# Portuguese 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. # # Reubens Sanders , 2021. # ssantos , 2022, 2023. # Felipe SiFa , 2022. # Renu , 2022. # Diogo Gomes , 2022. # El_ExpertPlayer , 2022. # Esdras Caleb Oliveira Silva , 2022. # Rafael Testa , 2022. # Lucas Campos , 2022. # Nathan Soares , 2022. # Baiterson , 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2023-01-11 16:51+0000\n" "Last-Translator: ssantos \n" "Language-Team: Portuguese \n" "Language: pt\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" "X-Generator: Weblate 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" msgstr "Descrição" #: doc/tools/make_rst.py msgid "Tutorials" msgstr "Tutoriais" #: doc/tools/make_rst.py msgid "Properties" msgstr "Propriedades" #: doc/tools/make_rst.py msgid "Methods" msgstr "Métodos" #: doc/tools/make_rst.py msgid "Theme Properties" msgstr "Propriedades do Tema" #: doc/tools/make_rst.py msgid "Signals" msgstr "Sinais" #: doc/tools/make_rst.py msgid "Enumerations" msgstr "Enumerações" #: doc/tools/make_rst.py msgid "Constants" msgstr "Constantes" #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Descrições de propriedades" #: doc/tools/make_rst.py msgid "Method Descriptions" msgstr "Descrições de Métodos" #: doc/tools/make_rst.py msgid "Theme Property Descriptions" msgstr "Descrições de Propriedades do Tema" #: doc/tools/make_rst.py msgid "Inherits:" msgstr "Herda de:" #: doc/tools/make_rst.py msgid "Inherited By:" msgstr "Herdado por:" #: doc/tools/make_rst.py msgid "(overrides %s)" msgstr "(recopiar %s)" #: doc/tools/make_rst.py msgid "Default" msgstr "Padrão" #: doc/tools/make_rst.py msgid "Setter" msgstr "Setter" #: doc/tools/make_rst.py msgid "value" msgstr "Valor" #: 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 "" "Este método normalmente deve ser reescrito pelo usuário para que tenha algum " "efeito." #: doc/tools/make_rst.py msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." msgstr "" "Este método não tem efeito colateral. Não modifica nenhuma variável membro " "da instancia." #: doc/tools/make_rst.py msgid "" "This method accepts any number of arguments after the ones described here." msgstr "" "Este método aceita qualquer número de argumentos após os descritos aqui." #: doc/tools/make_rst.py msgid "This method is used to construct a type." msgstr "Este método é usado para construir um tipo." #: doc/tools/make_rst.py msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "" "Este método não precisa de uma instância para ser chamando, de maneira que " "pode ser chamado diretamente usando o nome da classe." #: doc/tools/make_rst.py msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "" "Este método descreve um operador válido para usar com este tipo como " "operando à esquerda." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Funções GDScript Integradas." #: 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 "" "Lista de funções integradas e nucleares GDScript. Funções matemáticas e " "outros utilitários. Tudo o resto é fornecido por objectos. (Palavras-Chave: " "integrado, incorporado, funções globais.)" #: 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 "" "Devolve a cor construída com os valores inteiros dos canais vermelho, verde, " "azul e alfa. Cada canal deve ter 8 bits de informação, com uma gama entre o " "0 e o 255.\n" "[code]r8[/code] canal vermelho\n" "[code]g8[/code] canal verde\n" "[code]b8[/code] canal azul\n" "[code]a8[/code] canal alfa\n" "[codeblock]\n" "vermelho = 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 "" "Devolve uma cor de acordo com o [code]name[/code] padronizado com o " "[code]alpha[/code] que varia entre 0 e 1.\n" "[codeblock]\n" "vermelho = ColorN(\"red\", 1)\n" "[/codeblock]\n" "Os nomes de cor suportados são os mesmos que as constantes definidas em " "[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 "" "Devolve o valor absoluto do parâmetro [code]s[/code] (i.e. valor positivo).\n" "[codeblock]\n" "a = abs(-1) # a é 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 "" "Devolve o arco co-seno de [code]s[/code] em radianos. Usado para se obter o " "ângulo do co-seno [code]s[/code]. [code]s[/code] deve estar entre " "[code]-1.0[/code] e [code]1.0[/code] (inclusive), caso contrário, o [method " "acos] irá devolver [constant NAN].\n" "[codeblock]\n" "# c é 0.523599 ou 30 graus se convertido com 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 "" "Devolve o arco seno de [code]s[/code] em radianos. Usado para se obter o " "ângulo do seno [code]s[/code]. [code]s[/code] deve estar entre [code]-1.0[/" "code] e [code]1.0[/code] (inclusive), caso contrário, o [method asin] irá " "devolver [constant NAN].\n" "[codeblock]\n" "# s é 0.523599 ou 30 graus se convertido com 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 "" "Afirma que [code]condition[/code] (condição) é [code]true[/code]. Se " "[code]condition[/code] é [code]false[/code], um erro é gerado. Ao executar a " "partir do editor, o programa também será interrompido, até que o retome. " "Isso pode ser usado como uma forma mais forte de [method push_error] para " "reportar erros aos programadores do projeto ou para utilizadores de add-" "ons.\n" "[b]Obs.:[/b] Por motivos de desempenho, o código inserido no [method assert] " "só é executado em compilações de depuração ou quando o projeto é executado a " "partir do editor. Não insira código com efeitos colaterais dentro de um " "[method assert], senão o projeto terá um comportamento diferente quando " "exportado em modo de lançamento.\n" "O argumento opcional [code]message[/code], se dado, é mostrado em " "complemento à mensagem genérica \"Assertion failed\". Pode usar isso para " "fornecer detalhes adicionais do porquê a afirmação falhou.\n" "[codeblock]\n" "# Imagine que queremos que a velocidade se situe sempre entre 0 e 20.\n" "var speed = -10\n" "assert(speed < 20) # True, o programa irá continuar\n" "assert(speed >= 0) # False, o programa irá parar\n" "assert(speed >= 0 && speed < 20) # Também pode combinar os dois parâmetros " "condicionais numa verificação\n" "assert(speed < 20, \"speed = %f, mas o limite de velocidade é 20\" % speed) " "# Mostra uma mensagem com mais detalhes\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 "" "Retorna o arco tangent de [code]s[/code] em radianos. Use-o para obter o " "ângulo de uma tangente de ângulo na trigonometria: [code]atan(tan(angle)) == " "angle[/code].\n" "O método não deve saber em qual quadrante o ângulo deverá cair. Veja [method " "atan2] se tiver [code]y[/code] e [code]x[/code].\n" "[codeblock]\n" "a = atan(0.5) # a is 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 "" "Retorna o arco tangente de [code]y/x[/code] em radianos. Use para ter o " "ângulo da tangente [code]y/x[/code]. Para computar o valor, o método leva em " "consideração o sinal de ambos os argumentos para determinar o quadrante.\n" "Importante: A coordenada Y vem primeiro, por convenção.\n" "[codeblock]\n" "a = atan2(0, -1) # a é 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 "" "Decodifica um array de bytes num valor. Quando [code]allow_objects[/code] é " "[code]true[/code] decodificar objetos é permitido.\n" "[b]AVISO:[/b] Objetos desserializados podem conter código que pode ser " "executado. Não use esta opção se o objeto serializado vier de fontes não " "confiáveis para evitar potenciais ameaças à segurança (execução remota de " "código)." #: 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 "" "Converte um ponto 2D expresso no sistema de coordenadas cartesiano (eixos X " "e Y) para o sistema de coordenadas polar (uma distância da origem e um " "ângulo)." #: 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 "" "Arredonda [code]s[/code] para cima (em direção ao infinito positivo), " "retornando o menor número inteiro que não seja menor que [code]s[/code].\n" "[codeblock]\n" "a = ceil(1.45) # a é 2.0\n" "a = ceil(1.001) # a é 2.0\n" "[/codeblock]\n" "Veja também [method floor], [method round], [method stepify] e [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 "" "Retorna um caractere como uma cadeia de caracteres de um dado code point " "Unicode (compatível com ASCII code);\n" "[codeblock]\n" "a = char(65) # a é \"A\"\n" "a = char(65 + 32) # a é \"a\"\n" "a = char(8364) # a é \"€\"\n" "[/codeblock]\n" "Isso é o inverso 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 "" "Fixa [code]value[/code] e retorna um valor não inferior a [code]min[/code] e " "não superior a [code]max[/code].\n" "[codeblock]\n" "a = clamp(1000, 1, 20) # a é 20\n" "a = clamp(-10, 1, 20) # a é 1\n" "a = clamp(15, 1, 20) # a é 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 "" "Converte um tipo para outro da melhor forma possível. O parâmetro " "[code]type[/code] usa os valores [enum Variant.Type].\n" "[codeblock]\n" "a = Vector2(1, 0)\n" "# Printa 1\n" "print(a.length())\n" "a = convert(a, TYPE_STRING)\n" "# Printa 6, já que \"(1, 0)\" possui 6 caracteres.\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 "" "Retorna o cosseno do ângulo [code]s[/code] em radianos.\n" "[codeblock]\n" "a = cos(TAU) # a é 1.0\n" "a = cos(PI) # a é -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 "" "Retorna o cosseno hiperbólico de [code]s[/code] em radianos.\n" "[codeblock]\n" "print(cosh(1)) # Imprime 1.543081\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "Converts from decibels to linear energy (audio)." msgstr "Converte de decibéis para energia linear (áudio)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Deprecated alias for [method step_decimals]." msgstr "Apelido descontinuado para [method step_decimals]." #: 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]Nota:[/b] [code]dectime[/code] foi depreciado e será removido no Godot " "4.0, por favor use [method move_toward] em vez disso.\n" "Retorna o resultado de [code]value[/code] decrescido por [code]step[/code] * " "[code]amount[/code].\n" "[codeblock]\n" "a = dectime(60, 10, 0.1)) # a é 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 "" "Compara dois valores verificando o conteúdo real deles, por meio de recursão " "em um [Array] ou [Dictionary] em todos os seus níveis.\n" "Esta função compara a [code]==[/code] de diversas maneiras:\n" "- Para [code]null[/code], [code]int[/code], [code]float[/code], " "[code]String[/code], [code]Object[/code] e [code] RID[/code] tanto " "[code]deep_equal[/code] quanto [code]==[/code] funcionam da mesma forma.\n" "- Para [code]Dictionary[/code], [code]==[/code] considera-se igual se, e " "somente se, ambas as variáveis apontarem para o mesmo [code]Dictionary[/" "code], sem recursão ou checagem do seu conteúdo.\n" "- Para [code]Array[/code], [code]==[/code] considera igual se, e somente se, " "cada item no primeiro [code]Array[/code] for igual ao seu homólogo no " "segundo [ code]Array[/code], conforme informado pelo próprio [code]==[/" "code]. Isso implica que [code]==[/code] se faz a recursão em [code]Array[/" "code], mas não em [code]Dictionary[/code].\n" "Resumindo, sempre que um [code]Dictionary[/code] estiver potencialmente " "envolvido, se você quiser uma comparação verdadeira com verificação de " "conteúdo, você deve usar [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 "" "Converte um ângulo expresso em graus para radianos.\n" "[codeblock]\n" "r = deg2rad(180) # r é 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 "" "Converte uma instância pré-convertida num dicionário (com [method " "inst2dict]), de volta numa instância. Útil para desserialização." #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns an \"eased\" value of [code]x[/code] based on an easing function " "defined with [code]curve[/code]. This easing function is based on an " "exponent. The [code]curve[/code] can be any floating-point number, with " "specific values leading to the following behaviors:\n" "[codeblock]\n" "- Lower than -1.0 (exclusive): Ease in-out\n" "- 1.0: Linear\n" "- Between -1.0 and 0.0 (exclusive): Ease out-in\n" "- 0.0: Constant\n" "- Between 0.0 to 1.0 (exclusive): Ease out\n" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/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 "" "Retorna um valor \"suavizado\" de [code]x[/code] baseado numa função de " "atenuação definida com [code]curve[/code]. Essa função de atenuação é " "baseada num exponente. [code]curve[/code] pode ser qualquer número de ponto " "flutuante, com valores específicos resultando nos seguintes comportamentos:\n" "[codeblock]\n" "- Menor que -1.0 (exclusivo): Ease in-out\n" "- 1.0: Linear\n" "- Entre -1.0 e 0.0 (exclusivo): Ease out-in\n" "- 0.0: Constant\n" "- Entre 0.0 e 1.0 (exclusivo): Ease in\n" "- 1.0: Linear\n" "- Maior que 1.0 (exclusivo): Ease out\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" "ease_cheatsheet.png]tabela de exemplos para ease() curve[/url]\n" "Veja também [method smoothstep]. Se precisa fazer transições mais avançadas, " "use [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 "" "Função exponencial natural. Eleva a constante matemática [b]e[/b] à potência " "de [code]s[/code] e retorna o valor dele.\n" "[b]e[/b] tem um valor aproximado de 2.71828 que pode ser obtido com " "[code]exp(1)[/code].\n" "Caso queira expoentes para bases diferentes, use o método [method pow].\n" "[codeblock]\n" "a = exp(2) # Aproximadamente 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 "" "Arredonda [code]s[/code] para baixo (em direção ao infinito negativo), " "retornando o maior número inteiro que não seja superior a [code]s[/code].\n" "[codeblock]\n" "a = floor(2.45) # a é 2.0\n" "a = floor(2.99) # a é 2.0\n" "a = floor(-2.99) # a é -3.0\n" "[/codeblock]\n" "Veja também [method ceil], [method round], [method stepify] e [int].\n" "[b]Nota:[/b] Este método retorna uma float. Se precisar de um inteiro e " "[code]s[/code] não é um número negativo, pode usar [code]int(s)[/code] " "diretamente." #: 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 "" "Retorna o resto em ponto flutuante de [code]a/b[/code], mantendo o sinal de " "[code]a[/code].\n" "[codeblock]\n" "r = fmod(7, 5.5) # r é 1.5\n" "[/codeblock]\n" "Para a operação de resto inteiro, use o operador %." #: 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 "" "Retorna o módulo de ponto flutuante de [code] a / b [/code] que envolve " "igualmente em positivo e negativo.\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" "Produz:\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 "" "Retorna uma referência à função especificada [code]funcname[/code] no nó " "[code]instância[/code]. Como as funções não são objetos de primeira classe " "no GDscript, use [code]funcref[/code] para armazenar um [FuncRef] numa " "variável e chama-lá mais tarde.\n" "[codeblock]\n" "func foo ():\n" "return (\"bar\")\n" "\n" "a = funcref (self, \"foo\")\n" "print (a.call_func ()) # Printa \"bar\"\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns an array of dictionaries representing the current call stack. See " "also [method print_stack].\n" "[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]\n" "[b]Note:[/b] [method get_stack] only works if the running instance is " "connected to a debugging server (i.e. an editor instance). [method " "get_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" "Retorna uma list de dicionários representando a pilha de chamada atual.\n" "[codeblock]\n" "func _ready():\n" " foo()\n" "\n" "func foo():\n" " bar()\n" "\n" "func bar():\n" " print(get_stack())\n" "[/codeblock]\n" "iria imprimir\n" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the integer hash of the variable passed.\n" "[codeblock]\n" "print(hash(\"a\")) # Prints 177670\n" "[/codeblock]" msgstr "" "Retorna o hash inteiro da variável passada.\n" "[codeblock]\n" "print(hash(\"a\")) # Prints 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 "" "Retorna a instância passada convertida num dicionário (útil para " "serializar).\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" "Imprime:\n" "[codeblock]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\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 "" "Retorna o Object que corresponde ao [code]instance_id[/code]. Todos os " "Objects possuem um ID de instância único.\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var id = get_instance_id()\n" " var inst = instance_from_id(id)\n" " print(inst.foo) # Prints bar\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy 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]). " "Use [method clamp] on the result of [method inverse_lerp] if this is not " "desired.\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, and " "[method range_lerp] to map a continuous series of values to another." msgstr "" "Returna um fator de interpolação ou extrapolação considerando o alcance " "especifico em [code]from[/code] e [code]to[/code], e o valor interpolado " "especificado em [code]weight[/code]. O valor retornado será entre [code]0.0[/" "code] e [code]1.0[/code] se [code]weight[/code] é entre [code]from[/code] e " "[code]to[/code] (inclusivo). Se [code]weight[/code] é localizado fora desse " "alcance, então um fator de extrapolação será retornado (retorna valor menor " "que [code]0.0[/code] ou maior que [code]1.0[/code]).\n" "[codeblock]\n" "# O raio de interpolação na chamada de `lerp()` abaixo é 0.75.\n" "var centro = lerp(20, 30, 0.75)\n" "# `centro` agora é 27.5.\n" "# Agora, pretendemos ter esquecido o raio original e queremos de volta.\n" "var raio = inverse_lerp(20, 30, 27.5)\n" "# `raio` agora é 0.75.\n" "[/codeblock]\n" "Veja também [method lerp] que realiza o inverso desta operação." #: 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 "" "Retorna [code]true[/code] se [code]a[/code] e [code]b[/code] são " "aproximadamente iguais.\n" "Aqui, aproximadamente igual significa que [code]a[/code] e [code]b[/code] " "estão a um pequeno epsilon interno um do outro, que escala de acordo com a " "magnitude dos números.\n" "Valores infinitos com o mesmo sinal são considerados iguais." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns whether [code]s[/code] is an infinity value (either positive " "infinity or negative infinity)." msgstr "" "Retorna se [code]s[/code] é um valor infinitos (seja infinito positivo ou " "infinito negativo)." #: 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 "" "Retorna se [code]instance[/code] é um objeto válido (e.g. não foi excluído " "da memória)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns whether [code]s[/code] is a NaN (\"Not a Number\" or invalid) value." msgstr "" "Retorna se [code]s[/code] é um valor NaN (\"Not a Number\" ou inválido)." #: 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 "" "Retorna [code]true[/code] se [code]s[/code] é zero ou quase zero.\n" "Este método é mais rápido que utilizar [method is_equal_approx] com um valor " "igual a zero." #: 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 "" "Retorna o comprimento da Variant [code]var[/code]. Comprimento é a contagem " "de caracteres de uma cadeia, contagem de elementos de uma Array, o tamanho " "de um Dicionario, etc.\n" "[b]Note:[/b] Gera um erro fatal se Variant não puder retornar um " "comprimento.\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" "len(a) # Retorna 4\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy 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]. Use [method clamp] on the result of [method lerp] if this is not " "desired.\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]. See also [method range_lerp] to map a " "continuous series of values to another." msgstr "" "Interpola linearmente entre dois valores pelo fator definido em " "[code]weight[/code]. Para realizar a interpolação, [code]weight[/code] deve " "estar entre [code]0.0[/code] e [code]1.0[/code] (inclusive). No entanto, " "valores fora desse intervalo são permitidos e podem ser usados para realizar " "[i]extrapolação[/i].\n" "Se os argumentos [code]from[/code] e [code]to[/code] forem do tipo [int] ou " "[float], o valor de retorno será um [float].\n" "Se ambos forem do mesmo tipo de vetor ([Vector2], [Vector3] ou [Color]), o " "valor de retorno será do mesmo tipo ([code]lerp[/code] então chama o método " "[code]linear_interpolate[/code] do tipo de vetor).\n" "[codeblock]\n" "lerp(0, 4, 0,75) # Retorna 3,0\n" "lerp(Vetor2(1, 5), Vetor2(3, 2), 0.5) # Retorna Vetor2(2, 3.5)\n" "[/codeblock]\n" "Veja também [method inverse_lerp] que realiza o inverso desta operação. Para " "realizar a interpolação facilitada com [method lerp], combine-o com [method " "easy] 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 "" "Interpola linearmente entre dois ângulos (em radianos) por um valor " "normalizado.\n" "Semelhante a [method lerp], mas interpola corretamente quando os ângulos " "envolvem [constant @GDScript.TAU]. Para realizar a interpolação facilitada " "com [method lerp_angle], combine-o com [method easy] 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]Nota:[/b] Este método lê o caminho mais curto entre [code]from[/code] e " "[code]to[/code]. No entanto, quando esses dois ângulos estão aproximadamente " "[code]PI + k * TAU[/code] separados para qualquer inteiro [code]k[/code], " "não é óbvio de que maneira eles interpretam devido a erros de precisão de " "ponto flutuante. Por exemplo, [code]lerp_angle(0, PI, weight)[/code] lê no " "sentido anti-horário, enquanto [code]lerp_angle(0, PI + 5 * TAU, weight)[/" "code] lê no sentido horário." #: 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($Slider.value))\n" "[/codeblock]" msgstr "" "Converte energia linear para decibéis (áudio). Esse método pode ser usado " "para implementar barras de volume que se comportam de maneira esperada " "(porque volume não é linear). Exemplo:\n" "[codeblock]\n" "# \"Slider\" se refere a um nó que herda de Range como um HSlider ou " "VSlider.\n" "# O intervalo dele deve ser configurado para ir de 0 até 1.\n" "# Mude o nome do barramento de áudio se gostaria de mudar o volume apenas de " "um barramento específico.\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear2db($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 "" "Carrega um recurso do sistema de ficheiros localizado em [code]path[/code]. " "O recurso é carregado durante a chamada do método (a não ser que seja " "referenciado em algum outro lugar como em outro script ou na cena), o que " "pode causar um breve atraso, especialmente ao carregar cenas. Para evitar " "atrasos desnecessários ao carregar algo várias vezes, salve o recurso numa " "variável ou use [method preload].\n" "[b]Nota:[/b] Caminhos de recursos podem ser obtidos clicando com o botão " "direito num recurso no painel Ficheiros e escolhendo \"Copiar Caminho\" ou " "arrastando um ficheiro do painel Ficheiros para dentro do script.\n" "[codeblock]\n" "# Carrega uma cena chamada \"main\" localizada na raíz da pasta do projeto, " "e a salva numa variável.\n" "var main = load(\"res://main.tscn\") # main irá conter um recurso " "PackedScene.\n" "[/codeblock]\n" "[b]Importante:[/b] O caminho deve ser absoluto, um caminho local irá " "retornar [code]null[/code].\n" "Esse método é uma versão simplificada de [method ResourceLoader.load], que " "pode ser usado em situações mais avançadas." #: 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 "" "Logaritmo natural. A quantidade de tempo necessária para atingir um certo " "nível de crescimento contínuo.\n" "[b]Nota:[/b] Esta não é a mesma função \"log\" como na maioria das " "calculadoras, que usa um logaritmo de base 10.\n" "[codeblock]\n" "log(10) # Retorna 2,302585\n" "[/codeblock]\n" "[b]Nota:[/b] O logaritmo de [code]0[/code] retorna [code]-inf[/code], " "enquanto valores negativos retornam [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 "" "Retorna o valor máximo entre dois valores.\n" "[codeblock]\n" "max(1, 2) # Retorna 2\n" "max(-3.99, -4) # Retorna -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 "" "Retorna o menor entre dois valores.\n" "[codeblock]\n" "min(1, 2) # Retorna 1\n" "min(-3.99, -4) # Retorna -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 "" "Move [code]from[/code] até [code]to[/code] pelo valor de [code]delta[/" "code].\n" "Use um valor [code]delta[/code] negativo para mover na outra direção.\n" "[codeblock]\n" "move_toward(5, 10, 4) # Retorna 9\n" "move_toward(10, 5, 4) # Retorna 6\n" "move_toward(10, 5, -1.5) # Retorna 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 "" "Retorna a potência igual ou maior mais próxima de 2 para o valor inteiro " "[code]value[/code].\n" "Em outras palavras, retorna o menor valor [code]a[/code] onde [code]a = " "pow(2, n)[/code] de modo que [code]value <= a[/code] para algum número " "inteiro não negativo [code]n[/code].\n" "[codeblock]\n" "nearest_po2(3) # Retorna 4\n" "nearest_po2(4) # Retorna 4\n" "nearest_po2(5) # Retorna 8\n" "\n" "nearest_po2(0) # Retorna 0 (o que pode ser indesejado)\n" "nearest_po2(-1) # Retorna 0 (o que pode ser indesejado)\n" "[/codeblock]\n" "[b]AVISO:[/b] Por conta da forma que é implementada, essa função retorna " "[code]0[/code] ao invés de [code]1[/code] para valores não positivos de " "[code]value[/code] (na verdade, 1 é a menor potência inteira 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 "" "Retorna um número inteiro que representa o ponto de código Unicode do " "caractere Unicode fornecido [code]char[/code].\n" "[codeblock]\n" "a = ord(\"A\") # a é igual a 65\n" "a = ord(\"a\") # a é igual a 97\n" "a = ord(\"€\") # a é igual a 8364\n" "[/codeblock]\n" "Este é o inverso 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 "" "Converte texto JSON para uma Variant. (Use [method typeof] para verificar se " "o tipo da Variant é o esperado.)\n" "[b]Nota:[/b] A especificação JSON não define tipos integer (números " "inteiros) ou float (números reais), mas apenas um tipo numérico [i]number[/" "i]. Portanto, ao interpretar um texto JSON todos os valores numéricos serão " "convertidos para o tipo [float].\n" "[b]Nota:[/b] Objetos JSON não preservam a ordem de chaves igual os " "Dictionary do Godot, então, não pode depender que chaves estejam numa certa " "ordem se um dicionário for construído de JSON. Por outro lado, listas JSON " "retém a ordem dos elementos dele:\n" "[codeblock]\n" "var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n" "if typeof(p.result) == TYPE_ARRAY:\n" " print(p.result[0]) # Imprime \"hello\"\n" "else:\n" " push_error(\"Resultados inesperados.\")\n" "[/codeblock]\n" "Veja também [JSON] para uma forma alternativa de interpretar textos 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 "" "Converte um ponto 2D expresso no sistema de coordenadas polar (uma distância " "da origem [code]r[/code] e um ângulo [code]th[/code]) para o sistema de " "coordenadas cartesiano (Eixos X e 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 "" "Retorna o módulo inteiro de [code]a/b[/code] que segue na mesma direção no " "positivo e negativo.\n" "[codeblock]\n" "for i in range(-3, 4):\n" " print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "Produz:\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 "" "Retorna o resultado de [code]base[/code] elevado à potência [code]exp[/" "code].\n" "[codeblock]\n" "pow(2, 5) # Retorna 32\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 "" "Retorna um [Resource] do sistema de ficheiros localizado em [code]path[/" "code]. O recurso é carregado durante a interpretação do script, isto é, " "carrega com o script e [method preload] age como referência ao recurso. Note " "que esse método requer um caminho absoluto. Se quiser carregar um recurso de " "um caminho dinâmico/variável, use [method load].\n" "[b]Nota:[/b] Caminhos de recursos podem ser obtidos clicando com o botão " "direito num recurso no painel Ficheiros e escolhendo \"Copiar Caminho\" ou " "arrastando um ficheiro do painel Ficheiros para dentro do script.\n" "[codeblock]\n" "# Instanciar a cena.\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 "" "Converte um ou mais argumentos de qualquer tipo para cadeia da melhor " "maneira possível e imprime no console\n" "[codeblock]\n" "a = [1, 2, 3]\n" "print(\"a\", \"=\", a) # Imprime a=[1, 2, 3]\n" "[/codeblock]\n" "[b]Nota:[/b] Considere usar [method push_error] e [method push_warning] para " "imprimir mensagens de erro e aviso ao invés de [method print]. Isso os " "distinguirá de impressões com propósito de depuração e também mostrará um " "rastreamento de pilha quando um erro ou aviso é impresso." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Like [method print], but includes the current stack frame when running with " "the debugger turned on.\n" "Output in the console would look something like this:\n" "[codeblock]\n" "Test print\n" " At: res://test.gd:15:_process()\n" "[/codeblock]" msgstr "" "Similar à [method print], mas inclui a pilha de chamadas no local do código " "quando o depurador esta ativado.\n" "A saída no console será exibida da seguinte maneira:\n" "[codeblock]\n" "Test print\n" " At: res://test.gd:15:_process()\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Prints a stack trace at the current code location. See also [method " "get_stack].\n" "Output in the console would look something like this:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]\n" "[b]Note:[/b] [method print_stack] only works if the running instance is " "connected to a debugging server (i.e. an editor instance). [method " "print_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" #: 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 "" "Imprime um ou mais argumentos da melhor forma possível como um erro no " "console.\n" "[codeblock]\n" "printerr(\"imprime para o 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 "" "Imprime um ou mais argumentos da melhor forma possível para o console. Uma " "nova linha não será adicionada ao fim.\n" "[codeblock]\n" "printraw(\"A\")\n" "printraw(\"B\")\n" "# Imprime AB\n" "[/codeblock]\n" "[b]Nota:[/b] Por conta de limitações com o console integrado do Godot, esse " "método só imprime para o terminal. Se precisar imprimir ao editor, use outro " "método, como o [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 "" "Imprime um ou mais argumentos para o console com um espaço entre cada " "argumento.\n" "[codeblock]\n" "prints(\"A\", \"B\", \"C\") # imprime 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 "" "Imprime um ou mais argumentos para o console com um caractere de tabulação " "entre cada argumento.\n" "[codeblock]\n" "printt(\"A\", \"B\", \"C\") # Imprime A\tB\tC\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 "" "Envia uma mensagem de erro para o depurador integrado do Godot e para o " "terminal do sistema operacional.\n" "[codeblock]\n" "push_error(\"test error\") # Imprime \"test error\" para o depurador e o " "terminal como uma chamada de erro\n" "[/codeblock]\n" "[b]Nota:[/b] Erros impressos desse jeito não pausam a execução do projeto. " "Para imprimir uma mensagem de erro e pausar a execução do projeto em builds " "de debug, use [code]assert(false, \"test error\")[/code] ao invés." #: 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 "" "Envia uma mensagem de aviso para o depurador integrado do Godot e para o " "terminal do sistema operacional.\n" "[codeblock]\n" "push_warning(\"test warning\") # Imprime \"test warning\" para o depurador e " "o terminal como uma chamada de aviso\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 "" "Converte um ângulo representado em radianos para graus.\n" "[codeblock]\n" "rad2deg(0.523599) # Retorna 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 "" "Retorna um valor de ponto flutuante aleatório entre [code]from[/code] e " "[code]to[/code] (ambos os 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]Nota:[/b] Isso é equivalente a [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 "" "Aleatório por semente: passe um [code]seed[/code] e uma lista com ambos " "número e nova semente é retornada. \"Semente\" aqui refere-se ao estado " "interno do gerador de números pseudo-aleatório. O estado interno da " "implementação atual é 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 "" "Retorna um número real aleatório no intervalo [code][0, 1][/code].\n" "[codeblock]\n" "randf() # Retorna por exemplo 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 "" "Devolve um número inteiro aleatório sem sinal de 32 bits. Use o resto para " "obter um valor aleatório no intervalo [code][0, N - 1][/code] (onde N é " "menor que 2^32).\n" "[codeblock].\n" "randi() # Retorna um inteiro aleatório entre 0 e 2^32 - 1\n" "randi() % 20 # Retorna um número inteiro aleatório entre 0 e 19\n" "randi() % 100 # Retorna um número inteiro aleatório entre 0 e 99\n" "randi() % 100 + 1 # Retorna um inteiro aleatório entre 1 e 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 "" "Randomiza a semente (ou o estado interno) do gerador de números aleatórios. " "Implementação atual ressemea usando um número baseado no tempo.\n" "[codeblock]\n" "func _ready():\n" "\trandomize()\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 "" "Retorna um [Array] com o intervalo fornecido. [method range] pode ser " "invocado de três maneiras:\n" "- [code]range(n: int)[/code]: inicia em 0, incrementa 1 passo até parar " "[i]antes[/i] de [code]n[/code]. O argumento [code]n[/code] é [b]exclusivo[/" "b].\n" "[código]intervalo(b: int, n: int)[/código]: inicia em [código]b[/código], " "incrementa 1 passo até parar [i]antes[/i] de [code]n[/code]. Os argumentos " "[code]b[/code] e [code]n[/code] são [b]inclusivo[/b] e [b]exclusivo[/b], " "respectivamente.\n" "- [code]range(b: int, n: int, s: int)[/code]: inicia em [code]b[/code], " "aumenta/diminui [code]s[/code] passos até parar [i]antes[/i] de [code]n[/" "code]. Os argumentos [code]b[/code] e [code]n[/code] são [b]inclusivo[/b] e " "[b]exclusivo[/b], respectivamente. O argumento [code]s[/code] [b]pode[/b] " "ser negativo, mas não [code]0[/code]. Se [code]s[/code] for [code]0[/code], " "uma mensagem de erro será exibida.\n" "- [method range] converte todos os argumentos em [int] antes do " "processamento.\n" "[b]Observação:[/b] Retorna uma matriz vazia se nenhum valor atender às " "restrições do intervalo (por exemplo, [code]range(2, 5, -1)[/code] ou " "[code]range(5, 5, 1)[/code]).\n" "Exemplos:\n" "[codeblock]\n" "print(range(4)) # Escreve [0, 1, 2, 3]\n" "print(range(2, 5)) # Escreve [2, 3, 4]\n" "print(range(0, 6, 2)) # Escreve [0, 2, 4]\n" "print(range(4, 1, -1)) # Escreve [4, 3, 2]\n" "[/codeblock]\n" "Para iterar sobre um [Array] para trás, 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" "Saída:\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]. See also [method lerp] and [method inverse_lerp]. If " "[code]value[/code] is outside [code][istart, istop][/code], then the " "resulting value will also be outside [code][ostart, ostop][/code]. Use " "[method clamp] on the result of [method range_lerp] if this is not desired.\n" "[codeblock]\n" "range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n" "[/codeblock]\n" "For complex use cases where you need multiple ranges, consider using [Curve] " "or [Gradient] instead." msgstr "" #: 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 "" "Arredonda [code]s[/code] para o número inteiro mais próximo, com a metade " "arredondada para cima.\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" "Veja também[method floor], [method ceil], [method stepify], e [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 "" "Define a semente para o gerador de números aleatórios.\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 "" "Retorna o sinal de [code]s[/code]: -1 ou 1. Retorna 0 se [code]s[/code] for " "0.\n" "[codeblock]\n" "sign(-6) # Retorna -1\n" "sign(0) # Retorna 0\n" "sign(6) # Retorna 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 "" "Retorna o seno do ângulo [code]s[/code] em radianos.\n" "[codeblock]\n" "sin(0.523599) # Retorna 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 "" "Retorna o seno hiperbólico de [code]s[/code].\n" "[codeblock]\n" "a = log(2.0) # Retorna 0.693147\n" "sinh(a) # Retorna 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/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" "Retorna o resultado da interpolação suave do valor de [code]s[/code] entre " "[code]0[/code] e [code]1[/code], na qual [code]s[/code] se encontra incluso " "no intervalo dos limites [code]from[/code] e [code]to[/code].\n" "O valor de retornado é [code]0[/code] se [code]s <= from[/code], e [code]1[/" "code] se [code]s >= to[/code]. Se [code]s[/code] estiver entre [code]from[/" "code] e [code]to[/code], o valor retornado segue uma curva em forma de S que " "mapeia [code]s[/code] entre [ code]0[/code] e [code]1[/code].\n" "Esta curva em forma de S é o interpolador cúbico de Hermite, dado por " "[code]f(y) = 3*y^2 - 2*y^3[/code] na qual [code]y = (x-from) / (to -from)[/" "code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Retorna 0.0\n" "smoothstep(0, 2, 0.5) # Retorna 0.15625\n" "smoothstep(0, 2, 1.0) # Retorna 0.5\n" "smoothstep(0, 2, 2.0) # Retorna 1.0\n" "[/codeblock]\n" "Comparado [method ease] com um valor de curva de [code]-1.6521[/code], " "[method smoothstep] retorna a curva mais suave possível sem mudanças " "repentinas na derivada. Se você precisar realizar transições mais avançadas, " "use [Tween] ou [AnimationPlayer].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparação entre os valores retornados por " "smoothstep() e 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 "" "Retorna a raiz quadrada de [code]s[/code], onde [code]s[/code] é um número " "não-negativo.\n" "[codeblock]\n" "sqrt(9) # Retorna 3\n" "[/codeblock]\n" "[b]Nota:[/b] Valores negativos de [code]s[/code] retornam NaN. Se você " "necessita de inputs negativos, use [code]System.Numerics.Complex[/code] em " "C#." #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns the position of the first non-zero digit, after the decimal point. " "Note that the maximum return value is 10, which is a design decision in the " "implementation.\n" "[codeblock]\n" "n = step_decimals(5) # n is 0\n" "n = step_decimals(1.0005) # n is 4\n" "n = step_decimals(0.000000005) # n is 9\n" "[/codeblock]" msgstr "" "Retorna a posição do primeiro dígito diferente de 0 após o ponto decimal. " "Note que o valor máximo retornado é 10, que é uma decisão de design na " "implementação.\n" "[codeblock]\n" "n = step_decimals(5) # n é 0\n" "n = step_decimals(1.0005) # n é 4\n" "n = step_decimals(0.000000005) # n é 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 "" "Fixa valor flutuante [code]s[/code] para um dado [code]step[/code]. Também " "pode ser usado para arredondar um número flutuante para um número arbitrário " "de decimais.\n" "[codeblock]\n" "stepify(100, 32) # Retorna 96.0\n" "stepify(3.14159, 0.01) # Retorna 3.14\n" "[/codeblock]\n" "Veja também [method ceil], [method floor], [method round], e [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 "" "Converte um ou mais argumentos de quaisquer tipos para cadeia na melhor " "maneira possível.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a);\n" "len(a) # Retorna 3\n" "len(b) # Retorna 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 "" "Converte uma cadeia formatada que foi retornada por [method var2str] para o " "valor original.\n" "[codeblock]\n" "a = '{ \"a\": 1, \"b\": 2 }'\n" "b = str2var(a)\n" "print(b[\"a\"]) # Imprime 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 "" "Retorna a tangente do ângulo [code]s[/code] em radianos.\n" "[codeblock]\n" "tan(deg2rad(45)) # Retorna 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 "" "Retorna a tangente hiperbólica de [code]s[/code].\n" "[codeblock]\n" "a = log(2.0) # a é 0.693147\n" "b = tanh(a) # b é 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 "" "Converte uma [Variant] [code]var[/code] para texto JSON e retorna o " "resultado. Útil para serializar dados para guardar ou enviar pela rede.\n" "[codeblock]\n" "# Ambos números a seguir são inteiros\n" "a = { \"a\": 1, \"b\": 2 }\n" "b = to_json(a)\n" "print(b) # {\"a\":1, \"b\":2}\n" "# Ambos números acima são floats, mesmo se são exibidos sem pontos " "decimais.\n" "[/codeblock]\n" "[b]Nota:[/b] A especificação JSON não define os tipos inteiro ou float, mas " "apenas um tipo [i]number[/i]. Portanto, converter uma [Variant] para texto " "JSON converterá todos os valores numéricos para tipos [float].\n" "Veja também [JSON] para uma forma alternativa de converter uma [Variant] " "para texto 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 "" "Retorna se uma dada classe existe em [ClassDB].\n" "[codeblock]\n" "type_exists(\"Sprite\") # Retorna true\n" "type_exists(\"Variant\") # Retorna 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 "" "Retorna o tipo interno do objeto Variant fornecido, usando os valores em " "[enum Variant.Type].\n" "[codeblock]\n" "p = parse_json('[\"a\", \"b\", \"c\"]')\n" "if typeof(p) == TYPE_ARRAY:\n" " print(p[0]) # Imprime a\n" "else:\n" " print(\"unexpected results\")\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 "" "Verifica se [code]json[/code] contém dados JSON válidos. Retorna uma cadeia " "vazia se for válida ou uma mensagem de erro caso contrário.\n" "[codeblock]\n" "j = to_json([1, 2, 3])\n" "v = validate_json(j)\n" "if not v:\n" " print(\"Valid JSON.\")\n" "else:\n" " push_error(\"Invalid JSON: \" + 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 "" "Codifica o valor de uma variável como uma lista de bytes. Quando " "[code]full_objects[/code] for [code]true[/code] a codificação de objetos " "será permitida (e pode incluir código)." #: 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 "" "Converte uma Variant [code]var[/code] para uma cadeia formatada que pode ser " "convertida de volta com [method str2var].\n" "[codeblock]\n" "a = { \"a\": 1, \"b\": 2 }\n" "print(var2str(a))\n" "[/codeblock]\n" "imprime\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 "" "Retorna uma referência fraca a um objeto.\n" "Uma referência fraca a um objeto não é suficiente para mantê-lo em memória: " "quando as únicas referências a um referente são referências fracas, a coleta " "de lixo estará livre para destruir o referente e reusar a memória para algo " "diferente. Entretanto, até o objeto for realmente destruído a referência " "fraca pode retornar o objeto, mesmo se não houverem referências fortes a ele." #: 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 "" "Envolve [code]value[/code] de ponto flutuante entre [code]min[/code] e " "[code]max[/code].\n" "Útil para criar comportamentos como loops e superfícies infinitas.\n" "[codeblock]\n" "# Loop infinito entre 5.0 e 9.9\n" "value = wrapf(value + 0.1, 5.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Rotação infinita (em radianos)\n" "angle = wrapf(angle + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[codeblock]\n" "# Rotação infinita (em radianos)\n" "angle = wrapf(angle + 0.1, -PI, PI)\n" "[/codeblock]\n" "[b]Nota:[/b] Se [code]min[/code] for [code]0[/code], isso é equivalente a " "[method fposmod], então prefira o uso dele.\n" "[code]wrapf[/code] é mais flexível que usar [method fposmod] dando ao " "utilizador o controle sobre o valor mínimo." #: 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 "" "Envolve um [code]value[/code] inteiro entre [code]min[/code] e [code]max[/" "code].\n" "Útil para a criação de loops ou superfícies infinitas.\n" "[codeblock]\n" "# Loop infinito entre 5 e 9\n" "frame = wrapi(frame + 1, 5, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# o resultado é -2\n" "var resultado = wrapi(-6, -5, -1)\n" "[/codeblock]\n" "[b]Nota:[/b] Se [code]min[/code] for [code]0[/code], isso é equivalente a " "[method posmod], então prefira o uso dele.\n" "[code]wrapi[/code] é mais flexível que usar [method posmod] dando ao " "utilizador o controle sobre o valor mínimo." #: 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 "" "Para a execução da função e retorna o atual estado suspenso para a função de " "chamada.\n" "Da função de chamada, chama [method GDScriptFunctionState.resume] no estado " "para resumir a execução. Isso invalida o estado. De dentro da função " "retomada, [code]yield()[/code] retorna o que quer que tenha sido passado na " "chamada de [code]resume()[/code].\n" "Se passados um objeto e um sinal, a execução é retomada quando o objeto " "emite o sinal passado. Nesse caso, [code]yield()[/code] retorna o argumento " "passado em [code]emit_signal()[/code] se o sinal receber somente um " "argumento, ou um array contendo todos os argumentos passados para " "[code]emit_signal()[/code] se o sinal receber múltiplos argumentos.\n" "Também pode usar [code]yield[/code] para esperar uma função terminar:\n" "[codeblock]\n" "func _ready():\n" " yield(countdown(), \"completed\") # esperando até que a função " "countdown() termine\n" " print('Ready')\n" "\n" "func countdown():\n" " yield(get_tree(), \"idle_frame\") # retorna um objeto " "GDScriptFunctionState para _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" "# imprime:\n" "# 3\n" "# 2\n" "# 1\n" "# Ready\n" "[/codeblock]\n" "Quando estiver usando yield() numa função, o sinal [code]completed[/code] " "será emitido automaticamente quando a função retornar. Isso pode, portanto, " "ser usado como parâmetro para o [code]signal[/code] do método [code]yield[/" "code] que está sendo retomado.\n" "Para usar yield() numa função, a função resultante também precisa retornar " "um [code]GDScriptFunctionState[/code]. Note o [code]yield(get_tree(), " "\"idle_frame\")[/code] no exemplo acima." #: 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 que representa quantas vezes o diâmetro de um círculo se encaixa " "em torno do perímetro dele. Isto equivale a [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 "" "A constante do círculo, a circunferência do círculo unitário em radianos. " "Isto é equivalente a [code]PI * 2[/code] ou 360 graus em rotações." #: 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 "" "Ponto flutuante positivo infinito. Esse é o resultado de uma divisão em " "ponto flutuante quando o divisor é [code]0.0[/code]. Para infinito negativo, " "use [code]-INF[/code]. Dividir por [code]-0.0[/code] irá resultar num " "infinito negativo se o numerador for positivo, então, dividir por [code]0.0[/" "code] não é o mesmo que dividir por [code]-0.0[/code] (mesmo que [code]0.0 " "== -0.0[/code] retorne [code]true[/code]).\n" "[b]Note:[/b] Infinito numérico é apenas um conceito para números em ponto " "flutuante e não tem equivalente para inteiros. Dividir um número inteiro por " "[code]0[/code] não resultará em [constant INF] e resultará num erro em tempo " "de execução." #: 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\" (Não é um número), um valor de ponto-flutuante inválido. " "[constant NAN] tem propriedades especiais, incluindo que ele não é igual a " "ele mesmo ([code]NAN == NAN[/code] retorna [code]false[/code]). Ele é o " "retorno de algumas operações inválidas, como dividir o ponto flutuante " "[code]0.0[/code] por [code]0.0[/code].\n" "[b]Nota:[/b] \"Not a Number\" é apenas um conceito com números de ponto " "flutuante e não tem equivalência para inteiros. Dividir um inteiro [code]0[/" "code] por [code]0[/code] não vai resultar [constant NAN] ao invés disso " "resultará num erro de execução." #: doc/classes/@GlobalScope.xml msgid "Global scope constants and variables." msgstr "Constantes e variáveis de escopo global." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Global scope constants and variables. This is all that resides in the " "globals, constants regarding error codes, scancodes, property hints, etc.\n" "Singletons are also documented here, since they can be accessed from " "anywhere." msgstr "" "Constante e variáveis de escopo global. É tudo aquilo que reside no escopo " "global, constantes relacionadas a códigos de erro, scancodes, dicas de " "propriedades, etc.\n" "Singletons também estão documentados aqui, uma vez que podem ser acessados " "de qualquer lugar." #: doc/classes/@GlobalScope.xml msgid "The [ARVRServer] singleton." msgstr "O singleton [ARVRServer]." #: doc/classes/@GlobalScope.xml msgid "The [AudioServer] singleton." msgstr "O singleton [AudioServer]." #: doc/classes/@GlobalScope.xml msgid "The [CameraServer] singleton." msgstr "O singleton [CameraServer]." #: doc/classes/@GlobalScope.xml msgid "The [ClassDB] singleton." msgstr "O singleton [ClassDB]." #: doc/classes/@GlobalScope.xml msgid "The [Engine] singleton." msgstr "O singleton [Engine]." #: doc/classes/@GlobalScope.xml msgid "The [Geometry] singleton." msgstr "O singleton [Geometry]." #: doc/classes/@GlobalScope.xml msgid "The [IP] singleton." msgstr "O singleton [IP]." #: doc/classes/@GlobalScope.xml msgid "The [Input] singleton." msgstr "O singleton [Input]." #: doc/classes/@GlobalScope.xml msgid "The [InputMap] singleton." msgstr "O singleton [InputMap]." #: doc/classes/@GlobalScope.xml msgid "The [JSON] singleton." msgstr "O singleton [JSON]." #: doc/classes/@GlobalScope.xml msgid "" "The [JavaClassWrapper] singleton.\n" "[b]Note:[/b] Only implemented on Android." msgstr "" "O singleton [JavaClassWrapper].\n" "[b]Nota:[/b] Implementado apenas no Android." #: doc/classes/@GlobalScope.xml msgid "" "The [JavaScript] singleton.\n" "[b]Note:[/b] Only implemented on HTML5." msgstr "" "O singleton [JavaScript].\n" "[b]Nota:[/b] Implementado apenas em HTML5." #: doc/classes/@GlobalScope.xml msgid "The [Marshalls] singleton." msgstr "O singleton [Marshalls]." #: doc/classes/@GlobalScope.xml msgid "The [Navigation2DServer] singleton." msgstr "O singleton [Navigation2DServer]." #: doc/classes/@GlobalScope.xml msgid "The [NavigationMeshGenerator] singleton." msgstr "O singleton [NavigationMeshGenerator]." #: doc/classes/@GlobalScope.xml msgid "The [NavigationServer] singleton." msgstr "O singleton [NavigationServer]." #: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "O singleton [OS]." #: doc/classes/@GlobalScope.xml msgid "The [Performance] singleton." msgstr "O singleton [Performance]." #: doc/classes/@GlobalScope.xml msgid "The [Physics2DServer] singleton." msgstr "O singleton [Physics2DServer]." #: doc/classes/@GlobalScope.xml msgid "The [PhysicsServer] singleton." msgstr "O singleton [PhysicsServer]." #: doc/classes/@GlobalScope.xml msgid "The [ProjectSettings] singleton." msgstr "O singleton [ProjectSettings]." #: doc/classes/@GlobalScope.xml msgid "The [ResourceLoader] singleton." msgstr "O singleton [ResourceLoader]." #: doc/classes/@GlobalScope.xml msgid "The [ResourceSaver] singleton." msgstr "O singleton [ResourceSaver]." #: doc/classes/@GlobalScope.xml msgid "The [Time] singleton." msgstr "O singleton [Time]." #: doc/classes/@GlobalScope.xml msgid "The [TranslationServer] singleton." msgstr "O singleton [TranslationServer]." #: doc/classes/@GlobalScope.xml msgid "The [VisualScriptEditor] singleton." msgstr "O singleton [VisualScriptEditor]." #: doc/classes/@GlobalScope.xml msgid "The [VisualServer] singleton." msgstr "O singleton [VisualServer]." #: doc/classes/@GlobalScope.xml msgid "Left margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Margem esquerda, geralmente usada para classes derivadas de [Control] ou " "[StyleBox]." #: doc/classes/@GlobalScope.xml msgid "Top margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Margem superior, geralmente usada para classes derivadas de [Control] ou " "[StyleBox]." #: doc/classes/@GlobalScope.xml msgid "Right margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Margem direita, geralmente usada para classes derivadas de [Control] ou " "[StyleBox]." #: doc/classes/@GlobalScope.xml msgid "" "Bottom margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Margem inferior, geralmente usada para classes derivadas de [Control] ou " "[StyleBox]." #: doc/classes/@GlobalScope.xml msgid "Top-left corner." msgstr "Canto superior esquerdo." #: doc/classes/@GlobalScope.xml msgid "Top-right corner." msgstr "Canto superior direito." #: doc/classes/@GlobalScope.xml msgid "Bottom-right corner." msgstr "Canto inferior direito." #: doc/classes/@GlobalScope.xml msgid "Bottom-left corner." msgstr "Canto inferior esquerdo." #: doc/classes/@GlobalScope.xml msgid "" "General vertical alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "Alinhamento vertical geral, normalmente usado para [Separator], [ScrollBar], " "[Slider], etc." #: doc/classes/@GlobalScope.xml msgid "" "General horizontal alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "Alinhamento horizontal geral, normalmente usado para [Separator], " "[ScrollBar], [Slider], etc." #: doc/classes/@GlobalScope.xml msgid "Horizontal left alignment, usually for text-derived classes." msgstr "" "Alinhamento horizontal à esquerda, geralmente para classes derivadas de " "texto." #: doc/classes/@GlobalScope.xml msgid "Horizontal center alignment, usually for text-derived classes." msgstr "" "Alinhamento horizontal central, geralmente para classes derivadas de texto." #: doc/classes/@GlobalScope.xml msgid "Horizontal right alignment, usually for text-derived classes." msgstr "" "Alinhamento horizontal à direita, geralmente para classes derivadas de texto." #: doc/classes/@GlobalScope.xml msgid "Vertical top alignment, usually for text-derived classes." msgstr "" "Alinhamento vertical superior, geralmente para classes derivadas de texto." #: doc/classes/@GlobalScope.xml msgid "Vertical center alignment, usually for text-derived classes." msgstr "" "Alinhamento vertical central, geralmente para classes derivadas de texto." #: doc/classes/@GlobalScope.xml msgid "Vertical bottom alignment, usually for text-derived classes." msgstr "" "Alinhamento vertical inferior, geralmente para classes derivadas de texto." #: doc/classes/@GlobalScope.xml msgid "Scancodes with this bit applied are non-printable." msgstr "Scancodes com este bit aplicado não são printáveis." #: doc/classes/@GlobalScope.xml msgid "Escape key." msgstr "Tecla Escape." #: doc/classes/@GlobalScope.xml msgid "Tab key." msgstr "Tecla Tab." #: doc/classes/@GlobalScope.xml msgid "Shift+Tab key." msgstr "Tecla Shift+Tab." #: doc/classes/@GlobalScope.xml msgid "Backspace key." msgstr "Tecla Backspace." #: doc/classes/@GlobalScope.xml msgid "Return key (on the main keyboard)." msgstr "Tecla Return (no teclado principal)." #: doc/classes/@GlobalScope.xml msgid "Enter key on the numeric keypad." msgstr "Tecla Enter no teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Insert key." msgstr "Tecla Insert." #: doc/classes/@GlobalScope.xml msgid "Delete key." msgstr "Tecla Delete." #: doc/classes/@GlobalScope.xml msgid "Pause key." msgstr "Tecla Pause." #: doc/classes/@GlobalScope.xml msgid "Print Screen key." msgstr "Tecla Print Screen." #: doc/classes/@GlobalScope.xml msgid "System Request key." msgstr "Tecla System Request." #: doc/classes/@GlobalScope.xml msgid "Clear key." msgstr "Tecla Clear." #: doc/classes/@GlobalScope.xml msgid "Home key." msgstr "Tecla Home." #: doc/classes/@GlobalScope.xml msgid "End key." msgstr "Tecla End." #: doc/classes/@GlobalScope.xml msgid "Left arrow key." msgstr "Seta para a esquerda." #: doc/classes/@GlobalScope.xml msgid "Up arrow key." msgstr "Seta para cima." #: doc/classes/@GlobalScope.xml msgid "Right arrow key." msgstr "Seta para a direita." #: doc/classes/@GlobalScope.xml msgid "Down arrow key." msgstr "Seta para baixo." #: doc/classes/@GlobalScope.xml msgid "Page Up key." msgstr "Tecla Page Up." #: doc/classes/@GlobalScope.xml msgid "Page Down key." msgstr "Tecla Page Down." #: doc/classes/@GlobalScope.xml msgid "Shift key." msgstr "Tecla Shift." #: doc/classes/@GlobalScope.xml msgid "Control key." msgstr "Tecla Control." #: doc/classes/@GlobalScope.xml msgid "Meta key." msgstr "Tecla Meta." #: doc/classes/@GlobalScope.xml msgid "Alt key." msgstr "Tecla Alt." #: doc/classes/@GlobalScope.xml msgid "Caps Lock key." msgstr "Tecla Caps Lock." #: doc/classes/@GlobalScope.xml msgid "Num Lock key." msgstr "Tecla Num Lock." #: doc/classes/@GlobalScope.xml msgid "Scroll Lock key." msgstr "Tecla Scroll Lock." #: doc/classes/@GlobalScope.xml msgid "F1 key." msgstr "Tecla F1." #: doc/classes/@GlobalScope.xml msgid "F2 key." msgstr "Tecla F2." #: doc/classes/@GlobalScope.xml msgid "F3 key." msgstr "Tecla F3." #: doc/classes/@GlobalScope.xml msgid "F4 key." msgstr "Tecla F4." #: doc/classes/@GlobalScope.xml msgid "F5 key." msgstr "Tecla F5." #: doc/classes/@GlobalScope.xml msgid "F6 key." msgstr "Tecla F6." #: doc/classes/@GlobalScope.xml msgid "F7 key." msgstr "Tecla F7." #: doc/classes/@GlobalScope.xml msgid "F8 key." msgstr "Tecla F8." #: doc/classes/@GlobalScope.xml msgid "F9 key." msgstr "Tecla F9." #: doc/classes/@GlobalScope.xml msgid "F10 key." msgstr "Tecla F10." #: doc/classes/@GlobalScope.xml msgid "F11 key." msgstr "Tecla F11." #: doc/classes/@GlobalScope.xml msgid "F12 key." msgstr "Tecla F12." #: doc/classes/@GlobalScope.xml msgid "F13 key." msgstr "Tecla F13." #: doc/classes/@GlobalScope.xml msgid "F14 key." msgstr "Tecla F14." #: doc/classes/@GlobalScope.xml msgid "F15 key." msgstr "Tecla F15." #: doc/classes/@GlobalScope.xml msgid "F16 key." msgstr "Tecla F16." #: doc/classes/@GlobalScope.xml msgid "Multiply (*) key on the numeric keypad." msgstr "Tecla de multiplicação (*) no teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Divide (/) key on the numeric keypad." msgstr "Tecla de divisão (/) no teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Subtract (-) key on the numeric keypad." msgstr "Tecla de subtração (-) no teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Period (.) key on the numeric keypad." msgstr "Tecla de ponto (.) No teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Add (+) key on the numeric keypad." msgstr "Tecla de adição (+) no teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 0 on the numeric keypad." msgstr "Número 0 no teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 1 on the numeric keypad." msgstr "Número 1 no teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 2 on the numeric keypad." msgstr "Número 2 no teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 3 on the numeric keypad." msgstr "Número 3 no teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 4 on the numeric keypad." msgstr "Número 4 no teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 5 on the numeric keypad." msgstr "Número 5 no teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 6 on the numeric keypad." msgstr "Número 6 no teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 7 on the numeric keypad." msgstr "Número 7 no teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 8 on the numeric keypad." msgstr "Número 8 no teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 9 on the numeric keypad." msgstr "Número 9 no teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Left Super key (Windows key)." msgstr "Tecla Super esquerda (tecla Windows)." #: doc/classes/@GlobalScope.xml msgid "Right Super key (Windows key)." msgstr "Tecla Super direita (tecla Windows)." #: doc/classes/@GlobalScope.xml msgid "Context menu key." msgstr "Tecla de menu de contexto." #: doc/classes/@GlobalScope.xml msgid "Left Hyper key." msgstr "Tecla Hyper esquerda." #: doc/classes/@GlobalScope.xml msgid "Right Hyper key." msgstr "Tecla Hyper direita." #: doc/classes/@GlobalScope.xml msgid "Help key." msgstr "Tecla Help." #: doc/classes/@GlobalScope.xml msgid "Left Direction key." msgstr "Tecla de direção esquerda." #: doc/classes/@GlobalScope.xml msgid "Right Direction key." msgstr "Tecla de direção direita." #: doc/classes/@GlobalScope.xml msgid "" "Media back key. Not to be confused with the Back button on an Android device." msgstr "Tecla Voltar Media. Não confundir com tecla Voltar no device Android." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Media forward key." msgstr "Tecla avançar Mídia." #: doc/classes/@GlobalScope.xml msgid "Media stop key." msgstr "Tecla de parada de mídia." #: doc/classes/@GlobalScope.xml msgid "Media refresh key." msgstr "Tecla repetir Mídia." #: doc/classes/@GlobalScope.xml msgid "Volume down key." msgstr "Tecla de diminuir o volume." #: doc/classes/@GlobalScope.xml msgid "Mute volume key." msgstr "Tecla de volume mudo." #: doc/classes/@GlobalScope.xml msgid "Volume up key." msgstr "Tecla de aumentar o volume." #: doc/classes/@GlobalScope.xml msgid "Bass Boost key." msgstr "Tecla Bass Boost." #: doc/classes/@GlobalScope.xml msgid "Bass up key." msgstr "Tecla de aumentar grave." #: doc/classes/@GlobalScope.xml msgid "Bass down key." msgstr "Tecla de diminuir grave." #: doc/classes/@GlobalScope.xml msgid "Treble up key." msgstr "Tecla de aumentar agudo." #: doc/classes/@GlobalScope.xml msgid "Treble down key." msgstr "Tecla de diminuir agudo." #: doc/classes/@GlobalScope.xml msgid "Media play key." msgstr "Tecla de reprodução de mídia." #: doc/classes/@GlobalScope.xml msgid "Previous song key." msgstr "Tecla de música anterior." #: doc/classes/@GlobalScope.xml msgid "Next song key." msgstr "Tecla de próxima música." #: doc/classes/@GlobalScope.xml msgid "Media record key." msgstr "Tecla de gravação de mídia." #: doc/classes/@GlobalScope.xml msgid "Home page key." msgstr "Tecla de página inicial." #: doc/classes/@GlobalScope.xml msgid "Favorites key." msgstr "Tecla de favoritos." #: doc/classes/@GlobalScope.xml msgid "Search key." msgstr "Tecla de pesquisa." #: doc/classes/@GlobalScope.xml msgid "Standby key." msgstr "Tecla Standby." #: doc/classes/@GlobalScope.xml msgid "Open URL / Launch Browser key." msgstr "Tecla de Abrir URL / Iniciar Navegador." #: doc/classes/@GlobalScope.xml msgid "Launch Mail key." msgstr "Tecla de inicialização de Mail." #: doc/classes/@GlobalScope.xml msgid "Launch Media key." msgstr "Tecla de inicialização de mídia." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 0 key." msgstr "Tecla de iniciar Atalho 0." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 1 key." msgstr "Tecla de iniciar Atalho 1." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 2 key." msgstr "Tecla de iniciar Atalho 2." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 3 key." msgstr "Tecla de iniciar Atalho 3." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 4 key." msgstr "Tecla de iniciar Atalho 4." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 5 key." msgstr "Tecla de iniciar Atalho 5." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 6 key." msgstr "Tecla de iniciar Atalho 6." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 7 key." msgstr "Tecla de iniciar Atalho 7." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 8 key." msgstr "Tecla de iniciar Atalho 8." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 9 key." msgstr "Tecla de iniciar Atalho 9." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut A key." msgstr "Tecla de iniciar Atalho A." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut B key." msgstr "Tecla de iniciar Atalho B." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut C key." msgstr "Tecla de iniciar Atalho C." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut D key." msgstr "Tecla de iniciar Atalho D." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut E key." msgstr "Tecla de iniciar Atalho E." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut F key." msgstr "Tecla de iniciar Atalho F." #: doc/classes/@GlobalScope.xml msgid "Unknown key." msgstr "Tecla desconhecida." #: doc/classes/@GlobalScope.xml msgid "Space key." msgstr "Tecla de espaço." #: doc/classes/@GlobalScope.xml msgid "! key." msgstr "Tecla !." #: doc/classes/@GlobalScope.xml msgid "\" key." msgstr "Tecla \"." #: doc/classes/@GlobalScope.xml msgid "# key." msgstr "Tecla #." #: doc/classes/@GlobalScope.xml msgid "$ key." msgstr "Tecla $." #: doc/classes/@GlobalScope.xml msgid "% key." msgstr "Tecla %." #: doc/classes/@GlobalScope.xml msgid "& key." msgstr "Tecla &." #: doc/classes/@GlobalScope.xml msgid "' key." msgstr "Tecla '." #: doc/classes/@GlobalScope.xml msgid "( key." msgstr "Tecla (." #: doc/classes/@GlobalScope.xml msgid ") key." msgstr "Tecla )." #: doc/classes/@GlobalScope.xml msgid "* key." msgstr "Tecla *." #: doc/classes/@GlobalScope.xml msgid "+ key." msgstr "Tecla +." #: doc/classes/@GlobalScope.xml msgid ", key." msgstr "Tecla ,." #: doc/classes/@GlobalScope.xml msgid "- key." msgstr "Tecla -." #: doc/classes/@GlobalScope.xml msgid ". key." msgstr "Tecla .." #: doc/classes/@GlobalScope.xml msgid "/ key." msgstr "Tecla /." #: doc/classes/@GlobalScope.xml msgid "Number 0." msgstr "Número 0." #: doc/classes/@GlobalScope.xml msgid "Number 1." msgstr "Número 1." #: doc/classes/@GlobalScope.xml msgid "Number 2." msgstr "Número 2." #: doc/classes/@GlobalScope.xml msgid "Number 3." msgstr "Número 3." #: doc/classes/@GlobalScope.xml msgid "Number 4." msgstr "Número 4." #: doc/classes/@GlobalScope.xml msgid "Number 5." msgstr "Número 5." #: doc/classes/@GlobalScope.xml msgid "Number 6." msgstr "Número 6." #: doc/classes/@GlobalScope.xml msgid "Number 7." msgstr "Número 7." #: doc/classes/@GlobalScope.xml msgid "Number 8." msgstr "Número 8." #: doc/classes/@GlobalScope.xml msgid "Number 9." msgstr "Número 9." #: doc/classes/@GlobalScope.xml msgid ": key." msgstr "Tecla :." #: doc/classes/@GlobalScope.xml msgid "; key." msgstr "Tecla ;." #: doc/classes/@GlobalScope.xml msgid "< key." msgstr "Tecla <." #: doc/classes/@GlobalScope.xml msgid "= key." msgstr "Tecla =." #: doc/classes/@GlobalScope.xml msgid "> key." msgstr "Tecla >." #: doc/classes/@GlobalScope.xml msgid "? key." msgstr "Tecla ?." #: doc/classes/@GlobalScope.xml msgid "@ key." msgstr "Tecla @." #: doc/classes/@GlobalScope.xml msgid "A key." msgstr "Tecla A." #: doc/classes/@GlobalScope.xml msgid "B key." msgstr "Tecla B." #: doc/classes/@GlobalScope.xml msgid "C key." msgstr "Tecla C." #: doc/classes/@GlobalScope.xml msgid "D key." msgstr "Tecla D." #: doc/classes/@GlobalScope.xml msgid "E key." msgstr "Tecla E." #: doc/classes/@GlobalScope.xml msgid "F key." msgstr "Tecla F." #: doc/classes/@GlobalScope.xml msgid "G key." msgstr "Tecla G." #: doc/classes/@GlobalScope.xml msgid "H key." msgstr "Tecla H." #: doc/classes/@GlobalScope.xml msgid "I key." msgstr "Tecla I." #: doc/classes/@GlobalScope.xml msgid "J key." msgstr "Tecla J." #: doc/classes/@GlobalScope.xml msgid "K key." msgstr "Tecla K." #: doc/classes/@GlobalScope.xml msgid "L key." msgstr "Tecla L." #: doc/classes/@GlobalScope.xml msgid "M key." msgstr "Tecla M." #: doc/classes/@GlobalScope.xml msgid "N key." msgstr "Tecla N." #: doc/classes/@GlobalScope.xml msgid "O key." msgstr "Chave O." #: doc/classes/@GlobalScope.xml msgid "P key." msgstr "Tecla P." #: doc/classes/@GlobalScope.xml msgid "Q key." msgstr "Tecla Q." #: doc/classes/@GlobalScope.xml msgid "R key." msgstr "Tecla R." #: doc/classes/@GlobalScope.xml msgid "S key." msgstr "Tecla S." #: doc/classes/@GlobalScope.xml msgid "T key." msgstr "Tecla T." #: doc/classes/@GlobalScope.xml msgid "U key." msgstr "Tecla U." #: doc/classes/@GlobalScope.xml msgid "V key." msgstr "Tecla V." #: doc/classes/@GlobalScope.xml msgid "W key." msgstr "Tecla W." #: doc/classes/@GlobalScope.xml msgid "X key." msgstr "Tecla X." #: doc/classes/@GlobalScope.xml msgid "Y key." msgstr "Tecla Y." #: doc/classes/@GlobalScope.xml msgid "Z key." msgstr "Tecla Z." #: doc/classes/@GlobalScope.xml msgid "[ key." msgstr "Tecla [." #: doc/classes/@GlobalScope.xml msgid "\\ key." msgstr "Tecla \\." #: doc/classes/@GlobalScope.xml msgid "] key." msgstr "Tecla ]." #: doc/classes/@GlobalScope.xml msgid "^ key." msgstr "Tecla ^." #: doc/classes/@GlobalScope.xml msgid "_ key." msgstr "Tecla _." #: doc/classes/@GlobalScope.xml msgid "` key." msgstr "Tecla `." #: doc/classes/@GlobalScope.xml msgid "{ key." msgstr "Tecla {." #: doc/classes/@GlobalScope.xml msgid "| key." msgstr "Tecla |." #: doc/classes/@GlobalScope.xml msgid "} key." msgstr "Tecla }." #: doc/classes/@GlobalScope.xml msgid "~ key." msgstr "Tecla ~." #: doc/classes/@GlobalScope.xml msgid "Non-breakable space key." msgstr "Tecla de espaço não quebrável." #: doc/classes/@GlobalScope.xml msgid "¡ key." msgstr "Tecla ¡." #: doc/classes/@GlobalScope.xml msgid "¢ key." msgstr "Tecla ¢." #: doc/classes/@GlobalScope.xml msgid "£ key." msgstr "Tecla £." #: doc/classes/@GlobalScope.xml msgid "¤ key." msgstr "Tecla ¤." #: doc/classes/@GlobalScope.xml msgid "¥ key." msgstr "Tecla ¥." #: doc/classes/@GlobalScope.xml msgid "¦ key." msgstr "Tecla ¦." #: doc/classes/@GlobalScope.xml msgid "§ key." msgstr "Tecla §." #: doc/classes/@GlobalScope.xml msgid "¨ key." msgstr "Tecla ¨." #: doc/classes/@GlobalScope.xml msgid "© key." msgstr "Tecla ©." #: doc/classes/@GlobalScope.xml msgid "ª key." msgstr "Tecla ª." #: doc/classes/@GlobalScope.xml msgid "« key." msgstr "Tecla «." #: doc/classes/@GlobalScope.xml msgid "¬ key." msgstr "Tecla ¬." #: doc/classes/@GlobalScope.xml msgid "Soft hyphen key." msgstr "Tecla de hífen suave." #: doc/classes/@GlobalScope.xml msgid "® key." msgstr "Tecla ®." #: doc/classes/@GlobalScope.xml msgid "¯ key." msgstr "Tecla ¯." #: doc/classes/@GlobalScope.xml msgid "° key." msgstr "Tecla °." #: doc/classes/@GlobalScope.xml msgid "± key." msgstr "Tecla ±." #: doc/classes/@GlobalScope.xml msgid "² key." msgstr "Tecla ²." #: doc/classes/@GlobalScope.xml msgid "³ key." msgstr "Tecla ³." #: doc/classes/@GlobalScope.xml msgid "´ key." msgstr "Tecla ´." #: doc/classes/@GlobalScope.xml msgid "µ key." msgstr "Tecla µ." #: doc/classes/@GlobalScope.xml msgid "¶ key." msgstr "Tecla ¶." #: doc/classes/@GlobalScope.xml msgid "· key." msgstr "Tecla ·." #: doc/classes/@GlobalScope.xml msgid "¸ key." msgstr "Tecla ¸." #: doc/classes/@GlobalScope.xml msgid "¹ key." msgstr "Tecla ¹." #: doc/classes/@GlobalScope.xml msgid "º key." msgstr "Tecla º." #: doc/classes/@GlobalScope.xml msgid "» key." msgstr "Tecla »." #: doc/classes/@GlobalScope.xml msgid "¼ key." msgstr "Tecla ¼." #: doc/classes/@GlobalScope.xml msgid "½ key." msgstr "Tecla ½." #: doc/classes/@GlobalScope.xml msgid "¾ key." msgstr "Tecla ¾." #: doc/classes/@GlobalScope.xml msgid "¿ key." msgstr "Tecla ¿." #: doc/classes/@GlobalScope.xml msgid "À key." msgstr "Tecla À." #: doc/classes/@GlobalScope.xml msgid "Á key." msgstr "Tecla Á." #: doc/classes/@GlobalScope.xml msgid "Â key." msgstr "Tecla Â." #: doc/classes/@GlobalScope.xml msgid "Ã key." msgstr "Tecla Ã." #: doc/classes/@GlobalScope.xml msgid "Ä key." msgstr "Tecla Ä." #: doc/classes/@GlobalScope.xml msgid "Å key." msgstr "Tecla Å." #: doc/classes/@GlobalScope.xml msgid "Æ key." msgstr "Tecla Æ." #: doc/classes/@GlobalScope.xml msgid "Ç key." msgstr "Tecla Ç." #: doc/classes/@GlobalScope.xml msgid "È key." msgstr "Tecla È." #: doc/classes/@GlobalScope.xml msgid "É key." msgstr "Tecla É." #: doc/classes/@GlobalScope.xml msgid "Ê key." msgstr "Tecla Ê." #: doc/classes/@GlobalScope.xml msgid "Ë key." msgstr "Tecla Ë." #: doc/classes/@GlobalScope.xml msgid "Ì key." msgstr "Tecla Ì." #: doc/classes/@GlobalScope.xml msgid "Í key." msgstr "Tecla Í." #: doc/classes/@GlobalScope.xml msgid "Î key." msgstr "Tecla Î." #: doc/classes/@GlobalScope.xml msgid "Ï key." msgstr "Tecla Ï." #: doc/classes/@GlobalScope.xml msgid "Ð key." msgstr "Tecla Ð." #: doc/classes/@GlobalScope.xml msgid "Ñ key." msgstr "Tecla Ñ." #: doc/classes/@GlobalScope.xml msgid "Ò key." msgstr "Tecla Ò." #: doc/classes/@GlobalScope.xml msgid "Ó key." msgstr "Tecla Ó." #: doc/classes/@GlobalScope.xml msgid "Ô key." msgstr "Tecla Ô." #: doc/classes/@GlobalScope.xml msgid "Õ key." msgstr "Tecla Õ." #: doc/classes/@GlobalScope.xml msgid "Ö key." msgstr "Chave Ö." #: doc/classes/@GlobalScope.xml msgid "× key." msgstr "Tecla ×." #: doc/classes/@GlobalScope.xml msgid "Ø key." msgstr "Tecla Ø." #: doc/classes/@GlobalScope.xml msgid "Ù key." msgstr "Tecla Ù." #: doc/classes/@GlobalScope.xml msgid "Ú key." msgstr "Tecla Ú." #: doc/classes/@GlobalScope.xml msgid "Û key." msgstr "Tecla Û." #: doc/classes/@GlobalScope.xml msgid "Ü key." msgstr "Tecla Ü." #: doc/classes/@GlobalScope.xml msgid "Ý key." msgstr "Tecla Ý." #: doc/classes/@GlobalScope.xml msgid "Þ key." msgstr "Tecla Þ." #: doc/classes/@GlobalScope.xml msgid "ß key." msgstr "Tecla ß." #: doc/classes/@GlobalScope.xml msgid "÷ key." msgstr "Tecla ÷." #: doc/classes/@GlobalScope.xml msgid "ÿ key." msgstr "Tecla ÿ." #: doc/classes/@GlobalScope.xml msgid "Key Code mask." msgstr "Máscara do código da tecla." #: doc/classes/@GlobalScope.xml msgid "Modifier key mask." msgstr "Tecla modificadora da máscara." #: doc/classes/@GlobalScope.xml msgid "Shift key mask." msgstr "Máscara da tecla Shift." #: doc/classes/@GlobalScope.xml msgid "Alt key mask." msgstr "Máscara da tecla Alt." #: doc/classes/@GlobalScope.xml msgid "Meta key mask." msgstr "Máscara da tecla Meta." #: doc/classes/@GlobalScope.xml msgid "Ctrl key mask." msgstr "Máscara da tecla 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 "" "Máscara da tecla Command. No macOS, esse é o equivalente para [constant " "KEY_MASK_META]. Em outras plataformas, esse é o equivalente para [constant " "KEY_MASK_CTRL]. Essa máscara deve ser usada em relação a [constant " "KEY_MASK_META] ou [constant KEY_MASK_CTRL] para que os atalhos sejam " "reconhecidos por todas as plataformas corretamente." #: doc/classes/@GlobalScope.xml msgid "Keypad key mask." msgstr "Máscara da tecla Keypad." #: doc/classes/@GlobalScope.xml msgid "Group Switch key mask." msgstr "Máscara da tecla Group Switch." #: doc/classes/@GlobalScope.xml msgid "Left mouse button." msgstr "Botão esquerdo do rato." #: doc/classes/@GlobalScope.xml msgid "Right mouse button." msgstr "Botão direito do rato." #: doc/classes/@GlobalScope.xml msgid "Middle mouse button." msgstr "Botão central do rato." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 (only present on some mice)." msgstr "Primeiro botão extra do rato (disponível em apenas alguns ratos)." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 (only present on some mice)." msgstr "Segundo botão extra do rato (disponível em apenas alguns ratos)." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel up." msgstr "Roda do rato para cima." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel down." msgstr "Roda do rato para baixo." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel left button (only present on some mice)." msgstr "Botão esquerdo da roda do rato (disponível em apenas alguns ratos)." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel right button (only present on some mice)." msgstr "Botão direito da roda do rato (disponível em apenas alguns ratos)." #: doc/classes/@GlobalScope.xml msgid "Left mouse button mask." msgstr "Máscara do botão esquerdo do rato." #: doc/classes/@GlobalScope.xml msgid "Right mouse button mask." msgstr "Máscara do botão direito do rato." #: doc/classes/@GlobalScope.xml msgid "Middle mouse button mask." msgstr "Máscara do botão central do rato." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 mask." msgstr "Máscara do primeiro botão extra do rato." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 mask." msgstr "Máscara do segundo botão extra do rato." #: doc/classes/@GlobalScope.xml msgid "Invalid button or axis." msgstr "Botão ou eixo inválido." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 0." msgstr "Botão 0 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 1." msgstr "Botão 1 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 2." msgstr "Botão 2 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 3." msgstr "Botão 3 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 4." msgstr "Botão 4 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 5." msgstr "Botão 5 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 6." msgstr "Botão 6 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 7." msgstr "Botão 7 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 8." msgstr "Botão 8 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 9." msgstr "Botão 9 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 10." msgstr "Botão 10 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 11." msgstr "Botão 11 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 12." msgstr "Botão 12 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 13." msgstr "Botão 13 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 14." msgstr "Botão 14 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 15." msgstr "Botão 15 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 16." msgstr "Botão 16 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 17." msgstr "Botão 17 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 18." msgstr "Botão 18 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 19." msgstr "Botão 19 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 20." msgstr "Botão 20 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 21." msgstr "Botão 21 do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 22." msgstr "Botão 22 do controle." #: 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 "" "O número máximo de botões de controle suportados pela engine. O limite poder " "ser menor em plataformas específicas:\n" "- Android: Até 36 botões.\n" "- Linux: Até 80 botões.\n" "- Windows e macOS: Até 128 botões." #: doc/classes/@GlobalScope.xml msgid "DualShock circle button." msgstr "Botão Círculo do DualShock." #: doc/classes/@GlobalScope.xml msgid "DualShock X button." msgstr "Botão X do DualShock." #: doc/classes/@GlobalScope.xml msgid "DualShock square button." msgstr "Botão quadrado do DualShock." #: doc/classes/@GlobalScope.xml msgid "DualShock triangle button." msgstr "Botão triângulo do Dualshock." #: doc/classes/@GlobalScope.xml msgid "Xbox controller B button." msgstr "Botão B do controle de Xbox." #: doc/classes/@GlobalScope.xml msgid "Xbox controller A button." msgstr "Botão A do controle de Xbox." #: doc/classes/@GlobalScope.xml msgid "Xbox controller X button." msgstr "Botão X do controle de Xbox." #: doc/classes/@GlobalScope.xml msgid "Xbox controller Y button." msgstr "Botão Y do controle de Xbox." #: doc/classes/@GlobalScope.xml msgid "Nintendo controller A button." msgstr "Botão A do controle da Nintendo." #: doc/classes/@GlobalScope.xml msgid "Nintendo controller B button." msgstr "Botão B do controle da Nintendo." #: doc/classes/@GlobalScope.xml msgid "Nintendo controller X button." msgstr "Botão X do controle da Nintendo." #: doc/classes/@GlobalScope.xml msgid "Nintendo controller Y button." msgstr "Botão Y do controle da Nintendo." #: doc/classes/@GlobalScope.xml msgid "Grip (side) buttons on a VR controller." msgstr "Botões laterais num controle VR." #: doc/classes/@GlobalScope.xml msgid "Push down on the touchpad or main joystick on a VR controller." msgstr "Aperte o touchpad ou o joystick principal num controle VR." #: doc/classes/@GlobalScope.xml msgid "Trigger on a VR controller." msgstr "Gatilho num controle 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 "" "Um botão no controle Oculus Touch direto, botão X no controle esquerdo " "(também quando usado no 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 "" "Botão B no lado direito do controle Oculus Touch, botão Y no lado esquerdo " "do controle (também usado no OpenVR)." #: doc/classes/@GlobalScope.xml msgid "Menu button on either Oculus Touch controller." msgstr "Botão menu em ambos os controles Oculus Touch." #: doc/classes/@GlobalScope.xml msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)." msgstr "" "Botão menu no OpenVR (Exceto quando os controles Oculus Touch estão sendo " "usados)." #: doc/classes/@GlobalScope.xml msgid "Gamepad button Select." msgstr "Botão Select do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad button Start." msgstr "Botão Start do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad up." msgstr "Botão cima no direcional do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad down." msgstr "Botão baixo no direcional do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad left." msgstr "Botão esquerdo no direcional do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad right." msgstr "Botão direito no direcional do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad SDL guide button." msgstr "Botão guia do controle SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad SDL miscellaneous button." msgstr "Botão diverso SDL do controle." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad SDL paddle 1 button." msgstr "Botão paddle 1 do controle SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad SDL paddle 2 button." msgstr "Botão paddle 2 do controle SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad SDL paddle 3 button." msgstr "Botão paddle 3 do controle SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad SDL paddle 4 button." msgstr "Botão paddle 4 do controle SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad SDL touchpad button." msgstr "Touchpad do controle SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad left Shoulder button." msgstr "Touchpad botão L1." #: doc/classes/@GlobalScope.xml msgid "Gamepad left trigger." msgstr "Gatilho esquerdo do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad left stick click." msgstr "Clique na alavanca esquerda do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad right Shoulder button." msgstr "Touchpad botão L2." #: doc/classes/@GlobalScope.xml msgid "Gamepad right trigger." msgstr "Gatilho direito do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad right stick click." msgstr "Clique na alavanca direita do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad left stick horizontal axis." msgstr "Eixo horizontal da alavanca esquerda do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad left stick vertical axis." msgstr "Eixo vertical da alavanca esquerda do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad right stick horizontal axis." msgstr "Eixo horizontal da alavanca direita do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad right stick vertical axis." msgstr "Eixo vertical da alavanca direita do controle." #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 4." msgstr "Eixo 4 do controle genérico." #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 5." msgstr "Eixo 5 do controle genérico." #: doc/classes/@GlobalScope.xml msgid "Gamepad left trigger analog axis." msgstr "Eixo analógico do gatilho esquerdo do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad right trigger analog axis." msgstr "Eixo analógico do gatilho direito do controle." #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 8." msgstr "Eixo 8 do controle genérico." #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 9." msgstr "Eixo 9 do controle genérico." #: doc/classes/@GlobalScope.xml msgid "Represents the maximum number of joystick axes supported." msgstr "Representa a quantidade máxima de eixos suportados no joystick." #: doc/classes/@GlobalScope.xml msgid "Gamepad left analog trigger." msgstr "Gatilho analógico esquerdo do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad right analog trigger." msgstr "Gatilho analógico direito do controle." #: doc/classes/@GlobalScope.xml msgid "VR Controller analog trigger." msgstr "Gatilho analógico do controle VR." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "VR Controller analog grip (side buttons)." msgstr "VR Controle analógico (botões laterais)" #: doc/classes/@GlobalScope.xml msgid "" "OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR " "controllers)." msgstr "" "Eixo X do touchpad OpenVR (eixo do controle nos controles Oculus Touch e " "Windows MR)." #: doc/classes/@GlobalScope.xml msgid "" "OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR " "controllers)." msgstr "" "Eixo Y do touchpad OpenVR (eixo do controle nos controles Oculus Touch e " "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 "" "MIDI nota OFF mensagem. Ver na documentação [InputEventMIDI] como usar." #: doc/classes/@GlobalScope.xml msgid "" "MIDI note ON message. See the documentation of [InputEventMIDI] for " "information of how to use MIDI inputs." msgstr "MIDI nota ON mensagem. Ver na documentação [InputEventMIDI] como usar." #: 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 "" "MIDI aftertouch mensagem. Essa mensagem é mais enviada quando pressionada a " "tecla e depois de \"bottons out\"." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "MIDI control change message. This message is sent when a controller value " "changes. Controllers include devices such as pedals and levers." msgstr "" "MIDI control change mensagem. Essa mensagem é enviada quando um valor de um " "controle muda. Controles do tipo pedais e alavancas." #: doc/classes/@GlobalScope.xml msgid "" "MIDI program change message. This message sent when the program patch number " "changes." msgstr "" "MIDI program change message. Essa mensagem é enviada quando o número de um " "patch de um programa." #: 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 "" #: doc/classes/@GlobalScope.xml msgid "MIDI stop message. Stop the current sequence." msgstr "" #: 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 "" "Métodos que retornam [enum Error] retornam [constant OK] quando nenhum erro " "ocorre. Note que muitas funções não retornam um código de erro, mas " "imprimirão mensagens de erro na saída padrão.\n" "Uma vez que [constant OK] tem valor 0 e todos os outros códigos de erro são " "inteiros positivos, também pode ser usado em uma checagem booleana, ex:\n" "[codeblock]\n" "var err = method_that_returns_error()\n" "if err != OK:\n" " print(\"Failure!\")\n" "# Ou o equivalente:\n" "if err:\n" " print(\"Still failing!\")\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "Generic error." msgstr "Erro genérico." #: doc/classes/@GlobalScope.xml msgid "Unavailable error." msgstr "Erro não disponível." #: doc/classes/@GlobalScope.xml msgid "Unconfigured error." msgstr "Erro não configurado." #: doc/classes/@GlobalScope.xml msgid "Unauthorized error." msgstr "Erro não autorizado." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Parameter range error." msgstr "Erro de intervalo de parâmetro." #: doc/classes/@GlobalScope.xml msgid "Out of memory (OOM) error." msgstr "Erro de falta de memória (OOM)." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "File: Not found error." msgstr "Arquivo: Erro de arquivo não encontrado." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "File: Bad drive error." msgstr "Arquivo: Erro unidade defeituosa." #: doc/classes/@GlobalScope.xml msgid "File: Bad path error." msgstr "Ficheiro: Erro caminho incorreto." #: doc/classes/@GlobalScope.xml msgid "File: No permission error." msgstr "Aquivo: Erro sem permissão." #: doc/classes/@GlobalScope.xml msgid "File: Already in use error." msgstr "Ficheiro: Erro ficheiro já em uso." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "File: Can't open error." msgstr "Arquivo: Erro não foi possível abrir." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "File: Can't write error." msgstr "Arquivo: Erro não foi possível escrever." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "File: Can't read error." msgstr "Arquivo: Erro não foi possível ler." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "File: Unrecognized error." msgstr "Arquivo: Erro não reconhecido." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "File: Corrupt error." msgstr "Arquivo: Erro corrompido." #: doc/classes/@GlobalScope.xml msgid "File: Missing dependencies error." msgstr "Ficheiro: Erro faltam dependências." #: doc/classes/@GlobalScope.xml msgid "File: End of file (EOF) error." msgstr "Arquivo: Erro fim do arquivo (EOF)." #: doc/classes/@GlobalScope.xml msgid "Can't open error." msgstr "Erro não foi possível abrir." #: doc/classes/@GlobalScope.xml msgid "Can't create error." msgstr "Erro não foi possível criar." #: doc/classes/@GlobalScope.xml msgid "Query failed error." msgstr "Erro falha na consulta." #: doc/classes/@GlobalScope.xml msgid "Already in use error." msgstr "Erro já está sendo utilizado." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Locked error." msgstr "Erro Bloqueado (Locked error)." #: doc/classes/@GlobalScope.xml msgid "Timeout error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Can't connect error." msgstr "Erro não foi possível conectar." #: doc/classes/@GlobalScope.xml msgid "Can't resolve error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Connection error." msgstr "Erro de conexão." #: doc/classes/@GlobalScope.xml msgid "Can't acquire resource error." msgstr "Erro não foi possível adquirir o recurso." #: doc/classes/@GlobalScope.xml msgid "Can't fork process error." msgstr "Erro não foi possível dividir o processo." #: doc/classes/@GlobalScope.xml msgid "Invalid data error." msgstr "Erro dados inválidos." #: doc/classes/@GlobalScope.xml msgid "Invalid parameter error." msgstr "Erro, parâmetro inválido." #: doc/classes/@GlobalScope.xml msgid "Already exists error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Does not exist error." msgstr "Não há erro." #: doc/classes/@GlobalScope.xml msgid "Database: Read error." msgstr "Banco de dados: Erro de leitura." #: doc/classes/@GlobalScope.xml msgid "Database: Write error." msgstr "Banco de dados: Erro de escrita." #: doc/classes/@GlobalScope.xml msgid "Compilation failed error." msgstr "Erro de compilação fracassada." #: doc/classes/@GlobalScope.xml msgid "Method not found error." msgstr "Erro de método não encontrado." #: doc/classes/@GlobalScope.xml msgid "Linking failed error." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Script failed error." msgstr "Erro falha no script." #: doc/classes/@GlobalScope.xml msgid "Cycling link (import cycle) error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Invalid declaration error." msgstr "Erro de declaração inválida." #: doc/classes/@GlobalScope.xml msgid "Duplicate symbol error." msgstr "Erro de símbolo duplicado." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Parse error." msgstr "Erro de parse." #: doc/classes/@GlobalScope.xml msgid "Busy error." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Skip error." msgstr "Pular erro." #: doc/classes/@GlobalScope.xml msgid "Help error." msgstr "Erro de ajuda." #: doc/classes/@GlobalScope.xml msgid "Bug error." msgstr "Erro bug." #: doc/classes/@GlobalScope.xml msgid "" "Printer on fire error. (This is an easter egg, no engine methods return this " "error code.)" msgstr "" "Erro impressora em chamas. (Isso é um easter egg, nenhum método da engine " "retornará esse código de erro.)" #: doc/classes/@GlobalScope.xml msgid "No hint for the edited property." msgstr "Não há sugestão para a propriedade editada." #: 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 "" #: 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 "" #: 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 "" "Sugere que uma propriedade float deve ser editada através de uma função de " "flexibilização. A cadeia de sugestão pode incluir [code]\"attenuation\"[/" "code] para virar a curva horizontalmente e/ou [code]\"inout\"[/code] para " "incluir também a flexibilização in/out." #: doc/classes/@GlobalScope.xml msgid "Deprecated hint, unused." msgstr "Dica defasada, não utilizada." #: 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 "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 2D " "render layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 2D " "physics layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 2D " "navigation layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "render layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "physics layers." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "navigation layers." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/@GlobalScope.xml msgid "Hints that an image is compressed using lossy compression." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Hints that an image is compressed using lossless compression." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hint that a property represents a particular type. If a property is " "[constant TYPE_STRING], allows to set a type from the create dialog. If you " "need to create an [Array] to contain elements of a specific type, the " "[code]hint_string[/code] must encode nested types using [code]\":\"[/code] " "and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n" "[codeblock]\n" "hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n" "hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array " "of floats.\n" "hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of " "resources.\n" "hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] " "# Two-dimensional array of resources.\n" "[/codeblock]\n" "[b]Note:[/b] The final colon is required to specify for properly detecting " "built-in types." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property is serialized and saved in the scene file (default)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property is shown in the editor inspector (default)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Deprecated usage flag, unused." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property can be checked in the editor inspector." msgstr "A propriedade pode ser checada no inspetor do editor." #: doc/classes/@GlobalScope.xml msgid "The property is checked in the editor inspector." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "A propriedade pode ser checada no inspetor do editor." #: doc/classes/@GlobalScope.xml msgid "Used to categorize properties together in the editor." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property does not save its state in [PackedScene]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Editing the property prompts the user for restarting the editor." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "The property is a script variable which should be serialized and saved in " "the scene file." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Default usage (storage, editor and network)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Default usage for translatable strings (storage, editor, network and " "internationalized)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Default usage but without showing the property in the editor (storage, " "network)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Flag for a normal method." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Flag for an editor method." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Deprecated method flag, unused." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Flag for a constant method." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Flag for a virtual method." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Default method flags." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Variable is [code]null[/code]." msgstr "Variável é [code]null[/code]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [bool]." msgstr "Variável é do tipo [bool]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [int]." msgstr "Variável é do tipo [int]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [float] (real)." msgstr "Variável é do tipo [float] (real)." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [String]." msgstr "Variável é do tipo [String]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector2]." msgstr "Variável é do tipo [Vector2]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Rect2]." msgstr "Variável é do tipo [Rect2]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector3]." msgstr "Variável é do tipo [Vector3]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Transform2D]." msgstr "Variável é do tipo [Transform2D]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Plane]." msgstr "Variável é do tipo [Plane]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Quat]." msgstr "Variável é do tipo [Quat]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [AABB]." msgstr "Variável é do tipo [AABB]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Basis]." msgstr "Variável é do tipo [Basis]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Transform]." msgstr "Variável é do tipo [Transform]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Color]." msgstr "Variável é do tipo [Color]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [NodePath]." msgstr "Variável é do tipo [NodePath]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [RID]." msgstr "Variável é do tipo [RID]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Object]." msgstr "Variável é do tipo [Object]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Dictionary]." msgstr "Variável é do tipo [Dictionary]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Array]." msgstr "Variável é do tipo [Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolByteArray]." msgstr "Variável é do tipo [PoolByteArray]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolIntArray]." msgstr "Variável é do tipo [PoolIntArray]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolRealArray]." msgstr "Variável é do tipo [PoolRealArray]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolStringArray]." msgstr "Variável é do tipo [PoolStringArray]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolVector2Array]." msgstr "Variável é do tipo [PoolVector2Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolVector3Array]." msgstr "Variável é do tipo [PoolVector3Array]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolColorArray]." msgstr "Variável é do tipo [PoolColorArray]." #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum Variant.Type] enum." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Equality operator ([code]==[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Inequality operator ([code]!=[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Less than operator ([code]<[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Less than or equal operator ([code]<=[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Greater than operator ([code]>[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Greater than or equal operator ([code]>=[/code])." msgstr "Operador igual ou maior que ([code]>=[/code])." #: doc/classes/@GlobalScope.xml msgid "Addition operator ([code]+[/code])." msgstr "Operador de adição ([code]+[/code])." #: doc/classes/@GlobalScope.xml msgid "Subtraction operator ([code]-[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Multiplication operator ([code]*[/code])." msgstr "Operador de multiplicação ([code]*[/code])." #: doc/classes/@GlobalScope.xml msgid "Division operator ([code]/[/code])." msgstr "Operador de divisão ([code]/[/code])." #: doc/classes/@GlobalScope.xml msgid "Unary negation operator ([code]-[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Unary plus operator ([code]+[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Remainder/modulo operator ([code]%[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "String concatenation operator ([code]+[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Left shift operator ([code]<<[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Right shift operator ([code]>>[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Bitwise AND operator ([code]&[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Bitwise OR operator ([code]|[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Bitwise XOR operator ([code]^[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Bitwise NOT operator ([code]~[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Logical OR operator ([code]or[/code] or [code]||[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Logical XOR operator (not implemented in GDScript)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Logical NOT operator ([code]not[/code] or [code]![/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Logical IN operator ([code]in[/code])." msgstr "" #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum Variant.Operator] enum." msgstr "" #: doc/classes/AABB.xml msgid "Axis-Aligned Bounding Box." msgstr "" #: 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 "" #: 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 "Matemática vetorial" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml msgid "Advanced vector math" msgstr "" #: doc/classes/AABB.xml msgid "Constructs an [AABB] from a position and size." msgstr "" #: 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 "" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this [AABB] completely encloses another one." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AABB.xml msgid "Returns the normalized longest axis of the [AABB]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the index of the longest axis of the [AABB] (according to " "[Vector3]'s [code]AXIS_*[/code] constants)." msgstr "" #: doc/classes/AABB.xml msgid "Returns the scalar length of the longest axis of the [AABB]." msgstr "" #: doc/classes/AABB.xml msgid "Returns the normalized shortest axis of the [AABB]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the index of the shortest axis of the [AABB] (according to " "[Vector3]::AXIS* enum)." msgstr "" #: doc/classes/AABB.xml msgid "Returns the scalar length of the shortest axis of the [AABB]." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the support point in a given direction. This is useful for collision " "detection algorithms." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns a copy of the [AABB] grown a given amount of units towards all the " "sides." msgstr "" #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] is flat or empty." msgstr "" #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] is empty." msgstr "" #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] contains a point." msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the intersection between two [AABB]. An empty AABB (size 0,0,0) is " "returned on failure." msgstr "" #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] overlaps with another." msgstr "" #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AABB.xml msgid "" "Returns a larger [AABB] that contains both this [AABB] and [code]with[/code]." msgstr "" #: 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 "" #: doc/classes/AABB.xml doc/classes/Rect2.xml msgid "Beginning corner. Typically has values lower than [member end]." msgstr "" #: 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 "" #: doc/classes/AcceptDialog.xml msgid "Base dialog for user notification." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/AcceptDialog.xml msgid "Sets autowrapping for the text in the dialog." msgstr "" #: 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 "" #: doc/classes/AcceptDialog.xml msgid "The text displayed by the dialog." msgstr "" #: doc/classes/AcceptDialog.xml msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed." msgstr "" #: doc/classes/AcceptDialog.xml msgid "Emitted when a custom button is pressed. See [method add_button]." msgstr "" "Emitido quando um botão personalizado é pressionado. Veja [method " "add_button]." #: doc/classes/AESContext.xml msgid "Interface to low level AES encryption features." msgstr "" #: 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 "" #: doc/classes/AESContext.xml msgid "Close this AES context so it can be started again. See [method start]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/AESContext.xml msgid "AES electronic codebook encryption mode." msgstr "" #: doc/classes/AESContext.xml msgid "AES electronic codebook decryption mode." msgstr "" #: doc/classes/AESContext.xml msgid "AES cipher blocker chaining encryption mode." msgstr "" #: doc/classes/AESContext.xml msgid "AES cipher blocker chaining decryption mode." msgstr "" #: doc/classes/AESContext.xml msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml #, fuzzy msgid "" "Sprite node that contains multiple textures as frames to play for animation." msgstr "Nó Sprite que pode usar várias texturas para animação." #: 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/Timer.xml #: doc/classes/VisibilityNotifier2D.xml msgid "2D Dodge The Creeps Demo" msgstr "" #: 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 "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "Stops the current animation (does not reset the frame counter)." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" "The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/SpriteBase3D.xml msgid "If [code]true[/code], texture will be centered." msgstr "Se [code]true[/code], a texture será centralizada." #: 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 "Se [code]true[/code], a textura será invertida horizontalmente." #: 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 "Se [code]true[/code], a textura será invertida verticalmente." #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "The displayed animation frame's index." msgstr "" #: 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 "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "If [code]true[/code], the [member animation] is currently playing." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "The animation speed is multiplied by this value." msgstr "A velocidade da animação é multiplicada por este valor." #: 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 "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when [member frame] changed." msgstr "Emitido quando [member frame] muda." #: doc/classes/AnimatedSprite3D.xml msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "" #: doc/classes/AnimatedSprite3D.xml msgid "" "Animations are created using a [SpriteFrames] resource, which can be " "configured in the editor via the SpriteFrames panel." msgstr "" "As animações são criadas usando um recurso [SpriteFrames], que pode ser " "configurado no editor através do painel SpriteFrames." #: doc/classes/AnimatedSprite3D.xml msgid "2D Sprite animation (also applies to 3D)" msgstr "" #: doc/classes/AnimatedSprite3D.xml msgid "Returns [code]true[/code] if an animation is currently being played." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AnimatedSprite3D.xml msgid "The [SpriteFrames] resource containing the animation(s)." msgstr "O recurso [SpriteFrames] que contém a(s) animação(ões)." #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" #: 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 "" #: doc/classes/AnimatedTexture.xml msgid "Returns the given frame's delay value." msgstr "" #: doc/classes/AnimatedTexture.xml msgid "Returns the given frame's [Texture]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AnimatedTexture.xml msgid "Sets the currently visible frame of the texture." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/AnimatedTexture.xml msgid "" "The maximum number of frames supported by [AnimatedTexture]. If you need " "more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]." msgstr "" #: doc/classes/Animation.xml msgid "Contains data used to animate everything in the engine." msgstr "" #: 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 "" #: doc/classes/Animation.xml msgid "Adds a track to the Animation." msgstr "Adiciona uma trilha à Animação." #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Animation.xml msgid "Clear the animation (clear all tracks and reset all)." msgstr "" #: doc/classes/Animation.xml msgid "" "Adds a new track that is a copy of the given track from [code]to_animation[/" "code]." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the index of the specified track. If the track is not found, return " "-1." msgstr "" #: doc/classes/Animation.xml msgid "Returns the amount of tracks in the animation." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns all the key indices of a method track, given a position and delta " "time." msgstr "" #: doc/classes/Animation.xml msgid "Returns the method name of a method track." msgstr "" #: 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 "" #: doc/classes/Animation.xml msgid "Removes a track by specifying the track index." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Animation.xml msgid "Returns the interpolation type of a given track." msgstr "" #: doc/classes/Animation.xml msgid "Returns the amount of keys in a given track." msgstr "" #: doc/classes/Animation.xml msgid "Returns the time at which the key is located." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns the transition curve (easing) for a specific key (see the built-in " "math function [method @GDScript.ease])." msgstr "" #: doc/classes/Animation.xml msgid "Returns the value of a given key in a given track." msgstr "" #: doc/classes/Animation.xml msgid "" "Gets the path of a track. For more information on the path format, see " "[method track_set_path]." msgstr "" #: doc/classes/Animation.xml msgid "Gets the type of a track." msgstr "Obtém o tipo de uma trilha." #: doc/classes/Animation.xml msgid "Insert a generic key in a given track." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at index [code]idx[/code] is enabled." msgstr "" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the given track is imported. Else, return " "[code]false[/code]." msgstr "" #: doc/classes/Animation.xml msgid "Moves a track down." msgstr "Move uma trilha para baixo." #: doc/classes/Animation.xml msgid "" "Changes the index position of track [code]idx[/code] to the one defined in " "[code]to_idx[/code]." msgstr "" #: doc/classes/Animation.xml msgid "Moves a track up." msgstr "Move uma trilha para cima." #: doc/classes/Animation.xml msgid "Removes a key by index in a given track." msgstr "" #: doc/classes/Animation.xml msgid "Removes a key by position (seconds) in a given track." msgstr "" #: doc/classes/Animation.xml msgid "Enables/disables the given track. Tracks are enabled by default." msgstr "" #: doc/classes/Animation.xml msgid "Sets the given track as imported or not." msgstr "" #: doc/classes/Animation.xml msgid "" "If [code]true[/code], the track at [code]idx[/code] wraps the interpolation " "loop." msgstr "" #: doc/classes/Animation.xml msgid "Sets the interpolation type of a given track." msgstr "" #: doc/classes/Animation.xml msgid "Sets the time of an existing key." msgstr "" #: doc/classes/Animation.xml msgid "" "Sets the transition curve (easing) for a specific key (see the built-in math " "function [method @GDScript.ease])." msgstr "" #: doc/classes/Animation.xml msgid "Sets the value of an existing key." msgstr "" #: 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 "" #: doc/classes/Animation.xml msgid "" "Swaps the track [code]idx[/code]'s index position with the track " "[code]with_idx[/code]." msgstr "" #: doc/classes/Animation.xml msgid "Insert a transform key for a transform track." msgstr "" #: 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 "" #: doc/classes/Animation.xml msgid "" "Returns all the key indices of a value track, given a position and delta " "time." msgstr "" #: doc/classes/Animation.xml msgid "Returns the update mode of a value track." msgstr "" #: 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 "" #: doc/classes/Animation.xml msgid "Sets the update mode (see [enum UpdateMode]) of a value track." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Animation.xml msgid "The animation step value." msgstr "" #: 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 "" #: doc/classes/Animation.xml msgid "" "Value tracks set values in node properties, but only those which can be " "Interpolated." msgstr "" #: doc/classes/Animation.xml msgid "" "Transform tracks are used to change node local transforms or skeleton pose " "bones. Transitions are interpolated." msgstr "" #: doc/classes/Animation.xml msgid "Method tracks call functions with given arguments per key." msgstr "" #: 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 "" "As trilhas de Bézier são usadas para interpolar um valor usando curvas " "personalizadas. Elas também podem ser usadas para animar subpropriedades de " "vetores e cores (por exemplo, o valor alfa de uma [Cor])." #: 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 "" #: doc/classes/Animation.xml msgid "Animation tracks play animations in other [AnimationPlayer] nodes." msgstr "" #: doc/classes/Animation.xml msgid "No interpolation (nearest value)." msgstr "" #: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "Interpolação linear." #: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "Interpolação cúbica." #: doc/classes/Animation.xml msgid "Update between keyframes." msgstr "" #: doc/classes/Animation.xml msgid "Update at the keyframes and hold the value." msgstr "" #: doc/classes/Animation.xml msgid "Update at the keyframes." msgstr "" #: 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 "" #: doc/classes/AnimationNode.xml msgid "Base resource for [AnimationTree] nodes." msgstr "Recurso base para nós [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 "" #: doc/classes/AnimationNode.xml msgid "" "Adds an input to the node. This is only useful for nodes created for use in " "an [AnimationNodeBlendTree]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "override the text caption for this node." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a child node by its [code]name[/code]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return all children nodes in order as a [code]name: node[/code] dictionary." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Amount of inputs in this node, only useful for nodes that go into " "[AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNode.xml msgid "Gets the name of an input by index." msgstr "" #: 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 "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return the default value of parameter \"[code]name[/code]\". Parameters are " "custom local memory used for your nodes, given a resource can be reused in " "multiple trees." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a list of the properties on this node. 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 "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the blend tree editor should display filter editing on this " "node." msgstr "" #: doc/classes/AnimationNode.xml #, fuzzy msgid "Returns whether the given path is filtered." msgstr "Retorna o RID do ecrã usada por essa camada." #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "run some code when this 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 "" #: doc/classes/AnimationNode.xml msgid "Removes an input, call this only when inactive." msgstr "" #: doc/classes/AnimationNode.xml msgid "Adds or removes a path for the filter." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Sets a custom parameter. These are used as local memory, because resources " "can be reused across the tree or scenes." msgstr "" #: doc/classes/AnimationNode.xml msgid "If [code]true[/code], filtering is enabled." msgstr "" #: doc/classes/AnimationNode.xml #, fuzzy msgid "Emitted when the node was removed from the graph." msgstr "Emitido cada vez que um nó é removido da [SceneTree]." #: 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 "" #: doc/classes/AnimationNode.xml msgid "Do not use filtering." msgstr "" #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be allowed to pass." msgstr "" #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be discarded." msgstr "" #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be blended (by the blend value)." msgstr "" #: doc/classes/AnimationNodeAdd2.xml msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AnimationNodeAdd3.xml msgid "" "Blends two of three animations additively inside of an " "[AnimationNodeBlendTree]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/AnimationNodeBlend2.xml msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." msgstr "" #: 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 "" #: doc/classes/AnimationNodeBlend3.xml msgid "" "Blends two of three animations linearly inside of an " "[AnimationNodeBlendTree]." msgstr "" #: 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 "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Blends linearly between two of any number of [AnimationNode] of any type " "placed on a virtual axis." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Returns the number of points on the blend axis." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Returns the [AnimationNode] referenced by the point at index [code]point[/" "code]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the position of the point at index [code]point[/code]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Removes the point at index [code]point[/code] from the blend axis." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Changes the [AnimationNode] referenced by the point at index [code]point[/" "code]." msgstr "" #: 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 "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "The blend space's axis's lower limit for the points' position. See [method " "add_blend_point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Position increment to snap to when moving a point on the axis." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Label of the virtual axis of the blend space." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Blends linearly between three [AnimationNode] of any type placed in a 2D " "space." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the number of points in the blend space." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Returns the [AnimationRootNode] referenced by the point at index " "[code]point[/code]." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the number of triangles in the blend space." msgstr "" #: 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 "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Removes the point at index [code]point[/code] from the blend space." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Removes the triangle at index [code]triangle[/code] from the blend space." msgstr "" #: 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 "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Controls the interpolation between animations. See [enum BlendMode] " "constants." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Position increment to snap to when moving a point." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Name of the blend space's X axis." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Name of the blend space's Y axis." msgstr "" #: 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 "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "The interpolation between animations is linear." msgstr "" #: 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 #, fuzzy 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 "" "Este nó pode conter uma \"subárvore\" de qualquer outro tipo de nó de " "mistura, como mix, blend2, blend3, one shot, etc. Esta é uma das raízes mais " "comumente usadas." #: 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 "" #: doc/classes/AnimationNodeBlendTree.xml msgid "Returns the sub-node with the specified [code]name[/code]." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Returns the position of the sub-node with the specified [code]name[/code]." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Returns [code]true[/code] if a sub-node with specified [code]name[/code] " "exists." msgstr "" "Retorna [code]true[/code] se um subnó com um [code]name[/code] especificado " "existe." #: doc/classes/AnimationNodeBlendTree.xml msgid "Removes a sub-node." msgstr "Remove um subnó." #: doc/classes/AnimationNodeBlendTree.xml msgid "Changes the name of a sub-node." msgstr "Muda o nome de um subnó." #: doc/classes/AnimationNodeBlendTree.xml msgid "Modifies the position of a sub-node." msgstr "Modifica a posição de um subnó." #: doc/classes/AnimationNodeBlendTree.xml msgid "The global offset of all sub-nodes." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "The connection was successful." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "The input node is [code]null[/code]." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "The specified input port is out of range." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "The output node is [code]null[/code]." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "Input and output nodes are the same." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "The specified connection already exists." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "Plays an animation once in [AnimationNodeBlendTree]." msgstr "" #: 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 "" #: doc/classes/AnimationNodeOneShot.xml msgid "The delay after which the automatic restart is triggered, in seconds." msgstr "" #: 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 "" #: doc/classes/AnimationNodeOutput.xml msgid "Generic output node to be added to [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "State machine for control of animations." msgstr "" #: 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 "" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Adds a new node to the graph. The [code]position[/code] is used for display " "in the editor." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Adds a transition between the given nodes." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the graph's end node." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the draw offset of the graph. Used for display in the editor." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the animation node with the given name." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given animation node's name." msgstr "" #: 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 "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the number of connections in the graph." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition's start node." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition's end node." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns [code]true[/code] if the graph contains the given node." msgstr "" #: 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 "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the transition between the two specified nodes." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given transition by index." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Renames the given node." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Replaces the node and keeps its transitions unchanged." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the given node as the graph end point." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the draw offset of the graph. Used for display in the editor." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the node's coordinates. Used for display in the editor." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the given node as the graph start point." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Playback control for [AnimationNodeStateMachine]." msgstr "" #: 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 = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/codeblock]" msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns the currently playing animation state." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns the playback position within the current animation state." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Returns the current travel path as computed internally by the A* algorithm." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns [code]true[/code] if an animation is playing." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Starts playing the given animation." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Stops the currently playing animation." msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Transitions from the current state to another one, following the shortest " "path." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Turn on auto advance when this condition is set. The provided name will " "become a boolean parameter on the [AnimationTree] that can be controlled " "from code (see [url=$DOCS_URL/tutorials/animation/animation_tree." "html#controlling-from-code]Using AnimationTree[/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 "" #: 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 "O tipo de transição." #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 msgid "Animation tutorial index" msgstr "Índice do tutorial de animação" #: doc/classes/AnimationPlayer.xml msgid "" "Adds [code]animation[/code] to the player accessible with the key " "[code]name[/code]." msgstr "" #: 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 "" #: doc/classes/AnimationPlayer.xml msgid "" "Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] " "animation completes." msgstr "" #: 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 "" #: doc/classes/AnimationPlayer.xml msgid "" "Returns the name of [code]animation[/code] or an empty string if not found." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Returns the [Animation] with the key [code]name[/code]. If the animation " "does not exist, [code]null[/code] is returned and an error is logged." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Returns the list of stored animation names." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Gets the blend time (in seconds) between two animations, referenced by their " "names." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/AnimationPlayer.xml msgid "" "Renames an existing animation with key [code]name[/code] to [code]newname[/" "code]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/AnimationPlayer.xml msgid "The position (in seconds) of the currently playing animation." msgstr "" #: 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 "Notifica quando uma animação termina de reproduzir." #: doc/classes/AnimationPlayer.xml msgid "Notifies when an animation starts playing." msgstr "Notifica quando uma animação começa a reproduzir." #: 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 "" #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml msgid "Process animation during the idle process." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Do not process animation. Use [method advance] to process the animation " "manually." msgstr "" #: 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 "" #: doc/classes/AnimationTree.xml msgid "" "A node to be used for advanced animation transitions in an [AnimationPlayer]." msgstr "" #: 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 "Usando AnimationTree" #: doc/classes/AnimationTree.xml msgid "Manually advance the animations by the specified time (in seconds)." msgstr "" #: 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 "" #: doc/classes/AnimationTree.xml msgid "The path to the [AnimationPlayer] used for animating." msgstr "" #: 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 "" #: doc/classes/AnimationTree.xml msgid "The root animation node of this [AnimationTree]. See [AnimationNode]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/AnimationTreePlayer.xml msgid "Returns the blend amount of a Blend2 node given its name." msgstr "" #: 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 msgid "Returns the blend amount of a Blend3 node given its name." msgstr "" #: 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 msgid "Returns the blend amount of a Blend4 node given its name." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AnimationTreePlayer.xml msgid "Returns the mix amount of a Mix node given its name." msgstr "" #: 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 "Checa se um nó existe (pelo nome)." #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the input count for a given node. Different types of nodes have " "different amount of inputs." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Returns the input source for a given node input." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Returns position of a node in the graph given its name." msgstr "" #: 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 "" #: doc/classes/AnimationTreePlayer.xml msgid "Sets the position of a node in the graph given its name and position." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Returns the autostart delay of a OneShot node given its name." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Returns the autostart random delay of a OneShot node given its name." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Returns the fade in time of a OneShot node given its name." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Returns the fade out time of a OneShot node given its name." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Returns whether a OneShot node will auto restart given its name." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Returns whether a OneShot node is active given its name." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the autorestart property of a OneShot node given its name and value." msgstr "" #: 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 "" #: doc/classes/AnimationTreePlayer.xml msgid "Stops the OneShot node with name [code]id[/code]." msgstr "" #: 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 "" #: doc/classes/AnimationTreePlayer.xml msgid "Resets this [AnimationTreePlayer]." msgstr "Reseta este [AnimationTreePlayer]." #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the time scale value of the TimeScale node with name [code]id[/code]." msgstr "" #: 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 "" #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the index of the currently evaluated input for the transition node " "with name [code]id[/code]." msgstr "" #: 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 msgid "" "Returns the cross fade time for the transition node with name [code]id[/" "code]." msgstr "" #: 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 msgid "" "The transition node with name [code]id[/code] sets its current input at " "[code]input_idx[/code]." msgstr "" #: 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 "" #: doc/classes/AnimationTreePlayer.xml msgid "" "The transition node with name [code]id[/code] sets its cross fade time to " "[code]time_sec[/code]." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "If [code]true[/code], the [AnimationTreePlayer] is able to play animations." msgstr "" #: 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 "" #: doc/classes/AnimationTreePlayer.xml msgid "Output node." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Animation node." msgstr "Nó de animação." #: doc/classes/AnimationTreePlayer.xml msgid "OneShot node." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Mix node." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Blend2 node." msgstr "Nó Blend2." #: doc/classes/AnimationTreePlayer.xml msgid "Blend3 node." msgstr "Nó Blend3." #: doc/classes/AnimationTreePlayer.xml msgid "Blend4 node." msgstr "Nó Blend4." #: doc/classes/AnimationTreePlayer.xml msgid "TimeScale node." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "TimeSeek node." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Transition node." msgstr "Nó de transição." #: doc/classes/Area.xml msgid "3D area for detection and physics and audio influence." msgstr "" #: 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 a custom audio bus.\n" "To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] " "node as a [i]direct[/i] child (or add multiple such nodes as direct " "children) of the area.\n" "[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a " "warning about possibly unexpected behavior when using that shape for an area." 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 "" #: 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 "" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." msgstr "" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "The area's priority. Higher priority areas are processed first." msgstr "" #: 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 "" #: 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 "" #: 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.\n" "To give the area its shape, add a [CollisionShape2D] or a " "[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such " "nodes as direct children) of the area.\n" "[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly " "unexpected behavior when using that shape for an area." msgstr "" #: doc/classes/Area2D.xml msgid "Using Area2D" msgstr "" #: 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 "" #: 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 "" #: doc/classes/Array.xml msgid "Constructs an array from a [PoolColorArray]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PoolVector3Array]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PoolVector2Array]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PoolStringArray]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PoolRealArray]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PoolIntArray]." msgstr "" #: doc/classes/Array.xml msgid "Constructs an array from a [PoolByteArray]." 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 "" "Appends an element at the end of the array (alias of [method push_back])." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Array.xml msgid "" "Clears the array. This is equivalent to using [method resize] with a size of " "[code]0[/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 "Returns the number of times an element is in the array." msgstr "" #: 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 "" #: 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]\n" "[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, " "[Array], [Dictionary], etc.) then the array is filled with the references to " "the same object, i.e. no duplicates are created." 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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] The sorting algorithm used is not [url=https://en.wikipedia.org/" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " "considered equal may have their order changed when using [method sort].\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] The sorting algorithm used is not [url=https://en.wikipedia.org/" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " "considered equal may have their order changed when using [method " "sort_custom].\n" "[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm " "expects a deterministic result. Randomizing the return value 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 "" #: 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.\n" "[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] " "values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n" "[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh." "ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned " "integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)" "[/code] and reduce their precision. To store HDR vertex colors, remove the " "vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ " "Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]." 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 "" #: 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 "" #: 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 "" #: doc/classes/ArrayMesh.xml msgid "Sets a name for a given surface." msgstr "" #: 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 msgid "Value used internally when no indices are present." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Amount of weights/bone indices per vertex (always 4)." msgstr "" #: doc/classes/ArrayMesh.xml msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions." msgstr "" #: doc/classes/ArrayMesh.xml msgid "[PoolVector3Array] of vertex normals." msgstr "" #: 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 "" #: doc/classes/ArrayMesh.xml msgid "[PoolVector2Array] for UV coordinates." msgstr "" #: doc/classes/ArrayMesh.xml msgid "[PoolVector2Array] for second UV coordinates." msgstr "" #: doc/classes/ArrayMesh.xml msgid "" "[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of " "4 floats." msgstr "" #: doc/classes/ArrayMesh.xml msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats." msgstr "" #: 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 "" #: doc/classes/ArrayMesh.xml msgid "Array format will include vertices (mandatory)." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Array format will include normals." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Array format will include tangents." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Array format will include a color array." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Array format will include UVs." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Array format will include another set of UVs." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Array format will include bone indices." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Array format will include bone weights." msgstr "" #: doc/classes/ArrayMesh.xml msgid "Index array will be used." msgstr "" #: doc/classes/ARVRAnchor.xml msgid "An anchor point in AR space." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/ARVRCamera.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " "tracking." msgstr "" #: 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 "" #: 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 "" #: doc/classes/ARVRController.xml msgid "" "Returns the hand holding this controller, if known. See [enum " "ARVRPositionalTracker.TrackerHand]." msgstr "" #: doc/classes/ARVRController.xml msgid "" "Returns [code]true[/code] if the bound controller is active. ARVR systems " "attempt to track active controllers." msgstr "" #: 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 "" #: 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 msgid "" "If provided by the [ARVRInterface], this returns a mesh associated with the " "controller. This can be used to visualize the controller." msgstr "" #: doc/classes/ARVRController.xml msgid "" "Returns [code]true[/code] if the button at index [code]button[/code] is " "pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] " "constants." msgstr "" #: doc/classes/ARVRController.xml 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]. 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 "Emitido quando um botão é pressionado neste controle." #: doc/classes/ARVRController.xml msgid "Emitted when a button on this controller is released." msgstr "Emitido quando um botão é solto neste controle." #: 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 "" #: doc/classes/ARVRInterface.xml msgid "Base class for an AR/VR interface implementation." msgstr "" #: 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 "" #: doc/classes/ARVRInterface.xml msgid "" "Returns a combination of [enum Capabilities] flags providing information " "about the capabilities of this interface." msgstr "" #: doc/classes/ARVRInterface.xml msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)." msgstr "" #: 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 "" #: 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 "" #: doc/classes/ARVRInterface.xml msgid "Turns the interface off." msgstr "Desliga a interface." #: doc/classes/ARVRInterface.xml msgid "On an AR interface, [code]true[/code] if anchor detection is enabled." msgstr "" #: doc/classes/ARVRInterface.xml msgid "[code]true[/code] if this interface been initialized." msgstr "" #: doc/classes/ARVRInterface.xml msgid "[code]true[/code] if this is the primary interface." msgstr "" #: doc/classes/ARVRInterface.xml msgid "No ARVR capabilities." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "This interface can work with normal rendering output (non-HMD based AR)." msgstr "" #: doc/classes/ARVRInterface.xml msgid "This interface supports stereoscopic rendering." msgstr "" #: 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 "" #: 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 msgid "GDNative wrapper for an ARVR interface." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the world-space controller position." msgstr "" #: 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 "" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns [code]true[/code] if this device tracks position." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the transform combining this device's orientation and position." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the tracker's type." msgstr "" #: 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 "" #: doc/classes/ARVRPositionalTracker.xml msgid "This tracker is the right hand controller." msgstr "" #: doc/classes/ARVRServer.xml msgid "Server for AR and VR features." msgstr "" #: 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 "" #: doc/classes/ARVRServer.xml msgid "Registers an [ARVRInterface] object." msgstr "" #: 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 "" #: doc/classes/ARVRServer.xml msgid "" "Returns the interface registered at a given index in our list of interfaces." msgstr "" #: 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 "" #: 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 "" #: doc/classes/ARVRServer.xml msgid "Returns the number of trackers currently registered." msgstr "" #: doc/classes/ARVRServer.xml msgid "Removes this interface." msgstr "Remove esta interface." #: doc/classes/ARVRServer.xml msgid "Removes this positional tracker." msgstr "" #: doc/classes/ARVRServer.xml msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]." msgstr "" #: 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 "Emitido quando uma nova interface é adicionada." #: doc/classes/ARVRServer.xml msgid "Emitted when an interface is removed." msgstr "Emitido quando uma interface é removida." #: 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 "" #: doc/classes/ARVRServer.xml msgid "The tracker tracks the location of a base station." msgstr "" #: doc/classes/ARVRServer.xml msgid "The tracker tracks the location and size of an AR anchor." msgstr "" #: doc/classes/ARVRServer.xml msgid "Used internally to filter trackers of any known type." msgstr "" #: doc/classes/ARVRServer.xml msgid "Used internally if we haven't set the tracker type yet." msgstr "" #: doc/classes/ARVRServer.xml msgid "Used internally to select all trackers." msgstr "" #: 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 "" #: 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 "" #: doc/classes/ARVRServer.xml msgid "" "Does not reset the orientation of the HMD, only the position of the player " "gets centered." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "Container that preserves its child controls' aspect ratio." msgstr "" #: 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 msgid "GUI containers" msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "Specifies the horizontal relative position of child controls." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "Specifies the vertical relative position of child controls." msgstr "" #: 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 "" #: doc/classes/AspectRatioContainer.xml msgid "" "The height of child controls is automatically adjusted based on the width of " "the container." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The width of child controls is automatically adjusted based on the height of " "the container." msgstr "" #: 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 msgid "" "Aligns child controls with the beginning (left or top) of the container." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "Aligns child controls with the center of the container." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "Aligns child controls with the end (right or bottom) of the container." msgstr "" #: doc/classes/AStar.xml msgid "" "An implementation of A* to find the shortest paths among connected points in " "space." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/AStar.xml doc/classes/AStar2D.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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "Returns the number of points currently in the points pool." msgstr "" #: 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 "" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns the position of the point associated with the given [code]id[/code]." msgstr "" #: 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 "" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns whether a point associated with the given [code]id[/code] exists." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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. 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/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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/AtlasTexture.xml msgid "" "Crops out one part of a texture, such as a texture from a texture atlas." msgstr "" #: 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 msgid "The texture that contains the atlas. Can be any [Texture] subtype." msgstr "" #: 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 "" #: doc/classes/AudioBusLayout.xml msgid "Stores information about the audio buses." msgstr "" #: 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 "" #: 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/AudioEffectCapture.xml #: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml #: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml #: doc/classes/AudioStreamPlayer.xml msgid "Audio Mic Record Demo" msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 an [AudioStreamMicrophone], implement application-defined effects, " "or to transmit audio over the network. When capturing audio data from a " "microphone, the format of the samples will be stereo 32-bit floating point " "PCM.\n" "[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml #: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml #: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml msgid "Audio buses" 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 "" #: doc/classes/AudioEffectCapture.xml msgid "Clears the internal ring buffer." msgstr "" #: 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 msgid "Returns the total size of the internal ring buffer in frames." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "Returns the number of frames available to read using [method get_buffer]." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "Returns the number of audio frames inserted from the audio bus." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AudioEffectChorus.xml msgid "The voice's cutoff frequency." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The voice's signal delay." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The voice filter's depth." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The voice's volume." msgstr "O volume da voz." #: doc/classes/AudioEffectChorus.xml msgid "The voice's pan level." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The voice's filter rate." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "The amount of voices in the effect." msgstr "A quantidade de vozes no efeito." #: doc/classes/AudioEffectChorus.xml msgid "The effect's processed signal." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AudioEffectDelay.xml msgid "Feedback delay time in milliseconds." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "Sound level for [code]tap1[/code]." msgstr "" #: 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 "" #: doc/classes/AudioEffectDelay.xml msgid "[code]tap1[/code] delay time in milliseconds." msgstr "" #: 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 "" #: doc/classes/AudioEffectDelay.xml msgid "[b]Tap2[/b] delay time in milliseconds." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "Sound level for [code]tap2[/code]." msgstr "" #: 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 msgid "Distortion power. Value can range from 0 to 1." msgstr "Poder de distorção. O valor pode variar de 0 a 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 "Tipo de distorção." #: 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 "" #: 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 "" #: 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 "" #: doc/classes/AudioEffectFilter.xml msgid "Allows frequencies other than the [member cutoff_hz] to pass." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Threshold frequency for the filter, in Hz." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Gain amount of the frequencies after the filter." msgstr "" #: doc/classes/AudioEffectFilter.xml msgid "Amount of boost in the frequency range near the cutoff frequency." msgstr "" #: doc/classes/AudioEffectHighPassFilter.xml msgid "Adds a high-pass filter to the Audio Bus." msgstr "" #: doc/classes/AudioEffectHighPassFilter.xml msgid "" "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and " "allows higher frequencies to pass." msgstr "" #: doc/classes/AudioEffectHighShelfFilter.xml msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." msgstr "" #: 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 "" #: doc/classes/AudioEffectLowPassFilter.xml msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." msgstr "" #: doc/classes/AudioEffectLowShelfFilter.xml msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "Represents the size of the [enum FFT_Size] enum." msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "Audio effect used for recording the sound from an audio bus." msgstr "" #: 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 "" #: doc/classes/AudioEffectRecord.xml msgid "Returns whether the recording is active or not." msgstr "" #: 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 "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml #: doc/classes/AudioStreamGenerator.xml #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Godot 3.2 will get new audio features" msgstr "" #: 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 "" #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "Use the maximum value as magnitude." msgstr "" #: doc/classes/AudioServer.xml msgid "Server interface for low-level audio access." msgstr "" #: 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 "" #: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml msgid "Audio Device Changer Demo" msgstr "" #: doc/classes/AudioServer.xml msgid "Adds a bus at [code]at_position[/code]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Adds an [AudioEffect] effect to the bus [code]bus_idx[/code] at " "[code]at_position[/code]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Returns the names of all audio input devices detected on the system.\n" "[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: doc/classes/AudioServer.xml msgid "Generates an [AudioBusLayout] using the available buses and effects." msgstr "" #: 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 "" #: doc/classes/AudioServer.xml msgid "Returns the number of effects on the bus at [code]bus_idx[/code]." msgstr "" #: 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 "" #: doc/classes/AudioServer.xml msgid "Returns the name of the bus with the index [code]bus_idx[/code]." msgstr "" #: 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 msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the audio driver's output latency." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the speaker configuration." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the relative time since the last mix occurred." msgstr "" #: doc/classes/AudioServer.xml msgid "Returns the relative time until the next mix occurs." msgstr "" #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the bus at index [code]bus_idx[/code] is bypassing " "effects." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AudioServer.xml msgid "Removes the bus at index [code]index[/code]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Removes the effect at index [code]effect_idx[/code] from the bus at index " "[code]bus_idx[/code]." msgstr "" #: doc/classes/AudioServer.xml msgid "Overwrites the currently used [AudioBusLayout]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/AudioServer.xml msgid "" "Name of the current device for audio input (see [method " "capture_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].\n" "[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." 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 "Emitido quando o [AudioBusLayout] muda." #: doc/classes/AudioServer.xml msgid "Two or fewer speakers were detected." msgstr "" #: doc/classes/AudioServer.xml msgid "A 3.1 channel surround setup was detected." msgstr "" #: doc/classes/AudioServer.xml msgid "A 5.1 channel surround setup was detected." msgstr "" #: doc/classes/AudioServer.xml msgid "A 7.1 channel surround setup was detected." msgstr "" #: doc/classes/AudioStream.xml msgid "Base class for audio streams." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AudioStream.xml msgid "Returns the length of the audio stream in seconds." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "Audio stream that generates sounds procedurally." msgstr "" #: 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 "" #: 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 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 "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Clears the audio sample data buffer." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Returns the number of frames that can be pushed to the audio sample data " "buffer without overflowing it. If the result is [code]0[/code], the buffer " "is full." msgstr "" #: 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 "" #: doc/classes/AudioStreamMicrophone.xml msgid "Plays real-time audio input data." msgstr "" #: doc/classes/AudioStreamMicrophone.xml msgid "" "When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] " "plays back microphone input in real-time. This can be used in conjunction " "with [AudioEffectCapture] to process the data or save it.\n" "[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "MP3 audio stream driver." msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml msgid "Contains the audio data in bytes." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AudioStreamPlayback.xml msgid "Meta class for playing back audio." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AudioStreamPlayer.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer]." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "Plays the audio from the given [code]from_position[/code], in seconds." msgstr "" #: 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 "Para o áudio." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "If [code]true[/code], audio plays when added to scene tree." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "" "Bus on which this audio is playing.\n" "[b]Note:[/b] When setting this property, keep in mind that no validation is " "performed to see if the given name matches an existing bus. This is because " "audio bus layouts might be loaded after this property is set. If this given " "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" "code]." msgstr "" #: 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 "Se [code]true[/code], o áudio está sendo reproduzido." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "The [AudioStream] object to be played." msgstr "" #: 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 "" #: doc/classes/AudioStreamPlayer.xml msgid "Volume of sound, in dB." msgstr "Volume do som, em dB." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "Emitted when the audio stops playing." msgstr "Emitido quando o áudio para de reproduzir." #: doc/classes/AudioStreamPlayer.xml msgid "The audio will be played only on the first channel." msgstr "O áudio será tocado somente no primeiro canal." #: doc/classes/AudioStreamPlayer.xml msgid "The audio will be played on all surround channels." msgstr "O áudio será reproduzido em todos os canais 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 "Reproduz um som posicional em espaço 2D." #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Plays audio that dampens with distance from a given position.\n" "By default, audio is heard from the screen center. This can be changed by " "adding a [Listener2D] node to the scene and enabling it by calling [method " "Listener2D.make_current] on it.\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 "" #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer2D]." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "" "Plays the audio from the given position [code]from_position[/code], in " "seconds." msgstr "" #: 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 "" #: doc/classes/AudioStreamPlayer2D.xml msgid "Maximum distance from which audio is still hearable." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "Base volume without dampening." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Plays positional sound in 3D space." msgstr "Reproduz um som posicional em espaço 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 "" #: 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 "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added " "to scene tree." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The bus on which this audio is playing.\n" "[b]Note:[/b] When setting this property, keep in mind that no validation is " "performed to see if the given name matches an existing bus. This is because " "audio bus layouts might be loaded after this property is set. If this given " "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" "code]." msgstr "" #: 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 "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], the audio should be dampened according to the " "direction of the sound." msgstr "" #: 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 "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Decides if audio should pause when source is outside of [member " "max_distance] range." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "The [AudioStream] resource to be played." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Squared dampening of loudness according to distance." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Logarithmic dampening of loudness according to distance." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AudioStreamRandomPitch.xml msgid "Randomly varies pitch on each start." msgstr "" #: doc/classes/AudioStreamRandomPitch.xml msgid "The current [AudioStream]." msgstr "" #: doc/classes/AudioStreamRandomPitch.xml msgid "The intensity of random pitch variation." msgstr "" #: doc/classes/AudioStreamSample.xml msgid "Stores audio data loaded from WAV files." msgstr "" #: 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 "" #: 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 "" #: doc/classes/AudioStreamSample.xml msgid "8-bit audio codec." msgstr "Codec de áudio 8-bits." #: doc/classes/AudioStreamSample.xml msgid "16-bit audio codec." msgstr "Codec de áudio 16-bits." #: doc/classes/AudioStreamSample.xml msgid "Audio is compressed using IMA ADPCM." msgstr "" #: doc/classes/AudioStreamSample.xml msgid "Audio does not loop." msgstr "O áudio não repete." #: doc/classes/AudioStreamSample.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing forward only." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/BackBufferCopy.xml msgid "[BackBufferCopy] buffers the entire screen." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/BakedLightmap.xml msgid "The rotation of the baked custom sky." msgstr "" #: 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 "" #: 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 "" #: doc/classes/BakedLightmap.xml msgid "The default bake quality mode." msgstr "" #: doc/classes/BakedLightmap.xml msgid "A higher bake quality mode. Takes longer to calculate." msgstr "" #: doc/classes/BakedLightmap.xml msgid "The highest bake quality mode. Takes the longest to calculate." msgstr "" #: doc/classes/BakedLightmap.xml msgid "Baking was successful." msgstr "" #: 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 "Atualmente inutilizado." #: doc/classes/BakedLightmap.xml msgid "Returns when the baker cannot save per-mesh textures to file." msgstr "" #: doc/classes/BakedLightmap.xml msgid "The size of the generated lightmaps is too large." msgstr "" #: doc/classes/BakedLightmap.xml msgid "Some mesh contains UV2 values outside the [code][0,1][/code] range." msgstr "" #: doc/classes/BakedLightmap.xml msgid "Returns if user cancels baking." msgstr "" #: 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 "" #: 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 "" #: 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 msgid "" "Returns [code]true[/code] if the mouse has entered the button and has not " "left it yet." msgstr "" #: 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 "" #: 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 "[ButtonGroup] associado ao botão." #: 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 "" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button will add information about its shortcut in " "the tooltip." msgstr "" #: 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 "Emitido quando um botão começa a ser pressionado." #: doc/classes/BaseButton.xml msgid "Emitted when the button stops being held down." msgstr "Emitido quando um botão para de ser pressionado." #: 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 "" #: doc/classes/BaseButton.xml msgid "The state of buttons are hovered." msgstr "" #: doc/classes/BaseButton.xml msgid "The state of buttons are disabled." msgstr "" #: doc/classes/BaseButton.xml msgid "The state of buttons are both hovered and pressed." msgstr "" #: doc/classes/BaseButton.xml msgid "Require just a press to consider the button clicked." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Require a press and a subsequent release before considering the button " "clicked." msgstr "" #: doc/classes/Basis.xml msgid "3×3 matrix datatype." msgstr "" #: 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 "" #: doc/classes/Basis.xml doc/classes/Quat.xml doc/classes/Transform.xml msgid "Using 3D transforms" msgstr "" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml #: doc/classes/Transform2D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Matrix Transform Demo" msgstr "" #: 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 "" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml #: doc/classes/Transform2D.xml msgid "2.5D Demo" msgstr "" #: doc/classes/Basis.xml msgid "Constructs a pure rotation basis matrix from the given quaternion." msgstr "" #: 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 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Basis.xml msgid "Transposed dot product with the Y axis of the matrix." msgstr "" #: doc/classes/Basis.xml msgid "Transposed dot product with the Z axis of the matrix." msgstr "" #: doc/classes/Basis.xml msgid "Returns the transposed version of the matrix." msgstr "" #: doc/classes/Basis.xml msgid "Returns a vector transformed (multiplied) by the matrix." msgstr "" #: 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 "" #: 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 "" #: 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 "" "Cria um bitmap que corresponde às dimensões de imagem fornecidas, cada " "elemento do bitmap é definido como [code]false[/code] se o valor alfa da " "imagem nessa posição for igual a [code]threshold[/code] ou menos e " "[code]true[/code] em outro caso." #: doc/classes/BitMap.xml msgid "Returns bitmap's value at the specified position." msgstr "" #: doc/classes/BitMap.xml msgid "Returns bitmap's dimensions." msgstr "" #: doc/classes/BitMap.xml msgid "" "Returns the amount of bitmap elements that are set to [code]true[/code]." msgstr "" #: 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 #, fuzzy msgid "Resizes the image to [code]new_size[/code]." msgstr "Muda o nome da animação para [code]newname[/code]." #: doc/classes/BitMap.xml msgid "" "Sets the bitmap's element at the specified position, to the specified value." msgstr "" #: doc/classes/BitMap.xml msgid "Sets a rectangular portion of the bitmap to the specified value." msgstr "" #: 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 "" #: 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 "" #: doc/classes/BitmapFont.xml msgid "Clears all the font data and settings." msgstr "" #: doc/classes/BitmapFont.xml msgid "" "Creates a BitmapFont from the [code]*.fnt[/code] file at [code]path[/code]." msgstr "" #: doc/classes/BitmapFont.xml msgid "Returns a kerning pair as a difference." msgstr "" #: doc/classes/BitmapFont.xml msgid "Returns the font atlas texture at index [code]idx[/code]." msgstr "" #: doc/classes/BitmapFont.xml msgid "Returns the number of textures in the BitmapFont atlas." msgstr "" #: doc/classes/BitmapFont.xml msgid "Ascent (number of pixels above the baseline)." msgstr "" #: doc/classes/BitmapFont.xml msgid "If [code]true[/code], distance field hint is enabled." msgstr "" #: doc/classes/BitmapFont.xml msgid "The fallback font." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/BoneAttachment.xml msgid "A node that will attach to a bone." msgstr "" #: 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 "" #: doc/classes/bool.xml msgid "Boolean built-in type." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/BoxContainer.xml msgid "Aligns children with the beginning of the container." msgstr "" #: doc/classes/BoxContainer.xml msgid "Aligns children with the center of the container." msgstr "" #: doc/classes/BoxContainer.xml msgid "Aligns children with the end of the container." msgstr "" #: doc/classes/BoxShape.xml msgid "Box shape resource." msgstr "" #: doc/classes/BoxShape.xml msgid "3D box shape that can be a child of a [PhysicsBody] or [Area]." msgstr "" #: 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 "Botão temático padrão." #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Button.xml msgid "Align the text to the left." msgstr "Alinha o texto pela esquerda." #: doc/classes/Button.xml msgid "Align the text to the center." msgstr "Alinha o texto pelo centro." #: doc/classes/Button.xml msgid "Align the text to the right." msgstr "Alinha o texto pela direita." #: doc/classes/Button.xml msgid "Default text [Color] of the [Button]." msgstr "[Color] do texto padrão do [Button]." #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is disabled." msgstr "" #: 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 "" #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being pressed." msgstr "" #: doc/classes/Button.xml msgid "The horizontal space between [Button]'s icon and text." msgstr "" #: doc/classes/Button.xml msgid "[Font] of the [Button]'s text." msgstr "" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is disabled." msgstr "" #: 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 "" #: doc/classes/Button.xml msgid "Default [StyleBox] for the [Button]." msgstr "" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being pressed." msgstr "" #: doc/classes/ButtonGroup.xml msgid "Group of Buttons." msgstr "Grupo de botões." #: 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 "" #: doc/classes/ButtonGroup.xml msgid "Returns the current pressed button." msgstr "" #: doc/classes/ButtonGroup.xml msgid "Emitted when one of the buttons of the group is pressed." msgstr "Emitido quando um dos botões do grupo é pressionado." #: doc/classes/CallbackTweener.xml msgid "Calls the specified method after optional delay." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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. See also [member frustum_offset]." 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.\n" "If multiple cameras are in the scene, one will always be made current. For " "example, if two [Camera] nodes are present in the scene and only one is " "current, setting one camera's [member current] to [code]false[/code] will " "cause the other camera to be made current." msgstr "" #: 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 "" #: 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 "" #: 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].\n" "[b]Note:[/b] Only effective if [member projection] is [constant " "PROJECTION_FRUSTUM]." msgstr "" #: doc/classes/Camera.xml msgid "The horizontal (X) offset of the camera viewport." msgstr "" #: 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 in meters measured as the diameter of the width or height, " "depending on [member keep_aspect]. Only applicable in orthogonal and frustum " "modes." msgstr "" #: doc/classes/Camera.xml msgid "The vertical (Y) offset of the camera viewport." msgstr "" #: doc/classes/Camera.xml msgid "" "Perspective projection. Objects on the screen becomes smaller when they are " "far away." msgstr "" #: 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 "" #: 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 "Nó de câmara para cenas 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 "" #: doc/classes/Camera2D.xml doc/classes/Environment.xml #: doc/classes/WorldEnvironment.xml msgid "2D HDR Demo" msgstr "" #: doc/classes/Camera2D.xml msgid "Aligns the camera to the tracked node." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" "Se [code]true[/code], desenha o retângulo dos limites da câmara no editor." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Bottom scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Left scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Right scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" #: 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 "" #: doc/classes/Camera2D.xml msgid "" "The camera's offset, useful for looking around or camera shake animations." msgstr "" #: 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 "" #: doc/classes/Camera2D.xml msgid "If [code]true[/code], the camera view rotates with the target." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera smoothly moves towards the target at " "[member smoothing_speed]." msgstr "" #: 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 "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml #: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml #: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" #: 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 "" #: doc/classes/CameraFeed.xml msgid "Returns the camera's name." msgstr "" #: doc/classes/CameraFeed.xml msgid "Returns the position of camera on the device." msgstr "" #: doc/classes/CameraFeed.xml msgid "If [code]true[/code], the feed is active." msgstr "" #: doc/classes/CameraFeed.xml msgid "The transform applied to the camera's image." msgstr "" #: doc/classes/CameraFeed.xml msgid "No image set for the feed." msgstr "" #: doc/classes/CameraFeed.xml msgid "Feed supplies RGB images." msgstr "" #: doc/classes/CameraFeed.xml msgid "Feed supplies YCbCr images that need to be converted to RGB." msgstr "" #: 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 "Posição não especificada." #: doc/classes/CameraFeed.xml msgid "Camera is mounted at the front of the device." msgstr "" #: doc/classes/CameraFeed.xml msgid "Camera is mounted at the back of the device." msgstr "" #: doc/classes/CameraServer.xml msgid "Server keeping track of different cameras accessible in Godot." msgstr "" #: 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 msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml #, fuzzy msgid "" "Returns the [CameraFeed] corresponding to the camera with the given " "[code]index[/code]." msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml #, fuzzy msgid "Removes the specified camera [code]feed[/code]." msgstr "Retorna o tipo do nó em at [code]idx[/code]." #: doc/classes/CameraServer.xml msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml msgid "The Y component camera image." msgstr "" #: doc/classes/CameraServer.xml msgid "The CbCr component camera image." msgstr "" #: doc/classes/CameraTexture.xml msgid "Texture provided by a [CameraFeed]." msgstr "" #: 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 "" #: 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 base de qualquer coisa 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] is called by the " "engine, 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 [method _draw], its " "corresponding [method Object._notification] or methods connected to the " "[signal draw] signal.\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 "" "Called when [CanvasItem] has been requested to redraw (when [method update] " "is called, either manually or by the engine).\n" "Corresponds to the [constant NOTIFICATION_DRAW] notification in [method " "Object._notification]." 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, filled 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/CanvasItem.xml msgid "" "Sets a custom transform for drawing via matrix. Anything drawn afterwards " "will be transformed by this." msgstr "" #: 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 "" #: doc/classes/CanvasItem.xml msgid "Draws a texture at a given position." msgstr "" #: 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 "" #: 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 "" #: doc/classes/CanvasItem.xml msgid "Returns the [RID] of the [World2D] canvas where this item is in." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the canvas item RID used by [VisualServer] for this item." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the transform matrix of this item's canvas." msgstr "" #: 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 "" #: doc/classes/CanvasItem.xml msgid "" "Returns the global transform matrix of this item in relation to the canvas." msgstr "" #: 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 "" #: doc/classes/CanvasItem.xml msgid "Returns the viewport's boundaries as a [Rect2]." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns this item's transform in relation to the viewport." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the [World2D] where this item is in." msgstr "" #: 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 "" #: 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 "" #: doc/classes/CanvasItem.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, and is consequently not drawn (see [method _draw])." 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 "" "Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is " "visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. " "This only occurs [b]once[/b] per frame, even if this method has been called " "multiple times." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "" #: doc/classes/CanvasItem.xml msgid "The material applied to textures on this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml msgid "The color applied to textures on this [CanvasItem]." msgstr "A cor aplicada às texturas neste [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 "Se [code]true[/code], o objeto é desenhado por trás do pai dele." #: doc/classes/CanvasItem.xml msgid "If [code]true[/code], the object draws on top of its parent." msgstr "Se [code]true[/code], o objeto é desenhado por cima do pai dele." #: 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, [i]after[/i] the related " "[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] " "is called.\n" "[b]Note:[/b] Deferred connections do not allow drawing through the " "[code]draw_*[/code] methods." msgstr "" #: doc/classes/CanvasItem.xml msgid "Emitted when becoming hidden." msgstr "" #: 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 "" #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "" "Mix blending mode. Colors are assumed to be independent of the alpha " "(opacity) value." msgstr "" "Modo de mesclagem 'Mistura'. As cores são consideradas independentes do " "valor alfa (opacidade)." #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "Additive blending mode." msgstr "Modo de mesclagem aditivo." #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "Subtractive blending mode." msgstr "Modo de mesclagem subtrativo." #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "Multiplicative blending mode." msgstr "Modo de mesclagem multiplicativo." #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "" "Mix blending mode. Colors are assumed to be premultiplied by the alpha " "(opacity) value." msgstr "" "Modo de mesclagem 'Mistura'. As cores são consideradas previamente " "multiplicadas pelo valor alfa (opacidade)." #: 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 (see [method _draw])." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem]'s visibility has changed." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] has entered the canvas." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] has exited the canvas." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "A material for [CanvasItem]s." msgstr "Um material para [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 "" #: doc/classes/CanvasItemMaterial.xml msgid "The manner in which material reacts to lighting." msgstr "" #: 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 "" "Renderizar o material utilizando propriedades de material sensíveis e não " "sensíveis à luz." #: doc/classes/CanvasItemMaterial.xml msgid "Render the material as if there were no light." msgstr "Renderizar o material como se não houvesse luz." #: doc/classes/CanvasItemMaterial.xml msgid "Render the material as if there were only light." msgstr "Renderizar o material como se houvesse apenas luz." #: doc/classes/CanvasLayer.xml msgid "Canvas drawing layer." msgstr "Camada para desenhar no ecrã." #: 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 "" "Camada para desenhar no ecrã. Nós [CanvasItem] que sejam filhos diretos ou " "indiretos de um nó [CanvasLayer] serão desenhados nessa camada. A camada é " "um índice numérico que define a ordem de renderização. A cena 2D padrão é " "desenhada com um índice 0, então um nó [CanvasLayer] com índice -1 será " "desenhado embaixo e um com índice 1 será desenhado acima. Isso é muito útil " "para menus e informações (na camada 1 ou acima), ou planos de fundo (na " "camada -1 ou abaixo)." #: doc/classes/CanvasLayer.xml msgid "Canvas layers" msgstr "Camadas de tela" #: doc/classes/CanvasLayer.xml msgid "Returns the RID of the canvas used by this layer." msgstr "Retorna o RID do ecrã usada por essa camada." #: 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 "" "O nó [Viewport] designado ao [CanvasLayer]. Se for [code]null[/code], usa o " "[Viewport] padrão da janela." #: doc/classes/CanvasLayer.xml msgid "" "If enabled, the [CanvasLayer] will use the viewport's transform, so it will " "move when camera moves instead of being anchored in a fixed position on the " "screen.\n" "Together with [member follow_viewport_scale] it can be used for 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 "" "Redimensiona a camada ao usar [member follow_viewport_enable]. Camadas " "movendo em primeiro plano devem ter escalas crescentes, enquanto camadas do " "plano de fundo devem ter escalas decrescentes." #: doc/classes/CanvasLayer.xml msgid "Layer index for draw order. Lower values are drawn first." msgstr "" "Índice da camada para ordem de renderização. Valores menores são desenhados " "primeiro." #: doc/classes/CanvasLayer.xml msgid "The layer's base offset." msgstr "O deslocamento base da camada." #: doc/classes/CanvasLayer.xml msgid "The layer's rotation in radians." msgstr "A rotação da camada em radianos." #: doc/classes/CanvasLayer.xml msgid "The layer's rotation in degrees." msgstr "A rotação da camada em graus." #: doc/classes/CanvasLayer.xml msgid "The layer's scale." msgstr "O tamanho da camada." #: doc/classes/CanvasLayer.xml msgid "The layer's transform." msgstr "A transformação da camada." #: 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 "Emitido quando [member visibility_state] muda." #: doc/classes/CanvasModulate.xml msgid "Tint the entire canvas." msgstr "" #: doc/classes/CanvasModulate.xml msgid "" "[CanvasModulate] tints the canvas elements using its assigned [member color]." msgstr "" #: doc/classes/CanvasModulate.xml msgid "The tint color to apply." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Class representing a capsule-shaped [PrimitiveMesh]." msgstr "" #: 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 "" #: doc/classes/CapsuleMesh.xml msgid "Radius of the capsule mesh." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Number of rings along the height of the capsule." msgstr "" #: doc/classes/CapsuleShape.xml msgid "Capsule shape for collisions." msgstr "Formato de cápsula para colisões." #: doc/classes/CapsuleShape.xml doc/classes/CapsuleShape2D.xml msgid "The capsule's height." msgstr "A altura da cápsula." #: doc/classes/CapsuleShape.xml doc/classes/CapsuleShape2D.xml msgid "The capsule's radius." msgstr "" #: doc/classes/CapsuleShape2D.xml msgid "Capsule shape for 2D collisions." msgstr "Formato de cápsula para colisões 2D." #: doc/classes/CenterContainer.xml msgid "Keeps children controls centered." msgstr "Mantém os controles dos filhos centralizados." #: 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 "" #: 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 "" #: doc/classes/CharFXTransform.xml msgid "" "The index of the current character (starting from 0) for the " "[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: 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 "" #: doc/classes/CharFXTransform.xml msgid "The color the character will be drawn with." msgstr "" #: 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 "" #: 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 "" #: doc/classes/CharFXTransform.xml msgid "The position offset the character will be drawn with (in pixels)." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "The index of the current character (starting from 0) for this " "[RichTextEffect] custom block. Setting this property won't affect drawing." msgstr "" #: 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 "" #: doc/classes/CheckBox.xml msgid "Binary choice user interface widget. See also [CheckButton]." msgstr "" #: 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 "" #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's disabled." msgstr "" #: 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 "" #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's hovered and pressed." msgstr "" #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's pressed." msgstr "" #: doc/classes/CheckBox.xml msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "" #: doc/classes/CheckBox.xml msgid "The separation between the check icon and the text (in pixels)." msgstr "" #: doc/classes/CheckBox.xml msgid "The [Font] to use for the [CheckBox] text." msgstr "" #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is checked." msgstr "" #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is checked and disabled." msgstr "" #: 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 "" #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is unchecked and disabled." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is disabled." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is focused." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered." msgstr "" #: 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 "" #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is pressed." msgstr "" #: doc/classes/CheckButton.xml msgid "Checkable button. See also [CheckBox]." msgstr "" #: 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 "" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's disabled." msgstr "" #: 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 "" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's hovered and pressed." msgstr "" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's pressed." msgstr "" #: 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 "" #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is unchecked." msgstr "" #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is unchecked and disabled." msgstr "" #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is checked." msgstr "" #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is checked and disabled." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is disabled." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is focused." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered." msgstr "" #: 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 "" #: doc/classes/CircleShape2D.xml msgid "Circular shape for 2D collisions." msgstr "Formato circular para colisões 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 "" #: doc/classes/ClassDB.xml msgid "Class information repository." msgstr "" #: doc/classes/ClassDB.xml msgid "Provides access to metadata stored for every available class." msgstr "" #: 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 "" #: 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 msgid "" "Returns an array with all the enums of [code]class[/code] or its ancestry." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/ClassDB.xml msgid "" "Sets [code]property[/code] value of [code]class[/code] to [code]value[/code]." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns the names of all the classes available." msgstr "Retorna os nomes de todas as classes disponíveis." #: 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 "" #: doc/classes/ClassDB.xml msgid "Creates an instance of [code]class[/code]." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns whether this [code]class[/code] is enabled or not." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] " "or not." msgstr "" #: doc/classes/ClippedCamera.xml msgid "A [Camera] that includes collision." msgstr "" #: 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 "" #: doc/classes/ClippedCamera.xml msgid "" "Adds a collision exception so the camera does not collide with the specified " "[RID]." msgstr "" #: doc/classes/ClippedCamera.xml msgid "Removes all collision exceptions." msgstr "" #: doc/classes/ClippedCamera.xml msgid "Returns the distance the camera has been offset due to a collision." msgstr "" #: 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 "" #: doc/classes/ClippedCamera.xml msgid "Removes a collision exception with the specified [RID]." msgstr "" #: 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 "" #: doc/classes/ClippedCamera.xml msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s." msgstr "" #: 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 "" #: doc/classes/CollisionObject.xml msgid "Base node for collision objects." msgstr "Nó base para objetos de colisão." #: 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 "" #: 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 "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml #: doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "Retorna o [RID] do objeto." #: 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 "" #: 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 [member collision_layer].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" "code] in 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 [member collision_mask].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" "code] in 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 "" #: doc/classes/CollisionObject.xml msgid "Adds a [Shape] to the shape owner." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Removes all shapes from the shape owner." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Returns the parent object of the given shape owner." msgstr "" #: doc/classes/CollisionObject.xml msgid "Returns the [Shape] with the given id from the given shape owner." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Returns the number of shapes the given shape owner contains." msgstr "" #: doc/classes/CollisionObject.xml msgid "" "Returns the child index of the [Shape] with the given id from the given " "shape owner." msgstr "" #: doc/classes/CollisionObject.xml msgid "Returns the shape owner's [Transform]." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Removes a shape from the given shape owner." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "If [code]true[/code], disables the given shape owner." msgstr "" #: doc/classes/CollisionObject.xml msgid "Sets the [Transform] of the given shape owner." msgstr "" #: 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 "" #: doc/classes/CollisionObject.xml msgid "Emitted when the mouse pointer exits all this object's shapes." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Base node for 2D collision objects." msgstr "Nó base para objetos de colisão 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "Se [code]true[/code], não se produzirá colisões." #: 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 "Define um polígono de colisão 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 "" #: 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 "" #: doc/classes/CollisionShape.xml msgid "Node that represents collision shape data in 3D space." msgstr "" #: doc/classes/CollisionShape.xml msgid "" "Editor facility for creating and editing collision shapes in 3D space. Set " "the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this " "is an Editor-only helper to create shapes, use [method CollisionObject." "shape_owner_get_shape] to get the actual shape.\n" "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." 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 "Introdução à física" #: doc/classes/CollisionShape.xml msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance] siblings geometry." msgstr "" #: doc/classes/CollisionShape.xml msgid "" "If this method exists within a script it will be called whenever the shape " "resource has been modified." msgstr "" #: doc/classes/CollisionShape.xml msgid "A disabled collision shape has no effect in the world." msgstr "" #: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml msgid "The actual shape owned by this collision shape." msgstr "" #: 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. Set " "the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this " "is an Editor-only helper to create shapes, use [method CollisionObject2D." "shape_owner_get_shape] to get the actual shape.\n" "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." 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 "" #: doc/classes/CollisionShape2D.xml msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." msgstr "" #: doc/classes/CollisionShape2D.xml 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 "" #: 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 "" #: doc/classes/Color.xml msgid "Color in RGBA format using floats on the range of 0 to 1." msgstr "" #: 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 "" #: doc/classes/Color.xml doc/classes/ColorPickerButton.xml msgid "GUI Drag And Drop Demo" msgstr "" #: 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 "" #: 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 color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" #: 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 "" #: 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 "" #: 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 "" "Retorna uma nova cor resultante da mistura dessa cor com outra. Se a cor for " "opaca, o resultado também será opaco. A segunda cor pode ter uma faixa de " "valores alfa.\n" "[codeblock]\n" "var bg = Color(0.0, 1.0, 0.0, 0.5) # Verde com o valor alfa em 50%\n" "var fg = Color(1.0, 0.0, 0.0, 0.5) # Vermelho com o valor alfa em 50%\n" "var blended_color = bg.blend(fg) # Marrom com o valor alfa em 75%\n" "[/codeblock]" #: doc/classes/Color.xml msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" "var color = Color(0.3, 0.4, 0.9)\n" "var contrasted_color = color.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 color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " "50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml 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 color = Color(0.2, 0.45, 0.82)\n" "var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 color = Color(1, 1, 1, 0.5)\n" "var s1 = color.to_html() # Returns \"7fffffff\"\n" "var s2 = color.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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Color.xml msgid "Alice blue color." msgstr "" #: doc/classes/Color.xml msgid "Antique white color." msgstr "" #: doc/classes/Color.xml msgid "Aqua color." msgstr "" #: doc/classes/Color.xml msgid "Aquamarine color." msgstr "" #: doc/classes/Color.xml msgid "Azure color." msgstr "" #: doc/classes/Color.xml msgid "Beige color." msgstr "" #: doc/classes/Color.xml msgid "Bisque color." msgstr "" #: doc/classes/Color.xml msgid "Black color." msgstr "Cor Preta." #: doc/classes/Color.xml msgid "Blanche almond color." msgstr "" #: doc/classes/Color.xml msgid "Blue color." msgstr "Cor azul." #: doc/classes/Color.xml msgid "Blue violet color." msgstr "" #: doc/classes/Color.xml msgid "Brown color." msgstr "Cor marrom." #: doc/classes/Color.xml msgid "Burly wood color." msgstr "" #: doc/classes/Color.xml msgid "Cadet blue color." msgstr "" #: doc/classes/Color.xml msgid "Chartreuse color." msgstr "" #: doc/classes/Color.xml msgid "Chocolate color." msgstr "" #: doc/classes/Color.xml msgid "Coral color." msgstr "" #: doc/classes/Color.xml msgid "Cornflower color." msgstr "" #: doc/classes/Color.xml msgid "Corn silk color." msgstr "" #: doc/classes/Color.xml msgid "Crimson color." msgstr "" #: doc/classes/Color.xml msgid "Cyan color." msgstr "" #: doc/classes/Color.xml msgid "Dark blue color." msgstr "" #: doc/classes/Color.xml msgid "Dark cyan color." msgstr "" #: doc/classes/Color.xml msgid "Dark goldenrod color." msgstr "" #: doc/classes/Color.xml msgid "Dark gray color." msgstr "" #: doc/classes/Color.xml msgid "Dark green color." msgstr "" #: doc/classes/Color.xml msgid "Dark khaki color." msgstr "" #: doc/classes/Color.xml msgid "Dark magenta color." msgstr "" #: doc/classes/Color.xml msgid "Dark olive green color." msgstr "" #: doc/classes/Color.xml msgid "Dark orange color." msgstr "" #: doc/classes/Color.xml msgid "Dark orchid color." msgstr "" #: doc/classes/Color.xml msgid "Dark red color." msgstr "" #: doc/classes/Color.xml msgid "Dark salmon color." msgstr "" #: doc/classes/Color.xml msgid "Dark sea green color." msgstr "" #: doc/classes/Color.xml msgid "Dark slate blue color." msgstr "" #: doc/classes/Color.xml msgid "Dark slate gray color." msgstr "" #: doc/classes/Color.xml msgid "Dark turquoise color." msgstr "" #: doc/classes/Color.xml msgid "Dark violet color." msgstr "" #: doc/classes/Color.xml msgid "Deep pink color." msgstr "" #: doc/classes/Color.xml msgid "Deep sky blue color." msgstr "" #: doc/classes/Color.xml msgid "Dim gray color." msgstr "" #: doc/classes/Color.xml msgid "Dodger blue color." msgstr "" #: doc/classes/Color.xml msgid "Firebrick color." msgstr "" #: doc/classes/Color.xml msgid "Floral white color." msgstr "" #: doc/classes/Color.xml msgid "Forest green color." msgstr "" #: doc/classes/Color.xml msgid "Fuchsia color." msgstr "" #: doc/classes/Color.xml msgid "Gainsboro color." msgstr "" #: doc/classes/Color.xml msgid "Ghost white color." msgstr "" #: doc/classes/Color.xml msgid "Gold color." msgstr "Cor dourada." #: doc/classes/Color.xml msgid "Goldenrod color." msgstr "" #: doc/classes/Color.xml msgid "Gray color." msgstr "Cor cinzento." #: doc/classes/Color.xml msgid "Green color." msgstr "Cor verde." #: doc/classes/Color.xml msgid "Green yellow color." msgstr "" #: doc/classes/Color.xml msgid "Honeydew color." msgstr "" #: doc/classes/Color.xml msgid "Hot pink color." msgstr "" #: doc/classes/Color.xml msgid "Indian red color." msgstr "" #: doc/classes/Color.xml msgid "Indigo color." msgstr "" #: doc/classes/Color.xml msgid "Ivory color." msgstr "" #: doc/classes/Color.xml msgid "Khaki color." msgstr "" #: doc/classes/Color.xml msgid "Lavender color." msgstr "" #: doc/classes/Color.xml msgid "Lavender blush color." msgstr "" #: doc/classes/Color.xml msgid "Lawn green color." msgstr "" #: doc/classes/Color.xml msgid "Lemon chiffon color." msgstr "" #: doc/classes/Color.xml msgid "Light blue color." msgstr "Cor azul claro." #: doc/classes/Color.xml msgid "Light coral color." msgstr "" #: doc/classes/Color.xml msgid "Light cyan color." msgstr "" #: doc/classes/Color.xml msgid "Light goldenrod color." msgstr "" #: doc/classes/Color.xml msgid "Light gray color." msgstr "" #: doc/classes/Color.xml msgid "Light green color." msgstr "" #: doc/classes/Color.xml msgid "Light pink color." msgstr "" #: doc/classes/Color.xml msgid "Light salmon color." msgstr "" #: doc/classes/Color.xml msgid "Light sea green color." msgstr "" #: doc/classes/Color.xml msgid "Light sky blue color." msgstr "" #: doc/classes/Color.xml msgid "Light slate gray color." msgstr "" #: doc/classes/Color.xml msgid "Light steel blue color." msgstr "" #: doc/classes/Color.xml msgid "Light yellow color." msgstr "" #: doc/classes/Color.xml msgid "Lime color." msgstr "" #: doc/classes/Color.xml msgid "Lime green color." msgstr "" #: doc/classes/Color.xml msgid "Linen color." msgstr "" #: doc/classes/Color.xml msgid "Magenta color." msgstr "Cor magenta." #: doc/classes/Color.xml msgid "Maroon color." msgstr "" #: doc/classes/Color.xml msgid "Medium aquamarine color." msgstr "" #: doc/classes/Color.xml msgid "Medium blue color." msgstr "" #: doc/classes/Color.xml msgid "Medium orchid color." msgstr "" #: doc/classes/Color.xml msgid "Medium purple color." msgstr "" #: doc/classes/Color.xml msgid "Medium sea green color." msgstr "" #: doc/classes/Color.xml msgid "Medium slate blue color." msgstr "" #: doc/classes/Color.xml msgid "Medium spring green color." msgstr "" #: doc/classes/Color.xml msgid "Medium turquoise color." msgstr "" #: doc/classes/Color.xml msgid "Medium violet red color." msgstr "" #: doc/classes/Color.xml msgid "Midnight blue color." msgstr "" #: doc/classes/Color.xml msgid "Mint cream color." msgstr "" #: doc/classes/Color.xml msgid "Misty rose color." msgstr "" #: doc/classes/Color.xml msgid "Moccasin color." msgstr "" #: doc/classes/Color.xml msgid "Navajo white color." msgstr "" #: doc/classes/Color.xml msgid "Navy blue color." msgstr "" #: doc/classes/Color.xml msgid "Old lace color." msgstr "" #: doc/classes/Color.xml msgid "Olive color." msgstr "" #: doc/classes/Color.xml msgid "Olive drab color." msgstr "" #: doc/classes/Color.xml msgid "Orange color." msgstr "" #: doc/classes/Color.xml msgid "Orange red color." msgstr "" #: doc/classes/Color.xml msgid "Orchid color." msgstr "" #: doc/classes/Color.xml msgid "Pale goldenrod color." msgstr "" #: doc/classes/Color.xml msgid "Pale green color." msgstr "" #: doc/classes/Color.xml msgid "Pale turquoise color." msgstr "" #: doc/classes/Color.xml msgid "Pale violet red color." msgstr "" #: doc/classes/Color.xml msgid "Papaya whip color." msgstr "" #: doc/classes/Color.xml msgid "Peach puff color." msgstr "" #: doc/classes/Color.xml msgid "Peru color." msgstr "" #: doc/classes/Color.xml msgid "Pink color." msgstr "Cor rosa." #: doc/classes/Color.xml msgid "Plum color." msgstr "" #: doc/classes/Color.xml msgid "Powder blue color." msgstr "" #: doc/classes/Color.xml msgid "Purple color." msgstr "Cor roxa." #: doc/classes/Color.xml msgid "Rebecca purple color." msgstr "" #: doc/classes/Color.xml msgid "Red color." msgstr "Cor vermelha." #: doc/classes/Color.xml msgid "Rosy brown color." msgstr "" #: doc/classes/Color.xml msgid "Royal blue color." msgstr "" #: doc/classes/Color.xml msgid "Saddle brown color." msgstr "" #: doc/classes/Color.xml msgid "Salmon color." msgstr "" #: doc/classes/Color.xml msgid "Sandy brown color." msgstr "" #: doc/classes/Color.xml msgid "Sea green color." msgstr "" #: doc/classes/Color.xml msgid "Seashell color." msgstr "" #: doc/classes/Color.xml msgid "Sienna color." msgstr "" #: doc/classes/Color.xml msgid "Silver color." msgstr "Cor prata." #: doc/classes/Color.xml msgid "Sky blue color." msgstr "" #: doc/classes/Color.xml msgid "Slate blue color." msgstr "" #: doc/classes/Color.xml msgid "Slate gray color." msgstr "" #: doc/classes/Color.xml msgid "Snow color." msgstr "" #: doc/classes/Color.xml msgid "Spring green color." msgstr "" #: doc/classes/Color.xml msgid "Steel blue color." msgstr "" #: doc/classes/Color.xml msgid "Tan color." msgstr "" #: doc/classes/Color.xml msgid "Teal color." msgstr "" #: doc/classes/Color.xml msgid "Thistle color." msgstr "" #: doc/classes/Color.xml msgid "Tomato color." msgstr "" #: doc/classes/Color.xml msgid "Transparent color (white with no alpha)." msgstr "" #: doc/classes/Color.xml msgid "Turquoise color." msgstr "" #: doc/classes/Color.xml msgid "Violet color." msgstr "" #: doc/classes/Color.xml msgid "Web gray color." msgstr "" #: doc/classes/Color.xml msgid "Web green color." msgstr "" #: doc/classes/Color.xml msgid "Web maroon color." msgstr "" #: doc/classes/Color.xml msgid "Web purple color." msgstr "" #: doc/classes/Color.xml msgid "Wheat color." msgstr "" #: doc/classes/Color.xml msgid "White color." msgstr "Cor branca." #: doc/classes/Color.xml msgid "White smoke color." msgstr "" #: doc/classes/Color.xml msgid "Yellow color." msgstr "Cor amarela." #: doc/classes/Color.xml msgid "Yellow green color." msgstr "" #: doc/classes/ColorPicker.xml msgid "Color picker control." msgstr "" #: 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 "" #: doc/classes/ColorPicker.xml doc/classes/ColorPickerButton.xml msgid "The currently selected color." msgstr "" #: 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 "Se [code]true[/code], o objeto é desenhado por cima do pai dele." #: 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 "" #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], saved color presets are visible." msgstr "" #: 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 "" #: doc/classes/ColorPicker.xml msgid "Emitted when the color is changed." msgstr "Emitido quando a cor muda." #: doc/classes/ColorPicker.xml msgid "Emitted when a preset is added." msgstr "" #: doc/classes/ColorPicker.xml msgid "Emitted when a preset is removed." msgstr "" #: doc/classes/ColorPicker.xml msgid "The width of the hue selection slider." msgstr "" #: doc/classes/ColorPicker.xml msgid "The margin around the [ColorPicker]." msgstr "" #: doc/classes/ColorPicker.xml msgid "The height of the saturation-value selection box." msgstr "" #: doc/classes/ColorPicker.xml msgid "The width of the saturation-value selection box." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for the \"Add Preset\" button." msgstr "" #: doc/classes/ColorPicker.xml msgid "Custom texture for the hue selection slider on the right." msgstr "" #: 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 "" #: 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 "" #: doc/classes/ColorPickerButton.xml msgid "Emitted when the color changes." msgstr "Emitido quando a cor muda." #: 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 "Emitido quando o [ColorPicker] é fechado." #: doc/classes/ColorPickerButton.xml msgid "Default text [Color] of the [ColorPickerButton]." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "Text [Color] used when the [ColorPickerButton] is disabled." msgstr "" #: 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 "" #: doc/classes/ColorPickerButton.xml msgid "Text [Color] used when the [ColorPickerButton] is being pressed." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "The horizontal space between [ColorPickerButton]'s icon and text." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "[Font] of the [ColorPickerButton]'s text." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "The background of the color preview rect on the button." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "[StyleBox] used when the [ColorPickerButton] is disabled." msgstr "" #: 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 "" #: doc/classes/ColorPickerButton.xml msgid "Default [StyleBox] for the [ColorPickerButton]." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "[StyleBox] used when the [ColorPickerButton] is being pressed." msgstr "" #: doc/classes/ColorRect.xml msgid "Colored rectangle." msgstr "Retângulo colorido." #: 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 "" #: 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.\n" "[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, " "created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in " "the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may " "give unexpected results: when using Godot Physics, the area will only detect " "collisions with the triangle faces in the [ConcavePolygonShape] (and not " "with any \"inside\" of the shape, for example), and when using Bullet " "Physics the area will not detect any collisions with the concave shape at " "all (this is a known bug)." msgstr "" #: doc/classes/ConcavePolygonShape.xml msgid "Returns the faces (an array of triangles)." msgstr "" #: doc/classes/ConcavePolygonShape.xml msgid "Sets the faces (an array of triangles)." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml msgid "Concave polygon 2D shape resource for physics." msgstr "" #: 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.\n" "[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] " "node) may give unexpected results: the area will only detect collisions with " "the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of " "the shape, for example)." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml msgid "" "The array of points that make up the [ConcavePolygonShape2D]'s line segments." msgstr "" #: doc/classes/ConeTwistJoint.xml msgid "A twist joint between two 3D PhysicsBodies." msgstr "" #: 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 "" #: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml msgid "" "Defines, how fast the swing- and twist-speed-difference on both sides gets " "synced." msgstr "" #: 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 "" #: doc/classes/ConfigFile.xml msgid "Helper class to handle INI-style files." msgstr "" #: 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 "" #: doc/classes/ConfigFile.xml msgid "Removes the entire contents of the config." msgstr "" #: 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 "" #: 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 "" #: doc/classes/ConfigFile.xml msgid "Returns [code]true[/code] if the specified section-key pair exists." msgstr "" #: 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 "" #: 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 "Nó base para os containers." #: 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 "Emitido quando se é necessário organizar os filhos." #: 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 "Galeria de *nós* de controle" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Control.xml 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Control.xml msgid "" "Finds the previous (above in the tree) [Control] that can receive the focus." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Control.xml msgid "Returns the width/height occupied in the parent control." msgstr "" #: doc/classes/Control.xml msgid "Returns the parent control node." msgstr "" #: 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 "Retorna a rotação (em radianos)." #: 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 "" #: 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]).\n" "[b]Note[/b]: Using this method together with [method Object.call_deferred] " "makes it more reliable, especially when called inside [method Node._ready]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Control.xml msgid "" "Returns [code]true[/code] if this is the current focused control. See " "[member focus_mode]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/Control.xml #, fuzzy msgid "" "Removes a theme override for a constant with the given [code]name[/code]." msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/Control.xml #, fuzzy msgid "Removes a theme override for a [Font] with the given [code]name[/code]." msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/Control.xml #, fuzzy msgid "Removes a theme override for an icon with the given [code]name[/code]." msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/Control.xml #, fuzzy msgid "Removes a theme override for a shader with the given [code]name[/code]." msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/Control.xml #, fuzzy msgid "" "Removes a theme override for a [StyleBox] with the given [code]name[/code]." msgstr "Retorna o nome do nó em [code]idx[/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 "" #: 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 "" #: 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 "" #: doc/classes/Control.xml msgid "Sets [member margin_right] and [member margin_bottom] at the same time." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" "A posição global do nó, em relação ao mundo (geralmente no canto superior " "esquerdo da janela)." #: 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 "Emitido quando o nó ganha foco do teclado." #: doc/classes/Control.xml msgid "Emitted when the node loses keyboard focus." msgstr "Emitido quando o nó perde foco do teclado." #: doc/classes/Control.xml msgid "Emitted when the node receives an [InputEvent]." msgstr "Emitido quando o nó recebe um [InputEvent]." #: doc/classes/Control.xml msgid "Emitted when the node's minimum size changes." msgstr "Emitido quando o tamanho mínimo do nó muda." #: doc/classes/Control.xml msgid "Emitted when a modal [Control] is closed. See [method show_modal]." msgstr "" #: 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 "Emitido quando o controle muda de tamanho." #: 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 "" #: doc/classes/Control.xml msgid "" "The node can only grab focus on mouse clicks. Use with [member focus_mode]." msgstr "" #: 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 "Enviado quando o ponteiro do rato entra no nó." #: doc/classes/Control.xml msgid "Sent when the mouse pointer exits the node." msgstr "Enviado quando o ponteiro do rato sai do nó." #: doc/classes/Control.xml msgid "Sent when the node grabs focus." msgstr "" #: doc/classes/Control.xml msgid "Sent when the node loses focus." msgstr "" #: 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 "" #: doc/classes/Control.xml msgid "Show the system's cross mouse cursor when the user hovers the node." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's wait mouse cursor when the user hovers the node. Often an " "hourglass." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's busy mouse cursor when the user hovers the node. Often an " "arrow with a small hourglass." msgstr "" #: 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 "O controle será redimensionado ao seu tamanho mínimo." #: doc/classes/Control.xml msgid "The control's width will not change." msgstr "A largura do controle não irá mudar." #: doc/classes/Control.xml msgid "The control's height will not change." msgstr "A altura do controle não irá mudar." #: doc/classes/Control.xml msgid "The control's size will not change." msgstr "O tamanho do controle não irá mudar." #: 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 "" #: doc/classes/ConvexPolygonShape.xml msgid "" "Convex polygon shape resource, which can be added to a [PhysicsBody] or area." msgstr "" #: doc/classes/ConvexPolygonShape.xml msgid "The list of 3D points forming the convex polygon shape." msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "Convex polygon shape for 2D physics." msgstr "" #: 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 "" #: 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 "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Returns the [Curve] of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Returns the randomness factor of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Returns the enabled state of the given flag (see [enum Flags] for options)." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Restarts the particle emitter." msgstr "Reinicia o emissor de partículas." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Sets the base value of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Sets the [Curve] of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Sets the randomness factor of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Enables or disables the given flag (see [enum Flags] for options)." msgstr "" #: 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 "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's rotation will be animated along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Rotation randomness ratio." msgstr "" #: 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 "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's angular velocity will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Angular velocity randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Particle animation offset." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's animation offset will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Animation offset randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Particle animation speed." msgstr "Velocidade da animação das partículas." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's animation speed will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Animation speed randomness ratio." msgstr "" #: 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 "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "The rate at which particles lose velocity." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Damping will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Damping randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Unit vector specifying the particles' emission direction." msgstr "" #: 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 "" #: doc/classes/CPUParticles.xml msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/CPUParticles.xml msgid "" "The height for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "" #: 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 "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Particles will be emitted inside this region. See [enum EmissionShape] for " "possible values." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "The sphere's radius if [enum EmissionShape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "If [code]true[/code], particles will not move on the z axis." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "If [code]true[/code], particles rotate around Y axis by [member angle]." msgstr "" #: 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 "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Initial hue variation applied to each particle." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's hue will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Hue variation randomness ratio." msgstr "" #: 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 "" #: 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 "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Particle lifetime randomness ratio." msgstr "" #: 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 "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Linear acceleration randomness ratio." msgstr "" #: 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 "" #: 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 "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Orbital velocity randomness ratio." msgstr "" #: 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 "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's radial acceleration will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Radial acceleration randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml msgid "Emission lifetime randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Initial scale applied to each particle." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's scale will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Scale randomness ratio." msgstr "" #: 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 "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Tangential acceleration randomness ratio." msgstr "" #: 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 "" #: 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 "" #: doc/classes/CPUParticles.xml doc/classes/Particles.xml msgid "Particles are drawn in order of depth." 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 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Represents the size of the [enum Parameter] enum." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Use with [method set_particle_flag] to set [member flag_align_y]." msgstr "Use com [method set_particle_flag] para definir [member flag_align_y]." #: doc/classes/CPUParticles.xml msgid "Use with [method set_particle_flag] to set [member flag_rotate_y]." msgstr "" "Use com [method set_particle_flag] para definir [member flag_rotate_y]." #: doc/classes/CPUParticles.xml msgid "Use with [method set_particle_flag] to set [member flag_disable_z]." msgstr "" "Use com [method set_particle_flag] para definir [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 "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "All particles will be emitted from a single point." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "Particles will be emitted in the volume of a sphere." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "Particles will be emitted in the volume of a box." msgstr "" #: 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 "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Represents the size of the [enum EmissionShape] enum." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "CPU-based 2D particle emitter." msgstr "Emissor de partículas 2D baseado em 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 "" #: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml msgid "Particle texture. If [code]null[/code], particles will be squares." msgstr "" "A textura das partículas. Se [code]null[/code], as partículas serão " "quadrados." #: doc/classes/CPUParticles2D.xml msgid "Present for consistency with 3D particle nodes, not used in 2D." msgstr "" #: 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 "As partículas serão emitidas na área do retângulo." #: doc/classes/Crypto.xml msgid "Access to advanced cryptographic functionalities." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/CryptoKey.xml msgid "A cryptographic key (RSA)." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: modules/csg/doc_classes/CSGBox.xml msgid "Height of the box measured from the center of the box." msgstr "" #: modules/csg/doc_classes/CSGBox.xml msgid "The material used to render the box." msgstr "" #: modules/csg/doc_classes/CSGBox.xml msgid "Width of the box measured from the center of the box." msgstr "" #: modules/csg/doc_classes/CSGCombiner.xml msgid "A CSG node that allows you to combine other CSG modifiers." msgstr "" #: 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 msgid "A CSG Cylinder shape." msgstr "" #: 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 msgid "" "If [code]true[/code] a cone is created, the [member radius] will only apply " "to one side." msgstr "" #: modules/csg/doc_classes/CSGCylinder.xml msgid "The height of the cylinder." msgstr "A altura do cilindro." #: modules/csg/doc_classes/CSGCylinder.xml msgid "The material used to render the cylinder." msgstr "" #: modules/csg/doc_classes/CSGCylinder.xml msgid "The radius of the cylinder." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 msgid "If [code]true[/code], applies smooth shading to the extrusions." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: modules/csg/doc_classes/CSGShape.xml msgid "The CSG base class." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: modules/csg/doc_classes/CSGShape.xml msgid "Only intersecting geometry remains, the rest is removed." msgstr "" #: modules/csg/doc_classes/CSGShape.xml msgid "" "The second shape is subtracted from the first, leaving a dent with its shape." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml msgid "A CSG Sphere shape." msgstr "" #: 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 "" #: modules/csg/doc_classes/CSGSphere.xml msgid "Number of vertical slices for the sphere." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml msgid "Radius of the sphere." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml msgid "Number of horizontal slices for the sphere." msgstr "" #: 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 "" #: 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 "" #: modules/csg/doc_classes/CSGTorus.xml msgid "The material used to render the torus." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml msgid "The outer radius of the torus." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml msgid "The number of edges each ring of the torus is constructed of." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml msgid "The number of slices the torus is constructed of." msgstr "" #: 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 msgid "" "A script implemented in the C# programming language (Mono-enabled builds " "only)." msgstr "" #: 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 "" #: doc/classes/CubeMap.xml msgid "A CubeMap is a 6-sided 3D texture." msgstr "" #: 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 msgid "Returns the [CubeMap]'s height." msgstr "Retorna a altura do [CubeMap]." #: 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 msgid "Returns the [CubeMap]'s width." msgstr "" #: 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 "" #: 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 msgid "The [CubeMap]'s storage mode. See [enum Storage] constants." msgstr "" #: doc/classes/CubeMap.xml msgid "Store the [CubeMap] without any compression." msgstr "" #: doc/classes/CubeMap.xml msgid "Store the [CubeMap] with strong compression that reduces image quality." msgstr "" #: doc/classes/CubeMap.xml msgid "" "Store the [CubeMap] with moderate compression that doesn't reduce image " "quality." msgstr "" #: doc/classes/CubeMap.xml msgid "Identifier for the left face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml msgid "Identifier for the right face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml msgid "Identifier for the bottom face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml msgid "Identifier for the top face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml msgid "Identifier for the front face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml msgid "Identifier for the back face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml msgid "Generate mipmaps, to enable smooth zooming out of the texture." msgstr "" #: doc/classes/CubeMap.xml msgid "Repeat (instead of clamp to edge)." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "Uma curva matemática." #: 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.\n" "See also [Gradient] which is designed for color interpolation. See also " "[Curve2D] and [Curve3D]." 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 "" #: 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 "Remove todos os pontos da curva." #: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "Returns the number of points describing the curve." msgstr "" #: doc/classes/Curve.xml msgid "" "Returns the left [enum TangentMode] for the point at [code]index[/code]." msgstr "" #: doc/classes/Curve.xml msgid "" "Returns the left tangent angle (in degrees) for the point at [code]index[/" "code]." msgstr "" #: doc/classes/Curve.xml msgid "Returns the curve coordinates for the point at [code]index[/code]." msgstr "" #: doc/classes/Curve.xml msgid "" "Returns the right [enum TangentMode] for the point at [code]index[/code]." msgstr "" #: doc/classes/Curve.xml msgid "" "Returns the right tangent angle (in degrees) for the point at [code]index[/" "code]." 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." 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 "" #: doc/classes/Curve.xml msgid "" "Sets the left [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" #: doc/classes/Curve.xml msgid "" "Sets the left tangent angle for the point at [code]index[/code] to " "[code]tangent[/code]." msgstr "" #: doc/classes/Curve.xml msgid "Sets the offset from [code]0.5[/code]." msgstr "" #: doc/classes/Curve.xml msgid "" "Sets the right [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" #: doc/classes/Curve.xml msgid "" "Sets the right tangent angle for the point at [code]index[/code] to " "[code]tangent[/code]." msgstr "" #: doc/classes/Curve.xml msgid "" "Assigns the vertical position [code]y[/code] to the point at [code]index[/" "code]." msgstr "" #: doc/classes/Curve.xml msgid "The number of points to include in the baked (i.e. cached) curve data." msgstr "" #: doc/classes/Curve.xml msgid "The maximum value the curve can reach." msgstr "" #: doc/classes/Curve.xml msgid "The minimum value the curve can reach." msgstr "" #: doc/classes/Curve.xml msgid "Emitted when [member max_value] or [member min_value] is changed." msgstr "" #: doc/classes/Curve.xml msgid "The tangent on this side of the point is user-defined." msgstr "" #: 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 "" #: doc/classes/Curve2D.xml msgid "Describes a Bézier curve in 2D space." msgstr "" #: 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 "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Adds a point with the specified [code]position[/code] relative to the " "curve's own position, with control points [code]in[/code] and [code]out[/" "code]. Appends the new point at the end of the point list.\n" "If [code]index[/code] is given, the new point is inserted before the " "existing point identified by index [code]index[/code]. Every existing point " "starting from [code]index[/code] is shifted further down the list of points. " "The index must be greater than or equal to [code]0[/code] and must not " "exceed the number of existing points in the line. See [method " "get_point_count]." 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 "" #: 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 "" #: 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 "Returns the cache of points as a [PoolVector3Array]." msgstr "" #: doc/classes/Curve3D.xml msgid "Returns the cache of tilts as a [PoolRealArray]." msgstr "" #: 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 "" #: 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 "Uma textura que exibe uma curva." #: 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 #, fuzzy msgid "The [Curve] that is rendered onto the texture." msgstr "A largura de uma textura." #: doc/classes/CurveTexture.xml msgid "" "The width of the texture (in pixels). Higher values make it possible to " "represent high-frequency data better (such as sudden direction changes), at " "the cost of increased generation time and memory usage." msgstr "" #: doc/classes/CylinderMesh.xml msgid "Class representing a cylindrical [PrimitiveMesh]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/CylinderShape.xml msgid "" "Cylinder shape for collisions.\n" "[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics " "engine, there are several known bugs with cylinder collision shapes. Using " "[CapsuleShape] or [BoxShape] instead is recommended." msgstr "" #: doc/classes/CylinderShape.xml msgid "The cylinder's height." msgstr "A altura do cilindro." #: doc/classes/CylinderShape.xml msgid "The cylinder's radius." msgstr "" #: doc/classes/DampedSpringJoint2D.xml msgid "Damped spring constraint for 2D physics." msgstr "" #: 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 "" #: doc/classes/Dictionary.xml msgid "" "Dictionary type. Associative container which contains values referenced by " "unique keys. Dictionaries are composed of pairs of keys (which must be " "unique) and values. Dictionaries will preserve the insertion order when " "adding elements, even though this may not be reflected when printing the " "dictionary. In other programming languages, this data structure is sometimes " "referred to as a hash map or associative array.\n" "You can define a dictionary by placing a comma-separated list of [code]key: " "value[/code] pairs in curly braces [code]{}[/code].\n" "Erasing elements while iterating over them [b]is not supported[/b] and will " "result in undefined behavior.\n" "[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a " "dictionary which can be modified independently of the original dictionary, " "use [method duplicate].\n" "Creating a dictionary:\n" "[codeblock]\n" "var my_dict = {} # Creates an empty dictionary.\n" "\n" "var dict_variable_key = \"Another key name\"\n" "var dict_variable_value = \"value2\"\n" "var another_dict = {\n" " \"Some key name\": \"value1\",\n" " dict_variable_key: dict_variable_value,\n" "}\n" "\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "\n" "# Alternative Lua-style syntax.\n" "# Doesn't require quotes around keys, but only string constants can be used " "as key names.\n" "# Additionally, key names must start with a letter or an underscore.\n" "# Here, `some_key` is a string literal, not a variable!\n" "another_dict = {\n" " some_key = 42,\n" "}\n" "[/codeblock]\n" "You can access a dictionary's values by referencing the appropriate key. In " "the above example, [code]points_dict[\"White\"][/code] will return [code]50[/" "code]. You can also write [code]points_dict.White[/code], which is " "equivalent. However, you'll have to use the bracket syntax if the key you're " "accessing the dictionary with isn't a fixed string (such as a number or " "variable).\n" "[codeblock]\n" "export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "func _ready():\n" " # We can't use dot syntax here as `my_color` is a variable.\n" " var points = points_dict[my_color]\n" "[/codeblock]\n" "In the above code, [code]points[/code] will be assigned the value that is " "paired with the appropriate color selected in [code]my_color[/code].\n" "Dictionaries can contain more complex data:\n" "[codeblock]\n" "my_dict = {\"First Array\": [1, 2, 3, 4]} # Assigns an Array to a String " "key.\n" "[/codeblock]\n" "To add a key to an existing dictionary, access it like an existing key and " "assign to it:\n" "[codeblock]\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "points_dict[\"Blue\"] = 150 # Add \"Blue\" as a key and assign 150 as its " "value.\n" "[/codeblock]\n" "Finally, dictionaries can contain different types of keys and values in the " "same dictionary:\n" "[codeblock]\n" "# This is a valid dictionary.\n" "# To access the string \"Nested value\" below, use `my_dict.sub_dict." "sub_key` or `my_dict[\"sub_dict\"][\"sub_key\"]`.\n" "# Indexing styles can be mixed and matched depending on your needs.\n" "var my_dict = {\n" " \"String Key\": 5,\n" " 4: [1, 2, 3],\n" " 7: \"Hello\",\n" " \"sub_dict\": {\"sub_key\": \"Nested value\"},\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Unlike [Array]s, you can't compare dictionaries directly:\n" "[codeblock]\n" "array1 = [1, 2, 3]\n" "array2 = [1, 2, 3]\n" "\n" "func compare_arrays():\n" " print(array1 == array2) # Will print true.\n" "\n" "var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "\n" "func compare_dictionaries():\n" " print(dict1 == dict2) # Will NOT print true.\n" "[/codeblock]\n" "You need to first calculate the dictionary's hash with [method hash] before " "you can compare them:\n" "[codeblock]\n" "var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "\n" "func compare_dictionaries():\n" " print(dict1.hash() == dict2.hash()) # Will print true.\n" "[/codeblock]\n" "[b]Note:[/b] When declaring a dictionary with [code]const[/code], the " "dictionary itself can still be mutated by defining the values of individual " "keys. Using [code]const[/code] will only prevent assigning the constant with " "another value after it was initialized." msgstr "" #: doc/classes/Dictionary.xml msgid "GDScript basics: Dictionary" msgstr "" #: doc/classes/Dictionary.xml msgid "Clear the dictionary, removing all key/value pairs." msgstr "" #: 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 "" #: doc/classes/Dictionary.xml msgid "Returns [code]true[/code] if the dictionary is empty." msgstr "" #: 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 "" #: doc/classes/Dictionary.xml msgid "" "Returns [code]true[/code] if the dictionary has all the keys in the given " "array." msgstr "" #: 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 "" #: doc/classes/Dictionary.xml msgid "Returns the list of keys in the [Dictionary]." msgstr "" #: doc/classes/Dictionary.xml msgid "" "Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, " "duplicate keys will not be copied over, unless [code]overwrite[/code] is " "[code]true[/code]." msgstr "" #: doc/classes/Dictionary.xml msgid "Returns the number of keys in the dictionary." msgstr "" #: doc/classes/Dictionary.xml msgid "Returns the list of values in the [Dictionary]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "Directional light from a distance, as from the Sun." msgstr "" #: 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. This " "is ignored when [member directional_shadow_mode] is [constant " "SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " "transitions between splits. Enabling shadow blend splitting also has a " "moderate performance cost. This is ignored when [member " "directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "Optimizes shadow rendering for detail versus movement. See [enum " "ShadowDepthRange]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "The maximum distance for shadow splits. Increasing this value will make " "directional shadows visible from further away, at the cost of lower overall " "shadow detail and performance (since more objects need to be included in the " "directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." msgstr "" #: 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 [constant SHADOW_PARALLEL_2_SPLITS] or [constant " "SHADOW_PARALLEL_4_SPLITS]." 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 [constant SHADOW_PARALLEL_2_SPLITS] or [constant " "SHADOW_PARALLEL_4_SPLITS]." 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 [constant SHADOW_PARALLEL_4_SPLITS]." 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/DynamicFont.xml msgid "Returns the number of fallback fonts." msgstr "" #: doc/classes/DynamicFont.xml msgid "" "Returns the spacing for the given [code]type[/code] (see [enum SpacingType])." msgstr "" #: doc/classes/DynamicFont.xml msgid "Removes the fallback font at index [code]idx[/code]." msgstr "" #: doc/classes/DynamicFont.xml msgid "Sets the fallback font at index [code]idx[/code]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/DynamicFont.xml msgid "The font data." msgstr "" #: 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 "O tamanho da fonte em 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 "" #: doc/classes/DynamicFont.xml msgid "Spacing at the bottom." msgstr "" #: doc/classes/DynamicFont.xml msgid "Spacing for each character." msgstr "" #: doc/classes/DynamicFont.xml msgid "Spacing for the space character." msgstr "" #: doc/classes/DynamicFontData.xml msgid "Used with [DynamicFont] to describe the location of a font file." msgstr "" #: 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 "" #: doc/classes/DynamicFontData.xml msgid "The path to the vector font file." msgstr "" #: 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 msgid "Use the light font hinting mode." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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] method." 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 "" #: doc/classes/EditorFileDialog.xml msgid "A modified version of [FileDialog] used by the editor." msgstr "" #: 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 "" #: 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 "" #: doc/classes/EditorFileDialog.xml msgid "The currently selected file." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "The file system path in the address bar." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "If [code]true[/code], the [EditorFileDialog] will not warn the user before " "overwriting files." msgstr "" #: 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 "" #: doc/classes/EditorFileDialog.xml msgid "Emitted when a directory is selected." msgstr "Emitido quando um diretório é selecionado." #: doc/classes/EditorFileDialog.xml msgid "Emitted when a file is selected." msgstr "Emitido quando um ficheiro é selecionado." #: doc/classes/EditorFileDialog.xml msgid "Emitted when multiple files are selected." msgstr "Emitido quando múltiplos ficheiros são selecionados." #: 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 "" #: 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 "" #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "save the file." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can only view [code]res://[/code] directory contents." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can only view [code]user://[/code] directory contents." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "The [EditorFileDialog] can view the entire local file system." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "The [EditorFileDialog] displays resources as thumbnails." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "The [EditorFileDialog] displays resources as a list of filenames." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "Resource filesystem, as the editor sees it." msgstr "" #: 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 "" #: doc/classes/EditorFileSystem.xml msgid "Returns a view into the filesystem at [code]path[/code]." msgstr "" #: 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 "Retorna [code]true[/code] se o script pode ser instanciado." #: doc/classes/EditorFileSystem.xml msgid "Scan the filesystem for changes." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "Check if the source of any imported resource changed." msgstr "" #: 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 "" #: doc/classes/EditorFileSystem.xml msgid "Emitted if a resource is reimported." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "" "Emitted if at least one resource is reloaded when the filesystem is scanned." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "Emitted if the source of any imported file changed." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "A directory for the resource filesystem." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "A more generalized, low-level variation of the directory concept." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns the index of the directory with name [code]name[/code] or [code]-1[/" "code] if not found." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns the index of the file with name [code]name[/code] or [code]-1[/code] " "if not found." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the name of the file at index [code]idx[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the number of files in this directory." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns [code]true[/code] if the file at index [code]idx[/code] imported " "properly." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the path to the file at index [code]idx[/code]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the path to this directory." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the subdirectory at index [code]idx[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the number of subdirectories in this directory." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 msgid "A control used to edit properties of an object." msgstr "" #: 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 "Emitido quando uma propriedade é editada no inspetor." #: 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 "Emitido quando uma propriedade é selecionada no inspetor." #: 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 "Emitido quando um recurso é selecionado no inspetor." #: 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 "" #: 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 "" #: 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 "" #: doc/classes/EditorInspectorPlugin.xml msgid "Called to allow adding controls at the beginning of the list." msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "Called to allow adding controls at the beginning of the category." msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "Called to allow adding controls at the end of the list." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/EditorInterface.xml msgid "Returns the editor's [EditorResourcePreview] instance." msgstr "" #: 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 "" #: 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 msgid "" "Returns [code]true[/code] if a scene is currently being played, [code]false[/" "code] otherwise. Paused scenes are considered as being played." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. " "The plugin name is the same as its directory name." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Returns mesh previews rendered at the given size as an [Array] of [Texture]s." msgstr "" #: doc/classes/EditorInterface.xml msgid "Opens the scene at the given path." msgstr "" #: doc/classes/EditorInterface.xml msgid "Plays the currently active scene." msgstr "Reproduz a cena atualmente ativa." #: doc/classes/EditorInterface.xml msgid "Plays the scene specified by its filepath." msgstr "" #: doc/classes/EditorInterface.xml msgid "Plays the main scene." msgstr "Reproduz a cena principal." #: doc/classes/EditorInterface.xml msgid "Reloads the scene at the given path." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/" "code] (see [@GlobalScope] constants)." msgstr "" #: doc/classes/EditorInterface.xml msgid "Saves the scene as a file at [code]path[/code]." msgstr "Salva a cena como um ficheiro em [code]path[/code]." #: doc/classes/EditorInterface.xml msgid "" "Selects the file, with the path provided by [code]file[/code], in the " "FileSystem dock." msgstr "" #: 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 "" #: doc/classes/EditorInterface.xml msgid "Stops the scene that is currently playing." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 dialog 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 "" "Override this method to provide a state data you want to be saved, like view " "position, grid settings, folding, etc. 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). This data is automatically saved for " "each scene in an [code]editstate[/code] file in the editor metadata folder. " "If you want to store global (scene-independent) editor data for your plugin, " "you can use [method get_window_layout] instead.\n" "Use [method set_state] to restore your saved state.\n" "[b]Note:[/b] This method should not be used to save important settings that " "should persist with the project.\n" "[b]Note:[/b] You must implement [method get_plugin_name] for the state to be " "stored and restored correctly.\n" "[codeblock]\n" "func get_state():\n" " var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n" " return state\n" "[/codeblock]" 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 "" "Override this method to provide the GUI layout of the plugin or any other " "data you want to be stored. 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). The data is stored in the " "[code]editor_layout.cfg[/code] file in the editor metadata directory.\n" "Use [method set_window_layout] to restore your saved layout.\n" "[codeblock]\n" "func get_window_layout(configuration):\n" " configuration.set_value(\"MyPlugin\", \"window_position\", $Window." "position)\n" " configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n" "[/codeblock]" 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 "" #: doc/classes/EditorPlugin.xml msgid "Makes a specific item in the bottom panel visible." msgstr "" #: 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 "" #: doc/classes/EditorPlugin.xml msgid "" "Removes the control from the bottom panel. You have to manually [method Node." "queue_free] the control." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Removes the control from the specified container. You have to manually " "[method Node.queue_free] the control." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Removes the control from the dock. You have to manually [method Node." "queue_free] the control." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Removes a custom type added by [method add_custom_type]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Removes an export plugin registered by [method add_export_plugin]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Removes an import plugin registered by [method add_import_plugin]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Removes an inspector plugin registered by [method add_import_plugin]" msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Removes a scene importer registered by [method add_scene_import_plugin]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]." msgstr "" #: 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]. This method is called when " "the current scene tab is changed in the editor.\n" "[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise " "it will not be recognized and this method will not be called.\n" "[codeblock]\n" "func set_state(data):\n" " zoom = data.get(\"zoom\", 1.0)\n" " preferred_color = data.get(\"my_color\", Color.white)\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Restore the plugin GUI layout and data saved by [method get_window_layout]. " "This method is called for every plugin on editor startup. Use the provided " "[code]configuration[/code] file to read your saved data.\n" "[codeblock]\n" "func set_window_layout(configuration):\n" " $Window.position = configuration.get_value(\"MyPlugin\", " "\"window_position\", Vector2())\n" " $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", " "Color.white)\n" "[/codeblock]" 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 "" #: 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 "" "Emitido quando o utilizador fecha uma cena. O argumento é um caminho de " "ficheiro para uma cena fechada." #: doc/classes/EditorPlugin.xml msgid "Represents the size of the [enum DockSlot] enum." msgstr "" #: doc/classes/EditorProperty.xml msgid "Custom control to edit properties for adding into the inspector." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "This control allows property editing for one or multiple properties into " "[EditorInspector]. It is added via [EditorInspectorPlugin]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/EditorProperty.xml msgid "Set this property to change the label (if you want to show one)." msgstr "" #: 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 "" #: doc/classes/EditorProperty.xml msgid "Emitted when a property was checked. Used internally." msgstr "Emitido quando uma propriedade é checada. Usado internamente." #: 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 "" #: doc/classes/EditorProperty.xml msgid "Emitted when selected. Used internally." msgstr "Emitido quando selecionado. Usado internamente." #: doc/classes/EditorResourcePicker.xml msgid "Godot editor's control for selecting [Resource] type properties." msgstr "" #: 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 "" #: doc/classes/EditorResourcePicker.xml msgid "If [code]true[/code], the value can be selected and edited." msgstr "" #: doc/classes/EditorResourcePicker.xml msgid "The edited resource value." msgstr "" #: 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 msgid "Emitted when the value of the edited resource was changed." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/EditorSceneImporter.xml msgid "Imports scenes from third-parties' 3D files." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/EditorScenePostImport.xml msgid "" "Returns the source file path which got imported (e.g. [code]res://scene.dae[/" "code])." msgstr "" #: doc/classes/EditorScenePostImport.xml msgid "Returns the resource folder the imported scene file is located in." msgstr "" #: 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 "" #: 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.\n" "[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when " "nothing references it. This can cause errors during asynchronous operations " "if there are no references to the script." msgstr "" #: doc/classes/EditorScript.xml msgid "This method is executed by the Editor when [b]File > Run[/b] is used." msgstr "" #: 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 "" #: doc/classes/EditorScript.xml msgid "Returns the Editor's currently active scene." msgstr "" #: 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 "" #: 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 "Limpa a seleção." #: doc/classes/EditorSelection.xml msgid "Gets the list of selected nodes." msgstr "" #: 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 "" #: doc/classes/EditorSelection.xml msgid "Emitted when the selection changes." msgstr "Emitido quando a seleção muda." #: doc/classes/EditorSettings.xml msgid "Object that holds the project-independent editor settings." msgstr "" #: 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 "" #: 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 "" #: 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 "Define a lista de ficheiros e diretórios favoritos para este projeto." #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 msgid "Returns the Spatial node associated with this gizmo." msgstr "" #: 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 "" #: 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 "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "Used by the editor to define Spatial gizmo types." msgstr "" #: 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 "" #: 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 "" #: 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 "Se [code]true[/code], o áudio está sendo reproduzido." #: 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 msgid "Checks out a [code]branch_name[/code] in the VCS." msgstr "" #: 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 msgid "Creates a new branch named [code]branch_name[/code] in the VCS." msgstr "" #: 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 #, fuzzy msgid "Discards the changes made in file present at [code]file_path[/code]." msgstr "Salva a cena como um ficheiro em [code]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 "" #: 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 msgid "Gets the current branch name defined in the VCS." msgstr "" #: 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 "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Returns the name of the underlying VCS provider." msgstr "Retorna o nome do nó em [code]idx[/code]." #: 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 "" #: 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 "Remove todos os pontos da linha." #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Remove a remote from the local VCS." msgstr "Remove todos os itens da lista." #: 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 "Salva a cena como um ficheiro em [code]path[/code]." #: 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 "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to add an array of [code]line_diffs[/code] into a " "[code]diff_hunk[/code]." msgstr "" #: 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 "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "A new file has been added." msgstr "Emitido quando uma nova interface é adicionada." #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been modified." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been renamed." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been deleted." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been typechanged." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "A file is left unmerged." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "A commit is encountered from the commit area." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "A file is encountered from the staged area." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Engine.xml msgid "Access to engine properties." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Engine.xml msgid "Returns Godot license text." msgstr "Retorna o texto da licença do Godot." #: doc/classes/Engine.xml msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if a singleton with given [code]name[/code] exists " "in global scope." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Environment.xml msgid "The ambient light's [Color]." msgstr "A [Color] da luz do ambiente." #: doc/classes/Environment.xml msgid "" "The ambient light's energy. The higher the value, the stronger the light." msgstr "" #: 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 "" #: doc/classes/Environment.xml msgid "The minimum luminance value for the auto exposure." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Environment.xml msgid "The background mode. See [enum BGMode] for possible values." msgstr "" #: doc/classes/Environment.xml msgid "The [Sky] resource defined as background." msgstr "" #: doc/classes/Environment.xml msgid "The [Sky] resource's custom field of view." msgstr "" #: doc/classes/Environment.xml msgid "The [Sky] resource's rotation expressed as a [Basis]." msgstr "" #: doc/classes/Environment.xml msgid "The [Sky] resource's rotation expressed as Euler angles in radians." msgstr "" #: doc/classes/Environment.xml msgid "The [Sky] resource's rotation expressed as Euler angles in degrees." msgstr "" #: doc/classes/Environment.xml msgid "The amount of far blur for the depth-of-field effect." msgstr "" #: doc/classes/Environment.xml msgid "" "The distance from the camera where the far blur effect affects the rendering." msgstr "" #: doc/classes/Environment.xml msgid "If [code]true[/code], enables the depth-of-field far blur effect." msgstr "" #: 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 "" #: doc/classes/Environment.xml msgid "The amount of near blur for the depth-of-field effect." msgstr "" #: doc/classes/Environment.xml msgid "" "Distance from the camera where the near blur effect affects the rendering." msgstr "" #: doc/classes/Environment.xml msgid "If [code]true[/code], enables the depth-of-field near blur effect." msgstr "" #: 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 "" #: doc/classes/Environment.xml msgid "The fog's [Color]." msgstr "" #: doc/classes/Environment.xml msgid "The fog's depth starting distance from the camera." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Environment.xml msgid "If [code]true[/code], the 2th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml msgid "If [code]true[/code], the 3th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml msgid "If [code]true[/code], the 4th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml msgid "If [code]true[/code], the 5th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml msgid "If [code]true[/code], the 6th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], the 7th level of glow is enabled. This is the most " "\"global\" level (blurriest)." msgstr "" #: 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 "" #: 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 "" #: 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 msgid "The screen-space ambient occlusion color." msgstr "" #: 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 msgid "" "The secondary screen-space ambient occlusion intensity. See also [member " "ssao_radius2]." msgstr "" #: 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 "" #: 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 msgid "The default exposure used for tonemapping." msgstr "" #: 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 SDR 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 "" #: doc/classes/Environment.xml msgid "Clears the background using a custom clear color." msgstr "" #: doc/classes/Environment.xml msgid "Displays a user-defined sky in the background." msgstr "" #: 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 "" #: doc/classes/Environment.xml msgid "Displays a camera feed in the background." msgstr "" #: doc/classes/Environment.xml msgid "Represents the size of the [enum BGMode] enum." msgstr "" #: 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 "" #: doc/classes/Environment.xml msgid "Medium depth-of-field blur quality." msgstr "" #: doc/classes/Environment.xml msgid "High depth-of-field blur quality (slowest)." msgstr "" #: doc/classes/Environment.xml msgid "No blur for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml msgid "1×1 blur for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml msgid "2×2 blur for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Environment.xml msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml msgid "A class that stores an expression you can execute." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Expression.xml msgid "Returns [code]true[/code] if [method execute] has failed." msgstr "" #: 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 "" #: 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 "" #: doc/classes/ExternalTexture.xml msgid "External texture size." msgstr "Tamanho da textura externa." #: doc/classes/File.xml msgid "Type to handle file reading and writing operations." msgstr "" #: 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 "" #: doc/classes/File.xml msgid "File system" msgstr "Sistema de arquivos" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/File.xml msgid "" "Returns the whole file as a [String]. Text is interpreted as being UTF-8 " "encoded.\n" "If [code]skip_cr[/code] is [code]true[/code], carriage return characters " "([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only " "line feed characters ([code]\\n[/code], LF) represent a new line (Unix " "convention)." msgstr "" #: doc/classes/File.xml msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/File.xml msgid "Returns the next 32 bits from the file as a floating-point number." msgstr "" #: doc/classes/File.xml msgid "Returns the size of the file in bytes." msgstr "Retorna o tamanho do ficheiro em bytes." #: 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 "" #: doc/classes/File.xml msgid "" "Returns an MD5 String representing the file at the given path or an empty " "[String] on failure." msgstr "" #: 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 "" #: doc/classes/File.xml msgid "Returns the path as a [String] for the current open file." msgstr "" #: doc/classes/File.xml msgid "Returns the absolute path as a [String] for the current open file." msgstr "" #: doc/classes/File.xml msgid "Returns the file cursor's position." msgstr "" #: 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 "" #: 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 "" #: doc/classes/File.xml msgid "Opens the file for writing or reading, depending on the flags." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/File.xml msgid "Stores a floating-point number as 32 bits in the file." msgstr "" #: 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 "" #: 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 "" #: doc/classes/File.xml msgid "Stores a floating-point number in the file." msgstr "" #: 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 "" #: doc/classes/File.xml msgid "" "Opens the file for write operations. The file is created if it does not " "exist, and truncated if it does." msgstr "" #: doc/classes/File.xml msgid "" "Opens the file for read and write operations. Does not truncate the file. " "The cursor is positioned at the beginning of the file." msgstr "" #: doc/classes/File.xml msgid "" "Opens the file for read and write operations. The file is created if it does " "not exist, and truncated if it does. The cursor is positioned at the " "beginning of the file." msgstr "" #: doc/classes/File.xml msgid "Uses the [url=http://fastlz.org/]FastLZ[/url] compression method." msgstr "" #: doc/classes/File.xml msgid "" "Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] " "compression method." msgstr "" #: doc/classes/File.xml msgid "" "Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression " "method." msgstr "" #: doc/classes/File.xml msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method." msgstr "" #: doc/classes/FileDialog.xml msgid "Dialog for selecting files or directories in the filesystem." msgstr "" #: 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 "" #: doc/classes/FileDialog.xml msgid "Clear currently selected items in the dialog." msgstr "" #: 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 "" #: doc/classes/FileDialog.xml msgid "The currently selected file of the file dialog." msgstr "" #: doc/classes/FileDialog.xml msgid "The currently selected file path of the file dialog." msgstr "" #: 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 "" #: 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 "" #: doc/classes/FileDialog.xml msgid "Emitted when the user selects a directory." msgstr "Emitido quando o utilizador seleciona um diretório." #: 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 "Emitido quando o utilizador seleciona múltiplos ficheiros." #: doc/classes/FileDialog.xml msgid "The dialog allows selecting one, and only one file." msgstr "" #: doc/classes/FileDialog.xml msgid "The dialog allows selecting multiple files." msgstr "" #: doc/classes/FileDialog.xml msgid "" "The dialog only allows selecting a directory, disallowing the selection of " "any file." msgstr "" #: doc/classes/FileDialog.xml msgid "The dialog allows selecting one file or directory." msgstr "" #: doc/classes/FileDialog.xml msgid "The dialog will warn when a file exists." msgstr "" #: 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 "" #: doc/classes/FileDialog.xml msgid "The color modulation applied to the file icon." msgstr "" #: 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 "" #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "Ícone personalizado para ficheiros." #: doc/classes/FileDialog.xml msgid "Custom icon for folders." msgstr "Ícone personalizado para diretórios." #: doc/classes/FileDialog.xml msgid "Custom icon for the parent folder arrow." msgstr "" #: doc/classes/FileDialog.xml msgid "Custom icon for the reload button." msgstr "" #: doc/classes/FileDialog.xml msgid "Custom icon for the toggle hidden button." msgstr "" #: doc/classes/float.xml msgid "Float built-in type." msgstr "" #: 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 "" #: doc/classes/float.xml msgid "Wikipedia: Single-precision floating-point format" msgstr "" #: 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 "" #: 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 "" #: 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 "Nó base para os containers." #: 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 "Retorna o comprimento atual do braço da mola." #: doc/classes/Font.xml msgid "Internationalized font and text drawing support." msgstr "" #: 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.\n" "If [code]outline[/code] is [code]true[/code], the outline of the character " "is drawn instead of the character itself." 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 msgid "Returns resource id of the cache texture containing the char." msgstr "" #: doc/classes/Font.xml #, fuzzy msgid "Returns size of the cache texture containing the char." msgstr "Retorna o tamanho do ficheiro em bytes." #: doc/classes/Font.xml #, fuzzy msgid "Returns char offset from the baseline." msgstr "Retorna o cosseno do parâmetro." #: doc/classes/Font.xml #, fuzzy msgid "Returns size of the char." msgstr "Retorna o seno do parâmetro." #: doc/classes/Font.xml msgid "Returns rectangle in the cache texture containing the char." msgstr "" #: 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 "" #: doc/classes/Font.xml msgid "Returns [code]true[/code] if the font has an outline." msgstr "" #: 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 "Remove todos os pontos da curva." #: 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 "" #: 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 "" #: doc/classes/FuncRef.xml msgid "The name of the referenced function." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "An external library containing functions or script classes to use in Godot." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Generic6DOFJoint.xml msgid "Maximum acceleration for the motor at the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "Target speed for the motor at the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], a rotating motor at the Y axis is enabled." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "Maximum acceleration for the motor at the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "Target speed for the motor at the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], a rotating motor at the Z axis is enabled." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "Maximum acceleration for the motor at the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "Target speed for the motor at the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The amount of damping that happens at the X motion." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], the linear motion across the Y axis is limited." msgstr "" #: 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 "" #: doc/classes/Generic6DOFJoint.xml msgid "" "A factor applied to the movement across the Y axis. The lower, the slower " "the movement." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The maximum difference between the pivot points' Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The amount of damping that happens at the Z motion." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], the linear motion across the Z axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The minimum difference between the pivot points' Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of restitution on the Z axis movement. The lower, the more " "momentum gets lost." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "A factor applied to the movement across the Z axis. The lower, the slower " "the movement." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The maximum difference between the pivot points' Z axis." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, rotational motion is possible within the given limits." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, there is a rotational motor across these axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, there is a linear motor across these axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/HingeJoint.xml msgid "Represents the size of the [enum Flag] enum." msgstr "" #: doc/classes/Geometry.xml msgid "Helper node to calculate generic geometry operations." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 an array 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 "" #: 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 "" #: doc/classes/Geometry.xml msgid "Endpoints are squared off and extended by [code]delta[/code] units." msgstr "" #: doc/classes/Geometry.xml msgid "Endpoints are rounded off and extended by [code]delta[/code] units." msgstr "" #: doc/classes/GeometryInstance.xml msgid "Base node for geometry-based visual instances." msgstr "" #: 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 "" #: 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 msgid "" "The GeometryInstance's max LOD distance.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "The GeometryInstance's max LOD margin.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "The GeometryInstance's min LOD distance.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "The GeometryInstance's min LOD margin.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/GIProbe.xml msgid "Use 128 subdivisions. This is the default quality setting." msgstr "" #: doc/classes/GIProbe.xml msgid "Use 256 subdivisions." msgstr "" #: 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 "" #: doc/classes/GIProbe.xml msgid "Represents the size of the [enum Subdiv] enum." msgstr "" #: modules/gltf/doc_classes/GLTFAccessor.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFAccessor] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFAnimation.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFAnimation] within a script will cause an error in an exported " "project." msgstr "" #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFBufferView] within a script will cause an error in an exported " "project." msgstr "" #: modules/gltf/doc_classes/GLTFCamera.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFCamera] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFDocument.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFDocument] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFLight] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " "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 "" #: modules/mono/doc_classes/GodotSharp.xml msgid "Detaches the current thread from the Mono runtime." msgstr "" #: 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 "" #: modules/mono/doc_classes/GodotSharp.xml msgid "" "Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/" "code] otherwise." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml msgid "" "Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/" "code] otherwise." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml msgid "" "Returns [code]true[/code] if the scripts domain is loaded, [code]false[/" "code] otherwise." msgstr "" #: 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 gradient will " "interpolate from color 1 to color 2 and from color 2 to color 3. The " "gradient will initially have 2 colors (black and white), one (black) at " "gradient lower offset 0 and the other (white) at the gradient higher offset " "1.\n" "See also [Curve] which supports more complex easing methods, but does not " "support colors." 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 "" #: doc/classes/Gradient.xml msgid "Returns the offset of the ramp color at index [code]point[/code]." msgstr "" #: doc/classes/Gradient.xml msgid "Returns the number of colors in the ramp." msgstr "" #: doc/classes/Gradient.xml msgid "Returns the interpolated color specified by [code]offset[/code]." msgstr "" #: doc/classes/Gradient.xml msgid "Removes the color at the index [code]point[/code]." msgstr "" #: doc/classes/Gradient.xml msgid "Sets the color of the ramp color at index [code]point[/code]." msgstr "" #: doc/classes/Gradient.xml msgid "Sets the offset for the ramp color at index [code]point[/code]." msgstr "" #: doc/classes/Gradient.xml msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: 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 "" #: 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 "" #: 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]). See also [GradientTexture2D] and " "[CurveTexture]." msgstr "" #: doc/classes/GradientTexture.xml msgid "The [Gradient] that will be used to fill the texture." msgstr "" #: doc/classes/GradientTexture.xml msgid "The number of color samples that will be obtained from the [Gradient]." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "Gradient-filled 2D texture." msgstr "" #: 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]). See also [GradientTexture] and " "[CurveTexture]." 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 "" #: doc/classes/GradientTexture2D.xml msgid "The final offset used to fill the texture specified in UV coordinates." msgstr "" #: doc/classes/GradientTexture2D.xml #, fuzzy msgid "The [Gradient] used to fill the texture." msgstr "A largura de uma textura." #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/GraphEdit.xml msgid "If [code]true[/code], the minimap is visible." msgstr "" #: doc/classes/GraphEdit.xml msgid "The opacity of the minimap rectangle." msgstr "" #: 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 "" #: 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 "" #: doc/classes/GraphEdit.xml msgid "If [code]true[/code], enables snapping." msgstr "" #: doc/classes/GraphEdit.xml msgid "The current zoom value." msgstr "" #: doc/classes/GraphEdit.xml msgid "The upper zoom limit." msgstr "" #: doc/classes/GraphEdit.xml msgid "The lower zoom limit." msgstr "" #: doc/classes/GraphEdit.xml msgid "The step of each zoom level." msgstr "" #: doc/classes/GraphEdit.xml msgid "Emitted at the beginning of a GraphNode movement." msgstr "" #: doc/classes/GraphEdit.xml msgid "Emitted at the end of a GraphNode movement." msgstr "" #: 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 "" #: 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 "Emitido quando o utilizador pressiona [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 "" #: doc/classes/GraphEdit.xml msgid "Emitted when a GraphNode is selected." msgstr "" #: doc/classes/GraphEdit.xml msgid "Emitted when the user presses [code]Ctrl + V[/code]." msgstr "Emitido quando o utilizador pressiona [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 "" #: doc/classes/GraphEdit.xml msgid "Color of minor grid lines." msgstr "" #: doc/classes/GraphEdit.xml msgid "The fill color of the selection rectangle." msgstr "" #: doc/classes/GraphEdit.xml msgid "The outline color of the selection rectangle." msgstr "" #: 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 "" #: doc/classes/GraphEdit.xml msgid "The icon for the zoom in button." msgstr "" #: doc/classes/GraphEdit.xml msgid "The icon for the zoom reset button." msgstr "" #: doc/classes/GraphEdit.xml msgid "The icon for the snap toggle button." msgstr "" #: doc/classes/GraphEdit.xml msgid "The background drawn under the grid." msgstr "" #: 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 "" #: doc/classes/GraphNode.xml msgid "Disables input and output slot whose index is [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml msgid "Returns the [Color] of the input connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml msgid "" "Returns the number of enabled input slots (connections) to the GraphNode." msgstr "" #: doc/classes/GraphNode.xml msgid "Returns the position of the input connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml msgid "Returns the type of the input connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml msgid "Returns the [Color] of the output connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml msgid "" "Returns the number of enabled output slots (connections) of the GraphNode." msgstr "" #: doc/classes/GraphNode.xml msgid "Returns the position of the output connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml msgid "Returns the type of the output connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml msgid "Returns the left (input) [Color] of the slot [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml msgid "Returns the right (output) [Color] of the slot [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml msgid "Returns the left (input) type of the slot [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml msgid "Returns the right (output) type of the slot [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml msgid "" "Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] " "is enabled." msgstr "" #: doc/classes/GraphNode.xml msgid "" "Returns [code]true[/code] if right (output) side of the slot [code]idx[/" "code] is enabled." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/GraphNode.xml msgid "" "Sets the right (output) type of the slot [code]idx[/code] to " "[code]type_right[/code]." msgstr "" #: doc/classes/GraphNode.xml msgid "If [code]true[/code], the GraphNode is a comment node." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/GraphNode.xml msgid "Emitted when the GraphNode is moved." msgstr "" #: 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 "" #: doc/classes/GraphNode.xml msgid "Emitted when any GraphNode's slot is updated." msgstr "" #: doc/classes/GraphNode.xml msgid "No overlay is shown." msgstr "" #: 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 "" #: doc/classes/GraphNode.xml msgid "The color modulation applied to the resizer icon." msgstr "" #: doc/classes/GraphNode.xml msgid "Color of the title text." msgstr "" #: doc/classes/GraphNode.xml doc/classes/WindowDialog.xml msgid "The vertical offset of the close button." msgstr "" #: doc/classes/GraphNode.xml msgid "Horizontal offset for the ports." msgstr "" #: doc/classes/GraphNode.xml msgid "The vertical distance between ports." msgstr "" #: doc/classes/GraphNode.xml msgid "Vertical offset of the title text." msgstr "" #: doc/classes/GraphNode.xml msgid "Font used for the title text." msgstr "" #: doc/classes/GraphNode.xml msgid "" "The icon for the close button, visible when [member show_close] is enabled." msgstr "" #: doc/classes/GraphNode.xml msgid "The icon used for representing ports." msgstr "" #: 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 "" #: doc/classes/GraphNode.xml msgid "The [StyleBox] used when [member comment] is enabled." msgstr "" #: doc/classes/GraphNode.xml msgid "" "The [StyleBox] used when [member comment] is enabled and the [GraphNode] is " "focused." msgstr "" #: doc/classes/GraphNode.xml msgid "The default background for [GraphNode]." msgstr "" #: doc/classes/GraphNode.xml msgid "" "The background used when [member overlay] is set to [constant " "OVERLAY_POSITION]." msgstr "" #: doc/classes/GraphNode.xml msgid "The background used when the [GraphNode] is selected." msgstr "" #: 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 "" #: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml #: doc/classes/VFlowContainer.xml msgid "The vertical separation of children nodes." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Node for 3D tile-based maps." msgstr "Nó para mapas 3D baseados em mosaicos." #: 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 "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Clear all cells." msgstr "" #: 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 "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Returns an individual bit on the [member collision_mask]." msgstr "" #: 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 "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns an array of [Vector3] with the non-empty cell coordinates in the " "grid map." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns an array of all cells with the given item index specified in " "[code]item[/code]." msgstr "" #: 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 "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Sets an individual bit on the [member collision_mask]." msgstr "" #: 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], this GridMap uses cell navmesh resources to create " "navigation regions." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the X axis." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the Y axis." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the Z axis." msgstr "" #: 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 "" #: 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 "" #: modules/gridmap/doc_classes/GridMap.xml msgid "The navigation layers the GridMap generates its navigation regions in." msgstr "" #: 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 "" #: 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 "" #: doc/classes/HashingContext.xml 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 "" #: doc/classes/HashingContext.xml msgid "Closes the current context, and return the computed hash." msgstr "" #: 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 "" #: doc/classes/HashingContext.xml msgid "Hashing algorithm: MD5." msgstr "" #: doc/classes/HashingContext.xml msgid "Hashing algorithm: SHA-1." msgstr "" #: doc/classes/HashingContext.xml msgid "Hashing algorithm: SHA-256." msgstr "" #: doc/classes/HBoxContainer.xml msgid "Horizontal box container." msgstr "" #: doc/classes/HBoxContainer.xml msgid "Horizontal box container. See [BoxContainer]." msgstr "" #: doc/classes/HBoxContainer.xml msgid "The horizontal space between the [HBoxContainer]'s elements." msgstr "" #: doc/classes/HeightMapShape.xml msgid "Height map shape for 3D physics." msgstr "" #: 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 "" #: doc/classes/HeightMapShape.xml msgid "" "Number of vertices in the width of the height map. Changing this will resize " "the [member map_data]." msgstr "" #: doc/classes/HFlowContainer.xml msgid "Horizontal flow container." msgstr "" #: doc/classes/HFlowContainer.xml msgid "Horizontal version of [FlowContainer]." msgstr "" #: doc/classes/HingeJoint.xml msgid "A hinge between two 3D PhysicsBodies." msgstr "" #: 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 "" #: doc/classes/HingeJoint.xml doc/classes/ParticlesMaterial.xml #: doc/classes/PinJoint.xml msgid "Returns the value of the specified parameter." msgstr "" #: doc/classes/HingeJoint.xml msgid "If [code]true[/code], enables the specified flag." msgstr "" #: doc/classes/HingeJoint.xml doc/classes/PinJoint.xml msgid "Sets the value of the specified parameter." msgstr "" #: 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 "" #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "The lower this value, the more the rotation gets slowed down." msgstr "" #: doc/classes/HingeJoint.xml msgid "" "The maximum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" #: 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 "" #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "Target speed for the motor." msgstr "" #: 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 "" #: 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 "" #: doc/classes/HMACContext.xml msgid "" "Returns the resulting HMAC. If the HMAC failed, an empty [PoolByteArray] is " "returned." msgstr "" #: 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 "" #: 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 "" #: doc/classes/HScrollBar.xml msgid "" "Horizontal version of [ScrollBar], which goes from left (min) to right (max)." msgstr "" #: 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 "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the decrement button is being pressed." msgstr "" #: doc/classes/HScrollBar.xml msgid "" "Icon used as a button to scroll the [ScrollBar] right. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the mouse cursor hovers over the increment button." msgstr "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the increment button is being pressed." msgstr "" #: 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 msgid "Used when the mouse hovers over the grabber." msgstr "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Used when the grabber is being dragged." msgstr "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Used as background of this [ScrollBar]." msgstr "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Used as background when the [ScrollBar] has the GUI focus." msgstr "" #: doc/classes/HSeparator.xml msgid "Horizontal separator." msgstr "Separador 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 "" #: doc/classes/HSlider.xml msgid "Horizontal slider." msgstr "" #: 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 "" #: doc/classes/HSlider.xml doc/classes/VSlider.xml msgid "The texture for the grabber when it's disabled." msgstr "" #: doc/classes/HSlider.xml doc/classes/VSlider.xml msgid "The texture for the grabber when it's focused." msgstr "" #: 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 "" #: 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 "" #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml msgid "The space between sides of the container." msgstr "" #: 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 "" #: 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.\n" "See the [HTTPRequest] node for a higher-level alternative.\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 "" #: 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 "" #: doc/classes/HTTPClient.xml msgid "Returns the response headers." msgstr "" #: 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 "" #: doc/classes/HTTPClient.xml msgid "" "Returns a [enum Status] constant. Need to call [method poll] in order to get " "status updates." msgstr "" #: doc/classes/HTTPClient.xml msgid "If [code]true[/code], this [HTTPClient] has a response available." msgstr "" #: doc/classes/HTTPClient.xml msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked." msgstr "" #: 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 "" #: doc/classes/HTTPClient.xml msgid "Reads one chunk from the response." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/HTTPClient.xml msgid "" "If [code]true[/code], execution will block until all data is read from the " "response." msgstr "" #: doc/classes/HTTPClient.xml msgid "The connection to use for this client." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/HTTPClient.xml msgid "Status: Disconnected from the server." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: Currently resolving the hostname for the given URL into an IP." msgstr "" #: 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 "" #: doc/classes/HTTPClient.xml msgid "Status: Can't connect to the server." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: Connection established." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: Currently sending request." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: HTTP body received." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: Error in HTTP connection." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: Error in SSL handshake." msgstr "" #: 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 "" #: 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 "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/" "i]" msgstr "" #: 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 "" #: 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 "" #: 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 = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" " push_error(\"An error occurred in the HTTP request.\")\n" "\n" "\n" "# Called when the HTTP request is completed.\n" "func _http_request_completed(result, response_code, headers, body):\n" " var response = parse_json(body.get_string_from_utf8())\n" "\n" " # Will print the user agent string used by the HTTPRequest node (as " "recognized by httpbin.org).\n" " print(response.headers[\"User-Agent\"])\n" "[/codeblock]\n" "[b]Example of loading and displaying an image using HTTPRequest:[/b]\n" "[codeblock]\n" "func _ready():\n" " # Create an HTTP request node and connect its completion signal.\n" " var http_request = HTTPRequest.new()\n" " add_child(http_request)\n" " http_request.connect(\"request_completed\", self, " "\"_http_request_completed\")\n" "\n" " # Perform the HTTP request. The URL below returns a PNG image as of " "writing.\n" " var error = http_request.request(\"https://via.placeholder.com/512\")\n" " if error != OK:\n" " push_error(\"An error occurred in the HTTP request.\")\n" "\n" "\n" "# Called when the HTTP request is completed.\n" "func _http_request_completed(result, response_code, headers, body):\n" " var image = Image.new()\n" " var error = image.load_png_from_buffer(body)\n" " if error != OK:\n" " push_error(\"Couldn't load the image.\")\n" "\n" " var texture = ImageTexture.new()\n" " texture.create_from_image(image)\n" "\n" " # Display the image in a TextureRect node.\n" " var texture_rect = TextureRect.new()\n" " add_child(texture_rect)\n" " texture_rect.texture = texture\n" "[/codeblock]" msgstr "" #: doc/classes/HTTPRequest.xml msgid "Cancels the current request." msgstr "" #: 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 "" #: 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 msgid "" "Maximum number of allowed redirects. This is used to prevent endless " "redirect loops." msgstr "" #: doc/classes/HTTPRequest.xml msgid "" "If set to a value greater than [code]0.0[/code] before the request starts, " "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 between [code]10.0[/" "code] and [code]30.0[/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 "" #: doc/classes/HTTPRequest.xml msgid "Emitted when a request is completed." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request successful." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request failed while connecting." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request failed while resolving." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request failed due to connection (read/write) error." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request failed on SSL handshake." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request does not have a response (yet)." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request exceeded its maximum size limit, see [member body_size_limit]." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request failed (currently unused)." msgstr "" #: doc/classes/HTTPRequest.xml msgid "HTTPRequest couldn't open the download file." msgstr "" #: doc/classes/HTTPRequest.xml msgid "HTTPRequest couldn't write to the download file." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request reached its maximum redirect limit, see [member max_redirects]." msgstr "" #: doc/classes/Image.xml msgid "Image datatype." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Image.xml msgid "Copies [code]src[/code] image to this image." msgstr "" #: 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 "" #: doc/classes/Image.xml msgid "" "Stretches the image and enlarges it by a factor of 2. No interpolation is " "done." msgstr "" #: doc/classes/Image.xml msgid "Fills the image with [code]color[/code]." msgstr "" #: doc/classes/Image.xml msgid "Fills [code]rect[/code] with [code]color[/code]." msgstr "" #: doc/classes/Image.xml msgid "Blends low-alpha pixels with nearby pixels." msgstr "" #: doc/classes/Image.xml msgid "Flips the image horizontally." msgstr "Inverte a imagem horizontalmente." #: doc/classes/Image.xml msgid "Flips the image vertically." msgstr "Inverte a imagem verticalmente." #: 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 "" #: doc/classes/Image.xml msgid "Returns the image's format. See [enum Format] constants." msgstr "Retorna o formato da imagem. Veja os constantes [enum Format]." #: doc/classes/Image.xml msgid "Returns the image's height." msgstr "Retorna a altura da imagem." #: 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 "" #: doc/classes/Image.xml msgid "Returns the image's size (width and height)." msgstr "" #: 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 "Retorna a largura da imagem." #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image has generated mipmaps." msgstr "" #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image is compressed." msgstr "" #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image has no data." msgstr "" #: 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 "" #: doc/classes/Image.xml msgid "Loads an image from the binary contents of a WebP file." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Image.xml msgid "Converts the raw data from the sRGB colorspace to a linear scale." msgstr "" #: doc/classes/Image.xml msgid "Unlocks the data and prevents changes." msgstr "" #: doc/classes/Image.xml msgid "" "Holds all the image's color data in a given format. See [enum Format] " "constants." msgstr "" #: doc/classes/Image.xml msgid "The maximal width allowed for [Image] resources." msgstr "" #: doc/classes/Image.xml msgid "The maximal height allowed for [Image] resources." msgstr "" #: doc/classes/Image.xml msgid "Texture format with a single 8-bit depth representing luminance." msgstr "" #: doc/classes/Image.xml msgid "" "OpenGL texture format with two values, luminance and alpha each stored with " "8 bits." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-" "bit floating-point value." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Image.xml msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an " "alpha component." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Image.xml msgid "" "Performs nearest-neighbor interpolation. If the image is resized, it will be " "pixelated." msgstr "" #: 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 "" #: 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 "" #: 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 "A imagem não contém alfa." #: doc/classes/Image.xml msgid "Image stores alpha in a single bit." msgstr "" #: doc/classes/Image.xml msgid "Image uses alpha." msgstr "A Imagem usa alpha." #: doc/classes/Image.xml msgid "Use S3TC compression." msgstr "Use a compressão S3TC." #: doc/classes/Image.xml msgid "Use PVRTC2 compression." msgstr "Use a compressão PVRTC2." #: doc/classes/Image.xml msgid "Use PVRTC4 compression." msgstr "Use a compressão PVRTC4." #: doc/classes/Image.xml msgid "Use ETC compression." msgstr "Use a compressão ETC." #: doc/classes/Image.xml msgid "Use ETC2 compression." msgstr "Use a compressão ETC2." #: doc/classes/Image.xml msgid "" "Source texture (before compression) is a regular texture. Default for all " "textures." msgstr "" #: doc/classes/Image.xml msgid "Source texture (before compression) is in sRGB space." msgstr "" #: doc/classes/Image.xml msgid "" "Source texture (before compression) is a normal texture (e.g. it can be " "compressed into two channels)." msgstr "" #: doc/classes/Image.xml msgid "Source texture (before compression) is a [TextureLayered]." msgstr "" #: doc/classes/ImageTexture.xml msgid "A [Texture] based on an [Image]." msgstr "Uma [Texture] baseada numa [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 "" #: 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 "" #: 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 msgid "Returns the format of the texture, one of [enum Image.Format]." msgstr "" #: 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 "" #: doc/classes/ImageTexture.xml msgid "The storage quality for [constant STORAGE_COMPRESS_LOSSY]." msgstr "" #: doc/classes/ImageTexture.xml msgid "The storage type (raw, lossy, or compressed)." msgstr "" #: doc/classes/ImageTexture.xml msgid "[Image] data is stored raw and unaltered." msgstr "" #: doc/classes/ImageTexture.xml msgid "" "[Image] data is compressed with a lossy algorithm. You can set the storage " "quality with [member lossy_quality]." msgstr "" #: doc/classes/ImageTexture.xml msgid "[Image] data is compressed with a lossless algorithm." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "Draws simple geometry from code." msgstr "" #: 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 "" #: doc/classes/ImmediateGeometry.xml msgid "" "Adds a vertex in local coordinate space with the currently set color/uv/etc." msgstr "" #: 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 "" #: doc/classes/ImmediateGeometry.xml msgid "Ends a drawing context and displays the results." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "The current drawing color." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "The next vertex's normal." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "The next vertex's tangent (and binormal facing)." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "The next vertex's UV." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "The next vertex's second layer UV." msgstr "" #: doc/classes/Input.xml msgid "A singleton that deals with inputs." msgstr "" #: 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 "" #: 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 " "([member 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 "" #: doc/classes/Input.xml msgid "Returns the currently assigned cursor shape (see [enum CursorShape])." msgstr "" #: 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 msgid "" "Returns the current value of the joypad axis at given index (see [enum " "JoystickList])." msgstr "" #: doc/classes/Input.xml msgid "Returns the index of the provided axis name." msgstr "" #: doc/classes/Input.xml msgid "" "Receives a [enum JoystickList] axis and returns its equivalent name as a " "string." msgstr "" #: doc/classes/Input.xml msgid "Returns the index of the provided button name." msgstr "" #: doc/classes/Input.xml msgid "" "Receives a gamepad button from [enum JoystickList] and returns its " "equivalent name as a string." msgstr "" #: 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 "" #: doc/classes/Input.xml msgid "Returns the duration of the current vibration effect in seconds." msgstr "" #: 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 "" "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 "" #: 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.\n" "[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " "128×128. Cursor images larger than 32×32 will also only be displayed if the " "mouse cursor image is entirely located within the page for [url=https://" "chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" #: doc/classes/Input.xml 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 "" "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 "" #: doc/classes/Input.xml msgid "" "Vibrate handheld devices.\n" "[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\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.\n" "[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not " "support this method." 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 "Controls the mouse mode. See [enum MouseMode] for more information." msgstr "" #: doc/classes/Input.xml msgid "" "If [code]true[/code], similar input events sent by the operating system are " "accumulated. 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 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.\n" "[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is " "recommended to keep it enabled for games which don't require very reactive " "input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml msgid "Emitted when a joypad device has been connected or disconnected." msgstr "" #: doc/classes/Input.xml msgid "Makes the mouse cursor visible if it is hidden." msgstr "" #: doc/classes/Input.xml msgid "Makes the mouse cursor hidden if it is visible." msgstr "" #: 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 "" #: doc/classes/Input.xml msgid "Arrow cursor. Standard, default pointing cursor." msgstr "" #: doc/classes/Input.xml msgid "" "I-beam cursor. Usually used to show where the text cursor will appear when " "the mouse is clicked." msgstr "" #: doc/classes/Input.xml msgid "" "Pointing hand cursor. Usually used to indicate the pointer is over a link or " "other interactable item." msgstr "" #: doc/classes/Input.xml msgid "" "Cross cursor. Typically appears over regions in which a drawing operation " "can be performed or for selections." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Input.xml msgid "Drag cursor. Usually displayed when dragging something." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Input.xml msgid "Move cursor. Indicates that something can be moved." msgstr "" #: doc/classes/Input.xml msgid "" "Vertical split mouse cursor. On Windows, it's the same as [constant " "CURSOR_VSIZE]." msgstr "" #: doc/classes/Input.xml msgid "" "Horizontal split mouse cursor. On Windows, it's the same as [constant " "CURSOR_HSIZE]." msgstr "" #: doc/classes/Input.xml msgid "Help cursor. Usually a question mark." msgstr "" #: doc/classes/InputEvent.xml msgid "Generic input event." msgstr "" #: doc/classes/InputEvent.xml msgid "Base class of all sort of input event. See [method Node._input]." msgstr "" #: doc/classes/InputEvent.xml msgid "InputEvent" msgstr "" #: 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 "" #: 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=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if the given action is released (i.e. not " "pressed). Not relevant for events of type [InputEventMouseMotion] or " "[InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " "assigned to an input action." msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is an echo event (only for " "events of type [InputEventKey])." msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " "events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$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 "" #: 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 msgid "InputEvent: Actions" msgstr "" #: doc/classes/InputEventAction.xml msgid "The action's name. Actions are accessed via this [String]." msgstr "" #: 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 "" #: 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 "" #: 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 their 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 "" #: doc/classes/InputEventKey.xml msgid "" "Stores key presses on the keyboard. Supports key presses, key releases and " "[member echo] events." msgstr "" #: 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 "" #: 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 "" #: 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 msgid "Wikipedia Piano Key Frequencies List" msgstr "" #: 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 "" #: 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 "" #: doc/classes/InputEventMouse.xml msgid "Stores general mouse events information." msgstr "" #: 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 "" #: doc/classes/InputEventMouseButton.xml msgid "Contains mouse click information. See [method Node._input]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/InputEventMouseMotion.xml msgid "Input event type for mouse motion events." msgstr "" #: 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] The behavior of this event is affected by the value of [member " "Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/" "pen motion events received from the OS will be merged to emit an accumulated " "event only once per frame rendered at most. When set to [code]false[/code], " "the events will be emitted as received, which means that they can be emitted " "multiple times per frame rendered, allowing for precise input reporting at " "the expense of CPU usage.\n" "[b]Note:[/b] 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 "" #: doc/classes/InputEventMouseMotion.xml msgid "" "Returns [code]true[/code] when using the eraser end of a stylus pen.\n" "[b]Note:[/b] This property is implemented on Linux, macOS and Windows." msgstr "" #: 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 "" #: 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 "" #: doc/classes/InputEventScreenDrag.xml msgid "Contains screen drag information. See [method Node._input]." msgstr "" #: doc/classes/InputEventScreenDrag.xml msgid "The drag event index in the case of a multi-drag event." msgstr "" #: doc/classes/InputEventScreenDrag.xml msgid "The drag position." msgstr "" #: 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 "" #: doc/classes/InputEventScreenTouch.xml msgid "" "Input event type for screen touch events.\n" "(only available on mobile devices)" msgstr "" #: 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 "" #: doc/classes/InputEventScreenTouch.xml msgid "The touch position." msgstr "" #: 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 "" #: 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 "" #: doc/classes/InputEventWithModifiers.xml msgid "State of the [code]Alt[/code] modifier." msgstr "" #: doc/classes/InputEventWithModifiers.xml msgid "State of the [code]Command[/code] modifier." msgstr "" #: doc/classes/InputEventWithModifiers.xml msgid "State of the [code]Ctrl[/code] modifier." msgstr "" #: doc/classes/InputEventWithModifiers.xml msgid "State of the [code]Meta[/code] modifier." msgstr "" #: doc/classes/InputEventWithModifiers.xml msgid "State of the [code]Shift[/code] modifier." msgstr "" #: doc/classes/InputMap.xml msgid "Singleton that manages [InputEventAction]." msgstr "" #: 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 "" "Gere todo [InputEventAction] que pode ser criado/modificado no menu de " "configurações do projeto [b]Projeto > Configurações do Projeto > Mapa de " "Entrada[/b] ou em código com [method add_action] e [method " "action_add_event]. Veja [method Node._input]." #: doc/classes/InputMap.xml msgid "" "Adds an [InputEvent] to an action. This [InputEvent] will trigger the action." msgstr "" #: doc/classes/InputMap.xml msgid "Removes an [InputEvent] from an action." msgstr "" #: doc/classes/InputMap.xml msgid "Removes all events from an action." msgstr "" #: doc/classes/InputMap.xml msgid "Returns a deadzone value for the action." msgstr "" #: doc/classes/InputMap.xml msgid "" "Returns [code]true[/code] if the action has the given [InputEvent] " "associated with it." msgstr "" #: doc/classes/InputMap.xml msgid "Sets a deadzone value for the action." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/InstancePlaceholder.xml msgid "Placeholder for the root [Node] of a [PackedScene]." msgstr "" #: 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 "" "Call this method to actually load in the node. The created node will be " "placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene " "tree. The [Node]'s reference is also returned for convenience.\n" "[b]Note:[/b] [method create_instance] is 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 "" "Returns the list of properties that will be applied to the node when [method " "create_instance] is called.\n" "If [code]with_order[/code] is [code]true[/code], a key named [code].order[/" "code] (note the leading period) is added to the dictionary. This [code]." "order[/code] key is an [Array] of [String] property names specifying the " "order in which properties will be applied (with index 0 being the first)." 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/InterpolatedCamera.xml msgid "" "The camera's process callback. See [enum InterpolatedCameraProcessMode]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/IP.xml msgid "DNS hostname resolver status: Waiting." msgstr "" #: doc/classes/IP.xml msgid "DNS hostname resolver status: Done." msgstr "" #: doc/classes/IP.xml msgid "DNS hostname resolver status: Error." msgstr "" #: 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 "" #: doc/classes/IP.xml msgid "Address type: None." msgstr "" #: doc/classes/IP.xml msgid "Address type: Internet protocol version 4 (IPv4)." msgstr "" #: doc/classes/IP.xml msgid "Address type: Internet protocol version 6 (IPv6)." msgstr "" #: doc/classes/IP.xml msgid "Address type: Any." msgstr "" #: 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.\n" "[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " "searching within the list while the control is focused. Press a key that " "matches the first letter of an item's name to select the first item starting " "with the given letter. After that point, there are two ways to perform " "incremental search: 1) Press the same key again before the timeout duration " "to select the next item starting with the same letter. 2) Press letter keys " "that match the rest of the word before the timeout duration to match to " "select the item in question directly. Both of these actions will be reset to " "the beginning of the list if the timeout duration has passed since the last " "keystroke was registered. You can adjust the timeout duration by changing " "[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." 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 "Remove todos os itens da lista." #: doc/classes/ItemList.xml msgid "" "Ensure current selection is visible, adjusting the scroll position as " "necessary." msgstr "" #: 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 "" #: doc/classes/ItemList.xml msgid "" "Returns the custom background color of the item specified by [code]idx[/" "code] index." msgstr "" #: doc/classes/ItemList.xml msgid "" "Returns the custom foreground color of the item specified by [code]idx[/" "code] index." msgstr "" #: doc/classes/ItemList.xml msgid "Returns the icon associated with the specified index." msgstr "" #: doc/classes/ItemList.xml msgid "Returns a [Color] modulating item's icon at the specified index." msgstr "" #: 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 "" #: doc/classes/ItemList.xml msgid "Returns the text associated with the specified index." msgstr "" #: doc/classes/ItemList.xml msgid "Returns the tooltip hint associated with the specified index." msgstr "" #: doc/classes/ItemList.xml msgid "Returns an array with the indexes of the selected items." msgstr "" #: 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 "" #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the item at the specified index is disabled." msgstr "" #: 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 "" #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the tooltip is enabled for specified item index." msgstr "" #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the item at the specified index is currently " "selected." msgstr "" #: doc/classes/ItemList.xml msgid "Moves item from index [code]from_idx[/code] to [code]to_idx[/code]." msgstr "" #: doc/classes/ItemList.xml msgid "Removes the item specified by [code]idx[/code] index from the list." msgstr "" #: 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 "" #: doc/classes/ItemList.xml msgid "" "Sets the background color of the item specified by [code]idx[/code] index to " "the specified [Color]." msgstr "" #: doc/classes/ItemList.xml msgid "" "Sets the foreground color of the item specified by [code]idx[/code] index to " "the specified [Color]." msgstr "" #: 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 "" #: doc/classes/ItemList.xml msgid "" "Sets a modulating [Color] of the item associated with the specified index." msgstr "" #: 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 "" #: doc/classes/ItemList.xml msgid "Sets text of the item associated with the specified index." msgstr "" #: doc/classes/ItemList.xml msgid "Sets the tooltip hint for the item associated with the specified index." msgstr "" #: doc/classes/ItemList.xml msgid "Sets whether the tooltip hint is enabled for specified item index." msgstr "" #: doc/classes/ItemList.xml msgid "Sorts items in the list by their text." msgstr "" #: doc/classes/ItemList.xml msgid "Ensures the item associated with the specified index is not selected." msgstr "" #: doc/classes/ItemList.xml msgid "Ensures there are no items selected." msgstr "" #: doc/classes/ItemList.xml msgid "" "If [code]true[/code], the currently selected item can be selected again." msgstr "" #: doc/classes/ItemList.xml msgid "If [code]true[/code], right mouse button click can select items." msgstr "" #: doc/classes/ItemList.xml msgid "" "If [code]true[/code], the control will automatically resize the height to " "fit its content." msgstr "" #: 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 "" #: 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 "" #: 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 "O ícone é desenhado por cima do texto." #: doc/classes/ItemList.xml msgid "Icon is drawn to the left of the text." msgstr "" #: doc/classes/ItemList.xml msgid "Only allow selecting a single item." msgstr "Permite que somente um item seja selecionado." #: doc/classes/ItemList.xml msgid "Allows selecting multiple items by holding Ctrl or Shift." msgstr "" #: doc/classes/ItemList.xml doc/classes/Tree.xml msgid "Default text [Color] of the item." msgstr "[Color] padrão do texto do item." #: doc/classes/ItemList.xml doc/classes/Tree.xml msgid "Text [Color] used when the item is selected." msgstr "" #: doc/classes/ItemList.xml msgid "" "[Color] of the guideline. The guideline is a line drawn between each row of " "items." msgstr "" #: doc/classes/ItemList.xml msgid "The horizontal spacing between items." msgstr "O espaço horizontal entre os itens." #: doc/classes/ItemList.xml msgid "The spacing between item's icon and text." msgstr "O espaço entre o ícone e o texto do item." #: doc/classes/ItemList.xml msgid "The vertical spacing between each line of text." msgstr "O espaço vertical entre cada linha de texto." #: doc/classes/ItemList.xml msgid "The vertical spacing between items." msgstr "O espaço vertical entre os itens." #: doc/classes/ItemList.xml doc/classes/Tree.xml msgid "[Font] of the item's text." msgstr "[Font] do texto do item." #: 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 "" #: doc/classes/ItemList.xml msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused." msgstr "" #: doc/classes/ItemList.xml msgid "" "[StyleBox] used for the cursor, when the [ItemList] is not being focused." msgstr "" #: doc/classes/ItemList.xml msgid "" "[StyleBox] for the selected items, used when the [ItemList] is not being " "focused." msgstr "" #: doc/classes/ItemList.xml msgid "" "[StyleBox] for the selected items, used when the [ItemList] is being focused." msgstr "" #: 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 "" #: 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 "" #: doc/classes/JNISingleton.xml msgid "" "Singleton that connects the engine with Android plugins to interface with " "native Android code." msgstr "" #: 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 "" #: doc/classes/Joint.xml msgid "Base class for all 3D joints." msgstr "" #: 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 "" #: doc/classes/Joint.xml msgid "The node attached to the second side (B) of the joint." msgstr "" #: 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 "" #: doc/classes/Joint2D.xml msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" #: doc/classes/Joint2D.xml msgid "" "The second body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" #: doc/classes/JSON.xml msgid "Helper class for parsing JSON data." msgstr "" #: doc/classes/JSON.xml msgid "" "Helper class for parsing JSON data. For usage example and other important " "hints, see [JSONParseResult]." msgstr "" #: doc/classes/JSON.xml msgid "" "Parses a JSON-encoded string and returns a [JSONParseResult] containing the " "result." msgstr "" #: 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 "" #: 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 "" #: doc/classes/JSONParseResult.xml msgid "" "The line number where the error occurred if the JSON source was not " "successfully parsed." msgstr "" #: doc/classes/JSONParseResult.xml msgid "" "The error message if the JSON source was not successfully parsed. See the " "[enum Error] constants." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "Kinematic character (2D)" msgstr "" #: 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 "" #: 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 "" #: 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 msgid "" "Returns the number of times the body collided and changed direction during " "the last call to [method move_and_slide] or [method " "move_and_slide_with_snap]." msgstr "" #: doc/classes/KinematicBody.xml 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 "" #: 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 "" #: doc/classes/KinematicBody.xml msgid "Lock the body's Y axis movement." msgstr "" #: doc/classes/KinematicBody.xml msgid "Lock the body's Z axis movement." msgstr "" #: 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 "" #: doc/classes/KinematicBody.xml msgid "" "Lock the body's Y axis movement. Deprecated alias for [member " "axis_lock_motion_y]." msgstr "" #: doc/classes/KinematicBody.xml msgid "" "Lock the body's Z axis movement. Deprecated alias for [member " "axis_lock_motion_z]." msgstr "" #: 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 "" #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" #: 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 "" #: doc/classes/KinematicBody2D.xml msgid "Using KinematicBody2D" msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "" "The colliding body's unique instance ID. See [method Object.get_instance_id]." msgstr "" #: 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 "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body's shape." msgstr "" #: doc/classes/KinematicCollision.xml msgid "The colliding shape's index. See [CollisionObject]." msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding object's velocity." msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The moving object's colliding shape." msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body's shape's normal at the point of collision." msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The point of collision, in global coordinates." msgstr "" #: 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 "" #: doc/classes/KinematicCollision2D.xml msgid "Collision data for [KinematicBody2D] collisions." msgstr "" #: 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 "" #: doc/classes/KinematicCollision2D.xml msgid "The colliding body's [RID] used by the [Physics2DServer]." msgstr "" #: 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 "" #: doc/classes/Label.xml msgid "Returns the font size in pixels." msgstr "Retorna o tamanho da fonte em 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 "" #: 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 "" #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "If [code]true[/code], all the text displays as UPPERCASE." msgstr "" #: 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 "" #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the left (default)." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows centered." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the right." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Expand row whitespaces to fit the width." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the top." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the center." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the bottom." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text by spreading the rows." msgstr "" #: doc/classes/Label.xml msgid "Default text [Color] of the [Label]." msgstr "[Color] padrão do texto do [Label]." #: doc/classes/Label.xml msgid "[Color] of the text's shadow effect." msgstr "" #: doc/classes/Label.xml msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]." msgstr "" #: doc/classes/Label.xml msgid "Vertical space between lines in multiline [Label]." msgstr "" #: 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 "" #: doc/classes/Label.xml msgid "The vertical offset of the text's shadow." msgstr "" #: doc/classes/Label.xml msgid "[Font] used for the [Label]'s text." msgstr "" #: doc/classes/Label.xml msgid "Background [StyleBox] for the [Label]." msgstr "" #: doc/classes/Label3D.xml #, fuzzy msgid "Displays plain text in a 3D world." msgstr "Nó de sprite 2D num mundo 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 "Se [code]true[/code], a texture será centralizada." #: doc/classes/Label3D.xml msgid "" "The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for " "possible values." msgstr "" #: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml msgid "Threshold at which the alpha scissor will discard values." msgstr "Limiar no qual a tesoura alfa descartará os valores." #: doc/classes/Label3D.xml #, fuzzy msgid "If [code]true[/code], wraps the text to the [member width]." msgstr "Se [code]true[/code], a texture será centralizada." #: doc/classes/Label3D.xml msgid "" "The billboard mode to use for the label. See [enum SpatialMaterial." "BillboardMode] for possible values." msgstr "" #: doc/classes/Label3D.xml 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 "" #: 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 "" "Se [code]true[/code], os nós filhos são organizados, do contrário, a " "organização é desativada." #: doc/classes/Label3D.xml #, fuzzy msgid "[Font] used for the [Label3D]'s text." msgstr "Não há sugestão para a propriedade editada." #: 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 "O espaço vertical entre linhas." #: doc/classes/Label3D.xml #, fuzzy msgid "Text [Color] of the [Label3D]." msgstr "[Color] padrão do texto do [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 "O tamanho da sombra em pixels." #: doc/classes/Label3D.xml #, fuzzy msgid "The tint of [Font]'s outline." msgstr "A altura do cilindro." #: 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]Note:[/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 msgid "The size of one pixel's width on the label to scale it in 3D." msgstr "" #: 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]Note:[/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 "Retorna [code]true[/code] se o script pode ser instanciado." #: 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 msgid "If set, lights in the environment affect the label." msgstr "" #: doc/classes/Label3D.xml msgid "" "If set, text can be seen from the back as well. If not, the text 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 "" #: 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 "" #: 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 "" #: doc/classes/LargeTexture.xml msgid "Clears the [LargeTexture]." msgstr "" #: doc/classes/LargeTexture.xml msgid "Returns the number of pieces currently in this [LargeTexture]." msgstr "" #: doc/classes/LargeTexture.xml msgid "Returns the offset of the piece with the index [code]idx[/code]." msgstr "" #: doc/classes/LargeTexture.xml msgid "Returns the [Texture] of the piece with the index [code]idx[/code]." msgstr "" #: doc/classes/LargeTexture.xml msgid "" "Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/" "code]." msgstr "" #: doc/classes/LargeTexture.xml msgid "" "Sets the [Texture] of the piece with index [code]idx[/code] to " "[code]texture[/code]." msgstr "" #: doc/classes/LargeTexture.xml msgid "Sets the size of this [LargeTexture]." msgstr "" #: doc/classes/Light.xml msgid "Provides a base class for different kinds of light nodes." msgstr "" #: 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 "" #: doc/classes/Light.xml msgid "Returns the value of the specified [enum Light.Param] parameter." msgstr "" #: doc/classes/Light.xml msgid "Sets the value of the specified [enum Light.Param] parameter." msgstr "" #: 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 "" #: 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.\n" "[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] " "(the light's scale or its parent's scale)." 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 "" #: 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 "" #: 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 "" #: doc/classes/Light.xml msgid "Constant for accessing [member light_indirect_energy]." msgstr "" #: doc/classes/Light.xml msgid "Constant for accessing [member light_size]." msgstr "" #: doc/classes/Light.xml msgid "Constant for accessing [member light_specular]." msgstr "" #: doc/classes/Light.xml msgid "" "Constant for accessing [member OmniLight.omni_range] or [member SpotLight." "spot_range]." msgstr "" #: doc/classes/Light.xml msgid "" "Constant for accessing [member OmniLight.omni_attenuation] or [member " "SpotLight.spot_attenuation]." msgstr "" #: doc/classes/Light.xml msgid "Constant for accessing [member SpotLight.spot_angle]." msgstr "" #: doc/classes/Light.xml msgid "Constant for accessing [member SpotLight.spot_angle_attenuation]." msgstr "" #: doc/classes/Light.xml msgid "Constant for accessing [member shadow_contact]." msgstr "" #: doc/classes/Light.xml msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_max_distance]." msgstr "" #: doc/classes/Light.xml msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_1]." msgstr "" #: doc/classes/Light.xml msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_2]." msgstr "" #: doc/classes/Light.xml msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_3]." msgstr "" #: doc/classes/Light.xml msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_normal_bias]." msgstr "" #: doc/classes/Light.xml msgid "Constant for accessing [member shadow_bias]." msgstr "" #: doc/classes/Light.xml msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_bias_split_scale]." msgstr "" #: 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 "" #: doc/classes/Light2D.xml msgid "If [code]true[/code], Light2D will only appear when editing the scene." msgstr "" #: doc/classes/Light2D.xml msgid "If [code]true[/code], Light2D will emit light." msgstr "" #: doc/classes/Light2D.xml msgid "" "The Light2D's energy value. The larger the value, the stronger the light." msgstr "" #: 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 "" #: doc/classes/Light2D.xml msgid "Minimum layer value of objects that are affected by the Light2D." msgstr "" #: doc/classes/Light2D.xml msgid "" "Maximum [code]z[/code] value of objects that are affected by the Light2D." msgstr "" #: doc/classes/Light2D.xml msgid "" "Minimum [code]z[/code] value of objects that are affected by the Light2D." msgstr "" #: doc/classes/Light2D.xml msgid "Shadow buffer size." msgstr "" #: doc/classes/Light2D.xml msgid "[Color] of shadows cast by the Light2D." msgstr "" #: doc/classes/Light2D.xml msgid "If [code]true[/code], the Light2D will cast shadows." msgstr "" #: doc/classes/Light2D.xml msgid "Shadow filter type. See [enum ShadowFilter] for possible values." msgstr "" #: doc/classes/Light2D.xml msgid "Smoothing value for shadows." msgstr "" #: 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 "" #: doc/classes/Light2D.xml msgid "The [code]texture[/code]'s scale factor." msgstr "" #: 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 "Uma linha 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 with the specified [code]position[/code] relative to the line's " "own position. Appends the new point at the end of the point list.\n" "If [code]index[/code] is given, the new point is inserted before the " "existing point identified by index [code]index[/code]. Every existing point " "starting from [code]index[/code] is shifted further down the list of points. " "The index must be greater than or equal to [code]0[/code] and must not " "exceed the number of existing points in the line. See [method " "get_point_count]." msgstr "" #: doc/classes/Line2D.xml msgid "Removes all points from the line." msgstr "Remove todos os pontos da linha." #: doc/classes/Line2D.xml #, fuzzy msgid "Returns the amount of points in the line." msgstr "Retorna a quantidade de pontos de uma Line2D." #: doc/classes/Line2D.xml #, fuzzy msgid "Returns the position of the point at index [code]index[/code]." msgstr "Retorna o tipo do nó em at [code]idx[/code]." #: doc/classes/Line2D.xml #, fuzzy msgid "Removes the point at index [code]index[/code] from the line." msgstr "Retorna o tipo do nó em at [code]idx[/code]." #: doc/classes/Line2D.xml #, fuzzy msgid "" "Overwrites the position of the point at index [code]index[/code] with the " "supplied [code]position[/code]." msgstr "" "Retorna [code]true[/code] se a guia no índice [code]tab_idx[/code] estiver " "oculta." #: 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 "" #: doc/classes/Line2D.xml msgid "The line's color. Will not be used if a gradient is set." msgstr "" #: doc/classes/Line2D.xml msgid "" "Controls the style of the line's last point. Use [enum LineCapMode] " "constants." msgstr "" #: 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 "" #: 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 "A largura da linha." #: 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 "" #: doc/classes/Line2D.xml msgid "Draws the line cap as a box." msgstr "" #: doc/classes/Line2D.xml msgid "Draws the line cap as a circle." msgstr "" #: 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 "" #: 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 "" #: doc/classes/LineEdit.xml msgid "Erases the [LineEdit]'s [member text]." msgstr "" #: doc/classes/LineEdit.xml msgid "" "Deletes one character at the cursor's current position (equivalent to " "pressing the [code]Delete[/code] key)." msgstr "" #: 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 "" #: 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 "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Returns the selection end column." msgstr "" #: doc/classes/LineEdit.xml #, fuzzy msgid "Returns [code]true[/code] if the user has selected text." msgstr "Retorna [code]true[/code] se o script pode ser instanciado." #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" #: 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 "" #: doc/classes/LineEdit.xml msgid "Text alignment as defined in the [enum Align] enum." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], the caret (visual cursor) blinks." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Duration (in seconds) of a caret's blinking cycle." msgstr "" #: 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 "" #: 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 "Se [code]true[/code], a texture será centralizada." #: 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 "" #: 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 "" #: doc/classes/LineEdit.xml msgid "If [code]false[/code], using shortcuts will be disabled." msgstr "" #: 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 "" #: 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 "Emitido quando o texto muda." #: doc/classes/LineEdit.xml msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml msgid "Aligns the text on the left-hand side of the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml msgid "Centers the text in the middle of the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml msgid "Aligns the text on the right-hand side of the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml msgid "Stretches whitespaces to fit the [LineEdit]'s width." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Cuts (copies and clears) the selected text." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Copies the selected text." msgstr "Copia o texto selecionado." #: 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 "" #: doc/classes/LineEdit.xml msgid "Selects the whole [LineEdit] text." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Undoes the previous action." msgstr "" #: doc/classes/LineEdit.xml msgid "Reverse the last undo action." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Represents the size of the [enum MenuItems] enum." msgstr "" #: doc/classes/LineEdit.xml msgid "Color used as default tint for the clear button." msgstr "" #: doc/classes/LineEdit.xml msgid "Color used for the clear button when it's pressed." msgstr "" #: doc/classes/LineEdit.xml msgid "Color of the [LineEdit]'s visual cursor (caret)." msgstr "" #: doc/classes/LineEdit.xml msgid "Default font color." msgstr "Cor padrão da fonte." #: doc/classes/LineEdit.xml msgid "Font color for selected text (inside the selection rectangle)." msgstr "" #: doc/classes/LineEdit.xml msgid "Font color when editing is disabled." msgstr "" #: doc/classes/LineEdit.xml msgid "Color of the selection rectangle." msgstr "" #: 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 "" #: doc/classes/LineEdit.xml msgid "Texture for the clear button. See [member clear_button_enabled]." msgstr "" #: doc/classes/LineEdit.xml msgid "Background used when [LineEdit] has GUI focus." msgstr "" #: doc/classes/LineEdit.xml msgid "Default background for the [LineEdit]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/LineShape2D.xml msgid "The line's normal." msgstr "" #: doc/classes/LinkButton.xml msgid "Simple button used to represent a link to some resource." msgstr "" #: 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 "" #: doc/classes/LinkButton.xml msgid "The LinkButton will always show an underline at the bottom of its text." msgstr "" #: 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 "" #: doc/classes/LinkButton.xml msgid "The LinkButton will never show an underline at the bottom of its text." msgstr "" #: doc/classes/LinkButton.xml msgid "Default text [Color] of the [LinkButton]." msgstr "" #: 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 "" #: doc/classes/LinkButton.xml msgid "Text [Color] used when the [LinkButton] is being pressed." msgstr "" #: doc/classes/LinkButton.xml msgid "The vertical space between the baseline of text and the underline." msgstr "" #: doc/classes/LinkButton.xml msgid "[Font] of the [LinkButton]'s text." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Listener.xml msgid "Returns the listener's global orthonormalized [Transform]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Listener2D.xml msgid "Returns [code]true[/code] if this [Listener2D] is currently active." msgstr "" #: 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 "" #: 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 "" #: 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 "Chamada antes do programa fechar." #: 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 "" #: 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 "" #: 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 "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _input_text] instead. Will " "be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _iteration] instead. Will be " "removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "Emitted when a user responds to a permission request." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/MarginContainer.xml msgid "Simple margin container." msgstr "" #: 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 msgid "Data transformation (marshalling) and encoding helpers." msgstr "" #: doc/classes/Marshalls.xml msgid "Provides data transformation and encoding utility functions." msgstr "" #: doc/classes/Marshalls.xml msgid "" "Returns a decoded [PoolByteArray] corresponding to the Base64-encoded string " "[code]base64_str[/code]." msgstr "" #: doc/classes/Marshalls.xml msgid "" "Returns a decoded string corresponding to the Base64-encoded string " "[code]base64_str[/code]." msgstr "" #: 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 "" #: doc/classes/Marshalls.xml msgid "" "Returns a Base64-encoded string of the UTF-8 string [code]utf8_str[/code]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Material.xml msgid "Minimum value for the [member render_priority] parameter." msgstr "" #: doc/classes/MenuButton.xml msgid "Special button that brings up a [PopupMenu] when clicked." msgstr "" #: 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 "[Color] padrão do texto do [MenuButton]." #: doc/classes/MenuButton.xml msgid "Text [Color] used when the [MenuButton] is disabled." msgstr "" #: 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 "" #: doc/classes/MenuButton.xml msgid "Text [Color] used when the [MenuButton] is being pressed." msgstr "" #: doc/classes/MenuButton.xml msgid "The horizontal space between [MenuButton]'s icon and text." msgstr "" #: doc/classes/MenuButton.xml msgid "[Font] of the [MenuButton]'s text." msgstr "" #: doc/classes/MenuButton.xml msgid "[StyleBox] used when the [MenuButton] is disabled." msgstr "" #: 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 "" #: doc/classes/MenuButton.xml msgid "Default [StyleBox] for the [MenuButton]." msgstr "" #: doc/classes/MenuButton.xml msgid "[StyleBox] used when the [MenuButton] is being pressed." msgstr "" #: doc/classes/Mesh.xml msgid "A [Resource] that contains vertex array-based geometry." msgstr "" #: 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 "" #: doc/classes/Mesh.xml msgid "Generate a [TriangleMesh] from the mesh." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Mesh.xml msgid "Render array as lines (every two vertices a line is created)." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Mesh.xml msgid "Mesh array contains normals." msgstr "" #: doc/classes/Mesh.xml msgid "Mesh array contains tangents." msgstr "" #: doc/classes/Mesh.xml msgid "Mesh array contains colors." msgstr "" #: doc/classes/Mesh.xml msgid "Mesh array contains UVs." msgstr "" #: doc/classes/Mesh.xml msgid "Mesh array contains second UV." msgstr "" #: doc/classes/Mesh.xml msgid "Mesh array contains bones." msgstr "" #: doc/classes/Mesh.xml msgid "Mesh array contains bone weights." msgstr "" #: doc/classes/Mesh.xml msgid "Mesh array uses indices." msgstr "" #: doc/classes/Mesh.xml msgid "" "Used internally to calculate other [code]ARRAY_COMPRESS_*[/code] enum " "values. Do not use." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) vertex array." msgstr "" #: 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 "" #: doc/classes/Mesh.xml msgid "" "Flag used to mark a compressed (half float) color array.\n" "[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit " "unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, " "1)[/code] and reduce colors' precision." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) UV coordinates array." msgstr "" #: 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 "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed bone array." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) weight array." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed index array." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark that the array contains 2D vertices." msgstr "" #: 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 "" #: 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 "" #: 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.\n" "[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex " "colors will be stored as 8-bit unsigned integers. This will clamp overbright " "colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision." msgstr "" #: doc/classes/Mesh.xml msgid "Array of vertices." msgstr "" #: doc/classes/Mesh.xml msgid "Array of normals." msgstr "" #: doc/classes/Mesh.xml msgid "Array of tangents as an array of floats, 4 floats per tangent." msgstr "" #: doc/classes/Mesh.xml msgid "Array of colors." msgstr "" #: doc/classes/Mesh.xml msgid "Array of UV coordinates." msgstr "" #: doc/classes/Mesh.xml msgid "Array of second set of UV coordinates." msgstr "" #: doc/classes/Mesh.xml msgid "Array of bone data." msgstr "" #: doc/classes/Mesh.xml msgid "Array of weights." msgstr "" #: doc/classes/Mesh.xml msgid "Array of indices." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Helper tool to access and edit [Mesh] data." msgstr "" #: 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 "" #: doc/classes/MeshDataTool.xml msgid "Clears all data currently in MeshDataTool." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Adds a new surface to specified [Mesh] with edited data." msgstr "" #: 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 "" #: doc/classes/MeshDataTool.xml msgid "Returns array of faces that touch given edge." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns meta information assigned to given edge." msgstr "" #: 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 "" #: 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 "" #: doc/classes/MeshDataTool.xml msgid "Calculates and returns the face normal of the given face." msgstr "" #: 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 "" #: doc/classes/MeshDataTool.xml msgid "Returns the vertex at given index." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the bones of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the color of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the total number of vertices in [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns an array of edges that share the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns an array of faces that share the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the metadata associated with the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the normal of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the tangent of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the UV of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the UV2 of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns bone weights of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the metadata of the given edge." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the metadata of the given face." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the material to be used by newly-constructed [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the position of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the bones of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the color of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the metadata associated with the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the normal of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the tangent of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the UV of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the UV2 of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the bone weights of the given vertex." msgstr "" #: doc/classes/MeshInstance.xml msgid "Node that instances meshes into a scenario." msgstr "" #: 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 reusing geometry, which can 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 msgid "" "Returns the override [Material] for a surface of the [Mesh] resource.\n" "[b]Note:[/b] This function only returns [i]override[/i] materials associated " "with this [MeshInstance]. Consider using [method get_active_material] or " "[method Mesh.surface_get_material] to get materials associated with the " "[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml #, fuzzy msgid "Returns the number of surface override materials." msgstr "Retorna o seno do parâmetro." #: 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 override [Material] for the specified surface of the [Mesh] " "resource. This material is associated with this [MeshInstance] rather than " "with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml msgid "The [Mesh] resource for the instance." msgstr "" #: doc/classes/MeshInstance.xml msgid "[NodePath] to the [Skeleton] associated with the instance." msgstr "" #: doc/classes/MeshInstance.xml msgid "Sets the skin to be used by this instance." msgstr "" #: 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 "" #: doc/classes/MeshInstance2D.xml msgid "" "Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be " "automatically created from an existing [Sprite] via a tool in the editor " "toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to " "MeshInstance2D[/b] at the top of the 2D editor viewport." msgstr "" #: doc/classes/MeshInstance2D.xml msgid "The [Mesh] that will be drawn by the [MeshInstance2D]." msgstr "" #: 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 "Emitido quando a [member texture] muda." #: doc/classes/MeshLibrary.xml msgid "Library of meshes." msgstr "" #: 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 "" #: 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 "" #: doc/classes/MeshLibrary.xml msgid "Returns the list of item IDs in use." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Returns the item's mesh." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Returns the transform applied to the item's mesh." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Returns the item's name." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Returns the item's navigation mesh." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Returns the transform applied to the item's navigation mesh." msgstr "" #: 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 "" #: doc/classes/MeshLibrary.xml msgid "Removes the item." msgstr "Remove o item." #: doc/classes/MeshLibrary.xml msgid "Sets the item's mesh." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Sets the transform to apply to the item's mesh." msgstr "" #: 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 "" #: doc/classes/MeshLibrary.xml msgid "Sets the transform to apply to the item's navigation mesh." msgstr "" #: 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 "" #: 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 "" #: doc/classes/MeshTexture.xml msgid "Sets the size of the image, needed for reference." msgstr "" #: doc/classes/MeshTexture.xml msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "The width of the display in centimeters." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/MultiMesh.xml msgid "Returns the custom data that has been set for a specific instance." msgstr "" #: doc/classes/MultiMesh.xml msgid "Returns the [Transform] of a specific instance." msgstr "" #: doc/classes/MultiMesh.xml msgid "Returns the [Transform2D] of a specific instance." msgstr "" #: 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. If the " "color doesn't look as expected, make sure the material's albedo color is set " "to pure white ([code]Color(1, 1, 1)[/code])." 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 "" #: doc/classes/MultiMesh.xml msgid "Sets the [Transform2D] for a specific instance." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/MultiMesh.xml msgid "Use this when using 3D transforms." msgstr "" #: doc/classes/MultiMesh.xml msgid "Use when you are not using per-instance [Color]s." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/MultiMeshInstance2D.xml msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "High-level multiplayer API." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_method_documentation[/code]." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_property_documentation[/code]." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_signal_documentation[/code]." msgstr "" #: 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 "" "[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " "deprecated and will be removed in a future version. Use [method " "NavigationServer.map_get_path] instead.\n" "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 #, fuzzy msgid "Returns the [RID] of the navigation map on the [NavigationServer]." msgstr "Retorna o RID do ecrã usada por essa camada." #: doc/classes/Navigation.xml msgid "" "[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " "deprecated and will be removed in a future version. Use [method " "NavigationServer.map_get_path] instead.\n" "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 "" #: 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 "" "A bitfield determining all navigation map layers the navigation can use on a " "[method Navigation.get_simple_path] path query." 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/Navigation.xml doc/classes/Navigation2DServer.xml #: doc/classes/NavigationServer.xml msgid "" "Emitted when a navigation map is updated, when a region moves or is modified." msgstr "" #: doc/classes/Navigation2D.xml msgid "2D navigation and pathfinding node." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " "deprecated and will be removed in a future version. Use [method " "Navigation2DServer.map_get_path] instead.\n" "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 "" #: 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 "" "[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " "deprecated and will be removed in a future version. Use [method " "Navigation2DServer.map_get_path] instead.\n" "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/Navigation2D.xml msgid "" "A bitfield determining all navigation map layers the navigation can use on a " "[method Navigation2D.get_simple_path] path query." msgstr "" #: doc/classes/Navigation2DServer.xml msgid "Server interface for low-level 2D navigation access." msgstr "" #: 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.\n" "[b]Note:[/b] Most NavigationServer changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation related Nodes in the SceneTree or made " "through scripts.\n" "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 navigation map [code]edge_connection_margin[/" "code] to the respective other edge's vertex.\n" "You may assign navigation layers to regions with [method Navigation2DServer." "region_set_navigation_layers], which then can be checked upon when " "requesting a path with [method Navigation2DServer.map_get_path]. This allows " "allowing or forbidding some areas to 2D objects.\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 "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Creates the agent." msgstr "Retorna a escala." #: 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 "Retorna [code]true[/code] se o script pode ser instanciado." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Callback called at the end of the RVO process. If a callback is created " "manually and the agent is placed on a navigation map it will calculate " "avoidance for the agent and dispatch the calculated [code]safe_velocity[/" "code] to the [code]receiver[/code] object with a signal to the chosen " "[code]method[/code] name.\n" "[b]Note:[/b] Created callbacks are always processed independently of the " "SceneTree state as long as the agent is on a navigation map and not freed. " "To disable the dispatch of a callback from an agent use [method " "agent_set_callback] again with a [code]null[/code] object as the " "[code]receiver[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Puts the agent in the map." msgstr "Retorna a tangente do parâmetro." #: 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 msgid "Sets the maximum speed of the agent. Must be positive." msgstr "" #: 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 "Retorna a posição global do rato." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the radius of the agent." msgstr "Define a cor da borda." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the new target velocity." msgstr "Retorna a altura da textura." #: 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 "Retorna a raiz quadrada do parâmetro." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Destroys the given RID." msgstr "Retorna o [RID] do objeto." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns all created navigation map [RID]s on the NavigationServer. This " "returns both 2D and 3D created navigation maps as there is technically no " "distinction between them." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "This function immediately forces synchronization of the specified navigation " "[code]map[/code] [RID]. By default navigation maps are only synchronized at " "the end of each physics frame. This function can be used to immediately " "(re)calculate all the navigation meshes and region connections of the " "navigation map. This makes it possible to query a navigation path for a " "changed map immediately and in the same frame (multiple times if needed).\n" "Due to technical restrictions the current NavigationServer command queue " "will be flushed. This means all already queued update commands for this " "physics frame will be executed, even those intended for other maps, regions " "and agents not part of the specified map. The expensive computation of the " "navigation meshes and region connections of a map will only be done for the " "specified map. Other maps will receive the normal synchronization at the end " "of the physics frame. Should the specified map receive changes after the " "forced update it will update again as well when the other maps receive their " "update.\n" "Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " "is untouched by this function and continues to happen for all maps and " "agents at the end of the physics frame.\n" "[b]Note:[/b] With great power comes great responsibility. This function " "should only be used by users that really know what they are doing and have a " "good reason for it. Forcing an immediate update of a navigation map requires " "locking the NavigationServer and flushing the entire NavigationServer " "command queue. Not only can this severely impact the performance of a game " "but it can also introduce bugs if used inappropriately without much " "foresight." msgstr "" #: 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 msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Retorna o tamanho da textura." #: 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 "" #: 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 msgid "" "Returns the navigation path to reach the destination from the origin. " "[code]navigation_layers[/code] is a bitmask of all region layers that are " "allowed to be in the path." msgstr "" #: 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 "Retorna [code]true[/code] se o script pode ser instanciado." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map active." msgstr "Retorna a câmara 3D ativa." #: doc/classes/Navigation2DServer.xml msgid "" "Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/" "b] Currently not implemented." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Set the map cell size used to weld the navigation mesh polygons." msgstr "" #: 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 "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns the ending point of a connection door. [code]connection[/code] is an " "index between 0 and the return value of [method " "region_get_connections_count]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns the starting point of a connection door. [code]connection[/code] is " "an index between 0 and the return value of [method " "region_get_connections_count]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns how many connections this [code]region[/code] has with other regions " "in the map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]." msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]." #: 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 "Returns the region's navigation layers." msgstr "Retorna a rotação (em radianos)." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns [code]true[/code] if the provided [code]point[/code] in world space " "is currently owned by the provided navigation [code]region[/code]. Owned in " "this context means that one of the region's navigation mesh polygon faces " "has a possible position at the closest distance to this point compared to " "all other navigation meshes from other navigation regions that are also " "registered on the navigation map of the provided region.\n" "If multiple navigation meshes have positions at equal distance the " "navigation region whose polygons are processed first wins the ownership. " "Polygons are processed in the same order that navigation regions were " "registered on the NavigationServer.\n" "[b]Note:[/b] If navigation meshes from different navigation regions overlap " "(which should be avoided in general) the result might not be what is " "expected." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" "Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Define a cor da borda." #: doc/classes/Navigation2DServer.xml msgid "" "Set the region's navigation layers. This allows selecting regions from a " "path request (when using [method Navigation2DServer.map_get_path])." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the navigation mesh for the region." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the global transformation for the region." msgstr "Retorna a posição global do rato." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]." msgstr "" "Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]." #: doc/classes/NavigationAgent.xml msgid "3D agent used in navigation for collision avoidance." msgstr "" #: 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. By default this node will register to the " "default [World] navigation map. If this node is a child of a [Navigation] " "node it will register to the navigation map of the navigation node or the " "function [method set_navigation] can be used to set the navigation node " "directly. [NavigationAgent] is physics safe.\n" "[b]Note:[/b] After [method set_target_location] is used it is required to " "use the [method get_next_location] function once every physics frame to " "update the internal path logic of the NavigationAgent. The returned vector " "position from this function should be used as the next movement position for " "the agent's parent Node.\n" "[b]Note:[/b] By default, the expensive calculations for avoidance are done " "in a thread. In HTML5 exports without thread support, they will be done on " "the main thread, which can lead to performance issues." 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 msgid "" "Returns this agent's current path from start to finish in global " "coordinates. The path only updates when the target location is changed or " "the agent requires a repath. The path array is not intended to be used in " "direct path movement as the agent has its own internal path logic that would " "get corrupted by changing the path array manually. Use the intended [method " "get_next_location] once every physics frame to receive the next path point " "for the agents movement as this function also updates the internal path " "logic." msgstr "" #: doc/classes/NavigationAgent.xml msgid "" "Returns which index the agent is currently on in the navigation path's " "[PoolVector3Array]." msgstr "" #: doc/classes/NavigationAgent.xml msgid "" "Returns the [Navigation] node that the agent is using for its navigation " "system." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns the [RID] of the navigation map for this NavigationAgent node. This " "function returns always the map set on the NavigationAgent node and not the " "map of the abstract agent on the NavigationServer. If the agent map is " "changed directly with the NavigationServer API the NavigationAgent node will " "not be aware of the map change. Use [method set_navigation_map] to change " "the navigation map for the NavigationAgent and also update the agent on the " "NavigationServer." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns the next location 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. The " "use of this function once every physics frame is required to update the " "internal path logic of the NavigationAgent." msgstr "" #: doc/classes/NavigationAgent.xml #, fuzzy msgid "Returns the [RID] of this agent on the [NavigationServer]." msgstr "Retorna o RID do ecrã usada por essa camada." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns the user-defined target location (set with [method " "set_target_location])." msgstr "" #: 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 "Retorna [code]true[/code] se o script pode ser instanciado." #: 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 "" #: 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 [RID] of the navigation map this NavigationAgent node should use " "and also updates the [code]agent[/code] on the NavigationServer." 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 NavigationAgent height offset is subtracted from the y-axis value of any " "vector path position for this NavigationAgent. The NavigationAgent height " "offset does not change or influence the navigation mesh or pathfinding query " "result. Additional navigation maps that use regions with navigation meshes " "that the developer baked with appropriate agent radius or height values are " "required to support different-sized agents." 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 msgid "The maximum number of neighbors for the agent to consider." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "The maximum speed that an agent can move." msgstr "" #: doc/classes/NavigationAgent.xml msgid "" "A bitfield determining all navigation map layers the [NavigationAgent] " "belongs to. On path requests the agent will ignore navmeshes without at " "least one matching layer." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "The distance to search for other agents." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "The distance threshold before a path point is considered to be reached. This " "will allow an agent to not have to hit a path point on the path exactly, but " "in the area. If this value is set to high the NavigationAgent will skip " "points on the path which can lead to leaving the navigation mesh. If this " "value is set to low the NavigationAgent will be stuck in a repath loop cause " "it will constantly overshoot or undershoot the distance to the next point on " "each physics frame update." msgstr "" #: 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 msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " "[member neighbor_dist]).\n" "Does not affect normal pathfinding. To change an actor's pathfinding radius " "bake [NavigationMesh] resources with a different [member NavigationMesh." "agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "The distance threshold before the final target point is considered to be " "reached. This will allow an agent to not have to hit the point of the final " "target exactly, but only the area. If this value is set to low the " "NavigationAgent will be stuck in a repath loop cause it will constantly " "overshoot or undershoot the distance to the final target point on each " "physics frame update." 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 "Notifica quando uma animação termina de reproduzir." #: 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]. Only emitted when [member avoidance_enabled] is true." msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "2D agent used in navigation for collision avoidance." msgstr "" #: 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. By default this node will register to the " "default [World2D] navigation map. If this node is a child of a " "[Navigation2D] node it will register to the navigation map of the navigation " "node or the function [method set_navigation] can be used to set the " "navigation node directly. [NavigationAgent2D] is physics safe.\n" "[b]Note:[/b] After [method set_target_location] is used it is required to " "use the [method get_next_location] function once every physics frame to " "update the internal path logic of the NavigationAgent. The returned vector " "position from this function should be used as the next movement position for " "the agent's parent Node.\n" "[b]Note:[/b] By default, the expensive calculations for avoidance are done " "in a thread. In HTML5 exports without thread support, they will be done on " "the main thread, which can lead to performance issues." msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "" "Returns which index the agent is currently on in the navigation path's " "[PoolVector2Array]." msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "" "Returns the [Navigation2D] node that the agent is using for its navigation " "system." msgstr "" #: doc/classes/NavigationAgent2D.xml #, fuzzy msgid "Returns the [RID] of this agent on the [Navigation2DServer]." msgstr "Retorna o RID do ecrã usada por essa camada." #: 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/NavigationAgent2D.xml msgid "" "A bitfield determining all navigation map layers the [NavigationAgent2D] " "belongs to. On path requests the agent will ignore navmeshes without at " "least one matching layer." msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " "[member neighbor_dist]).\n" "Does not affect normal pathfinding." 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 "" #: doc/classes/NavigationMesh.xml msgid "" "Initializes the navigation mesh by setting the vertices and indices " "according to a [Mesh]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Returns whether the specified [code]bit[/code] of the [member " "geometry_collision_mask] is set." msgstr "" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml msgid "" "Returns a [PoolIntArray] containing the indices of the vertices of a created " "polygon." msgstr "" #: doc/classes/NavigationMesh.xml msgid "Returns the number of polygons in the navigation mesh." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Returns a [PoolVector3Array] containing all the vertices being used to " "create the polygons." msgstr "" #: 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 msgid "The maximum slope that is considered walkable, in degrees." msgstr "" #: 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 the baking [AABB] has a volume the navigation mesh baking will be " "restricted to its enclosing area." msgstr "" #: doc/classes/NavigationMesh.xml msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "" #: 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 "" "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 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 "" #: doc/classes/NavigationMesh.xml msgid "" "Parses mesh instances as geometry. This includes [MeshInstance], [CSGShape], " "and [GridMap] nodes." msgstr "" #: 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 "" #: doc/classes/NavigationMesh.xml msgid "Represents the size of the [enum ParsedGeometryType] enum." msgstr "" #: 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 "" #: 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.\n" "[b]Note:[/b] Using meshes to not only define walkable surfaces but also " "obstruct navigation baking does not always work. The navigation baking has " "no concept of what is a geometry \"inside\" when dealing with mesh source " "geometry and this is intentional. Depending on current baking parameters, as " "soon as the obstructing mesh is large enough to fit a navigation mesh area " "inside, the baking will generate navigation mesh areas that are inside the " "obstructing source geometry mesh." 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 "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "" #: 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.\n" "By default this node will register to the default [World] navigation map. If " "this node is a child of a [Navigation] node it will register to the " "navigation map of the navigation node.\n" "Two regions can be connected to each other if they share a similar edge. You " "can set the minimum distance between two vertices required to connect two " "edges by using [method NavigationServer.map_set_edge_connection_margin].\n" "[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting " "two regions. They must share a similar edge.\n" "The cost of entering this region from another region can be controlled with " "the [member enter_cost] value.\n" "[b]Note:[/b] This value is not added to the path cost when the start " "position is already inside this region.\n" "The cost of traveling distances inside this region can be controlled with " "the [member travel_cost] multiplier." 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 "" #: doc/classes/NavigationMeshInstance.xml #: doc/classes/NavigationPolygonInstance.xml msgid "" "When pathfinding enters this region's navmesh from another regions navmesh " "the [code]enter_cost[/code] value is added to the path distance for " "determining the shortest path." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" "A bitfield determining all navigation map layers the [NavigationMesh] " "belongs to. On path requests with [method NavigationServer.map_get_path] " "navmeshes without matching layers will be ignored and the navigation map " "will only proximity merge different navmeshes with matching layers." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationMeshInstance.xml #: doc/classes/NavigationPolygonInstance.xml msgid "" "When pathfinding moves inside this region's navmesh the traveled distances " "are multiplied with [code]travel_cost[/code] for determining the shortest " "path." msgstr "" #: doc/classes/NavigationMeshInstance.xml #, fuzzy msgid "Notifies when the navigation mesh bake operation is completed." msgstr "Notifica quando uma animação começa a reproduzir." #: doc/classes/NavigationMeshInstance.xml #, fuzzy msgid "Notifies when the [NavigationMesh] has changed." msgstr "Notifica quando uma animação começa a reproduzir." #: doc/classes/NavigationObstacle.xml msgid "3D obstacle used in navigation for collision avoidance." msgstr "" #: 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.\n" "[b]Note:[/b] Obstacles are intended as a last resort option for constantly " "moving objects that cannot be (re)baked to a navigation mesh efficiently." msgstr "" #: doc/classes/NavigationObstacle.xml msgid "" "Returns the [Navigation] node that the obstacle is using for its navigation " "system." msgstr "" #: doc/classes/NavigationObstacle.xml #, fuzzy msgid "Returns the [RID] of this obstacle on the [NavigationServer]." msgstr "Retorna o RID do ecrã usada por essa camada." #: 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 "" #: 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.\n" "[b]Note:[/b] Obstacles are intended as a last resort option for constantly " "moving objects that cannot be (re)baked to a navigation mesh efficiently." msgstr "" #: doc/classes/NavigationObstacle2D.xml msgid "" "Returns the [Navigation2D] node that the obstacle is using for its " "navigation system." msgstr "" #: doc/classes/NavigationObstacle2D.xml #, fuzzy msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." msgstr "Retorna o RID do ecrã usada por essa camada." #: 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 the [NavigationMesh] resulting from this navigation polygon. This " "navmesh can be used to update the navmesh of a region with the [method " "NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server " "behind the scene)." 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 "" #: 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 "A region of the 2D navigation map." msgstr "" #: doc/classes/NavigationPolygonInstance.xml msgid "" "A region of the navigation map. It tells the [Navigation2DServer] what can " "be navigated and what cannot, based on its [NavigationPolygon] resource.\n" "By default this node will register to the default [World2D] navigation map. " "If this node is a child of a [Navigation2D] node it will register to the " "navigation map of the navigation node.\n" "Two regions can be connected to each other if they share a similar edge. You " "can set the minimum distance between two vertices required to connect two " "edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n" "[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting " "two regions. They must share a similar edge.\n" "The pathfinding cost of entering this region from another region can be " "controlled with the [member enter_cost] value.\n" "[b]Note:[/b] This value is not added to the path cost when the start " "position is already inside this region.\n" "The pathfinding cost of traveling distances inside this region can be " "controlled with the [member travel_cost] multiplier." 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/NavigationPolygonInstance.xml msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationPolygonInstance.xml msgid "" "A bitfield determining all navigation map layers the [NavigationPolygon] " "belongs to. On path requests with [method Navigation2DServer.map_get_path] " "navmeshes without matching layers will be ignored and the navigation map " "will only proximity merge different navmeshes with matching layers." msgstr "" #: doc/classes/NavigationPolygonInstance.xml #, fuzzy msgid "The [NavigationPolygon] resource to use." msgstr "O singleton [TranslationServer]." #: doc/classes/NavigationServer.xml msgid "Server interface for low-level 3D navigation access." msgstr "" #: 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.\n" "[b]Note:[/b] Most NavigationServer changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation related Nodes in the SceneTree or made " "through scripts.\n" "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" "[b]Note:[/b] By default, the expensive calculations for avoidance are done " "in a thread. In HTML5 exports without thread support, they will be done on " "the main thread, which can lead to performance issues.\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 "" #: doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell height." msgstr "Retorna o tamanho da textura." #: doc/classes/NavigationServer.xml msgid "" "Returns the normal for the point returned by [method map_get_closest_point]." msgstr "" #: doc/classes/NavigationServer.xml msgid "" "Returns the closest point between the navigation surface and the segment." msgstr "" #: 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 #, fuzzy msgid "Returns the map's up direction." msgstr "Retorna a largura da imagem." #: doc/classes/NavigationServer.xml msgid "Set the map cell height used to weld the navigation mesh polygons." msgstr "" #: doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map up direction." msgstr "Para o áudio." #: 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 "" #: doc/classes/NavigationServer.xml msgid "" "Set the region's navigation layers. This allows selecting regions from a " "path request (when using [method NavigationServer.map_get_path])." msgstr "" #: doc/classes/NavigationServer.xml msgid "Control activation of this server." msgstr "" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "" "A [NetworkedMultiplayerPeer] implementation that can be controlled from a " "script." msgstr "" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "" "A [NetworkedMultiplayerPeer] implementation that can be used as a [member " "MultiplayerAPI.network_peer] and controlled from a script.\n" "Its purpose is to allow adding a new backend for the high-Level multiplayer " "API without needing to use GDNative." msgstr "" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "" "Deliver a packet to the local [MultiplayerAPI].\n" "When your script receives a packet from other peers over the network " "(originating from the [signal packet_generated] signal on the sending peer), " "passing it to this method will deliver it locally." msgstr "" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "" "Initialize the peer with the given [code]peer_id[/code] (must be between 1 " "and 2147483647).\n" "Can only be called if the connection status is [constant " "NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method " "set_connection_status]." msgstr "" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "" "Set the state of the connection. See [enum NetworkedMultiplayerPeer." "ConnectionStatus].\n" "This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], " "[signal NetworkedMultiplayerPeer.connection_failed] or [signal " "NetworkedMultiplayerPeer.server_disconnected] signals depending on the " "status and if the peer has the unique network id of [code]1[/code].\n" "You can only change to [constant NetworkedMultiplayerPeer." "CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer." "CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer." "CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer." "CONNECTION_CONNECTING]." msgstr "" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "Set the max packet size that this peer can handle." msgstr "" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "" "Emitted when the local [MultiplayerAPI] generates a packet.\n" "Your script should take this packet and send it to the requested peer over " "the network (which should call [method deliver_packet] with the data when " "it's received)." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." "html]ENet[/url] library." msgstr "" #: 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 "" #: 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 "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Returns the remote port of the given peer." msgstr "" #: 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 msgid "" "Enable or disable certificate verification when [member use_dtls] is " "[code]true[/code]." msgstr "" #: 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 "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "A high-level network interface to simplify multiplayer interactions." msgstr "" #: 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 "" #: 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 "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Returns the ID of the [NetworkedMultiplayerPeer] who sent the most recent " "packet." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Returns the ID of this [NetworkedMultiplayerPeer]." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Waits up to 1 second to receive a new network event." msgstr "" #: 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 "" #: 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 "Emitido quando uma tentativa de conexão falha." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted when a connection attempt succeeds." msgstr "Emitido quando uma tentativa de conexão tem sucesso." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted by the server when a client connects." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted by the server when a client disconnects." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted by clients when the server disconnects." msgstr "" #: 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 "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "A connection attempt is ongoing." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "The connection attempt succeeded." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Packets are sent to the server and then redistributed to other peers." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Packets are sent to the server alone." msgstr "" #: 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 "" #: doc/classes/NinePatchRect.xml msgid "Emitted when the node's texture changes." msgstr "Emitido quando a textura de um nó muda." #: 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 "" #: 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 "Nós e cenas" #: doc/classes/Node.xml msgid "All Demos" msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Node.xml msgid "Returns an array of references to node's children." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Node.xml msgid "Returns the [SceneTree] that contains this node." msgstr "" #: doc/classes/Node.xml msgid "Returns the node's [Viewport]." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node that the [NodePath] points to exists." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 msgid "" "Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]." msgstr "" #: 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 "" #: 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.\n" "This signal is emitted [i]after[/i] the child node's own [constant " "NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node is about to exit the scene tree, either because it " "is being removed or freed directly, or because this node is exiting the " "tree.\n" "When this signal is received, the child [code]node[/code] is still in the " "tree and valid. This signal is emitted [i]after[/i] the child node's own " "[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml msgid "Emitted when the node is ready." msgstr "Emitido quando o nó está preparado." #: doc/classes/Node.xml msgid "Emitted when the node is renamed." msgstr "Emitido quando o nó é renomeado." #: doc/classes/Node.xml msgid "" "Emitted when the node enters the tree.\n" "This signal is emitted [i]after[/i] the related [constant " "NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml msgid "Emitted after the node exits the tree and is no longer active." msgstr "" #: 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).\n" "This signal is emitted [i]before[/i] the related [constant " "NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received when the node enters a [SceneTree].\n" "This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received when the node is about to exit a [SceneTree].\n" "This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node is moved in the parent." msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node is ready. See [method _ready]." msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node is paused." msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node is unpaused." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Node.xml msgid "Duplicate the node's groups." msgstr "" #: doc/classes/Node.xml msgid "Duplicate the node's scripts." msgstr "" #: 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 "" #: doc/classes/Node2D.xml msgid "Multiplies the current scale by the [code]ratio[/code] vector." msgstr "" #: 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 "" #: doc/classes/Node2D.xml msgid "Adds the [code]offset[/code] vector to the node's global position." msgstr "" #: 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 "" #: doc/classes/Node2D.xml msgid "Global position." msgstr "" #: doc/classes/Node2D.xml msgid "Global rotation in radians." msgstr "" #: doc/classes/Node2D.xml msgid "Global rotation in degrees." msgstr "" #: doc/classes/Node2D.xml msgid "Global scale." msgstr "" #: doc/classes/Node2D.xml msgid "Global [Transform2D]." msgstr "" #: 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 "" #: doc/classes/Node2D.xml msgid "Rotation in degrees, relative to the node's parent." msgstr "" #: doc/classes/Node2D.xml msgid "" "The node's scale. Unscaled value: [code](1, 1)[/code].\n" "[b]Note:[/b] Negative X scales in 2D are not decomposable from the " "transformation matrix. Due to the way scale is represented with " "transformation matrices in Godot, negative scales on the X axis will be " "changed to negative scales on the Y axis and a rotation of 180 degrees when " "decomposed." msgstr "" #: doc/classes/Node2D.xml msgid "Local [Transform2D]." msgstr "" #: 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 msgid "Pre-parsed scene tree path." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " "get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" "print(node_path.get_name(1)) # PathFollow2D\n" "print(node_path.get_name(2)) # Sprite\n" "[/codeblock]" msgstr "" #: doc/classes/NodePath.xml 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 "" #: 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 "" #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "[OpenSimplexNoise] filled texture." msgstr "" #: 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 "" #: 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 "" #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "The [OpenSimplexNoise] instance used to generate the noise." msgstr "" #: 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 "" #: doc/classes/Object.xml msgid "Base class for all non-built-in types." msgstr "" #: 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 "" #: doc/classes/Object.xml doc/classes/Reference.xml doc/classes/Resource.xml msgid "When and how to avoid using nodes for everything" msgstr "" #: doc/classes/Object.xml msgid "Advanced exports using _get_property_list()" msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Object.xml msgid "Returns the object's methods and their signatures as an [Array]." msgstr "" #: 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 "" #: doc/classes/Object.xml msgid "Returns an [Array] of connections for the given [code]signal[/code]." msgstr "" #: doc/classes/Object.xml msgid "Returns the list of signals as an [Array] of dictionaries." msgstr "" #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if a metadata entry is found with the given " "[code]name[/code]." msgstr "" #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the object contains the given [code]method[/" "code]." msgstr "" #: doc/classes/Object.xml msgid "Returns [code]true[/code] if the given [code]signal[/code] exists." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the [method Node.queue_free] method was called " "for the object." msgstr "" #: 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 "" #: doc/classes/Object.xml msgid "" "Removes a given entry from the object's metadata. See also [method set_meta]." msgstr "" #: 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 "" #: 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 "Emitido cada vez que o script do objeto muda." #: doc/classes/Object.xml msgid "Called right when the object is initialized. Not available in script." msgstr "" #: doc/classes/Object.xml msgid "Called before the object is about to be deleted." msgstr "" #: 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 "" #: doc/classes/Object.xml msgid "Persisting connections are saved when the object is serialized to file." msgstr "" #: doc/classes/Object.xml msgid "One-shot connections disconnect themselves after emission." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/OccluderPolygon2D.xml msgid "" "Culling is performed in the clockwise direction. See [member cull_mode]." msgstr "" #: doc/classes/OccluderPolygon2D.xml msgid "" "Culling is performed in the counterclockwise direction. See [member " "cull_mode]." msgstr "" #: 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 msgid "Sets an individual hole point position." msgstr "" #: doc/classes/OccluderShapePolygon.xml msgid "Sets an individual polygon point position." msgstr "" #: doc/classes/OccluderShapePolygon.xml msgid "Allows changing the hole geometry from code." msgstr "" #: doc/classes/OccluderShapePolygon.xml msgid "Allows changing the polygon geometry from code." msgstr "" #: 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 "" #: doc/classes/OccluderShapeSphere.xml msgid "Sets an individual sphere's radius." msgstr "" #: 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 "" #: 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.\n" "[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] " "(the light's scale or its parent's scale)." msgstr "" #: doc/classes/OmniLight.xml msgid "See [enum ShadowDetail]." msgstr "" #: doc/classes/OmniLight.xml msgid "" "The shadow rendering mode to use for this [OmniLight]. See [enum " "ShadowMode].\n" "[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that " "feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 " "series don't support cubemap shadows and will fall back to dual paraboloid " "shadows as a result." msgstr "" #: 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. Only supported on GPUs that " "feature support for depth cubemaps." msgstr "" #: doc/classes/OmniLight.xml msgid "Use more detail vertically when computing the shadow." msgstr "" #: doc/classes/OmniLight.xml msgid "Use more detail horizontally when computing the shadow." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Noise generator based on Open Simplex." msgstr "" #: 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 "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Returns the 3D noise value [code][-1,1][/code] at the given position." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Returns the 4D noise value [code][-1,1][/code] at the given position." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/OptionButton.xml msgid "Returns the amount of items in the OptionButton, including separators." msgstr "" #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml msgid "Returns the icon of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml msgid "Returns the ID of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml msgid "Returns the index of the item with the given [code]id[/code]." msgstr "" #: 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 "" #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml msgid "Returns the text of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml #, fuzzy msgid "Returns the tooltip of the item at index [code]idx[/code]." msgstr "Retorna o tipo do nó em at [code]idx[/code]." #: doc/classes/OptionButton.xml msgid "" "Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" #: 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 "" #: doc/classes/OptionButton.xml msgid "Removes the item at index [code]idx[/code]." msgstr "" #: 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 "" #: doc/classes/OptionButton.xml msgid "Sets the ID of the item at index [code]idx[/code]." msgstr "" #: 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 "" #: doc/classes/OptionButton.xml #, fuzzy msgid "Sets the tooltip of the item at index [code]idx[/code]." msgstr "Retorna o tipo do nó em at [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 "" #: doc/classes/OptionButton.xml msgid "Text [Color] used when the [OptionButton] is disabled." msgstr "" #: 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 "" #: doc/classes/OptionButton.xml msgid "Text [Color] used when the [OptionButton] is being pressed." msgstr "" #: doc/classes/OptionButton.xml msgid "" "The horizontal space between the arrow icon and the right edge of the button." msgstr "" #: doc/classes/OptionButton.xml msgid "The horizontal space between [OptionButton]'s icon and text." msgstr "" #: doc/classes/OptionButton.xml msgid "[Font] of the [OptionButton]'s text." msgstr "" #: doc/classes/OptionButton.xml msgid "The arrow icon to be drawn on the right end of the button." msgstr "" #: doc/classes/OptionButton.xml msgid "[StyleBox] used when the [OptionButton] is disabled." msgstr "" #: 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 "" #: doc/classes/OptionButton.xml msgid "Default [StyleBox] for the [OptionButton]." msgstr "" #: doc/classes/OptionButton.xml msgid "[StyleBox] used when the [OptionButton] is being pressed." msgstr "" #: doc/classes/OS.xml msgid "Operating System functions." msgstr "" #: 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 "" #: 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 "" #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the current host platform is using multiple " "threads." msgstr "" #: doc/classes/OS.xml msgid "Centers the window on the screen if in windowed mode." msgstr "" #: 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 "" #: 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 "" #: 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 msgid "Returns the scancode of the given string (e.g. \"Escape\")." msgstr "" #: doc/classes/OS.xml msgid "Returns the total number of available audio drivers." msgstr "" #: doc/classes/OS.xml msgid "Returns the audio driver name for the given index." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the [i]global[/i] cache data directory according to the operating " "system's standards. On Linux, this path can be overridden by setting the " "[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" " else:\n" " # Options without an argument will be present in the dictionary,\n" " # with the value set to an empty string.\n" " arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" #: doc/classes/OS.xml msgid "" "Returns the [i]global[/i] user configuration directory according to the " "operating system's standards. On Linux, this path can be overridden by " "setting the [code]XDG_CONFIG_HOME[/code] environment variable before " "starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File " "paths in Godot projects[/url] in the documentation for more information. See " "also [method get_cache_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" #: doc/classes/OS.xml msgid "" "Returns an array of MIDI device names.\n" "The returned array will be empty if the system MIDI driver has not " "previously been initialised with [method open_midi_inputs].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the currently used video driver, using one of the values from [enum " "VideoDriver]." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the [i]global[/i] user data directory according to the operating " "system's standards. On Linux, this path can be overridden by setting the " "[code]XDG_DATA_HOME[/code] environment variable before starting the project. " "See [url=$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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/OS.xml msgid "" "Returns the amount of time in milliseconds it took for the boot logo to " "appear." msgstr "" #: doc/classes/OS.xml msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: 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 msgid "Returns the epoch time of the operating system in milliseconds." msgstr "" #: doc/classes/OS.xml msgid "Returns the epoch time of the operating system in seconds." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the total number of available tablet drivers.\n" "[b]Note:[/b] This method is implemented on Windows." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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).\n" "[b]Note:[/b] To get a floating point timestamp with sub-second precision, " "use [method Time.get_unix_time_from_system]." 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 msgid "Returns the number of video drivers supported on the current platform." msgstr "" #: 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 "Retorna [code]true[/code] se o script pode ser instanciado." #: 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 msgid "" "Returns [code]true[/code] if the device has a touchscreen or emulates one." msgstr "" #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the platform has a virtual keyboard, " "[code]false[/code] otherwise." msgstr "" "Retorna [code]true[/code] se a plataforma possuir um teclado virtual, " "[code]false[/code] caso contrário." #: doc/classes/OS.xml msgid "Hides the virtual keyboard if it is shown, does nothing otherwise." msgstr "" #: 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 "" #: 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 msgid "" "Returns [code]true[/code] if the input scancode corresponds to a Unicode " "character." msgstr "" #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the engine was executed with [code]-v[/code] " "(verbose stdout)." msgstr "" #: 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 "" #: 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 "" #: 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" "The method takes only global paths, so you may need to use [method " "ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/" "code] as it will not work in exported project.\n" "[b]Note:[/b] If the user has disabled the recycle bin on their system, the " "file will be permanently deleted instead.\n" "[codeblock]\n" "var file_to_remove = \"user://slot1.sav\"\n" "OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n" "[/codeblock]" 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 "" #: 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 "" #: doc/classes/OS.xml msgid "" "Resumes native video playback.\n" "[b]Note:[/b] This method is implemented on iOS." msgstr "" #: 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 "" #: doc/classes/OS.xml msgid "Shows the number of resources loaded by the game of the given types." msgstr "" #: doc/classes/OS.xml msgid "Shows all resources currently used by the game." msgstr "" #: 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 "" #: doc/classes/OS.xml msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " "[code]mailto[/code] URL scheme[/url] for a list of fields that can be " "added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " "and Windows." msgstr "" #: doc/classes/OS.xml 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 "" #: doc/classes/OS.xml msgid "The current screen index (starting from 0)." msgstr "" #: 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 msgid "" "If [code]true[/code], the engine tries to keep the screen on while the game " "is running. Useful on mobile." msgstr "" #: doc/classes/OS.xml 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 "" #: doc/classes/OS.xml msgid "The current tablet driver in use." msgstr "" #: doc/classes/OS.xml msgid "If [code]true[/code], vertical synchronization (Vsync) is enabled." msgstr "" #: 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 "" #: doc/classes/OS.xml msgid "If [code]true[/code], the window is maximized." msgstr "" #: doc/classes/OS.xml msgid "If [code]true[/code], the window is minimized." msgstr "" #: 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 "" #: doc/classes/OS.xml msgid "The size of the window (without counting window manager decorations)." msgstr "" #: 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 "Domingo." #: doc/classes/OS.xml msgid "Monday." msgstr "Segunda-Feira." #: doc/classes/OS.xml msgid "Tuesday." msgstr "Terça-Feira." #: doc/classes/OS.xml msgid "Wednesday." msgstr "Quarta-Feira." #: doc/classes/OS.xml msgid "Thursday." msgstr "Quinta-Feira." #: doc/classes/OS.xml msgid "Friday." msgstr "Sexta-Feira." #: doc/classes/OS.xml msgid "Saturday." msgstr "Sábado." #: doc/classes/OS.xml msgid "January." msgstr "Janeiro." #: doc/classes/OS.xml msgid "February." msgstr "Fevereiro." #: doc/classes/OS.xml msgid "March." msgstr "Março." #: doc/classes/OS.xml msgid "April." msgstr "Abril." #: doc/classes/OS.xml msgid "May." msgstr "Maio." #: doc/classes/OS.xml msgid "June." msgstr "Junho." #: doc/classes/OS.xml msgid "July." msgstr "Julho." #: doc/classes/OS.xml msgid "August." msgstr "Agosto." #: doc/classes/OS.xml msgid "September." msgstr "Setembro." #: doc/classes/OS.xml msgid "October." msgstr "Outubro." #: doc/classes/OS.xml msgid "November." msgstr "Novembro." #: doc/classes/OS.xml msgid "December." msgstr "Dezembro." #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/OS.xml msgid "Landscape screen orientation." msgstr "" #: doc/classes/OS.xml msgid "Portrait screen orientation." msgstr "" #: doc/classes/OS.xml msgid "Reverse landscape screen orientation." msgstr "" #: doc/classes/OS.xml msgid "Reverse portrait screen orientation." msgstr "" #: doc/classes/OS.xml msgid "Uses landscape or reverse landscape based on the hardware sensor." msgstr "" #: doc/classes/OS.xml msgid "Uses portrait or reverse portrait based on the hardware sensor." msgstr "" #: doc/classes/OS.xml msgid "Uses most suitable orientation based on the hardware sensor." msgstr "" #: doc/classes/OS.xml msgid "Desktop directory path." msgstr "" #: doc/classes/OS.xml msgid "DCIM (Digital Camera Images) directory path." msgstr "" #: doc/classes/OS.xml msgid "Documents directory path." msgstr "" #: doc/classes/OS.xml msgid "Downloads directory path." msgstr "" #: doc/classes/OS.xml msgid "Movies directory path." msgstr "" #: doc/classes/OS.xml msgid "Music directory path." msgstr "" #: doc/classes/OS.xml msgid "Pictures directory path." msgstr "" #: doc/classes/OS.xml msgid "Ringtones directory path." msgstr "" #: doc/classes/OS.xml msgid "Unknown powerstate." msgstr "" #: doc/classes/OS.xml msgid "Unplugged, running on battery." msgstr "" #: doc/classes/OS.xml msgid "Plugged in, no battery available." msgstr "" #: doc/classes/OS.xml msgid "Plugged in, battery charging." msgstr "" #: doc/classes/OS.xml msgid "Plugged in, battery fully charged." msgstr "" #: doc/classes/PackedDataContainerRef.xml msgid "Reference version of [PackedDataContainer]." msgstr "" #: 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 "" #: doc/classes/PackedScene.xml msgid "Returns [code]true[/code] if the scene file has nodes." msgstr "" #: doc/classes/PackedScene.xml msgid "" "Returns the [code]SceneState[/code] representing the scene file contents." msgstr "" #: 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 "" #: 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 "" #: doc/classes/PacketPeer.xml msgid "" "Returns the error state of the last packet received (via [method get_packet] " "and [method get_var])." msgstr "" #: 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 "" #: doc/classes/PacketPeer.xml msgid "Sends a raw packet." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/PacketPeerDTLS.xml doc/classes/StreamPeerSSL.xml msgid "Returns the status of the connection. See [enum Status] for values." msgstr "" #: 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 "" #: 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 "" #: doc/classes/PacketPeerDTLS.xml msgid "A status representing a [PacketPeerDTLS] in a generic error state." msgstr "" #: 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 "" #: 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 "" #: doc/classes/PacketPeerUDP.xml msgid "UDP packet peer." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Panel.xml msgid "Provides an opaque background for [Control] children." msgstr "" #: 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 "" #: doc/classes/Panel.xml doc/classes/Skeleton.xml doc/classes/SkeletonIK.xml msgid "3D Inverse Kinematics Demo" msgstr "" #: doc/classes/Panel.xml msgid "The style of this [Panel]." msgstr "" #: doc/classes/PanelContainer.xml msgid "Panel container type." msgstr "" #: 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 "" #: doc/classes/PanoramaSky.xml msgid "A type of [Sky] used to draw a background texture." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Particles.xml msgid "Restarts the particle emission, clearing existing particles." msgstr "" #: doc/classes/Particles.xml msgid "Sets the [Mesh] that is drawn at index [code]pass[/code]." msgstr "" #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the first draw pass." msgstr "" #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the second draw pass." msgstr "" #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the third draw pass." msgstr "" #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the fourth draw pass." msgstr "" #: 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 "" #: 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 "" #: 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 msgid "Maximum number of draw passes supported." msgstr "" #: doc/classes/Particles2D.xml msgid "GPU-based 2D particle emitter." msgstr "" #: 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 "2D Particles Demo" msgstr "" #: doc/classes/Particles2D.xml msgid "" "2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the " "player)" msgstr "" #: doc/classes/Particles2D.xml msgid "Returns a rectangle containing the positions of all existing particles." msgstr "" #: doc/classes/Particles2D.xml msgid "Restarts all the existing particles." msgstr "" #: 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 "" #: 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 "" #: doc/classes/ParticlesMaterial.xml msgid "Returns the randomness ratio associated with the specified parameter." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Returns the [Texture] used by the specified parameter." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. See [enum Flags] for " "options." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Sets the specified [enum Parameter]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Sets the randomness ratio for the specified [enum Parameter]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Sets the [Texture] for the specified [enum Parameter]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's animation offset will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's animation speed will vary along this [CurveTexture]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/ParticlesMaterial.xml msgid "" "The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "The inner radius of the ring when using the emitter [constant " "EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Particles will be emitted inside this region. Use [enum EmissionShape] " "constants for values." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "The sphere's radius if [code]emission_shape[/code] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Amount of [member spread] along the Y axis." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's hue will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's linear acceleration will vary along this [CurveTexture]." msgstr "" #: 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 "" #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's radial acceleration will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's scale will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's tangential acceleration will vary along this [CurveTexture]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set angle properties." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set scale properties." msgstr "" #: 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 "" #: doc/classes/ParticlesMaterial.xml msgid "Use with [method set_flag] to set [member flag_rotate_y]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Use with [method set_flag] to set [member flag_disable_z]." 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 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 "" #: 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 "" #: doc/classes/Path.xml msgid "Emitted when the [member curve] changes." msgstr "Emitido quando a [member curve] muda." #: doc/classes/Path2D.xml msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow." msgstr "" #: 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 "" #: doc/classes/PathFollow.xml msgid "Point sampler for a [Path]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/PathFollow.xml msgid "Forbids the PathFollow to rotate." msgstr "" #: doc/classes/PathFollow.xml msgid "Allows the PathFollow to rotate in the Y axis only." msgstr "" #: doc/classes/PathFollow.xml msgid "Allows the PathFollow to rotate in both the X, and Y axes." msgstr "" #: doc/classes/PathFollow.xml msgid "Allows the PathFollow to rotate in any axis." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Performance.xml msgid "Exposes performance-related data." msgstr "" #: 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 "" #: doc/classes/Performance.xml msgid "Time it took to complete one frame, in seconds." msgstr "" #: doc/classes/Performance.xml msgid "Time it took to complete one physics frame, in seconds." msgstr "" #: doc/classes/Performance.xml msgid "" "Static memory currently used, in bytes. Not available in release builds." msgstr "" #: doc/classes/Performance.xml msgid "" "Dynamic memory currently used, in bytes. Not available in release builds." msgstr "" #: doc/classes/Performance.xml msgid "Available static memory. Not available in release builds." msgstr "" #: doc/classes/Performance.xml msgid "Available dynamic memory. Not available in release builds." msgstr "" #: 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 "" #: doc/classes/Performance.xml msgid "Number of resources currently used." msgstr "" #: 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 "" #: doc/classes/Performance.xml msgid "Vertices drawn per frame. 3D only." msgstr "" #: doc/classes/Performance.xml msgid "Material changes per frame. 3D only." msgstr "" #: doc/classes/Performance.xml msgid "Shader changes per frame. 3D only." msgstr "" #: doc/classes/Performance.xml msgid "Render surface changes per frame. 3D only." msgstr "" #: doc/classes/Performance.xml msgid "Draw calls per frame. 3D only." msgstr "" #: doc/classes/Performance.xml msgid "Items or joined items drawn per frame." msgstr "" #: doc/classes/Performance.xml msgid "Draw calls per frame." msgstr "" #: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "" "The amount of video memory used, i.e. texture and vertex memory combined." msgstr "" #: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "The amount of texture memory used." msgstr "" #: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "The amount of vertex memory used." msgstr "" #: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "" "Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0." msgstr "" #: doc/classes/Performance.xml msgid "Number of active [RigidBody2D] nodes in the game." msgstr "" #: doc/classes/Performance.xml msgid "Number of collision pairs in the 2D physics engine." msgstr "" #: doc/classes/Performance.xml msgid "Number of islands in the 2D physics engine." msgstr "" #: doc/classes/Performance.xml msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game." msgstr "" #: doc/classes/Performance.xml msgid "Number of collision pairs in the 3D physics engine." msgstr "" #: doc/classes/Performance.xml msgid "Number of islands in the 3D physics engine." msgstr "" #: doc/classes/Performance.xml msgid "Output latency of the [AudioServer]." msgstr "" #: doc/classes/Performance.xml msgid "Represents the size of the [enum Monitor] enum." msgstr "" #: doc/classes/PHashTranslation.xml msgid "Optimized translation." msgstr "" #: doc/classes/PHashTranslation.xml msgid "" "Optimized translation. Uses real-time compressed translations, which results " "in very small dictionaries." msgstr "" #: doc/classes/PHashTranslation.xml msgid "" "Generates and sets an optimized translation from the given [Translation] " "resource." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml msgid "Direct access object to a physics body in the [Physics2DServer]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "Applies a directional impulse without affecting rotation." msgstr "" #: 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 "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the collider's [RID]." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the collider's object id." msgstr "" #: 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 "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the collider's shape index." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the local position of the contact point." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the local shape index of the collision." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the current state of the space, useful for queries." msgstr "" #: 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 "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The inverse of the inertia of the body." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The inverse of the mass of the body." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml msgid "The body's linear velocity in pixels per second." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "If [code]true[/code], this body is currently sleeping (not active)." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The timestep (delta) used for the simulation." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Physics2DDirectSpaceState.xml msgid "Direct access object to a space in the [Physics2DServer]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the number of shapes assigned to an area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the transform matrix of a shape within an area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the space assigned to the area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the space override mode for the area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the transform matrix for an area." msgstr "" #: 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 "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns the area to one or many physics layers." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets which physics layers the area will monitor." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the transform matrix for an area shape." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns a space to the area." msgstr "" #: 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 "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Adds a body to the list of bodies exempt from collisions." msgstr "" #: 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 "" #: doc/classes/Physics2DServer.xml msgid "Creates a physics body." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the physics layer or layers a body belongs to." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the physics layer or layers a body can collide with." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the body mode." msgstr "" #: 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 "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the number of shapes assigned to a body." msgstr "" #: 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 "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the [RID] of the space assigned to a body." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns a body state." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the physics layer or layers a body can collide with." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Physics2DServer.xml msgid "" "Sets a body parameter. See [enum BodyParameter] for a list of available " "parameters." msgstr "" #: 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 "" #: doc/classes/Physics2DServer.xml msgid "" "Enables one way collision on body if [code]enable[/code] is [code]true[/" "code]." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]." msgstr "" #: 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 "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns a space to the body (see [method space_create])." msgstr "" #: 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 msgid "Returns the value of a damped spring joint parameter." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Sets a damped spring joint parameter. See [enum DampedStringParam] for a " "list of available parameters." msgstr "" #: 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 "" #: doc/classes/Physics2DServer.xml msgid "Returns a joint's type (see [enum JointType])." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Sets a joint parameter. See [enum JointParam] for a list of available " "parameters." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Physics2DServer.xml msgid "Returns a shape's type (see [enum ShapeType])." msgstr "" #: 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 "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns whether the space is active." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get gravity vector/center in an area." msgstr "" #: 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 "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the angular dampening factor of an area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the priority (order of processing) of an area." msgstr "" #: 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 "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant for kinematic bodies." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant for rigid bodies." msgstr "" #: 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 "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's friction." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's mass." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Constant to set/get a body's inertia." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's gravity multiplier." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's linear dampening factor." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's angular dampening factor." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Represents the size of the [enum BodyParameter] enum." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current transform matrix of the body." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current linear velocity of the body." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current angular velocity of the body." msgstr "" #: 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 "" #: doc/classes/Physics2DServer.xml msgid "Constant to create pin joints." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Constant to create groove joints." msgstr "" #: 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 "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to get the number of possible collisions." msgstr "" #: 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 "" #: doc/classes/Physics2DShapeQueryParameters.xml msgid "" "This class contains the shape and other parameters for 2D intersection/" "collision queries." msgstr "" #: 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 "" #: doc/classes/Physics2DShapeQueryParameters.xml msgid "" "If [code]true[/code], the query will take [PhysicsBody2D]s into account." msgstr "" #: 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 "" #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "The collision margin for the shape." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml msgid "The motion of the shape being queried for." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "The queried shape's [RID]. See also [method set_shape]." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "The queried shape's transform matrix." msgstr "" #: doc/classes/PhysicsBody.xml msgid "Base class for all objects affected by physics in 3D space." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/PhysicsDirectSpaceState.xml msgid "Direct access object to a space in the [PhysicsServer]." msgstr "" #: 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 "" #: doc/classes/PhysicsMaterial.xml msgid "" "Provides a means of modifying the collision properties of a [PhysicsBody]." msgstr "" #: 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 "" #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " "[code]1[/code] (maximum friction)." msgstr "" #: 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 "" #: 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 "" #: doc/classes/PhysicsServer.xml msgid "Creates an [Area]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/PhysicsServer.xml msgid "Sets a body state (see [enum BodyState] constants)." msgstr "" #: 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 "" #: doc/classes/PhysicsServer.xml msgid "Creates a [Generic6DOFJoint]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Creates a [HingeJoint]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Creates a [PinJoint]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Creates a [SliderJoint]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Gets the priority value of the Joint." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Returns the type of the Joint." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets the priority value of the Joint." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/PhysicsServer.xml msgid "The [Joint] is a [HingeJoint]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Joint] is a [SliderJoint]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Joint] is a [ConeTwistJoint]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Joint] is a [Generic6DOFJoint]." msgstr "" #: 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 msgid "" "The strength with which the pinned objects try to stay in velocity relation " "to each other.\n" "The higher, the stronger." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "If above 0, this value is the maximum value for an impulse that this Joint " "puts on its ends." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The maximum rotation across the Hinge." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The minimum rotation across the Hinge." msgstr "" #: 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 "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of damping inside the slider limits." msgstr "" #: 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 "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The lower limit of rotation in the slider." msgstr "" #: 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 "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of damping of the rotation in the limits." msgstr "" #: 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 "" #: 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 msgid "If set, linear motion is possible within the given limits." msgstr "" #: doc/classes/PhysicsServer.xml msgid "If set, rotational motion is possible." msgstr "" #: doc/classes/PhysicsServer.xml msgid "If set, there is a rotational motor across these axes." msgstr "" #: 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 "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [RayShape]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [SphereShape]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [BoxShape]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [CapsuleShape]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [CylinderShape]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [ConvexPolygonShape]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [ConcavePolygonShape]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [HeightMapShape]." msgstr "" #: doc/classes/PhysicsShapeQueryParameters.xml msgid "Parameters to be sent to a 3D shape physics query." msgstr "" #: doc/classes/PhysicsShapeQueryParameters.xml msgid "" "This class contains the shape and other parameters for 3D intersection/" "collision queries." msgstr "" #: doc/classes/PhysicsShapeQueryParameters.xml msgid "Sets the [Shape] that will be used for collision/intersection queries." msgstr "" #: doc/classes/PhysicsShapeQueryParameters.xml msgid "If [code]true[/code], the query will take [Area]s into account." msgstr "" #: doc/classes/PhysicsShapeQueryParameters.xml msgid "If [code]true[/code], the query will take [PhysicsBody]s into account." msgstr "" #: doc/classes/PinJoint.xml msgid "Pin joint for 3D PhysicsBodies." msgstr "" #: 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 msgid "" "If above 0, this value is the maximum value for an impulse that this Joint " "produces." msgstr "" #: doc/classes/PinJoint2D.xml msgid "Pin Joint for 2D shapes." msgstr "" #: 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 msgid "Creates a plane from the three points, given in clockwise order." msgstr "" #: doc/classes/Plane.xml msgid "Creates a plane from the normal and the plane's distance to the origin." msgstr "" #: doc/classes/Plane.xml msgid "Returns the center of the plane." msgstr "" #: doc/classes/Plane.xml msgid "" "Returns the shortest distance from the plane to the position [code]point[/" "code]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Plane.xml msgid "Returns a copy of the plane, normalized." msgstr "" #: 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 "" #: doc/classes/Plane.xml msgid "The Y component of the plane's [member normal] vector." msgstr "" #: doc/classes/Plane.xml msgid "The Z component of the plane's [member normal] vector." msgstr "" #: 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 "" #: 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 "" #: doc/classes/PlaneMesh.xml msgid "Size of the generated plane." msgstr "" #: doc/classes/PlaneMesh.xml msgid "Number of subdivision along the Z axis." msgstr "" #: doc/classes/PlaneMesh.xml msgid "Number of subdivision along the X axis." msgstr "" #: doc/classes/PlaneShape.xml msgid "Infinite plane shape for 3D collisions." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Polygon2D.xml msgid "Removes all bones from this [Polygon2D]." msgstr "" #: doc/classes/Polygon2D.xml msgid "Removes the specified bone from this [Polygon2D]." msgstr "" #: doc/classes/Polygon2D.xml msgid "Returns the number of bones in this [Polygon2D]." msgstr "" #: doc/classes/Polygon2D.xml msgid "Returns the path to the node associated with the specified bone." msgstr "" #: doc/classes/Polygon2D.xml msgid "Returns the height values of the specified bone." msgstr "" #: doc/classes/Polygon2D.xml msgid "Sets the path to the node associated with the specified bone." msgstr "" #: doc/classes/Polygon2D.xml msgid "Sets the weight values for the specified bone." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Polygon2D.xml msgid "The texture's rotation in degrees." msgstr "" #: 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 "" #: 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 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "Sorts the elements of the array in ascending order." msgstr "" #: 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 "" #: doc/classes/PoolColorArray.xml msgid "A pooled array of [Color]s." msgstr "" #: 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 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 "" #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml msgid "Appends a value to the array." msgstr "" #: 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 "" #: doc/classes/PoolIntArray.xml msgid "A pooled array of integers ([int])." msgstr "" #: 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 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 "" #: doc/classes/PoolIntArray.xml msgid "Appends a [PoolIntArray] at the end of this array." msgstr "" #: 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 "" #: doc/classes/PoolIntArray.xml msgid "Changes the int at the given index." msgstr "" #: doc/classes/PoolRealArray.xml msgid "A pooled array of real numbers ([float])." msgstr "" #: 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 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 "" #: doc/classes/PoolRealArray.xml msgid "Appends a [PoolRealArray] at the end of this array." msgstr "" #: doc/classes/PoolRealArray.xml msgid "Changes the float at the given index." msgstr "" #: doc/classes/PoolStringArray.xml msgid "A pooled array of [String]s." msgstr "" #: 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 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 "" #: doc/classes/PoolStringArray.xml msgid "Appends a [PoolStringArray] at the end of this array." msgstr "" #: doc/classes/PoolStringArray.xml msgid "" "Returns a [String] with each element of the array joined with the given " "[code]delimiter[/code]." msgstr "" #: doc/classes/PoolStringArray.xml msgid "Appends a string element at end of the array." msgstr "" #: doc/classes/PoolStringArray.xml msgid "Changes the [String] at the given index." msgstr "" #: doc/classes/PoolVector2Array.xml msgid "A pooled array of [Vector2]s." msgstr "" #: 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 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 "" #: doc/classes/PoolVector2Array.xml msgid "" "Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PoolVector2Array.xml msgid "Appends a [PoolVector2Array] at the end of this array." msgstr "" #: doc/classes/PoolVector2Array.xml msgid "Inserts a [Vector2] at the end." msgstr "" #: doc/classes/PoolVector2Array.xml msgid "Changes the [Vector2] at the given index." msgstr "" #: doc/classes/PoolVector3Array.xml msgid "A pooled array of [Vector3]." msgstr "" #: 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 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 "" #: doc/classes/PoolVector3Array.xml msgid "Appends a [PoolVector3Array] at the end of this array." msgstr "" #: doc/classes/PoolVector3Array.xml msgid "Inserts a [Vector3] at the end." msgstr "" #: doc/classes/PoolVector3Array.xml msgid "Changes the [Vector3] at the given index." msgstr "" #: doc/classes/Popup.xml msgid "Base container control for popups and dialogs." msgstr "" #: 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 "" #: 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 "" #: 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 "Emitido quando um popup é ocultado." #: doc/classes/Popup.xml msgid "Notification sent right after the popup is shown." msgstr "" #: doc/classes/Popup.xml msgid "Notification sent right after the popup is hidden." msgstr "" #: doc/classes/PopupDialog.xml msgid "Base class for popup dialogs." msgstr "" #: doc/classes/PopupDialog.xml msgid "" "PopupDialog is a base class for popup dialogs, along with [WindowDialog]." msgstr "" #: doc/classes/PopupDialog.xml msgid "Sets a custom [StyleBox] for the panel of the [PopupDialog]." msgstr "" #: doc/classes/PopupMenu.xml msgid "PopupMenu displays a list of options." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " "in toolbars or context menus.\n" "[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " "searching within the list while the control is focused. Press a key that " "matches the first letter of an item's name to select the first item starting " "with the given letter. After that point, there are two ways to perform " "incremental search: 1) Press the same key again before the timeout duration " "to select the next item starting with the same letter. 2) Press letter keys " "that match the rest of the word before the timeout duration to match to " "select the item in question directly. Both of these actions will be reset to " "the beginning of the list if the timeout duration has passed since the last " "keystroke was registered. You can adjust the timeout duration by changing " "[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: 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 "" #: doc/classes/PopupMenu.xml msgid "" "Same as [method add_icon_check_shortcut], but uses a radio check button." msgstr "" #: 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 "" #: doc/classes/PopupMenu.xml msgid "" "Returns the index of the currently focused item. Returns [code]-1[/code] if " "no item is focused." msgstr "" #: 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 "" #: 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 "" #: 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 "Retorna o tipo do nó em at [code]idx[/code]." #: doc/classes/PopupMenu.xml msgid "" "Returns [code]true[/code] if the popup will be hidden when the window loses " "focus or not." msgstr "" #: 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 "" #: 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].\n" "Passing [code]-1[/code] as the index makes so that no item is focused." msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/PopupMenu.xml msgid "Hides the [PopupMenu] when the window loses focus." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/PopupMenu.xml msgid "Disables the [ShortCut] of the specified index [code]idx[/code]." msgstr "" #: 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 "" #: doc/classes/PopupMenu.xml msgid "" "Toggles the check state of the item of the specified index [code]idx[/code]." msgstr "" #: 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 "" #: doc/classes/PopupMenu.xml msgid "" "If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button " "is selected." msgstr "" #: doc/classes/PopupMenu.xml msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "If [code]true[/code], hides the [PopupMenu] when a state item is selected." msgstr "" #: 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 "" #: 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 "" #: doc/classes/PopupMenu.xml msgid "[Color] used for the hovered text." msgstr "" #: 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 "" #: doc/classes/PopupMenu.xml msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml #, fuzzy msgid "[Font] used for the labeled separator." msgstr "Não há sugestão para a propriedade editada." #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked radio button items." msgstr "" #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the unchecked radio button items." msgstr "" #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the submenu arrow." msgstr "" #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the unchecked checkbox items." msgstr "" #: doc/classes/PopupMenu.xml msgid "[StyleBox] displayed when the [PopupMenu] item is hovered." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[StyleBox] for the left side of labeled separator. See [method " "add_separator]." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[StyleBox] for the right side of labeled separator. See [method " "add_separator]." msgstr "" #: doc/classes/PopupMenu.xml msgid "Default [StyleBox] of the [PopupMenu] items." msgstr "" #: doc/classes/PopupMenu.xml msgid "[StyleBox] used when the [PopupMenu] item is disabled." msgstr "" #: doc/classes/PopupMenu.xml msgid "[StyleBox] used for the separators. See [method add_separator]." msgstr "" #: doc/classes/PopupPanel.xml msgid "Class for displaying popups with a panel background." msgstr "" #: 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].\n" "If any [Control] node is added as a child of this [PopupPanel], it will be " "stretched to fit the panel's size (similar to how [PanelContainer] works)." msgstr "" #: doc/classes/PopupPanel.xml msgid "The background panel style of this [PopupPanel]." msgstr "" #: doc/classes/Portal.xml msgid "Portal nodes are used to enable visibility between [Room]s." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Position3D.xml msgid "Generic 3D position hint for editing." msgstr "" #: 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 "" #: 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 "" #: doc/classes/PrismMesh.xml msgid "Class representing a prism-shaped [PrimitiveMesh]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/ProceduralSky.xml msgid "" "How quickly the [member ground_horizon_color] fades into the [member " "ground_bottom_color]." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Amount of energy contribution from the ground." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Color of the ground at the horizon." msgstr "" #: doc/classes/ProceduralSky.xml msgid "" "How quickly the [member sky_horizon_color] fades into the [member " "sky_top_color]." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Amount of energy contribution from the sky." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Color of the sky at the horizon." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Color of the sky at the top." msgstr "" #: 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 "A cor do sol." #: 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 msgid "Amount of energy contribution from the sun." msgstr "" #: doc/classes/ProceduralSky.xml msgid "The sun's height using polar coordinates." msgstr "" #: doc/classes/ProceduralSky.xml msgid "The direction of the sun using polar coordinates." msgstr "" #: doc/classes/ProceduralSky.xml msgid "" "Size of [Texture] that the ProceduralSky will generate. The size is set " "using [enum TextureSize]." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 256x128." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 512x256." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 1024x512. This is the default size." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 2048x1024." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 4096x2048." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Represents the size of the [enum TextureSize] enum." msgstr "" #: doc/classes/ProgressBar.xml msgid "General-purpose progress bar." msgstr "" #: doc/classes/ProgressBar.xml msgid "General-purpose progress bar. Shows fill percentage from right to left." msgstr "" #: doc/classes/ProgressBar.xml msgid "If [code]true[/code], the fill percentage is displayed on the bar." msgstr "" #: doc/classes/ProgressBar.xml msgid "The color of the text." msgstr "A cor do texto." #: doc/classes/ProgressBar.xml msgid "The color of the text's shadow." msgstr "A cor da sombra do texto." #: doc/classes/ProgressBar.xml msgid "" "Font used to draw the fill percentage if [member percent_visible] is " "[code]true[/code]." msgstr "" #: doc/classes/ProgressBar.xml msgid "The style of the background." msgstr "" #: doc/classes/ProgressBar.xml msgid "The style of the progress (i.e. the part that fills the bar)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Contains global variables accessible from everywhere." msgstr "" #: 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 "" #: doc/classes/ProjectSettings.xml msgid "Clears the whole configuration (not recommended, may break things)." msgstr "" #: 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 "" #: 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 "" #: doc/classes/ProjectSettings.xml msgid "Returns [code]true[/code] if a configuration value is present." msgstr "" #: 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 "" #: 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.\n" "[b]Note:[/b] If the operating system blocks access to audio input devices " "(due to the user's privacy settings), audio capture will only return " "silence. On Windows 10 and later, make sure that apps are allowed to access " "the microphone in the OS' privacy settings." 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 "" #: 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 "" #: 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 "" #: doc/classes/ProjectSettings.xml 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 "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a function is declared with the " "same name as a constant." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when using a variable that wasn't " "previously assigned." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], enables warnings when performing an unsafe cast." msgstr "" #: 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 "" #: 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 "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a function parameter is unused." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a member variable is unused." msgstr "" #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], enables warnings when a signal is unused." msgstr "" #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], enables warnings when a local variable is unused." msgstr "" #: 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 "" #: doc/classes/ProjectSettings.xml msgid "" "Message to be displayed before the backtrace when the engine crashes. By " "default, this message is only used in exported projects due to the editor-" "only override applied to this setting." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Editor-only override for [member debug/settings/crash_handler/message]. Does " "not affect exported projects in debug or release mode." msgstr "" #: 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 "" #: 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 "" #: doc/classes/ProjectSettings.xml msgid "Print frames per second to standard output every second." msgstr "" #: 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 "" #: doc/classes/ProjectSettings.xml msgid "Hotspot for the custom mouse cursor image." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Position offset for tooltips, relative to the mouse cursor's hotspot." msgstr "" #: 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 "" #: 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 "" "Default naming style for scene files to infer from their root nodes. " "Possible options are:\n" "- [code]0[/code] (Auto): Uses the scene root name as is without changing its " "casing.\n" "- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase " "casing.\n" "- [code]2[/code] (snake_case): Converts the scene root name to snake_case " "casing." 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 "" #: doc/classes/ProjectSettings.xml msgid "" "Timer setting for incremental search in [Tree], [ItemList], etc. controls " "(in milliseconds)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Timer for detecting idle in [TextEdit] (in seconds)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Default delay for tooltips (in seconds)." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 10. If left empty, the layer will " "display as \"Layer 10\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 11. If left empty, the layer will " "display as \"Layer 11\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 12. If left empty, the layer will " "display as \"Layer 12\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 13. If left empty, the layer will " "display as \"Layer 13\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 14. If left empty, the layer will " "display as \"Layer 14\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 15. If left empty, the layer will " "display as \"Layer 15\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 16. If left empty, the layer will " "display as \"Layer 16\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 17. If left empty, the layer will " "display as \"Layer 17\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 18. If left empty, the layer will " "display as \"Layer 18\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 19. If left empty, the layer will " "display as \"Layer 19\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 2. If left empty, the layer will " "display as \"Layer 2\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 20. If left empty, the layer will " "display as \"Layer 20\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 21. If left empty, the layer will " "display as \"Layer 21\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 22. If left empty, the layer will " "display as \"Layer 22\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 23. If left empty, the layer will " "display as \"Layer 23\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 24. If left empty, the layer will " "display as \"Layer 24\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 25. If left empty, the layer will " "display as \"Layer 25\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 26. If left empty, the layer will " "display as \"Layer 26\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 27. If left empty, the layer will " "display as \"Layer 27\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 28. If left empty, the layer will " "display as \"Layer 28\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 29. If left empty, the layer will " "display as \"Layer 29\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 3. If left empty, the layer will " "display as \"Layer 3\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 30. If left empty, the layer will " "display as \"Layer 30\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 31. If left empty, the layer will " "display as \"Layer 31\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 32. If left empty, the layer will " "display as \"Layer 32\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 4. If left empty, the layer will " "display as \"Layer 4\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 5. If left empty, the layer will " "display as \"Layer 5\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 6. If left empty, the layer will " "display as \"Layer 6\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 7. If left empty, the layer will " "display as \"Layer 7\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 8. If left empty, the layer will " "display as \"Layer 8\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 9. If left empty, the layer will " "display as \"Layer 9\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 1." msgstr "Nome opcional para a camada 1 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 10." msgstr "Nome opcional para a camada 10 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 11." msgstr "Nome opcional para a camada 11 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 12." msgstr "Nome opcional para a camada 12 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 13." msgstr "Nome opcional para a camada 13 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 14." msgstr "Nome opcional para a camada 14 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 15." msgstr "Nome opcional para a camada 15 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 16." msgstr "Nome opcional para a camada 16 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 17." msgstr "Nome opcional para a camada 17 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 18." msgstr "Nome opcional para a camada 18 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 19." msgstr "Nome opcional para a camada 19 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 2." msgstr "Nome opcional para a camada 2 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 20." msgstr "Nome opcional para a camada 20 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 21." msgstr "Nome opcional para a camada 21 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 22." msgstr "Nome opcional para a camada 22 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 23." msgstr "Nome opcional para a camada 23 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 24." msgstr "Nome opcional para a camada 24 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 25." msgstr "Nome opcional para a camada 25 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 26." msgstr "Nome opcional para a camada 26 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 27." msgstr "Nome opcional para a camada 27 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 28." msgstr "Nome opcional para a camada 28 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 29." msgstr "Nome opcional para a camada 29 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 3." msgstr "Nome opcional para a camada 3 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 30." msgstr "Nome opcional para a camada 30 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 31." msgstr "Nome opcional para a camada 31 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 32." msgstr "Nome opcional para a camada 32 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 4." msgstr "Nome opcional para a camada 4 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 5." msgstr "Nome opcional para a camada 5 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 6." msgstr "Nome opcional para a camada 6 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 7." msgstr "Nome opcional para a camada 7 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 8." msgstr "Nome opcional para a camada 8 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 9." msgstr "Nome opcional para a camada 9 da física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 1." msgstr "Nome opcional para a camada 1 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 10." msgstr "Nome opcional para a camada 10 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 11." msgstr "Nome opcional para a camada 11 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 12." msgstr "Nome opcional para a camada 12 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 13." msgstr "Nome opcional para a camada 13 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 14." msgstr "Nome opcional para a camada 14 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 15." msgstr "Nome opcional para a camada 15 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 16." msgstr "Nome opcional para a camada 16 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 17." msgstr "Nome opcional para a camada 17 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 18." msgstr "Nome opcional para a camada 18 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 19." msgstr "Nome opcional para a camada 19 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 2." msgstr "Nome opcional para a camada 2 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 20." msgstr "Nome opcional para a camada 20 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 3." msgstr "Nome opcional para a camada 3 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 4." msgstr "Nome opcional para a camada 4 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 5." msgstr "Nome opcional para a camada 5 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 6." msgstr "Nome opcional para a camada 6 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 7." msgstr "Nome opcional para a camada 7 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 8." msgstr "Nome opcional para a camada 8 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 9." msgstr "Nome opcional para a camada 9 da renderização 2D." #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 10. If left empty, the layer will " "display as \"Layer 10\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 11. If left empty, the layer will " "display as \"Layer 11\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 12. If left empty, the layer will " "display as \"Layer 12\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 13. If left empty, the layer will " "display as \"Layer 13\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 14. If left empty, the layer will " "display as \"Layer 14\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 15. If left empty, the layer will " "display as \"Layer 15\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 16. If left empty, the layer will " "display as \"Layer 16\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 17. If left empty, the layer will " "display as \"Layer 17\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 18. If left empty, the layer will " "display as \"Layer 18\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 19. If left empty, the layer will " "display as \"Layer 19\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 2. If left empty, the layer will " "display as \"Layer 2\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 20. If left empty, the layer will " "display as \"Layer 20\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 21. If left empty, the layer will " "display as \"Layer 21\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 22. If left empty, the layer will " "display as \"Layer 22\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 23. If left empty, the layer will " "display as \"Layer 23\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 24. If left empty, the layer will " "display as \"Layer 24\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 25. If left empty, the layer will " "display as \"Layer 25\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 26. If left empty, the layer will " "display as \"Layer 26\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 27. If left empty, the layer will " "display as \"Layer 27\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 28. If left empty, the layer will " "display as \"Layer 28\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 29. If left empty, the layer will " "display as \"Layer 29\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 3. If left empty, the layer will " "display as \"Layer 3\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 30. If left empty, the layer will " "display as \"Layer 30\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 31. If left empty, the layer will " "display as \"Layer 31\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 32. If left empty, the layer will " "display as \"Layer 32\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 4. If left empty, the layer will " "display as \"Layer 4\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 5. If left empty, the layer will " "display as \"Layer 5\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 6. If left empty, the layer will " "display as \"Layer 6\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 7. If left empty, the layer will " "display as \"Layer 7\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 8. If left empty, the layer will " "display as \"Layer 8\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 9. If left empty, the layer will " "display as \"Layer 9\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 1." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 10." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 11." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 12." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 13." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 14." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 15." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 16." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 17." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 18." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 19." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 2." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 20." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 21." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 22." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 23." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 24." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 25." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 26." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 27." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 28." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 29." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 3." msgstr "Nome opcional para a camada 3 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 30." msgstr "Nome opcional para a camada 30 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 31." msgstr "Nome opcional para a camada 31 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 32." msgstr "Nome opcional para a camada 32 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 4." msgstr "Nome opcional para a camada 4 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 5." msgstr "Nome opcional para a camada 5 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 6." msgstr "Nome opcional para a camada 6 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 7." msgstr "Nome opcional para a camada 7 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 8." msgstr "Nome opcional para a camada 8 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 9." msgstr "Nome opcional para a camada 9 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 1." msgstr "Nome opcional para a camada 1 de renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 10." msgstr "Nome opcional para a camada 10 de renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 11." msgstr "Nome opcional para a camada 11 de renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 12." msgstr "Nome opcional para a camada 12 de renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 13." msgstr "Nome opcional para a camada 13 de renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 14." msgstr "Nome opcional para a camada 14 de renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 15." msgstr "Nome opcional para a camada 15 da renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 16." msgstr "Nome opcional para a camada 16 da renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 17." msgstr "Nome opcional para a camada 17 da renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 18." msgstr "Nome opcional para a camada 18 da renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 19." msgstr "Nome opcional para a camada 19 da renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 2." msgstr "Nome opcional para a camada 2 da renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 20." msgstr "Nome opcional para a camada 20 da renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 3." msgstr "Nome opcional para a camada 3 da renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 4." msgstr "Nome opcional para a camada 4 da renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 5." msgstr "Nome opcional para a camada 5 da renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 6." msgstr "Nome opcional para a camada 6 da renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 7." msgstr "Nome opcional para a camada 7 da renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 8." msgstr "Nome opcional para a camada 8 da renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 9." msgstr "Nome opcional para a camada 9 da renderização 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 "" "A localidade para retornar se uma tradução não estiver disponível em um " "determinado idioma. Se deixado em branco, [code]en[/code] (inglês) será " "usado." #: doc/classes/ProjectSettings.xml msgid "" "If non-empty, this locale will be used when running the project from the " "editor." msgstr "" "Se não estiver vazio, essa localidade será usada ao executar o projeto a " "partir do editor." #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], logs all output to files." msgstr "Se [code]true[/code], registra todas os resultados nos arquivos." #: 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 "" "Substituição da área de trabalho para [member logging/file_logging/" "enable_file_logging], pois os arquivos de log não são facilmente acessíveis " "em plataformas móveis/Web." #: doc/classes/ProjectSettings.xml msgid "" "Path to logs within the project. Using an [code]user://[/code] path is " "recommended." msgstr "" "Caminho para logs dentro do projeto. Recomenda se utilizar um caminho " "[code]user://[/code]." #: doc/classes/ProjectSettings.xml msgid "Specifies the maximum amount of log files allowed (used for rotation)." msgstr "" "Especifica a quantidade máxima de arquivos de log permitidos (usados para " "rotação)." #: 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 "" "Godot usa uma fila de mensagens para adiar algumas chamadas de função. Se " "você ficar sem espaço nela (você verá um erro), você pode aumentar o tamanho " "aqui." #: 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 "" "Isso é usado por servidores quando usado no modo multi-threading (servidores " "e visual). Os RIDs são pré-alocados para evitar a interrupção do servidor " "que os solicita em encadeamentos. Se os servidores ficarem paralisados com " "muita frequência ao carregar recursos em um encadeamento, aumente esse " "número." #: 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 "" "A política a ser usada para exceções Mono (C#) não tratadas. O padrão " "\"Terminate Application\" sai do projeto assim que uma exceção não tratada é " "lançada. Em vez disso, \"Log Error\" registra uma mensagem de erro no " "console e não interromperá a execução do projeto quando uma exceção não " "tratada for lançada.\n" "[b]Observação:[/b] A política de exceção não tratada é sempre definida como " "\"Erro de log\" no editor, que também inclui scripts C# [code]tool[/code] " "executados no editor, bem como o código do plug-in do editor." #: doc/classes/ProjectSettings.xml msgid "" "Default cell height for 2D navigation maps. See [method Navigation2DServer." "map_set_cell_height].\n" "[b]Note:[/b] Currently not implemented." msgstr "" "Altura de célula padrão para mapas de navegação 2D. Consulte [método " "Navigation2DServer.map_set_cell_height].\n" "[b]Observação:[/b] atualmente não implementado." #: doc/classes/ProjectSettings.xml msgid "" "Default cell size for 2D navigation maps. See [method Navigation2DServer." "map_set_cell_size]." msgstr "" "Tamanho de célula padrão para mapas de navegação 2D. Consulte [method " "Navigation2DServer.map_set_cell_size]." #: doc/classes/ProjectSettings.xml msgid "" "Default edge connection margin for 2D navigation maps. See [method " "Navigation2DServer.map_set_edge_connection_margin]." msgstr "" "Margem de conexão de borda padrão para mapas de navegação 2D. Consulte " "[method Navigation2DServer.map_set_edge_connection_margin]." #: doc/classes/ProjectSettings.xml msgid "" "Default cell height for 3D navigation maps. See [method NavigationServer." "map_set_cell_height]." msgstr "" "Altura de célula padrão para mapas de navegação 3D. Consulte [method " "NavigationServer.map_set_cell_height]." #: doc/classes/ProjectSettings.xml msgid "" "Default cell size for 3D navigation maps. See [method NavigationServer." "map_set_cell_size]." msgstr "" "Tamanho de célula padrão para mapas de navegação 3D. Consulte [method " "NavigationServer.map_set_cell_size]." #: doc/classes/ProjectSettings.xml msgid "" "Default edge connection margin for 3D navigation maps. See [method " "NavigationServer.map_set_edge_connection_margin]." msgstr "" "Margem de conexão de borda padrão para mapas de navegação 3D. Consulte " "[method NavigationServer.map_set_edge_connection_margin]." #: doc/classes/ProjectSettings.xml msgid "" "Default map up vector for 3D navigation maps. See [method NavigationServer." "map_set_up]." msgstr "" "Vetor de mapa padrão para mapas de navegação 3D. Consulte [method " "NavigationServer.map_set_up]." #: 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 "" "Quantidade máxima de caracteres permitidos para enviar como saída do " "depurador. Acima desse valor, o conteúdo é descartado. Isso ajuda a não " "travar a conexão do depurador." #: 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 "" "Número máximo de erros permitidos a serem enviados como saída do depurador. " "Acima desse valor, o conteúdo é descartado. Isso ajuda a não travar a " "conexão do depurador." #: 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 "" "Quantidade máxima de mensagens permitidas para enviar como saída do " "depurador. Acima desse valor, o conteúdo é descartado. Isso ajuda a não " "travar a conexão do depurador." #: 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 "" "Número máximo de avisos que podem ser enviados como saída do depurador. " "Acima desse valor, o conteúdo é descartado. Isso ajuda a não travar a " "conexão do depurador." #: 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 "" "Tamanho padrão do fluxo de pares de pacotes para desserializar dados Godot " "(em bytes, especificado como uma potência de dois). O valor padrão [code]16[/" "code] é igual a 65.536 bytes. Acima desse tamanho, os dados são descartados." #: doc/classes/ProjectSettings.xml msgid "Timeout (in seconds) for connection attempts using TCP." msgstr "Tempo limite (em segundos) para tentativas de conexão usando TCP." #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer." msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebRTCDataChannel]." #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer." msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebSocketClient]." #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent input packets for [WebSocketClient]." msgstr "" "Número máximo de pacotes de entrada simultâneos para [WebSocketClient]." #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer." msgstr "Tamanho máximo (em kiB) para o buffer de saída [WebSocketClient]." #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent output packets for [WebSocketClient]." msgstr "Número máximo de pacotes de saída simultâneos para [WebSocketClient]." #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer." msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebSocketServer]." #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent input packets for [WebSocketServer]." msgstr "" "Número máximo de pacotes de entrada simultâneos para [WebSocketServer]." #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer." msgstr "Tamanho máximo (em kiB) para o buffer de saída [WebSocketServer]." #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent output packets for [WebSocketServer]." msgstr "Número máximo de pacotes de saída simultâneos para [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 "" "Quantidade de leitura antecipada usada pelo sistema de arquivos remoto. " "Valores mais altos diminuem os efeitos da latência ao custo de maior uso de " "largura de banda." #: doc/classes/ProjectSettings.xml msgid "Page size used by remote filesystem (in bytes)." msgstr "Tamanho da página usado pelo sistema de arquivos remoto (em bytes)." #: 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 msgid "" "Size of the hash table used for the broad-phase 2D hash grid algorithm.\n" "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" #: doc/classes/ProjectSettings.xml 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 "" #: 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 "" #: 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 "" #: doc/classes/ProjectSettings.xml msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_LOW]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_MEDIUM]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_ULTRA]." msgstr "" #: 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 [member rendering/gles3/" "shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default is a very conservative override for [member rendering/gles3/" "shaders/max_simultaneous_compiles].\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 [member rendering/gles3/" "shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default is a very conservative override for [member rendering/gles3/" "shaders/max_simultaneous_compiles].\n" "Depending on the specific browsers you are targeting, you may want to raise " "it.\n" "[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" "shaders/shader_compilation_mode] 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 [member rendering/gles3/" "shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "An override for [member rendering/gles3/shaders/shader_cache_size_mb], 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 [member rendering/gles3/" "shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " "smaller maximum size can be configured for web platforms, where storage " "space is more limited.\n" "[b]Note:[/b] Currently, shader caching is generally unavailable on web " "platforms.\n" "[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" "shaders/shader_compilation_mode] 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 [member rendering/gles3/shaders/shader_compilation_mode], so " "asynchronous compilation can be disabled on mobile platforms.\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 "" "An override for [member rendering/gles3/shaders/shader_compilation_mode], so " "asynchronous compilation can be disabled on web platforms.\n" "You may want to do that since certain browsers (especially on mobile " "platforms) 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 msgid "" "If [code]true[/code], the texture importer will import lossless textures " "using the PNG format. Otherwise, it will default to using WebP." msgstr "" #: doc/classes/ProjectSettings.xml 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 "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], gameplay callbacks will be sent as [code]signals[/" "code]. If [code]false[/code], they will be sent as [code]notifications[/" "code]." msgstr "" #: doc/classes/ProjectSettings.xml 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. With the exception of [code]1[/code], " "only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/" "code], [code]16[/code]). A value of [code]1[/code] forcibly disables " "anisotropic filtering, even on textures where it is enabled.\n" "[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not " "enabled by default[/i] on textures. For this setting to have an effect, " "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]. However, anisotropic filtering is " "rarely useful in 2D, so only enable it for textures in 2D if it makes a " "meaningful visual difference.\n" "[b]Note:[/b] This property is only read when the project starts. There is " "currently no way to change this setting at run-time." 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 3D. 2D rendering is [i]not[/i] affected by " "debanding unless the [member Environment.background_mode] is [constant " "Environment.BG_CANVAS]. In this case, [member rendering/quality/" "intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n" "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.\n" "[b]Note:[/b] This property is only read when the project starts. To set " "debanding at run-time, set [member Viewport.debanding] on the root " "[Viewport] instead." 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). The value will " "be rounded up to the nearest power of 2. See shadow mapping 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 "" #: 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 "" #: 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 "" #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" #: 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" "[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 "" #: 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 "" #: doc/classes/QuadMesh.xml msgid "Offset of the generated Quad. Useful for particles." msgstr "" #: doc/classes/QuadMesh.xml msgid "Size on the X and Y axes." msgstr "" #: doc/classes/Quat.xml msgid "Quaternion." msgstr "Quatérnio." #: 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 "" #: 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 "" #: doc/classes/Quat.xml msgid "Constructs a quaternion defined by the given values." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Quat.xml 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 "" #: doc/classes/Quat.xml msgid "Returns whether the quaternion is normalized or not." msgstr "" #: doc/classes/Quat.xml msgid "Returns the length of the quaternion." msgstr "" #: doc/classes/Quat.xml msgid "Returns the length of the quaternion, squared." msgstr "" #: doc/classes/Quat.xml msgid "Returns a copy of the quaternion, normalized to unit length." msgstr "" #: 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 "" #: doc/classes/Quat.xml msgid "" "W component of the quaternion (real part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/RandomNumberGenerator.xml msgid "Random number generation" msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a pseudo-random float between [code]0.0[/code] and [code]1.0[/" "code] (inclusive)." msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a pseudo-random float between [code]from[/code] and [code]to[/" "code] (inclusive)." msgstr "" #: 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 "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a pseudo-random 32-bit signed integer between [code]from[/code] " "and [code]to[/code] (inclusive)." msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "Setups a time-based seed to generator." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Range.xml msgid "Abstract base class for range-based controls." msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " "[member value] between a [member min_value] and [member max_value], using a " "configured [member step] and [member page] size. See e.g. [ScrollBar] and " "[Slider] for examples of higher level nodes using Range." msgstr "" #: 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 "" #: doc/classes/Range.xml msgid "" "If [code]true[/code], [member value] may be less than [member min_value]." msgstr "" #: 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 "" #: doc/classes/Range.xml msgid "" "Minimum value. Range is clamped if [code]value[/code] is less than " "[code]min_value[/code]." msgstr "" #: 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 "" #: doc/classes/Range.xml msgid "" "If [code]true[/code], [code]value[/code] will always be rounded to the " "nearest integer." msgstr "" #: 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 "" #: doc/classes/Range.xml msgid "" "Emitted when [member min_value], [member max_value], [member page], or " "[member step] change." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Removes a collision exception so the ray does report collisions with the " "specified node." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Removes a collision exception so the ray does report collisions with the " "specified [RID]." msgstr "" #: 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 msgid "If [code]true[/code], collision with [Area]s will be reported." msgstr "" #: doc/classes/RayCast.xml msgid "If [code]true[/code], collision with [PhysicsBody]s will be reported." msgstr "" #: 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 "" #: doc/classes/RayCast.xml msgid "" "If [code]true[/code], collisions will be ignored for this RayCast's " "immediate parent." msgstr "" #: 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 "" #: doc/classes/RayCast2D.xml msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported." msgstr "" #: doc/classes/RayCast2D.xml msgid "" "If [code]true[/code], the parent node will be excluded from collision " "detection." msgstr "" #: doc/classes/RayShape.xml msgid "Ray shape for 3D collisions." msgstr "" #: 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 "" #: doc/classes/RayShape.xml doc/classes/RayShape2D.xml msgid "If [code]true[/code], allow the shape to return the correct normal." msgstr "" #: doc/classes/RayShape2D.xml msgid "Ray shape for 2D collisions." msgstr "" #: 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 msgid "2D axis-aligned bounding box." msgstr "" #: 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 "" #: doc/classes/Rect2.xml msgid "Constructs a [Rect2] by position and size." msgstr "" #: doc/classes/Rect2.xml msgid "Constructs a [Rect2] by x, y, width, and height." msgstr "" #: 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 "" #: doc/classes/Rect2.xml msgid "" "Returns [code]true[/code] if this [Rect2] completely encloses another one." msgstr "" #: 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 msgid "Returns the area of the [Rect2]. See also [method has_no_area]." msgstr "" #: doc/classes/Rect2.xml msgid "" "Returns the center of the [Rect2], which is equal to [member position] + " "([member size] / 2)." msgstr "" #: 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 "" #: 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 "" #: doc/classes/RectangleShape2D.xml msgid "Rectangle shape for 2D collisions." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 msgid "" "Captures its surroundings to create fast, accurate reflections from a given " "point." msgstr "" #: 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 "" #: 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 msgid "" "If [code]true[/code], reflections will ignore sky contribution. Ambient " "lighting is then controlled by the [code]interior_ambient_*[/code] " "properties." msgstr "" #: doc/classes/ReflectionProbe.xml 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 "" #: modules/regex/doc_classes/RegEx.xml msgid "Returns whether this object has a valid search pattern assigned." msgstr "" #: 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].\n" "The region to search within can be specified with [code]offset[/code] and " "[code]end[/code]. This is useful when searching for another match in the " "same [code]subject[/code] by calling this method again after a previous " "success. Setting these parameters differs from passing over a shortened " "string. For example, the start anchor [code]^[/code] is not affected by " "[code]offset[/code], and the character before [code]offset[/code] will be " "checked for the word boundary [code]\\b[/code]." 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.\n" "The region to search within can be specified with [code]offset[/code] and " "[code]end[/code]. This is useful when searching for another match in the " "same [code]subject[/code] by calling this method again after a previous " "success. Setting these parameters differs from passing over a shortened " "string. For example, the start anchor [code]^[/code] is not affected by " "[code]offset[/code], and the character before [code]offset[/code] will be " "checked for the word boundary [code]\\b[/code]." 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).\n" "The region to search within can be specified with [code]offset[/code] and " "[code]end[/code]. This is useful when searching for another match in the " "same [code]subject[/code] by calling this method again after a previous " "success. Setting these parameters differs from passing over a shortened " "string. For example, the start anchor [code]^[/code] is not affected by " "[code]offset[/code], and the character before [code]offset[/code] will be " "checked for the word boundary [code]\\b[/code]." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml msgid "Contains the results of a [RegEx] search." msgstr "" #: 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 "" #: 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 "" #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's rotation is updated." msgstr "" #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's scale is updated." msgstr "" #: 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 "" #: doc/classes/RemoteTransform2D.xml msgid "" "RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] " "derived Node in the scene." msgstr "" #: 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 "" #: doc/classes/Resource.xml msgid "Base class for all resources." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 msgid "Base class for the implementation of core resource importers." msgstr "" #: 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 "" #: doc/classes/ResourceImporter.xml msgid "The default import order." msgstr "" #: 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 "" #: 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 msgid "" "Returns the loaded resource if the load operation completed successfully, " "[code]null[/code] otherwise." msgstr "" #: 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 "" #: doc/classes/ResourceLoader.xml msgid "Returns the list of recognized extensions for a resource type." msgstr "" #: doc/classes/ResourceLoader.xml msgid "" "[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead." msgstr "" #: 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 "" #: doc/classes/ResourcePreloader.xml msgid "Resource Preloader Node." msgstr "" #: 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 "" #: doc/classes/ResourcePreloader.xml msgid "" "Returns [code]true[/code] if the preloader contains a resource associated to " "[code]name[/code]." msgstr "" #: doc/classes/ResourcePreloader.xml msgid "" "Removes the resource associated to [code]name[/code] from the preloader." msgstr "" #: doc/classes/ResourcePreloader.xml msgid "" "Renames a resource inside the preloader from [code]name[/code] to " "[code]newname[/code]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/ResourceSaver.xml msgid "Bundles external resources." msgstr "" #: doc/classes/ResourceSaver.xml msgid "" "Changes the [member Resource.resource_path] of the saved resource to match " "its new location." msgstr "" #: doc/classes/ResourceSaver.xml msgid "" "Do not save editor-specific metadata (identified by their [code]__editor[/" "code] prefix)." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/RichTextLabel.xml msgid "Label that displays rich text." msgstr "" #: 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 "" #: doc/classes/RichTextLabel.xml msgid "BBCode in RichTextLabel" msgstr "" #: 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 "" #: doc/classes/RichTextLabel.xml msgid "Adds raw non-BBCode-parsed text to the tag stack." msgstr "" #: 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 "" #: doc/classes/RichTextLabel.xml msgid "Returns the height of the content." msgstr "" #: 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 "Retorna o comprimento atual do braço da mola." #: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Installs a custom effect. [code]effect[/code] should be a valid " "[RichTextEffect]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Adds a newline tag to the tag stack." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for " "its duration." msgstr "" #: 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 "" #: 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 "" #: doc/classes/RichTextLabel.xml msgid "Adds a [code][font][/code] tag with a normal font to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Adds a [code][s][/code] tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Adds a [code][table=columns][/code] tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Adds a [code][u][/code] tag to the tag stack." msgstr "" #: 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 "" #: 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 "" #: doc/classes/RichTextLabel.xml msgid "If [code]true[/code], the label uses the custom font color." msgstr "" #: 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 "" #: doc/classes/RichTextLabel.xml msgid "If [code]true[/code], the label allows text selection." msgstr "" #: 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 "" #: doc/classes/RichTextLabel.xml msgid "Triggers when the mouse enters a meta tag." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Makes text left aligned." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Makes text centered." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Makes text right aligned." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Makes text fill width." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Aligns top of the inline image to the top of the text." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Aligns center of the inline image to the center of the text." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Aligns bottom of the inline image to the baseline of the text." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Aligns bottom of the inline image to the bottom of the text." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Each list item has a number marker." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Each list item has a letter marker." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Each list item has a filled circle marker." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The default text color." msgstr "A cor padrão do texto." #: doc/classes/RichTextLabel.xml msgid "" "The color of selected text, used when [member selection_enabled] is " "[code]true[/code]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The color of the font's shadow." msgstr "A cor da sombra da fonte." #: doc/classes/RichTextLabel.xml msgid "The color of the selection box." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The vertical space between lines." msgstr "O espaço vertical entre linhas." #: 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 "" #: doc/classes/RichTextLabel.xml msgid "The vertical offset of the font's shadow." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The horizontal separation of elements in a table." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The vertical separation of elements in a table." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The font used for bold text." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The font used for bold italics text." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The font used for italics text." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The font used for monospace text." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The default text font." msgstr "A fonte padrão do texto." #: doc/classes/RichTextLabel.xml msgid "The background used when the [RichTextLabel] is focused." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The normal background for the [RichTextLabel]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/RigidBody.xml msgid "" "Damps the body's rotational forces. If this value is different from -1.0 it " "will be added to any angular 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 "" #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the Y axis." msgstr "" #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the Z axis." msgstr "" #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the X axis." msgstr "" #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the Y axis." msgstr "" #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the Z axis." msgstr "" #: 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 "" #: doc/classes/RigidBody.xml msgid "The body mode. See [enum Mode] for possible values." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/RigidBody2D.xml msgid "The body's total applied torque." msgstr "" #: 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 "" #: 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 "" #: doc/classes/RigidBody2D.xml msgid "" "Character mode. Similar to [constant MODE_RIGID], but the body can not " "rotate." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved " "by code." msgstr "" #: 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 "" #: 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 visual debugging " "helpers may not be available when active, so switching the active flag is " "intended to be used to ensure 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).\n" "[b]Note:[/b] For efficiency, the portal system is designed to work with only " "the core visual object types. In particular, only nodes derived from " "[VisualInstance] are expected to show when the system is active." 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 msgid "The grid's cell size in 3D units." msgstr "" #: doc/classes/RootMotionView.xml msgid "The grid's color." msgstr "" #: 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 msgid "" "If [code]true[/code], the grid's points will all be on the same Y coordinate " "([i]local[/i] Y = 0). If [code]false[/code], the points' original Y " "coordinate is preserved." msgstr "" #: doc/classes/SceneState.xml msgid "A script interface to a scene file's data." msgstr "" #: 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 "" #: 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 "" #: doc/classes/SceneState.xml msgid "Returns the method connected to the signal at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml msgid "Returns the name of the signal at [code]idx[/code]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/SceneState.xml msgid "Returns the name of the node at [code]idx[/code]." msgstr "Retorna o nome do nó em [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 "" #: 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 "" #: doc/classes/SceneState.xml msgid "" "Returns the value of the property at [code]prop_idx[/code] for the node at " "[code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml msgid "Returns the type of the node at [code]idx[/code]." msgstr "Retorna o tipo do nó em at [code]idx[/code]." #: doc/classes/SceneState.xml msgid "" "Returns [code]true[/code] if the node at [code]idx[/code] is an " "[InstancePlaceholder]." msgstr "" #: doc/classes/SceneState.xml msgid "" "If passed to [method PackedScene.instance], blocks edits to the scene state." msgstr "" #: 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.\n" "[b]Note:[/b] Passing a value of [code]null[/code] into the method will " "unload the current scene without loading a new one." 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 "" #: doc/classes/SceneTree.xml msgid "" "Returns the current frame number, i.e. the total frame count since the " "application started." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Returns the peer IDs of all connected peers of this [SceneTree]'s [member " "network_peer]." msgstr "" #: doc/classes/SceneTree.xml msgid "Returns the unique peer ID of this [SceneTree]'s [member network_peer]." msgstr "" #: doc/classes/SceneTree.xml msgid "Returns the number of nodes in this [SceneTree]." msgstr "Retorna o número de nós nesta [SceneTree]." #: doc/classes/SceneTree.xml msgid "Returns a list of all nodes assigned to the given group." msgstr "" #: 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 "" #: 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 "" #: doc/classes/SceneTree.xml msgid "" "Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in " "server mode (listening for connections)." msgstr "" #: doc/classes/SceneTree.xml msgid "Sends the given notification to all members of the [code]group[/code]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 msgid "" "If [code]true[/code], the application automatically accepts quitting.\n" "For mobile platforms, see [member quit_on_go_back]." msgstr "" #: doc/classes/SceneTree.xml msgid "The current scene." msgstr "A cena atual." #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], collision shapes will be visible when running the game " "from the editor for debugging purposes.\n" "[b]Note:[/b] This property is not designed to be changed at run-time. " "Changing the value of [member debug_collisions_hint] while the project is " "running will not have the desired effect." msgstr "" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], navigation polygons will be visible when running the " "game from the editor for debugging purposes.\n" "[b]Note:[/b] This property is not designed to be changed at run-time. " "Changing the value of [member debug_navigation_hint] while the project is " "running will not have the desired effect." msgstr "" #: doc/classes/SceneTree.xml msgid "The root of the edited scene." msgstr "" #: doc/classes/SceneTree.xml msgid "The default [MultiplayerAPI] instance for this [SceneTree]." msgstr "" #: 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 "" #: doc/classes/SceneTree.xml msgid "The [SceneTree]'s root [Viewport]." msgstr "" #: 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 msgid "Emitted whenever global menu item is clicked." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " "the [SceneTree]." msgstr "" #: 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 "" #: doc/classes/SceneTree.xml msgid "" "Emitted when a node's configuration changed. Only emitted in [code]tool[/" "code] mode." msgstr "" "Emitido quando a configuração de um nó muda. Só é emitido no modo " "[code]tool[/code]." #: doc/classes/SceneTree.xml msgid "Emitted whenever a node is removed from the [SceneTree]." msgstr "Emitido cada vez que um nó é removido da [SceneTree]." #: doc/classes/SceneTree.xml msgid "Emitted whenever a node is renamed." msgstr "Emitido cada vez que um nó é renomeado." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " "node in the [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted when the screen resolution (fullscreen) or window size (windowed) " "changes." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] disconnected from " "server. Only emitted on clients." msgstr "" #: 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 "" #: doc/classes/SceneTree.xml msgid "Call a group in reverse scene order." msgstr "" #: doc/classes/SceneTree.xml msgid "Call a group immediately (calls are normally made on idle)." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Call a group only once even if the call is executed many times.\n" "[b]Note:[/b] Arguments are not taken into account when deciding whether the " "call is unique or not. Therefore when the same method is called with " "different arguments, only the first call will be performed." msgstr "" #: doc/classes/SceneTree.xml msgid "No stretching." msgstr "" #: doc/classes/SceneTree.xml msgid "Render stretching in higher resolution (interpolated)." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Keep the specified display resolution. No interpolation. Content may appear " "pixelated." msgstr "" #: 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 "" #: 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 dereferenced after its time elapses. To preserve the " "timer, you can keep a reference to it. See [Reference]." msgstr "" #: doc/classes/SceneTreeTimer.xml msgid "The time remaining (in seconds)." msgstr "" #: doc/classes/SceneTreeTimer.xml doc/classes/Timer.xml msgid "Emitted when the timer reaches 0." msgstr "Emitido quando o cronômetro chega ao 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 tween animation is created by adding [Tweener]s to the [SceneTreeTween] " "object, using [method tween_property], [method tween_interval], [method " "tween_callback] or [method tween_method]:\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, " "before finally calling [method Node.queue_free] to free the sprite. " "[Tweener]s are executed one after another by default. This behavior can be " "changed using [method parallel] and [method set_parallel].\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 a different transition type in the above " "example, you can use [method set_trans]:\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($Sprite, \"queue_free\")\n" "[/codeblock]\n" "Most of the [SceneTreeTween] methods can be chained this way too. In the " "following example the [SceneTreeTween] is bound to the running script's node " "and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" "tween.tween_property($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 sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" " tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" "You should avoid using more than one [SceneTreeTween] per object's property. " "If two or more tweens animate one property at the same time, the last one " "created will take priority and assign the final value. If you want to " "interrupt and restart an animation, consider assigning the [SceneTreeTween] " "to a variable:\n" "[codeblock]\n" "var tween\n" "func animate():\n" " if tween:\n" " tween.kill() # Abort the previous animation.\n" " tween = create_tween()\n" "[/codeblock]\n" "Some [Tweener]s use transitions and eases. The first accepts a [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 is created.\n" "[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the " "current frame, i.e. after [method Node._process] or [method Node." "_physics_process] (depending on [enum Tween.TweenProcessMode])." 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 the given [code]delta[/code] value, in " "seconds. This is mostly useful for manual control when the [SceneTreeTween] " "is paused. It can also be used to end the [SceneTreeTween] animation " "immediately, by setting [code]delta[/code] longer than the whole duration of " "the [SceneTreeTween] animation.\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 in the next processing " "frame after its animation finishes. Calling [method stop] after performing " "[method custom_step] instead keeps and resets the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] has been animating (i." "e. the 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]). A " "[SceneTreeTween] might become invalid when it has finished tweening, is " "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " "[SceneTreeTween]s can't have [Tweener]s appended. 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 "" #: 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 either it is killed with [method kill], the " "[SceneTreeTween]'s bound node is freed, 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. To prevent the game freezing, 0-duration looped animations " "(e.g. a single [CallbackTweener] with no delay) are stopped after a small " "number of loops, which may produce unexpected results. 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 "" #: 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 "" #: 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 to 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 "" #: 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" " $Label.text = \"Counting \" + str(value)\n" "[/codeblock]" msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " "seconds. The initial value by default is the property's value at the time " "the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($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 "" #: 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) in the next " "processing frame after this signal is emitted. Calling [method stop] inside " "the signal callback will prevent the [SceneTreeTween] from being removed." 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 the 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 in parallel." 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 "" #: doc/classes/SceneTreeTween.xml msgid "" "The [SceneTreeTween] will process regardless of whether [SceneTree] is " "paused." msgstr "" #: doc/classes/Script.xml msgid "A class stored as a resource." msgstr "" #: 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 "Retorna [code]true[/code] se o script pode ser instanciado." #: doc/classes/Script.xml msgid "Returns the script directly inherited by this script." msgstr "Retorna o script herdado diretamente por este script." #: doc/classes/Script.xml msgid "Returns the script's base type." msgstr "Retorna o tipo base de um script." #: doc/classes/Script.xml msgid "Returns the default value of the specified property." msgstr "Retorna o valor padrão da propriedade especificada." #: doc/classes/Script.xml msgid "Returns a dictionary containing constant names and their values." msgstr "" #: doc/classes/Script.xml msgid "Returns the list of methods in this [Script]." msgstr "Retorna a lista de métodos neste [Script]." #: doc/classes/Script.xml msgid "Returns the list of properties in this [Script]." msgstr "Retorna a lista de propriedades neste [Script]." #: doc/classes/Script.xml msgid "Returns the list of user signals defined in this [Script]." msgstr "" #: doc/classes/Script.xml msgid "" "Returns [code]true[/code] if the script, or a base class, defines a signal " "with the given name." msgstr "" #: doc/classes/Script.xml msgid "Returns [code]true[/code] if the script contains non-empty source code." msgstr "" #: doc/classes/Script.xml msgid "" "Returns [code]true[/code] if [code]base_object[/code] is an instance of this " "script." msgstr "" #: 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 "" #: doc/classes/Script.xml msgid "Reloads the script's class implementation. Returns an error code." msgstr "" #: 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 "Emitido quando o utilizador clica no botão de OK." #: doc/classes/ScriptEditor.xml msgid "Godot editor's script editor." msgstr "" #: 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 "" #: doc/classes/ScriptEditor.xml msgid "" "Returns an array with all [Script] objects which are currently open in " "editor." msgstr "" #: doc/classes/ScriptEditor.xml msgid "Goes to the specified line in the current script." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/ScrollContainer.xml msgid "If [code]true[/code], enables horizontal scrolling." msgstr "" #: doc/classes/ScrollContainer.xml msgid "The current vertical scroll value." msgstr "" #: doc/classes/ScrollContainer.xml msgid "If [code]true[/code], enables vertical scrolling." msgstr "" #: doc/classes/ScrollContainer.xml msgid "Emitted when scrolling stops." msgstr "" #: doc/classes/ScrollContainer.xml msgid "Emitted when scrolling is started." msgstr "" #: doc/classes/ScrollContainer.xml msgid "The background [StyleBox] of the [ScrollContainer]." msgstr "" #: doc/classes/SegmentShape2D.xml msgid "Segment shape for 2D collisions." msgstr "" #: 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 "" #: doc/classes/SegmentShape2D.xml msgid "The segment's second point position." msgstr "" #: doc/classes/Semaphore.xml msgid "A synchronization semaphore." msgstr "" #: 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 "" #: 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 "" #: 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 msgid "A custom shader program." msgstr "" #: 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 "" #: doc/classes/Shader.xml msgid "Mode used to draw all 2D objects." msgstr "" #: doc/classes/Shader.xml msgid "" "Mode used to calculate particle information on a per-particle basis. Not " "used for drawing." msgstr "" #: doc/classes/ShaderMaterial.xml msgid "A material that uses a custom [Shader] program." msgstr "Um material que utiliza um programa [Shader] personalizado." #: 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 "" #: 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 "O programa [Shader] usado para renderizar este material." #: doc/classes/Shape.xml msgid "Base class for all 3D shape resources." msgstr "" #: 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 "Classe base para todas as formas 2D." #: doc/classes/Shape2D.xml msgid "Base class for all 2D shapes. All 2D shape types inherit from this." msgstr "" "Classe base para todos os formatos 2D. Todos os formatos 2D herdam disto." #: 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. Defines how much bodies react to enforce " "contact separation when this shape is involved.\n" "When set to [code]0.0[/code], the default value of [code]0.3[/code] is used." msgstr "" #: doc/classes/ShortCut.xml msgid "A shortcut for binding input." msgstr "" #: 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 "" #: doc/classes/ShortCut.xml msgid "" "Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/" "code]." msgstr "" #: doc/classes/ShortCut.xml msgid "If [code]true[/code], this shortcut is valid." msgstr "" #: doc/classes/ShortCut.xml msgid "" "The shortcut's [InputEvent].\n" "Generally the [InputEvent] is a keyboard key, though it can be any " "[InputEvent]." msgstr "" #: doc/classes/Skeleton.xml msgid "Skeleton for characters and animated objects." msgstr "" #: 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 "" #: doc/classes/Skeleton.xml msgid "[i]Deprecated soon.[/i]" msgstr "" #: doc/classes/Skeleton.xml msgid "Clear all the bones in this skeleton." msgstr "Limpa todos os ossos neste esqueleto." #: doc/classes/Skeleton.xml msgid "Returns the bone index that matches [code]name[/code] as its name." msgstr "" #: doc/classes/Skeleton.xml msgid "Returns the amount of bones in the skeleton." msgstr "" #: 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 "" #: 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 "" #: 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 msgid "Sets the pose transform for bone [code]bone_idx[/code]." msgstr "" #: doc/classes/Skeleton.xml msgid "Sets the rest transform for bone [code]bone_idx[/code]." msgstr "" #: doc/classes/Skeleton2D.xml msgid "Skeleton for 2D characters and animated objects." msgstr "Esqueleto para personagens 2D e objetos animados." #: 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 "" #: doc/classes/Skeleton2D.xml msgid "Returns the [RID] of a Skeleton2D instance." 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." 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 "" #: 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 "" #: doc/classes/Sky.xml msgid "Radiance texture size is 64×64 pixels." msgstr "" #: doc/classes/Sky.xml msgid "Radiance texture size is 128×128 pixels." msgstr "" #: doc/classes/Sky.xml msgid "Radiance texture size is 256×256 pixels." msgstr "" #: doc/classes/Sky.xml msgid "Radiance texture size is 512×512 pixels." msgstr "" #: 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 "" #: doc/classes/Slider.xml msgid "Base class for GUI sliders." msgstr "" #: 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 "" #: 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 #, fuzzy msgid "Emitted when dragging is started." msgstr "Emitido quando um ficheiro é selecionado." #: 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 "" #: 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 "" #: 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 msgid "Returns local translation of a vertex in the surface array." msgstr "" #: doc/classes/SoftBody.xml msgid "Returns [code]true[/code] if vertex is set to pinned." msgstr "" #: 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 msgid "" "If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to " "[code]false[/code] to pause the physics simulation." msgstr "" #: doc/classes/SoftBody.xml msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s." msgstr "" #: 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 "A massa do SoftBody." #: doc/classes/Spatial.xml msgid "Most basic 3D game object, parent of all 3D-related nodes." msgstr "" #: 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 "" #: doc/classes/Spatial.xml doc/classes/Vector3.xml msgid "All 3D Demos" msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" "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/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 "" #: doc/classes/Spatial.xml msgid "Rotates the local transformation around the Y axis by angle in radians." msgstr "" #: doc/classes/Spatial.xml msgid "Rotates the local transformation around the Z axis by angle in radians." msgstr "" #: 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 "" #: doc/classes/Spatial.xml msgid "" "Transforms [code]local_point[/code] from this node's local space to world " "space." msgstr "" #: doc/classes/Spatial.xml msgid "" "Transforms [code]global_point[/code] from world space to this node's local " "space." msgstr "" #: 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 "" #: doc/classes/Spatial.xml msgid "Updates the [SpatialGizmo] of this node." msgstr "" #: 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 "" "Rotation part of the global 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 "World space (global) [Transform] of this node." msgstr "" #: doc/classes/Spatial.xml msgid "" "Global position of this node. This is equivalent to [code]global_transform." "origin[/code]." msgstr "" #: 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.\n" "[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the " "transformation matrix. Due to the way scale is represented with " "transformation matrices in Godot, the scale values will either be all " "positive or all negative.\n" "[b]Note:[/b] Not all nodes are visually scaled by the [member scale] " "property. For example, [Light]s are not visually affected by [member scale]." msgstr "" #: doc/classes/Spatial.xml msgid "Local space [Transform] of this node, with respect to the parent node." msgstr "" #: doc/classes/Spatial.xml msgid "Local translation of this node." msgstr "" #: 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 "Emitido quando a visibilidade de um nó muda." #: 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 "" #: 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 "Material de renderização 3D padrão." #: 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 "" #: 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 "" #: 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 "A cor base do material." #: doc/classes/SpatialMaterial.xml msgid "" "Texture to multiply by [member albedo_color]. Used for basic texturing of " "objects." msgstr "" #: 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]. The anisotropic " "filtering level can be changed by adjusting [member ProjectSettings." "rendering/quality/filters/anisotropic_filter_level]." 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 "" #: 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 "" #: 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 "" #: doc/classes/SpatialMaterial.xml msgid "Use [code]UV2[/code] to read from the [member emission_texture]." msgstr "" #: 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 "" #: doc/classes/SpatialMaterial.xml msgid "" "Forces a conversion of the [member albedo_texture] from sRGB space to linear " "space." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" "Se [code]true[/code], ativa o modo de renderização \"sombra para " "opacidade\", em que a iluminação modifica o alfa de forma que as áreas " "sombreadas serão opacas e as áreas não sombreadas serão transparentes. Útil " "para sobrepor sombras em imagens de câmara em RA (Realidade Aumentada)." #: 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 msgid "" "If [code]true[/code], enables the vertex grow setting. See [member " "params_grow_amount]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Grows object vertices in the direction of their normals." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Currently unimplemented in Godot." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "The point size in pixels. See [member flags_use_point_size]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the model's vertex colors are processed as sRGB mode." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel color." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel metallic value." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel roughness value." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel emission color." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel normal vector." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel rim value." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel clearcoat value." msgstr "" #: 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 "" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel depth." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel subsurface scattering." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel transmission color." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel refraction strength." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel detail mask blending value." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel detail color." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel detail normal." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Represents the size of the [enum TextureParam] enum." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Use [code]UV[/code] with the detail texture." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Use [code]UV2[/code] with the detail texture." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member flags_transparent]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member emission_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member normal_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member rim_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member clearcoat_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member anisotropy_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member ao_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member depth_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member subsurf_scatter_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member transmission_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member refraction_enabled]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member detail_enabled]." msgstr "" #: 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 "" "Modo de mistura padrão. A cor do objeto é mesclada sobre o fundo com base no " "valor alfa do objeto." #: doc/classes/SpatialMaterial.xml msgid "The color of the object is added to the background." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "The color of the object is subtracted from the background." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "The color of the object is multiplied by the background." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Default depth draw mode. Depth is drawn only for opaque objects." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/SpatialMaterial.xml msgid "" "No lighting is used on the object. Color comes directly from [code]ALBEDO[/" "code]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/SpatialMaterial.xml msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV2[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Use [code]UV2[/code] coordinates to look up from the [member ao_texture]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Use [code]UV2[/code] coordinates to look up from the [member " "emission_texture]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Use alpha scissor. Set by [member params_use_alpha_scissor]." msgstr "" #: 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 "" #: doc/classes/SpatialMaterial.xml msgid "Disables receiving shadows from other objects." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Disables receiving ambient light." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Ensures that normals appear correct, even with non-uniform scaling." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Enables the shadow to opacity feature." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Default diffuse scattering algorithm." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Diffuse scattering ignores roughness." msgstr "" #: 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 "" #: doc/classes/SpatialMaterial.xml msgid "Default specular blob." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Older specular algorithm, included for compatibility." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Toon blob which changes size based on roughness." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "No specular blob." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Billboard mode is disabled." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "The object's Z axis will always face the camera." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "The object's X axis will always face the camera." msgstr "" #: 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 "" #: doc/classes/SpatialMaterial.xml msgid "Used to read from the green channel of a texture." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Used to read from the blue channel of a texture." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Used to read from the alpha channel of a texture." msgstr "Usado para ler o canal alfa de uma textura." #: doc/classes/SpatialMaterial.xml msgid "Adds the emission color to the color from the emission texture." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Multiplies the emission color by the color from the emission texture." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Do not use distance fade." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using the alpha channel." msgstr "" "Esmaece suavemente o objeto com base na distância de cada pixel da câmara " "usando o canal alfa." #: 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 "" "Desvanece suavemente o objeto com base na distância de cada pixel da câmara " "usando uma abordagem de matização (\"dithering\"). A matização descarta os " "pixels com base num padrão definido para desaparecer suavemente sem ativar a " "transparência. Em certos hardwares, isso pode ser mais rápido do que " "[constant DISTANCE_FADE_PIXEL_ALPHA]." #: 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 "" "Desvanece suavemente o objeto com base na distância do objeto da câmara " "usando uma abordagem de matização (\"dithering\"). A matização descarta os " "pixels com base num padrão definido para desaparecer suavemente sem ativar a " "transparência. Em certos hardwares, isso pode ser mais rápido do que " "[constant DISTANCE_FADE_PIXEL_ALPHA]." #: 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 "" #: doc/classes/SphereMesh.xml msgid "Full height of the sphere." msgstr "" #: 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 "" #: doc/classes/SphereMesh.xml msgid "Radius of sphere." msgstr "" #: doc/classes/SphereMesh.xml msgid "Number of segments along the height of the sphere." msgstr "" #: doc/classes/SphereShape.xml msgid "Sphere shape for 3D collisions." msgstr "" #: 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 "" #: doc/classes/SpinBox.xml msgid "Numerical input text field." msgstr "" #: 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 "" #: 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 "" #: doc/classes/SpinBox.xml msgid "" "If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be " "read only." msgstr "" #: doc/classes/SpinBox.xml msgid "" "Adds the specified [code]prefix[/code] string before the numerical value of " "the [SpinBox]." msgstr "" #: doc/classes/SpinBox.xml msgid "" "Adds the specified [code]suffix[/code] string after the numerical value of " "the [SpinBox]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/SplitContainer.xml msgid "The split dragger is visible when the cursor hovers it." msgstr "" #: doc/classes/SplitContainer.xml msgid "The split dragger is never visible." msgstr "" #: 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 "" #: 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.\n" "[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] " "(the light's scale or its parent's scale)." msgstr "" #: doc/classes/SpotLight.xml msgid "The spotlight's angular attenuation curve." msgstr "" #: doc/classes/SpotLight.xml msgid "The spotlight's light energy attenuation curve." msgstr "" #: 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.\n" "[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] " "(the light's scale or its parent's scale)." msgstr "" #: doc/classes/SpringArm.xml msgid "A helper node, mostly used in 3rd person cameras." msgstr "" #: 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 "" #: doc/classes/SpringArm.xml msgid "Returns the spring arm's current length." msgstr "Retorna o comprimento atual do braço da mola." #: 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 "" #: 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 "" #: 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 "O número de colunas numa folha de sprites." #: 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 "" #: doc/classes/Sprite.xml msgid "If [code]true[/code], the outermost pixels get blurred out." msgstr "" #: 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 "" #: doc/classes/Sprite.xml msgid "[Texture] object to draw." msgstr "" #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "The number of rows in the sprite sheet." msgstr "" #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "Emitted when the [member frame] changes." msgstr "Emitido quando o [member frame] muda." #: doc/classes/Sprite.xml msgid "Emitted when the [member texture] changes." msgstr "Emitido quando a [member texture] muda." #: doc/classes/Sprite3D.xml msgid "2D sprite node in a 3D world." msgstr "Nó de sprite 2D num mundo 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 "" #: doc/classes/Sprite3D.xml msgid "" "[Texture] object to draw. If [member GeometryInstance.material_override] is " "used, this will be overridden. The size information is still used." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "2D sprite node in 3D environment." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "A node that displays 2D texture information in a 3D environment." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "Returns the rectangle representing this sprite." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "If [code]true[/code], the specified flag will be enabled." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "The direction in which the front of the texture faces." msgstr "" #: 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 "" #: 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]Note:[/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 msgid "" "If [code]true[/code], the [Light] in the [Environment] has effects on the " "sprite." msgstr "" #: 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 "" #: 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 "" #: doc/classes/SpriteFrames.xml msgid "Adds a frame to the given animation." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Removes all frames from the given animation." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Removes all animations. A \"default\" animation will be created." msgstr "" #: doc/classes/SpriteFrames.xml msgid "" "Returns [code]true[/code] if the given animation is configured to loop when " "it finishes playing. Otherwise, returns [code]false[/code]." msgstr "" #: doc/classes/SpriteFrames.xml msgid "" "Returns an array containing the names associated to each animation. Values " "are placed in alphabetical order." msgstr "" #: doc/classes/SpriteFrames.xml msgid "The animation's speed in frames per second." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Returns the animation's selected frame." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Returns the number of frames in the animation." msgstr "" #: doc/classes/SpriteFrames.xml msgid "If [code]true[/code], the named animation exists." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Removes the given animation." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Removes the animation's selected frame." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Changes the animation's name to [code]newname[/code]." msgstr "Muda o nome da animação para [code]newname[/code]." #: doc/classes/SpriteFrames.xml msgid "If [code]true[/code], the animation will loop." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Sets the texture of the given frame." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Compatibility property, always equals to an empty array." msgstr "" #: doc/classes/StaticBody.xml msgid "Static body for 3D physics." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/StreamPeer.xml msgid "Gets a signed 32-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets a signed 64-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets a signed byte from the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Returns the amount of bytes this [StreamPeer] has available." msgstr "" #: 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 "" #: doc/classes/StreamPeer.xml msgid "Gets a single-precision float from the stream." msgstr "" #: 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 "" #: doc/classes/StreamPeer.xml msgid "Gets an unsigned 32-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets an unsigned 64-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets an unsigned byte from the stream." msgstr "" #: 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 "" #: doc/classes/StreamPeer.xml msgid "Puts a signed 32-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Puts a signed 64-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Puts a signed byte into the stream." msgstr "" #: 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 "" #: doc/classes/StreamPeer.xml msgid "Puts a single-precision float into the stream." msgstr "" #: 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 "" #: doc/classes/StreamPeer.xml msgid "Puts an unsigned 32-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Puts an unsigned 64-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Puts an unsigned byte into the stream." msgstr "" #: 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 msgid "Data buffer stream peer." msgstr "" #: 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 "" #: doc/classes/StreamPeerBuffer.xml msgid "" "Returns a new [StreamPeerBuffer] with the same [member data_array] content." msgstr "" #: doc/classes/StreamPeerBuffer.xml #, fuzzy msgid "Returns the current cursor position." msgstr "Retorna a largura da textura." #: doc/classes/StreamPeerBuffer.xml #, fuzzy msgid "Returns the size of [member data_array]." msgstr "Retorna o seno do parâmetro." #: doc/classes/StreamPeerBuffer.xml msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] during handshaking." msgstr "" #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] that is connected to a host." msgstr "" #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] in error state." msgstr "" #: 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 "" #: 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 "" #: doc/classes/StreamPeerTCP.xml msgid "Returns the port of this peer." msgstr "" #: doc/classes/StreamPeerTCP.xml msgid "Returns the status of the connection, see [enum Status]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/StreamPeerTCP.xml msgid "A status representing a [StreamPeerTCP] that is connecting to a host." msgstr "" #: doc/classes/StreamPeerTCP.xml msgid "A status representing a [StreamPeerTCP] that is connected to a host." msgstr "" #: doc/classes/StreamPeerTCP.xml msgid "A status representing a [StreamPeerTCP] in error state." msgstr "" #: doc/classes/StreamTexture.xml msgid "A [code].stex[/code] texture." msgstr "" #: doc/classes/StreamTexture.xml msgid "A texture that is loaded from a [code].stex[/code] file." msgstr "" #: doc/classes/StreamTexture.xml msgid "Loads the texture from the given path." msgstr "" #: doc/classes/StreamTexture.xml msgid "The StreamTexture's file path to a [code].stex[/code] file." msgstr "" #: doc/classes/String.xml msgid "Built-in string class." msgstr "" #: 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 "" #: doc/classes/String.xml msgid "Constructs a new String from the given [int]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [float]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Vector2]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Rect2]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Vector3]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Transform2D]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Plane]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Quat]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [AABB]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Basis]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Transform]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Color]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [NodePath]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [RID]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Dictionary]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Array]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolByteArray]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolIntArray]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolRealArray]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolStringArray]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolVector2Array]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolVector3Array]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolColorArray]." msgstr "" #: doc/classes/String.xml msgid "Returns [code]true[/code] if the string begins with the given string." msgstr "" #: 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 "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with special characters escaped using the C " "language standard." msgstr "" #: 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 msgid "" "Returns a copy of the string with indentation (leading tabs and spaces) " "removed. See also [method indent] to add indentation." msgstr "" #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if the length of the string equals [code]0[/code]." msgstr "" #: doc/classes/String.xml msgid "Returns [code]true[/code] if the string ends with the given string." msgstr "" #: doc/classes/String.xml msgid "" "Erases [code]chars[/code] characters from the string starting from " "[code]position[/code]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " "with the elements of [code]values[/code].\n" "[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " "[code]placeholder[/code] will be replaced with the corresponding keys in " "advance. Array elements use their index as keys.\n" "[codeblock]\n" "# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " "named after it.\n" "var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " "named after it.\"\n" "print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" "\n" "# Prints: User 42 is Godot.\n" "print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" "[/codeblock]\n" "Some additional handling is performed when [code]values[/code] is an array. " "If [code]placeholder[/code] does not contain an underscore, the elements of " "the array will be used to replace one occurrence of the placeholder in turn; " "If an array element is another 2-element array, it'll be interpreted as a " "key-value pair.\n" "[codeblock]\n" "# Prints: User 42 is Godot.\n" "print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" "print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " "\"Godot\"]]))\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "If the string is a valid file path, returns the base directory name." msgstr "" #: doc/classes/String.xml msgid "" "If the string is a valid file path, returns the full file path without the " "extension." msgstr "" #: 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 "" #: doc/classes/String.xml msgid "If the string is a valid file path, returns the filename." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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_integer()) # Prints \"True\"\n" "print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" "print(\"L\".is_valid_integer()) # Prints \"False\"\n" "print(\"+3\".is_valid_integer()) # Prints \"True\"\n" "print(\"-12\".is_valid_integer()) # 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 "" #: doc/classes/String.xml msgid "Returns a number of characters from the left of the string." msgstr "" #: doc/classes/String.xml msgid "Returns the string's amount of characters." msgstr "" #: 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 "" #: 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 "" #: doc/classes/String.xml msgid "" "Formats a number to have an exact number of [code]digits[/code] after the " "decimal point." msgstr "" #: doc/classes/String.xml msgid "" "Formats a number to have an exact number of [code]digits[/code] before the " "decimal point." msgstr "" #: doc/classes/String.xml msgid "Decode a percent-encoded string. See [method percent_encode]." msgstr "" #: 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 "" #: doc/classes/String.xml msgid "" "Replaces occurrences of a case-sensitive substring with the given one inside " "the string." msgstr "" #: doc/classes/String.xml msgid "" "Replaces occurrences of a case-insensitive substring with the given one " "inside the string." msgstr "" #: 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 "" #: 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 "" #: doc/classes/String.xml msgid "Returns the right side of the string from a given position." msgstr "" #: 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]allow_empty[/code] is [code]true[/code], and there are two adjacent " "delimiters in the string, it will add an empty string to the array of " "substrings at this position.\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 "" #: 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 "" #: doc/classes/String.xml msgid "Returns the SHA-1 hash of the string as a string." msgstr "" #: doc/classes/String.xml msgid "Returns the SHA-256 hash of the string as an array of bytes." msgstr "" #: doc/classes/String.xml msgid "Returns the SHA-256 hash of the string as a string." msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) 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 "" #: 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]allow_empty[/code] is [code]true[/code], and there are two adjacent " "delimiters in the string, it will add an empty string to the array of " "substrings at this position.\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 "" #: 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].\n" "If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent " "delimiters in the string, it will add an empty string to the array of " "substrings at this position." 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 "" #: 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 "" #: doc/classes/String.xml msgid "Returns the string converted to uppercase." msgstr "" #: 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 "" #: 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 "" #: doc/classes/String.xml msgid "" "Removes a given string from the end if it ends with it or leaves the string " "unchanged." msgstr "" #: 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 "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with escaped characters replaced by their " "meanings according to the XML standard." msgstr "" #: doc/classes/StyleBox.xml msgid "Base class for drawing stylized boxes for the UI." msgstr "" #: 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 canvas item identified by the given [RID].\n" "The [RID] value can either be the result of [method CanvasItem." "get_canvas_item] called on an existing [CanvasItem]-derived node, or " "directly from creating a canvas item in the [VisualServer] with [method " "VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml msgid "Returns the size of this [StyleBox] without the margins." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/StyleBox.xml msgid "Test a position in a rectangle, return whether it passes the mask test." msgstr "" #: 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 "" #: doc/classes/StyleBoxEmpty.xml msgid "Empty stylebox (really does not display anything)." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Customizable [StyleBox] with a given set of parameters (no texture required)." msgstr "" #: 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 "" #: doc/classes/StyleBoxFlat.xml msgid "" "Returns the given [code]corner[/code]'s radius. See [enum Corner] for " "possible values." msgstr "" #: 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 "" #: doc/classes/StyleBoxFlat.xml msgid "Sets the border width to [code]width[/code] pixels for all margins." msgstr "" #: 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 "" #: doc/classes/StyleBoxFlat.xml msgid "Sets the corner radius to [code]radius[/code] pixels for all corners." msgstr "" #: 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 "" #: 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 "" #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "Sets the expand margin to [code]size[/code] pixels for all margins." msgstr "" #: 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 "" #: 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 "" #: doc/classes/StyleBoxFlat.xml msgid "The background color of the stylebox." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "If [code]true[/code], the border will fade into the background color." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Sets the color of the border." msgstr "Define a cor da borda." #: doc/classes/StyleBoxFlat.xml msgid "Border width for the bottom border." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Border width for the left border." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Border width for the right border." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Border width for the top border." msgstr "" #: 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 "" #: doc/classes/StyleBoxFlat.xml msgid "" "The bottom-right corner's radius. If [code]0[/code], the corner is not " "rounded." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "The top-left corner's radius. If [code]0[/code], the corner is not rounded." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "The top-right corner's radius. If [code]0[/code], the corner is not rounded." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Toggles drawing of the inner part of the stylebox." msgstr "" #: 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 "" #: 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 "O tamanho da sombra em 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 "" #: 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 "A cor da linha." #: 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 "" #: doc/classes/StyleBoxLine.xml msgid "" "If [code]true[/code], the line will be vertical. If [code]false[/code], the " "line will be horizontal." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/StyleBoxTexture.xml msgid "Emitted when the stylebox's texture is changed." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/SurfaceTool.xml msgid "" "Specifies the position of current vertex. Should be called after specifying " "other vertex properties (e.g. Color, UV)." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/TabContainer.xml msgid "Tabbed container." msgstr "" #: 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 "" #: 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 "" #: doc/classes/TabContainer.xml msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Returns the number of tabs." msgstr "" #: 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 "" #: doc/classes/TabContainer.xml msgid "" "Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden." msgstr "" "Retorna [code]true[/code] se a guia no índice [code]tab_idx[/code] estiver " "oculta." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "" "Returns the [Texture] for the tab at index [code]tab_idx[/code] or " "[code]null[/code] if the tab has no [Texture]." msgstr "" #: 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 "" #: doc/classes/TabContainer.xml 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 "" #: doc/classes/TabContainer.xml msgid "Sets an icon for the tab at index [code]tab_idx[/code]." msgstr "" #: 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 msgid "" "If [code]true[/code], all tabs are drawn in front of the panel. If " "[code]false[/code], inactive tabs are drawn behind the panel." msgstr "" #: doc/classes/TabContainer.xml 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 "" #: doc/classes/TabContainer.xml msgid "" "The alignment of all tabs in the tab container. See the [enum TabAlign] " "constants for details." msgstr "" #: doc/classes/TabContainer.xml msgid "" "If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content " "and titles are hidden." msgstr "" #: 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 "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Emitted when switching to another tab." msgstr "Emitido quando mudando para outra guia." #: doc/classes/TabContainer.xml msgid "Emitted when a tab is selected, even if it is the current tab." msgstr "Emitido quando uma guia é selecionada, mesmo se for a guia atual." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Align the tabs to the left." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Align the tabs to the center." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Align the tabs to the right." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Font color of inactive tabs." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Font color of disabled tabs." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Font color of the currently selected tab." msgstr "" #: doc/classes/TabContainer.xml msgid "Horizontal separation between tabs." msgstr "" #: doc/classes/TabContainer.xml msgid "The space at the left and right edges of the tab bar." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "The font used to draw tab names." 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. 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 "" #: doc/classes/TabContainer.xml msgid "" "The icon for the menu button (see [method set_popup]) when it's being " "hovered with the cursor." msgstr "" #: doc/classes/TabContainer.xml msgid "The style for the background fill." msgstr "" #: doc/classes/TabContainer.xml msgid "The style of inactive tabs." msgstr "" #: doc/classes/TabContainer.xml msgid "The style of disabled tabs." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "The style of the currently selected tab." msgstr "" #: doc/classes/Tabs.xml msgid "Tabs control." msgstr "" #: doc/classes/Tabs.xml msgid "" "Simple tabs control, similar to [TabContainer] but is only in charge of " "drawing tabs, not interacting with children." msgstr "" #: doc/classes/Tabs.xml msgid "Adds a new tab." msgstr "Adiciona uma nova guia." #: 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 "" #: doc/classes/Tabs.xml #, fuzzy msgid "Returns the button icon from the tab at index [code]tab_idx[/code]." msgstr "Retorna o tipo do nó em at [code]idx[/code]." #: 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 "" #: doc/classes/Tabs.xml msgid "Returns the title of the tab at index [code]tab_idx[/code]." msgstr "" #: 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 "" #: doc/classes/Tabs.xml msgid "Removes the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/Tabs.xml msgid "" "If [code]true[/code], enables selecting a tab with the right mouse button." msgstr "" #: doc/classes/Tabs.xml #, fuzzy msgid "Sets the button icon from the tab at index [code]tab_idx[/code]." msgstr "Retorna o tipo do nó em at [code]idx[/code]." #: doc/classes/Tabs.xml msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/Tabs.xml msgid "Sets a [code]title[/code] for the tab at index [code]tab_idx[/code]." msgstr "" #: 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 "" #: doc/classes/Tabs.xml msgid "" "if [code]true[/code], the mouse's scroll wheel can be used to navigate the " "scroll view." msgstr "" #: doc/classes/Tabs.xml msgid "The alignment of all tabs. See [enum TabAlign] for details." msgstr "" #: 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 "" #: doc/classes/Tabs.xml #, fuzzy msgid "" "Emitted when a tab's right button is pressed. See [method " "set_tab_button_icon]." msgstr "" "Emitido quando um botão personalizado é pressionado. Veja [method " "add_button]." #: doc/classes/Tabs.xml msgid "Emitted when a tab is clicked, even if it is the current tab." msgstr "" #: doc/classes/Tabs.xml msgid "Emitted when a tab is closed." msgstr "Emitido quando uma taba é fechada." #: doc/classes/Tabs.xml msgid "Emitted when a tab is hovered by the mouse." msgstr "" #: doc/classes/Tabs.xml msgid "Represents the size of the [enum TabAlign] enum." msgstr "" #: doc/classes/Tabs.xml msgid "Never show the close buttons." msgstr "" #: doc/classes/Tabs.xml msgid "Only show the close button on the currently active tab." msgstr "" #: doc/classes/Tabs.xml msgid "Show the close button on all tabs." msgstr "" #: doc/classes/Tabs.xml msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum." msgstr "" #: doc/classes/Tabs.xml msgid "The horizontal separation between the tabs." msgstr "" #: doc/classes/Tabs.xml msgid "The icon for the close button (see [member tab_close_display_policy])." msgstr "" #: doc/classes/Tabs.xml msgid "Background of the close button when it's being hovered with the cursor." msgstr "" #: doc/classes/Tabs.xml msgid "Background of the close button when it's being pressed." msgstr "" #: doc/classes/Tabs.xml msgid "The style of an inactive tab." msgstr "" #: doc/classes/Tabs.xml msgid "The style of a disabled tab" msgstr "" #: doc/classes/TCP_Server.xml msgid "A TCP server." msgstr "Um servidor 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 "" #: doc/classes/TCP_Server.xml msgid "" "Returns [code]true[/code] if the server is currently listening for " "connections." msgstr "" #: 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 "" #: doc/classes/TCP_Server.xml msgid "" "If a connection is available, returns a StreamPeerTCP with the connection." msgstr "" #: doc/classes/TextEdit.xml msgid "Multiline text editing control." msgstr "" #: 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 "" #: 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 "" #: doc/classes/TextEdit.xml msgid "Copy's the current text selection." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the column the editing cursor is at." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the line the editing cursor is at." msgstr "" #: 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 "" #: doc/classes/TextEdit.xml msgid "Deselects the current selection." msgstr "" #: 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 "" #: doc/classes/TextEdit.xml msgid "Returns the [Color] of the specified [code]keyword[/code]." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the text of a specific line." msgstr "Retorna o texto de uma linha específica." #: 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 "" #: doc/classes/TextEdit.xml msgid "Returns the height of a largest line." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Returns the width in pixels of the [code]wrap_index[/code] on [code]line[/" "code]." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the number of times the given line is wrapped." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns an array of [String]s representing each wrapped index." msgstr "" #: 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 "" #: doc/classes/TextEdit.xml msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the total width of all gutters and internal padding." msgstr "" #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the total amount of lines that could be drawn." msgstr "Retorna o comprimento atual do braço da mola." #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the number of visible lines, including wrapped text." msgstr "Retorna o número de nós nesta [SceneTree]." #: 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 "" #: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml msgid "Returns [code]true[/code] if a \"redo\" action is available." msgstr "" #: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml msgid "Returns [code]true[/code] if an \"undo\" action is available." msgstr "" #: doc/classes/TextEdit.xml msgid "Insert the specified text at the cursor position." msgstr "" #: 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 "" #: doc/classes/TextEdit.xml msgid "" "Returns [code]true[/code] when the specified [code]line[/code] has a " "breakpoint." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Returns [code]true[/code] when the specified [code]line[/code] is marked as " "safe." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns if the given line is wrapped." msgstr "" #: doc/classes/TextEdit.xml 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 "" #: doc/classes/TextEdit.xml msgid "Returns [code]true[/code] if the selection is active." msgstr "" #: 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 "" #: doc/classes/TextEdit.xml msgid "Paste the current selection." msgstr "" #: doc/classes/TextEdit.xml msgid "Perform redo operation." msgstr "" #: 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 "" #: 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 "" #: doc/classes/TextEdit.xml msgid "Sets the text for a specific line." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/" "code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n" "Bookmarks are shown in the [member breakpoint_gutter]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/TextEdit.xml msgid "Unfolds the given line, if folded." msgstr "" #: 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 "" #: doc/classes/TextEdit.xml msgid "If [code]true[/code], the breakpoint gutter is visible." msgstr "" #: 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 "" #: 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 "" #: doc/classes/TextEdit.xml #, fuzzy msgid "If [code]true[/code], allow drag and drop of selected text." msgstr "Se [code]true[/code], o objeto é desenhado por cima do pai dele." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"tab\" character will have a visible " "representation." msgstr "" #: 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 "" #: doc/classes/TextEdit.xml msgid "If [code]true[/code], the line containing the cursor is highlighted." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], a minimap is shown, providing an outline of your " "source code." msgstr "" #: doc/classes/TextEdit.xml msgid "The width, in pixels, of the minimap." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], custom [code]font_color_selected[/code] will be used " "for selected text." msgstr "" #: 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 "" #: 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 msgid "" "If [code]true[/code], any custom color properties that have been set for " "this [TextEdit] will be visible." msgstr "" #: doc/classes/TextEdit.xml msgid "String value of the [TextEdit]." msgstr "" #: doc/classes/TextEdit.xml msgid "Vertical scroll sensitivity." msgstr "" #: 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 "" #: doc/classes/TextEdit.xml msgid "Emitted when the cursor changes." msgstr "Emitido quando o cursor muda." #: doc/classes/TextEdit.xml msgid "Emitted when the info icon is clicked." msgstr "" #: doc/classes/TextEdit.xml msgid "Match case when searching." msgstr "" #: doc/classes/TextEdit.xml msgid "Match whole words when searching." msgstr "" #: doc/classes/TextEdit.xml msgid "Search from end to beginning." msgstr "" #: doc/classes/TextEdit.xml msgid "Used to access the result column from [method search]." msgstr "" #: doc/classes/TextEdit.xml msgid "Used to access the result line from [method search]." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Pastes the clipboard text over the selected text (or at the cursor's " "position)." msgstr "" #: doc/classes/TextEdit.xml msgid "Erases the whole [TextEdit] text." msgstr "" #: doc/classes/TextEdit.xml msgid "Selects the whole [TextEdit] text." msgstr "" #: doc/classes/TextEdit.xml msgid "Redoes the previous action." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Sets the background [Color] of this [TextEdit]. [member syntax_highlighting] " "has to be enabled." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to " "be enabled." msgstr "" #: 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 "Define a [Color] da fonte." #: doc/classes/TextEdit.xml msgid "" "Sets the [Color] of the selected text. [member override_selected_font_color] " "has to be enabled." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Sets the [Color] of the line numbers. [member show_line_numbers] has to be " "enabled." msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the [Color] of marked text." msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the highlight [Color] of text selections." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Sets the highlight [Color] of multiple occurrences. [member " "highlight_all_occurrences] has to be enabled." msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the spacing between the lines." msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the default [Font]." msgstr "Define a [Font] padrão." #: doc/classes/TextEdit.xml msgid "Sets a custom [Texture] for tab text characters." msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the [StyleBox] of this [TextEdit]." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled." msgstr "" #: doc/classes/TextMesh.xml msgid "Generate an [PrimitiveMesh] from the text." msgstr "" #: 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] do texto do item." #: 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 msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml msgid "The text to generate mesh from." msgstr "" #: doc/classes/Texture.xml msgid "Texture for 2D and 3D." msgstr "Textura para 2D e 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 "" #: doc/classes/Texture.xml msgid "Returns the texture height." msgstr "Retorna a altura da textura." #: doc/classes/Texture.xml msgid "Returns the texture size." msgstr "Retorna o tamanho da textura." #: doc/classes/Texture.xml msgid "Returns the texture width." msgstr "Retorna a largura da textura." #: doc/classes/Texture.xml msgid "Returns [code]true[/code] if this [Texture] has an alpha channel." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Texture3D.xml msgid "Texture with 3 dimensions." msgstr "" #: 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 "" #: 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 "" #: doc/classes/TextureArray.xml msgid "Array of textures stored in a single primitive." msgstr "" #: 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 "" #: 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 "" #: doc/classes/TextureButton.xml msgid "" "Texture-based button. Supports Pressed, Hover, Disabled and Focused states." msgstr "" #: 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 "" #: 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 "" #: doc/classes/TextureButton.xml msgid "" "Texture to display when the node is disabled. See [member BaseButton." "disabled]." msgstr "" #: doc/classes/TextureButton.xml msgid "Texture to display when the node has mouse or keyboard focus." msgstr "" #: doc/classes/TextureButton.xml msgid "Texture to display when the mouse hovers the node." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "Classe base para tipos de textura 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 "" #: 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 "" #: doc/classes/TextureLayered.xml msgid "" "Returns an [Image] resource with the data from specified [code]layer[/code]." msgstr "" #: doc/classes/TextureLayered.xml msgid "" "Returns the width of the texture. Width is typically represented by the X-" "axis." msgstr "" #: 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 "" #: doc/classes/TextureLayered.xml msgid "Specifies which [enum Flags] apply to this texture." msgstr "Especifica quais [enum Flags] se aplicam à esta textura." #: 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 "" #: doc/classes/TextureLayered.xml msgid "Texture will generate mipmaps on creation." msgstr "" #: doc/classes/TextureLayered.xml msgid "Texture will repeat when UV used is outside the 0-1 range." msgstr "" #: 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 "" #: 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 "" #: doc/classes/TextureProgress.xml msgid "The width of the 9-patch's right column." msgstr "" #: doc/classes/TextureProgress.xml msgid "The height of the 9-patch's top row." msgstr "" #: 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 "" #: 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 "" #: doc/classes/TextureProgress.xml msgid "Multiplies the color of the bar's [code]texture_under[/code] texture." msgstr "" #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from left to right." msgstr "" #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from right to left." msgstr "" #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from top to bottom." msgstr "" #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from bottom to top." msgstr "" #: 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 "" #: 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 "Controle para desenhar texturas." #: 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 "" #: 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 "O recurso [Texture] de um nó." #: 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 "" #: doc/classes/Theme.xml msgid "Theme for controls." msgstr "" #: 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 "Limpa todos os valores no tema." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" "Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the constant at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" "Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" "Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the icon at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" "Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" "Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the theme item of [code]data_type[/code] at [code]name[/code] if the " "theme has [code]theme_type[/code]." msgstr "" "Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/code]." #: 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 "" #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" "Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/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]theme_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]theme_type[/" "code]." msgstr "" "Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/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]theme_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]theme_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]theme_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]theme_type[/code]." msgstr "" "Limpa o ícone em [code]name[/code] se o tema tiver [code]node_type[/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]theme_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]theme_type[/code].\n" "Valid [code]name[/code]s may be found using [method get_stylebox_list]. " "Valid [code]theme_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]theme_type[/code].\n" "Valid [code]theme_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]theme_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]theme_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]theme_type[/code].\n" "Valid [code]theme_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]theme_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 "Retorna o produto cruzado deste vetor e [code]b[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if [Color] with [code]name[/code] is in " "[code]theme_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]theme_type[/" "code]." msgstr "" "Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] " "caso contrário." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if constant with [code]name[/code] is in " "[code]theme_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]theme_type[/" "code]." msgstr "" "Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] " "caso contrário." #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if this theme has a valid [member default_font] " "value." msgstr "" #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if [Font] with [code]name[/code] is in " "[code]theme_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]theme_type[/" "code]." msgstr "" "Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] " "caso contrário." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in " "[code]theme_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]theme_type[/" "code]." msgstr "" "Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] " "caso contrário." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in " "[code]theme_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]theme_type[/" "code]." msgstr "" "Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] " "caso contrário." #: 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]theme_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]theme_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 "" "Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] " "caso contrário." #: 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]theme_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]theme_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]theme_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]theme_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]theme_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]theme_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]theme_type[/code].\n" "Creates [code]theme_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]theme_type[/code].\n" "Creates [code]theme_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]theme_type[/code].\n" "Creates [code]theme_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]theme_type[/code].\n" "Creates [code]theme_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]theme_type[/code].\n" "Creates [code]theme_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]theme_type[/code].\n" "Does nothing if the [code]value[/code] type does not match [code]data_type[/" "code].\n" "Creates [code]theme_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 msgid "Theme's [Color] item type." msgstr "" #: doc/classes/Theme.xml msgid "Theme's constant item type." msgstr "" #: doc/classes/Theme.xml msgid "Theme's [Font] item type." msgstr "" #: doc/classes/Theme.xml msgid "Theme's icon [Texture] item type." msgstr "" #: doc/classes/Theme.xml msgid "Theme's [StyleBox] item type." msgstr "" #: doc/classes/Theme.xml msgid "Maximum value for the DataType enum." msgstr "" #: doc/classes/Thread.xml msgid "A unit of execution in a process." msgstr "" #: 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 "" #: doc/classes/Thread.xml msgid "Thread-safe APIs" msgstr "" #: 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 "" #: 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 "" #: doc/classes/Thread.xml msgid "A thread with a standard priority." msgstr "" #: doc/classes/Thread.xml msgid "A thread running with higher priority than normally." msgstr "" #: 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 "" #: doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "2D Hexagonal Demo" msgstr "" #: doc/classes/TileMap.xml msgid "Clears all cells." msgstr "" #: doc/classes/TileMap.xml msgid "Clears cells that do not exist in the tileset." msgstr "" #: 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 "" #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given collision mask bit is set." msgstr "" #: 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 msgid "" "Returns an array of all cells with the given tile index specified in " "[code]id[/code]." msgstr "" #: doc/classes/TileMap.xml msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map." msgstr "" #: 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 "" #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given cell is flipped in the X axis." msgstr "" #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given cell is flipped in the Y axis." msgstr "" #: 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 "" #: doc/classes/TileMap.xml msgid "Sets the given collision mask bit." msgstr "" #: 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], this TileMap bakes a navigation region." msgstr "Se [code]true[/code], o objeto é desenhado por trás do pai dele." #: doc/classes/TileMap.xml msgid "If [code]true[/code], the cell's UVs will be clipped." msgstr "" #: doc/classes/TileMap.xml msgid "The custom [Transform2D] to be applied to the TileMap's cells." msgstr "" #: 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 "" #: doc/classes/TileMap.xml msgid "Position for tile origin. See [enum TileOrigin] for possible values." msgstr "" #: doc/classes/TileMap.xml msgid "" "If [code]true[/code], the TileMap's direct children will be drawn in order " "of their Y coordinate." msgstr "" #: 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 "" #: doc/classes/TileMap.xml msgid "" "Friction value for static body collisions (see " "[code]collision_use_kinematic[/code])." msgstr "" #: 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 "" #: doc/classes/TileMap.xml msgid "The navigation layers the TileMap generates its navigation regions in." msgstr "" #: 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 "" #: doc/classes/TileMap.xml msgid "Emitted when a tilemap setting has changed." msgstr "" #: doc/classes/TileMap.xml msgid "Returned when a cell doesn't exist." msgstr "" #: doc/classes/TileMap.xml msgid "Orthogonal orientation mode." msgstr "" #: doc/classes/TileMap.xml msgid "Isometric orientation mode." msgstr "" #: doc/classes/TileMap.xml msgid "Custom orientation mode." msgstr "" #: doc/classes/TileMap.xml msgid "Half offset on the X coordinate." msgstr "" #: doc/classes/TileMap.xml msgid "Half offset on the Y coordinate." msgstr "" #: doc/classes/TileMap.xml msgid "Half offset disabled." msgstr "" #: doc/classes/TileMap.xml msgid "Half offset on the X coordinate (negative)." msgstr "" #: doc/classes/TileMap.xml msgid "Half offset on the Y coordinate (negative)." msgstr "" #: doc/classes/TileMap.xml msgid "Tile origin at its top-left corner." msgstr "" #: doc/classes/TileMap.xml msgid "Tile origin at its center." msgstr "" #: doc/classes/TileMap.xml msgid "Tile origin at its bottom-left corner." msgstr "" #: doc/classes/TileSet.xml msgid "Tile library for tilemaps." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/TileSet.xml msgid "" "Returns the light occluder of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/TileSet.xml msgid "Creates a new tile with the given ID." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the first tile matching the given name." msgstr "" #: doc/classes/TileSet.xml msgid "" "Returns the ID following the last currently used ID, useful when creating a " "new tile." msgstr "" #: doc/classes/TileSet.xml msgid "Returns an array of all currently used tile IDs." msgstr "" #: doc/classes/TileSet.xml msgid "Removes the given tile ID." msgstr "" #: doc/classes/TileSet.xml msgid "Adds a shape to the tile." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile's light occluder." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile's material." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile's modulation color." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile's name." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the navigation polygon of the tile." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the offset of the tile's navigation polygon." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile's normal map texture." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the offset of the tile's light occluder." msgstr "" #: 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 "" #: doc/classes/TileSet.xml msgid "Returns the offset of a tile's shape." msgstr "" #: 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 "" #: 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 "" #: doc/classes/TileSet.xml msgid "Returns the texture offset of the tile." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile's [enum TileMode]." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile's Z index (drawing layer)." msgstr "" #: doc/classes/TileSet.xml msgid "Sets a light occluder for the tile." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the tile's material." msgstr "" #: 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 "" #: doc/classes/TileSet.xml msgid "Sets the tile's navigation polygon." msgstr "" #: doc/classes/TileSet.xml msgid "Sets an offset for the tile's navigation polygon." msgstr "" #: 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 "" #: 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 "" #: doc/classes/TileSet.xml msgid "Sets the offset of a tile's shape." msgstr "" #: 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 "" #: doc/classes/TileSet.xml msgid "Sets an array of shapes for the tile, enabling collision." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the tile's texture." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the tile's texture offset." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the tile's [enum TileMode]." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the tile's drawing index." msgstr "" #: doc/classes/Time.xml msgid "Time singleton for working with time." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Time.xml msgid "The month of February, represented numerically as [code]02[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of March, represented numerically as [code]03[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of April, represented numerically as [code]04[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of May, represented numerically as [code]05[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of June, represented numerically as [code]06[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of July, represented numerically as [code]07[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of August, represented numerically as [code]08[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of September, represented numerically as [code]09[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of October, represented numerically as [code]10[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of November, represented numerically as [code]11[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of December, represented numerically as [code]12[/code]." msgstr "" #: doc/classes/Time.xml msgid "The day of the week Sunday, represented numerically as [code]0[/code]." msgstr "" #: doc/classes/Time.xml msgid "The day of the week Monday, represented numerically as [code]1[/code]." msgstr "" #: doc/classes/Time.xml msgid "The day of the week Tuesday, represented numerically as [code]2[/code]." msgstr "" #: doc/classes/Time.xml msgid "" "The day of the week Wednesday, represented numerically as [code]3[/code]." msgstr "" #: doc/classes/Time.xml msgid "" "The day of the week Thursday, represented numerically as [code]4[/code]." msgstr "" #: doc/classes/Time.xml msgid "The day of the week Friday, represented numerically as [code]5[/code]." msgstr "" #: doc/classes/Time.xml msgid "" "The day of the week Saturday, represented numerically as [code]6[/code]." msgstr "" #: doc/classes/Timer.xml msgid "A countdown timer." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/ToolButton.xml msgid "Flat button helper class." msgstr "" #: 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 "" #: doc/classes/ToolButton.xml msgid "Default text [Color] of the [ToolButton]." msgstr "" #: doc/classes/ToolButton.xml msgid "Text [Color] used when the [ToolButton] is disabled." msgstr "" #: 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 "" #: doc/classes/ToolButton.xml msgid "Text [Color] used when the [ToolButton] is being hovered." msgstr "" #: doc/classes/ToolButton.xml msgid "Text [Color] used when the [ToolButton] is being pressed." msgstr "" #: doc/classes/ToolButton.xml msgid "The horizontal space between [ToolButton]'s icon and text." msgstr "" #: doc/classes/ToolButton.xml msgid "[Font] of the [ToolButton]'s text." msgstr "" #: doc/classes/ToolButton.xml msgid "[StyleBox] used when the [ToolButton] is disabled." msgstr "" #: 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 "" #: doc/classes/ToolButton.xml msgid "Default [StyleBox] for the [ToolButton]." msgstr "" #: doc/classes/ToolButton.xml msgid "[StyleBox] used when the [ToolButton] is being pressed." msgstr "" #: 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 "" #: doc/classes/TouchScreenButton.xml msgid "The button's action. Actions can be handled with [InputEventAction]." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "The button's bitmask." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "The button's texture for the normal state." msgstr "" #: 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 "" #: doc/classes/TouchScreenButton.xml msgid "The button's shape." msgstr "O formato do botão." #: 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 "" #: doc/classes/TouchScreenButton.xml msgid "" "The button's visibility mode. See [enum VisibilityMode] for possible values." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "Emitted when the button is pressed (down)." msgstr "Emitido quando o botão é pressionado (baixo)." #: doc/classes/TouchScreenButton.xml msgid "Emitted when the button is released (up)." msgstr "Emitido quando o botão é solto (cima)." #: doc/classes/TouchScreenButton.xml msgid "Always visible." msgstr "Sempre visível." #: doc/classes/TouchScreenButton.xml msgid "Visible on touch screens only." msgstr "" #: doc/classes/Transform.xml msgid "3D transformation (3×4 matrix)." msgstr "" #: 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 "" #: doc/classes/Transform.xml msgid "Constructs a Transform from a [Transform2D]." msgstr "" #: doc/classes/Transform.xml msgid "" "Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, " "0)[/code]." msgstr "" #: doc/classes/Transform.xml msgid "" "Constructs the Transform from a [Basis]. The origin will be Vector3(0, 0, 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, 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 "" #: 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 "" #: 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 "" #: doc/classes/Transform.xml msgid "" "Returns a copy of the transform with its basis and origin scaled by the " "given [code]scale[/code] factor, using matrix multiplication." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Transform.xml msgid "" "The translation offset of the transform (column 3, the fourth column). " "Equivalent to array index [code]3[/code]." msgstr "" #: 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 "" #: doc/classes/Transform.xml msgid "[Transform] with mirroring applied perpendicular to the XZ plane." msgstr "" #: doc/classes/Transform.xml msgid "[Transform] with mirroring applied perpendicular to the XY plane." msgstr "" #: doc/classes/Transform2D.xml msgid "2D transformation (2×3 matrix)." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Transform2D.xml msgid "Returns the transform's origin (translation)." msgstr "" #: doc/classes/Transform2D.xml msgid "Returns the transform's rotation (in radians)." msgstr "" #: doc/classes/Transform2D.xml msgid "Returns the scale." msgstr "Retorna a escala." #: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform rotated by the given [code]angle[/code] (in " "radians), using matrix multiplication." msgstr "" #: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [code]scale[/code] " "factor, using matrix multiplication.\n" "[b]Note:[/b] Negative X scales in 2D are not decomposable from the " "transformation matrix. Due to the way scale is represented with " "transformation matrices in Godot, negative scales on the X axis will be " "changed to negative scales on the Y axis and a rotation of 180 degrees when " "decomposed." msgstr "" #: doc/classes/Transform2D.xml msgid "" "Transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this " "transform." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Transform2D.xml msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" #: doc/classes/Translation.xml msgid "Language Translation." msgstr "" #: 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 "" #: doc/classes/Translation.xml msgid "Adds a message if nonexistent, followed by its translation." msgstr "" #: doc/classes/Translation.xml msgid "Erases a message." msgstr "Apaga uma mensagem." #: doc/classes/Translation.xml msgid "Returns a message's translation." msgstr "" #: doc/classes/Translation.xml msgid "Returns the number of existing messages." msgstr "" #: doc/classes/Translation.xml msgid "Returns all the messages (keys)." msgstr "" #: doc/classes/Translation.xml msgid "The locale of the translation." msgstr "" #: doc/classes/TranslationServer.xml msgid "Server that manages all translations." msgstr "" #: doc/classes/TranslationServer.xml msgid "" "Server that manages all translations. Translations can be set to it and " "removed from it." msgstr "" #: doc/classes/TranslationServer.xml msgid "Adds a [Translation] resource." msgstr "" #: doc/classes/TranslationServer.xml msgid "Clears the server from all translations." msgstr "" #: doc/classes/TranslationServer.xml msgid "Returns an array of all loaded locales of the project." msgstr "" #: 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 "" #: 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 "" #: doc/classes/TranslationServer.xml msgid "Removes the given translation from the server." msgstr "" #: 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 "" #: doc/classes/Tree.xml msgid "Control to show a tree of items." msgstr "" #: 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].\n" "[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " "searching within the list while the control is focused. Press a key that " "matches the first letter of an item's name to select the first item starting " "with the given letter. After that point, there are two ways to perform " "incremental search: 1) Press the same key again before the timeout duration " "to select the next item starting with the same letter. 2) Press letter keys " "that match the rest of the word before the timeout duration to match to " "select the item in question directly. Both of these actions will be reset to " "the beginning of the list if the timeout duration has passed since the last " "keystroke was registered. You can adjust the timeout duration by changing " "[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml msgid "Clears the tree. This removes all items." msgstr "" #: 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 "" #: doc/classes/Tree.xml msgid "Returns the column's title." msgstr "" #: doc/classes/Tree.xml msgid "Returns the column's width in pixels." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Tree.xml msgid "" "Returns the tree's root item, or [code]null[/code] if the tree is empty." msgstr "" #: doc/classes/Tree.xml msgid "Returns the current scrolling position." msgstr "" #: 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 "Retorna o valor padrão da propriedade especificada." #: 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 "Define o título de uma coluna." #: doc/classes/Tree.xml msgid "" "If [code]true[/code], the currently selected cell may be selected again." msgstr "" #: doc/classes/Tree.xml msgid "If [code]true[/code], a right mouse button click can select items." msgstr "" #: doc/classes/Tree.xml msgid "If [code]true[/code], column titles are visible." msgstr "" #: doc/classes/Tree.xml msgid "The number of columns." msgstr "" #: 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 "" #: doc/classes/Tree.xml msgid "If [code]true[/code], the tree's root is hidden." msgstr "" #: doc/classes/Tree.xml msgid "" "Allows single or multiple selection. See the [enum SelectMode] constants." msgstr "" #: doc/classes/Tree.xml msgid "" "Emitted when a button on the tree was pressed (see [method TreeItem." "add_button])." msgstr "" #: doc/classes/Tree.xml msgid "Emitted when a cell is selected." msgstr "" #: doc/classes/Tree.xml msgid "Emitted when a column's title is pressed." msgstr "" #: doc/classes/Tree.xml msgid "" "Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked " "to be edited." msgstr "" #: doc/classes/Tree.xml msgid "" "Emitted when the right mouse button is pressed in the empty space of the " "tree." msgstr "" #: 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 "" #: doc/classes/Tree.xml msgid "Emitted when an item is collapsed by a click on the folding arrow." msgstr "" #: 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 "" #: doc/classes/Tree.xml msgid "Emitted when an item is edited." msgstr "Emitido quando um item é editado." #: doc/classes/Tree.xml msgid "Emitted when an item is edited using the right mouse button." msgstr "Emitido quando um item é editado com botão direito do rato." #: doc/classes/Tree.xml msgid "Emitted when an item is selected with the right mouse button." msgstr "Emitido quando um item é selecionado com o botão direito do rato." #: doc/classes/Tree.xml msgid "Emitted when an item is selected." msgstr "Emitido quando um item é selecionado." #: doc/classes/Tree.xml msgid "" "Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is " "[constant SELECT_MULTI]." msgstr "" #: doc/classes/Tree.xml msgid "Emitted when a left mouse button click does not select any item." msgstr "" "Emitido quando um clique com o botão esquerdo do rato não seleciona nenhum " "item." #: 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 "" #: 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 "" #: doc/classes/Tree.xml msgid "[Color] of the relationship lines." msgstr "" #: doc/classes/Tree.xml msgid "Default text [Color] of the title button." msgstr "" #: doc/classes/Tree.xml msgid "The horizontal space between each button in a cell." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Tree.xml msgid "The arrow icon used when a foldable item is not collapsed." msgstr "" #: doc/classes/Tree.xml msgid "The arrow icon used when a foldable item is collapsed." msgstr "" #: doc/classes/Tree.xml msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is checked." msgstr "" #: doc/classes/Tree.xml msgid "" "The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode " "cell." msgstr "" #: doc/classes/Tree.xml msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is unchecked." msgstr "" #: doc/classes/Tree.xml msgid "" "The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " "mode cell." msgstr "" #: doc/classes/Tree.xml msgid "" "Default [StyleBox] for the [Tree], i.e. used when the control is not being " "focused." msgstr "" #: doc/classes/Tree.xml msgid "[StyleBox] used when the [Tree] is being focused." msgstr "" #: doc/classes/Tree.xml msgid "[StyleBox] used when a button in the tree is pressed." msgstr "" #: doc/classes/Tree.xml msgid "[StyleBox] used for the cursor, when the [Tree] is being focused." msgstr "" #: doc/classes/Tree.xml msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused." msgstr "" #: doc/classes/Tree.xml msgid "" "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." msgstr "" #: doc/classes/Tree.xml msgid "" "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" #: doc/classes/Tree.xml msgid "" "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "pressed." msgstr "" #: doc/classes/Tree.xml msgid "" "[StyleBox] for the selected items, used when the [Tree] is not being focused." msgstr "" #: doc/classes/Tree.xml msgid "" "[StyleBox] for the selected items, used when the [Tree] is being focused." msgstr "" #: doc/classes/Tree.xml msgid "[StyleBox] used when the title button is being hovered." msgstr "" #: doc/classes/Tree.xml msgid "Default [StyleBox] for the title button." msgstr "" #: doc/classes/Tree.xml msgid "[StyleBox] used when the title button is being pressed." msgstr "" #: doc/classes/TreeItem.xml msgid "Control for a single item inside a [Tree]." msgstr "" #: 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 "" #: doc/classes/TreeItem.xml msgid "Resets the color for the given column to default." msgstr "" #: doc/classes/TreeItem.xml msgid "Deselects the given column." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Removes the button at index [code]button_idx[/code] in column [code]column[/" "code]." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Returns the [Texture] of the button at index [code]button_idx[/code] in " "column [code]column[/code]." msgstr "" #: 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 "" #: doc/classes/TreeItem.xml #, fuzzy msgid "Returns the number of buttons in column [code]column[/code]." msgstr "Retorna o nome do nó em [code]idx[/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 "" "Retorna [code]true[/code] se a guia no índice [code]tab_idx[/code] estiver " "oculta." #: doc/classes/TreeItem.xml msgid "" "Returns the tooltip string for the button at index [code]button_idx[/code] " "in column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the column's cell mode." msgstr "" #: 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 "" #: doc/classes/TreeItem.xml msgid "Returns the custom color of column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if [code]expand_right[/code] is set." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the given column's icon [Texture]. Error if no icon is set." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the column's icon's maximum width." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the [Color] modulating the column's icon." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the icon [Texture] region as [Rect2]." msgstr "" #: 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 sibling TreeItem in the tree or a null object if there is " "none." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Returns the next visible sibling TreeItem in the tree or a null object if " "there is none.\n" "If [code]wrap[/code] is enabled, the method will wrap around to the first " "visible element in the tree when called on the last visible element, " "otherwise it returns [code]null[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the parent TreeItem or a null object if there is none." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Returns the previous sibling TreeItem in the tree or a null object if there " "is none." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Returns the previous visible sibling TreeItem in the tree or a null object " "if there is none.\n" "If [code]wrap[/code] is enabled, the method will wrap around to the last " "visible element in the tree when called on the first visible element, " "otherwise it returns [code]null[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the value of a [constant CELL_MODE_RANGE] column." msgstr "" #: 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 "" #: doc/classes/TreeItem.xml msgid "Gets the suffix string shown after the column value." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the given column's text." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the given column's text alignment." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the given column's tooltip." msgstr "" #: 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 "" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if the given column is checked." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is editable." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is selectable." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is selected." msgstr "" #: doc/classes/TreeItem.xml msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy." msgstr "" #: doc/classes/TreeItem.xml msgid "Moves this TreeItem to the top in the [Tree] hierarchy." msgstr "" #: 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 "" #: doc/classes/TreeItem.xml msgid "" "Sets the given column's button [Texture] at index [code]button_idx[/code] to " "[code]button[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "" "If [code]true[/code], disables the button at index [code]button_idx[/code] " "in column [code]column[/code]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/TreeItem.xml msgid "" "If [code]true[/code], column [code]column[/code] is expanded to the right." msgstr "" #: doc/classes/TreeItem.xml msgid "Sets the given column's icon [Texture]." msgstr "" #: doc/classes/TreeItem.xml msgid "Sets the given column's icon's maximum width." msgstr "" #: doc/classes/TreeItem.xml msgid "Modulates the given column's icon with [code]modulate[/code]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/TreeItem.xml msgid "If [code]true[/code], the TreeItem is collapsed." msgstr "" #: doc/classes/TreeItem.xml msgid "The custom minimum height." msgstr "" #: doc/classes/TreeItem.xml msgid "If [code]true[/code], folding is disabled for this TreeItem." msgstr "" #: doc/classes/TreeItem.xml msgid "Cell contains a string." msgstr "" #: doc/classes/TreeItem.xml msgid "Cell contains a checkbox." msgstr "" #: doc/classes/TreeItem.xml msgid "Cell contains a range." msgstr "" #: doc/classes/TreeItem.xml msgid "Cell contains an icon." msgstr "" #: doc/classes/TreeItem.xml msgid "Align text to the left. See [code]set_text_align()[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "Center text. See [code]set_text_align()[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "Align text to the right. See [code]set_text_align()[/code]." msgstr "" #: doc/classes/TriangleMesh.xml msgid "Internal mesh type." msgstr "" #: doc/classes/TriangleMesh.xml msgid "Mesh type used internally for collision calculations." msgstr "" #: doc/classes/Tween.xml msgid "Smoothly animates a node's properties over time." msgstr "" #: 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 "" #: 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 "" #: 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 msgid "" "Resets all tweens to their initial values (the ones given, not those before " "the tween)." msgstr "" #: 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 "" #: doc/classes/Tween.xml msgid "Sets the interpolation to the given [code]time[/code] in seconds." msgstr "" #: doc/classes/Tween.xml msgid "" "Activates/deactivates the tween. See also [method stop_all] and [method " "resume_all]." msgstr "" #: 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 "Para de animar todos os 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 "" #: doc/classes/Tween.xml msgid "The tween's animation process thread. See [enum TweenProcessMode]." msgstr "" #: 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 "" #: doc/classes/Tween.xml msgid "Emitted when all processes in a tween end." msgstr "" #: doc/classes/Tween.xml msgid "Emitted when a tween ends." msgstr "Emitido quando um tween termina." #: doc/classes/Tween.xml msgid "Emitted when a tween starts." msgstr "Emitido quando um tween começa." #: doc/classes/Tween.xml msgid "Emitted at each step of the animation." msgstr "" #: doc/classes/Tween.xml msgid "The tween updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Tween.xml msgid "The tween updates with the [code]_process[/code] callback." msgstr "" #: doc/classes/Tween.xml msgid "The animation is interpolated linearly." msgstr "" #: doc/classes/Tween.xml msgid "The animation is interpolated using a sine function." msgstr "" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quintic (to the power of 5) function." msgstr "" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quartic (to the power of 4) function." msgstr "" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quadratic (to the power of 2) function." msgstr "" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with an exponential (to the power of x) " "function." msgstr "" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with elasticity, wiggling around the edges." msgstr "" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a cubic (to the power of 3) function." msgstr "" #: doc/classes/Tween.xml msgid "The animation is interpolated with a function using square roots." msgstr "" #: doc/classes/Tween.xml msgid "The animation is interpolated by bouncing at the end." msgstr "" #: doc/classes/Tween.xml msgid "The animation is interpolated backing out at ends." msgstr "" #: doc/classes/Tween.xml msgid "The interpolation starts slowly and speeds up towards the end." msgstr "" #: doc/classes/Tween.xml msgid "The interpolation starts quickly and slows down towards the end." msgstr "" #: doc/classes/Tween.xml msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is slowest at both ends." msgstr "" #: doc/classes/Tween.xml msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is fastest at both ends." msgstr "" #: 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 #, fuzzy msgid "Emitted when the [Tweener] has just finished its job." msgstr "Emitido quando o nó entra na árvore." #: doc/classes/UDPServer.xml msgid "Helper class to implement a UDP server." msgstr "" #: 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 "" #: doc/classes/UDPServer.xml msgid "" "Returns [code]true[/code] if a packet with a new address/port combination " "was received on the socket." msgstr "" #: doc/classes/UDPServer.xml msgid "" "Returns [code]true[/code] if the socket is open and listening on a port." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/UndoRedo.xml msgid "Register a property value change for \"undo\"." msgstr "" #: 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 "" #: 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 "" #: doc/classes/UndoRedo.xml msgid "Undo the last action." msgstr "" #: doc/classes/UndoRedo.xml msgid "Called when [method undo] or [method redo] was called." msgstr "" #: doc/classes/UndoRedo.xml msgid "Makes \"do\"/\"undo\" operations stay in separate actions." msgstr "" #: 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 "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Universal Plug and Play (UPnP) functions for network device discovery, " "querying and port forwarding." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "This class can be used to discover compatible [UPNPDevice]s on the local " "network and execute commands on them, like managing port mappings (for port " "forwarding/NAT traversal) 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 (here [code]7777[/code], note both [method " "discover] and [method add_port_mapping] can return errors that should be " "checked):\n" "[codeblock]\n" "var upnp = UPNP.new()\n" "upnp.discover()\n" "upnp.add_port_mapping(7777)\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 1024 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]\n" "[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or " "\"internet gateway device\", short IGD) refers to network devices that allow " "computers in the local network to access the internet (\"wide area " "network\", WAN). These gateways are often also called \"routers\".\n" "[b]Pitfalls:[/b]\n" "- As explained above, these calls are blocking and shouldn't be run on the " "main thread, especially as they can block for multiple seconds at a time. " "Use threading!\n" "- Networking is physical and messy. Packets get lost in transit or get " "filtered, addresses, free ports and assigned mappings change, and devices " "may leave or join the network at any time. Be mindful of this, be diligent " "when checking and handling errors, and handle these gracefully if you can: " "add clear error UI, timeouts and re-try handling.\n" "- Port mappings may change (and be removed) at any time, and the remote/" "external IP address of the gateway can change likewise. You should consider " "re-querying the external IP and try to update/refresh the port mapping " "periodically (for example, every 5 minutes and on networking failures).\n" "- Not all devices support UPnP, and some users disable UPnP support. You " "need to handle this (e.g. documenting and requiring the user to manually " "forward ports, or adding alternative methods of NAT traversal, like a relay/" "mirror server, or NAT hole punching, STUN/TURN, etc.).\n" "- Consider what happens on mapping conflicts. Maybe multiple users on the " "same network would like to play your game at the same time, or maybe another " "application uses the same port. Make the port configurable, and optimally " "choose a port automatically (re-trying with a different port on failure).\n" "[b]Further reading:[/b] If you want to know more about UPnP (and the " "Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), " "[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] " "is a good first stop, the specification can be found at the [url=https://" "openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open " "Connectivity Foundation[/url] and Godot's implementation is based on the " "[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Adds the given [UPNPDevice] to the list of discovered devices." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Adds a mapping to forward the external [code]port[/code] (between 1 and " "65535, although recommended to use port 1024 or above) 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. Note that forwarding a well-known port " "(below 1024) with UPnP may fail depending on the device.\n" "Depending on the gateway device, if a mapping for that port already exists, " "it will either be updated or it will refuse this command due to that " "conflict, especially if the existing mapping for that port wasn't created " "via UPnP or points to a different network address (or device) than this " "one.\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 routers management UIs " "and can be used to point out which application added the mapping.\n" "The mapping's lease [code]duration[/code] can be limited by specifying a " "duration in seconds. The default of [code]0[/code] means no duration, i.e. a " "permanent lease and notably some devices only support these permanent " "leases. Note that whether permanent or not, this is only a request and the " "gateway may still decide at any point to remove the mapping (which usually " "happens on a reboot of the gateway, when its external IP address changes, or " "on some models when it detects a port mapping has become inactive, i.e. had " "no traffic for multiple minutes). If not [code]0[/code] (permanent), the " "allowed range according to spec is between [code]120[/code] (2 minutes) and " "[code]86400[/code] seconds (24 hours).\n" "See [enum UPNPResult] for possible return values." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Clears the list of discovered devices." msgstr "" #: 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]. May be refused for mappings pointing " "to addresses other than this one, for well-known ports (below 1024), or for " "mappings not added via UPnP. 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 "" #: modules/upnp/doc_classes/UPNP.xml msgid "Returns the number of discovered [UPNPDevice]s." msgstr "" #: 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 "" #: 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 "" #: modules/upnp/doc_classes/UPNP.xml msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery." msgstr "" #: 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 "" #: 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 "" #: 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 "A ação falhou." #: 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 "" #: modules/upnp/doc_classes/UPNP.xml msgid "The [UPNPDevice] does not allow wildcard values for the internal port." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "The remote host value must be a wildcard." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "The external port value must be a wildcard." msgstr "" #: 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 "" #: 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 "" #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid port." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid protocol." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid duration." msgstr "Duração inválida." #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid arguments." msgstr "Argumentos inválidos." #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid response." msgstr "Resposta inválida." #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid parameter." msgstr "" #: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml msgid "HTTP error." msgstr "Erro HTTP." #: modules/upnp/doc_classes/UPNP.xml msgid "Socket error." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Error allocating memory." msgstr "" #: 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 "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Universal Plug and Play (UPnP) device." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Universal Plug and Play (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 "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "IDG control URL." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Address of the local machine in the network connecting it to this " "[UPNPDevice]." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "IGD service type." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "IGD status. See [enum IGDStatus]." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Service type." msgstr "Tipo de serviço." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "OK." msgstr "OK." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Empty HTTP response." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Returned response contained no URLs." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Not a valid IGD." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Disconnected." msgstr "Desconectado." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Unknown device." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Invalid control." msgstr "Controle inválido." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Memory allocation error." msgstr "" #: doc/classes/Variant.xml msgid "The most important data type in Godot." msgstr "" #: 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 "" #: doc/classes/VBoxContainer.xml msgid "Vertical box container. See [BoxContainer]." msgstr "" #: doc/classes/VBoxContainer.xml msgid "The vertical space between the [VBoxContainer]'s elements." msgstr "" #: doc/classes/Vector2.xml msgid "Vector used for 2D math." msgstr "Vetor utilizado para matemática 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 "" #: doc/classes/Vector2.xml msgid "" "Constructs a new Vector2 from the given [code]x[/code] and [code]y[/code]." msgstr "" #: 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 "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns [code]true[/code] if the vector is normalized, [code]false[/code] " "otherwise." msgstr "" "Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] " "caso contrário." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Returns the length (magnitude) of this vector." msgstr "Retorna o comprimento (magnitude) deste vetor." #: 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 "" #: 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 "" #: 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 "Retorna o produto cruzado deste vetor e [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 msgid "" "Returns the vector rotated by [code]angle[/code] (in radians). See also " "[method @GDScript.deg2rad]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Vector2.xml msgid "Enumerated value for the Y axis." msgstr "" #: 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 "" #: doc/classes/Vector2.xml msgid "Left unit vector. Represents the direction of left." msgstr "" #: doc/classes/Vector2.xml msgid "Right unit vector. Represents the direction of right." msgstr "" #: doc/classes/Vector2.xml msgid "Up unit vector. Y is down in 2D, so this vector points -Y." msgstr "" #: doc/classes/Vector2.xml msgid "Down unit vector. Y is down in 2D, so this vector points +Y." msgstr "" #: doc/classes/Vector3.xml msgid "Vector used for 3D math." msgstr "Vetor utilizado para matemática 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 "" #: doc/classes/Vector3.xml msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "" #: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "Retorna o produto cruzado deste vetor e [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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Vector3.xml msgid "" "Enumerated value for the Y axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" #: doc/classes/Vector3.xml msgid "" "Enumerated value for the Z axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" #: doc/classes/Vector3.xml msgid "" "Left unit vector. Represents the local direction of left, and the global " "direction of west." msgstr "" #: doc/classes/Vector3.xml msgid "" "Right unit vector. Represents the local direction of right, and the global " "direction of east." msgstr "" #: doc/classes/Vector3.xml msgid "Up unit vector." msgstr "" #: doc/classes/Vector3.xml msgid "Down unit vector." msgstr "" #: doc/classes/Vector3.xml msgid "" "Forward unit vector. Represents the local direction of forward, and the " "global direction of north." msgstr "" #: doc/classes/Vector3.xml msgid "" "Back unit vector. Represents the local direction of back, and the global " "direction of south." msgstr "" #: doc/classes/VehicleBody.xml msgid "Physics body that simulates the behavior of a car." msgstr "" #: 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 " "sped 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 "" #: 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 "" #: 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 "" #: 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 sped 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 "" #: 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 "Nó base para os containers." #: doc/classes/VFlowContainer.xml msgid "Vertical version of [FlowContainer]." msgstr "" #: doc/classes/VideoPlayer.xml msgid "Control for playing video streams." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VideoPlayer.xml msgid "If [code]true[/code], playback starts when the scene loads." msgstr "" #: doc/classes/VideoPlayer.xml msgid "Amount of time in milliseconds to store in buffer while playing." msgstr "" #: doc/classes/VideoPlayer.xml msgid "Audio bus to use for sound playback." msgstr "" #: 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 "" #: doc/classes/VideoPlayer.xml msgid "The assigned video stream. See description for supported formats." msgstr "" #: 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 "Volume do áudio como um valor linear." #: doc/classes/VideoPlayer.xml msgid "Audio volume in dB." msgstr "Volume do áudio em dB." #: doc/classes/VideoPlayer.xml msgid "Emitted when playback is finished." msgstr "Emitido quando a reprodução termina." #: doc/classes/VideoStream.xml msgid "Base resource for video streams." msgstr "" #: 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 msgid "[VideoStream] resource for video formats implemented via GDNative." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: modules/webm/doc_classes/VideoStreamWebm.xml msgid "[VideoStream] resource for WebM videos." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/Viewport.xml msgid "Screen Capture Demo" msgstr "" #: doc/classes/Viewport.xml msgid "Dynamic Split Screen Demo" msgstr "" #: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml msgid "3D Viewport Scaling Demo" msgstr "" #: 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 "" #: 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 "" #: doc/classes/Viewport.xml msgid "Returns the active 3D camera." msgstr "Retorna a câmara 3D ativa." #: doc/classes/Viewport.xml msgid "Returns the total transform of the viewport." msgstr "" #: doc/classes/Viewport.xml msgid "Returns the topmost modal in the stack." msgstr "" #: doc/classes/Viewport.xml msgid "" "Returns the mouse's position in this [Viewport] using the coordinate system " "of this [Viewport]." msgstr "" #: 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 msgid "Returns the size override set with [method set_size_override]." msgstr "" #: 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 "" #: doc/classes/Viewport.xml msgid "Returns the visible rectangle in global screen coordinates." msgstr "" #: 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 msgid "Returns [code]true[/code] if there are visible modals on-screen." msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "Returns [code]true[/code] if the drag operation is successful." msgstr "Retorna [code]true[/code] se o script pode ser instanciado." #: 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 "" #: 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 "" #: 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 "" #: 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 msgid "If [code]true[/code], the viewport will be used in AR/VR process." msgstr "" #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will process 2D audio streams." msgstr "" #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will process 3D audio streams." msgstr "" #: 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 3D. 2D rendering is [i]not[/i] affected by " "debanding unless the [member Environment.background_mode] is [constant " "Environment.BG_CANVAS]. In this case, [member usage] must also be set to " "[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/" "filters/use_debanding].\n" "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. To actually " "disable allocation of 3D buffers, set [member usage] instead." 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 "" #: 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 a unique copy of the [World] " "defined in [member world]." msgstr "" #: 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 "" #: 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 [code]0[/code], both point [i]and[/i] " "directional shadows won't be visible. Since user-created viewports default " "to a value of [code]0[/code], this value must be set above [code]0[/code] " "manually (typically at least [code]256[/code])." 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 msgid "If [code]true[/code], the size override affects stretch as well." msgstr "" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the viewport should render its background as " "transparent." msgstr "" #: doc/classes/Viewport.xml msgid "" "The viewport's rendering mode. This controls which buffers are allocated for " "the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage " "and improve performance slightly, especially on low-end devices.\n" "[b]Note:[/b] If set to [constant USAGE_2D] or [constant " "USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " "HDR is not supported for 2D." msgstr "" #: 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 msgid "The custom [World] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml msgid "The custom [World2D] which can be used as 2D environment source." msgstr "" #: doc/classes/Viewport.xml msgid "Emitted when a Control node grabs keyboard focus." msgstr "" #: 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 "" #: doc/classes/Viewport.xml msgid "" "Update the render target once, then switch to [constant UPDATE_DISABLED]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Viewport.xml msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps." msgstr "" #: doc/classes/Viewport.xml msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps." msgstr "" #: 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 "" #: doc/classes/Viewport.xml msgid "Amount of objects in frame." msgstr "" #: doc/classes/Viewport.xml msgid "Amount of vertices in frame." msgstr "" #: doc/classes/Viewport.xml msgid "Amount of material changes in frame." msgstr "" #: doc/classes/Viewport.xml msgid "Amount of shader changes in frame." msgstr "" #: doc/classes/Viewport.xml msgid "Amount of surface changes in frame." msgstr "" #: doc/classes/Viewport.xml msgid "Amount of draw calls in frame." msgstr "" #: doc/classes/Viewport.xml msgid "Amount of items or joined items in frame." msgstr "" #: doc/classes/Viewport.xml msgid "Represents the size of the [enum RenderInfo] enum." msgstr "" #: doc/classes/Viewport.xml msgid "Objects are displayed normally." msgstr "Objetos são exibidos normalmente." #: doc/classes/Viewport.xml msgid "Objects are displayed without light information." msgstr "" #: 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 "" #: 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 "" #: doc/classes/Viewport.xml msgid "Use 4x Multisample Antialiasing." msgstr "" #: doc/classes/Viewport.xml msgid "" "Use 8x Multisample Antialiasing. Likely unsupported on low-end and older " "hardware." msgstr "" #: doc/classes/Viewport.xml msgid "" "Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end " "hardware." msgstr "" #: 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 "" #: doc/classes/Viewport.xml msgid "Never clear the render target." msgstr "" #: doc/classes/Viewport.xml msgid "" "Clear the render target next frame, then switch to [constant " "CLEAR_MODE_NEVER]." msgstr "" #: doc/classes/ViewportContainer.xml msgid "Control for holding [Viewport]s." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused." msgstr "" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "This enabler will pause [AnimationPlayer] nodes." msgstr "" #: doc/classes/VisibilityEnabler.xml msgid "This enabler will freeze [RigidBody] nodes." msgstr "" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "Represents the size of the [enum Enabler] enum." msgstr "" #: 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 "" #: doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused." msgstr "" #: doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [Particles2D] nodes will be paused." msgstr "" #: doc/classes/VisibilityEnabler2D.xml msgid "" "If [code]true[/code], the parent's [method Node._physics_process] will be " "stopped." msgstr "" #: doc/classes/VisibilityEnabler2D.xml msgid "" "If [code]true[/code], the parent's [method Node._process] will be stopped." msgstr "" #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will freeze [RigidBody2D] nodes." msgstr "" #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will stop [Particles2D] nodes." msgstr "" #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will stop the parent's [method Node._process] function." msgstr "" #: doc/classes/VisibilityEnabler2D.xml msgid "" "This enabler will stop the parent's [method Node._physics_process] function." msgstr "" #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will stop [AnimatedSprite] nodes animations." msgstr "" #: doc/classes/VisibilityNotifier.xml doc/classes/VisibilityNotifier2D.xml msgid "Detects approximately when the node is visible on screen." msgstr "" #: 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 "" #: doc/classes/VisibilityNotifier.xml msgid "The VisibilityNotifier's bounding box." msgstr "" #: doc/classes/VisibilityNotifier.xml msgid "" "In addition to checking whether a node is on screen or within a [Camera]'s " "view, VisibilityNotifier can also optionally check whether a node is within " "a specified maximum distance when using a [Camera] with perspective " "projection. This is useful for throttling the performance requirements of " "nodes that are far away.\n" "[b]Note:[/b] This feature will be disabled if set to 0.0." msgstr "" #: doc/classes/VisibilityNotifier.xml msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view." msgstr "" #: doc/classes/VisibilityNotifier.xml msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view." msgstr "" #: doc/classes/VisibilityNotifier.xml msgid "Emitted when the VisibilityNotifier enters the screen." msgstr "Emitido quando o VisibilityNotifier entra na tela." #: doc/classes/VisibilityNotifier.xml msgid "Emitted when the VisibilityNotifier exits the screen." msgstr "" #: 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 msgid "The VisibilityNotifier2D's bounding rectangle." msgstr "" #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D enters the screen." msgstr "Emitido quando o VisibilityNotifier2D entra na tela." #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D exits the screen." msgstr "Emitido quando o VisibilityNotifier2D sai da tela." #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D enters a [Viewport]'s view." msgstr "" #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D exits a [Viewport]'s view." msgstr "" #: doc/classes/VisualInstance.xml msgid "Parent of all visual 3D nodes." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VisualInstance.xml msgid "" "The sorting offset used by this [VisualInstance]. Adjusting it to a higher " "value will make the [VisualInstance] reliably draw on top of other " "[VisualInstance]s that are otherwise positioned at the same spot." msgstr "" #: doc/classes/VisualInstance.xml msgid "" "If [code]true[/code], the object is sorted based on the [AABB] center. " "Sorted based on the global position otherwise.\n" "The [AABB] center based sorting is generally more accurate for 3D models. " "The position based sorting instead allows to better control the drawing " "order when working with [Particles] and [CPUParticles]." 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 "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a function with the specified name to the VisualScript." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a node to a function of the VisualScript." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the count of a custom signal's arguments." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the name of a custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the type of a custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a specific custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Rename a custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the type of a custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Swap two of the arguments of a custom signal." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Disconnect two data ports previously connected with [method data_connect]." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns a node given its id and its function." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns a node's position in pixels." msgstr "Retorna a posição de um nó em pixels." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns the default (initial) value of a variable." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a variable is exported." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether the specified data ports are connected." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a function exists with the specified name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a node exists with the given id." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether the specified sequence ports are connected." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a variable exists with the specified name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a custom signal with the given name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a specific function and its nodes from the script." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a specific node." msgstr "Remove um nó específico." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a variable with the given name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the name of a custom signal." msgstr "Muda o nome de um sinal customizado." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the name of a function." msgstr "Muda o nome de uma função." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the name of a variable." msgstr "Muda o nome de uma variável." #: 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 "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Position a node on the screen." msgstr "Posiciona um nó na tela." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the default (initial) value of a variable." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change whether a variable is exported." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Set a variable's info, using the same format as [method get_variable_info]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Emitted when the ports of a node are changed." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "The name of the constant to return." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the sine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the cosine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the tangent of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the hyperbolic sine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the hyperbolic cosine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the hyperbolic tangent of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the arc sine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the arc cosine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the arc tangent of the input." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the remainder of one input divided by the other, using floating-point " "numbers." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input rounded up." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input rounded to the nearest integer." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the absolute value of the input." msgstr "" #: 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 "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the number of digit places after the decimal that the first non-zero " "digit occurs." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the result of [code]value[/code] decreased by [code]step[/code] * " "[code]amount[/code]." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Set the seed for the random number generator." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return a random value from the given seed, along with the new seed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input from degrees to radians." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input from radians to degrees." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input from linear volume to decibel volume." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input from decibel volume to linear volume." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the greater of the two numbers, also known as their maximum." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the lesser of the two numbers, also known as their minimum." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Create a [WeakRef] from the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Create a [FuncRef] from the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert between types." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return a character with the given ascii value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input to a string." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Print the given string to the output window." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Print the given string to the standard error output." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Print the given string to the standard output, without adding a newline." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Serialize a [Variant] to a string." msgstr "" #: 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 "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml msgid "Gets a constant from a given class." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml msgid "" "The constant to return. See the given class for its available constants." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "A Visual Script node used to annotate the script." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "The comment node's size (in pixels)." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "The comment node's title." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComposeArray.xml msgid "A Visual Script Node used to create array from a list of items." msgstr "" #: 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 "" #: 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 "" #: 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 "O tipo do constante." #: modules/visual_script/doc_classes/VisualScriptConstant.xml msgid "The constant's value." msgstr "O valor do constante." #: modules/visual_script/doc_classes/VisualScriptConstructor.xml msgid "A Visual Script node which calls a base type constructor." msgstr "" #: 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 "" #: 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 "Retorna o título do nó." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the node's category." msgstr "Retorna a categoria do nó." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the count of input value ports." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Return the specified input port's hint. See the [enum @GlobalScope." "PropertyHint] hints." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the specified input port's hint string." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the specified input port's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Return the specified input port's type. See the [enum Variant.Type] values." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the amount of output [b]sequence[/b] ports." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the specified [b]sequence[/b] output's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the amount of output value ports." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the specified output port's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Return the specified output port's type. See the [enum Variant.Type] values." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return whether the custom node has an input [b]sequence[/b] port." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml msgid "Emits a specified signal." msgstr "" #: 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 "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptExpression.xml msgid "A Visual Script node that can execute a custom expression." msgstr "" #: 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 "" #: 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 msgid "A Visual Script node for calling a function." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called on a singleton." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called locally." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called remotely." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called remotely using an unreliable protocol." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called remotely for the given peer." msgstr "" #: 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 "" #: 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 "" #: 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 msgid "A Visual Script node returning a constant from [@GlobalScope]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml msgid "The constant to be used." msgstr "" #: modules/visual_script/doc_classes/VisualScriptIndexGet.xml msgid "A Visual Script node for getting a value from an array or a dictionary." msgstr "" #: 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 msgid "A Visual Script node for setting a value in an array or a dictionary." msgstr "" #: 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 msgid "A Visual Script node returning a state of an action." msgstr "" #: 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 "Nome da ação." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml msgid "State of the action to check. See [enum Mode] for options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml msgid "[code]True[/code] if action is pressed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml msgid "[code]True[/code] if action is released (i.e. not pressed)." msgstr "" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml msgid "[code]True[/code] on the frame the action was pressed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml msgid "[code]True[/code] on the frame the action was released." msgstr "" #: modules/visual_script/doc_classes/VisualScriptIterator.xml msgid "Steps through items in a given input." msgstr "" #: 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 msgid "Adds an input port to the Visual Script node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "Adds an output port to the Visual Script node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "Removes an input port from the Visual Script node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "Removes an output port from the Visual Script node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "Sets the name of an input port." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "Sets the type of an input port." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "Sets the name of an output port." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "Sets the type of an output port." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml msgid "Gets a local variable's value." msgstr "Obtém o valor de uma variável local." #: 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 "O tipo da variável local." #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml msgid "The local variable's name." msgstr "O nome da variável local." #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml msgid "Changes a local variable's value." msgstr "Muda o valor de uma variável local." #: 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 "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Unity: [code]1[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Pi: [code]3.141593[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Pi divided by two: [code]1.570796[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Tau: [code]6.283185[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "" "Mathematical constant [code]e[/code], the natural log base: [code]2.718282[/" "code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Square root of two: [code]1.414214[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Infinity: [code]inf[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Not a number: [code]nan[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Represents the size of the [enum MathConstant] enum." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "A node which is part of a [VisualScript]." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "Emitted when the available input/output ports are changed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptOperator.xml msgid "A Visual Script node that performs an operation on two values." msgstr "" #: 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 msgid "" "The operation to be performed. See [enum Variant.Operator] for available " "options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptOperator.xml msgid "" "The type of the values for this operation. See [enum Variant.Type] for " "available options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPreload.xml msgid "Creates a new [Resource] or loads one from the filesystem." msgstr "" #: 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 "O [Resource] para carregar." #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "A Visual Script node returning a value of a property from an [Object]." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "The property will be retrieved from the given [Node] in the scene tree." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "A Visual Script node that sets a property of an [Object]." msgstr "" #: 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 msgid "" "The additional operation to perform when assigning. See [enum AssignOp] for " "options." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "The property will be set on the given [Node] in the scene tree." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "The property will be assigned regularly." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The value will be added to the property. Equivalent of doing [code]+=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The value will be subtracted from the property. Equivalent of doing [code]-" "=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be multiplied by the value. Equivalent of doing [code]*=[/" "code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be divided by the value. Equivalent of doing [code]/=[/" "code]." msgstr "" #: 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 "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptReturn.xml msgid "The return value's data type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml msgid "Node reference." msgstr "Referência de nó." #: 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 "" #: modules/visual_script/doc_classes/VisualScriptSceneTree.xml msgid "A Visual Script node for accessing [SceneTree] methods." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSelect.xml msgid "Chooses between two input values." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptSelf.xml msgid "Outputs a reference to the current instance." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptSubCall.xml msgid "Calls a method called [code]_subcall[/code] in this object." msgstr "" #: 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 "Chamado por este nó." #: 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 msgid "A Visual Script node that casts the given value to another type." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml msgid "Gets a variable's value." msgstr "Obtém o valor de uma variável." #: 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 "Muda o nome de uma variável." #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml msgid "Changes a variable's value." msgstr "Muda o valor de uma variável." #: 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 "" #: 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 msgid "A Visual Script node used to pause a function execution." msgstr "" #: 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 msgid "" "The mode to use for yielding. See [enum YieldMode] for available options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "The time to wait when [member mode] is set to [constant YIELD_WAIT]." msgstr "" #: 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 msgid "A Visual Script node yielding for a signal." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "" "[VisualScriptYieldSignal] will pause the function execution until the " "provided signal is emitted." msgstr "" #: 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 "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "A signal from this [Object] will be used." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "" "Sets camera to use perspective projection. Objects on the screen becomes " "smaller when they are far away." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets [Transform] of camera." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Adds a circle command to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If ignore is [code]true[/code], the VisualServer does not perform clipping." msgstr "" #: doc/classes/VisualServer.xml msgid "Adds a line command to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml msgid "Adds a mesh command to the [CanvasItem]'s draw commands." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Adds a polygon to the [CanvasItem]'s draw commands." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Adds a rectangle to the [CanvasItem]'s draw commands." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Sets clipping for the [CanvasItem]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Sets the index for the [CanvasItem]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "The light mask. See [LightOccluder2D] for more information on light masks." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a new material to the [CanvasItem]." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the color that modulates the [CanvasItem] and its children." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Sets if [CanvasItem]'s children should be sorted by y-position." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the [CanvasItem]'s [Transform2D]." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets if the canvas item (including its children) is visible." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "" "Attaches the canvas light to the canvas. Removes it from its previous canvas." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "" "Attaches a light occluder to the canvas. Removes it from its previous canvas." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Enables or disables light occluder." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a light occluder's polygon." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a light occluder's [Transform2D]." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the color for a light." msgstr "" #: doc/classes/VisualServer.xml msgid "Enables or disables a canvas light." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a canvas light's energy." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a canvas light's height." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Smoothens the shadow. The lower, the smoother." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets texture to be used by light. Equivalent to [member Light2D.texture]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the offset of the light's texture. Equivalent to [member Light2D." "offset]." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the canvas light's [Transform2D]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "" "Draws a frame. [i]This method is deprecated[/i], please use [method " "force_draw] instead." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Sets the maximum layer to use if using Canvas background mode." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Synchronizes threads." msgstr "" #: doc/classes/VisualServer.xml msgid "Tries to free an object in the VisualServer." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Returns the id of the test texture. Creates one if none exists." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Returns the data used by the GI probe." msgstr "" #: 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 "" #: 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 msgid "" "Returns [code]true[/code] if the GI probe is set to interior, meaning it " "does not account for sky light. Equivalent to [member GIProbe.interior]." msgstr "" #: doc/classes/VisualServer.xml 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 msgid "Sets the to cell [Transform] for this GI probe." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "" "Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method " "ImmediateGeometry.end]." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the material assigned to the [ImmediateGeometry]." msgstr "" #: 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 msgid "Sets the material to be used to draw the [ImmediateGeometry]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Not implemented in Godot 3.x." msgstr "" #: 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 "" #: 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 "Função não implementada no 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 "" #: doc/classes/VisualServer.xml msgid "" "Sets the world space transform of the instance. Equivalent to [member " "Spatial.transform]." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the lightmap to use with this instance." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets whether an instance is drawn or not. Equivalent to [member Spatial." "visible]." msgstr "" #: 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 msgid "" "If [code]true[/code], light will subtract light instead of adding light. " "Equivalent to [member Light.light_negative]." msgstr "" #: 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 msgid "" "If [code]true[/code], light will cast shadows. Equivalent to [member Light." "shadow_enabled]." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Returns the size of the lightmap capture area." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the energy multiplier used by the lightmap capture." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the octree used by the lightmap capture." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns the cell subdivision amount used by this lightmap capture's octree." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the cell transform for this lightmap capture's octree." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns [code]true[/code] if capture is in \"interior\" mode." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Returns the value of a certain material's parameter." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Returns the default value for the param if available. Returns [code]null[/" "code] otherwise." msgstr "" "Retorna [code]true[/code] se a plataforma possuir um teclado virtual, " "[code]false[/code] caso contrário." #: 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 "" #: doc/classes/VisualServer.xml msgid "Sets an object's next material." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a material's parameter." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a material's render priority." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a shader material's shader." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's blend shape count." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's blend shape mode." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's custom aabb." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's number of surfaces." msgstr "" #: doc/classes/VisualServer.xml msgid "Removes a mesh's surface." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a mesh's blend shape count." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's aabb." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's vertex buffer." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's amount of indices." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's amount of vertices." msgstr "" #: 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 msgid "Returns the format of a mesh's surface." msgstr "" #: doc/classes/VisualServer.xml msgid "Function is unused in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's index buffer." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's material." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the primitive type of a mesh's surface." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the aabb of a mesh's surface's skeleton." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a mesh's surface's material." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if particles are not emitting and particles are " "set to inactive." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "" "Sets the [Transform] that will be used by the particles when they first emit." msgstr "" #: 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 "" #: 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 msgid "" "If [code]true[/code], uses fractional delta which smooths the movement of " "the particles. Equivalent to [member Particles.fract_delta]." msgstr "" #: doc/classes/VisualServer.xml 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 "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], reflections will ignore sky contribution. Equivalent " "to [member ReflectionProbe.interior_enable]." msgstr "" #: 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 msgid "" "Sets the ambient light color for this reflection probe when set to interior " "mode. Equivalent to [member ReflectionProbe.interior_ambient_color]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the energy multiplier for this reflection probes ambient light " "contribution when set to interior mode. Equivalent to [member " "ReflectionProbe.interior_ambient_energy]." msgstr "" #: doc/classes/VisualServer.xml 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 "" #: doc/classes/VisualServer.xml msgid "" "Sets the [enum ScenarioDebugMode] for this scenario. See [enum " "ScenarioDebugMode] for options." msgstr "" #: 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 msgid "Enables or disables occlusion culling." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Returns a shader's code." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a default texture from a shader searched by name." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the parameters of a shader." msgstr "Retorna os parâmetros de uma shader." #: doc/classes/VisualServer.xml msgid "Sets a shader's code." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a shader's default texture. Overwrites the texture given by name." msgstr "" #: doc/classes/VisualServer.xml msgid "Allocates the GPU buffers for this skeleton." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the [Transform] set for a specific bone of this skeleton." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the [Transform2D] set for a specific bone of this skeleton." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the [Transform] for a specific bone of this skeleton." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the [Transform2D] for a specific bone of this skeleton." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Returns the number of bones allocated for this skeleton." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Sets a sky's texture." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Allocates the GPU memory for the texture." msgstr "" #: doc/classes/VisualServer.xml msgid "Binds the texture to a texture slot." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "" "Creates a texture, allocates the space for an image, and fills in the image." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a list of all the textures and their information." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Returns the depth of the texture." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the flags of a texture." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the format of the texture's image." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the texture's height." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the texture's path." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the opengl id of the texture's image." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the type of the texture, can be any of the [enum TextureType]." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the texture's width." msgstr "Retorna a largura da textura." #: 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 "" #: doc/classes/VisualServer.xml msgid "Sets the texture's path." msgstr "" #: 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 "" #: 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 msgid "" "If [code]true[/code], the image will be stored in the texture's images array " "if overwritten." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a viewport's camera." msgstr "Define a câmara de um viewport." #: doc/classes/VisualServer.xml msgid "Sets a viewport's canvas." msgstr "" #: 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 further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Detaches the viewport from the screen." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns a viewport's render information. For options, see the [enum " "ViewportRenderInfo] constants." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the viewport's last rendered frame." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "" "Sets the clear mode of a viewport. See [enum ViewportClearMode] for options." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for " "options." msgstr "" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], a viewport's 3D rendering is disabled." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], rendering of a viewport's environment is disabled." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the viewport's global transformation matrix." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport renders to high dynamic range (HDR) " "instead of standard dynamic range (SDR). See also [method " "viewport_set_use_32_bpc_depth].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's canvas is not rendered." msgstr "" #: doc/classes/VisualServer.xml msgid "Currently unimplemented in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the viewport's parent to another viewport." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport renders its background as transparent." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets when the viewport should be updated. See [enum ViewportUpdateMode] " "constants for options." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for " "options." msgstr "" #: doc/classes/VisualServer.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 if [method viewport_set_use_32_bpc_depth] is used " "on the same [Viewport] to set HDR to [code]true[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [ARVRInterface]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "The minimum Z-layer for canvas items." msgstr "" #: doc/classes/VisualServer.xml msgid "The maximum Z-layer for canvas items." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "The minimum renderpriority of all materials." msgstr "" #: doc/classes/VisualServer.xml msgid "The maximum renderpriority of all materials." msgstr "" #: doc/classes/VisualServer.xml msgid "Marks the left side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml msgid "Marks the right side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml msgid "Marks the bottom side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml msgid "Marks the top side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml msgid "Marks the front side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml msgid "Marks the back side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml msgid "Normal texture with 2 dimensions, width and height." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "A 3-dimensional texture with width, height, and depth." msgstr "" #: doc/classes/VisualServer.xml msgid "Repeats the texture (instead of clamp to edge)." msgstr "" #: doc/classes/VisualServer.xml msgid "Repeats the texture with alternate sections mirrored." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Default flags. [constant TEXTURE_FLAG_MIPMAPS], [constant " "TEXTURE_FLAG_REPEAT] and [constant TEXTURE_FLAG_FILTER] are enabled." msgstr "" #: doc/classes/VisualServer.xml msgid "Shader is a 3D shader." msgstr "" #: doc/classes/VisualServer.xml msgid "Shader is a 2D shader." msgstr "" #: doc/classes/VisualServer.xml msgid "Shader is a particle shader." msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum ShaderMode] enum." msgstr "" #: doc/classes/VisualServer.xml msgid "Array is a vertex array." msgstr "" #: doc/classes/VisualServer.xml msgid "Array is a normal array." msgstr "" #: doc/classes/VisualServer.xml msgid "Array is a tangent array." msgstr "" #: doc/classes/VisualServer.xml msgid "Array is a color array." msgstr "" #: doc/classes/VisualServer.xml msgid "Array is an UV coordinates array." msgstr "" #: doc/classes/VisualServer.xml msgid "Array is an UV coordinates array for the second UV coordinates." msgstr "" #: doc/classes/VisualServer.xml msgid "Array contains bone information." msgstr "" #: doc/classes/VisualServer.xml msgid "Array is weight information." msgstr "" #: doc/classes/VisualServer.xml msgid "Array is index array." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark a vertex array." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark a normal array." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark a tangent array." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark a color array." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark an UV coordinates array." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Flag used to mark an UV coordinates array for the second UV coordinates." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark a bone information array." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark a weights array." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark an index array." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) color array." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Is a directional (sun) light." msgstr "" #: doc/classes/VisualServer.xml msgid "Is an omni light." msgstr "" #: doc/classes/VisualServer.xml msgid "Is a spot light." msgstr "" #: doc/classes/VisualServer.xml msgid "The light's energy." msgstr "A energia da luz." #: 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 "" #: doc/classes/VisualServer.xml msgid "The light's range." msgstr "" #: doc/classes/VisualServer.xml msgid "The light's attenuation." msgstr "" #: doc/classes/VisualServer.xml msgid "The spotlight's angle." msgstr "" #: doc/classes/VisualServer.xml msgid "The spotlight's attenuation." msgstr "" #: doc/classes/VisualServer.xml msgid "Scales the shadow color." msgstr "" #: doc/classes/VisualServer.xml msgid "Max distance that shadows will be rendered." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Use more detail horizontally when computing shadow map." msgstr "" #: doc/classes/VisualServer.xml msgid "Use orthogonal shadow projection for directional light." msgstr "" #: doc/classes/VisualServer.xml msgid "Use 2 splits for shadow projection when using directional light." msgstr "" #: doc/classes/VisualServer.xml msgid "Use 4 splits for shadow projection when using directional light." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Keeps shadows stable as camera moves but has lower effective resolution." msgstr "" #: 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 "Não atualize o viewport." #: doc/classes/VisualServer.xml msgid "Update the viewport once then set to disabled." msgstr "" #: doc/classes/VisualServer.xml msgid "Update the viewport whenever it is visible." msgstr "" #: doc/classes/VisualServer.xml msgid "Always update the viewport." msgstr "" #: doc/classes/VisualServer.xml msgid "The viewport is always cleared before drawing." msgstr "" #: doc/classes/VisualServer.xml msgid "The viewport is never cleared before drawing." msgstr "" #: doc/classes/VisualServer.xml msgid "" "The viewport is cleared once, then the clear mode is set to [constant " "VIEWPORT_CLEAR_NEVER]." msgstr "" #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is disabled." msgstr "" #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 2×." msgstr "" #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 4×." msgstr "" #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 8×." msgstr "" #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 16×." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "The Viewport renders 3D but without effects." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of objects drawn in a single frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of vertices drawn in a single frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of material changes during this frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of shader changes during this frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of surface changes during this frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of draw calls during this frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of 2d items drawn this frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of 2d draw calls during this frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum ViewportRenderInfo] enum." msgstr "" #: doc/classes/VisualServer.xml msgid "Debug draw is disabled. Default setting." msgstr "" #: doc/classes/VisualServer.xml msgid "Debug draw sets objects to unshaded." msgstr "" #: doc/classes/VisualServer.xml msgid "Overwrites clear color to [code](0,0,0,0)[/code]." msgstr "" #: doc/classes/VisualServer.xml msgid "Debug draw draws objects in wireframe." msgstr "" #: doc/classes/VisualServer.xml msgid "Do not use a debug mode." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "The instance is a mesh." msgstr "" #: doc/classes/VisualServer.xml msgid "The instance is a multimesh." msgstr "" #: doc/classes/VisualServer.xml msgid "The instance is an immediate geometry." msgstr "" #: doc/classes/VisualServer.xml msgid "The instance is a particle emitter." msgstr "" #: doc/classes/VisualServer.xml msgid "The instance is a light." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VisualServer.xml msgid "When set, manually requests to draw geometry on next frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum InstanceFlags] enum." msgstr "" #: doc/classes/VisualServer.xml msgid "Disable shadows from this instance." msgstr "" #: doc/classes/VisualServer.xml msgid "Cast shadows from this instance." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "" "Only render the shadows from the object. The object itself will not be drawn." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Adds light color subtractive to the canvas." msgstr "" #: doc/classes/VisualServer.xml msgid "The light adds color depending on transparency." msgstr "" #: doc/classes/VisualServer.xml msgid "The light adds color depending on mask." msgstr "" #: doc/classes/VisualServer.xml msgid "Do not apply a filter to canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml msgid "Use PCF3 filtering to filter canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml msgid "Use PCF5 filtering to filter canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml msgid "Use PCF7 filtering to filter canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml msgid "Use PCF9 filtering to filter canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml msgid "Use PCF13 filtering to filter canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is disabled." msgstr "" #: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is clockwise." msgstr "" #: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is counterclockwise." msgstr "" #: doc/classes/VisualServer.xml msgid "The amount of objects in the frame." msgstr "" #: doc/classes/VisualServer.xml msgid "The amount of vertices in the frame." msgstr "" #: doc/classes/VisualServer.xml msgid "The amount of modified materials in the frame." msgstr "" #: doc/classes/VisualServer.xml msgid "The amount of shader rebinds in the frame." msgstr "" #: doc/classes/VisualServer.xml msgid "" "The peak amount of shaders that have been under compilation in the frame.\n" "This is useful to know when asynchronous shader compilation has finished for " "the current shaders on screen.\n" "[b]Note:[/b] For complete certainty, only assume there are no outstanding " "compilations when this value is zero for at least two frames in a row.\n" "Unimplemented in the GLES2 rendering backend, always returns 0." msgstr "" #: doc/classes/VisualServer.xml msgid "The amount of surface changes in the frame." msgstr "" #: doc/classes/VisualServer.xml msgid "The amount of draw calls in frame." msgstr "" #: doc/classes/VisualServer.xml msgid "The amount of 2d items in the frame." msgstr "" #: doc/classes/VisualServer.xml msgid "The amount of 2d draw calls in frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Hardware supports multithreading. This enum is currently unused in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml msgid "Use [Transform2D] to store MultiMesh transform." msgstr "" #: doc/classes/VisualServer.xml msgid "Use [Transform] to store MultiMesh transform." msgstr "" #: doc/classes/VisualServer.xml msgid "MultiMesh does not use per-instance color." msgstr "" #: doc/classes/VisualServer.xml msgid "" "MultiMesh color uses 8 bits per component. This packs the color into a " "single float." msgstr "" #: doc/classes/VisualServer.xml msgid "MultiMesh color uses a float per channel." msgstr "" #: doc/classes/VisualServer.xml msgid "MultiMesh does not use custom data." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Reflection probe will update reflections once and then stop." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Reflection probe will update each frame. This mode is necessary to capture " "moving objects." msgstr "" #: doc/classes/VisualServer.xml msgid "Draw particles in the order that they appear in the particles array." msgstr "" #: doc/classes/VisualServer.xml msgid "Sort particles based on their lifetime." msgstr "" #: doc/classes/VisualServer.xml msgid "Sort particles based on their distance to the camera." msgstr "" #: doc/classes/VisualServer.xml msgid "Use the clear color as background." msgstr "" #: doc/classes/VisualServer.xml msgid "Use a specified color as the background." msgstr "" #: doc/classes/VisualServer.xml msgid "Use a sky resource for the background." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum EnvironmentBG] enum." msgstr "" #: doc/classes/VisualServer.xml msgid "Use lowest blur quality. Fastest, but may look bad." msgstr "" #: doc/classes/VisualServer.xml msgid "Use medium blur quality." msgstr "" #: doc/classes/VisualServer.xml msgid "Used highest blur quality. Looks the best, but is the slowest." msgstr "" #: doc/classes/VisualServer.xml msgid "Add the effect of the glow on top of the scene." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Shows the glow effect by itself without the underlying scene." msgstr "" #: 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 "" #: doc/classes/VisualServer.xml msgid "Medium quality screen space ambient occlusion." msgstr "" #: doc/classes/VisualServer.xml msgid "Highest quality screen space ambient occlusion." msgstr "" #: doc/classes/VisualServer.xml msgid "Disables the blur set for SSAO. Will make SSAO look noisier." msgstr "" #: doc/classes/VisualServer.xml msgid "Perform a 1x1 blur on the SSAO output." msgstr "" #: doc/classes/VisualServer.xml msgid "Performs a 2x2 blur on the SSAO output." msgstr "" #: doc/classes/VisualServer.xml msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VisualShader.xml msgid "" "Returns [code]true[/code] if the specified nodes and ports can be connected " "together." msgstr "" #: doc/classes/VisualShader.xml msgid "Connects the specified nodes and ports." msgstr "" #: 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 "" #: doc/classes/VisualShader.xml msgid "Returns the list of connected nodes with the specified type." msgstr "" #: doc/classes/VisualShader.xml msgid "Returns the list of all nodes in the shader with the specified type." msgstr "" #: doc/classes/VisualShader.xml msgid "Returns the position of the specified node within the shader graph." msgstr "" #: doc/classes/VisualShader.xml msgid "" "Returns [code]true[/code] if the specified node and port connection exist." msgstr "" #: doc/classes/VisualShader.xml msgid "Removes the specified node from the shader." msgstr "" #: doc/classes/VisualShader.xml msgid "Sets the mode of this shader." msgstr "" #: doc/classes/VisualShader.xml msgid "Sets the position of the specified node." msgstr "" #: doc/classes/VisualShader.xml msgid "The offset vector of the whole graph." msgstr "" #: doc/classes/VisualShader.xml msgid "A vertex shader, operating on vertices." msgstr "" #: doc/classes/VisualShader.xml msgid "A fragment shader, operating on fragments (pixels)." msgstr "" #: doc/classes/VisualShader.xml msgid "A shader for light calculations." msgstr "" #: doc/classes/VisualShader.xml msgid "Represents the size of the [enum Type] enum." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/VisualShaderNode.xml msgid "" "3D vector of floating-point values. Translated to [code]vec3[/code] type in " "shader code." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "Boolean type. Translated to [code]bool[/code] type in shader code." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "Transform type. Translated to [code]mat4[/code] type in shader code." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "A boolean constant to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "" "Has only one output port and no inputs.\n" "Translated to [code]bool[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "A boolean constant which represents a state of this node." msgstr "" #: doc/classes/VisualShaderNodeBooleanUniform.xml msgid "A boolean uniform to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeBooleanUniform.xml msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeBooleanUniform.xml #: doc/classes/VisualShaderNodeColorUniform.xml #: doc/classes/VisualShaderNodeScalarUniform.xml #: doc/classes/VisualShaderNodeTransformUniform.xml #: doc/classes/VisualShaderNodeVec3Uniform.xml msgid "A default value to be assigned within the shader." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeColorFunc.xml msgid "A [Color] function to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" "Accept a [Color] to the input port and transform it according to [member " "function]." msgstr "" #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" "A function to be applied to the input color. See [enum Function] for options." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "A [Color] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "Applies [member operator] to two color inputs." msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "An operator to be applied to the inputs. See [enum Operator] for options." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a lighten effect with the following formula:\n" "[codeblock]\n" "result = max(a, b);\n" "[/codeblock]" msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeColorUniform.xml msgid "Translated to [code]uniform vec4[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "A comparison function for common types within the visual shader graph." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeCompare.xml msgid "A comparison function. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "" "The type to be used in the comparison. See [enum ComparisonType] for options." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "A floating-point scalar." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "A 3D vector type." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "A boolean type." msgstr "Um tipo boleano." #: doc/classes/VisualShaderNodeCompare.xml msgid "A transform ([code]mat4[/code]) type." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "Comparison for equality ([code]a == b[/code])." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "Comparison for inequality ([code]a != b[/code])." msgstr "" #: 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 msgid "" "The result will be true if all of component in vector satisfy the comparison " "condition." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "" "The result will be true if any of component in vector satisfy the comparison " "condition." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml msgid "A [CubeMap] sampling node to be used within the visual shader graph." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 msgid "A [CubeMap] uniform node to be used within the visual shader graph." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeDeterminant.xml msgid "Translates to [code]determinant(x)[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeDotProduct.xml msgid "Calculates a dot product of two vectors within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeDotProduct.xml msgid "Translates to [code]dot(a, b)[/code] in the shader language." msgstr "" #: 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 "" #: 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 "" "Retorna decaimento com base no produto escalar da normal da superfície com a " "direção de visão da câmara (passe as entradas associadas a ele)." #: 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 "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Adds an input port with the specified [code]type[/code] (see [enum " "VisualShaderNode.PortType]) and [code]name[/code]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Adds an output port with the specified [code]type[/code] (see [enum " "VisualShaderNode.PortType]) and [code]name[/code]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Removes all previously specified input ports." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Removes all previously specified output ports." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns a free input port ID which can be used in [method add_input_port]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns a free output port ID which can be used in [method add_output_port]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns the number of input ports in use. Alternative for [method " "get_free_input_port_id]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Returns [code]true[/code] if the specified input port exists." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Returns [code]true[/code] if the specified output port exists." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Removes the specified output port." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Renames the specified input port." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Sets the specified input port's type (see [enum VisualShaderNode.PortType])." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Renames the specified output port." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Sets the specified output port's type (see [enum VisualShaderNode.PortType])." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "The size of the node in the visual shader graph." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeIs.xml msgid "The comparison function. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "Comparison with [code]INF[/code] (Infinity)." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml msgid "The derivative type. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Derivative in [code]x[/code] using local differencing." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Derivative in [code]y[/code] using local differencing." msgstr "" #: doc/classes/VisualShaderNodeScalarInterp.xml msgid "" "Linearly interpolates between two scalars within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarInterp.xml msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language." msgstr "" #: 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 "" #: 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 "" #: 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 #, fuzzy msgid "Represents the size of the [enum Hint] enum." msgstr "Retorna o tamanho do ficheiro em bytes." #: 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 "" #: 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 "" #: 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 "" #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the texture provided in the input port for this function." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Defaults to white color." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Defaults to black color." msgstr "" #: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml msgid "" "Performs a uniform texture lookup with triplanar within the visual shader " "graph." msgstr "" #: 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 msgid "" "Composes a [Transform] from four [Vector3]s within the visual shader graph." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeTransformConstant.xml msgid "A constant [Transform], which can be used as an input node." msgstr "" #: doc/classes/VisualShaderNodeTransformConstant.xml msgid "A [Transform] constant which represents the state of this node." msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" "Decomposes a [Transform] into four [Vector3]s within the visual shader graph." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "Computes an inverse or transpose function on the provided [Transform]." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "The function to be computed. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "Perform the inverse operation on the [Transform] matrix." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "Perform the transpose operation on the [Transform] matrix." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "Multiplies [Transform] by [Transform] within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "A multiplication operation on two transforms (4x4 matrices), with support " "for different multiplication operators." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "The multiplication type to be performed on the transforms. See [enum " "Operator] for options." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "Performs a component-wise multiplication of transform [code]a[/code] by the " "transform [code]b[/code]." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "Performs a component-wise multiplication of transform [code]b[/code] by the " "transform [code]a[/code]." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "Multiplies a [Transform] and a [Vector3] within the visual shader graph." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VisualShaderNodeUniform.xml msgid "A base type for the uniforms within the visual shader graph." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VisualShaderNodeVec3Constant.xml msgid "A constant [Vector3], which can be used as an input node." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeVec3Uniform.xml msgid "Translated to [code]uniform vec3[/code] in the shader language." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "A vector function to be used within the visual shader graph." msgstr "" #: 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 "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the opposite value of the parameter." msgstr "Retorna o valor oposto do parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns [code]1/vector[/code]." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts RGB vector to HSV equivalent." msgstr "Converter vetor RGB para um HSV equivalente." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts HSV vector to RGB equivalent." msgstr "Converter vetor HSV para um RGB equivalente." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the absolute value of the parameter." msgstr "Retorna o valor absoluto do parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the arc-cosine of the parameter." msgstr "Retorna o arco-cosseno do parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the inverse hyperbolic cosine of the parameter." msgstr "Retorna o cosseno hiperbólico inverso do parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the arc-sine of the parameter." msgstr "Retorna o arco-seno do parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the inverse hyperbolic sine of the parameter." msgstr "Retorna o seno hiperbólico inverso do parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the arc-tangent of the parameter." msgstr "Retorna o arco-tangente do parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "Retorna a tangente hiperbólica inversa do parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "" "Finds the nearest integer that is greater than or equal to the parameter." msgstr "Encontra o inteiro mais próximo que é maior ou igual ao parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the cosine of the parameter." msgstr "Retorna o cosseno do parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the hyperbolic cosine of the parameter." msgstr "Retorna o cosseno hiperbólico do parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts a quantity in radians to degrees." msgstr "Converte um valor em radianos para graus." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Base-e Exponential." msgstr "Exponencial de base e." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Base-2 Exponential." msgstr "Exponencial de base 2." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Finds the nearest integer less than or equal to the parameter." msgstr "Encontra o inteiro mais próximo que é menor ou igual ao parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Computes the fractional part of the argument." msgstr "Calcula a parte fracional do argumento." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the inverse of the square root of the parameter." msgstr "Retorna o inverso da raiz quadrada do parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Natural logarithm." msgstr "Logaritmo natural." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Base-2 logarithm." msgstr "Logaritmo de base 2." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts a quantity in degrees to radians." msgstr "Converte uma quantidade em graus para radianos." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Finds the nearest integer to the parameter." msgstr "Encontra o inteiro mais próximo do parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Finds the nearest even integer to the parameter." msgstr "Encontra o número inteiro par mais próximo do parâmetro." #: 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 "Retorna o seno do parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the hyperbolic sine of the parameter." msgstr "Retorna o seno hiperbólico do parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the square root of the parameter." msgstr "Retorna a raiz quadrada do parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the tangent of the parameter." msgstr "Retorna a tangente do parâmetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the hyperbolic tangent of the parameter." msgstr "Retorna a tangente hiperbólica do parâmetro." #: 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 "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns [code]1.0 - vector[/code]." msgstr "" #: 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 "" "Traduz para [code]mix(a, b, peso)[/code] na linguagem shader, onde " "[code]weight[/code] é um [Vector3] com pesos para cada componente." #: doc/classes/VisualShaderNodeVectorLen.xml msgid "Returns the length of a [Vector3] within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorLen.xml msgid "Translated to [code]length(p0)[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "A vector operator to be used within the visual shader graph." msgstr "" #: 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 "" #: 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 "Soma dois vetores." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Subtracts a vector from a vector." msgstr "Subtrai um vetor de outro vetor." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Multiplies two vectors." msgstr "Multiplica dois vetores." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Divides vector by vector." msgstr "Divide vetor por vetor." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Returns the remainder of the two vectors." msgstr "Retorna o resto dos dois vetores." #: 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 "Calcula o produto vetorial de dois vetores." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Returns the arc-tangent of the parameters." msgstr "Retorna o arco-tangente dos parâmetros." #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/VSeparator.xml msgid "" "Vertical version of [Separator]. Even though it looks vertical, it is used " "to separate objects horizontally." msgstr "" #: doc/classes/VSeparator.xml msgid "" "The width of the area covered by the separator. Effectively works like a " "minimum width." msgstr "" #: doc/classes/VSeparator.xml msgid "" "The style for the separator line. Works best with [StyleBoxLine] (remember " "to enable [member StyleBoxLine.vertical])." msgstr "" #: doc/classes/VSlider.xml msgid "Vertical slider." msgstr "" #: 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 "" #: 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 "" #: doc/classes/VSplitContainer.xml msgid "" "Vertical split container. See [SplitContainer]. This goes from top to bottom." msgstr "" #: doc/classes/WeakRef.xml msgid "" "Holds an [Object], but does not contribute to the reference count if the " "object is a reference." msgstr "" #: 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. Returns [code]null[/code] " "if that object no longer exists." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "Closes this data channel, notifying the other peer." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns the number of bytes currently queued to be sent over this channel." msgstr "" #: 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 "" #: 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 "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "Returns the current state of this channel, see [enum ChannelState]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "The channel was created, but it's still trying to connect." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "The channel is currently open, and data can flow over it." msgstr "" #: 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 "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "The channel was closed, or connection failed." msgstr "O canal foi fechado, ou a conexão falhou." #: 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 "" #: 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 "" #: 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 "" #: 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 msgid "Interface to a WebRTC peer connection." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "Returns the connection state. See [enum ConnectionState]." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "The peer is connecting, ICE is in progress, none of the transports has " "failed." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "The peer is connected, all ICE transports are connected." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "At least one ICE transport is disconnected." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "One or more of the ICE transports failed." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "The peer connection is closed (after calling [method close] for example)." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "A WebSocket client implementation." msgstr "" #: 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 "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "Return the IP address of the currently connected host." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "Return the IP port of the currently connected host." msgstr "" #: 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 "" #: 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 "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "Emitted when the connection to the server fails." msgstr "Emitido quando uma conexão ao servidor falha." #: 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 "" #: 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 "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "Base class for WebSocket server and client." msgstr "" #: 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 "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "" "Returns the [WebSocketPeer] associated to the given [code]peer_id[/code]." msgstr "" #: 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 "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "A class representing a specific WebSocket connection." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Specifies that WebSockets messages should be transferred as text payload " "(only valid UTF-8 is allowed)." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Specifies that WebSockets messages should be transferred as binary payload " "(any byte combination is allowed)." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "A WebSocket server implementation." msgstr "" #: 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 "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Returns [code]true[/code] if a peer with the given ID is connected." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Returns [code]true[/code] if the server is actively listening on a port." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: 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 "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "AR/VR interface using WebXR." msgstr "" #: 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 "" #: 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 "Emitido quando [member visibility_state] muda." #: 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 "" #: 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 "" #: doc/classes/WindowDialog.xml msgid "The text displayed in the window's title bar." msgstr "" #: doc/classes/WindowDialog.xml msgid "The color of the title text." msgstr "A cor do texto de título." #: doc/classes/WindowDialog.xml msgid "The horizontal offset of the close button." msgstr "" #: 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 msgid "The vertical offset of the title text." msgstr "" #: doc/classes/WindowDialog.xml msgid "The font used to draw the title." msgstr "" #: doc/classes/WindowDialog.xml msgid "The icon for the close button." msgstr "" #: 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, a navigation map 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 "" #: doc/classes/World.xml msgid "" "The World's fallback environment will be used if [member environment] fails " "or is missing." msgstr "" #: doc/classes/World.xml #, fuzzy msgid "" "The [RID] of this world's navigation map. Used by the [NavigationServer]." msgstr "Retorna o RID do ecrã usada por essa camada." #: doc/classes/World.xml msgid "The World's visual scenario." msgstr "" #: doc/classes/World.xml msgid "The World's physics space." msgstr "" #: 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, a navigation map 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 #, fuzzy msgid "" "The [RID] of this world's navigation map. Used by the [Navigation2DServer]." msgstr "Retorna o RID do ecrã usada por essa camada." #: 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 "" #: doc/classes/X509Certificate.xml msgid "An X509 certificate (e.g. for SSL)." msgstr "" #: 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 "" #: 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 "" #: 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 "Obtém a quantidade de atributos no elemento atual." #: doc/classes/XMLParser.xml msgid "" "Gets the name of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Gets the value of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" #: doc/classes/XMLParser.xml msgid "Gets the current line in the parsed file (currently not implemented)." msgstr "" #: 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 "" #: 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 "" #: 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 "" #: doc/classes/XMLParser.xml msgid "" "Gets the byte offset of the current node since the beginning of the file or " "buffer." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Gets the type of the current node. Compare with [enum NodeType] constants." msgstr "" #: doc/classes/XMLParser.xml msgid "Check whether the current element has a certain attribute." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Check whether the current element is empty (this only works for completely " "empty tags, e.g. [code][/code])." msgstr "" #: doc/classes/XMLParser.xml msgid "Opens an XML file for parsing. This returns an error code." msgstr "Abre um ficheiro XML para análise. Isto devolve um código de erro." #: doc/classes/XMLParser.xml msgid "Opens an XML raw buffer for parsing. This returns an error code." msgstr "" #: doc/classes/XMLParser.xml msgid "Reads the next node of the file. This returns an error code." msgstr "Lê o próximo nó do ficheiro. Isto retorna um código de erro." #: 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 "" #: 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 "" #: doc/classes/XMLParser.xml msgid "There's no node (no file or buffer opened)." msgstr "" #: doc/classes/XMLParser.xml msgid "Element (tag)." msgstr "" #: doc/classes/XMLParser.xml msgid "End of element." msgstr "Fim do elemento." #: doc/classes/XMLParser.xml msgid "Text node." msgstr "Nó de texto." #: doc/classes/XMLParser.xml msgid "Comment node." msgstr "Nó de comentário." #: doc/classes/XMLParser.xml msgid "CDATA content." msgstr "Conteúdo CDATA." #: doc/classes/XMLParser.xml msgid "Unknown node." msgstr "Nó desconhecido." #: doc/classes/YSort.xml msgid "Sort all child nodes based on their Y positions." msgstr "Ordena todos os nós filhos baseado em suas posições 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 "" #: doc/classes/YSort.xml msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" "Se [code]true[/code], os nós filhos são organizados, do contrário, a " "organização é desativada."