redo the last action." msgstr "Refaire la dernière action." #: doc/classes/UndoRedo.xml msgid "Undo the last action." msgstr "Annule la dernière action." #: doc/classes/UndoRedo.xml msgid "Called when [method undo] or [method redo] was called." msgstr "Appelé quand [method undo] ou [method redo] sont appelés." #: doc/classes/UndoRedo.xml msgid "Makes \"do\"/\"undo\" operations stay in separate actions." msgstr "" "Fait que les opérations \"annuler\"/\"refaire\" utilisent des actions " "séparées." #: doc/classes/UndoRedo.xml 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 msgid "Makes subsequent actions with the same name be merged into one." msgstr "Fusionne les actions suivantes avec le même nom dans une seule." #: modules/upnp/doc_classes/UPNP.xml msgid "UPNP network functions." msgstr "Les fonctions de réseau UPNP." #: modules/upnp/doc_classes/UPNP.xml 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 "" "Fournis un fonctionnalité UPNP pour découvrir des appareils [UPNPDevice] sur " "le réseau local et lancer des commandes sur eux, comme la gestion des ports " "(port forwarding) et requêter les adresses IP locales et distantes. À noter " "que les méthodes de cette classe sont synchrones et bloquent le fil " "d'exécution que les appelle.\n" "Pour le forward d'un 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" "Pour fermer le port spécifié (ex. après avoir fini de l'utiliser) :\n" "[codeblock]\n" "upnp.delete_port_mapping(port)\n" "[/codeblock]\n" "[b]Note :[/b] la découverte UPnP bloque le fil d'exécution que l'appelle. " "Pour ne pas bloquer le fil d'exécution principal, utilisez les [Thread] " "comme ceci :\n" "[codeblock]\n" "# Émis quand la configuration d'un port UPnP est fini (peu importe si c'est " "un succès ou un échec).\n" "signal upnp_completed(error)\n" "\n" "# Remplacer ceci avec le port de votre serveur compris entre 1025 et 65535.\n" "const SERVER_PORT = 3928\n" "var thread = null\n" "\n" "func _upnp_setup(server_port):\n" " # Les requêtes UPNP prennent un peu de temps\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" " # Attendre ici que le fil d'exécution se termine avant que le jeu ne " "quitte.\n" " thread.wait_to_finish()\n" "[/codeblock]" #: modules/upnp/doc_classes/UPNP.xml msgid "Adds the given [UPNPDevice] to the list of discovered devices." msgstr "Ajouter le [UPNPDevice] spécifié à la liste des appareils découverts." #: modules/upnp/doc_classes/UPNP.xml 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 msgid "Clears the list of discovered devices." msgstr "Efface la liste des appareils découverts." #: modules/upnp/doc_classes/UPNP.xml 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 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 msgid "Returns the [UPNPDevice] at the given [code]index[/code]." msgstr "" "Retourne l'appareil [UPNPDevice] à la position [code]index[/code] donnée." #: modules/upnp/doc_classes/UPNP.xml msgid "Returns the number of discovered [UPNPDevice]s." msgstr "Retourne le nombre de [UPNPDevice] découverts." #: modules/upnp/doc_classes/UPNP.xml 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 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 msgid "" "Removes the device at [code]index[/code] from the list of discovered devices." msgstr "" "Retire l'appareil à [code]index[/code] de la liste des appareils découverts." #: modules/upnp/doc_classes/UPNP.xml msgid "" "Sets the device at [code]index[/code] from the list of discovered devices to " "[code]device[/code]." msgstr "" "Définit le périphérique à l'index [code]index[/code] dans la liste des " "périphériques découverts à [code]device[/code]." #: modules/upnp/doc_classes/UPNP.xml msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery." msgstr "" "Si [code]true[/code], l'IPv6 est utilisée pour la découverte des " "[UPNPDevice]." #: modules/upnp/doc_classes/UPNP.xml msgid "" "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 msgid "" "Multicast interface to use for discovery. Uses the default multicast " "interface if empty." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "UPNP command or discovery was successful." msgstr "La commande ou la découverte UPNP a réussi." #: modules/upnp/doc_classes/UPNP.xml 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 msgid "" "No port mapping was found for the given port, protocol combination on the " "given [UPNPDevice]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Inconsistent parameters." msgstr "Paramètres inconsistants." #: modules/upnp/doc_classes/UPNP.xml 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 msgid "The action failed." msgstr "L’action a échoué." #: modules/upnp/doc_classes/UPNP.xml msgid "" "The [UPNPDevice] does not allow wildcard values for the source IP address." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "The [UPNPDevice] does not allow wildcard values for the external port." msgstr "" "Les [UPNPDevice] n'autorisent pas les astérismes pour les ports externes." #: modules/upnp/doc_classes/UPNP.xml msgid "The [UPNPDevice] does not allow wildcard values for the internal port." msgstr "" "Les [UPNPDevice] n'autorisent pas les astérismes pour les ports internes." #: modules/upnp/doc_classes/UPNP.xml msgid "The remote host value must be a wildcard." msgstr "La valeur de l'hôte distante doit être un astérisme." #: modules/upnp/doc_classes/UPNP.xml msgid "The external port value must be a wildcard." msgstr "La valeur du port externe doit être un astérisme." #: modules/upnp/doc_classes/UPNP.xml msgid "" "No port maps are available. May also be returned if port mapping " "functionality is not available." msgstr "" #: modules/upnp/doc_classes/UPNP.xml 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 msgid "Conflict with an existing port mapping." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "External and internal port values must be the same." msgstr "Le port externe et interne doivent être les mêmes." #: modules/upnp/doc_classes/UPNP.xml 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 msgid "Invalid gateway." msgstr "Passerelle invalide." #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid port." msgstr "Port invalide." #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid protocol." msgstr "Protocole invalide." #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid duration." msgstr "Durée non valide." #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid arguments." msgstr "Arguments non valides." #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid response." msgstr "Réponse invalide." #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid parameter." msgstr "Paramètre invalide." #: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml msgid "HTTP error." msgstr "Erreur HTTP." #: modules/upnp/doc_classes/UPNP.xml msgid "Socket error." msgstr "Erreur de socket." #: modules/upnp/doc_classes/UPNP.xml msgid "Error allocating memory." msgstr "Erreur d’allocation de mémoire." #: modules/upnp/doc_classes/UPNP.xml 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 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 modules/upnp/doc_classes/UPNPDevice.xml msgid "Unknown error." msgstr "Erreur inconnue." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "UPNP device." msgstr "Périphérique UPNP." #: modules/upnp/doc_classes/UPNPDevice.xml 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 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 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 msgid "" "Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) " "which potentially supports port forwarding." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Returns the external IP address of this [UPNPDevice] or an empty string." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "URL to the device description." msgstr "URL de la description de l’appareil." #: modules/upnp/doc_classes/UPNPDevice.xml #, fuzzy msgid "IDG control URL." msgstr "URL de contrôle IDG." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Address of the local machine in the network connecting it to this " "[UPNPDevice]." msgstr "" "L'adresse locale sur le réseau de la machine qui se connecte à ce " "[UPNPDevice]." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "IGD service type." msgstr "Type de service IGD." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "IGD status. See [enum IGDStatus]." msgstr "Statut IGD. Voir [enum IGDStatus]." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Service type." msgstr "Type de service." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "OK." msgstr "D'accord." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Empty HTTP response." msgstr "Réponse HTTP vide." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Returned response contained no URLs." msgstr "La réponse retournée ne contenait pas d’URL." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Not a valid IGD." msgstr "Ce n'est pas un IGD valide." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Disconnected." msgstr "Déconnecté." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Unknown device." msgstr "Périphérique inconnu." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Invalid control." msgstr "Contrôle invalide." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Memory allocation error." msgstr "Erreur d’allocation de mémoire." #: doc/classes/Variant.xml msgid "The most important data type in Godot." msgstr "Le plus important type de donnée dans Godot." #: doc/classes/Variant.xml 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/VBoxContainer.xml msgid "Vertical box container." msgstr "Conteneur vertical." #: doc/classes/VBoxContainer.xml #, fuzzy msgid "Vertical box container. See [BoxContainer]." msgstr "Conteneur vertical. Voir [BoxContainer]." #: doc/classes/VBoxContainer.xml msgid "The vertical space between the [VBoxContainer]'s elements." msgstr "L'espacement vertical entre les éléments du [VBoxContainer]." #: doc/classes/Vector2.xml msgid "Vector used for 2D math." msgstr "Vecteur utilisé en 2D." #: doc/classes/Vector2.xml 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 "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "3Blue1Brown Essence of Linear Algebra" msgstr "3Blue1Brown Essence of Linear Algebra" #: doc/classes/Vector2.xml #, fuzzy msgid "" "Constructs a new Vector2 from the given [code]x[/code] and [code]y[/code]." msgstr "Construit une nouvelle chaîne de caractères à partir du [Plane] donné." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a new vector with all components in absolute values (i.e. positive)." msgstr "" #: doc/classes/Vector2.xml 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 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 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/stable/img/" "vector2_angle_to_point.png]Illustration of the returned angle.[/url]" msgstr "" #: doc/classes/Vector2.xml msgid "" "Returns the aspect ratio of this vector, the ratio of [member x] to [member " "y]." msgstr "" "Retourne le ratio de ce vecteur, soit [member x] divisé par [member y]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" "Retourne le vecteur ayant \"rebondit\" sur un plan définit par la normale " "donnée." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" #: doc/classes/Vector2.xml msgid "" "Deprecated, please use [method limit_length] instead.\n" "Returns the vector with a maximum length by limiting its length to " "[code]length[/code]." msgstr "" "Obsolète, veuillez plutôt utiliser [method limit_length].\n" "Retourne le vecteur avec sa longueur limitée par la valeur maximale " "[code]length[/code]." #: doc/classes/Vector2.xml msgid "" "Returns the 2D analog of the cross product for this vector and [code]with[/" "code].\n" "This is the signed area of the parallelogram formed by the two vectors. If " "the second vector is clockwise from the first vector, then the cross product " "is the positive area. If counter-clockwise, the cross product is the " "negative area.\n" "[b]Note:[/b] Cross product is not defined in 2D mathematically. This method " "embeds the 2D vectors in the XY plane of 3D space and uses their cross " "product's Z component as the analog." msgstr "" #: doc/classes/Vector2.xml 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 "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the normalized vector pointing from this vector to [code]b[/code]. " "This is equivalent to using [code](b - a).normalized()[/code]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml 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 "" #: doc/classes/Vector2.xml msgid "Returns the distance between this vector and [code]to[/code]." msgstr "Retourne la distance entre ce vecteur et [code]to[/code]." #: doc/classes/Vector2.xml 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 doc/classes/Vector3.xml msgid "" "Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml 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 "" "Retourne [code]true[/code] si ce vecteur et [code]v[/code] sont " "approximativement identiques, en utilisant [method @GDScript." "is_equal_approx] sur chaque composant." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns [code]true[/code] if the vector is normalized, [code]false[/code] " "otherwise." msgstr "" "Retourne [code]true[/code] si le vecteur est normalisé, et [code]false[/" "code] sinon." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Returns the length (magnitude) of this vector." msgstr "Retourne la longueur (magnitude) de ce vecteur." #: doc/classes/Vector2.xml doc/classes/Vector3.xml 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 "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the vector with a maximum length by limiting its length to " "[code]length[/code]." msgstr "" "Retourne le vecteur avec sa longueur maximale limitée par la longueur " "[code]length[/code]." #: doc/classes/Vector2.xml 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 "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" "code] amount. Will not go past the final value." msgstr "" "Retourne un nouveau vecteur déplacé en direction de [code]to[/code] par la " "quantité [code]delta[/code]. Ne dépassera pas la valeur finale." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the vector scaled to unit length. Equivalent to [code]v / v.length()" "[/code]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a vector composed of the [method @GDScript.fposmod] of this vector's " "components and [code]mod[/code]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a vector composed of the [method @GDScript.fposmod] of this vector's " "components and [code]modv[/code]'s components." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "Retourne le vecteur projeté sur le vecteur [code]b[/code]." #: doc/classes/Vector2.xml msgid "" "Returns the vector reflected (i.e. mirrored, or symmetric) over a line " "defined by the given direction vector [code]n[/code]." msgstr "" #: doc/classes/Vector2.xml #, fuzzy msgid "" "Returns the vector rotated by [code]angle[/code] (in radians). See also " "[method @GDScript.deg2rad]." msgstr "" "Retourne le vecteur pivoté par [code]phi[/code] en radians. Voir aussi " "[method @GDScript.deg2rad]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a new vector with all components rounded to the nearest integer, " "with halfway cases rounded away from zero." msgstr "" "Retourne une nouveau vecteur avec tous ses composants arrondis à l'entier le " "plus proche, avec les demis arrondis à l'entier supérieur." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a new 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 "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml 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 "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Returns this vector slid along a plane defined by the given normal." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml 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 "" #: doc/classes/Vector2.xml msgid "" "Returns a perpendicular vector rotated 90 degrees counter-clockwise compared " "to the original, with the same length." msgstr "" "Retourne le vecteur perpendiculaire, pivoté de 90 degrés dans le sens anti-" "horaire comparé à l'original, mais avec la même longueur." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "The vector's X component. Also accessible by using the index position [code]" "[0][/code]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "The vector's Y component. Also accessible by using the index position [code]" "[1][/code]." msgstr "" #: doc/classes/Vector2.xml msgid "Enumerated value for the X axis." msgstr "Les valeurs énumérées pour l'axe X." #: doc/classes/Vector2.xml msgid "Enumerated value for the Y axis." msgstr "Les valeurs énumérées pour l'axe Y." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Zero vector, a vector with all components set to [code]0[/code]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "One vector, a vector with all components set to [code]1[/code]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Infinity vector, a vector with all components set to [constant @GDScript." "INF]." msgstr "" "Le vecteur infini, un vecteur avec tous ses composants définit à [constant " "@GDScript.INF]." #: doc/classes/Vector2.xml msgid "Left unit vector. Represents the direction of left." msgstr "Le vecteur unitaire gauche. Représente la direction vers la gauche." #: doc/classes/Vector2.xml msgid "Right unit vector. Represents the direction of right." msgstr "Le vecteur unitaire droit. Représente la direction vers la droite." #: doc/classes/Vector2.xml msgid "Up unit vector. Y is down in 2D, so this vector points -Y." msgstr "" "Le vecteur unitaire vers le haut. Y représente le bas en 2D, donc ce vecteur " "pointe vers -Y." #: doc/classes/Vector2.xml msgid "Down unit vector. Y is down in 2D, so this vector points +Y." msgstr "" "Le vecteur unitaire vers le bas. Y représente le bas en 2D, donc ce vecteur " "pointe vers +Y." #: doc/classes/Vector3.xml msgid "Vector used for 3D math." msgstr "Vecteur utilisé en 3D." #: doc/classes/Vector3.xml msgid "" "3-element structure that can be used to represent positions in 3D space or " "any other triplet 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 msgid "Returns a Vector3 with the given components." msgstr "Retourne un Vector3 avec les coordonnées spécifiées." #: doc/classes/Vector3.xml msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "Retourne l'angle non signé minimum avec le vecteur donné, en radians." #: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "Calcule le produit vectoriel de ce vecteur et de [code]b[/code]." #: doc/classes/Vector3.xml msgid "" "Performs a cubic interpolation 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 "" #: doc/classes/Vector3.xml msgid "Returns the distance between this vector and [code]b[/code]." msgstr "Retourne la distance entre ce vecteur et [code]b[/code]." #: doc/classes/Vector3.xml 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 msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" "Retourne l'inverse du vecteur. Ça correspond à [code]Vector3( 1.0 / v.x, " "1.0 / v.y, 1.0 / v.z )[/code]." #: doc/classes/Vector3.xml msgid "" "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 "" #: doc/classes/Vector3.xml 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 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 msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" #: doc/classes/Vector3.xml msgid "" "Rotates this vector around a given axis by [code]angle[/code] (in radians). " "The axis must be a normalized vector." msgstr "" "Pivote ce vecteur autour de l'axe donné par [code]angle[/code] (en radians). " "L'axe donné doit être normalisé." #: doc/classes/Vector3.xml 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 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 msgid "" "The vector's Z component. Also accessible by using the index position [code]" "[2][/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" "Enumerated value for the X axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" "La valeur de l'énumération pour l'axe X. Retourné par [method max_axis] et " "[method min_axis]." #: doc/classes/Vector3.xml msgid "" "Enumerated value for the Y axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" "La valeur de l'énumération pour l'axe Y. Retourné par [method max_axis] et " "[method min_axis]." #: doc/classes/Vector3.xml msgid "" "Enumerated value for the Z axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" "La valeur de l'énumération pour l'axe Z. Retourné par [method max_axis] et " "[method min_axis]." #: doc/classes/Vector3.xml msgid "" "Left unit vector. Represents the local direction of left, and the global " "direction of west." msgstr "" "Le vecteur unitaire gauche. Représente la direction locale à gauche, et la " "direction globale vers l'ouest." #: doc/classes/Vector3.xml msgid "" "Right unit vector. Represents the local direction of right, and the global " "direction of east." msgstr "" "Le vecteur unitaire vers la droite. Représente la direction locale à droite, " "et la direction globale vers l'est." #: doc/classes/Vector3.xml msgid "Up unit vector." msgstr "Vecteur unitaire vers le haut." #: doc/classes/Vector3.xml msgid "Down unit vector." msgstr "Vecteur unitaire vers le bas." #: doc/classes/Vector3.xml msgid "" "Forward unit vector. Represents the local direction of forward, and the " "global direction of north." msgstr "" "Vecteur unitaire en avant. Représente la direction locale en avant, et la " "direction globale vers le nord." #: doc/classes/Vector3.xml msgid "" "Back unit vector. Represents the local direction of back, and the global " "direction of south." msgstr "" "Vecteur unitaire vers l'arrière. Représente la direction locale vers " "l'arrière, et la direction globale vers le sud." #: doc/classes/VehicleBody.xml msgid "Physics body that simulates the behavior of a car." msgstr "Le corps physique qui simule le comportement d'une voiture." #: doc/classes/VehicleBody.xml 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 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 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 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 msgid "Physics object that simulates the behavior of a wheel." msgstr "L'objet physique qui simule le comportement d'une roue." #: doc/classes/VehicleWheel.xml 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 msgid "" "Returns the contacting body node if valid in the tree, as [Spatial]. At the " "moment, [GridMap] is not supported so the node will be always of type " "[PhysicsBody].\n" "Returns [code]null[/code] if the wheel is not in contact with a surface, or " "the contact body is not a [PhysicsBody]." msgstr "" #: doc/classes/VehicleWheel.xml msgid "Returns the rotational speed of the wheel in revolutions per minute." msgstr "Retourne la vitesse de rotation de la roue en tours par minute." #: doc/classes/VehicleWheel.xml 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 msgid "Returns [code]true[/code] if this wheel is in contact with a surface." msgstr "" "Retourne [code]true[/code] si cette roue est en contact avec une surface." #: doc/classes/VehicleWheel.xml msgid "" "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 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 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 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 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 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 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 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 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 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 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 msgid "The radius of the wheel in meters." msgstr "La rayon de la roue en mètres." #: doc/classes/VehicleWheel.xml 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 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/VFlowContainer.xml #, fuzzy msgid "Vertical flow container." msgstr "Conteneur vertical." #: doc/classes/VFlowContainer.xml msgid "Vertical version of [FlowContainer]." msgstr "La version verticale du [FlowContainer]." #: doc/classes/VideoPlayer.xml msgid "Control for playing video streams." msgstr "Contrôle pour la lecture de flux vidéo." #: doc/classes/VideoPlayer.xml 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 msgid "" "Returns the video stream's name, or [code]\"\"[/code] if no video " "stream is assigned." msgstr "" #: doc/classes/VideoPlayer.xml msgid "Returns the current frame as a [Texture]." msgstr "Retourne la trame actuelle de la [Texture]." #: doc/classes/VideoPlayer.xml 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 msgid "" "Starts the video playback from the beginning. If the video is paused, this " "will not unpause the video." msgstr "" #: doc/classes/VideoPlayer.xml 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 msgid "The embedded audio track to play." msgstr "La piste audio intégrée à lire." #: doc/classes/VideoPlayer.xml msgid "If [code]true[/code], playback starts when the scene loads." msgstr "Si [code]true[/code], la lecture commence au chargement de la scène." #: doc/classes/VideoPlayer.xml msgid "Amount of time in milliseconds to store in buffer while playing." msgstr "" "La durée en millisecondes à stocker dans la mémoire lors de la lecture." #: doc/classes/VideoPlayer.xml msgid "Audio bus to use for sound playback." msgstr "Le bus audio pour la lecture de sons." #: doc/classes/VideoPlayer.xml 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 msgid "If [code]true[/code], the video is paused." msgstr "Si [code]true[/code], la vidéo est en pause." #: doc/classes/VideoPlayer.xml msgid "The assigned video stream. See description for supported formats." msgstr "Le flux vidéo assigné. Voir la description pour les formats supportés." #: doc/classes/VideoPlayer.xml 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 msgid "Audio volume as a linear value." msgstr "Le volume sonore comme valeur linéaire." #: doc/classes/VideoPlayer.xml msgid "Audio volume in dB." msgstr "Volume audio en dB." #: doc/classes/VideoPlayer.xml msgid "Emitted when playback is finished." msgstr "Émis lorsque la lecture est terminée." #: doc/classes/VideoStream.xml msgid "Base resource for video streams." msgstr "Ressource de base pour les flux vidéo." #: doc/classes/VideoStream.xml 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 #, fuzzy msgid "[VideoStream] resource for video formats implemented via GDNative." msgstr "" "La ressource [VideoStream] pour les formats vidéo implémentés via GDNative." #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "" "[VideoStream] resource 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 msgid "Returns the video file handled by this [VideoStreamGDNative]." msgstr "" "Retourne le fichier vidéo pris en charge pour ce [VideoStreamGDNative]." #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "" "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 msgid "[VideoStream] resource for Ogg Theora videos." msgstr "Ressource [VideoStream] pour les vidéos Ogg Theora." #: modules/theora/doc_classes/VideoStreamTheora.xml 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 msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]." msgstr "Retourne le fichier vidéo Ogg Theora géré par ce [VideoStreamTheora]." #: modules/theora/doc_classes/VideoStreamTheora.xml 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 "" "Définit le fichier vidéo Ogg Theora que cette ressource [VideoStreamTheora] " "supporte. Le nom de fichier [code]file[/code] doit avoir l'extension [code]." "ogv[/code]." #: modules/webm/doc_classes/VideoStreamWebm.xml msgid "[VideoStream] resource for WebM videos." msgstr "Ressource [VideoStream] pour les vidéos WebM." #: modules/webm/doc_classes/VideoStreamWebm.xml 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 msgid "Returns the WebM video file handled by this [VideoStreamWebm]." msgstr "Retourne le fichier vidéo WebM géré par ce [VideoStreamWebm]." #: modules/webm/doc_classes/VideoStreamWebm.xml 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 msgid "Creates a sub-view into the screen." msgstr "Créé une sous-vue à l'écran." #: doc/classes/Viewport.xml 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 msgid "Viewports tutorial index" msgstr "" #: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml msgid "3D in 2D Demo" msgstr "Démo pour la 3D dans la 2D" #: doc/classes/Viewport.xml msgid "Screen Capture Demo" msgstr "Démo de capture d'écran" #: doc/classes/Viewport.xml msgid "Dynamic Split Screen Demo" msgstr "Démo de l'écran partagé dynamique" #: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml msgid "3D Viewport Scaling Demo" msgstr "Démo de mise à l'échelle d'un fenêtre d'affichage 3D" #: doc/classes/Viewport.xml msgid "" "Returns the first valid [World] for this viewport, searching the [member " "world] property of itself and any Viewport ancestor." msgstr "" "Retourne le premier [World] valide de cette fenêtre d'affichage, en " "cherchant dans sa propriété [member world] ainsi que celle de ses parents." #: doc/classes/Viewport.xml msgid "" "Returns the first valid [World2D] for this viewport, searching the [member " "world_2d] property of itself and any Viewport ancestor." msgstr "" "Retourne le premier [World2D] valide de cette fenêtre d'affichage, en " "cherchant dans sa propriété [member world] ainsi que celle de ses parents." #: doc/classes/Viewport.xml msgid "Returns the active 3D camera." msgstr "Retourne la caméra 3D active." #: doc/classes/Viewport.xml msgid "Returns the total transform of the viewport." msgstr "Retourne la transformation totale de la fenêtre d'affichage." #: doc/classes/Viewport.xml msgid "Returns the topmost modal in the stack." msgstr "Retourne la vue exclusive la plus en avant dans la pile." #: doc/classes/Viewport.xml #, fuzzy msgid "" "Returns the mouse's position in this [Viewport] using the coordinate system " "of this [Viewport]." msgstr "" "Retourne la position de la souris par rapport à la position de cet élément." #: doc/classes/Viewport.xml msgid "Returns information about the viewport from the rendering pipeline." msgstr "" #: doc/classes/Viewport.xml msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant." msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "Returns the size override set with [method set_size_override]." msgstr "Renvoie le mode de remplacement de l’espace pour la zone." #: doc/classes/Viewport.xml 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 msgid "Returns the viewport's RID from the [VisualServer]." msgstr "Retourne le RID de la caméra depuis le [VisualServer]." #: doc/classes/Viewport.xml msgid "Returns the visible rectangle in global screen coordinates." msgstr "" "Retourne le rectangle de visibilité à l'écran dans les coordonnées globales." #: doc/classes/Viewport.xml msgid "" "Returns the drag data from the GUI, that was previously returned by [method " "Control.get_drag_data]." msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "Returns [code]true[/code] if there are visible modals on-screen." msgstr "Retourne [code]true[/code] si la colonne donnée est cochée." #: doc/classes/Viewport.xml msgid "Returns [code]true[/code] if the drag operation is successful." msgstr "Retourne [code]true[/code] si l'opération de déposer-glisser a réussi." #: doc/classes/Viewport.xml msgid "" "Returns [code]true[/code] if the viewport is currently performing a drag " "operation.\n" "Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node." "NOTIFICATION_DRAG_END] when you prefer polling the value." msgstr "" #: doc/classes/Viewport.xml msgid "" "Returns [code]true[/code] if the size override is enabled. See [method " "set_size_override]." msgstr "" "Retourne [code]true[/code] si la taille a été surchargée. Voir [method " "set_size_override]." #: doc/classes/Viewport.xml 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 msgid "Stops the input from propagating further down the [SceneTree]." msgstr "" "Arrête la propagation de l'entrée plus profondément dans le [SceneTree]." #: doc/classes/Viewport.xml 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 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 msgid "Forces update of the 2D and 3D worlds." msgstr "Force la mise à jour des mondes 2D et 3D." #: doc/classes/Viewport.xml msgid "" "Moves the mouse pointer to the specified position in this [Viewport] using " "the coordinate system of this [Viewport]." msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "If [code]true[/code], the viewport will be used in AR/VR process." msgstr "Si [code]true[/code], la texture sera centrée." #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will process 2D audio streams." msgstr "Si [code]true[/code], la fenêtre d'affichage gèrera les flux audio 2D." #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will process 3D audio streams." msgstr "Si [code]true[/code], la fenêtre d'affichage gèrera les flux audio 3D." #: doc/classes/Viewport.xml 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 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 msgid "The overlay mode for test rendered geometry in debug purposes." msgstr "" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the viewport will disable 3D rendering. For actual " "disabling use [code]usage[/code]." msgstr "" #: doc/classes/Viewport.xml 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 msgid "" "The global canvas transform of the viewport. The canvas transform is " "relative to this." msgstr "" #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will not receive input events." msgstr "" "Si [code]true[/code], la fenêtre d'affichage ne recevra pas les événements " "d'entrée." #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the GUI controls on the viewport will lay pixel " "perfectly." msgstr "" #: doc/classes/Viewport.xml 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 half floating-" "point precision (16-bit) by default. To use full floating-point precision " "(32-bit), enable [member use_32_bpc_depth].\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.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml 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 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 msgid "" "If [code]true[/code], the viewport will use [World] defined in [code]world[/" "code] property." msgstr "" "Si [code]true[/code], la fenêtre d'affichage utilisera le [World] défini par " "la propriété [code]world[/code]." #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the objects rendered by viewport become subjects of " "mouse picking process." msgstr "" #: doc/classes/Viewport.xml 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 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 msgid "The update mode when viewport used as a render target." msgstr "" #: doc/classes/Viewport.xml 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 "" "Si [code]true[/code], le rendu final sera inversé verticalement. Comme les " "fenêtres d'affichage dans Godot 3.x font des rendus à l'envers, il est " "recommandé de mettre cette valeur à [code]true[/code] dans la plupart des " "cas." #: doc/classes/Viewport.xml msgid "The subdivision amount of the first quadrant on the shadow atlas." msgstr "" #: doc/classes/Viewport.xml msgid "The subdivision amount of the second quadrant on the shadow atlas." msgstr "" #: doc/classes/Viewport.xml msgid "The subdivision amount of the third quadrant on the shadow atlas." msgstr "" #: doc/classes/Viewport.xml msgid "The subdivision amount of the fourth quadrant on the shadow atlas." msgstr "" #: doc/classes/Viewport.xml 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 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 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 #, fuzzy msgid "If [code]true[/code], the size override affects stretch as well." msgstr "" "Si [code]true[/code], le mouvement linéaire à travers l’axe Z est limité." #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the viewport should render its background as " "transparent." msgstr "" "Si [code]true[/code], la fenêtre d'affichage doit faire le rendu de " "l'arrière-plan de manière transparente." #: doc/classes/Viewport.xml msgid "The rendering mode of viewport." msgstr "Le mode de rendu de la fenêtre d'affichage." #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], allocates the viewport's framebuffer with full " "floating-point precision (32-bit) instead of half floating-point precision " "(16-bit). Only effective when [member hdr] is also enabled.\n" "[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " "full floating-point precision is slower, and is generally only needed for " "advanced shaders that require a high level of precision. To reduce banding, " "enable [member debanding] instead.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "The custom [World] which can be used as 3D environment source." msgstr "Une constante [Transform], qui peut être utilisée comme nœud d’entrée." #: doc/classes/Viewport.xml msgid "The custom [World2D] which can be used as 2D environment source." msgstr "" "Le [World3D] personnalisé qui peut être utilisé comme source pour " "l'environnement 2D." #: doc/classes/Viewport.xml msgid "Emitted when a Control node grabs keyboard focus." msgstr "Émis quand un nœud de Control obtient le focus du clavier." #: doc/classes/Viewport.xml 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 msgid "Do not update the render target." msgstr "Ne pas mettre à jour la cible de rendu." #: doc/classes/Viewport.xml msgid "" "Update the render target once, then switch to [constant UPDATE_DISABLED]." msgstr "" "Met à jour la cible de rendu une seule fois, puis passe en mode [constant " "UPDATE_DISABLED]." #: doc/classes/Viewport.xml msgid "" "Update the render target only when it is visible. This is the default value." msgstr "" #: doc/classes/Viewport.xml msgid "Always update the render target." msgstr "Met toujours à jour la cible de rendu." #: doc/classes/Viewport.xml msgid "This quadrant will not be used." msgstr "" #: doc/classes/Viewport.xml msgid "This quadrant will only be used by one shadow map." msgstr "" #: doc/classes/Viewport.xml msgid "This quadrant will be split in 4 and used by up to 4 shadow maps." msgstr "" "Ce quadrant sera découpé en 4, et utilisé pour jusqu'à 4 parties d'ombre." #: doc/classes/Viewport.xml msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps." msgstr "" "Ce quadrant sera découpé en 16, et utilisé pour jusqu'à 16 parties d'ombre." #: doc/classes/Viewport.xml msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps." msgstr "" "Ce quadrant sera découpé en 64, et utilisé pour jusqu'à 64 parties d'ombre." #: doc/classes/Viewport.xml 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 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 msgid "Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum." msgstr "" "Représente la taille de l'énumération [enum ShadowAtlasQuadrantSubdiv]." #: doc/classes/Viewport.xml msgid "Amount of objects in frame." msgstr "Quantité d’objets dans le cadre." #: doc/classes/Viewport.xml msgid "Amount of vertices in frame." msgstr "Quantité de sommets dans l'image." #: doc/classes/Viewport.xml msgid "Amount of material changes in frame." msgstr "Le nombre de matériaux changés à chaque trame." #: doc/classes/Viewport.xml msgid "Amount of shader changes in frame." msgstr "Le nombre de shaders changés à chaque trame." #: doc/classes/Viewport.xml msgid "Amount of surface changes in frame." msgstr "Le nombre de surfaces changées à chaque trame." #: doc/classes/Viewport.xml #, fuzzy msgid "Amount of draw calls in frame." msgstr "Le nombre d'appels d'affichage à chaque trame." #: doc/classes/Viewport.xml #, fuzzy msgid "Amount of items or joined items in frame." msgstr "Quantité d’objets dans le cadre." #: doc/classes/Viewport.xml msgid "Represents the size of the [enum RenderInfo] enum." msgstr "Représente la taille de l'énumération [enum RenderInfo]." #: doc/classes/Viewport.xml msgid "Objects are displayed normally." msgstr "Les objets sont affichés normalement." #: doc/classes/Viewport.xml msgid "Objects are displayed without light information." msgstr "Les objets sont affichés sans les informations de lumière." #: doc/classes/Viewport.xml msgid "" "Objected are displayed semi-transparent with additive blending so you can " "see where they intersect." msgstr "" #: doc/classes/Viewport.xml msgid "Objects are displayed in wireframe style." msgstr "Les objets sont affichés en fil de fer." #: doc/classes/Viewport.xml msgid "Multisample anti-aliasing mode disabled. This is the default value." msgstr "" #: doc/classes/Viewport.xml msgid "Use 2x Multisample Antialiasing." msgstr "Utilisez l'anticrénelage multi-échantillons 2x." #: doc/classes/Viewport.xml msgid "Use 4x Multisample Antialiasing." msgstr "Utilisez l'anticrénelage multi-échantillons 4x." #: doc/classes/Viewport.xml msgid "" "Use 8x Multisample Antialiasing. Likely unsupported on low-end and older " "hardware." msgstr "" "Utilisez l'anticrénelage multi-échantillons 8x. Sans doute pas supporté sur " "les anciens appareils ou ceux peu puissants." #: doc/classes/Viewport.xml msgid "" "Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end " "hardware." msgstr "" "Utilisez l'anticrénelage multi-échantillons 8x. Sans doute pas supporté sur " "les appareils peu et moyennement puissants." #: doc/classes/Viewport.xml msgid "" "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 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 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 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 msgid "Always clear the render target before drawing." msgstr "Toujours effacer la cible de rendu avant d'y dessiner." #: doc/classes/Viewport.xml msgid "Never clear the render target." msgstr "Ne jamais nettoyer la cible de rendu." #: doc/classes/Viewport.xml msgid "" "Clear the render target next frame, then switch to [constant " "CLEAR_MODE_NEVER]." msgstr "" "Nettoie la cible de rendu pour la trame suivante, puis passe en [constant " "CLEAR_MODE_NEVER]." #: doc/classes/ViewportContainer.xml msgid "Control for holding [Viewport]s." msgstr "Le contrôle pour contenir les [Viewport]." #: doc/classes/ViewportContainer.xml 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 msgid "" "If [code]true[/code], the viewport will be scaled to the control's size." msgstr "" "Si [code]true[/code], la fenêtre d'affichage utilisera la taille du contrôle." #: doc/classes/ViewportContainer.xml 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 msgid "Texture which displays the content of a [Viewport]." msgstr "La texture qui affiche le contenu du [Viewport]." #: doc/classes/ViewportTexture.xml 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 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 doc/classes/VisibilityEnabler2D.xml msgid "Enables certain nodes only when approximately visible." msgstr "" "Active certains nœuds uniquement quand il est approximativement visible." #: doc/classes/VisibilityEnabler.xml msgid "" "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 doc/classes/VisibilityEnabler2D.xml msgid "" "Returns whether the enabler identified by given [enum Enabler] constant is " "active." msgstr "" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "" "Sets active state of the enabler identified by given [enum Enabler] constant." msgstr "" #: doc/classes/VisibilityEnabler.xml msgid "If [code]true[/code], [RigidBody] nodes will be paused." msgstr "Si [code]true[/code], les nœuds [RigidBody] seront mis en pause." #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused." msgstr "Si [code]true[/code], les nœuds [AnimationPlayer] seront mis en pause." #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "This enabler will pause [AnimationPlayer] nodes." msgstr "Cet activateur mettra en pause les nœuds [AnimationPlayer]." #: doc/classes/VisibilityEnabler.xml msgid "This enabler will freeze [RigidBody] nodes." msgstr "Cet activateur gèlera les nœuds [RigidBody]." #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "Represents the size of the [enum Enabler] enum." msgstr "Représente la taille de l'énumération [enum Enabler]." #: doc/classes/VisibilityEnabler2D.xml 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 msgid "If [code]true[/code], [RigidBody2D] nodes will be paused." msgstr "Si [code]true[/code], les nœuds [RigidBody2D] seront mis en pause." #: doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused." msgstr "Si [code]true[/code], les nœuds [AnimatedSprite] seront mis en pause." #: doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [Particles2D] nodes will be paused." msgstr "Si [code]true[/code], les nœuds [Particles2D] seront mis en pause." #: doc/classes/VisibilityEnabler2D.xml msgid "" "If [code]true[/code], the parent's [method Node._physics_process] will be " "stopped." msgstr "" "Si [code]true[/code], la [method Node._physics_process] du parent sera " "arrêtée." #: doc/classes/VisibilityEnabler2D.xml msgid "" "If [code]true[/code], the parent's [method Node._process] will be stopped." msgstr "" "Si [code]true[/code], la [method Node._process] du parent sera arrêtée." #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will freeze [RigidBody2D] nodes." msgstr "Cet activateur gèlera les nœuds [RigidBody2D]." #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will stop [Particles2D] nodes." msgstr "Cet activateur arrêtera les nœuds [Particles2D]." #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will stop the parent's _process function." msgstr "Cet activateur arrêtera la fonction _process du parent." #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will stop the parent's _physics_process function." msgstr "Cet activateur arrêtera la fonction _physics_process du parent." #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will stop [AnimatedSprite] nodes animations." msgstr "Cet activateur arrêtera les animations de nœuds [AnimatedSprite]." #: doc/classes/VisibilityNotifier.xml doc/classes/VisibilityNotifier2D.xml msgid "Detects approximately when the node is visible on screen." msgstr "Détecte approximativement quand le nœud est visible à l'écran." #: doc/classes/VisibilityNotifier.xml 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 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 "" "Si [code]true[/code], le rectangle de visibilité affiché à l’écran.\n" "[b]Note :[/b] Il faut un cadre pour que la visibilité du nœud soit évaluée " "une fois ajoutée à l’arbre de scène, de sorte que cette méthode reviendra " "[code]false[/code] juste après qu’il soit instancié, même s’il sera à " "l’écran dans le passage de tirage." #: doc/classes/VisibilityNotifier.xml msgid "The VisibilityNotifier's bounding box." msgstr "Le rectangle du VisibilityNotifier." #: doc/classes/VisibilityNotifier.xml #, fuzzy msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view." msgstr "" "Émis lorsque le VisibilityNotifier3D entre dans la vue d’un [Camera3D]." #: doc/classes/VisibilityNotifier.xml #, fuzzy msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view." msgstr "Émis lorsque le VisibilityNotifier3D quitte la vue d'un [Camera3D]." #: doc/classes/VisibilityNotifier.xml msgid "Emitted when the VisibilityNotifier enters the screen." msgstr "Émis lorsque le VisibilityNotifier entre dans l'écran." #: doc/classes/VisibilityNotifier.xml msgid "Emitted when the VisibilityNotifier exits the screen." msgstr "Émis lorsque le VisibilityNotifier quitte l’écran." #: doc/classes/VisibilityNotifier2D.xml 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 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 #, fuzzy msgid "The VisibilityNotifier2D's bounding rectangle." msgstr "Rectangle englobant de VisibilityNotifier2D." #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D enters the screen." msgstr "Émis lorsque le VisibilityNotifier2D apparait à l'écran." #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D exits the screen." msgstr "Émis lorsque le VisibilityNotifier2D quitte l’écran." #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D enters a [Viewport]'s view." msgstr "" "Émis lorsque le VisibilityNotifier2D entre dans la vue d'un [Viewport]." #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D exits a [Viewport]'s view." msgstr "Émis lorsque le VisibilityNotifier2D sort d’une vue [Viewport]." #: doc/classes/VisualInstance.xml msgid "Parent of all visual 3D nodes." msgstr "Le parent de tous les nœuds visuels 3D." #: doc/classes/VisualInstance.xml 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 msgid "" "Returns the [AABB] (also known as the bounding box) for this " "[VisualInstance]. See also [method get_transformed_aabb]." msgstr "" #: doc/classes/VisualInstance.xml 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 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 msgid "" "Returns [code]true[/code] when the specified layer is enabled in [member " "layers] and [code]false[/code] otherwise." msgstr "" #: doc/classes/VisualInstance.xml 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 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 msgid "Enables a particular layer in [member layers]." msgstr "Active un claque spécifique dans [member layers]." #: doc/classes/VisualInstance.xml 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 msgid "A script implemented in the Visual Script programming environment." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml 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 msgid "Add a custom signal with the specified name to the VisualScript." msgstr "Ajoute un signal personnalisé avec le nom spécifié au VisualScript." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a function with the specified name to the VisualScript." msgstr "Ajoute une fonction avec le nom spécifié au VisualScript." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a node to a function of the VisualScript." msgstr "Ajoute un nœud à une fonction du VisualScript." #: modules/visual_script/doc_classes/VisualScript.xml 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 msgid "" "Add an argument to a custom signal added with [method add_custom_signal]." msgstr "" "Ajoute un argument à un signal personnalité ajouté avec [method " "add_custom_signal]." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the count of a custom signal's arguments." msgstr "Récupère le nombre d'arguments du signal personnalisé." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the name of a custom signal's argument." msgstr "Récupère le nom de l'argument du signal personnalisé." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the type of a custom signal's argument." msgstr "Récupère le type de l'argument du signal personnalisé." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a specific custom signal's argument." msgstr "Supprime l'argument spécifié du signal personnalisé." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Rename a custom signal's argument." msgstr "Renommer l'argument d'un signal personnalisé." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the type of a custom signal's argument." msgstr "Change le type de l'argument du signal personnalisé." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Swap two of the arguments of a custom signal." msgstr "Échange deux des arguments d'un signal personnalisé." #: modules/visual_script/doc_classes/VisualScript.xml 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 "" "Connecte deux ports de données. La valeur du port [code]from_port[/code] de " "[code]from_node[/code] sera transféré au port [code]to_port[/code] de " "[code]to_node[/code]." #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Disconnect two data ports previously connected with [method data_connect]." msgstr "" "Déconnecte deux ports de données précédemment connectés avec [method " "data_connect]." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns the id of a function's entry point node." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns the position of the center of the screen for a given function." msgstr "Retourne la position du centre de l'écran pour la fonction donnée." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns a node given its id and its function." msgstr "Retourne le nœud définit par son identifiant et sa fonction." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns a node's position in pixels." msgstr "Retourne la position du nœud en pixels." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns the default (initial) value of a variable." msgstr "Retourne la valeur par défaut (initiale) de la variable." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a variable is exported." msgstr "Retourne quand la variable est exportée." #: modules/visual_script/doc_classes/VisualScript.xml 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 msgid "Returns whether a signal exists with the specified name." msgstr "Retourne s'il existe un signal avec le nom spécifié." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether the specified data ports are connected." msgstr "Retourne si les ports de données spécifiés sont connectés." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a function exists with the specified name." msgstr "Retourne s'il existe une fonction avec le nom spécifié." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a node exists with the given id." msgstr "Retourne s'il existe un nœud avec le nom spécifié." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether the specified sequence ports are connected." msgstr "Retourne si les ports de séquence spécifiés sont connectés." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a variable exists with the specified name." msgstr "Retourne s'il existe une variable avec le nom spécifié." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a custom signal with the given name." msgstr "Supprime un signal personnalisé avec le nom donné." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a specific function and its nodes from the script." msgstr "Retirer la fonction spécifiée et ses nœuds du script." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a specific node." msgstr "Supprimez un nœud spécifique." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a variable with the given name." msgstr "Retirer une variable avec le nom donné." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the name of a custom signal." msgstr "Change le nom d'un signal personnalisé." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the name of a function." msgstr "Change le nom de la fonction." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the name of a variable." msgstr "Change le nom de la variable." #: modules/visual_script/doc_classes/VisualScript.xml 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 msgid "" "Disconnect two sequence ports previously connected with [method " "sequence_connect]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Position the center of the screen for a function." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Set the base type of the script." msgstr "Définit le type de base du script." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Position a node on the screen." msgstr "Positionne un nœud à l'écran." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the default (initial) value of a variable." msgstr "Modifie la valeur par défaut (initiale) d'un variable." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change whether a variable is exported." msgstr "Modifie quand une variable est exportée." #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Set a variable's info, using the same format as [method get_variable_info]." msgstr "" "Définit les informations d'une variable, avec le même format que [method " "get_variable_info]." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Emitted when the ports of a node are changed." msgstr "Émis quand les ports d'un nœud ont changés." #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "A Visual Script node representing a constant from the base types." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml 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 msgid "The type to get the constant from." msgstr "Le type à partir duquel obtenir la constante." #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "The name of the constant to return." msgstr "Le nom de la constante à retourner." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "A Visual Script node used to call built-in functions." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml 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 msgid "The function to be executed." msgstr "La fonction à exécuter." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the sine of the input." msgstr "Retourne le sinus de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the cosine of the input." msgstr "Retourne le cosinus de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the tangent of the input." msgstr "Retourne la tangent de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the hyperbolic sine of the input." msgstr "Retourne le sinus hyperbolique de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the hyperbolic cosine of the input." msgstr "Retourne le cosinus hyperbolique de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the hyperbolic tangent of the input." msgstr "Retourne la tangent hyperbolique de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the arc sine of the input." msgstr "Retourne l'arc sinus de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the arc cosine of the input." msgstr "Retourne l'arc cosinus de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the arc tangent of the input." msgstr "Retourne l'arc tangente de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml 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 msgid "Return the square root of the input." msgstr "Retourne la racine carrée de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the remainder of one input divided by the other, using floating-point " "numbers." msgstr "" "Retourne le reste de la division d'une entrée par l'autre, en utilisant des " "flottants." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the positive remainder of one input divided by the other, using " "floating-point numbers." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input rounded down." msgstr "Retourner la saisie arrondie au chiffre inférieur." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input rounded up." msgstr "Retourner la saisie arrondie au chiffre supérieur." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input rounded to the nearest integer." msgstr "Retourne l'entrée arrondie à l'entier le plus proche." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the absolute value of the input." msgstr "Retourne la valeur absolue de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml 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 msgid "Return the input raised to a given power." msgstr "Retourne l'entrée à la puissance donnée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml 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 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 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 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 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 "" "Fonction d'assouplissement, basée sur l'exposant. 0 pour constant, 1 pour " "linéaire, de 0 à 1 pour une entrée progressive, 1+ pour une sortie " "progressive. Une valeur négative est pour à la fois une entrée et une sortie " "progressive." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml #, fuzzy msgid "" "Return the number of digit places after the decimal that the first non-zero " "digit occurs." msgstr "" "Retourne le nombre de décimales après la première décimale différente de " "zéro." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input snapped to a given step." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml 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 msgid "Moves the number toward a value, based on the third input." msgstr "" "Rapproche un nombre vers une valeur, en fonction de la troisième entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the result of [code]value[/code] decreased by [code]step[/code] * " "[code]amount[/code]." msgstr "" "Retourne le résultat de la valeur [code]value[/code] moins [code]step[/code] " "* [code]amount[/code]." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml 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 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 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 msgid "Return a random floating-point value between the two inputs." msgstr "Retourne un flottant aléatoire compris entre les deux entrées." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Set the seed for the random number generator." msgstr "Réglez la graine pour le générateur de nombres aléatoires." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return a random value from the given seed, along with the new seed." msgstr "" "Retourne une valeur aléatoire de la graine donnée, ainsi que la nouvelle " "graine." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input from degrees to radians." msgstr "Convertissez l'entrée en degrés en radians." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input from radians to degrees." msgstr "Convertir l’entrée en radians en degrés." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input from linear volume to decibel volume." msgstr "Convertit l'entrée du volume linéaire en volume en décibels." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input from decibel volume to linear volume." msgstr "Convertit l’entrée du volume de décibels en volume linéaire." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the greater of the two numbers, also known as their maximum." msgstr "" "Retourne le plus grand des deux nombres, également connu sous le nom de leur " "maximum." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the lesser of the two numbers, also known as their minimum." msgstr "" "Retourne le plus petit des deux nombres, également appelé leur minimum." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml 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 msgid "Return the nearest power of 2 to the input." msgstr "Retourne la puissance de 2 la plus proche de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Create a [WeakRef] from the input." msgstr "Crée une référence faible [WeakRef] de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Create a [FuncRef] from the input." msgstr "Crée une [FuncRef] à partir de l'entrée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert between types." msgstr "Convertit entre les types." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml 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 msgid "Checks if a type is registered in the [ClassDB]." msgstr "Vérifie si une type est enregistré dans la [ClassDB]." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return a character with the given ascii value." msgstr "Retourne un caractère avec la valeur ascii donnée." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input to a string." msgstr "Convertir l’entrée en chaîne." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Print the given string to the output window." msgstr "Imprime la chaîne donnée dans la fenêtre de sortie." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Print the given string to the standard error output." msgstr "Imprime la chaîne donnée à la sortie d’erreur standard." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Print the given string to the standard output, without adding a newline." msgstr "" "Imprime la chaîne donnée sur la sortie standard, sans ajouter de nouvelle " "ligne." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Serialize a [Variant] to a string." msgstr "Sérialise une [Variant] vers une chaîne de caractères." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Deserialize a [Variant] from a string serialized using [constant VAR_TO_STR]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Serialize a [Variant] to a [PoolByteArray]." msgstr "Sérialise une [Variant] dans un [PoolByteArray]." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Deserialize a [Variant] from a [PoolByteArray] serialized using [constant " "VAR_TO_BYTES]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml 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 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 msgid "Represents the size of the [enum BuiltinFunc] enum." msgstr "Représente la taille de l’enum [enum BuiltinFunc]." #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml msgid "Gets a constant from a given class." msgstr "Obtient une constante d’une classe donnée." #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml 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 msgid "The constant's parent class." msgstr "La classe parent de la constante." #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml msgid "" "The constant to return. See the given class for its available constants." msgstr "" "La constante à retourner. Voir la classe donnée pour ses constantes " "disponibles." #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "A Visual Script node used to annotate the script." msgstr "Un nœud Visual Script utilisé pour annoter le script." #: modules/visual_script/doc_classes/VisualScriptComment.xml 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 msgid "The text inside the comment node." msgstr "Texte à l’intérieur du nœud de commentaire." #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "The comment node's size (in pixels)." msgstr "Taille du nœud de commentaire (en pixels)." #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "The comment node's title." msgstr "Le titre du nœud de commentaire." #: modules/visual_script/doc_classes/VisualScriptComposeArray.xml msgid "A Visual Script Node used to create array from a list of items." msgstr "" "Nœud de script visuel utilisé pour créer un tableau à partir d’une liste " "d’éléments." #: modules/visual_script/doc_classes/VisualScriptComposeArray.xml 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 msgid "A Visual Script node which branches the flow." msgstr "Un nœud Visual Script qui change le flux." #: modules/visual_script/doc_classes/VisualScriptCondition.xml 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 msgid "Gets a contant's value." msgstr "Obtenir la valeur de la constante." #: modules/visual_script/doc_classes/VisualScriptConstant.xml 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 msgid "The constant's type." msgstr "Le type de la constante." #: modules/visual_script/doc_classes/VisualScriptConstant.xml msgid "The constant's value." msgstr "La valeur de la constante." #: modules/visual_script/doc_classes/VisualScriptConstructor.xml msgid "A Visual Script node which calls a base type constructor." msgstr "Un nœud Visual Script qui appelle le constructeur du type de base." #: modules/visual_script/doc_classes/VisualScriptConstructor.xml 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 msgid "A scripted Visual Script node." msgstr "Un nœud Visual Script scripté." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "A custom Visual Script node which can be scripted in powerful ways." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the node's title." msgstr "Retournez le titre du nœud." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the node's category." msgstr "Retourne la catégorie du nœud." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the count of input value ports." msgstr "Renvoie le nombre de ports de valeur d’entrée." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Return the specified input port's hint. See the [enum @GlobalScope." "PropertyHint] hints." msgstr "" "Retourne l'indice du port d'entrée spécifié. Voir les indices dans [enum " "@GlobalScope.PropertyHint]." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the specified input port's hint string." msgstr "Renvoie le texte d'indice du port d'entrée spécifié." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the specified input port's name." msgstr "Renvoie le nom du port d'entrée spécifié." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Return the specified input port's type. See the [enum Variant.Type] values." msgstr "" "Retourne le type du port d'entrée spécifié. Voir les valeurs dans [enum " "Variant.Type]." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the amount of output [b]sequence[/b] ports." msgstr "Retourne le nombre de ports de sortie de la [b]sequence[/b]." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the specified [b]sequence[/b] output's name." msgstr "Retourne le nom de sortie de la [b]sequence[/b] spécifiée." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the amount of output value ports." msgstr "Retourne le nombre de ports de valeur sortants." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Return the specified output port's hint. See the [enum @GlobalScope." "PropertyHint] hints." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the specified output port's hint string." msgstr "Renvoie le texte d'indice du port de sortie spécifié." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the specified output port's name." msgstr "Retourne le nom du port de sortie spécifié." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml #, fuzzy msgid "" "Return the specified output port's type. See the [enum Variant.Type] values." msgstr "Représente la taille de l'énumération [enum Variant.Type]." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml 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 msgid "" "Return the size of the custom node's working memory. See [method _step] for " "more details." msgstr "" "Retourne la taille de la mémoire de travail du nœud personnalisé. Voir " "[method _step] pour plus de détails." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return whether the custom node has an input [b]sequence[/b] port." msgstr "Retourne si le nœud personnalisé à un port d'entrée [b]sequence[/b]." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml 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 msgid "The start mode used the first time when [method _step] is called." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml 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 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 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 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 msgid "" "Hint used by [method _step] to tell that control should stop and exit the " "function." msgstr "" "Un indice utilisé par [method _step] pour préciser que ce contrôle doit " "s'arrêter puis quitter la fonction." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml 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 msgid "" "A Visual Script node which deconstructs a base type instance into its parts." msgstr "" #: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml msgid "The type to deconstruct." msgstr "Le type à déconstruire." #: modules/visual_script/doc_classes/VisualScriptEditor.xml 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 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 msgid "Emitted when a custom Visual Script node is added or removed." msgstr "Émis quand un nœud Visual Script personnalisé est ajouté ou retiré." #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml msgid "Emits a specified signal." msgstr "Émet un signal spécifié." #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml 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 msgid "The signal to emit." msgstr "Le signal à émettre." #: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml msgid "A Visual Script node returning a singleton from [@GlobalScope]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml msgid "The singleton's name." msgstr "Le nom du singleton." #: modules/visual_script/doc_classes/VisualScriptExpression.xml #, fuzzy msgid "A Visual Script node that can execute a custom expression." msgstr "Un nœud Visual Script utilisé pour annoter le script." #: modules/visual_script/doc_classes/VisualScriptExpression.xml 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 msgid "A Visual Script node representing a function." msgstr "Un nœud Visual Script représentant une fonction." #: modules/visual_script/doc_classes/VisualScriptFunction.xml 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 #, fuzzy msgid "A Visual Script node for calling a function." msgstr "Un nœud Visual Script utilisé pour annoter le script." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml 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 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 #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml 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 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 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 msgid "The name of the function to be called." msgstr "Le nom de la fonction à appeler." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml 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 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 msgid "" "The singleton to call the method on. Used when [member call_mode] is set to " "[constant CALL_MODE_SINGLETON]." msgstr "" "Le singleton à appeler par cette méthode. Utilisé quand [member call_mode] " "est à [constant CALL_MODE_SINGLETON]." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml 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 msgid "" "If [code]false[/code], call errors (e.g. wrong number of arguments) will be " "ignored." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called on this [Object]." msgstr "La méthode sera appelée sur cet [Object]." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called on the given [Node] in the scene tree." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "" "The method will be called on an instanced node with the given type and " "script." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called on a GDScript basic type (e.g. [Vector2])." msgstr "" "Cette méthode sera appelée sur un type de base GDScript (ex. [Vector2])." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called on a singleton." msgstr "La méthode sera appelée sur une instance unique." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called locally." msgstr "Cette méthode sera appelée localement." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called remotely." msgstr "Cette méthode sera appelée à distance." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called remotely using an unreliable protocol." msgstr "Cette méthode sera appelée à distance via un protocole peu fiable." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called remotely for the given peer." msgstr "Cette méthode sera appelée à distance pour le pair donné." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "" "The method will be called remotely for the given peer, using an unreliable " "protocol." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml msgid "A Visual Script node representing a function state." msgstr "Un nœud Visual Script représentant l'état d'une fonction." #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml msgid "" "[VisualScriptFunctionState] is returned from [VisualScriptYield] and can be " "used to resume a paused function call." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml 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 msgid "Returns whether the function state is valid." msgstr "Retourne si l'état de la fonction est valide." #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml msgid "Resumes the function to run from the point it was yielded." msgstr "" #: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml #, fuzzy msgid "A Visual Script node returning a constant from [@GlobalScope]." msgstr "Un nœud Visual Script utilisé pour annoter le script." #: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml msgid "The constant to be used." msgstr "La constante à utiliser." #: modules/visual_script/doc_classes/VisualScriptIndexGet.xml #, fuzzy msgid "A Visual Script node for getting a value from an array or a dictionary." msgstr "" "Nœud de script visuel utilisé pour créer un tableau à partir d’une liste " "d’éléments." #: modules/visual_script/doc_classes/VisualScriptIndexGet.xml 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 #, fuzzy msgid "A Visual Script node for setting a value in an array or a dictionary." msgstr "" "Nœud de script visuel utilisé pour créer un tableau à partir d’une liste " "d’éléments." #: modules/visual_script/doc_classes/VisualScriptIndexSet.xml 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 #, fuzzy msgid "A Visual Script node returning a state of an action." msgstr "Un nœud Visual Script utilisé pour annoter le script." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml msgid "" "[VisualScriptInputAction] can be used to check if an action is pressed or " "released." msgstr "" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml msgid "Name of the action." msgstr "Le nom de l'action." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml #, fuzzy msgid "State of the action to check. See [enum Mode] for options." msgstr "La fonction à calculer. Voir [enum Function] pour les options." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml msgid "[code]True[/code] if action is pressed." msgstr "Si [code]true[/code], l'action est pressée." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml msgid "[code]True[/code] if action is released (i.e. not pressed)." msgstr "[code]True[/code] si l'action est relâchée (non appuyée)." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml msgid "[code]True[/code] on the frame the action was pressed." msgstr "[code]True[/code] lors de la trame où l'action était appuyée." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml msgid "[code]True[/code] on the frame the action was released." msgstr "[code]True[/code] lors de la trame où l'action était relâchée." #: modules/visual_script/doc_classes/VisualScriptIterator.xml msgid "Steps through items in a given input." msgstr "Fait défiler les éléments de l'entrée spécifiée." #: modules/visual_script/doc_classes/VisualScriptIterator.xml 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 msgid "A Visual Script virtual class for in-graph editable nodes." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml 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 #, fuzzy msgid "Adds an input port to the Visual Script node." msgstr "Un nœud Visual Script scripté." #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Adds an output port to the Visual Script node." msgstr "Un nœud Visual Script scripté." #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Removes an input port from the Visual Script node." msgstr "Supprime un nœud de la sélection." #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Removes an output port from the Visual Script node." msgstr "Supprime un nœud de la sélection." #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "Sets the name of an input port." msgstr "Définit le nom d'un port d'entrée." #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "Sets the type of an input port." msgstr "Définit le type d'un port d'entrée." #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "Sets the name of an output port." msgstr "Définit le nom d'un port de sortie." #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "Sets the type of an output port." msgstr "Définit le type d'un port de sortie." #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml msgid "Gets a local variable's value." msgstr "Obtient la valeur d’une variable locale." #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml 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 #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml msgid "The local variable's type." msgstr "Le type de la variable locale." #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml msgid "The local variable's name." msgstr "Le nom de la variable locale." #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml msgid "Changes a local variable's value." msgstr "Change la valeur de la variable locale." #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml 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 msgid "Commonly used mathematical constants." msgstr "Constantes mathématiques couramment utilisées." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml 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 msgid "The math constant." msgstr "La constante mathématique." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Unity: [code]1[/code]." msgstr "Unité : [code]1[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Pi: [code]3.141593[/code]." msgstr "Pi : [code]3.141593[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Pi divided by two: [code]1.570796[/code]." msgstr "Pi divisé par deux : [code]1,570796[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Tau: [code]6.283185[/code]." msgstr "Tau : [code]6.283185[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "" "Mathematical constant [code]e[/code], the natural log base: [code]2.718282[/" "code]." msgstr "" "La constante mathématique [code]e[/code], la base du logarithme népérien : " "[code]2.718282[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Square root of two: [code]1.414214[/code]." msgstr "Racine carrée de deux : [code]1,414214[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Infinity: [code]inf[/code]." msgstr "L'infini : [code]inf[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Not a number: [code]nan[/code]." msgstr "Pas un nombre : [code]nan[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Represents the size of the [enum MathConstant] enum." msgstr "Représente la taille de l'énumération [enum MathConstant]." #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "A node which is part of a [VisualScript]." msgstr "Un nœud qui appartient à un [VisualScript]." #: modules/visual_script/doc_classes/VisualScriptNode.xml 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 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 msgid "Returns the [VisualScript] instance the node is bound to." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "" "Notify that the node's ports have changed. Usually used in conjunction with " "[VisualScriptCustomNode] ." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "Change the default value of a given port." msgstr "Modifier la valeur par défaut du port spécifié." #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "Emitted when the available input/output ports are changed." msgstr "Émis quand les ports entrants/sortants sont changés." #: modules/visual_script/doc_classes/VisualScriptOperator.xml #, fuzzy msgid "A Visual Script node that performs an operation on two values." msgstr "" "Nœud de script visuel utilisé pour créer un tableau à partir d’une liste " "d’éléments." #: modules/visual_script/doc_classes/VisualScriptOperator.xml 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 #, fuzzy msgid "" "The operation to be performed. See [enum Variant.Operator] for available " "options." msgstr "" "Type de multiplication à effectuer. Voir [enum Operator] pour les options." #: modules/visual_script/doc_classes/VisualScriptOperator.xml #, fuzzy msgid "" "The type of the values for this operation. See [enum Variant.Type] for " "available options." msgstr "" "Définit la valeur d’un paramètre de zone. Voir [enum AreaParameter] pour une " "liste de paramètres disponibles." #: modules/visual_script/doc_classes/VisualScriptPreload.xml msgid "Creates a new [Resource] or loads one from the filesystem." msgstr "" "Crée une nouvelle [Resource] ou la charge depuis le système de fichiers." #: modules/visual_script/doc_classes/VisualScriptPreload.xml 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 msgid "The [Resource] to load." msgstr "La [Resource] à charger." #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #, fuzzy msgid "A Visual Script node returning a value of a property from an [Object]." msgstr "" "Nœud de script visuel utilisé pour créer un tableau à partir d’une liste " "d’éléments." #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "" "[VisualScriptPropertyGet] can return a value of any property from the " "current object or other objects." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml 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 #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml 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 #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml 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 msgid "" "The indexed name of the property to retrieve. See [method Object." "get_indexed] for details." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml 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 msgid "" "The name of the property to retrieve. Changing this will clear [member " "index]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml 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 msgid "The property will be retrieved from this [Object]." msgstr "La propriété sera récupérée depuis cet [Object]." #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #, fuzzy msgid "The property will be retrieved from the given [Node] in the scene tree." msgstr "" "Le propriété est sérialisé et sauvegardé dans le fichier de la scène(défaut)." #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "" "The property will be retrieved from an instanced node with the given type " "and script." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "" "The property will be retrieved from a GDScript basic type (e.g. [Vector2])." msgstr "" "Cette propriété sera récupérée depuis un type de base GDScript (ex. " "[Vector2])." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "A Visual Script node that sets a property of an [Object]." msgstr "Un nœud Visual Script utilisé pour annoter le script." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "[VisualScriptPropertySet] can set the value of any property from the current " "object or other objects." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "" "The additional operation to perform when assigning. See [enum AssignOp] for " "options." msgstr "" "L'opérateur additionelle à effectuer lors de l'assignation. Voir [enum " "AssignOp] pour les options." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The indexed name of the property to set. See [method Object.set_indexed] for " "details." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The name of the property to set. Changing this will clear [member index]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml 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 msgid "The property will be set on this [Object]." msgstr "La propriété sera définie dans cet [Object]." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "The property will be set on the given [Node] in the scene tree." msgstr "" "Le propriété est sérialisé et sauvegardé dans le fichier de la scène(défaut)." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be set on an instanced node with the given type and script." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "The property will be set on a GDScript basic type (e.g. [Vector2])." msgstr "" "Cette propriété sera définie depuis un type de base GDScript (ex. [Vector2])." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "The property will be assigned regularly." msgstr "La propriété sera assignée régulièrement." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The value will be added to the property. Equivalent of doing [code]+=[/code]." msgstr "" "Cette valeur sera ajouté à la propriété. Ça revient à faire [code]+=[/code]." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The value will be subtracted from the property. Equivalent of doing [code]-" "=[/code]." msgstr "" "Cette valeur sera retirée de la propriété. Ça revient à faire [code]-=[/" "code]." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be multiplied by the value. Equivalent of doing [code]*=[/" "code]." msgstr "" "Cette propriété sera multipliée par la valeur. Ça revient à faire [code]*=[/" "code]." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be divided by the value. Equivalent of doing [code]/=[/" "code]." msgstr "" "Cette propriété sera divisée par la valeur. Ça revient à faire [code]/=[/" "code]." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "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 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 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 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 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 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 msgid "Exits a function and returns an optional value." msgstr "Quitte une fonction et peut retourner une valeur optionnelle." #: modules/visual_script/doc_classes/VisualScriptReturn.xml 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 msgid "If [code]true[/code], the [code]return[/code] input port is available." msgstr "" "Si [code]true[/code], le port d'entrée du [code]return[/code] est disponible." #: modules/visual_script/doc_classes/VisualScriptReturn.xml msgid "The return value's data type." msgstr "Type de données de la valeur de retour." #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml msgid "Node reference." msgstr "Référence du nœud." #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml 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 msgid "The node's path in the scene tree." msgstr "Le chemin du nœud dans l'arborescence de la scène." #: modules/visual_script/doc_classes/VisualScriptSceneTree.xml msgid "A Visual Script node for accessing [SceneTree] methods." msgstr "Un nœud de Visual Script pour accéder aux méthodes du [SceneTree]." #: modules/visual_script/doc_classes/VisualScriptSelect.xml msgid "Chooses between two input values." msgstr "Choisit entre deux valeurs d’entrée." #: modules/visual_script/doc_classes/VisualScriptSelect.xml 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 msgid "The input variables' type." msgstr "Le type des variables d'entrée." #: modules/visual_script/doc_classes/VisualScriptSelf.xml msgid "Outputs a reference to the current instance." msgstr "Produit une référence de l'actuelle instance." #: modules/visual_script/doc_classes/VisualScriptSelf.xml 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 msgid "Executes a series of Sequence ports." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSequence.xml 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 msgid "The number of steps in the sequence." msgstr "Nombre d’étapes de la séquence." #: modules/visual_script/doc_classes/VisualScriptSubCall.xml msgid "Calls a method called [code]_subcall[/code] in this object." msgstr "Appelle la méthode nommée [code]_subcall[/code] sur cet objet." #: modules/visual_script/doc_classes/VisualScriptSubCall.xml 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 msgid "Called by this node." msgstr "Appelé pour ce nœud." #: modules/visual_script/doc_classes/VisualScriptSwitch.xml msgid "Branches program flow based on a given input's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSwitch.xml 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 #, fuzzy msgid "A Visual Script node that casts the given value to another type." msgstr "Un nœud Visual Script utilisé pour annoter le script." #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml msgid "" "[VisualScriptTypeCast] will perform a type conversion to an [Object]-derived " "type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml 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 msgid "The target type to be converted to." msgstr "Le type cible dans lequel convertir la valeur." #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml msgid "Gets a variable's value." msgstr "Obtient la valeur d’une variable." #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml 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 #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml msgid "The variable's name." msgstr "Nom de la variable." #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml msgid "Changes a variable's value." msgstr "Change la valeur d'une variable." #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml 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 msgid "Conditional loop." msgstr "Boucle conditionnelle." #: modules/visual_script/doc_classes/VisualScriptWhile.xml 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 #, fuzzy msgid "A Visual Script node used to pause a function execution." msgstr "Un nœud Visual Script utilisé pour annoter le script." #: modules/visual_script/doc_classes/VisualScriptYield.xml 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 #, fuzzy msgid "" "The mode to use for yielding. See [enum YieldMode] for available options." msgstr "" "Type de multiplication à effectuer. Voir [enum Operator] pour les options." #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "The time to wait when [member mode] is set to [constant YIELD_WAIT]." msgstr "La durée à attendre quand [member mode] est à [constant YIELD_WAIT]." #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "Yields during an idle frame." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "Yields during a physics frame." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "Yields a function and waits the given time." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml #, fuzzy msgid "A Visual Script node yielding for a signal." msgstr "Un nœud Visual Script utilisé pour annoter le script." #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "" "[VisualScriptYieldSignal] will pause the function execution until the " "provided signal is emitted." msgstr "" "[VisualScriptYieldSignal] mettra l'exécution de la fonction en pause jusqu'à " "ce que le signal spécifié soit émis." #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "" "[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 msgid "The signal name to be waited for." msgstr "Le nom du signal à attendre." #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "A signal from this [Object] will be used." msgstr "Un signal depuis cet [Object] sera utilisé." #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "A signal from the given [Node] in the scene tree will be used." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "A signal from an instanced node with the given type will be used." msgstr "" #: doc/classes/VisualServer.xml msgid "Server for anything visible." msgstr "Serveur pour tout ce qui est visible." #: doc/classes/VisualServer.xml 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 msgid "Sets images to be rendered in the window margin." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets margin size, where black bars (or images, if [method " "black_bars_set_images] was used) are rendered." msgstr "" #: doc/classes/VisualServer.xml 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 "" "Crée une caméra et l’ajoute au VisualServer. Il peut être consulté avec le " "RID qui est retourné. Ce RID peut être utilisé dans la plupart des fonctions " "[code]camera_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez cette caméra à une instance en " "utilisant la [method instance_set_base] utilisant le RID retourné." #: doc/classes/VisualServer.xml 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 msgid "" "Sets the environment used by this camera. Equivalent to [member Camera." "environment]." msgstr "" "Définit l'environnement utilisé par cette caméra. Équivalent à [member " "Camera.environment]." #: doc/classes/VisualServer.xml 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 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 "" "Utilise une projection orthogonale pour la caméra. Les objets affichés " "apparaissent avec la même taille peu importe leur éloignement de la caméra." #: doc/classes/VisualServer.xml msgid "" "Sets camera to use perspective projection. Objects on the screen becomes " "smaller when they are far away." msgstr "" "Utilise la perspective comme projection pour la caméra. Ainsi, les objets " "affichés apparaissent plus petits quand ils sont plus éloignés." #: doc/classes/VisualServer.xml msgid "Sets [Transform] of camera." msgstr "Définit la [Transform] de la caméra." #: doc/classes/VisualServer.xml 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 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 "" "Crée un canevas et retourne le [RID] qui lui est assigné. Il peut être " "consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la " "plupart des fonctions [code]canvas_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer." #: doc/classes/VisualServer.xml msgid "Adds a circle command to the [CanvasItem]'s draw commands." msgstr "Ajouter un cercle aux commandes de dessin du [CanvasItem]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If ignore is [code]true[/code], the VisualServer does not perform clipping." msgstr "" "Si [code]true[/code], le multithreading est utilisé pour améliorer les " "performances." #: doc/classes/VisualServer.xml msgid "Adds a line command to the [CanvasItem]'s draw commands." msgstr "Ajouter une line aux commandes de dessin du [CanvasItem]." #: doc/classes/VisualServer.xml msgid "Adds a mesh command to the [CanvasItem]'s draw commands." msgstr "Ajouter un maillage aux commandes de dessin du [CanvasItem]." #: doc/classes/VisualServer.xml msgid "" "Adds a [MultiMesh] to the [CanvasItem]'s draw commands. Only affects its " "aabb at the moment." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Adds a nine patch image to the [CanvasItem]'s draw commands.\n" "See [NinePatchRect] for more explanation." msgstr "" #: doc/classes/VisualServer.xml msgid "Adds a particle system to the [CanvasItem]'s draw commands." msgstr "" "Ajouter un système de particules aux commandes de dessin du [CanvasItem]." #: doc/classes/VisualServer.xml msgid "Adds a polygon to the [CanvasItem]'s draw commands." msgstr "Ajouter un polygone aux commandes de dessin du [CanvasItem]." #: doc/classes/VisualServer.xml 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 msgid "Adds a primitive to the [CanvasItem]'s draw commands." msgstr "Ajouter une primitive aux commandes de dessin du [CanvasItem]." #: doc/classes/VisualServer.xml msgid "Adds a rectangle to the [CanvasItem]'s draw commands." msgstr "Ajouter un rectangle aux commandes de dessin du [CanvasItem]." #: doc/classes/VisualServer.xml 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 msgid "Adds a textured rect to the [CanvasItem]'s draw commands." msgstr "Ajouter un rectangle texturé aux commandes de dessin du [CanvasItem]." #: doc/classes/VisualServer.xml msgid "" "Adds a texture rect with region setting to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml msgid "Adds a triangle array to the [CanvasItem]'s draw commands." msgstr "" "Ajouter un tableau de triangles aux commandes de dessin du [CanvasItem]." #: doc/classes/VisualServer.xml msgid "Clears the [CanvasItem] and removes all commands in it." msgstr "" #: doc/classes/VisualServer.xml 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 "" "Crée un nouveau [CanvasItem] et l’ajoute au VisualServer. Il peut être " "consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la " "plupart des fonctions [code]canvas_item_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets clipping for the [CanvasItem]." msgstr "Définit la coupure pour le [CanvasItem]." #: doc/classes/VisualServer.xml msgid "Sets the [CanvasItem] to copy a rect to the backbuffer." msgstr "" #: doc/classes/VisualServer.xml msgid "Defines a custom drawing rectangle for the [CanvasItem]." msgstr "Définit un rectangle personnalisé à dessiner sur le [CanvasItem]." #: doc/classes/VisualServer.xml msgid "" "Enables the use of distance fields for GUI elements that are rendering " "distance field based fonts." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets [CanvasItem] to be drawn behind its parent." msgstr "Définit le [CanvasItem] comme étant dessiné derrière son parent." #: doc/classes/VisualServer.xml msgid "Sets the index for the [CanvasItem]." msgstr "Définit l’index du [CanvasItem]." #: doc/classes/VisualServer.xml msgid "" "The light mask. See [LightOccluder2D] for more information on light masks." msgstr "" "Le masque de lumière. Voir [LightOccluder2D] pour plus d'informations sur " "les masques de lumière." #: doc/classes/VisualServer.xml msgid "Sets a new material to the [CanvasItem]." msgstr "Définit un nouveau matériau pour le [CanvasItem]." #: doc/classes/VisualServer.xml msgid "Sets the color that modulates the [CanvasItem] and its children." msgstr "Définit la couleur qui module le [CanvasItem] et de ces enfants." #: doc/classes/VisualServer.xml 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 msgid "Sets the color that modulates the [CanvasItem] without children." msgstr "" "Définit la couleur qui module le [CanvasItem] sans affecter ses enfants." #: doc/classes/VisualServer.xml msgid "Sets if [CanvasItem]'s children should be sorted by y-position." msgstr "" "Définir si les enfants du [CanvasItem] doivent être triés par leur position " "selon l'axe Y." #: doc/classes/VisualServer.xml msgid "Sets the [CanvasItem]'s [Transform2D]." msgstr "Définit la [Transform2D] du [CanvasItem]." #: doc/classes/VisualServer.xml msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "Définit si le [CanvasItem] utilise le même matériau que son parent." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets if the canvas item (including its children) is visible." msgstr "Masquer le [CanvasItem] s’il est actuellement visible." #: doc/classes/VisualServer.xml 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 msgid "" "Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are " "drawn first)." msgstr "" "Définit l'index Z du [CanvasItem], c'est sa position d'affichage (les plus " "faibles index seront affichés avant les autres)." #: doc/classes/VisualServer.xml msgid "" "Attaches the canvas light to the canvas. Removes it from its previous canvas." msgstr "" "Attache une lumière de canevas à une instance. Retire la lumière " "précédemment assignée à cette instance." #: doc/classes/VisualServer.xml 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 "" "Crée un canevas de lumière et l’ajoute au VisualServer. Il peut être " "consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la " "plupart des fonctions [code]canvas_light_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez ce canevas de lumière à une instance en " "utilisant la [method instance_set_base] utilisant le RID retourné." #: doc/classes/VisualServer.xml msgid "" "Attaches a light occluder to the canvas. Removes it from its previous canvas." msgstr "" "Attache un occulteur de lumière à une instance. Retire l'occulteur " "précédemment assigné à cette instance." #: doc/classes/VisualServer.xml 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 "" "Crée un occulteur de lumière spot et l’ajoute au VisualServer. Il peut être " "consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la " "plupart des fonctions [code]canvas_light_ocluder_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez ce occulteur de lumière à une instance " "en utilisant la [method instance_set_base] utilisant le RID retourné." #: doc/classes/VisualServer.xml msgid "Enables or disables light occluder." msgstr "Active ou désactive l'obturateur de lumière." #: doc/classes/VisualServer.xml msgid "Sets a light occluder's polygon." msgstr "Définit le polygone d'un occluseur de lumière." #: doc/classes/VisualServer.xml msgid "Sets a light occluder's [Transform2D]." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the color for a light." msgstr "Définit la couleur pour une lumière." #: doc/classes/VisualServer.xml msgid "Enables or disables a canvas light." msgstr "Active ou désactive une lumière du canevas." #: doc/classes/VisualServer.xml msgid "Sets a canvas light's energy." msgstr "Définit l'énergie d'une lumière du canevas." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets a canvas light's height." msgstr "Définit la hauteur d’une toile." #: doc/classes/VisualServer.xml 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 msgid "The layer range that gets rendered with this light." msgstr "" #: doc/classes/VisualServer.xml msgid "The mode of the light, see [enum CanvasLightMode] constants." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the texture's scale factor of the light. Equivalent to [member Light2D." "texture_scale]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the width of the shadow buffer, size gets scaled to the next power of " "two for this." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the color of the canvas light's shadow." msgstr "Définit la couleur de l'ombre du canevas." #: doc/classes/VisualServer.xml msgid "Enables or disables the canvas light's shadow." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] " "constants." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the length of the shadow's gradient." msgstr "Définit la longueur du dégradé de l'ombre." #: doc/classes/VisualServer.xml msgid "Smoothens the shadow. The lower, the smoother." msgstr "L'intensité du lissage de l'ombre." #: doc/classes/VisualServer.xml msgid "" "Sets texture to be used by light. Equivalent to [member Light2D.texture]." msgstr "" "Définit une texture à utiliser pour la lumière. Équivalent à [member Light2D." "texture]." #: doc/classes/VisualServer.xml msgid "" "Sets the offset of the light's texture. Equivalent to [member Light2D." "offset]." msgstr "" "Définit le décalage de la texture de lumière. Équivalent à [member Light2D." "offset]." #: doc/classes/VisualServer.xml msgid "Sets the canvas light's [Transform2D]." msgstr "Définit la [Transform2D] de la lumière du canevas." #: doc/classes/VisualServer.xml 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 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 "" "Crée un nouveau polygone de bloqueur de lumière et l’ajoute au VisualServer. " "Il peut être consulté avec le RID qui est retourné. Ce RID peut être utilisé " "dans la plupart des fonctions [code]canvas_occluder_polygon_*[/code] " "VisualServer.\n" "Une fois terminé avec ce RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer." #: doc/classes/VisualServer.xml msgid "" "Sets an occluder polygons cull mode. See [enum " "CanvasOccluderPolygonCullMode] constants." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the shape of the occluder polygon." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the shape of the occluder polygon as lines." msgstr "" #: doc/classes/VisualServer.xml msgid "" "A copy of the canvas item will be drawn with a local offset of the mirroring " "[Vector2]." msgstr "" #: doc/classes/VisualServer.xml msgid "Modulates all colors in the given canvas." msgstr "Module toutes les couleurs du canevas spécifié." #: doc/classes/VisualServer.xml 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 "" "Crée une lumière directionnelle et l’ajoute au VisualServer. Il peut être " "consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la " "plupart des fonctions [code]light_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez cette lumière directionnelle à une " "instance en utilisant la [method instance_set_base] utilisant le RID " "retourné." #: doc/classes/VisualServer.xml msgid "" "Draws a frame. [i]This method is deprecated[/i], please use [method " "force_draw] instead." msgstr "" "Affiche une trame. [i]Cette méthode est obsolète[/i], veuillez plutôt " "utiliser [method force_draw]." #: doc/classes/VisualServer.xml 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 "" "Crée un environnement et l’ajoute au VisualServer. Il peut être consulté " "avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des " "fonctions [code]environment_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez cet environnement à une instance en " "utilisant la [method instance_set_base] utilisant le RID retourné." #: doc/classes/VisualServer.xml msgid "" "Sets the values to be used with the \"Adjustment\" post-process effect. See " "[Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the ambient light parameters. See [Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment." "background_mode]." msgstr "" "Définit le mode d'arrière-plan [i]BGMode[/i] de l'environnement. Équivalent " "à [member Environment.background_mode]." #: doc/classes/VisualServer.xml msgid "" "Color displayed for clear areas of the scene (if using Custom color or " "Color+Sky background modes)." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the intensity of the background color." msgstr "Définit l'intensité de la couleur de l'arrière-plan." #: doc/classes/VisualServer.xml msgid "Sets the maximum layer to use if using Canvas background mode." msgstr "" "Définit le claque maximal à utiliser si l'arrière-plan utilise un canevas." #: doc/classes/VisualServer.xml 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 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 msgid "" "Sets the variables to be used with the scene fog. See [Environment] for more " "details." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the fog depth effect. See [Environment] " "for more details." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the fog height effect. See [Environment] " "for more details." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"glow\" post-process effect. See " "[Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the [Sky] to be used as the environment's background when using " "[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets a custom field of view for the background [Sky]. Equivalent to [member " "Environment.background_sky_custom_fov]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent " "to [member Environment.background_sky_orientation]." msgstr "" #: doc/classes/VisualServer.xml 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 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 msgid "" "Sets the variables to be used with the \"tonemap\" post-process effect. See " "[Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml msgid "Removes buffers and clears testcubes." msgstr "Supprime les tampons et efface les testcubes." #: doc/classes/VisualServer.xml 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 "" "Force l'affichage une trame à l'appel de cette fonction. Afficher une trame " "met à jour tous les [Viewport] qui sont actifs. À utiliser avec beaucoup de " "vigilance." #: doc/classes/VisualServer.xml msgid "Synchronizes threads." msgstr "Synchronise les fils." #: doc/classes/VisualServer.xml msgid "Tries to free an object in the VisualServer." msgstr "Essaye de supprimer un objet dans le VisualServer." #: doc/classes/VisualServer.xml msgid "Returns a certain information, see [enum RenderInfo] for options." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the id of the test cube. Creates one if none exists." msgstr "Retourne l'identifiant du cube de test. En crée un si aucun n'existe." #: doc/classes/VisualServer.xml msgid "Returns the id of the test texture. Creates one if none exists." msgstr "" "Retourne l'identifiant de la texture de test. En crée une si aucune n'existe." #: doc/classes/VisualServer.xml 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 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 msgid "Returns the id of a white texture. Creates one if none exists." msgstr "" "Retourn l'identifiant de la texture blanche. En crée une si aucune n'existe." #: doc/classes/VisualServer.xml 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 "" "Crée une sonde GI et l’ajoute au VisualServer. Il peut être consulté avec le " "RID qui est retourné. Ce RID peut être utilisé dans la plupart des fonctions " "[code]gi_probe_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez cette sonde GI à une instance en " "utilisant la [method instance_set_base] utilisant le RID retourné." #: doc/classes/VisualServer.xml 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 msgid "" "Returns the axis-aligned bounding box that covers the full extent of the GI " "probe." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the cell size set by [method gi_probe_set_cell_size]." msgstr "" "Retourne la taille de la cellule définit par [method gi_probe_set_cell_size]." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the data used by the GI probe." msgstr "Renvoie l’espace affecté à la zone." #: doc/classes/VisualServer.xml msgid "" "Returns the dynamic range set for this GI probe. Equivalent to [member " "GIProbe.dynamic_range]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns the energy multiplier for this GI probe. Equivalent to [member " "GIProbe.energy]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns the normal bias for this GI probe. Equivalent to [member GIProbe." "normal_bias]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns the propagation value for this GI probe. Equivalent to [member " "GIProbe.propagation]." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]." msgstr "Retourne la Transform définie par [method gi_probe_set_to_cell_xform]." #: doc/classes/VisualServer.xml 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 #, fuzzy 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 "" "Si [code]true[/code], les réflexions ignoreront la contribution du ciel. " "Équivalent à [member ReflectionProbe.interior]." #: doc/classes/VisualServer.xml msgid "" "Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe." "bias]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the axis-aligned bounding box that covers the extent of the GI probe." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the size of individual cells within the GI probe." msgstr "" #: doc/classes/VisualServer.xml 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 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 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 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 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 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 msgid "" "Sets the propagation of light within this GI probe. Equivalent to [member " "GIProbe.propagation]." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets the to cell [Transform] for this GI probe." msgstr "Retourne la matrice de transformation globale de cet élément." #: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if changes have been made to the VisualServer's " "data. [method draw] is usually called if this happens.\n" "As changes are registered as either high or low priority (e.g. dynamic " "shaders), this function takes an optional argument to query either low or " "high priority changes, or any changes." msgstr "" #: doc/classes/VisualServer.xml msgid "Not yet implemented. Always returns [code]false[/code]." msgstr "Pas encore implémenté. Retourne toujours [code]false[/code]." #: doc/classes/VisualServer.xml 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 msgid "" "Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to " "[method ImmediateGeometry.begin]." msgstr "" "Prépare la [ImmediateGeometry] en interne pour commencer son affichage. " "Équivalent à [method ImmediateGeometry.begin]." #: doc/classes/VisualServer.xml msgid "" "Clears everything that was set up between [method immediate_begin] and " "[method immediate_end]. Equivalent to [method ImmediateGeometry.clear]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the color to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_color]." msgstr "" #: doc/classes/VisualServer.xml 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 "" "Crée une géométrie immédiate spot et l’ajoute au VisualServer. Il peut être " "consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la " "plupart des fonctions [code]immediate_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez cette géométrie immédiate à une " "instance en utilisant la [method instance_set_base] utilisant le RID " "retourné." #: doc/classes/VisualServer.xml msgid "" "Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method " "ImmediateGeometry.end]." msgstr "" "Termine la création de la [ImmediateGeometry] et l'affiche. Équivalent à " "[method ImmediateGeometry.end]." #: doc/classes/VisualServer.xml msgid "Returns the material assigned to the [ImmediateGeometry]." msgstr "Retourne le matériel affecté à la [ImmediateGeometry]." #: doc/classes/VisualServer.xml msgid "" "Sets the normal to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_normal]." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets the material to be used to draw the [ImmediateGeometry]." msgstr "Retourne le matériel affecté à la [ImmediateGeometry3D]." #: doc/classes/VisualServer.xml msgid "" "Sets the tangent to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_tangent]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the UV to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_uv]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the UV2 to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_uv2]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Adds the next vertex using the information provided in advance. Equivalent " "to [method ImmediateGeometry.add_vertex]." msgstr "" #: doc/classes/VisualServer.xml 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 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 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 msgid "" "Attaches a skeleton to an instance. Removes the previous skeleton from the " "instance." msgstr "" "Attache un squelette à une instance. Retire le squelette précédemment " "assigné à cette instance." #: doc/classes/VisualServer.xml 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 "" "Crée une lumière spot et l’ajoute au VisualServer. Il peut être consulté " "avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des " "fonctions [code]light_*[/code] du VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Une instance est un moyen de placer un objet 3D dans un scénario. Les objets " "comme les particules, les maillages, et les sondes de réflexion doivent être " "associées à une instance pour être visible dans le scénario en utilisant " "[method instance_set_base]." #: doc/classes/VisualServer.xml 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 "" "Crée une instance visuelle et l’ajoute au VisualServer, en définissant à la " "fois la base et le scénario. Il peut être consulté avec le RID qui est " "retourné. Ce RID peut être utilisé dans la plupart des fonctions " "[code]instance_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer." #: doc/classes/VisualServer.xml msgid "Not implemented in Godot 3.x." msgstr "Non mis en œuvre dans Godot 3.x." #: doc/classes/VisualServer.xml msgid "" "Sets the shadow casting setting to one of [enum ShadowCastingSetting]. " "Equivalent to [member GeometryInstance.cast_shadow]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for " "more details." msgstr "" "Définit le drapeau pour un [enum InstanceFlags] spécifié. Voir [enum " "InstanceFlags] pour plus de détails." #: doc/classes/VisualServer.xml msgid "" "Sets a material that will be rendered for all surfaces on top of active " "materials for the mesh associated with this instance. Equivalent to [member " "GeometryInstance.material_overlay]." msgstr "" #: doc/classes/VisualServer.xml 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 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 msgid "Sets the weight for a given blend shape associated with this instance." msgstr "" #: doc/classes/VisualServer.xml 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 msgid "Function not implemented in Godot 3.x." msgstr "Fonction non implémentée dans Godot 3.x." #: doc/classes/VisualServer.xml 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 msgid "" "Sets the render layers that this instance will be drawn to. Equivalent to " "[member VisualInstance.layers]." msgstr "" #: doc/classes/VisualServer.xml 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 msgid "" "Sets the material of a specific surface. Equivalent to [method MeshInstance." "set_surface_material]." msgstr "" "Définit le matériau de la surface spécifiée. Équivalent à [method " "MeshInstance.set_surface_material]." #: doc/classes/VisualServer.xml msgid "" "Sets the world space transform of the instance. Equivalent to [member " "Spatial.transform]." msgstr "" "Définit la transformation globale de l'instance. Équivalent à [member " "Spatial.transform]." #: doc/classes/VisualServer.xml msgid "Sets the lightmap to use with this instance." msgstr "Définit la texture de lumière à utiliser pour cette instance." #: doc/classes/VisualServer.xml msgid "" "Sets whether an instance is drawn or not. Equivalent to [member Spatial." "visible]." msgstr "" "Définit quand l'instance est affichée ou pas. Équivalent à [member Spatial." "visible]." #: doc/classes/VisualServer.xml msgid "" "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 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 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 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 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 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 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 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 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 msgid "Sets the color of the light. Equivalent to [member Light.light_color]." msgstr "" #: doc/classes/VisualServer.xml 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 #, fuzzy msgid "" "If [code]true[/code], light will subtract light instead of adding light. " "Equivalent to [member Light.light_negative]." msgstr "" "Si [code]true[/code], les réflexions ignoreront la contribution du ciel. " "Équivalent à [member ReflectionProbe.interior]." #: doc/classes/VisualServer.xml msgid "" "Sets the specified light parameter. See [enum LightParam] for options. " "Equivalent to [method Light.set_param]." msgstr "" #: doc/classes/VisualServer.xml 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 #, fuzzy msgid "" "If [code]true[/code], light will cast shadows. Equivalent to [member Light." "shadow_enabled]." msgstr "" "Si [code]true[/code], les réflexions ignoreront la contribution du ciel. " "Équivalent à [member ReflectionProbe.interior]." #: doc/classes/VisualServer.xml msgid "" "Sets the color of the shadow cast by the light. Equivalent to [member Light." "shadow_color]." msgstr "" #: doc/classes/VisualServer.xml 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 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 "" "Crée une capture de lumière et l’ajoute au VisualServer. Il peut être " "consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la " "plupart des fonctions [code]lightmap_capture_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez cette capture de lumière à une instance " "en utilisant la [method instance_set_base] utilisant le RID retourné." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the size of the lightmap capture area." msgstr "Renvoie le sinus du paramètre." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the energy multiplier used by the lightmap capture." msgstr "Renvoie le nombre de textures dans l’atlas BitmapFont." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the octree used by the lightmap capture." msgstr "Renvoie l’espace affecté à la zone." #: doc/classes/VisualServer.xml msgid "" "Returns the cell subdivision amount used by this lightmap capture's octree." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the cell transform for this lightmap capture's octree." msgstr "Retourne la matrice de transformation de la toile de cet objet." #: doc/classes/VisualServer.xml msgid "Returns [code]true[/code] if capture is in \"interior\" mode." msgstr "Retourne [code]true[/code] si la capture est en mode \"intérieur\"." #: doc/classes/VisualServer.xml msgid "" "Sets the size of the area covered by the lightmap capture. Equivalent to " "[member BakedLightmapData.bounds]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the energy multiplier for this lightmap capture. Equivalent to [member " "BakedLightmapData.energy]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the \"interior\" mode for this lightmap capture. Equivalent to [member " "BakedLightmapData.interior]." msgstr "" #: doc/classes/VisualServer.xml 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 msgid "" "Sets the subdivision level of this lightmap capture's octree. Equivalent to " "[member BakedLightmapData.cell_subdiv]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the octree cell transform for this lightmap capture's octree. " "Equivalent to [member BakedLightmapData.cell_space_transform]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns a mesh of a sphere with the given amount of horizontal and vertical " "subdivisions." msgstr "" #: doc/classes/VisualServer.xml 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 "" "Crée un matériau vide et l’ajoute au VisualServer. Il peut être consulté " "avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des " "fonctions [code]material_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez cette lumière spot à une instance en " "utilisant la [method instance_set_base] utilisant le RID retourné." #: doc/classes/VisualServer.xml msgid "Returns the value of a certain material's parameter." msgstr "Retourne la valeur du paramètre du matériau." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Returns the default value for the param if available. Returns [code]null[/" "code] otherwise." msgstr "" "Retourne la valeur par défaut du paramètre nommé [code]name[/code] du " "matériau." #: doc/classes/VisualServer.xml 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 msgid "Sets a material's line width." msgstr "Définit l'épaisseur des lignes du matériau." #: doc/classes/VisualServer.xml msgid "Sets an object's next material." msgstr "Définit le prochain matériau d’un objet." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets a material's parameter." msgstr "Définit le paramètre d’un matériau." #: doc/classes/VisualServer.xml msgid "Sets a material's render priority." msgstr "Définit la priorité de rendu d’un matériau." #: doc/classes/VisualServer.xml msgid "Sets a shader material's shader." msgstr "Définit l’ombrage d’un matériau ombragé." #: doc/classes/VisualServer.xml msgid "" "Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] " "constants for types." msgstr "" #: doc/classes/VisualServer.xml msgid "Removes all surfaces from a mesh." msgstr "Enlève toutes les surfaces d’un maillage." #: doc/classes/VisualServer.xml 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 "" "Crée un nouveau maillage et l’ajoute au VisualServer. Il peut être consulté " "avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des " "fonctions [code]mesh_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez ce maillage spot à une instance en " "utilisant la [method instance_set_base] utilisant le RID retourné." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns a mesh's blend shape count." msgstr "Retourne le nombre de formes de mélange d’un maillage." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns a mesh's blend shape mode." msgstr "Retourne le mode de forme de mélange d’un maillage." #: doc/classes/VisualServer.xml msgid "Returns a mesh's custom aabb." msgstr "Retourne l’aabb personnalisé d’un maillage." #: doc/classes/VisualServer.xml msgid "Returns a mesh's number of surfaces." msgstr "Retourne le nombre de surface du maillage." #: doc/classes/VisualServer.xml msgid "Removes a mesh's surface." msgstr "Supprime la surface d'un maillage." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets a mesh's blend shape count." msgstr "Retourne le nombre de formes de mélange d’un maillage." #: doc/classes/VisualServer.xml msgid "Sets a mesh's blend shape mode." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a mesh's custom aabb." msgstr "Définit l’aabb personnalisé d’un maillage." #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's aabb." msgstr "Retourne l’aabb de la surface d'un maillage." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns a mesh's surface's vertex buffer." msgstr "Retourne l’aabb personnalisé d’un maillage." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns a mesh's surface's amount of indices." msgstr "Renvoie le nombre de points de la Ligne2D." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns a mesh's surface's amount of vertices." msgstr "Renvoie le nombre de points de la Ligne2D." #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's buffer arrays." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's arrays for blend shapes." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the format of a mesh's surface." msgstr "Retourne le nom de la méthode d'une piste de méthode." #: doc/classes/VisualServer.xml msgid "Function is unused in Godot 3.x." msgstr "Cette fonction n'est pas utilisée dans Godot 3.x." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns a mesh's surface's index buffer." msgstr "Retourne le mode de forme de mélange d’un maillage." #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's material." msgstr "Retourne le matériau de la surface du maillage." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the primitive type of a mesh's surface." msgstr "Retourne le nom de la méthode d'une piste de méthode." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the aabb of a mesh's surface's skeleton." msgstr "Retourne la traduction d’un message." #: doc/classes/VisualServer.xml msgid "Sets a mesh's surface's material." msgstr "Définit le matériau de la surface du maillage." #: doc/classes/VisualServer.xml 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 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 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 "" "Crée un multimesh et l’ajoute au VisualServer. Il peut être consulté avec le " "RID qui est retourné. Ce RID peut être utilisé dans la plupart des fonctions " "[code]multimesh_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez ce multimesh à une instance en " "utilisant la [method instance_set_base] utilisant le RID retourné." #: doc/classes/VisualServer.xml msgid "" "Calculates and returns the axis-aligned bounding box that encloses all " "instances within the multimesh." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the number of instances allocated for this multimesh." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns the RID of the mesh that will be used in drawing this multimesh." msgstr "" "Retourne le RID du maillage qui sera utilisé pour l'affichage de ce " "multimesh." #: doc/classes/VisualServer.xml msgid "Returns the number of visible instances for this multimesh." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the color by which the specified instance will be modulated." msgstr "Retourne la couleur par laquelle l'instance spécifiée sera modulée." #: doc/classes/VisualServer.xml msgid "Returns the custom data associated with the specified instance." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the [Transform] of the specified instance." msgstr "Retourne la [Transform] de l'instance spécifiée." #: doc/classes/VisualServer.xml msgid "" "Returns the [Transform2D] of the specified instance. For use when the " "multimesh is set to use 2D transforms." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the color by which this instance will be modulated. Equivalent to " "[method MultiMesh.set_instance_color]." msgstr "" "Définit la couleur dans laquelle l'instance sera teintée. Équivalent à " "[method MultiMesh.set_instance_color]." #: doc/classes/VisualServer.xml 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 msgid "" "Sets the [Transform] for this instance. Equivalent to [method MultiMesh." "set_instance_transform]." msgstr "" "Définit la [Transform] pour cette instance. Équivalent à [method MultiMesh." "set_instance_transform]." #: doc/classes/VisualServer.xml 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 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 msgid "" "Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh." "mesh]." msgstr "" "Définit le maillage à utiliser pour le multimesh. Équivalent à [member " "MultiMesh.mesh]." #: doc/classes/VisualServer.xml 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 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 "" "Crée une lumière omni et l’ajoute au VisualServer. Il peut être consulté " "avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des " "fonctions [code]light_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez cette lumière omni à une instance en " "utilisant la [method instance_set_base] utilisant le RID retourné." #: doc/classes/VisualServer.xml 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 "" "Crée un système de particules et l’ajoute au VisualServer. Il peut être " "consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la " "plupart des fonctions [code]particles_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez ce système de particules à une instance " "en utilisant la [method instance_set_base] utilisant le RID retourné." #: doc/classes/VisualServer.xml 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 msgid "Returns [code]true[/code] if particles are currently set to emitting." msgstr "" "Retourne [code]true[/code] si les particules sont actuellement en train " "d'être émises." #: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if particles are not emitting and particles are " "set to inactive." msgstr "" "Retourne [code]true[/code] si les particules ne sont pas émises et qu'elles " "sont inactives." #: doc/classes/VisualServer.xml 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 msgid "" "Reset the particles on the next update. Equivalent to [method Particles." "restart]." msgstr "" "Réinitialise les particules à la prochaine mise à jour. Équivalent à [method " "Particles.restart]." #: doc/classes/VisualServer.xml 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 msgid "" "Sets a custom axis-aligned bounding box for the particle system. Equivalent " "to [member Particles.visibility_aabb]." msgstr "" #: doc/classes/VisualServer.xml 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 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 msgid "" "Sets the number of draw passes to use. Equivalent to [member Particles." "draw_passes]." msgstr "" "Définit le nombre de passes de dessin à utiliser. Équivalent à [member " "Particles.draw_passes]." #: doc/classes/VisualServer.xml msgid "" "Sets the [Transform] that will be used by the particles when they first emit." msgstr "" "Définit la [Transform] qui sera utilisée par les particules au début de leur " "émission." #: doc/classes/VisualServer.xml 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 msgid "" "Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]." msgstr "" "Définit le facteur d'explosion. Équivalent à [member Particles." "explosiveness]." #: doc/classes/VisualServer.xml msgid "" "Sets the frame rate that the particle system rendering will be fixed to. " "Equivalent to [member Particles.fixed_fps]." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If [code]true[/code], uses fractional delta which smooths the movement of " "the particles. Equivalent to [member Particles.fract_delta]." msgstr "" "Si [code]true[/code], les réflexions ignoreront la contribution du ciel. " "Équivalent à [member ReflectionProbe.interior]." #: doc/classes/VisualServer.xml msgid "" "Sets the lifetime of each particle in the system. Equivalent to [member " "Particles.lifetime]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], particles will emit once and then stop. Equivalent to " "[member Particles.one_shot]." msgstr "" "Si [code]true[/code], les particules sera émise une seule fois puis " "arrêtées. Équivalent à [member Particles.one_shot]." #: doc/classes/VisualServer.xml 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 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 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 msgid "" "Sets the speed scale of the particle system. Equivalent to [member Particles." "speed_scale]." msgstr "" "Définit le facteur de vitesse des particules. Équivalent à [member Particles." "speed_scale]." #: doc/classes/VisualServer.xml msgid "" "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 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 "" "Crée une sonde de réflexions et l’ajoute au VisualServer. Il peut être " "consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la " "plupart des fonctions [code]reflection_probe_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez cette sonde de réflexions à une " "instance en utilisant la [method instance_set_base] utilisant le RID " "retourné." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If [code]true[/code], reflections will ignore sky contribution. Equivalent " "to [member ReflectionProbe.interior_enable]." msgstr "" "Si [code]true[/code], les réflexions ignoreront la contribution du ciel. " "Équivalent à [member ReflectionProbe.interior]." #: doc/classes/VisualServer.xml 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 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 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 msgid "" "Sets the size of the area that the reflection probe will capture. Equivalent " "to [member ReflectionProbe.extents]." msgstr "" #: doc/classes/VisualServer.xml 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 #, fuzzy msgid "" "Sets the ambient light color for this reflection probe when set to interior " "mode. Equivalent to [member ReflectionProbe.interior_ambient_color]." msgstr "" "Si [code]true[/code], les réflexions ignoreront la contribution du ciel. " "Équivalent à [member ReflectionProbe.interior]." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Si [code]true[/code], les réflexions ignoreront la contribution du ciel. " "Équivalent à [member ReflectionProbe.interior]." #: doc/classes/VisualServer.xml 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 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 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 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 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 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 "" "Crée un scénario et l’ajoute au VisualServer. Il peut être consulté avec le " "RID qui est retourné. Ce RID peut être utilisé dans la plupart des fonctions " "[code]scenario_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Le scénario est le monde 3D où toutes les instances visuelles existent." #: doc/classes/VisualServer.xml msgid "" "Sets the [enum ScenarioDebugMode] for this scenario. See [enum " "ScenarioDebugMode] for options." msgstr "" "Définit le [enum ScenarioDebugMode] pour ce scénario. Voir [enum " "ScenarioDebugMode] pour les options." #: doc/classes/VisualServer.xml msgid "Sets the environment that will be used with this scenario." msgstr "" #: doc/classes/VisualServer.xml 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 msgid "" "Sets the size of the reflection atlas shared by all reflection probes in " "this scenario." msgstr "" #: doc/classes/VisualServer.xml 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 msgid "" "If [code]true[/code], the engine will generate wireframes for use with the " "wireframe debug mode." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the default clear color which is used when a specific clear color has " "not been selected." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If asynchronous shader compilation is enabled, this controls whether " "[constant SpatialMaterial.ASYNC_MODE_HIDDEN] is obeyed.\n" "For instance, you may want to enable this temporarily before taking a " "screenshot. This ensures everything is visible even if shaders with async " "mode [i]hidden[/i] are not ready yet.\n" "Reflection probes use this internally to ensure they capture everything " "regardless the shaders are ready or not." msgstr "" #: doc/classes/VisualServer.xml 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 #, fuzzy msgid "Enables or disables occlusion culling." msgstr "Active ou désactive une lumière du canevas." #: doc/classes/VisualServer.xml 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 "" "Crée un shader vide et l’ajoute au VisualServer. Il peut être consulté avec " "le RID qui est retourné. Ce RID peut être utilisé dans la plupart des " "fonctions [code]shader_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez ce shader vide à une instance en " "utilisant la [method instance_set_base] utilisant le RID retourné." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns a shader's code." msgstr "Retourne le code d'un shader." #: doc/classes/VisualServer.xml msgid "Returns a default texture from a shader searched by name." msgstr "Retourne la texture par défaut du shader à partir de son nom." #: doc/classes/VisualServer.xml msgid "Returns the parameters of a shader." msgstr "Retourne les paramètres d'un shader." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets a shader's code." msgstr "Définit le code d'un shader." #: doc/classes/VisualServer.xml msgid "Sets a shader's default texture. Overwrites the texture given by name." msgstr "" "Définit la texture par défaut du shader. Écrase la texture donnée en nom." #: doc/classes/VisualServer.xml msgid "Allocates the GPU buffers for this skeleton." msgstr "Alloue la mémoire tampon dans le GPU pour ce squelette." #: doc/classes/VisualServer.xml msgid "Returns the [Transform] set for a specific bone of this skeleton." msgstr "Retourne la [Transform] définie pour l'os spécifié pour ce squelette." #: doc/classes/VisualServer.xml msgid "Returns the [Transform2D] set for a specific bone of this skeleton." msgstr "" "Retourne la [Transform2D] définie pour l'os spécifié pour ce squelette." #: doc/classes/VisualServer.xml msgid "Sets the [Transform] for a specific bone of this skeleton." msgstr "Définit la [Transform] pour un os spécifique de ce squelette." #: doc/classes/VisualServer.xml msgid "Sets the [Transform2D] for a specific bone of this skeleton." msgstr "Définit la [Transform2D] pour un os spécifique de ce squelette." #: doc/classes/VisualServer.xml 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 "" "Crée un squelette et l’ajoute au VisualServer. Il peut être consulté avec le " "RID qui est retourné. Ce RID peut être utilisé dans la plupart des fonctions " "[code]skeleton_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez ce squelette à une instance en " "utilisant la [method instance_set_base] utilisant le RID retourné." #: doc/classes/VisualServer.xml msgid "Returns the number of bones allocated for this skeleton." msgstr "Retourne le nombre d'os alloués pour ce squelette." #: doc/classes/VisualServer.xml 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 "" "Crée un ciel vide et l’ajoute au VisualServer. Il peut être consulté avec le " "RID qui est retourné. Ce RID peut être utilisé dans la plupart des fonctions " "[code]sky_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez ce ciel vide à une instance en " "utilisant la [method instance_set_base] utilisant le RID retourné." #: doc/classes/VisualServer.xml msgid "Sets a sky's texture." msgstr "Définit la texture du ciel." #: doc/classes/VisualServer.xml 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 "" "Crée une lumière spot et l’ajoute au VisualServer. Il peut être consulté " "avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des " "fonctions [code]light_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez cette lumière spot à une instance en " "utilisant la [method instance_set_base] utilisant le RID retourné." #: doc/classes/VisualServer.xml #, fuzzy msgid "Allocates the GPU memory for the texture." msgstr "La largeur de la texture." #: doc/classes/VisualServer.xml #, fuzzy msgid "Binds the texture to a texture slot." msgstr "Alignez le texte à gauche." #: doc/classes/VisualServer.xml 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 "" "Crée une texture vide et l’ajoute au VisualServer. Il peut être consulté " "avec le RID qui est retourné. Ce RID peut être utilisé dans la plupart des " "fonctions [code]texture_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer.\n" "Pour placer dans une scène, attachez cette texture vide à une instance en " "utilisant la [method instance_set_base] utilisant le RID retourné." #: doc/classes/VisualServer.xml msgid "" "Creates a texture, allocates the space for an image, and fills in the image." msgstr "" "Crée une texture, alloue l'espace pour une image, et remplit avec l'image." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns a list of all the textures and their information." msgstr "Retourne le nombre de pistes dans l'animation." #: doc/classes/VisualServer.xml 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 "" "Retourne une copie de l'image de la texture sauf si c'est une CubeMap, dans " "ce cas, le [RID] de l'image d'un des côtés est retourné." #: doc/classes/VisualServer.xml msgid "Returns the depth of the texture." msgstr "Retourne la profondeur de la texture." #: doc/classes/VisualServer.xml msgid "Returns the flags of a texture." msgstr "Retourne les drapeaux de la texture." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the format of the texture's image." msgstr "Renvoie le reste de deux vecteurs." #: doc/classes/VisualServer.xml msgid "Returns the texture's height." msgstr "Retourne la hauteur de la texture." #: doc/classes/VisualServer.xml msgid "Returns the texture's path." msgstr "Retourne le chemin de la texture." #: doc/classes/VisualServer.xml msgid "Returns the opengl id of the texture's image." msgstr "Retourne l'identifiant OpenGL de l'image de cette texture." #: doc/classes/VisualServer.xml msgid "Returns the type of the texture, can be any of the [enum TextureType]." msgstr "" "Retourne le type de texture, c'est l'une des valeurs de [enum TextureType]." #: doc/classes/VisualServer.xml msgid "Returns the texture's width." msgstr "Retourne la largeur de la texture." #: doc/classes/VisualServer.xml 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 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 msgid "Sets the texture's flags. See [enum TextureFlags] for options." msgstr "" "Définit les drapeaux de la texture. Voir [enum TextureFlags] pour les " "options." #: doc/classes/VisualServer.xml msgid "Sets the texture's path." msgstr "Définit le chemin de la texture." #: doc/classes/VisualServer.xml msgid "" "Creates an update link between two textures, similar to how " "[ViewportTexture]s operate. When the base texture is the texture of a " "[Viewport], every time the viewport renders a new frame, the proxy texture " "automatically receives an update.\n" "For example, this code links a generic [ImageTexture] to the texture output " "of the [Viewport] using the VisualServer API:\n" "[codeblock]\n" "func _ready():\n" " var viewport_rid = get_viewport().get_viewport_rid()\n" " var viewport_texture_rid = VisualServer." "viewport_get_texture(viewport_rid)\n" "\n" " var proxy_texture = ImageTexture.new()\n" " var viewport_texture_image_data = VisualServer." "texture_get_data(viewport_texture_rid)\n" "\n" " proxy_texture.create_from_image(viewport_texture_image_data)\n" " var proxy_texture_rid = proxy_texture.get_rid()\n" " VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n" "\n" " $TextureRect.texture = proxy_texture\n" "[/codeblock]" msgstr "" "Crée un lien de mise à jour entre deux textures, pareil aux " "[ViewportTexture]. Quand la texture de base est une texture d'un [Viewport], " "chaque fois que cette fenêtre d'affichage fait un nouveau rendu, la texture " "de proxy sera automatiquement mise à jour.\n" "Par exemple, ce code crée un lien d'une [ImageTexture] générique vers la " "texture de rendu d'un [Viewport] en utilisant l'API du VisualServer :\n" "[codeblock]\n" "func _ready():\n" " var viewport_rid = get_viewport().get_viewport_rid()\n" " var viewport_texture_rid = VisualServer." "viewport_get_texture(viewport_rid)\n" "\n" " var proxy_texture = ImageTexture.new()\n" " var viewport_texture_image_data = VisualServer." "texture_get_data(viewport_texture_rid)\n" "\n" " proxy_texture.create_from_image(viewport_texture_image_data)\n" " var proxy_texture_rid = proxy_texture.get_rid()\n" " VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n" "\n" " $TextureRect.texture = proxy_texture\n" "[/codeblock]" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], sets internal processes to shrink all image data to " "half the size." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If [code]true[/code], the image will be stored in the texture's images array " "if overwritten." msgstr "" "Si [code]true[/code], la [SpinBox] sera modifiable. Sinon, elle sera en " "lecture seule." #: doc/classes/VisualServer.xml msgid "Sets a viewport's camera." msgstr "Définit la caméra de la fenêtre d'affichage." #: doc/classes/VisualServer.xml msgid "Sets a viewport's canvas." msgstr "Définit le canevas de la fenêtre d'affichage." #: doc/classes/VisualServer.xml 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 "" "Copie la fenêtre d'affichage dans une région de l'écran spécifiée par " "[code]rect[/code]. Si [member Viewport.render_direct_to_screen] est " "[code]true[/code], la fenêtre d'affichage n'utilise pas de framebuffer et " "son contenu est directement rendu à l'écran. Par contre, il est à noter que " "la fenêtre d'affichage racine est affichée en dernier, elle est donc " "affichée par dessus l'écran. Il est donc nécessaire de ne pas définir la " "fenêtre d'affichage sur une surface qui ne couvre pas la surface où la " "fenêtre d'affichage est attachée.\n" "Par exemple, vous pouvez définir la fenêtre d'affichage racine de ne pas " "faire de rendu du tout avec le code suivant :\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" "Utiliser cette méthode peut permettre d'améliorer considérablement les " "performances, surtout sur les appareils peut puissants. Par contre, cela " "nécessite de gérer manuellement les fenêtres d'affichage. Pour plus " "d'optimisations, voir [method viewport_set_render_direct_to_screen]." #: doc/classes/VisualServer.xml 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 "" "Crée une fenêtre d'affichage et l’ajoute au VisualServer. Il peut être " "consulté avec le RID qui est retourné. Ce RID peut être utilisé dans la " "plupart des fonctions [code]viewport_*[/code] VisualServer.\n" "Une fois terminé avec votre RID, vous voudrez libérer le RID à l’aide de la " "méthode statique [method free_rid] du VisualServer." #: doc/classes/VisualServer.xml msgid "Detaches the viewport from the screen." msgstr "Retire la fenêtre d'affichage de l'écran." #: doc/classes/VisualServer.xml msgid "" "Returns a viewport's render information. For options, see the [enum " "ViewportRenderInfo] constants." msgstr "" "Retourne les informations de rendu de la fenêtre d'affichage. Pour les " "options, voir les constantes de [enum ViewportRenderInfo]." #: doc/classes/VisualServer.xml msgid "Returns the viewport's last rendered frame." msgstr "Retourne la dernière trame de rendu de la fenêtre d'affichage." #: doc/classes/VisualServer.xml msgid "Detaches a viewport from a canvas and vice versa." msgstr "" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" "Si [code]true[/code], définit cette fenêtre d'affichage comme active, sinon " "comme inactive." #: doc/classes/VisualServer.xml 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 msgid "Sets the transformation of a viewport's canvas." msgstr "Définit la transformation du canevas de la fenêtre d'affichage." #: doc/classes/VisualServer.xml msgid "" "Sets the clear mode of a viewport. See [enum ViewportClearMode] for options." msgstr "" "Définit le mode d'effacement de la fenêtre d'affichage. Voir [enum " "ViewportClearMode] pour les options." #: doc/classes/VisualServer.xml msgid "" "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for " "options." msgstr "" "Définit le mode d'affichage de débogage de la fenêtre d'affichage. Voir " "[enum ViewportDebugDraw] pour les options." #: doc/classes/VisualServer.xml msgid "If [code]true[/code], a viewport's 3D rendering is disabled." msgstr "" "Si [code]true[/code], le rendu 3D de cette fenêtre d'affichage est " "désactivée." #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], rendering of a viewport's environment is disabled." msgstr "" "Si [code]true[/code], le rendu de l'environnement de cette fenêtre " "d'affichage est désactivé." #: doc/classes/VisualServer.xml msgid "Sets the viewport's global transformation matrix." msgstr "" "Définit la matrice de transformation globale de la fenêtre d'affichage." #: doc/classes/VisualServer.xml #, fuzzy msgid "If [code]true[/code], the viewport renders to hdr." msgstr "Si [code]true[/code], l'interpolation fait une boucle." #: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's canvas is not rendered." msgstr "" "Si [code]true[/code], le canevas de la fenêtre d'affichage n'est pas rendu." #: doc/classes/VisualServer.xml msgid "Currently unimplemented in Godot 3.x." msgstr "Actuellement non implémenté dans Godot 3.x." #: doc/classes/VisualServer.xml msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options." msgstr "" "Définit le mode d'anticrénelage. Voir [enum ViewportMSAA] pour les " "possibilités." #: doc/classes/VisualServer.xml msgid "Sets the viewport's parent to another viewport." msgstr "" "Définir le parent de la fenêtre d'affichage par une autre fenêtre " "d'affichage." #: doc/classes/VisualServer.xml 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 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 msgid "Sets the shadow atlas quadrant's subdivision." msgstr "" #: doc/classes/VisualServer.xml 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 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 msgid "Sets the viewport's width and height." msgstr "Définit la largeur et la hauteur de la fenêtre d'affichage." #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport renders its background as transparent." msgstr "" "Si [code]true[/code], la fenêtre d'affichage rend son arrière-plan de " "manière transparente." #: doc/classes/VisualServer.xml msgid "" "Sets when the viewport should be updated. See [enum ViewportUpdateMode] " "constants for options." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for " "options." msgstr "Convertit le format de l’image. Voir les constantes [enum Format]." #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [ARVRInterface]." msgstr "" "Si [code]true[/code], la fenêtre d'affichage utilise la réalité augmentée ou " "virtuelle. Voir [ARVRInterface]." #: doc/classes/VisualServer.xml msgid "" "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 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 msgid "If [code]true[/code], the viewport's rendering is flipped vertically." msgstr "" "Si [code]vrai[/code], le rendu de cette fenêtre d'affichage est inversée " "verticalement." #: doc/classes/VisualServer.xml 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 msgid "" "Emitted at the end of the frame, after the VisualServer has finished " "updating all the Viewports." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Emitted at the beginning of the frame, before the VisualServer updates all " "the Viewports." msgstr "" #: doc/classes/VisualServer.xml msgid "Marks an error that shows that the index array is empty." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of weights/bones per vertex." msgstr "Nombre de poids / os par sommet." #: doc/classes/VisualServer.xml msgid "The minimum Z-layer for canvas items." msgstr "" "Le niveau minimal du claque de profondeur pour les éléments de canevas." #: doc/classes/VisualServer.xml #, fuzzy msgid "The maximum Z-layer for canvas items." msgstr "" "Le niveau maximal du claque de profondeur pour les éléments de canevas." #: doc/classes/VisualServer.xml msgid "" "Max number of glow levels that can be used with glow post-process effect." msgstr "" #: doc/classes/VisualServer.xml msgid "Unused enum in Godot 3.x." msgstr "Énumération inutilisée dans Godot 3.x." #: doc/classes/VisualServer.xml msgid "The minimum renderpriority of all materials." msgstr "La priorité minimale de rendu de tous les matériaux." #: doc/classes/VisualServer.xml msgid "The maximum renderpriority of all materials." msgstr "La priorité maximale de rendu de tous les matériaux." #: doc/classes/VisualServer.xml msgid "Marks the left side of a cubemap." msgstr "Définit le côté gauche d'un cubemap." #: doc/classes/VisualServer.xml msgid "Marks the right side of a cubemap." msgstr "Définit le côté droit d'un cubemap." #: doc/classes/VisualServer.xml msgid "Marks the bottom side of a cubemap." msgstr "Définit le côté du bas d'un cubemap." #: doc/classes/VisualServer.xml msgid "Marks the top side of a cubemap." msgstr "Définit le côté du haut d'un cubemap." #: doc/classes/VisualServer.xml msgid "Marks the front side of a cubemap." msgstr "Définit le côté avant d'un cubemap." #: doc/classes/VisualServer.xml msgid "Marks the back side of a cubemap." msgstr "Définit le côté arrière d'un cubemap." #: doc/classes/VisualServer.xml msgid "Normal texture with 2 dimensions, width and height." msgstr "Une texture à 2 dimensions, largeur et hauteur." #: doc/classes/VisualServer.xml msgid "" "Texture made up of six faces, can be looked up with a [code]vec3[/code] in " "shader." msgstr "" #: doc/classes/VisualServer.xml msgid "An array of 2-dimensional textures." msgstr "Un tableau de textures 2D." #: doc/classes/VisualServer.xml msgid "A 3-dimensional texture with width, height, and depth." msgstr "Une texture à 3 dimensions, largeur et hauteur, et profondeur." #: doc/classes/VisualServer.xml #, fuzzy msgid "Repeats the texture (instead of clamp to edge)." msgstr "Répète la texture (plutôt que de s'arrêter aux bordures)." #: doc/classes/VisualServer.xml msgid "Repeats the texture with alternate sections mirrored." msgstr "Répète une texture en utilisant alternativement un effet de miroir." #: doc/classes/VisualServer.xml msgid "" "Default flags. [constant TEXTURE_FLAG_MIPMAPS], [constant " "TEXTURE_FLAG_REPEAT] and [constant TEXTURE_FLAG_FILTER] are enabled." msgstr "" "Le drapeau par défaut. [constant TEXTURE_FLAG_MIPMAPS], [constant " "TEXTURE_FLAG_REPEAT] et [constant TEXTURE_FLAG_FILTER] sont actifs." #: doc/classes/VisualServer.xml msgid "Shader is a 3D shader." msgstr "Ce shader est utilisé en 3D." #: doc/classes/VisualServer.xml msgid "Shader is a 2D shader." msgstr "Ce shader est utilisé en 2D." #: doc/classes/VisualServer.xml msgid "Shader is a particle shader." msgstr "Ce shader est utilisé pour les particules." #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum ShaderMode] enum." msgstr "Représente la taille de l'énumération [enum ShaderMode]." #: doc/classes/VisualServer.xml msgid "Array is a vertex array." msgstr "Le tableau est un tableau de sommets." #: doc/classes/VisualServer.xml msgid "Array is a normal array." msgstr "Le tableau est un tableau normal." #: doc/classes/VisualServer.xml msgid "Array is a tangent array." msgstr "Le tableau est un tableau de tangentes." #: doc/classes/VisualServer.xml msgid "Array is a color array." msgstr "Le tableau est un tableau de couleurs." #: doc/classes/VisualServer.xml msgid "Array is an UV coordinates array." msgstr "Le tableau est un tableau de coordonnées UV." #: doc/classes/VisualServer.xml msgid "Array is an UV coordinates array for the second UV coordinates." msgstr "Le tableau est un tableau de coordonnées UV secondaires (UV2)." #: doc/classes/VisualServer.xml msgid "Array contains bone information." msgstr "Le tableau contient des informations sur les os." #: doc/classes/VisualServer.xml msgid "Array is weight information." msgstr "Le tableau est une information sur le poids." #: doc/classes/VisualServer.xml msgid "Array is index array." msgstr "Le tableau est un tableau d'index." #: doc/classes/VisualServer.xml msgid "Flag used to mark a vertex array." msgstr "Drapeau utilisé pour marquer un tableau de sommets." #: doc/classes/VisualServer.xml msgid "Flag used to mark a normal array." msgstr "Drapeau utilisé pour marquer un tableau de normales." #: doc/classes/VisualServer.xml msgid "Flag used to mark a tangent array." msgstr "Drapeau utilisé pour marquer un tableau de tangentes." #: doc/classes/VisualServer.xml msgid "Flag used to mark a color array." msgstr "Drapeau utilisé pour marquer un tableau de couleurs." #: doc/classes/VisualServer.xml msgid "Flag used to mark an UV coordinates array." msgstr "Drapeau utilisé pour marquer un tableau de coordonnées UV." #: doc/classes/VisualServer.xml msgid "" "Flag used to mark an UV coordinates array for the second UV coordinates." msgstr "" "Drapeau utilisé pour marquer un tableau de coordonnées UV secondaires (UV2)." #: doc/classes/VisualServer.xml msgid "Flag used to mark a bone information array." msgstr "Drapeau utilisé pour marquer un tableau d'informations d'os." #: doc/classes/VisualServer.xml msgid "Flag used to mark a weights array." msgstr "Drapeau utilisé pour marquer un tableau de poids." #: doc/classes/VisualServer.xml msgid "Flag used to mark an index array." msgstr "Le drapeau utilisé pour marquer un tableau d’index." #: doc/classes/VisualServer.xml 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 msgid "Primitive to draw consists of points." msgstr "" #: doc/classes/VisualServer.xml msgid "Primitive to draw consists of lines." msgstr "" #: doc/classes/VisualServer.xml msgid "Primitive to draw consists of a line strip from start to end." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Primitive to draw consists of a line loop (a line strip with a line between " "the last and the first vertex)." msgstr "" #: doc/classes/VisualServer.xml msgid "Primitive to draw consists of triangles." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Primitive to draw consists of a triangle strip (the last 3 vertices are " "always combined to make a triangle)." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Primitive to draw consists of a triangle strip (the last 2 vertices are " "always combined with the first to make a triangle)." msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum PrimitiveType] enum." msgstr "Représente la taille de l'énumération [enum PrimitiveType]." #: doc/classes/VisualServer.xml msgid "Is a directional (sun) light." msgstr "Est une lumière (solaire) directionnelle." #: doc/classes/VisualServer.xml msgid "Is an omni light." msgstr "Est une lumière omnidirectionnelle." #: doc/classes/VisualServer.xml msgid "Is a spot light." msgstr "Est une lumière ponctuelle." #: doc/classes/VisualServer.xml msgid "The light's energy." msgstr "L’énergie de la lumière." #: doc/classes/VisualServer.xml msgid "Secondary multiplier used with indirect light (light bounces)." msgstr "" #: doc/classes/VisualServer.xml msgid "" "The light's size, currently only used for soft shadows in baked lightmaps." msgstr "" #: doc/classes/VisualServer.xml msgid "The light's influence on specularity." msgstr "L’influence de la lumière sur la spécularité." #: doc/classes/VisualServer.xml msgid "The light's range." msgstr "La gamme de la lumière." #: doc/classes/VisualServer.xml msgid "The light's attenuation." msgstr "L’atténuation de la lumière." #: doc/classes/VisualServer.xml msgid "The spotlight's angle." msgstr "L’angle du projecteur." #: doc/classes/VisualServer.xml msgid "The spotlight's attenuation." msgstr "L'atténuation du projecteur." #: doc/classes/VisualServer.xml msgid "Scales the shadow color." msgstr "Met à l'échelle la couleur de l'ombre." #: doc/classes/VisualServer.xml msgid "Max distance that shadows will be rendered." msgstr "Distance maximale à laquelle les ombres seront rendues." #: doc/classes/VisualServer.xml msgid "Proportion of shadow atlas occupied by the first split." msgstr "" #: doc/classes/VisualServer.xml msgid "Proportion of shadow atlas occupied by the second split." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Proportion of shadow atlas occupied by the third split. The fourth split " "occupies the rest." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Normal bias used to offset shadow lookup by object normal. Can be used to " "fix self-shadowing artifacts." msgstr "" #: doc/classes/VisualServer.xml msgid "Bias the shadow lookup to fix self-shadowing artifacts." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Increases bias on further splits to fix self-shadowing that only occurs far " "away from the camera." msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum LightParam] enum." msgstr "Représente la taille de l'énumération [enum LightParam]." #: doc/classes/VisualServer.xml msgid "Use a dual paraboloid shadow map for omni lights." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Use a cubemap shadow map for omni lights. Slower but better quality than " "dual paraboloid." msgstr "" #: doc/classes/VisualServer.xml msgid "Use more detail vertically when computing shadow map." msgstr "Utilise plus de détails verticalement lors du calcul des ombres." #: doc/classes/VisualServer.xml msgid "Use more detail horizontally when computing shadow map." msgstr "Utilise plus de détails horizontalement lors du calcul des ombres." #: doc/classes/VisualServer.xml msgid "Use orthogonal shadow projection for directional light." msgstr "" "Utilise une projection d'ombre orthogonale pour la source de lumière " "directionnelle." #: doc/classes/VisualServer.xml msgid "Use 2 splits for shadow projection when using directional light." msgstr "" "Utilise 2 divisions pour la projection des ombres pour les lumières " "directionnelles." #: doc/classes/VisualServer.xml msgid "Use 4 splits for shadow projection when using directional light." msgstr "" "Utilise 4 divisions pour la projection des ombres pour les lumières " "directionnelles." #: doc/classes/VisualServer.xml msgid "" "Keeps shadows stable as camera moves but has lower effective resolution." msgstr "" "Garde les ombres stables quand la caméra bouge, mais la résolution est " "réduite." #: doc/classes/VisualServer.xml msgid "" "Optimize use of shadow maps, increasing the effective resolution. But may " "result in shadows moving or flickering slightly." msgstr "" #: doc/classes/VisualServer.xml msgid "Do not update the viewport." msgstr "Ne pas mettre à jour le viewport." #: doc/classes/VisualServer.xml msgid "Update the viewport once then set to disabled." msgstr "Met à jour le fenêtre d'affichage une fois puis arrête les mis à jour." #: doc/classes/VisualServer.xml msgid "Update the viewport whenever it is visible." msgstr "Met à jour la fenêtre d'affichage quand elle est visible." #: doc/classes/VisualServer.xml msgid "Always update the viewport." msgstr "Toujours mettre à jour la fenêtre d'affichage." #: doc/classes/VisualServer.xml msgid "The viewport is always cleared before drawing." msgstr "La fenêtre d'affichage est toujours nettoyée avant d'être dessinée." #: doc/classes/VisualServer.xml msgid "The viewport is never cleared before drawing." msgstr "La fenêtre d'affichage n'est jamais nettoyée avant d'être dessinée." #: doc/classes/VisualServer.xml msgid "" "The viewport is cleared once, then the clear mode is set to [constant " "VIEWPORT_CLEAR_NEVER]." msgstr "" "La fenêtre d'affichage sera effacée une seule fois, puis passera en mode " "[constant VIEWPORT_CLEAR_NEVER]." #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is disabled." msgstr "Le multi-échantillonnage est désactivé." #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 2×." msgstr "L'anticrénelage multi-échantillons 2x." #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 4×." msgstr "L'anticrénelage multi-échantillons 4x." #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 8×." msgstr "L'anticrénelage multi-échantillons 8x." #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 16×." msgstr "L'anticrénelage multi-échantillons 16x." #: doc/classes/VisualServer.xml 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 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 msgid "The Viewport does not render 3D but samples." msgstr "" #: doc/classes/VisualServer.xml msgid "The Viewport does not render 3D and does not sample." msgstr "" #: doc/classes/VisualServer.xml msgid "The Viewport renders 3D with effects." msgstr "La fenêtre d'affichage rend en 3D avec les effets." #: doc/classes/VisualServer.xml msgid "The Viewport renders 3D but without effects." msgstr "La fenêtre d'affichage rend en 3D mais sans les effets." #: doc/classes/VisualServer.xml msgid "Number of objects drawn in a single frame." msgstr "Le nombre d'objets affichés en une seule trame." #: doc/classes/VisualServer.xml msgid "Number of vertices drawn in a single frame." msgstr "Le nombre de sommets affichés en une seule trame." #: doc/classes/VisualServer.xml msgid "Number of material changes during this frame." msgstr "Nombre de changements de matériau pour cette trame." #: doc/classes/VisualServer.xml msgid "Number of shader changes during this frame." msgstr "Nombre de changements de shaders pour cette trame." #: doc/classes/VisualServer.xml msgid "Number of surface changes during this frame." msgstr "Nombre de changements de surfaces pour cette trame." #: doc/classes/VisualServer.xml msgid "Number of draw calls during this frame." msgstr "Nombre d'appels d'affichage pour cette trame." #: doc/classes/VisualServer.xml #, fuzzy msgid "Number of 2d items drawn this frame." msgstr "Nombre de changements de surface pendant cette image." #: doc/classes/VisualServer.xml msgid "Number of 2d draw calls during this frame." msgstr "Le nombre d'appels de dessin 2D pendant cette trame." #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum ViewportRenderInfo] enum." msgstr "Représente la taille de l'énumération [enum ViewportRenderInfo]." #: doc/classes/VisualServer.xml msgid "Debug draw is disabled. Default setting." msgstr "L'affichage de débogage est désactivé. C'est la valeur par défaut." #: doc/classes/VisualServer.xml msgid "Debug draw sets objects to unshaded." msgstr "L'affichage de débogage est sans matériau." #: doc/classes/VisualServer.xml msgid "Overwrites clear color to [code](0,0,0,0)[/code]." msgstr "Écrase la couleur d'effacement avec [code](0,0,0,0)[/code]." #: doc/classes/VisualServer.xml msgid "Debug draw draws objects in wireframe." msgstr "L'affichage de débogage est en fil de fer." #: doc/classes/VisualServer.xml msgid "Do not use a debug mode." msgstr "Ne pas utiliser le mode de débogage." #: doc/classes/VisualServer.xml msgid "Draw all objects as wireframe models." msgstr "" #: doc/classes/VisualServer.xml 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 msgid "" "Draw all objects without shading. Equivalent to setting all objects shaders " "to [code]unshaded[/code]." msgstr "" #: doc/classes/VisualServer.xml msgid "The instance does not have a type." msgstr "L’instance n’a pas de type." #: doc/classes/VisualServer.xml msgid "The instance is a mesh." msgstr "L’instance est un maillage." #: doc/classes/VisualServer.xml msgid "The instance is a multimesh." msgstr "L’instance est un multi-maillage." #: doc/classes/VisualServer.xml msgid "The instance is an immediate geometry." msgstr "L'instance est une géométrie immédiate." #: doc/classes/VisualServer.xml msgid "The instance is a particle emitter." msgstr "L'instance est un émetteur de particules." #: doc/classes/VisualServer.xml msgid "The instance is a light." msgstr "L’instance est une lumière." #: doc/classes/VisualServer.xml msgid "The instance is a reflection probe." msgstr "" #: doc/classes/VisualServer.xml msgid "The instance is a GI probe." msgstr "" #: doc/classes/VisualServer.xml msgid "The instance is a lightmap capture." msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum InstanceType] enum." msgstr "Représente la taille de l'énumération [enum InstanceType]." #: doc/classes/VisualServer.xml msgid "" "A combination of the flags of geometry instances (mesh, multimesh, immediate " "and particles)." msgstr "" #: doc/classes/VisualServer.xml msgid "Allows the instance to be used in baked lighting." msgstr "Autorise l'instance à être utilisée pour le baking des lumières." #: doc/classes/VisualServer.xml msgid "When set, manually requests to draw geometry on next frame." msgstr "" "Quand définit, demande manuellement l'affichage des géométries lors de la " "trame suivante." #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum InstanceFlags] enum." msgstr "Représente la taille de l’énumération [enum InstanceFlags]." #: doc/classes/VisualServer.xml msgid "Disable shadows from this instance." msgstr "Désactiver les ombres de cette instance." #: doc/classes/VisualServer.xml msgid "Cast shadows from this instance." msgstr "Cette instance affiche une ombre." #: doc/classes/VisualServer.xml msgid "" "Disable backface culling when rendering the shadow of the object. This is " "slightly slower but may result in more correct shadows." msgstr "" "Désactiver le culling des faces arrières lors du rendu de l'ombre de " "l'objet. Ceci est légèrement plus lent mais peut permettre d'obtenir de " "meilleures ombres." #: doc/classes/VisualServer.xml msgid "" "Only render the shadows from the object. The object itself will not be drawn." msgstr "" "N'afficher que l'ombre de l'objet. L'objet en lui-même ne sera pas affiché." #: doc/classes/VisualServer.xml msgid "The nine patch gets stretched where needed." msgstr "" #: doc/classes/VisualServer.xml msgid "The nine patch gets filled with tiles where needed." msgstr "" #: doc/classes/VisualServer.xml msgid "" "The nine patch gets filled with tiles where needed and stretches them a bit " "if needed." msgstr "" #: doc/classes/VisualServer.xml msgid "Adds light color additive to the canvas." msgstr "Ajoute une couleur additive de lumière au canevas." #: doc/classes/VisualServer.xml msgid "Adds light color subtractive to the canvas." msgstr "Ajoute une couleur soustractive de lumière au canevas." #: doc/classes/VisualServer.xml msgid "The light adds color depending on transparency." msgstr "La lumière ajoute une couleur suivant la transparence." #: doc/classes/VisualServer.xml msgid "The light adds color depending on mask." msgstr "La lumière ajoute une couleur suivant un masque." #: doc/classes/VisualServer.xml msgid "Do not apply a filter to canvas light shadows." msgstr "Ne pas appliquer de lissage pour les ombres du canevas." #: doc/classes/VisualServer.xml msgid "Use PCF3 filtering to filter canvas light shadows." msgstr "Utiliser le filtre PCF3 pour lisser les ombres des canevas." #: doc/classes/VisualServer.xml msgid "Use PCF5 filtering to filter canvas light shadows." msgstr "Utiliser le filtre PCF5 pour lisser les ombres des canevas." #: doc/classes/VisualServer.xml msgid "Use PCF7 filtering to filter canvas light shadows." msgstr "Utiliser le filtre PCF7 pour lisser les ombres des canevas." #: doc/classes/VisualServer.xml msgid "Use PCF9 filtering to filter canvas light shadows." msgstr "Utiliser le filtre PCF9 pour lisser les ombres des canevas." #: doc/classes/VisualServer.xml msgid "Use PCF13 filtering to filter canvas light shadows." msgstr "Utiliser le filtre PCF13 pour lisser les ombres des canevas." #: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is disabled." msgstr "Le culling de l'occulteur du canevas est désactivé." #: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is clockwise." msgstr "Le culling de l'occulteur du canevas est dans le sens horaire." #: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is counterclockwise." msgstr "Le culling de l'occulteur du canevas est dans le sens anti-horaire." #: doc/classes/VisualServer.xml msgid "The amount of objects in the frame." msgstr "Le nombre d'objet dans cette trame." #: doc/classes/VisualServer.xml msgid "The amount of vertices in the frame." msgstr "Le nombre de sommets dans cette trame." #: doc/classes/VisualServer.xml msgid "The amount of modified materials in the frame." msgstr "Le nombre de matériaux modifiés dans cette trame." #: doc/classes/VisualServer.xml msgid "The amount of shader rebinds in the frame." msgstr "Le nombre de shaders reconnectés dans cette trame." #: doc/classes/VisualServer.xml msgid "The amount of surface changes in the frame." msgstr "Le nombre de changements de surface dans la trame." #: doc/classes/VisualServer.xml msgid "The amount of draw calls in frame." msgstr "Le nombre d'appels de dessin durant la trame." #: doc/classes/VisualServer.xml msgid "The amount of 2d items in the frame." msgstr "Le nombre d'éléments 2D dans cette trame." #: doc/classes/VisualServer.xml msgid "The amount of 2d draw calls in frame." msgstr "Le nombre d'appels de dessin 2D dans cette trame." #: doc/classes/VisualServer.xml msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." msgstr "" "L'appareil supporte les shaders. Cette énumération est actuellement " "inutilisée dans Godot 3.x." #: doc/classes/VisualServer.xml msgid "" "Hardware supports multithreading. This enum is currently unused in Godot 3.x." msgstr "" "L'appareil supporte plusieurs fils d'exécution. Cette énumération est " "actuellement inutilisée dans Godot 3.x." #: doc/classes/VisualServer.xml msgid "Use [Transform2D] to store MultiMesh transform." msgstr "Utiliser [Transform2D] pour stocker la transformation des MultiMesh." #: doc/classes/VisualServer.xml msgid "Use [Transform] to store MultiMesh transform." msgstr "Utiliser [Transform] pour stocker la transformation des MultiMesh." #: doc/classes/VisualServer.xml msgid "MultiMesh does not use per-instance color." msgstr "Le MultiMesh n'utilise pas de couleur par instance." #: doc/classes/VisualServer.xml msgid "" "MultiMesh color uses 8 bits per component. This packs the color into a " "single float." msgstr "" "Le MultiMesh utilise un octet par composant de couleur. Une couleur entière " "est donc stockée dans un nombre flottant (4 octets)." #: doc/classes/VisualServer.xml msgid "MultiMesh color uses a float per channel." msgstr "Le MultiMesh utilise un nombre flottant par composant de couleur." #: doc/classes/VisualServer.xml msgid "MultiMesh does not use custom data." msgstr "Le MultiMesh n'utilise pas de données personnalisées." #: doc/classes/VisualServer.xml 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 msgid "MultiMesh custom data uses a float per component." msgstr "" "Les données personnalisés de MultiMesh qui utilisent un nombre flottant par " "composant." #: doc/classes/VisualServer.xml msgid "Reflection probe will update reflections once and then stop." msgstr "" "La sonde de réflexion mettre à jour les réflexions une seule fois puis " "s'arrêtera." #: doc/classes/VisualServer.xml msgid "" "Reflection probe will update each frame. This mode is necessary to capture " "moving objects." msgstr "" "La sonde de réfléchissement sera mise à jour à chaque trame. Ce mode est " "nécessaire pour capturer les objets se déplaçant." #: doc/classes/VisualServer.xml msgid "Draw particles in the order that they appear in the particles array." msgstr "Affiche les particules dans leur ordre dans la liste des particules." #: doc/classes/VisualServer.xml msgid "Sort particles based on their lifetime." msgstr "Trier les particules par durée de vie." #: doc/classes/VisualServer.xml msgid "Sort particles based on their distance to the camera." msgstr "Trier les particules suivant leur distance à la caméra." #: doc/classes/VisualServer.xml msgid "Use the clear color as background." msgstr "Utiliser la couleur d'effacement pour l'arrière-plan." #: doc/classes/VisualServer.xml msgid "Use a specified color as the background." msgstr "Utiliser la couleur spécifiée pour l'arrière-plan." #: doc/classes/VisualServer.xml msgid "Use a sky resource for the background." msgstr "Utilise la ressource de ciel pour l'arrière-plan." #: doc/classes/VisualServer.xml msgid "" "Use a custom color for background, but use a sky for shading and reflections." msgstr "" #: doc/classes/VisualServer.xml 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 msgid "" "Do not clear the background, use whatever was rendered last frame as the " "background." msgstr "" "Ne pas nettoyer l'arrière-plan, et utilise ce qui a été rendu lors de trame " "précédente pour l'arrière-plan." #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum EnvironmentBG] enum." msgstr "Représente la taille de l'énumération [enum EnvironmentBG]." #: doc/classes/VisualServer.xml msgid "Use lowest blur quality. Fastest, but may look bad." msgstr "" "Utilise la qualité de flou la plus basse. C'est le plus rapide mais donne le " "plus mauvais résultat." #: doc/classes/VisualServer.xml msgid "Use medium blur quality." msgstr "Utiliser une qualité de flou médium." #: doc/classes/VisualServer.xml msgid "Used highest blur quality. Looks the best, but is the slowest." msgstr "" "Le meilleur niveau de qualité de flou. Apparait comme le meilleur, mais " "c'est aussi le plus lent." #: doc/classes/VisualServer.xml msgid "Add the effect of the glow on top of the scene." msgstr "Ajoute un effet de lueur sur la scène." #: doc/classes/VisualServer.xml msgid "" "Blends the glow effect with the screen. Does not get as bright as additive." msgstr "" #: doc/classes/VisualServer.xml msgid "Produces a subtle color disturbance around objects." msgstr "Produit une légère interférence des couleurs autour des objets." #: doc/classes/VisualServer.xml msgid "Shows the glow effect by itself without the underlying scene." msgstr "Affiche uniquement l'effet de lueur sans scène sous-jacente." #: doc/classes/VisualServer.xml msgid "" "Output color as they came in. This can cause bright lighting to look blown " "out, with noticeable clipping in the output colors." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors " "by this formula: [code]color = color / (1 + color)[/code]. This avoids " "clipping bright highlights, but the resulting image can look a bit dull." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Use the filmic tonemapper. This avoids clipping bright highlights, with a " "resulting image that usually looks more vivid than [constant " "ENV_TONE_MAPPER_REINHARD]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Use the legacy Godot version of the Academy Color Encoding System " "tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of " "ACES does not handle bright lighting in a physically accurate way. ACES " "typically has a more contrasted output compared to [constant " "ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n" "[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor " "of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Use the Academy Color Encoding System tonemapper. ACES is slightly more " "expensive than other options, but it handles bright lighting in a more " "realistic fashion by desaturating it as it becomes brighter. ACES typically " "has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] " "and [constant ENV_TONE_MAPPER_FILMIC]." msgstr "" #: doc/classes/VisualServer.xml msgid "Lowest quality of screen space ambient occlusion." msgstr "La qualité la plus basse de l’occlusion ambiante d’espace d’écran." #: doc/classes/VisualServer.xml msgid "Medium quality screen space ambient occlusion." msgstr "La qualité moyenne de l’occlusion ambiante d’espace d’écran." #: doc/classes/VisualServer.xml msgid "Highest quality screen space ambient occlusion." msgstr "La qualité la plus haute de l’occlusion ambiante d’espace d’écran." #: doc/classes/VisualServer.xml msgid "Disables the blur set for SSAO. Will make SSAO look noisier." msgstr "Désactive le flou pour le SSAO. Cela affiche plus de bruits." #: doc/classes/VisualServer.xml msgid "Perform a 1x1 blur on the SSAO output." msgstr "Utilise un flou de 1x1 pour le rendu du SSAO." #: doc/classes/VisualServer.xml msgid "Performs a 2x2 blur on the SSAO output." msgstr "Utilise un flou de 2x2 pour le rendu du SSAO." #: doc/classes/VisualServer.xml msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO." msgstr "" "Utilise un flou de 3x3 pour le rendu du SSAO. C'est le plus résultat le plus " "lisse." #: doc/classes/VisualServer.xml msgid "" "Used to query for any changes that request a redraw, whatever the priority." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Registered changes which have low priority can be optionally prevented from " "causing editor redraws. Examples might include dynamic shaders (typically " "using the [code]TIME[/code] built-in)." msgstr "" #: doc/classes/VisualServer.xml msgid "Registered changes which can cause a redraw default to high priority." msgstr "" #: doc/classes/VisualShader.xml msgid "A custom shader program with a visual editor." msgstr "Un programme de shader personnalisé dans l'éditeur visuel." #: doc/classes/VisualShader.xml 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 msgid "Adds the specified node to the shader." msgstr "Ajoute le nœud spécifié au nuanceur." #: doc/classes/VisualShader.xml msgid "" "Returns [code]true[/code] if the specified nodes and ports can be connected " "together." msgstr "" "Retourne [code]true[/code] si les nœuds spécifiés et les ports peuvent être " "connectés ensemble." #: doc/classes/VisualShader.xml msgid "Connects the specified nodes and ports." msgstr "Connecte les nœuds et les ports spécifiés." #: doc/classes/VisualShader.xml 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 msgid "" "Returns the shader node instance with specified [code]type[/code] and " "[code]id[/code]." msgstr "" "Retourne l'instance de nœud de shader avec le [code]type[/code] et " "l'identifiant [code]id[/code] spécifiés." #: doc/classes/VisualShader.xml msgid "Returns the list of connected nodes with the specified type." msgstr "Retourne la liste des nœuds connectés avec le type spécifié." #: doc/classes/VisualShader.xml msgid "Returns the list of all nodes in the shader with the specified type." msgstr "Retourne la liste de tous les nœuds du shader avec le type spécifié." #: doc/classes/VisualShader.xml msgid "Returns the position of the specified node within the shader graph." msgstr "Retourne la position du nœud spécifié dans le graphique du nuanceur." #: doc/classes/VisualShader.xml msgid "" "Returns [code]true[/code] if the specified node and port connection exist." msgstr "" "Retourne [code]true[/code] si le nœud et le port de connexion spécifiés " "existent." #: doc/classes/VisualShader.xml msgid "Removes the specified node from the shader." msgstr "Retire les nœuds spécifiés du shader." #: doc/classes/VisualShader.xml msgid "Sets the mode of this shader." msgstr "Règle le mode de ce shader." #: doc/classes/VisualShader.xml msgid "Sets the position of the specified node." msgstr "Définit la position du nœud spécifié." #: doc/classes/VisualShader.xml msgid "The offset vector of the whole graph." msgstr "Vecteur de décalage de l’ensemble du graphique." #: doc/classes/VisualShader.xml msgid "A vertex shader, operating on vertices." msgstr "Un shader de sommet, s'appliquant sur chacun des sommets." #: doc/classes/VisualShader.xml msgid "A fragment shader, operating on fragments (pixels)." msgstr "Un shader de fragment, s'appliquant sur chacun des pixels (fragments)." #: doc/classes/VisualShader.xml msgid "A shader for light calculations." msgstr "Un shader pour les calculs de lumière." #: doc/classes/VisualShader.xml msgid "Represents the size of the [enum Type] enum." msgstr "Représente la taille de l'énumération [enum Type]." #: doc/classes/VisualShaderNode.xml msgid "Base class for nodes in a visual shader graph." msgstr "" #: doc/classes/VisualShaderNode.xml 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 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 msgid "Returns the default value of the input [code]port[/code]." msgstr "Retourne la valeur par défaut de l'entrée [code]port[/code]." #: doc/classes/VisualShaderNode.xml 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 msgid "Sets the default value for the selected input [code]port[/code]." msgstr "Définit la valeur par défaut de l'entrée [code]port[/code]." #: doc/classes/VisualShaderNode.xml 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 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 msgid "" "Floating-point scalar. Translated to [code]float[/code] type in shader code." msgstr "" "Un nombre flottant. Sera traduit en [code]float[/code] dans le code du " "shader." #: doc/classes/VisualShaderNode.xml msgid "" "3D vector of floating-point values. Translated to [code]vec3[/code] type in " "shader code." msgstr "" "Un vecteur 3D avec des composants flottants. Le type [code]vec3[/code] sera " "utilisé dans le code du shader." #: doc/classes/VisualShaderNode.xml msgid "Boolean type. Translated to [code]bool[/code] type in shader code." msgstr "" "Un booléen. Le type [code]bool[/code] sera utilisé dans le code du shader." #: doc/classes/VisualShaderNode.xml msgid "Transform type. Translated to [code]mat4[/code] type in shader code." msgstr "" "Le type Transform. Le type [code]mat4[/code] sera utilisé dans le code du " "shader." #: doc/classes/VisualShaderNode.xml msgid "" "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 msgid "Represents the size of the [enum PortType] enum." msgstr "Représente la taille de l'énumération [enum PortType]." #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "A boolean constant to be used within the visual shader graph." msgstr "Un booléen constant à utiliser dans le shader visuel du graphe." #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "" "Has only one output port and no inputs.\n" "Translated to [code]bool[/code] in the shader language." msgstr "" "N'a qu'une seule sortie et aucun entrée.\n" "Sera traduit en [code]bool[/code] dans le code du shader." #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "A boolean constant which represents a state of this node." msgstr "Un booléen constant qui représente l'état de ce nœud." #: doc/classes/VisualShaderNodeBooleanUniform.xml msgid "A boolean uniform to be used within the visual shader graph." msgstr "Un booléen uniforme à utiliser dans le shader visuel du graphe." #: doc/classes/VisualShaderNodeBooleanUniform.xml msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "Sera traduit en [code]uniform bool[/code] dans le code du shader." #: doc/classes/VisualShaderNodeBooleanUniform.xml #: doc/classes/VisualShaderNodeColorUniform.xml #: doc/classes/VisualShaderNodeScalarUniform.xml #: doc/classes/VisualShaderNodeTransformUniform.xml #: doc/classes/VisualShaderNodeVec3Uniform.xml #, fuzzy msgid "A default value to be assigned within the shader." msgstr "" "Un opérateur scalaire à virgule flottante à utiliser dans le graphique du " "nuanceur visuel." #: doc/classes/VisualShaderNodeBooleanUniform.xml #: doc/classes/VisualShaderNodeColorUniform.xml #: doc/classes/VisualShaderNodeScalarUniform.xml #: doc/classes/VisualShaderNodeTransformUniform.xml #: doc/classes/VisualShaderNodeVec3Uniform.xml msgid "Enables usage of the [member default_value]." msgstr "Active l'usage de [member default_value]." #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "Une [Color] constante à utiliser dans le shader visuel du graphe." #: doc/classes/VisualShaderNodeColorConstant.xml 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 msgid "A [Color] constant which represents a state of this node." msgstr "Une [Color] constante qui représente l'état de ce nœud." #: doc/classes/VisualShaderNodeColorFunc.xml msgid "A [Color] function to be used within the visual shader graph." msgstr "Une fonction [Color] à utiliser dans le shader visuel du graphe." #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" "Accept a [Color] to the input port and transform it according to [member " "function]." msgstr "" "Accepte une [Color] pour le port d'entrée et la transforme en fonction de " "[member function]." #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" "A function to be applied to the input color. See [enum Function] for options." msgstr "" "Une fonction à appliquer à la couleur d'entrée. Voir [enum Function] pour " "les options." #: doc/classes/VisualShaderNodeColorFunc.xml 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 "" "Convertit une couleur en niveau de gris à partir de la formule suivante :\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]" #: doc/classes/VisualShaderNodeColorFunc.xml 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 "" "Applique un effet sépia à partir de la formule suivante :\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]" #: doc/classes/VisualShaderNodeColorOp.xml msgid "A [Color] operator to be used within the visual shader graph." msgstr "Un opérateur de [Color] à utiliser dans le shader visuel du graphe." #: doc/classes/VisualShaderNodeColorOp.xml msgid "Applies [member operator] to two color inputs." msgstr "Appliquer [member operator] aux deux entrées." #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "An operator to be applied to the inputs. See [enum Operator] for options." msgstr "" "Un opérateur soit être appliqué aux entrées. Voir [enum Operator] pour les " "options." #: doc/classes/VisualShaderNodeColorOp.xml 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 msgid "" "Produce a difference effect with the following formula:\n" "[codeblock]\n" "result = abs(a - b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a darken effect with the following formula:\n" "[codeblock]\n" "result = min(a, b);\n" "[/codeblock]" msgstr "" "Produit un effet d'assombrissement à partir de la formule suivante :\n" "[codeblock]\n" "result = min(a, b);\n" "[/codeblock]" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a lighten effect with the following formula:\n" "[codeblock]\n" "result = max(a, b);\n" "[/codeblock]" msgstr "" "Produit un effet d'éclaircissement à partir de la formule suivante :\n" "[codeblock]\n" "result = max(a, b);\n" "[/codeblock]" #: doc/classes/VisualShaderNodeColorOp.xml 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 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 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 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 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 msgid "A [Color] uniform to be used within the visual shader graph." msgstr "Une [Color] constante à utiliser dans le shader visuel du graphe." #: doc/classes/VisualShaderNodeColorUniform.xml msgid "Translated to [code]uniform vec4[/code] in the shader language." msgstr "Sera traduit en [code]uniform vec4[/code] dans le code du shader." #: doc/classes/VisualShaderNodeCompare.xml msgid "A comparison function for common types within the visual shader graph." msgstr "" "Une fonction de comparaison pour les types courants dans le shader visuel du " "graphe." #: doc/classes/VisualShaderNodeCompare.xml 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 msgid "" "Extra condition which is applied if [member type] is set to [constant " "CTYPE_VECTOR]." msgstr "" "Une condition supplémentaire qui sera appliquée si [member type] est à " "[constant CTYPE_VECTOR]." #: doc/classes/VisualShaderNodeCompare.xml msgid "A comparison function. See [enum Function] for options." msgstr "Un fonction de comparaison. Voir [enum Function] pour les options." #: doc/classes/VisualShaderNodeCompare.xml msgid "" "The type to be used in the comparison. See [enum ComparisonType] for options." msgstr "" "Le type à utiliser pour la comparaison. Voir [enum ComparisonType] pour les " "options." #: doc/classes/VisualShaderNodeCompare.xml msgid "A floating-point scalar." msgstr "Un scalaire à virgule flottante." #: doc/classes/VisualShaderNodeCompare.xml msgid "A 3D vector type." msgstr "Un type de vecteur 3D." #: doc/classes/VisualShaderNodeCompare.xml msgid "A boolean type." msgstr "Un type booléen." #: doc/classes/VisualShaderNodeCompare.xml msgid "A transform ([code]mat4[/code]) type." msgstr "Le type de transformation ([code]mat4[/code])." #: doc/classes/VisualShaderNodeCompare.xml msgid "Comparison for equality ([code]a == b[/code])." msgstr "La comparaison pour l'égalité ([code]a == b[/code])." #: doc/classes/VisualShaderNodeCompare.xml msgid "Comparison for inequality ([code]a != b[/code])." msgstr "La comparaison pour l'égalité ([code]a != b[/code])." #: doc/classes/VisualShaderNodeCompare.xml 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 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 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 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 #, fuzzy msgid "" "The result will be true if all of component in vector satisfy the comparison " "condition." msgstr "" "Le résultat sera vrai si toutes les composantes du vecteur satisfont à la " "condition de comparaison." #: doc/classes/VisualShaderNodeCompare.xml #, fuzzy msgid "" "The result will be true if any of component in vector satisfy the comparison " "condition." msgstr "" "Le résultat sera vrai si l’un des composants du vecteur satisfait la " "condition de comparaison." #: doc/classes/VisualShaderNodeCubeMap.xml #, fuzzy msgid "A [CubeMap] sampling node to be used within the visual shader graph." msgstr "" "Un opérateur scalaire à virgule flottante à utiliser dans le graphique du " "nuanceur visuel." #: doc/classes/VisualShaderNodeCubeMap.xml msgid "" "Translated to [code]texture(cubemap, vec3)[/code] in the shader language. " "Returns a color vector and alpha channel as scalar." msgstr "" "Sera traduit en [code]texture(cubemap, vec3)[/code] dans le code du shader. " "Retourne une couleur dans un vecteur et le canal alpha comme scalaire." #: doc/classes/VisualShaderNodeCubeMap.xml msgid "" "The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as " "[member source]." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml msgid "" "Defines which source should be used for the sampling. See [enum Source] for " "options." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "" "Defines the type of data provided by the source texture. See [enum " "TextureType] for options." msgstr "" "Définit le type de donnée fournie par la texture source. Voir [enum " "TextureType] pour les options." #: doc/classes/VisualShaderNodeCubeMap.xml 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 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 #: doc/classes/VisualShaderNodeTexture.xml #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "No hints are added to the uniform declaration." msgstr "Aucun indice n'a été ajouté à la déclaration de l'uniform." #: doc/classes/VisualShaderNodeCubeMap.xml #: doc/classes/VisualShaderNodeTexture.xml #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "" "Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper " "sRGB to linear conversion." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml #: doc/classes/VisualShaderNodeTexture.xml #: doc/classes/VisualShaderNodeTextureUniform.xml 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 #, fuzzy msgid "A [CubeMap] uniform node to be used within the visual shader graph." msgstr "" "Un tableau uniforme de texture 2D à utiliser dans le graphique de l'ombrage " "visuel." #: doc/classes/VisualShaderNodeCubeMapUniform.xml 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 msgid "" "Virtual class to define custom [VisualShaderNode]s for use in the Visual " "Shader Editor." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml 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 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 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 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 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 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 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 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 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 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 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 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 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 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 msgid "" "Calculates the determinant of a [Transform] within the visual shader graph." msgstr "" "Calcule le déterminant d’un [Transform] dans le graphique du nuanceur visuel." #: doc/classes/VisualShaderNodeDeterminant.xml msgid "Translates to [code]determinant(x)[/code] in the shader language." msgstr "Sera traduit en [code]deteminant(x)[/code] dans le code du shader." #: doc/classes/VisualShaderNodeDotProduct.xml msgid "Calculates a dot product of two vectors within the visual shader graph." msgstr "" "Calcule un produit scalaire de deux vecteurs dans le graphique du nuanceur " "visuel." #: doc/classes/VisualShaderNodeDotProduct.xml msgid "Translates to [code]dot(a, b)[/code] in the shader language." msgstr "Sera traduit en [code]dot(a, b)[/code] dans le code du shader." #: doc/classes/VisualShaderNodeExpression.xml msgid "" "A custom visual shader graph expression written in Godot Shading Language." msgstr "" #: doc/classes/VisualShaderNodeExpression.xml 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 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 msgid "" "Returns the vector that points in the same direction as a reference vector " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeFaceForward.xml 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 msgid "A Fresnel effect to be used within the visual shader graph." msgstr "Un effet de Fresnel à utiliser dans le shader visuel du graphe." #: doc/classes/VisualShaderNodeFresnel.xml msgid "" "Returns falloff based on the dot product of surface normal and view " "direction of camera (pass associated inputs to it)." msgstr "" "Renvoie l'atténuation en fonction du produit scalaire de la surface normale " "et de la direction de la caméra (transmettez-lui les entrées associées)." #: doc/classes/VisualShaderNodeGlobalExpression.xml msgid "" "A custom global visual shader graph expression written in Godot Shading " "Language." msgstr "" #: doc/classes/VisualShaderNodeGlobalExpression.xml 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 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 msgid "Currently, has no direct usage, use the derived classes instead." msgstr "" "Actuellement, ça n'a aucune utilisation, utilisez plutôt les classes " "dérivées." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Adds an input port with the specified [code]type[/code] (see [enum " "VisualShaderNode.PortType]) and [code]name[/code]." msgstr "" "Ajouter un port d'entrée du [code]type[/code] (voir [enum VisualShaderNode." "PortType]) et nommé [code]name[/code]." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Adds an output port with the specified [code]type[/code] (see [enum " "VisualShaderNode.PortType]) and [code]name[/code]." msgstr "" "Ajouter un port de sortie du [code]type[/code] (voir [enum VisualShaderNode." "PortType]) et nommé [code]name[/code]." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Removes all previously specified input ports." msgstr "Retire tous les ports d'entrées précédemment spécifiés." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Removes all previously specified output ports." msgstr "Retire tous les ports de sortie précédemment spécifiés." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns a free input port ID which can be used in [method add_input_port]." msgstr "" "Retourne un identifiant d'un port d'entrée libre qui peut être utilisé pour " "[method add_input_port]." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns a free output port ID which can be used in [method add_output_port]." msgstr "" "Retourne un identifiant d'un port de sortie libre qui peut être utilisé pour " "[method add_input_port]." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns the number of input ports in use. Alternative for [method " "get_free_input_port_id]." msgstr "" "Retourne le nombre de ports d'entrée utilisés. C'est une alternative à " "[method get_free_input_port_id]." #: doc/classes/VisualShaderNodeGroupBase.xml 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 msgid "" "Returns the number of output ports in use. Alternative for [method " "get_free_output_port_id]." msgstr "" "Retourne le nombre de ports de sortie utilisés. C'est une alternative à " "[method get_free_output_port_id]." #: doc/classes/VisualShaderNodeGroupBase.xml 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 "" "Retourne une [String] de description des ports sortants sous forme de liste " "séparée par une virgule avec le format [code]identifiant,type,nom;[/code] " "(voir [method add_output_port])." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Returns [code]true[/code] if the specified input port exists." msgstr "Retourne [code]true[/code] si le port d'entrée spécifié existe." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Returns [code]true[/code] if the specified output port exists." msgstr "Retourne [code]true[/code] si le port de sortie spécifié existe." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns [code]true[/code] if the specified port name does not override an " "existed port name and is valid within the shader." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Removes the specified input port." msgstr "Supprime le port d'entrée spécifié." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Removes the specified output port." msgstr "Supprime le port de sortie spécifié." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Renames the specified input port." msgstr "Renomme le port d’entrée spécifié." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Sets the specified input port's type (see [enum VisualShaderNode.PortType])." msgstr "" "Définit le type du port d'entrée spécifié (voir [enum VisualShaderNode." "PortType])." #: doc/classes/VisualShaderNodeGroupBase.xml 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 "" "Définit tous les ports entrants avec une [String] composée de valeurs " "séparées par un point-virgule : [code]identifiant,type,nom;[/code] (voir " "[method add_input_port])." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Renames the specified output port." msgstr "Renomme le port de sortie spécifié." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Sets the specified output port's type (see [enum VisualShaderNode.PortType])." msgstr "" "Définit le type du port de sortie spécifié (voir [enum VisualShaderNode." "PortType])." #: doc/classes/VisualShaderNodeGroupBase.xml 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 "" "Définit tous les ports sortants avec une [String] composée de valeurs " "séparées par un point-virgule : [code]identifiant,type,nom;[/code] (voir " "[method add_input_port])." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "The size of the node in the visual shader graph." msgstr "La taille du nœud dans le graphe du visual shader." #: doc/classes/VisualShaderNodeInput.xml 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 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 msgid "" "A boolean comparison operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" "Returns the boolean result of the comparison between [code]INF[/code] or " "[code]NaN[/code] and a scalar parameter." msgstr "" "Retourne le résultat booléen de la comparaison entre [code]INF[/code] " "(l'infini) [code]NaN[/code] (n'est pas un nombre) et un paramètre scalaire." #: doc/classes/VisualShaderNodeIs.xml msgid "The comparison function. See [enum Function] for options." msgstr "La fonction de comparaison. Voir [enum Function] pour les options." #: doc/classes/VisualShaderNodeIs.xml msgid "Comparison with [code]INF[/code] (Infinity)." msgstr "Comparaison avec [code]INF[/code] (Infinité)." #: doc/classes/VisualShaderNodeIs.xml msgid "" "Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " "results, e.g. division by zero)." msgstr "" #: doc/classes/VisualShaderNodeOuterProduct.xml msgid "" "Calculates an outer product of two vectors within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeOuterProduct.xml 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 msgid "Represents the output shader parameters within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeOutput.xml 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 msgid "Clamps a scalar value within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarClamp.xml msgid "" "Constrains a value to lie between [code]min[/code] and [code]max[/code] " "values." msgstr "Limite une valeur aux bornes [code]min[/code] et [code]max[/code]." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml msgid "Calculates a scalar derivative within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "" "This node is only available in [code]Fragment[/code] and [code]Light[/code] " "visual shaders." msgstr "" "Ce nœud n'est disponible que dans les shaders visuels [code]Fragment[/code] " "et [code]Light[/code]." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml msgid "The derivative type. See [enum Function] for options." msgstr "Le type de dérivation. Voir [enum Function] pour les options.." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]." msgstr "" "La somme d'une dérivation absolue dans [code]x[/code] et [code]y[/code]." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Derivative in [code]x[/code] using local differencing." msgstr "Dérive selon [code]x[/code] par différenciation locale." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Derivative in [code]y[/code] using local differencing." msgstr "Dérive selon [code]y[/code] par différenciation locale." #: doc/classes/VisualShaderNodeScalarInterp.xml msgid "" "Linearly interpolates between two scalars within the visual shader graph." msgstr "" "Produit une interpolation linéaire entre deux scalaires dans le graphe du " "visual shader." #: doc/classes/VisualShaderNodeScalarInterp.xml msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language." msgstr "Sera traduit en [code]mix(a, b, weight)[/code] dans le code du shader." #: doc/classes/VisualShaderNodeScalarSmoothStep.xml msgid "Calculates a scalar SmoothStep function within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarSmoothStep.xml 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 msgid "A boolean/scalar function for use within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarSwitch.xml msgid "" "Returns an associated scalar if the provided boolean value is [code]true[/" "code] or [code]false[/code]." msgstr "" "Retourne le scalaire associé si le booléen donné est [code]true[/code] ou " "[code]false[/code]." #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "A hint applied to the uniform, which controls the values it can take when " "set through the inspector." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "Minimum value for range hints. Used if [member hint] is set to [constant " "HINT_RANGE] or [constant HINT_RANGE_STEP]." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "Maximum value for range hints. Used if [member hint] is set to [constant " "HINT_RANGE] or [constant HINT_RANGE_STEP]." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "Step (increment) value for the range hint with step. Used if [member hint] " "is set to [constant HINT_RANGE_STEP]." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "No hint used." msgstr "Aucun indice utilisé." #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "A range hint for scalar value, which limits possible input values between " "[member min] and [member max]. Translated to [code]hint_range(min, max)[/" "code] in shader code." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "A range hint for scalar value with step, which limits possible input values " "between [member min] and [member max], with a step (increment) of [member " "step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "Represents the size of the [enum Hint] enum." msgstr "Représente la taille de l'énumération [enum Hint]." #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeSwitch.xml msgid "" "Returns an associated vector if the provided boolean value is [code]true[/" "code] or [code]false[/code]." msgstr "" "Retourne le vecteur associé si le booléen donné est [code]true[/code] ou " "[code]false[/code]." #: doc/classes/VisualShaderNodeTexture.xml msgid "Performs a texture lookup within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "" "Performs a lookup operation on the provided texture, with support for " "multiple texture sources to choose from." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "Determines the source for the lookup. See [enum Source] for options." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "The source texture, if needed for the selected [member source]." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml 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 msgid "Use the texture given as an argument for this function." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the current viewport's texture as the source." msgstr "Utilise la texture de la fenêtre d'affichage actuelle comme source." #: doc/classes/VisualShaderNodeTexture.xml msgid "" "Use the texture from this shader's texture built-in (e.g. a texture of a " "[Sprite])." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the texture from this shader's normal map built-in." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the depth texture available for this shader." msgstr "Utilise la texture de profondeur disponible pour ce shader." #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the texture provided in the input port for this function." msgstr "Utilise la texture spécifiée en entrée pour cette fonction." #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Performs a uniform texture lookup within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "" "Performs a lookup operation on the texture provided as a uniform for the " "shader." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Sets the default color if no texture is assigned to the uniform." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "" "Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a " "flowmap." msgstr "" "Ajoute [code]hint_aniso[/code] comme indice à la déclaration uniforme à " "utiliser pour une carte de flux." #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Defaults to white color." msgstr "Par défaut à la couleur blanche." #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Defaults to black color." msgstr "Par défaut à la couleur noire." #: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml #, fuzzy msgid "" "Performs a uniform texture lookup with triplanar within the visual shader " "graph." msgstr "" "Effectue une recherche de texture uniforme avec triplanaire dans le " "graphique de nuanceur visuel." #: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml 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 #, fuzzy msgid "" "Composes a [Transform] from four [Vector3]s within the visual shader graph." msgstr "" "Compose un [Transform] à partir de quatre [Vector3] dans le graphique du " "nuanceur visuel." #: doc/classes/VisualShaderNodeTransformCompose.xml 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 msgid "A [Transform] constant for use within the visual shader graph." msgstr "" "Une constante [Transform] pour une utilisation dans le graphique du nuanceur " "visuel." #: doc/classes/VisualShaderNodeTransformConstant.xml msgid "A constant [Transform], which can be used as an input node." msgstr "Une constante [Transform], qui peut être utilisée comme nœud d’entrée." #: doc/classes/VisualShaderNodeTransformConstant.xml msgid "A [Transform] constant which represents the state of this node." msgstr "Une constante [Transform] qui représente l'état de ce nœud." #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" "Decomposes a [Transform] into four [Vector3]s within the visual shader graph." msgstr "" "Décompose un [Transform] en quatre [Vector3] dans le graphique du shader " "visuel." #: doc/classes/VisualShaderNodeTransformDecompose.xml 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 msgid "Computes a [Transform] function within the visual shader graph." msgstr "Calcule une fonction [Transform] dans le graphique du shader visuel." #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "Computes an inverse or transpose function on the provided [Transform]." msgstr "Calcule la fonction inverse ou transposée de la [Transform] donnée." #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "The function to be computed. See [enum Function] for options." msgstr "La fonction à calculer. Voir [enum Function] pour les options." #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "Perform the inverse operation on the [Transform] matrix." msgstr "Effectuez l’opération inverse sur la matrice [Transform]." #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "Perform the transpose operation on the [Transform] matrix." msgstr "Effectuez l’opération de transposition sur la matrice [Transform]." #: doc/classes/VisualShaderNodeTransformMult.xml msgid "Multiplies [Transform] by [Transform] within the visual shader graph." msgstr "" "Multiplie [Transform] par [Transform] dans le graphique du shader visuel." #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "A multiplication operation on two transforms (4x4 matrices), with support " "for different multiplication operators." msgstr "" "Une opération de multiplication sur deux transformations (des matrices de " "4x4), avec support pour différents opérateurs de multiplication." #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "The multiplication type to be performed on the transforms. See [enum " "Operator] for options." msgstr "" "Le type de multiplication à effectuer sur les transforms. Voir [enum " "Operator] pour les options." #: doc/classes/VisualShaderNodeTransformMult.xml msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]." msgstr "" "Multiplie la transformation [code]a[/code] par la transformation [code]b[/" "code]." #: doc/classes/VisualShaderNodeTransformMult.xml msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]." msgstr "" "Multiplie la transformation [code]b[/code] par la transformation [code]a[/" "code]." #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "Performs a component-wise multiplication of transform [code]a[/code] by the " "transform [code]b[/code]." msgstr "" "Multiplie chaque composant de la transformation [code]a[/code] par la " "transformation [code]b[/code]." #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "Performs a component-wise multiplication of transform [code]b[/code] by the " "transform [code]a[/code]." msgstr "" "Multiplie chaque composant de la transformation [code]b[/code] par la " "transformation [code]a[/code]." #: doc/classes/VisualShaderNodeTransformUniform.xml msgid "A [Transform] uniform for use within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformUniform.xml msgid "Translated to [code]uniform mat4[/code] in the shader language." msgstr "Sera traduit en [code]uniform mat4[/code] dans le code du shader." #: doc/classes/VisualShaderNodeTransformVecMult.xml #, fuzzy msgid "" "Multiplies a [Transform] and a [Vector3] within the visual shader graph." msgstr "" "Multiplie un [Transform] et un [Vector3] dans le graphique de shader visuel." #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "A multiplication operation on a transform (4x4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "The multiplication type to be performed. See [enum Operator] for options." msgstr "" "Type de multiplication à effectuer. Voir [enum Operator] pour les options." #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]." msgstr "" "Multiplie la transformation [code]a[/code] par le vecteur [code]b[/code]." #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]." msgstr "" "Multiplie le vecteur [code]b[/code] par la transformation [code]a[/code]." #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping " "the last row and column of the transform." msgstr "" "Multiplie la transformation [code]a[/code] par le vecteur [code]b[/code], " "ignorant la dernière ligne et colonne de la transformation." #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping " "the last row and column of the transform." msgstr "" "Multiplie le vecteur [code]b[/code] par la transformation [code]a[/code], " "ignorant la dernière ligne et colonne de la transformation." #: doc/classes/VisualShaderNodeUniform.xml #, fuzzy msgid "A base type for the uniforms within the visual shader graph." msgstr "Type de base pour les uniformes dans le graphique du nuanceur visuel." #: doc/classes/VisualShaderNodeUniform.xml 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 msgid "" "Name of the uniform, by which it can be accessed through the " "[ShaderMaterial] properties." msgstr "" #: doc/classes/VisualShaderNodeUniformRef.xml msgid "A reference to an existing [VisualShaderNodeUniform]." msgstr "Une référence à un [VisualShaderNodeUniform] existant." #: doc/classes/VisualShaderNodeUniformRef.xml 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 msgid "The name of the uniform which this reference points to." msgstr "" #: doc/classes/VisualShaderNodeVec3Constant.xml msgid "A [Vector3] constant to be used within the visual shader graph." msgstr "Un [Vector3] constant à utiliser dans le graphe de shader visuel." #: doc/classes/VisualShaderNodeVec3Constant.xml msgid "A constant [Vector3], which can be used as an input node." msgstr "Un [Vector3] constant, qui peut être utilisé comme un nœud d'entrée." #: doc/classes/VisualShaderNodeVec3Constant.xml msgid "A [Vector3] constant which represents the state of this node." msgstr "" #: doc/classes/VisualShaderNodeVec3Uniform.xml msgid "A [Vector3] uniform to be used within the visual shader graph." msgstr "Un [Vector3] uniforme à utiliser dans le graphe de shader visuel." #: doc/classes/VisualShaderNodeVec3Uniform.xml msgid "Translated to [code]uniform vec3[/code] in the shader language." msgstr "Sera traduit en [code]uniform vec3[/code] dans le code du shader." #: doc/classes/VisualShaderNodeVectorClamp.xml msgid "Clamps a vector value within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorClamp.xml 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 msgid "Composes a [Vector3] from three scalars within the visual shader graph." msgstr "" "Construit un [Vector3] à partir de trois scalaires dans le graphe de visual " "shader." #: doc/classes/VisualShaderNodeVectorCompose.xml msgid "" "Creates a [code]vec3[/code] using three scalar values that can be provided " "from separate inputs." msgstr "" #: doc/classes/VisualShaderNodeVectorDecompose.xml msgid "" "Decomposes a [Vector3] into three scalars within the visual shader graph." msgstr "" "Décompose un [Vector3] en trois scalaires dans le graphe de shader visuel." #: doc/classes/VisualShaderNodeVectorDecompose.xml msgid "" "Takes a [code]vec3[/code] and decomposes it into three scalar values that " "can be used as separate inputs." msgstr "" "Prend un [code]vec3[/code] et le décompose en trois scalaires qui peuvent " "être utilisés comme des entrées différentes." #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Calculates a vector derivative within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "A derivative type. See [enum Function] for options." msgstr "Un type de dérivation. Voir [enum Function] pour les options.." #: doc/classes/VisualShaderNodeVectorDistance.xml msgid "" "Returns the distance between two points. To be used within the visual shader " "graph." msgstr "" #: doc/classes/VisualShaderNodeVectorDistance.xml 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 "" "Calcule la distance entre le point représenté par le vecteur [code]p0[/code] " "et le vecteur [code]p1[/code].\n" "Sera traduit en [code]distance(p0, p1)[/code] dans le code du shader." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "A vector function to be used within the visual shader graph." msgstr "" "Une fonction vectorielle qui peut être utilisée dans le graphe de visual " "shader." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "A visual shader node able to perform different functions using vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "The function to be performed. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "" "Normalizes the vector so that it has a length of [code]1[/code] but points " "in the same direction." msgstr "" "Normalise le vecteur pour qu'il ait une longueur de [code]1[/code] mais " "qu'il pointe dans la même direction." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]." msgstr "Limite la valeur entre [code]0.0[/code] et [code]1.0[/code]." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the opposite value of the parameter." msgstr "Renvoie la valeur opposée du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns [code]1/vector[/code]." msgstr "Retourne [code]1/vector[/code]." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts RGB vector to HSV equivalent." msgstr "Convertit le vecteur RGB en équivalent HSV." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts HSV vector to RGB equivalent." msgstr "Convertit le vecteur HSV en équivalent RGB." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the absolute value of the parameter." msgstr "Renvoie la valeur absolue du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the arc-cosine of the parameter." msgstr "Renvoie l'arc cosinus du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the inverse hyperbolic cosine of the parameter." msgstr "Renvoie le cosinus hyperbolique inverse du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the arc-sine of the parameter." msgstr "Renvoie l'arc sinus du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the inverse hyperbolic sine of the parameter." msgstr "Renvoie le sinus hyperbolique inverse du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the arc-tangent of the parameter." msgstr "Renvoie l'arc tangente du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "Renvoie la tangente hyperbolique inverse du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "" "Finds the nearest integer that is greater than or equal to the parameter." msgstr "" "Recherche l'entier le plus proche qui est supérieur ou égal au paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the cosine of the parameter." msgstr "Renvoie le cosinus du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the hyperbolic cosine of the parameter." msgstr "Renvoie le cosinus hyperbolique du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts a quantity in radians to degrees." msgstr "Convertit une quantité en radians en degrés." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Base-e Exponential." msgstr "Exponentiel en base e." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Base-2 Exponential." msgstr "Exponentiel en base 2." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Finds the nearest integer less than or equal to the parameter." msgstr "Recherche l'entier le plus proche inférieur ou égal au paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Computes the fractional part of the argument." msgstr "Calcule la partie décimale de l'argument." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the inverse of the square root of the parameter." msgstr "Renvoie l'inverse de la racine carrée du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Natural logarithm." msgstr "Logarithme naturel." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Base-2 logarithm." msgstr "Logarithme base-2." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts a quantity in degrees to radians." msgstr "Convertit une quantité de degrés en radians." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Finds the nearest integer to the parameter." msgstr "Renvoie l'entier le plus proche du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Finds the nearest even integer to the parameter." msgstr "Renvoie l'entier pair le plus proche du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml 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 msgid "Returns the sine of the parameter." msgstr "Renvoie le sinus du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the hyperbolic sine of the parameter." msgstr "Renvoie le sinus hyperbolique du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the square root of the parameter." msgstr "Renvoie la racine carrée du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the tangent of the parameter." msgstr "Renvoie la tangente du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the hyperbolic tangent of the parameter." msgstr "Renvoie la tangente hyperbolique du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml 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 "" "Retourne une valeur égale à l’entier le plus proche au paramètre dont la " "valeur absolue n’est pas supérieure à la valeur absolue du paramètre." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns [code]1.0 - vector[/code]." msgstr "Retourne [code]1.0 - vector[/code]." #: doc/classes/VisualShaderNodeVectorInterp.xml msgid "" "Linearly interpolates between two vectors within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorInterp.xml msgid "" "Translates to [code]mix(a, b, weight)[/code] in the shader language, where " "[code]weight[/code] is a [Vector3] with weights for each component." msgstr "" "Sera traduit en [code]mix(a, b, weight)[/code] dans le code du shader, où " "[code]weight[/code] est un [Vector3] avec le poids de chacun des composants." #: doc/classes/VisualShaderNodeVectorLen.xml msgid "Returns the length of a [Vector3] within the visual shader graph." msgstr "Retourne la longueur d'un [Vector3] dans le graphe de shader visuel." #: doc/classes/VisualShaderNodeVectorLen.xml msgid "Translated to [code]length(p0)[/code] in the shader language." msgstr "Sera traduit en [code]length(p0)[/code] dans le code du shader." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "A vector operator to be used within the visual shader graph." msgstr "" "Un opérateur vectoriel qui peut être utilisé dans le graphe de visual shader." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "" "A visual shader node for use of vector operators. Operates on vector " "[code]a[/code] and vector [code]b[/code]." msgstr "" "Un nœud de shader visuel pour les opérations vectorielles. Opère sur les " "vecteurs [code]a[/code] et [code]b[/code]." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "The operator to be used. See [enum Operator] for options." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Adds two vectors." msgstr "Ajoute deux vecteurs." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Subtracts a vector from a vector." msgstr "Soustrait un vecteur d'un autre vecteur." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Multiplies two vectors." msgstr "Multiplie deux vecteurs." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Divides vector by vector." msgstr "Divise un vecteur par un vecteur." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Returns the remainder of the two vectors." msgstr "Renvoie le reste de deux vecteurs." #: doc/classes/VisualShaderNodeVectorOp.xml 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 msgid "Returns the greater of two values, for each component of the vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Returns the lesser of two values, for each component of the vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Calculates the cross product of two vectors." msgstr "Calcule le produit vectoriel de deux vecteurs." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Returns the arc-tangent of the parameters." msgstr "Renvoie l'arc tangente des paramètres." #: doc/classes/VisualShaderNodeVectorOp.xml 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 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 "" "Opérateur d’étape vectorielle. Renvoie [code]0.0[/code] si [code]a[/code] " "est inférieur à [code]b[/code] et [code]1.0[/code] autrement." #: doc/classes/VisualShaderNodeVectorRefract.xml msgid "" "Returns the [Vector3] that points in the direction of refraction. For use " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorRefract.xml 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 msgid "" "Linearly interpolates between two vectors using a scalar. For use within the " "visual shader graph." msgstr "" "Fait l'interpolation linéaire entre deux vecteurs avec un scalaire. À " "utiliser dans le graphe de shader visuel." #: doc/classes/VisualShaderNodeVectorScalarMix.xml 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 msgid "" "Calculates a vector SmoothStep function using scalar within the visual " "shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml 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 msgid "Calculates a vector Step function within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarStep.xml 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 "" "Sera traduit en [code]step(edge, x)[/code] dans le code du shader.\n" "Retourne [code]0.0[/code] si [code]x[/code] est inférieur à [code]edge[/" "code], et [code]1.0[/code] sinon." #: doc/classes/VisualShaderNodeVectorSmoothStep.xml msgid "Calculates a vector SmoothStep function within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorSmoothStep.xml 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 msgid "Vertical scroll bar." msgstr "Barre de défilement vertical." #: doc/classes/VScrollBar.xml msgid "" "Vertical version of [ScrollBar], which goes from top (min) to bottom (max)." msgstr "" #: doc/classes/VScrollBar.xml 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 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 msgid "Vertical version of [Separator]." msgstr "La version verticale de [Separator]." #: doc/classes/VSeparator.xml msgid "" "Vertical version of [Separator]. Even though it looks vertical, it is used " "to separate objects horizontally." msgstr "" "La version verticale de [Separator]. Même s'il ressemble à un séparateur " "vertical, il peut être utilisé comme séparateur horizontal." #: doc/classes/VSeparator.xml msgid "" "The width of the area covered by the separator. Effectively works like a " "minimum width." msgstr "" "La largeur de la zone couverte par le séparateur. Fonctionne effectivement " "comme une largeur minimale." #: doc/classes/VSeparator.xml msgid "" "The style for the separator line. Works best with [StyleBoxLine] (remember " "to enable [member StyleBoxLine.vertical])." msgstr "" "Le style pour la ligne de séparation. Fonctionne mieux avec [StyleBoxLine] " "(n'oubliez pas d'activer [member StyleBoxLine.vertical])." #: doc/classes/VSlider.xml msgid "Vertical slider." msgstr "Glissière verticale." #: doc/classes/VSlider.xml 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 msgid "The background of the area below the grabber." msgstr "L'arrière plan de l'aire sous le glisseur." #: doc/classes/VSlider.xml msgid "" "The background for the whole slider. Determines the width of the " "[code]grabber_area[/code]." msgstr "" #: doc/classes/VSplitContainer.xml msgid "Vertical split container." msgstr "Conteneur diviseur vertical." #: doc/classes/VSplitContainer.xml msgid "" "Vertical split container. See [SplitContainer]. This goes from top to bottom." msgstr "" "Conteneur diviseur vertical. Voir [SplitContainer]. Il va du haut vers le " "bas." #: doc/classes/WeakRef.xml msgid "" "Holds an [Object], but does not contribute to the reference count if the " "object is a reference." msgstr "" "Maintient un [Object], mais ne contribue pas à son compteur de référence si " "l'objet est une référence." #: doc/classes/WeakRef.xml 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 msgid "Returns the [Object] this weakref is referring to." msgstr "" "Retourne le [Object] que cette référence faible ([code]weakref[/code]) " "contient." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "Closes this data channel, notifying the other peer." msgstr "Ferme ce canal de données, en notifiant l’autre homologue." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml #, fuzzy msgid "" "Returns the number of bytes currently queued to be sent over this channel." msgstr "Retourne le nombre de traqueurs actuellement enregistrés." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml 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 msgid "Returns the label assigned to this channel during creation." msgstr "Retourne l'étiquette attribuée à cette chaîne lors de sa création." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml 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 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 msgid "" "Returns the sub-protocol assigned to this channel during creation. An empty " "string if not specified." msgstr "" "Retourne le sous-protocole assigné à ce canal lors de la création. Une " "chaîne de caractères vide si elle n'est pas spécifiée." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "Returns the current state of this channel, see [enum ChannelState]." msgstr "Retourne l'état actuel de ce canal, voir [enum ChannelState]." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns [code]true[/code] if this channel was created with out-of-band " "configuration." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns [code]true[/code] if this channel was created with ordering enabled " "(default)." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "Reserved, but not used for now." msgstr "Réservé, mais non utilisé pour l'instant." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml 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 msgid "" "The transfer mode to use when sending outgoing packet. Either text or binary." msgstr "" "Le mode de transfert à utiliser lors de l'envoi de paquets sortants. Soit " "texte, soit binaire." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Tells the channel to send data over this channel as text. An external peer " "(non-Godot) would receive this as a string." msgstr "" "Demande au canal d'envoyer des données sur ce canal sous forme de texte. Un " "pair externe (non Godot) le reçoit sous forme de chaîne de caractères." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml 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 "" "Demande au canal d'envoyer des données sur ce canal sous forme binaire. Un " "pair externe (non Godot) le reçoit sous forme de tableau tampon ou de blob." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "The channel was created, but it's still trying to connect." msgstr "Le canal a été créé, mais il essaie toujours de se connecter." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml #, fuzzy msgid "The channel is currently open, and data can flow over it." msgstr "Le canal est actuellement ouvert, et les données peuvent y circuler." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "The channel is being closed, no new messages will be accepted, but those " "already in queue will be flushed." msgstr "" "Le canal est en cours de fermeture, aucun nouveau message ne sera accepté, " "mais ceux déjà en file d'attente seront vidés." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "The channel was closed, or connection failed." msgstr "Le canal a été fermé ou la connexion a échoué." #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml 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 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 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 msgid "Close all the add peer connections and channels, freeing all resources." msgstr "" "Ferme toutes les connexions et les canaux d'ajout de pairs, libérant ainsi " "toutes les ressources." #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml 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 msgid "" "Returns a dictionary which keys are the peer ids and values the peer " "representation as in [method get_peer]." msgstr "" "Retourne un dictionnaire dont les clés sont les index des pairs et valorise " "la représentation des pairs comme dans [method get_peer]." #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers " "map (it might not be connected though)." msgstr "" "Retourne [code]true[/code] si le [code]peer_id[/code] donné est dans la " "carte des pairs (il peut cependant ne pas être connecté)." #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml 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 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 #, fuzzy msgid "Interface to a WebRTC peer connection." msgstr "Interface vers une connexion homologue WebRTC." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml 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 msgid "" "Add an ice candidate generated by a remote peer (and received over the " "signaling server). See [signal ice_candidate_created]." msgstr "" "Ajoute un candidat de glace généré par un pair distant (et reçu sur le " "serveur de signalisation). Voir [signal ice_candidate_created]." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml 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 "" "Ferme la connexion de ce pair et tous les canaux de données lui étant " "associés.\n" "[b]Note :[/b] Vous ne pouvez pas réutiliser cet objet pour une nouvelle " "connexion sans appeler [method initialize]." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml 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 "" "Retourne un nouveau [WebRTCDataChannel] (ou [code]null[/code] en cas " "d'échec) avec le [code]label[/code] spécifié et avec le dictionnaire de " "configuration [code]options[/code] facultatif. Cette méthode ne peut être " "uniquement appelée quand la connexion est à l'état [constant STATE_NEW].\n" "Il y a deux façon de créer un canal de données fonctionnant : soit appeler " "[method create_data_channel] sur seulement un des pairs et écouter [signal " "data_channel_received] sur les autres, ou alors appeler [method " "create_data_channel] sur les deux pairs, avec les mêmes valeurs, et avec " "l'option [code]negotiated[/code] à [code]true[/code].\n" "Les [code]options[/code] valides sont :\n" "[codeblock]\n" "{\n" " \"negotiated\": true, # Quand à \"true\" (désactivé par défaut), le " "canal est négocié en dehors de la bande. \"id\" doit aussi être défini. " "\"data_channel_received\" ne sera pas appelé.\n" " \"id\": 1, # Quand \"negotiated\" est \"true\", cette valeur doit aussi " "être définie avec la même valeur pour les deux pairs.\n" "\n" " # Seulement un des deux de maxRetransmits ou maxPacketLifeTime peut être " "spécifié. Ils font que le canal est moins fiable (mais meilleur pour le " "temps réel).\n" " \"maxRetransmits\": 1, # Spécifie le nombre maximal de tentative que le " "pair fera pour renvoyer les paquets qui n'ont pas été acceptés.\n" " \"maxPacketLifeTime\": 100, # Spécifie le temps maximal avant " "d'abandonner le fait de renvoyer les paquets qui n'ont pas été acceptés (in " "milliseconds).\n" " \"ordered\": true, # Quand un mode non fiable (que soit " "\"maxRetransmits\" ou \"maxPacketLifetime\" est défini), " "\"ordered\" (\"true\" par défaut) spécifie si l'ordre des paquets doit être " "respecté.\n" "\n" " \"protocol\": \"my-custom-protocol\", # Un sous-protocol personnalisé " "pour ce canal.\n" "}\n" "[/codeblock]\n" "[b]Note :[/b] Vous devez garder une référence aux canaux créés de cette " "manière, ou alors ils sont fermés." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml 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 "" "Crée une nouvelle offre SDP pour démarrer une connexion WebRTC avec un pair " "distant. Au moins un [WebRTCDataChannel] doit avoir été créé avant d’appeler " "cette méthode.\n" "Si cette fonction renvoie [constant OK], [signal " "session_description_created] sera appelé lorsque la session est prête à être " "envoyée." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "Returns the connection state. See [enum ConnectionState]." msgstr "Retourne l’état de connexion. Voir [enum ConnectionState]." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml 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 "" "Ré-initialise la connection de ce pair, fermant une précédente connexion " "active, et retourne à l'état [constant STATE_NEW]. Un dictionnaire de " "[code]options[/code] peut être passé pour configurer la connexion du pair.\n" "Les [code]options[/code] valides sont :\n" "[codeblock]\n" "{\n" " \"iceServers\": [\n" " {\n" " \"urls\": [ \"stun:stun.example.com:3478\" ], # Un ou plusieurs " "serveurs STUN.\n" " },\n" " {\n" " \"urls\": [ \"turn:turn.example.com:3478\" ], # Un ou plusieurs " "serveurs TURN.\n" " \"username\": \"a_username\", # Le nom d'utilisateur facultatif " "pour le serveur TURN.\n" " \"credential\": \"a_password\", # Le mot de passe facultatif " "pour le serveur TURN.\n" " }\n" " ]\n" "}\n" "[/codeblock]" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Call this method frequently (e.g. in [method Node._process] or [method Node." "_physics_process]) to properly receive signals." msgstr "" "Appelez cette méthode fréquemment (par ex. dans [method Node._process] ou " "[method Node._physics_process]) pour recevoir correctement les signaux." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml 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 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 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 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 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 msgid "" "The connection is new, data channels and an offer can be created in this " "state." msgstr "" "La connexion est nouvelle, les canaux de données et une offre peut être " "créée dans cet état." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "The peer is connecting, ICE is in progress, none of the transports has " "failed." msgstr "" "Le pair se connecte, ICE est en cours, aucun des transports n’a échoué." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "The peer is connected, all ICE transports are connected." msgstr "Le pair est connecté, tous les transports ICE sont connectés." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "At least one ICE transport is disconnected." msgstr "Au moins un transport ICE est déconnecté." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "One or more of the ICE transports failed." msgstr "Un ou plusieurs des transports ICE ont échoué." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "The peer connection is closed (after calling [method close] for example)." msgstr "" "La connexion par les pairs est fermée (après avoir appelé [method close] par " "exemple)." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "A WebSocket client implementation." msgstr "Une implémentation du client WebSocket." #: modules/websocket/doc_classes/WebSocketClient.xml 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 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 msgid "" "Disconnects this client from the connected host. See [method WebSocketPeer." "close] for more information." msgstr "" "Déconnecte ce client de l’hôte connecté. Voir [method WebSocketPeer.close] " "pour plus d’informations." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "Return the IP address of the currently connected host." msgstr "Retourne l'adresse IP de l'hôte actuellement connecté." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "Return the IP port of the currently connected host." msgstr "Renvoyez le port IP de l’hôte actuellement connecté." #: modules/websocket/doc_classes/WebSocketClient.xml 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 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 "" "Si [code]true[/code], la vérification du certificat SSL est activée.\n" "[b]Remarque :[/b] Vous devez spécifier les certificats à utiliser dans les " "Paramètres de projet pour qu’il fonctionne lorsqu’il est exporté." #: modules/websocket/doc_classes/WebSocketClient.xml 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 "" "Émis lorsque la connexion au serveur est fermée. [code]was_clean_close[/" "code] sera [code]true[/code] si la connexion a été arrêtée proprement." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "Emitted when the connection to the server fails." msgstr "Émis lorsque la connexion au serveur échoue." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "Emitted when a connection with the server is established, [code]protocol[/" "code] will contain the sub-protocol agreed with the server." msgstr "" "Émis lorsqu’une connexion avec le serveur est établie, [code]protocol[/code] " "contient le sous-protocole convenu avec le serveur." #: modules/websocket/doc_classes/WebSocketClient.xml 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 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 "" "Émit lorsque le serveur demande une fermeture propre. Vous devriez continuer " "à sonder jusqu'à ce que vous obteniez un signal [signal connection_closed] " "pour obtenir la fermeture propre. Voir [method WebSocketPeer.close] pour " "plus de détails." #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "Base class for WebSocket server and client." msgstr "Classe de base pour le serveur et le client WebSocket." #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "" "Base class for WebSocket server and client, allowing them to be used as " "network peer for the [MultiplayerAPI]." msgstr "" "Classe de base pour le serveur WebSocket et le client, permettant de les " "utiliser comme pairs réseau pour la [MultiplayerAPI]." #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "" "Returns the [WebSocketPeer] associated to the given [code]peer_id[/code]." msgstr "Retourne le [WebSocketPeer] associé au [code]peer_id[/code] donné." #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml 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 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 "" "Émis lorsqu'un paquet est reçu d'un pair.\n" "[b]Note :[/b] Ce signal n'est émis que si le client ou le serveur est " "configuré pour utilisé l'API multijoueur de Godot." #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "A class representing a specific WebSocket connection." msgstr "Une classe représentant une connexion WebSocket spécifique." #: modules/websocket/doc_classes/WebSocketPeer.xml 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 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 msgid "" "Returns the IP address of the connected peer.\n" "[b]Note:[/b] Not available in the HTML5 export." msgstr "" "Retourne l'adresse IP du pair connecté.\n" "[b]Note :[/b] Non disponible en HTML5." #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Returns the remote port of the connected peer.\n" "[b]Note:[/b] Not available in the HTML5 export." msgstr "" "Retourne le port distant du pair connecté.\n" "[b]Note :[/b] Non disponible en HTML5." #: modules/websocket/doc_classes/WebSocketPeer.xml 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 msgid "Gets the current selected write mode. See [enum WriteMode]." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "Returns [code]true[/code] if this peer is currently connected." msgstr "Retourne [code]true[/code] si ce pair est actuellement connecté." #: modules/websocket/doc_classes/WebSocketPeer.xml 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 msgid "Sets the socket to use the given [enum WriteMode]." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Returns [code]true[/code] if the last received packet was sent as a text " "payload. See [enum WriteMode]." msgstr "" "Retourne [code]true[/code] si le dernier paquet reçu a été envoyé sous forme " "textuelle. Voir [enum WriteMode]." #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Specifies that WebSockets messages should be transferred as text payload " "(only valid UTF-8 is allowed)." msgstr "" "Spécifie que les messages WebSockets doivent être transférés sous forme de " "texte (uniquement l'UTF-8 est autorisé)." #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Specifies that WebSockets messages should be transferred as binary payload " "(any byte combination is allowed)." msgstr "" "Spécifie que les messages WebSockets doivent être transférés sous forme " "binaire (toute les combinaison d'octets sont autorisés)." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "A WebSocket server implementation." msgstr "Une implémentation du serveur WebSocket." #: modules/websocket/doc_classes/WebSocketServer.xml 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 msgid "" "Disconnects the peer identified by [code]id[/code] from the server. See " "[method WebSocketPeer.close] for more information." msgstr "" "Déconnecte le pair identifié par [code]id[/code] du serveur. Voir [method " "WebSocketPeer.close] pour plus d'informations." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Returns [code]true[/code] if a peer with the given ID is connected." msgstr "" "Retourne [code]true[/code] si un pair avec l'identifiant spécifié est " "connecté." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Returns [code]true[/code] if the server is actively listening on a port." msgstr "Retourne [code]true[/code] si le serveur écoute activement un port." #: modules/websocket/doc_classes/WebSocketServer.xml 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 msgid "" "Sets additional headers to be sent to clients during the HTTP handshake." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "Arrête le serveur et efface son état." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "When not set to [code]*[/code] will restrict incoming connections to the " "specified IP address. Setting [code]bind_ip[/code] to [code]127.0.0.1[/code] " "will cause the server to listen only to the local host." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml 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 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 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 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 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 msgid "" "Emitted when a new client connects. \"protocol\" will be the sub-protocol " "agreed with the client." msgstr "" "Émis quand un nouveau client se connecte. Le \"protocol\" sera le sous-" "protocole définit avec le client." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Emitted when a client disconnects. [code]was_clean_close[/code] will be " "[code]true[/code] if the connection was shutdown cleanly." msgstr "" "Émis quand un client se déconnecte. [code]was_clean_close[/code] sera à " "[code]true[/code] si la connexion s'est terminée proprement." #: modules/websocket/doc_classes/WebSocketServer.xml 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 "" "Émis quand un nouveau message est reçu.\n" "[b]Note :[/b] Ce signal [i]n'est pas[/i] émis quand utilisé par un pair " "multijoueur de haut-niveau." #: modules/webxr/doc_classes/WebXRInterface.xml msgid "AR/VR interface using WebXR." msgstr "Une interface RA/RV utilisant WebXR." #: modules/webxr/doc_classes/WebXRInterface.xml 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" " # Map to the standard button/axis ids when possible.\n" " webxr_interface.xr_standard_mapping = true\n" "\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" " 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 interactions with more advanced devices." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "How to make a VR game for WebXR with Godot" msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml 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 msgid "" "Returns the target ray mode for the given [code]controller_id[/code].\n" "This can help interpret the input coming from that controller. See " "[url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/" "targetRayMode]XRInputSource.targetRayMode[/url] for more information." msgstr "" "Retourne le mode du rayon de la cible pour le [code]controller_id[/code] " "spécifié.\n" "Cela peut aider à interpréter les entrées provenant de ce contrôleur. Voir " "[url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/" "targetRayMode]XRInputSource.targetRayMode[/url] (en anglais) pour plus " "d'informations." #: modules/webxr/doc_classes/WebXRInterface.xml 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 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 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 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 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 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 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 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 msgid "" "If set to true, the button and axes ids will be converted to match the " "standard ids used by other AR/VR interfaces, when possible.\n" "Otherwise, the ids will be passed through unaltered from WebXR." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " "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 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 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 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 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 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 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 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 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 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 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 msgid "Emitted when [member visibility_state] has changed." msgstr "Émis lorsque [member visibility_state] modifié." #: modules/webxr/doc_classes/WebXRInterface.xml msgid "We don't know the target ray mode." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Target ray originates at the viewer's eyes and points in the direction they " "are looking." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "Target ray from a handheld pointer, most likely a VR touch controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "Target ray from touch screen, mouse or other tactile input device." msgstr "" #: doc/classes/WindowDialog.xml msgid "Base class for window dialogs." msgstr "Classe parente des fenêtres de dialogue." #: doc/classes/WindowDialog.xml 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 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 msgid "If [code]true[/code], the user can resize the window." msgstr "Si [code]true[/code], l'utilisateur peut redimensionner la fenêtre." #: doc/classes/WindowDialog.xml msgid "The text displayed in the window's title bar." msgstr "Le texte affiché dans la barre de titre de la fenêtre." #: doc/classes/WindowDialog.xml msgid "The color of the title text." msgstr "La couleur du titre." #: doc/classes/WindowDialog.xml msgid "The horizontal offset of the close button." msgstr "Le décalage horizontal du bouton fermer." #: doc/classes/WindowDialog.xml msgid "" "The thickness of the border that can be dragged when scaling the window (if " "[member resizable] is enabled)." msgstr "" #: doc/classes/WindowDialog.xml #, fuzzy msgid "The vertical offset of the title text." msgstr "Décalage vertical du texte du titre." #: doc/classes/WindowDialog.xml #, fuzzy msgid "The font used to draw the title." msgstr "La police utilisée pour le texte en gras." #: doc/classes/WindowDialog.xml msgid "The icon for the close button." msgstr "L'icône personnalisée pour le bouton de fermeture." #: doc/classes/WindowDialog.xml msgid "" "The icon used for the close button when it's hovered with the mouse cursor." msgstr "" #: doc/classes/WindowDialog.xml 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 msgid "Class that has everything pertaining to a world." msgstr "" #: doc/classes/World.xml 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 msgid "" "Direct access to the world's physics 3D space state. Used for querying " "current and potential collisions." msgstr "" #: doc/classes/World.xml msgid "The World's [Environment]." msgstr "L'[Environment] du World." #: doc/classes/World.xml msgid "" "The World's fallback_environment will be used if the World's [Environment] " "fails or is missing." msgstr "" #: doc/classes/World.xml msgid "The World's visual scenario." msgstr "Le scénario visuel du World." #: doc/classes/World.xml msgid "The World's physics space." msgstr "L’espace physique du World." #: doc/classes/World2D.xml msgid "Class that has everything pertaining to a 2D world." msgstr "" #: doc/classes/World2D.xml 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 msgid "" "The [RID] of this world's canvas resource. Used by the [VisualServer] for 2D " "drawing." msgstr "" #: doc/classes/World2D.xml 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 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 msgid "" "Default environment properties for the entire scene (post-processing " "effects, lighting and background settings)." msgstr "" #: doc/classes/WorldEnvironment.xml 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 msgid "" "The [Environment] resource used by this [WorldEnvironment], defining the " "default properties." msgstr "" "La ressource du [Environment] utilisé par ce [WorldEnvironment], définissant " "les propriétés par défaut." #: doc/classes/X509Certificate.xml msgid "An X509 certificate (e.g. for SSL)." msgstr "Un certificat X509 (par ex. pour SSL)." #: doc/classes/X509Certificate.xml 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]." msgstr "" #: doc/classes/X509Certificate.xml msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)." msgstr "Charge un certificat depuis [code]path[/code] (fichier \"*.crt\")." #: doc/classes/X509Certificate.xml msgid "" "Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" " "file)." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/" "XML]XML[/url] files." msgstr "" "Classe de bas niveau pour la création d’analyseurs pour les fichiers " "[url=https://fr.wikipedia.org/wiki/XML]XML[/url]." #: doc/classes/XMLParser.xml 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 msgid "Gets the amount of attributes in the current element." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Gets the name of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "Retourne le nom de l'attribut spécifié par l'index [code]idx[/code]." #: doc/classes/XMLParser.xml msgid "" "Gets the value of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" "Retourne la valeur de l'attribut spécifié par l'index [code]idx[/code]." #: doc/classes/XMLParser.xml msgid "Gets the current line in the parsed file (currently not implemented)." msgstr "" "Retourne l'actuelle ligne du fichier interprété (actuellement non " "implémenté)." #: doc/classes/XMLParser.xml 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 "" "Retourne la valeur d'un certain attribut de l'élément actuel par son nom. " "Une erreur sera lancée si l'attribut n'existe pas." #: doc/classes/XMLParser.xml 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 "" "Retourne la valeur d'un certain attribut de l'élément actuel par son nom. " "Une [String] vide sera retournée si l'attribut n'existe pas." #: doc/classes/XMLParser.xml msgid "" "Gets the contents of a text node. This will raise an error in any other type " "of node." msgstr "" #: doc/classes/XMLParser.xml 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 "" "Retourne le nom du nœud de l'élément actuel. Une erreur sera lancée si le " "type de nœud actuel n'est ni [constant NODE_ELEMENT] ni [constant " "NODE_ELEMENT_END]." #: doc/classes/XMLParser.xml msgid "" "Gets the byte offset of the current node since the beginning of the file or " "buffer." msgstr "" "Retourne le décalage en octet de l'actuel nœud depuis le début du fichier ou " "de la mémoire tampon." #: doc/classes/XMLParser.xml msgid "" "Gets the type of the current node. Compare with [enum NodeType] constants." msgstr "" "Retourne le type du nœud actuel. Comparer avec les constantes [enum " "NodeType]." #: doc/classes/XMLParser.xml msgid "Check whether the current element has a certain attribute." msgstr "Vérifie quand l'élément actuel à un certain attribut." #: doc/classes/XMLParser.xml msgid "" "Check whether the current element is empty (this only works for completely " "empty tags, e.g. [code][/code])." msgstr "" "Vérifie si l'élément actuel est vide (ça ne fonctionne que pour les " "marqueurs complètement vide, par ex. [code][/code])." #: doc/classes/XMLParser.xml msgid "Opens an XML file for parsing. This returns an error code." msgstr "Ouvre un fichier XML pour analyse. Ceci retourne un code d'erreur." #: doc/classes/XMLParser.xml msgid "Opens an XML raw buffer for parsing. This returns an error code." msgstr "" "Ouvre un buffer XML brut pour être interprété. Ceci renvoie un code d'erreur." #: doc/classes/XMLParser.xml msgid "Reads the next node of the file. This returns an error code." msgstr "Lit le nœud suivant du fichier. Ceci retourne un code d'erreur." #: doc/classes/XMLParser.xml msgid "" "Moves the buffer cursor to a certain offset (since the beginning) and read " "the next node there. This returns an error code." msgstr "" "Déplace le curseur de la mémoire tampon d'un certain décalage (depuis le " "début) et lit le nœud suivant à cet endroit. Une code d'erreur est renvoyé." #: doc/classes/XMLParser.xml 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 "" "Ignore la section en cours. Si le nœud contient d'autres éléments, ils " "seront ignorés et le curseur ira à la fin de l'élément courant." #: doc/classes/XMLParser.xml msgid "There's no node (no file or buffer opened)." msgstr "Il y aucun nœud (pas de fichier ou de mémoire tampon ouverte)." #: doc/classes/XMLParser.xml msgid "Element (tag)." msgstr "Élément (tag)." #: doc/classes/XMLParser.xml msgid "End of element." msgstr "Fin de l’élément." #: doc/classes/XMLParser.xml msgid "Text node." msgstr "Nœud de texte." #: doc/classes/XMLParser.xml msgid "Comment node." msgstr "Nœud de commentaire." #: doc/classes/XMLParser.xml msgid "CDATA content." msgstr "Contenu CDATA." #: doc/classes/XMLParser.xml msgid "Unknown node." msgstr "Nœud inconnu." #: doc/classes/YSort.xml msgid "Sort all child nodes based on their Y positions." msgstr "Trier tous les nœuds enfants en fonction de leur position sur l'axe Y." #: doc/classes/YSort.xml 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 "" "Trier tous les nœuds enfants en fonction de leur position sur l'axe Y. Le " "nœud enfant doit hériter de [CanvasItem] pour être trié. Les nœuds qui ont " "une position plus élevée sur l'axe Y seront dessinés plus tard, ils " "apparaîtront donc au-dessus des nœuds ayant une position sur l'axe Y plus " "basse.\n" "L'imbrication des nœuds YSort est possible. Les nœuds YSort enfants seront " "triés dans le même espace que le nœud YSort parent, ce qui permet de mieux " "organiser une scène ou de la diviser en plusieurs autres, tout en conservant " "le tri unique." #: doc/classes/YSort.xml msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" "Si [code]true[/code] (vrai), les nœuds enfants sont triés, sinon le tri est " "désactivé."