# Japanese translation of the Godot Engine editor # 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. # akirakido , 2016-2017, 2018, 2019. # D_first , 2017, 2018. # Daisuke Saito , 2017, 2018. # h416 , 2017. # hopping tappy (たっぴさん) , 2016-2017, 2018. # Jun Shiozawa , 2017, 2018, 2020. # Lexi Grafen , 2017. # NoahDigital , 2017. # Shinsuke Masuda , 2018. # Tetsuji Ochiai , 2017. # Tohru Ike (rokujyouhitoma) , 2017-2018. # yu tang <0011solo@gmail.com>, 2018. # zukkun , 2018. # sugusan , 2018, 2019, 2021. # Nathan Lovato , 2018. # nyanode , 2018. # nitenook , 2018, 2019, 2020, 2021. # Rob Matych , 2018. # Hidetsugu Takahashi , 2019. # Wataru Onuki , 2019. # John Smith , 2019. # Takuya Watanabe , 2019. # Sodium11 , 2019. # leela <53352@protonmail.com>, 2019. # Tarou Yamada , 2019, 2021. # kazuma kondo , 2019. # Akihiro Ogoshi , 2019, 2020. # Wataru Onuki , 2020, 2021. # sporeball , 2020. # BinotaLIU , 2020, 2021. # 都築 本成 , 2021. # Nanjakkun , 2021. # Lemoney , 2021. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2021-12-16 14:06+0000\n" "Last-Translator: nitenook \n" "Language-Team: Japanese \n" "Language: ja\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 4.10-dev\n" #: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp #: modules/visual_script/visual_script_builtin_funcs.cpp msgid "Invalid type argument to convert(), use TYPE_* constants." msgstr "convert() の引数の型が無効です。TYPE_* 定数を使用してください。" #: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp msgid "Expected a string of length 1 (a character)." msgstr "長さが1の文字列 (文字) が必要です。" #: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp #: modules/mono/glue/gd_glue.cpp #: modules/visual_script/visual_script_builtin_funcs.cpp msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "デコードするにはバイトが足りないか、または無効な形式です。" #: core/math/expression.cpp msgid "Invalid input %i (not passed) in expression" msgstr "式中の無効な入力 %i (渡されていません)" #: core/math/expression.cpp msgid "self can't be used because instance is null (not passed)" msgstr "インスタンスがNULLの(渡されていない)ため、selfは使用できません。" #: core/math/expression.cpp msgid "Invalid operands to operator %s, %s and %s." msgstr "演算子 %s に対するオペランド %s および %s は無効です。" #: core/math/expression.cpp msgid "Invalid index of type %s for base type %s" msgstr "%s型のインデックスは、元の%s型に対して無効です" #: core/math/expression.cpp msgid "Invalid named index '%s' for base type %s" msgstr "名前付きインデックス '%s' は、元の%s型に対して無効です" #: core/math/expression.cpp msgid "Invalid arguments to construct '%s'" msgstr "'%s' を構築するための引数が無効です" #: core/math/expression.cpp msgid "On call to '%s':" msgstr "'%s' の呼び出し時:" #: core/ustring.cpp msgid "B" msgstr "B" #: core/ustring.cpp msgid "KiB" msgstr "KiB" #: core/ustring.cpp msgid "MiB" msgstr "MiB" #: core/ustring.cpp msgid "GiB" msgstr "GiB" #: core/ustring.cpp msgid "TiB" msgstr "TiB" #: core/ustring.cpp msgid "PiB" msgstr "PiB" #: core/ustring.cpp msgid "EiB" msgstr "EiB" #: editor/animation_bezier_editor.cpp msgid "Free" msgstr "自由" #: editor/animation_bezier_editor.cpp msgid "Balanced" msgstr "バランス" #: editor/animation_bezier_editor.cpp msgid "Mirror" msgstr "ミラー" #: editor/animation_bezier_editor.cpp editor/editor_profiler.cpp msgid "Time:" msgstr "時間:" #: editor/animation_bezier_editor.cpp msgid "Value:" msgstr "値:" #: editor/animation_bezier_editor.cpp msgid "Insert Key Here" msgstr "ここにキーを挿入" #: editor/animation_bezier_editor.cpp msgid "Duplicate Selected Key(s)" msgstr "選択中のキーを複製" #: editor/animation_bezier_editor.cpp msgid "Delete Selected Key(s)" msgstr "選択中のキーを削除" #: editor/animation_bezier_editor.cpp msgid "Add Bezier Point" msgstr "ベジェポイントを追加" #: editor/animation_bezier_editor.cpp msgid "Move Bezier Points" msgstr "ベジェポイントを移動" #: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Anim Duplicate Keys" msgstr "アニメーションのキーを複製" #: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Anim Delete Keys" msgstr "アニメーションのキーを削除" #: editor/animation_track_editor.cpp msgid "Anim Change Keyframe Time" msgstr "アニメーションキーフレームの時間を変更" #: editor/animation_track_editor.cpp msgid "Anim Change Transition" msgstr "アニメーションのトランジションを変更" #: editor/animation_track_editor.cpp msgid "Anim Change Transform" msgstr "アニメーションのトランスフォームを変更" #: editor/animation_track_editor.cpp msgid "Anim Change Keyframe Value" msgstr "アニメーションキーフレームの値を変更" #: editor/animation_track_editor.cpp msgid "Anim Change Call" msgstr "アニメーション呼び出しの変更" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Keyframe Time" msgstr "アニメーションキーフレームの時間を複数変更" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Transition" msgstr "アニメーションのトランジションを複数変更" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Transform" msgstr "アニメーションのトランスフォームを複数変更" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Keyframe Value" msgstr "アニメーションキーフレームの値を複数変更" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Call" msgstr "アニメーション呼び出しを複数変更" #: editor/animation_track_editor.cpp msgid "Change Animation Length" msgstr "アニメーションの長さを変更" #: editor/animation_track_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Change Animation Loop" msgstr "アニメーションのループを変更" #: editor/animation_track_editor.cpp msgid "Property Track" msgstr "プロパティトラック" #: editor/animation_track_editor.cpp msgid "3D Transform Track" msgstr "3Dトランスフォームトラック" #: editor/animation_track_editor.cpp msgid "Call Method Track" msgstr "メソッド呼び出しトラック" #: editor/animation_track_editor.cpp msgid "Bezier Curve Track" msgstr "ベジェ曲線トラック" #: editor/animation_track_editor.cpp msgid "Audio Playback Track" msgstr "オーディオ再生トラック" #: editor/animation_track_editor.cpp msgid "Animation Playback Track" msgstr "アニメーション再生トラック" #: editor/animation_track_editor.cpp msgid "Animation length (frames)" msgstr "アニメーションの長さ (フレーム)" #: editor/animation_track_editor.cpp msgid "Animation length (seconds)" msgstr "アニメーションの長さ(秒)" #: editor/animation_track_editor.cpp msgid "Add Track" msgstr "トラックを追加" #: editor/animation_track_editor.cpp msgid "Animation Looping" msgstr "アニメーションループ" #: editor/animation_track_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Functions:" msgstr "関数:" #: editor/animation_track_editor.cpp msgid "Audio Clips:" msgstr "オーディオクリップ:" #: editor/animation_track_editor.cpp msgid "Anim Clips:" msgstr "アニメーションクリップ:" #: editor/animation_track_editor.cpp msgid "Change Track Path" msgstr "トラックパスを変更" #: editor/animation_track_editor.cpp msgid "Toggle this track on/off." msgstr "このトラックの オン/オフ を切り替え。" #: editor/animation_track_editor.cpp msgid "Update Mode (How this property is set)" msgstr "Update モード (このプロパティの設定方法)" #: editor/animation_track_editor.cpp msgid "Interpolation Mode" msgstr "補間モード" #: editor/animation_track_editor.cpp msgid "Loop Wrap Mode (Interpolate end with beginning on loop)" msgstr "ループラップモード (ループの先頭で補間を終了する)" #: editor/animation_track_editor.cpp msgid "Remove this track." msgstr "このトラックを除去する。" #: editor/animation_track_editor.cpp msgid "Time (s): " msgstr "時間 (秒): " #: editor/animation_track_editor.cpp msgid "Toggle Track Enabled" msgstr "トラックを有効 / 無効" #: editor/animation_track_editor.cpp msgid "Continuous" msgstr "継続的" #: editor/animation_track_editor.cpp msgid "Discrete" msgstr "離散" #: editor/animation_track_editor.cpp msgid "Trigger" msgstr "トリガー" #: editor/animation_track_editor.cpp msgid "Capture" msgstr "キャプチャ" #: editor/animation_track_editor.cpp msgid "Nearest" msgstr "近傍" #: editor/animation_track_editor.cpp editor/plugins/curve_editor_plugin.cpp #: editor/property_editor.cpp msgid "Linear" msgstr "リニア" #: editor/animation_track_editor.cpp msgid "Cubic" msgstr "キュービック" #: editor/animation_track_editor.cpp msgid "Clamp Loop Interp" msgstr "ループ補間をクランプ" #: editor/animation_track_editor.cpp msgid "Wrap Loop Interp" msgstr "ループ補間をラップ" #: editor/animation_track_editor.cpp #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert Key" msgstr "キーを挿入" #: editor/animation_track_editor.cpp msgid "Duplicate Key(s)" msgstr "キーを複製" #: editor/animation_track_editor.cpp #, fuzzy msgid "Add RESET Value(s)" msgstr "%dフレームを追加" #: editor/animation_track_editor.cpp msgid "Delete Key(s)" msgstr "キーを削除" #: editor/animation_track_editor.cpp msgid "Change Animation Update Mode" msgstr "アニメーション更新モードを変更" #: editor/animation_track_editor.cpp msgid "Change Animation Interpolation Mode" msgstr "アニメーション補間モードの変更" #: editor/animation_track_editor.cpp msgid "Change Animation Loop Mode" msgstr "アニメーションのループモードを変更" #: editor/animation_track_editor.cpp msgid "Remove Anim Track" msgstr "アニメーショントラックを除去" #. TRANSLATORS: %s will be replaced by a phrase describing the target of track. #: editor/animation_track_editor.cpp msgid "Create NEW track for %s and insert key?" msgstr "%s の新規トラックを作成し、キーを挿入しますか?" #: editor/animation_track_editor.cpp msgid "Create %d NEW tracks and insert keys?" msgstr "%d 新規トラックを作成し、キーを挿入しますか?" #: editor/animation_track_editor.cpp editor/create_dialog.cpp #: editor/editor_audio_buses.cpp editor/editor_feature_profile.cpp #: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/mesh_instance_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp #: editor/plugins/version_control_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: editor/script_create_dialog.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Create" msgstr "作成" #: editor/animation_track_editor.cpp msgid "Anim Insert" msgstr "アニメーション挿入" #. TRANSLATORS: This describes the target of new animation track, will be inserted into another string. #: editor/animation_track_editor.cpp msgid "node '%s'" msgstr "ノード '%s'" #. TRANSLATORS: This describes the target of new animation track, will be inserted into another string. #: editor/animation_track_editor.cpp msgid "animation" msgstr "アニメーション" #: editor/animation_track_editor.cpp msgid "AnimationPlayer can't animate itself, only other players." msgstr "" "AnimationPlayerは自分自身をアニメーションすることはできず、他のプレイヤーをア" "ニメーションさせることができます。" #. TRANSLATORS: This describes the target of new animation track, will be inserted into another string. #: editor/animation_track_editor.cpp msgid "property '%s'" msgstr "プロパティ '%s'" #: editor/animation_track_editor.cpp msgid "Anim Create & Insert" msgstr "アニメーションの作成と挿入" #: editor/animation_track_editor.cpp msgid "Anim Insert Track & Key" msgstr "アニメーショントラック とキーを挿入" #: editor/animation_track_editor.cpp msgid "Anim Insert Key" msgstr "アニメーションキーを挿入" #: editor/animation_track_editor.cpp msgid "Change Animation Step" msgstr "アニメーションのステップを変更" #: editor/animation_track_editor.cpp msgid "Rearrange Tracks" msgstr "トラックの並べ替え" #: editor/animation_track_editor.cpp msgid "Transform tracks only apply to Spatial-based nodes." msgstr "トランスフォームトラックは空間ベースのノードにのみ適用されます。" #: editor/animation_track_editor.cpp msgid "" "Audio tracks can only point to nodes of type:\n" "-AudioStreamPlayer\n" "-AudioStreamPlayer2D\n" "-AudioStreamPlayer3D" msgstr "" "オーディオトラックは次のタイプのノードのみ指定できます:\n" "-AudioStreamPlayer\n" "-AudioStreamPlayer2D\n" "-AudioStreamPlayer3D" #: editor/animation_track_editor.cpp msgid "Animation tracks can only point to AnimationPlayer nodes." msgstr "アニメーショントラックはAnimationPlayerノードのみ指定できます。" #: editor/animation_track_editor.cpp msgid "Not possible to add a new track without a root" msgstr "ルートなしで新規トラックは追加できません" #: editor/animation_track_editor.cpp msgid "Invalid track for Bezier (no suitable sub-properties)" msgstr "無効なベジェトラック (適切な副プロパティ無し)" #: editor/animation_track_editor.cpp msgid "Add Bezier Track" msgstr "ベジェトラックを追加" #: editor/animation_track_editor.cpp msgid "Track path is invalid, so can't add a key." msgstr "トラックのパスが無効なため、キーを追加できません。" #: editor/animation_track_editor.cpp msgid "Track is not of type Spatial, can't insert key" msgstr "トラックが spatial 型ではないため、キーを挿入できません" #: editor/animation_track_editor.cpp msgid "Add Transform Track Key" msgstr "トランスフォーム トラック キーを追加" #: editor/animation_track_editor.cpp msgid "Add Track Key" msgstr "トラックキーを追加" #: editor/animation_track_editor.cpp msgid "Track path is invalid, so can't add a method key." msgstr "トラックのパスが無効なため、メソッドキーを追加できません。" #: editor/animation_track_editor.cpp msgid "Add Method Track Key" msgstr "メソッドトラックキーの追加" #: editor/animation_track_editor.cpp msgid "Method not found in object: " msgstr "オブジェクトにメソッドが見つかりません: " #: editor/animation_track_editor.cpp msgid "Anim Move Keys" msgstr "アニメーションキーの移動" #: editor/animation_track_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Clipboard is empty!" msgstr "クリップボードは空です!" #: editor/animation_track_editor.cpp msgid "Paste Tracks" msgstr "トラックを貼り付け" #: editor/animation_track_editor.cpp msgid "Anim Scale Keys" msgstr "アニメーションキーの拡縮" #: editor/animation_track_editor.cpp msgid "" "This option does not work for Bezier editing, as it's only a single track." msgstr "このオプションは単一トラックでのベジェ編集では機能しません。" #: editor/animation_track_editor.cpp #, fuzzy msgid "Anim Add RESET Keys" msgstr "アニメーションキーの拡縮" #: editor/animation_track_editor.cpp msgid "" "This animation belongs to an imported scene, so changes to imported tracks " "will not be saved.\n" "\n" "To enable the ability to add custom tracks, navigate to the scene's import " "settings and set\n" "\"Animation > Storage\" to \"Files\", enable \"Animation > Keep Custom Tracks" "\", then re-import.\n" "Alternatively, use an import preset that imports animations to separate " "files." msgstr "" "このアニメーションはインポートされたシーンに属しているため、インポートされた" "トラックへの変更は保存されません。\n" "\n" "カスタムトラックを追加する機能を有効にするには、シーンのインポート設定に移動" "して設定します。\n" "[アニメーション]> [保存]を[ファイル]に変更し、[アニメーション]> [カスタムト" "ラックを保持]を有効にしてから、再度インポートします。\n" "または、アニメーションを別々のファイルに読み込むインポートプリセットを使用し" "ます。" #: editor/animation_track_editor.cpp msgid "Warning: Editing imported animation" msgstr "警告:インポートしたアニメーションを編集しています" #: editor/animation_track_editor.cpp msgid "Select an AnimationPlayer node to create and edit animations." msgstr "" "アニメーションを作って編集するには、 AnimationPlayer ノードを選択してくださ" "い。" #: editor/animation_track_editor.cpp msgid "Only show tracks from nodes selected in tree." msgstr "ツリーで選択したノードのトラックのみを表示します。" #: editor/animation_track_editor.cpp msgid "Group tracks by node or display them as plain list." msgstr "" "ノードごとにトラックをグループ化するか、プレーンなリストとして表示します。" #: editor/animation_track_editor.cpp msgid "Snap:" msgstr "スナップ:" #: editor/animation_track_editor.cpp msgid "Animation step value." msgstr "アニメーションステップの値。" #: editor/animation_track_editor.cpp msgid "Seconds" msgstr "秒" #: editor/animation_track_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "FPS" msgstr "フレームレート(FPS)" #: editor/animation_track_editor.cpp editor/editor_plugin_settings.cpp #: editor/editor_resource_picker.cpp #: editor/plugins/polygon_2d_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp #: editor/plugins/tile_set_editor_plugin.cpp editor/project_manager.cpp #: editor/project_settings_editor.cpp editor/property_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Edit" msgstr "編集" #: editor/animation_track_editor.cpp msgid "Animation properties." msgstr "アニメーションプロパティ。" #: editor/animation_track_editor.cpp msgid "Copy Tracks" msgstr "トラックをコピー" #: editor/animation_track_editor.cpp msgid "Scale Selection" msgstr "スケールの選択" #: editor/animation_track_editor.cpp msgid "Scale From Cursor" msgstr "カーソル基準でスケール" #: editor/animation_track_editor.cpp editor/plugins/script_text_editor.cpp #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Duplicate Selection" msgstr "選択範囲を複製" #: editor/animation_track_editor.cpp msgid "Duplicate Transposed" msgstr "転置して複製" #: editor/animation_track_editor.cpp msgid "Delete Selection" msgstr "選択範囲を削除" #: editor/animation_track_editor.cpp msgid "Go to Next Step" msgstr "次のステップへ" #: editor/animation_track_editor.cpp msgid "Go to Previous Step" msgstr "前のステップへ" #: editor/animation_track_editor.cpp msgid "Apply Reset" msgstr "リセット" #: editor/animation_track_editor.cpp msgid "Optimize Animation" msgstr "アニメーションを最適化" #: editor/animation_track_editor.cpp msgid "Clean-Up Animation" msgstr "アニメーションをクリーンアップ" #: editor/animation_track_editor.cpp msgid "Pick the node that will be animated:" msgstr "アニメーション化されるノードを選ぶ:" #: editor/animation_track_editor.cpp msgid "Use Bezier Curves" msgstr "ベジェ曲線を使用" #: editor/animation_track_editor.cpp msgid "Create RESET Track(s)" msgstr "RESETトラックを作成" #: editor/animation_track_editor.cpp msgid "Anim. Optimizer" msgstr "アニメーションのオプティマイザー" #: editor/animation_track_editor.cpp msgid "Max. Linear Error:" msgstr "最大。線形エラー:" #: editor/animation_track_editor.cpp msgid "Max. Angular Error:" msgstr "最大。角度エラー:" #: editor/animation_track_editor.cpp msgid "Max Optimizable Angle:" msgstr "最大最適化角度:" #: editor/animation_track_editor.cpp msgid "Optimize" msgstr "最適化" #: editor/animation_track_editor.cpp msgid "Remove invalid keys" msgstr "無効なキーを除去" #: editor/animation_track_editor.cpp msgid "Remove unresolved and empty tracks" msgstr "未解決・空のトラックを除去" #: editor/animation_track_editor.cpp msgid "Clean-up all animations" msgstr "すべてのアニメーションをクリーンアップ" #: editor/animation_track_editor.cpp msgid "Clean-Up Animation(s) (NO UNDO!)" msgstr "アニメーションをクリーンアップ (元に戻せません!)" #: editor/animation_track_editor.cpp msgid "Clean-Up" msgstr "クリーンアップ" #: editor/animation_track_editor.cpp msgid "Scale Ratio:" msgstr "スケール比:" #: editor/animation_track_editor.cpp msgid "Select Tracks to Copy" msgstr "コピーするトラックを選択" #: editor/animation_track_editor.cpp editor/editor_log.cpp #: editor/editor_resource_picker.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp editor/property_editor.cpp #: editor/scene_tree_dock.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Copy" msgstr "コピー" #: editor/animation_track_editor.cpp msgid "Select All/None" msgstr "すべてを選択/解除" #: editor/animation_track_editor_plugins.cpp msgid "Add Audio Track Clip" msgstr "オーディオトラッククリップの追加" #: editor/animation_track_editor_plugins.cpp msgid "Change Audio Track Clip Start Offset" msgstr "オーディオトラッククリップの開始オフセットを変更" #: editor/animation_track_editor_plugins.cpp msgid "Change Audio Track Clip End Offset" msgstr "オーディオトラッククリップの終了オフセットを変更" #: editor/array_property_edit.cpp msgid "Resize Array" msgstr "配列のサイズを変更" #: editor/array_property_edit.cpp msgid "Change Array Value Type" msgstr "配列値の型を変更" #: editor/array_property_edit.cpp msgid "Change Array Value" msgstr "配列の値を変更" #: editor/code_editor.cpp msgid "Go to Line" msgstr "行に移動" #: editor/code_editor.cpp msgid "Line Number:" msgstr "行番号:" #: editor/code_editor.cpp msgid "%d replaced." msgstr "%d件を置換しました。" #: editor/code_editor.cpp editor/editor_help.cpp msgid "%d match." msgstr "%d件の一致が見つかりました。" #: editor/code_editor.cpp editor/editor_help.cpp msgid "%d matches." msgstr "%d件の一致が見つかりました。" #: editor/code_editor.cpp editor/find_in_files.cpp msgid "Match Case" msgstr "大文字小文字を区別する" #: editor/code_editor.cpp editor/find_in_files.cpp msgid "Whole Words" msgstr "単語全体" #: editor/code_editor.cpp msgid "Replace" msgstr "置換" #: editor/code_editor.cpp msgid "Replace All" msgstr "すべて置換" #: editor/code_editor.cpp msgid "Selection Only" msgstr "選択範囲のみ" #: editor/code_editor.cpp editor/plugins/script_text_editor.cpp #: editor/plugins/text_editor.cpp msgid "Standard" msgstr "標準" #: editor/code_editor.cpp editor/plugins/script_editor_plugin.cpp msgid "Toggle Scripts Panel" msgstr "スクリプトパネルを切り替え" #: editor/code_editor.cpp editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp msgid "Zoom In" msgstr "ズームイン" #: editor/code_editor.cpp editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp msgid "Zoom Out" msgstr "ズームアウト" #: editor/code_editor.cpp msgid "Reset Zoom" msgstr "ズームをリセット" #: editor/code_editor.cpp msgid "Warnings" msgstr "警告" #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "行番号と列番号。" #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "対象ノードのメソッドを指定してください。" #: editor/connections_dialog.cpp msgid "Method name must be a valid identifier." msgstr "メソッド名は有効な識別子である必要があります。" #: editor/connections_dialog.cpp msgid "" "Target method not found. Specify a valid method or attach a script to the " "target node." msgstr "" "対象のメソッドが見つかりません。有効なメソッドを指定するか、ターゲットノード" "にスクリプトをアタッチしてください。" #: editor/connections_dialog.cpp msgid "Connect to Node:" msgstr "ノードへの接続:" #: editor/connections_dialog.cpp msgid "Connect to Script:" msgstr "スクリプトに接続:" #: editor/connections_dialog.cpp msgid "From Signal:" msgstr "シグナルから:" #: editor/connections_dialog.cpp msgid "Scene does not contain any script." msgstr "シーンにはスクリプトが含まれていません。" #: editor/connections_dialog.cpp editor/editor_autoload_settings.cpp #: editor/groups_editor.cpp editor/plugins/item_list_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp msgid "Add" msgstr "追加" #: editor/connections_dialog.cpp editor/dependency_editor.cpp #: editor/groups_editor.cpp editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/version_control_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/project_manager.cpp #: editor/project_settings_editor.cpp msgid "Remove" msgstr "除去" #: editor/connections_dialog.cpp msgid "Add Extra Call Argument:" msgstr "呼び出し引数を追加:" #: editor/connections_dialog.cpp msgid "Extra Call Arguments:" msgstr "追加の呼び出し引数:" #: editor/connections_dialog.cpp msgid "Receiver Method:" msgstr "受信側メソッド:" #: editor/connections_dialog.cpp msgid "Advanced" msgstr "高度な設定" #: editor/connections_dialog.cpp msgid "Deferred" msgstr "遅延" #: editor/connections_dialog.cpp msgid "" "Defers the signal, storing it in a queue and only firing it at idle time." msgstr "シグナルを保留し、キューに格納して、アイドル時にのみ起動します。" #: editor/connections_dialog.cpp msgid "Oneshot" msgstr "単発" #: editor/connections_dialog.cpp msgid "Disconnects the signal after its first emission." msgstr "最初の放出後に信号を切断します。" #: editor/connections_dialog.cpp msgid "Cannot connect signal" msgstr "シグナルに接続できません" #: editor/connections_dialog.cpp editor/dependency_editor.cpp #: editor/export_template_manager.cpp editor/groups_editor.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/asset_library_editor_plugin.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_export.cpp #: editor/project_settings_editor.cpp editor/property_editor.cpp #: editor/run_settings_dialog.cpp editor/settings_config_dialog.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Close" msgstr "閉じる" #: editor/connections_dialog.cpp msgid "Connect" msgstr "接続" #: editor/connections_dialog.cpp msgid "Signal:" msgstr "シグナル:" #: editor/connections_dialog.cpp msgid "Connect '%s' to '%s'" msgstr "'%s' を '%s' に接続" #: editor/connections_dialog.cpp msgid "Disconnect '%s' from '%s'" msgstr "'%s' を '%s' から切断" #: editor/connections_dialog.cpp msgid "Disconnect all from signal: '%s'" msgstr "シグナル '%s' からすべてを切断" #: editor/connections_dialog.cpp msgid "Connect..." msgstr "接続..." #: editor/connections_dialog.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Disconnect" msgstr "切断" #: editor/connections_dialog.cpp msgid "Connect a Signal to a Method" msgstr "メソッドにシグナルを接続" #: editor/connections_dialog.cpp msgid "Edit Connection:" msgstr "接続を編集:" #: editor/connections_dialog.cpp msgid "Are you sure you want to remove all connections from the \"%s\" signal?" msgstr "シグナル %s からすべての接続を除去してもよろしいですか?" #: editor/connections_dialog.cpp editor/editor_help.cpp editor/node_dock.cpp msgid "Signals" msgstr "シグナル" #: editor/connections_dialog.cpp msgid "Filter signals" msgstr "シグナルを絞り込む" #: editor/connections_dialog.cpp msgid "Are you sure you want to remove all connections from this signal?" msgstr "このシグナルからすべての接続を除去してもよろしいですか?" #: editor/connections_dialog.cpp msgid "Disconnect All" msgstr "すべて切断" #: editor/connections_dialog.cpp msgid "Edit..." msgstr "編集..." #: editor/connections_dialog.cpp msgid "Go to Method" msgstr "メソッドへ移動" #: editor/create_dialog.cpp msgid "Change %s Type" msgstr "%s 型を変更" #: editor/create_dialog.cpp editor/project_settings_editor.cpp msgid "Change" msgstr "変更" #: editor/create_dialog.cpp msgid "Create New %s" msgstr "%s を新規作成" #: editor/create_dialog.cpp editor/plugins/asset_library_editor_plugin.cpp msgid "No results for \"%s\"." msgstr "\"%s\" の結果はありません。" #: editor/create_dialog.cpp editor/property_selector.cpp msgid "No description available for %s." msgstr "%s についての説明はありません。" #: editor/create_dialog.cpp editor/editor_file_dialog.cpp #: editor/filesystem_dock.cpp msgid "Favorites:" msgstr "お気に入り:" #: editor/create_dialog.cpp editor/editor_file_dialog.cpp msgid "Recent:" msgstr "最近:" #: editor/create_dialog.cpp editor/plugins/script_editor_plugin.cpp #: editor/property_selector.cpp editor/quick_open.cpp editor/rename_dialog.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Search:" msgstr "検索:" #: editor/create_dialog.cpp editor/plugins/script_editor_plugin.cpp #: editor/property_selector.cpp editor/quick_open.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Matches:" msgstr "一致:" #: editor/create_dialog.cpp editor/editor_feature_profile.cpp #: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp #: editor/plugins/asset_library_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/property_selector.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Description:" msgstr "説明:" #: editor/dependency_editor.cpp msgid "Search Replacement For:" msgstr "検索して置換:" #: editor/dependency_editor.cpp msgid "Dependencies For:" msgstr "次の依存関係:" #: editor/dependency_editor.cpp msgid "" "Scene '%s' is currently being edited.\n" "Changes will only take effect when reloaded." msgstr "" "シーン '%s' は現在編集中です。\n" "変更は再読み込み後に反映されます。" #: editor/dependency_editor.cpp msgid "" "Resource '%s' is in use.\n" "Changes will only take effect when reloaded." msgstr "" "リソース '%s' は使用中です。\n" "変更は再読み込み後に反映されます。" #: editor/dependency_editor.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Dependencies" msgstr "依存関係" #: editor/dependency_editor.cpp editor/editor_resource_picker.cpp msgid "Resource" msgstr "リソース" #: editor/dependency_editor.cpp editor/editor_autoload_settings.cpp #: editor/project_manager.cpp editor/project_settings_editor.cpp msgid "Path" msgstr "パス" #: editor/dependency_editor.cpp msgid "Dependencies:" msgstr "依存関係:" #: editor/dependency_editor.cpp msgid "Fix Broken" msgstr "修復" #: editor/dependency_editor.cpp msgid "Dependency Editor" msgstr "依存関係エディター" #: editor/dependency_editor.cpp msgid "Search Replacement Resource:" msgstr "置換するリソースを検索:" #: editor/dependency_editor.cpp editor/editor_file_dialog.cpp #: editor/editor_help_search.cpp editor/editor_node.cpp #: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp #: editor/property_selector.cpp editor/quick_open.cpp #: editor/script_create_dialog.cpp #: modules/visual_script/visual_script_property_selector.cpp #: scene/gui/file_dialog.cpp msgid "Open" msgstr "開く" #: editor/dependency_editor.cpp msgid "Owners Of:" msgstr "次のオーナー:" #: editor/dependency_editor.cpp msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" "Depending on your filesystem configuration, the files will either be moved " "to the system trash or deleted permanently." msgstr "" "選択したファイルをプロジェクトから削除しますか? (取り消しはできません。)\n" "ファイルシステムの設定に応じて、そのファイルはシステムのゴミ箱に移動される" "か、永久に削除されます。" #: editor/dependency_editor.cpp msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" "Depending on your filesystem configuration, the files will either be moved " "to the system trash or deleted permanently." msgstr "" "除去しようとしているファイルは他のリソースの動作に必要です。\n" "それでも除去しますか?(取り消しはできません。)\n" "ファイルシステムの設定に応じて、そのファイルはシステムのゴミ箱に移動される" "か、永久に削除されます。" #: editor/dependency_editor.cpp msgid "Cannot remove:" msgstr "除去不可:" #: editor/dependency_editor.cpp msgid "Error loading:" msgstr "読み込みエラー:" #: editor/dependency_editor.cpp msgid "Load failed due to missing dependencies:" msgstr "依存関係が見つからないため、読み込めません:" #: editor/dependency_editor.cpp editor/editor_node.cpp msgid "Open Anyway" msgstr "とにかく開く" #: editor/dependency_editor.cpp msgid "Which action should be taken?" msgstr "どのアクションを実行しますか?" #: editor/dependency_editor.cpp msgid "Fix Dependencies" msgstr "依存関係の修復" #: editor/dependency_editor.cpp msgid "Errors loading!" msgstr "読み込みエラー!" #: editor/dependency_editor.cpp msgid "Permanently delete %d item(s)? (No undo!)" msgstr "%d 個のアイテムを完全に削除しますか?(元に戻せません!)" #: editor/dependency_editor.cpp msgid "Show Dependencies" msgstr "依存関係を表示" #: editor/dependency_editor.cpp msgid "Orphan Resource Explorer" msgstr "孤立リソース エクスプローラー" #: editor/dependency_editor.cpp editor/editor_audio_buses.cpp #: editor/editor_file_dialog.cpp editor/editor_node.cpp #: editor/filesystem_dock.cpp editor/plugins/item_list_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp editor/project_export.cpp #: editor/project_settings_editor.cpp editor/scene_tree_dock.cpp msgid "Delete" msgstr "削除" #: editor/dependency_editor.cpp msgid "Owns" msgstr "所有" #: editor/dependency_editor.cpp msgid "Resources Without Explicit Ownership:" msgstr "所有権が明示的でないリソース:" #: editor/dictionary_property_edit.cpp msgid "Change Dictionary Key" msgstr "Dictionary キーの変更" #: editor/dictionary_property_edit.cpp msgid "Change Dictionary Value" msgstr "Dictionary 値の変更" #: editor/editor_about.cpp msgid "Thanks from the Godot community!" msgstr "Godot コミュニティより感謝を!" #: editor/editor_about.cpp editor/editor_node.cpp editor/project_manager.cpp msgid "Click to copy." msgstr "クリックしてコピーします。" #: editor/editor_about.cpp msgid "Godot Engine contributors" msgstr "Godot エンジンに貢献した人々" #: editor/editor_about.cpp msgid "Project Founders" msgstr "プロジェクト創始者" #: editor/editor_about.cpp msgid "Lead Developer" msgstr "開発リーダー" #. TRANSLATORS: This refers to a job title. #. The trailing space is used to distinguish with the project list application, #. you do not have to keep it in your translation. #: editor/editor_about.cpp msgid "Project Manager " msgstr "プロジェクトマネージャー " #: editor/editor_about.cpp msgid "Developers" msgstr "開発者" #: editor/editor_about.cpp msgid "Authors" msgstr "作者" #: editor/editor_about.cpp msgid "Platinum Sponsors" msgstr "プラチナスポンサー" #: editor/editor_about.cpp msgid "Gold Sponsors" msgstr "ゴールドスポンサー" #: editor/editor_about.cpp msgid "Silver Sponsors" msgstr "シルバースポンサー" #: editor/editor_about.cpp msgid "Bronze Sponsors" msgstr "ブロンズスポンサー" #: editor/editor_about.cpp msgid "Mini Sponsors" msgstr "ミニスポンサー" #: editor/editor_about.cpp msgid "Gold Donors" msgstr "ゴールドドナー" #: editor/editor_about.cpp msgid "Silver Donors" msgstr "シルバードナー" #: editor/editor_about.cpp msgid "Bronze Donors" msgstr "ブロンズドナー" #: editor/editor_about.cpp msgid "Donors" msgstr "ドナー" #: editor/editor_about.cpp msgid "License" msgstr "ライセンス" #: editor/editor_about.cpp msgid "Third-party Licenses" msgstr "サードパーティーライセンス" #: editor/editor_about.cpp msgid "" "Godot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following " "is an exhaustive list of all such third-party components with their " "respective copyright statements and license terms." msgstr "" "Godot Engineは、MITライセンスの条項と互換性のある、多数のサードパーティのフ" "リーおよびオープンソースライブラリを利用しています。 以下は、そのようなすべて" "のサードパーティコンポーネントのそれぞれの著作権表示とライセンス条項を網羅し" "たリストです。" #: editor/editor_about.cpp msgid "All Components" msgstr "すべてのコンポーネント" #: editor/editor_about.cpp msgid "Components" msgstr "コンポーネント" #: editor/editor_about.cpp msgid "Licenses" msgstr "ライセンス文書" #: editor/editor_asset_installer.cpp msgid "Error opening asset file for \"%s\" (not in ZIP format)." msgstr "\"%s\" のアセットファイルを開けません (ZIP形式ではありません)。" #: editor/editor_asset_installer.cpp msgid "%s (already exists)" msgstr "%s (すでに存在する)" #: editor/editor_asset_installer.cpp msgid "Contents of asset \"%s\" - %d file(s) conflict with your project:" msgstr "アセットの内容 \"%s\" - %d 個のファイルがプロジェクトと競合します:" #: editor/editor_asset_installer.cpp msgid "Contents of asset \"%s\" - No files conflict with your project:" msgstr "アセットの内容 \"%s\" - プロジェクトと競合するファイルはありません:" #: editor/editor_asset_installer.cpp msgid "Uncompressing Assets" msgstr "アセットを展開" #: editor/editor_asset_installer.cpp msgid "The following files failed extraction from asset \"%s\":" msgstr "次のファイルをアセット \"%s\" から展開できませんでした:" #: editor/editor_asset_installer.cpp msgid "(and %s more files)" msgstr "(さらに %s個のファイル)" #: editor/editor_asset_installer.cpp msgid "Asset \"%s\" installed successfully!" msgstr "アセット \"%s\" のインストールに成功しました!" #: editor/editor_asset_installer.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Success!" msgstr "成功!" #: editor/editor_asset_installer.cpp editor/editor_node.cpp msgid "Install" msgstr "インストール" #: editor/editor_asset_installer.cpp msgid "Asset Installer" msgstr "アセットインストーラー" #: editor/editor_audio_buses.cpp msgid "Speakers" msgstr "スピーカー" #: editor/editor_audio_buses.cpp msgid "Add Effect" msgstr "エフェクトを追加" #: editor/editor_audio_buses.cpp msgid "Rename Audio Bus" msgstr "オーディオバス名を変更" #: editor/editor_audio_buses.cpp msgid "Change Audio Bus Volume" msgstr "オーディオバスのボリュームを変更" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Solo" msgstr "オーディオバスのソロをオン / オフ" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Mute" msgstr "オーディオバスのミュートをオン / オフ" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Bypass Effects" msgstr "オーディオバスのバイパスエフェクトをオン / オフ" #: editor/editor_audio_buses.cpp msgid "Select Audio Bus Send" msgstr "オーディオバスの出力先を選択" #: editor/editor_audio_buses.cpp msgid "Add Audio Bus Effect" msgstr "オーディオバス エフェクトを追加" #: editor/editor_audio_buses.cpp msgid "Move Bus Effect" msgstr "バスエフェクトを移動" #: editor/editor_audio_buses.cpp msgid "Delete Bus Effect" msgstr "バスエフェクトを削除" #: editor/editor_audio_buses.cpp msgid "Drag & drop to rearrange." msgstr "ドラッグ&ドロップで並び替えることができます。" #: editor/editor_audio_buses.cpp msgid "Solo" msgstr "ソロ" #: editor/editor_audio_buses.cpp msgid "Mute" msgstr "ミュート" #: editor/editor_audio_buses.cpp msgid "Bypass" msgstr "バイパス" #: editor/editor_audio_buses.cpp msgid "Bus Options" msgstr "バス オプション" #: editor/editor_audio_buses.cpp editor/filesystem_dock.cpp #: editor/plugins/animation_player_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Duplicate" msgstr "複製" #: editor/editor_audio_buses.cpp msgid "Reset Volume" msgstr "音量をリセット" #: editor/editor_audio_buses.cpp msgid "Delete Effect" msgstr "エフェクトを削除" #: editor/editor_audio_buses.cpp msgid "Audio" msgstr "オーディオ" #: editor/editor_audio_buses.cpp msgid "Add Audio Bus" msgstr "オーディオバスを追加" #: editor/editor_audio_buses.cpp msgid "Master bus can't be deleted!" msgstr "マスターバスは削除できません!" #: editor/editor_audio_buses.cpp msgid "Delete Audio Bus" msgstr "オーディオバスの削除" #: editor/editor_audio_buses.cpp msgid "Duplicate Audio Bus" msgstr "オーディオバスを複製" #: editor/editor_audio_buses.cpp msgid "Reset Bus Volume" msgstr "バスボリュームをリセット" #: editor/editor_audio_buses.cpp msgid "Move Audio Bus" msgstr "オーディオバスを移動" #: editor/editor_audio_buses.cpp msgid "Save Audio Bus Layout As..." msgstr "オーディオバスのレイアウトを別名で保存..." #: editor/editor_audio_buses.cpp msgid "Location for New Layout..." msgstr "新規レイアウトの場所..." #: editor/editor_audio_buses.cpp msgid "Open Audio Bus Layout" msgstr "オーディオバスのレイアウトを開く" #: editor/editor_audio_buses.cpp msgid "There is no '%s' file." msgstr "'%s' ファイルがありません。" #: editor/editor_audio_buses.cpp editor/plugins/canvas_item_editor_plugin.cpp msgid "Layout" msgstr "レイアウト" #: editor/editor_audio_buses.cpp msgid "Invalid file, not an audio bus layout." msgstr "無効なファイルです。オーディオバスのレイアウトではありません。" #: editor/editor_audio_buses.cpp msgid "Error saving file: %s" msgstr "ファイルの保存エラー: %s" #: editor/editor_audio_buses.cpp msgid "Add Bus" msgstr "バスを追加" #: editor/editor_audio_buses.cpp msgid "Add a new Audio Bus to this layout." msgstr "新規オーディオバスをこのレイアウトに追加する。" #: editor/editor_audio_buses.cpp editor/editor_resource_picker.cpp #: editor/plugins/animation_player_editor_plugin.cpp editor/property_editor.cpp #: editor/script_create_dialog.cpp msgid "Load" msgstr "読み込み" #: editor/editor_audio_buses.cpp msgid "Load an existing Bus Layout." msgstr "既存のバスレイアウトを読み込む。" #: editor/editor_audio_buses.cpp msgid "Save As" msgstr "名前を付けて保存" #: editor/editor_audio_buses.cpp msgid "Save this Bus Layout to a file." msgstr "このバスレイアウトをファイルに保存。" #: editor/editor_audio_buses.cpp editor/import_dock.cpp msgid "Load Default" msgstr "デフォルトを読み込む" #: editor/editor_audio_buses.cpp msgid "Load the default Bus Layout." msgstr "デフォルトのバスレイアウトを読み込む。" #: editor/editor_audio_buses.cpp msgid "Create a new Bus Layout." msgstr "新規バスレイアウトを作成。" #: editor/editor_autoload_settings.cpp msgid "Invalid name." msgstr "無効な名前です。" #: editor/editor_autoload_settings.cpp msgid "Cannot begin with a digit." msgstr "" #: editor/editor_autoload_settings.cpp msgid "Valid characters:" msgstr "有効な文字:" #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing engine class name." msgstr "既存のエンジンクラス名と重複してはなりません。" #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing built-in type name." msgstr "既存の組み込み型名と重複してはいけません。" #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing global constant name." msgstr "既存のグローバル定数名と重複してはいけません。" #: editor/editor_autoload_settings.cpp msgid "Keyword cannot be used as an autoload name." msgstr "キーワードは自動ロード名として使用できません。" #: editor/editor_autoload_settings.cpp msgid "Autoload '%s' already exists!" msgstr "自動読み込み '%s' はすでに存在します!" #: editor/editor_autoload_settings.cpp msgid "Rename Autoload" msgstr "自動読み込みの名前変更" #: editor/editor_autoload_settings.cpp msgid "Toggle AutoLoad Globals" msgstr "グローバルの自動読み込みをオン / オフ" #: editor/editor_autoload_settings.cpp msgid "Move Autoload" msgstr "自動読み込みを移動" #: editor/editor_autoload_settings.cpp msgid "Remove Autoload" msgstr "自動読み込みを除去" #: editor/editor_autoload_settings.cpp editor/editor_plugin_settings.cpp msgid "Enable" msgstr "有効" #: editor/editor_autoload_settings.cpp msgid "Rearrange Autoloads" msgstr "自動読み込みの並べ替え" #: editor/editor_autoload_settings.cpp msgid "Can't add autoload:" msgstr "自動読み込みを追加出来ません:" #: editor/editor_autoload_settings.cpp msgid "%s is an invalid path. File does not exist." msgstr "%s は無効なパスです。ファイルが存在しません。" #: editor/editor_autoload_settings.cpp msgid "%s is an invalid path. Not in resource path (res://)." msgstr "%s は無効なパスです。リソースパス (res://) に存在しません。" #: editor/editor_autoload_settings.cpp msgid "Add AutoLoad" msgstr "自動読み込みを追加" #: editor/editor_autoload_settings.cpp editor/editor_file_dialog.cpp #: editor/editor_plugin_settings.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp scene/gui/file_dialog.cpp msgid "Path:" msgstr "パス:" #: editor/editor_autoload_settings.cpp msgid "Node Name:" msgstr "ノード名:" #: editor/editor_autoload_settings.cpp editor/editor_help_search.cpp #: editor/editor_plugin_settings.cpp editor/editor_profiler.cpp #: editor/project_manager.cpp editor/settings_config_dialog.cpp msgid "Name" msgstr "名前" #: editor/editor_autoload_settings.cpp msgid "Global Variable" msgstr "グローバル変数" #: editor/editor_data.cpp msgid "Paste Params" msgstr "パラメーターを貼り付け" #: editor/editor_data.cpp msgid "Updating Scene" msgstr "シーンを更新" #: editor/editor_data.cpp msgid "Storing local changes..." msgstr "ローカルの変更を保存..." #: editor/editor_data.cpp msgid "Updating scene..." msgstr "シーンを更新..." #: editor/editor_data.cpp editor/editor_resource_picker.cpp msgid "[empty]" msgstr "[空]" #: editor/editor_data.cpp editor/plugins/script_text_editor.cpp #: editor/plugins/text_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "[unsaved]" msgstr "[未保存]" #: editor/editor_dir_dialog.cpp msgid "Please select a base directory first." msgstr "はじめにベースディレクトリを選択してください。" #: editor/editor_dir_dialog.cpp msgid "Choose a Directory" msgstr "ディレクトリを選択" #: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp #: editor/filesystem_dock.cpp editor/project_manager.cpp #: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "フォルダーを作成" #: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp #: editor/editor_plugin_settings.cpp editor/filesystem_dock.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_export.cpp #: editor/script_create_dialog.cpp #: modules/visual_script/visual_script_editor.cpp scene/gui/file_dialog.cpp msgid "Name:" msgstr "名前:" #: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp #: editor/filesystem_dock.cpp scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "フォルダーを作成できませんでした。" #: editor/editor_dir_dialog.cpp msgid "Choose" msgstr "選ぶ" #: editor/editor_export.cpp msgid "Storing File:" msgstr "ファイルの保存:" #: editor/editor_export.cpp msgid "No export template found at the expected path:" msgstr "エクスポート テンプレートが予期されたパスに見つかりません:" #: editor/editor_export.cpp msgid "Packing" msgstr "パック中" #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC' texture compression for GLES2. Enable 'Import " "Etc' in Project Settings." msgstr "" "対象プラットフォームではGLES2のために'ETC'テクスチャ圧縮が必要です。プロジェ" "クト設定より 'Import Etc' をオンにしてください。" #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC2' texture compression for GLES3. Enable " "'Import Etc 2' in Project Settings." msgstr "" "対象プラットフォームではGLES3のために'ETC2'テクスチャ圧縮が必要です。プロジェ" "クト設定より 'Import Etc 2' をオンにしてください。" #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC' texture compression for the driver fallback " "to GLES2.\n" "Enable 'Import Etc' in Project Settings, or disable 'Driver Fallback " "Enabled'." msgstr "" "対象プラットフォームではGLES2へフォールバックするために'ETC'テクスチャ圧縮が" "必要です。\n" "プロジェクト設定より 'Import Etc' をオンにするか、'Driver Fallback Enabled' " "をオフにしてください。" #: editor/editor_export.cpp msgid "" "Target platform requires 'PVRTC' texture compression for GLES2. Enable " "'Import Pvrtc' in Project Settings." msgstr "" "対象プラットフォームではGLES2のために'PVRTC'テクスチャ圧縮が必要です。プロ" "ジェクト設定より 'Import Pvrtc' をオンにしてください。" #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC2' or 'PVRTC' texture compression for GLES3. " "Enable 'Import Etc 2' or 'Import Pvrtc' in Project Settings." msgstr "" "対象プラットフォームではGLES3のために 'ETC2' あるいは 'PVRTC' テクスチャ圧縮" "が必要です。プロジェクト設定より 'Import Etc 2' あるいは 'Import Pvrtc' をオ" "ンにしてください。" #: editor/editor_export.cpp msgid "" "Target platform requires 'PVRTC' texture compression for the driver fallback " "to GLES2.\n" "Enable 'Import Pvrtc' in Project Settings, or disable 'Driver Fallback " "Enabled'." msgstr "" "対象プラットフォームではGLES2へフォールバックするために 'PVRTC' テクスチャ圧" "縮が必要です。\n" "プロジェクト設定より 'Import Pvrtc' をオンにするか、'Driver Fallback " "Enabled' をオフにしてください。" #: editor/editor_export.cpp platform/android/export/export_plugin.cpp #: platform/iphone/export/export.cpp platform/javascript/export/export.cpp #: platform/osx/export/export.cpp platform/uwp/export/export.cpp msgid "Custom debug template not found." msgstr "カスタム デバッグテンプレートが見つかりません。" #: editor/editor_export.cpp platform/android/export/export_plugin.cpp #: platform/iphone/export/export.cpp platform/javascript/export/export.cpp #: platform/osx/export/export.cpp platform/uwp/export/export.cpp msgid "Custom release template not found." msgstr "カスタム リリーステンプレートが見つかりません。" #: editor/editor_export.cpp platform/javascript/export/export.cpp msgid "Template file not found:" msgstr "テンプレートファイルが見つかりません:" #: editor/editor_export.cpp msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "" "32ビットのエクスポートでは、組み込みPCKは4GiBを超えることはできません。" #: editor/editor_feature_profile.cpp msgid "3D Editor" msgstr "3Dエディター" #: editor/editor_feature_profile.cpp msgid "Script Editor" msgstr "スクリプトエディター" #: editor/editor_feature_profile.cpp msgid "Asset Library" msgstr "アセットライブラリ" #: editor/editor_feature_profile.cpp msgid "Scene Tree Editing" msgstr "シーンツリーの編集" #: editor/editor_feature_profile.cpp msgid "Node Dock" msgstr "ノードドック" #: editor/editor_feature_profile.cpp msgid "FileSystem Dock" msgstr "ファイルシステム ドック" #: editor/editor_feature_profile.cpp msgid "Import Dock" msgstr "インポートドック" #: editor/editor_feature_profile.cpp msgid "Allows to view and edit 3D scenes." msgstr "3Dシーンの表示と編集ができます。" #: editor/editor_feature_profile.cpp msgid "Allows to edit scripts using the integrated script editor." msgstr "内臓のスクリプトエディターを使用してスクリプトを編集できます。" #: editor/editor_feature_profile.cpp msgid "Provides built-in access to the Asset Library." msgstr "アセットライブラリへの組み込みのアクセス機能を提供します。" #: editor/editor_feature_profile.cpp msgid "Allows editing the node hierarchy in the Scene dock." msgstr "シーンドックのノード階層を編集できます。" #: editor/editor_feature_profile.cpp msgid "" "Allows to work with signals and groups of the node selected in the Scene " "dock." msgstr "シーンドックで選択されたノードのシグナルとグループを操作できます。" #: editor/editor_feature_profile.cpp msgid "Allows to browse the local file system via a dedicated dock." msgstr "専用のドックを使用して、ローカルファイルシステムを閲覧できます。" #: editor/editor_feature_profile.cpp msgid "" "Allows to configure import settings for individual assets. Requires the " "FileSystem dock to function." msgstr "" "各アセットのインポート設定を構成できます。動作にはファイルシステム ドッグが必" "要です。" #: editor/editor_feature_profile.cpp msgid "(current)" msgstr "(現在)" #: editor/editor_feature_profile.cpp msgid "(none)" msgstr "(なし)" #: editor/editor_feature_profile.cpp msgid "Remove currently selected profile, '%s'? Cannot be undone." msgstr "" "選択されているプロファイル '%s' を除去しますか? 取り消しはできません。" #: editor/editor_feature_profile.cpp msgid "Profile must be a valid filename and must not contain '.'" msgstr "" "プロファイルは有効なファイル名でなければならず、 '.' を含んではいけません" #: editor/editor_feature_profile.cpp msgid "Profile with this name already exists." msgstr "この名前のプロファイルはすでに存在します。" #: editor/editor_feature_profile.cpp msgid "(Editor Disabled, Properties Disabled)" msgstr "(エディター無効、プロパティ無効)" #: editor/editor_feature_profile.cpp msgid "(Properties Disabled)" msgstr "(プロパティ無効)" #: editor/editor_feature_profile.cpp msgid "(Editor Disabled)" msgstr "(エディター無効)" #: editor/editor_feature_profile.cpp msgid "Class Options:" msgstr "クラスオプション:" #: editor/editor_feature_profile.cpp msgid "Enable Contextual Editor" msgstr "コンテキストエディターを有効にする" #: editor/editor_feature_profile.cpp msgid "Class Properties:" msgstr "クラス プロパティ:" #: editor/editor_feature_profile.cpp msgid "Main Features:" msgstr "主要機能:" #: editor/editor_feature_profile.cpp msgid "Nodes and Classes:" msgstr "ノードとクラス:" #: editor/editor_feature_profile.cpp msgid "File '%s' format is invalid, import aborted." msgstr "ファイル '%s' のフォーマットが無効です。インポートが中止されました。" #: editor/editor_feature_profile.cpp msgid "" "Profile '%s' already exists. Remove it first before importing, import " "aborted." msgstr "" "プロファイル '%s' はすでに存在します。インポートする前に削除してください。イ" "ンポートは中止されました。" #: editor/editor_feature_profile.cpp msgid "Error saving profile to path: '%s'." msgstr "指定されたパスへの保存中にエラーが発生しました: '%s'." #: editor/editor_feature_profile.cpp msgid "Reset to Default" msgstr "デフォルトに戻す" #: editor/editor_feature_profile.cpp msgid "Current Profile:" msgstr "現在のプロファイル:" #: editor/editor_feature_profile.cpp msgid "Create Profile" msgstr "プロファイルを作成" #: editor/editor_feature_profile.cpp msgid "Remove Profile" msgstr "プロファイルを除去" #: editor/editor_feature_profile.cpp msgid "Available Profiles:" msgstr "利用可能なプロファイル:" #: editor/editor_feature_profile.cpp msgid "Make Current" msgstr "使用する" #: editor/editor_feature_profile.cpp editor/editor_node.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_manager.cpp msgid "Import" msgstr "インポート" #: editor/editor_feature_profile.cpp editor/project_export.cpp msgid "Export" msgstr "エクスポート" #: editor/editor_feature_profile.cpp msgid "Configure Selected Profile:" msgstr "選択されたプロファイルの設定:" #: editor/editor_feature_profile.cpp msgid "Extra Options:" msgstr "追加のオプション:" #: editor/editor_feature_profile.cpp msgid "Create or import a profile to edit available classes and properties." msgstr "" "プロファイルを作成またはインポートして、利用可能なクラスやプロパティを編集で" "きます。" #: editor/editor_feature_profile.cpp msgid "New profile name:" msgstr "新しいプロファイルの名前:" #: editor/editor_feature_profile.cpp msgid "Godot Feature Profile" msgstr "Godot機能プロファイル" #: editor/editor_feature_profile.cpp msgid "Import Profile(s)" msgstr "プロファイルをインポート" #: editor/editor_feature_profile.cpp msgid "Export Profile" msgstr "プロファイルのエクスポート" #: editor/editor_feature_profile.cpp msgid "Manage Editor Feature Profiles" msgstr "エディター機能のプロファイルの管理" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Select Current Folder" msgstr "現在のフォルダーを選択" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "File exists, overwrite?" msgstr "ファイルがすでに存在します。上書きしますか?" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Select This Folder" msgstr "このフォルダーを選択" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "Copy Path" msgstr "パスをコピー" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "Open in File Manager" msgstr "ファイルマネージャーで開く" #: editor/editor_file_dialog.cpp editor/editor_node.cpp #: editor/filesystem_dock.cpp editor/project_manager.cpp msgid "Show in File Manager" msgstr "ファイルマネージャーで表示" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "New Folder..." msgstr "新規フォルダー..." #: editor/editor_file_dialog.cpp editor/find_in_files.cpp msgid "Refresh" msgstr "再読み込み" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "All Recognized" msgstr "承認済みすべて" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "All Files (*)" msgstr "すべてのファイル (*)" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open a File" msgstr "ファイルを開く" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open File(s)" msgstr "ファイルを開く" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open a Directory" msgstr "ディレクトリを開く" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open a File or Directory" msgstr "ファイルまたはディレクトリを開く" #: editor/editor_file_dialog.cpp editor/editor_node.cpp #: editor/editor_resource_picker.cpp editor/import_defaults_editor.cpp #: editor/inspector_dock.cpp editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp scene/gui/file_dialog.cpp msgid "Save" msgstr "保存" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Save a File" msgstr "ファイルを保存" #: editor/editor_file_dialog.cpp msgid "Go Back" msgstr "戻る" #: editor/editor_file_dialog.cpp msgid "Go Forward" msgstr "進む" #: editor/editor_file_dialog.cpp msgid "Go Up" msgstr "上へ" #: editor/editor_file_dialog.cpp msgid "Toggle Hidden Files" msgstr "隠しファイルをオン / オフ" #: editor/editor_file_dialog.cpp msgid "Toggle Favorite" msgstr "お気に入りにする / しない" #: editor/editor_file_dialog.cpp msgid "Toggle Mode" msgstr "モード切り替え" #: editor/editor_file_dialog.cpp msgid "Focus Path" msgstr "パスにフォーカス" #: editor/editor_file_dialog.cpp msgid "Move Favorite Up" msgstr "お気に入りを上へ" #: editor/editor_file_dialog.cpp msgid "Move Favorite Down" msgstr "お気に入りを下へ" #: editor/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "前のフォルダーへ移動する。" #: editor/editor_file_dialog.cpp msgid "Go to next folder." msgstr "次のフォルダーへ移動する。" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Go to parent folder." msgstr "親フォルダーへ移動する。" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Refresh files." msgstr "ファイルの一覧をリフレッシュする。" #: editor/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "現在のフォルダーをお気に入りにする / しない。" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "隠しファイルの表示 / 非表示を切り替えます。" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "View items as a grid of thumbnails." msgstr "アイテムをサムネイルでグリッド表示する。" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "View items as a list." msgstr "アイテムを一覧で表示する。" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Directories & Files:" msgstr "ディレクトリとファイル:" #: editor/editor_file_dialog.cpp editor/plugins/sprite_editor_plugin.cpp #: editor/plugins/style_box_editor_plugin.cpp editor/rename_dialog.cpp msgid "Preview:" msgstr "プレビュー:" #: editor/editor_file_dialog.cpp #: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp msgid "File:" msgstr "ファイル:" #: editor/editor_file_system.cpp msgid "ScanSources" msgstr "スキャンソース" #: editor/editor_file_system.cpp msgid "" "There are multiple importers for different types pointing to file %s, import " "aborted" msgstr "" "ファイル %s をポイントしている異なるタイプの複数のインポーターがあります。イ" "ンポートは中断されました" #: editor/editor_file_system.cpp msgid "(Re)Importing Assets" msgstr "アセットを(再)インポート中" #: editor/editor_help.cpp msgid "Top" msgstr "トップ" #: editor/editor_help.cpp msgid "Class:" msgstr "クラス:" #: editor/editor_help.cpp editor/scene_tree_editor.cpp #: editor/script_create_dialog.cpp msgid "Inherits:" msgstr "継承元:" #: editor/editor_help.cpp msgid "Inherited by:" msgstr "継承先:" #: editor/editor_help.cpp msgid "Description" msgstr "説明" #: editor/editor_help.cpp msgid "Online Tutorials" msgstr "オンラインチュートリアル" #: editor/editor_help.cpp msgid "Properties" msgstr "プロパティ" #: editor/editor_help.cpp #, fuzzy msgid "overrides %s:" msgstr "上書き:" #: editor/editor_help.cpp msgid "default:" msgstr "デフォルト:" #: editor/editor_help.cpp msgid "Methods" msgstr "メソッド" #: editor/editor_help.cpp msgid "Theme Properties" msgstr "テーマ プロパティ" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Colors" msgstr "カラー" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Constants" msgstr "定数" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Fonts" msgstr "フォント" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Icons" msgstr "アイコン" #: editor/editor_help.cpp msgid "Styles" msgstr "スタイル" #: editor/editor_help.cpp msgid "Enumerations" msgstr "列挙型" #: editor/editor_help.cpp msgid "Property Descriptions" msgstr "プロパティの説明" #: editor/editor_help.cpp msgid "(value)" msgstr "(値)" #: editor/editor_help.cpp msgid "" "There is currently no description for this property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" "現在、このプロパティの説明はありません。[color=$color][url=$url]貢献[/url][/" "color]して私たちを助けてください!" #: editor/editor_help.cpp msgid "Method Descriptions" msgstr "メソッドの説明" #: editor/editor_help.cpp msgid "" "There is currently no description for this method. Please help us by [color=" "$color][url=$url]contributing one[/url][/color]!" msgstr "" "現在、このメソッドの説明はありません。[color=$color][url=$url]貢献[/url][/" "color]して私たちを助けてください!" #: editor/editor_help_search.cpp editor/editor_node.cpp #: editor/plugins/script_editor_plugin.cpp msgid "Search Help" msgstr "ヘルプを検索" #: editor/editor_help_search.cpp msgid "Case Sensitive" msgstr "大文字小文字を区別" #: editor/editor_help_search.cpp msgid "Show Hierarchy" msgstr "階層表示" #: editor/editor_help_search.cpp msgid "Display All" msgstr "すべて表示" #: editor/editor_help_search.cpp msgid "Classes Only" msgstr "クラスのみ" #: editor/editor_help_search.cpp msgid "Methods Only" msgstr "メソッドのみ" #: editor/editor_help_search.cpp msgid "Signals Only" msgstr "シグナルのみ" #: editor/editor_help_search.cpp msgid "Constants Only" msgstr "定数のみ" #: editor/editor_help_search.cpp msgid "Properties Only" msgstr "プロパティのみ" #: editor/editor_help_search.cpp msgid "Theme Properties Only" msgstr "テーマプロパティのみ" #: editor/editor_help_search.cpp msgid "Member Type" msgstr "メンバータイプ" #: editor/editor_help_search.cpp msgid "Class" msgstr "クラス" #: editor/editor_help_search.cpp msgid "Method" msgstr "メソッド" #: editor/editor_help_search.cpp editor/plugins/script_text_editor.cpp msgid "Signal" msgstr "シグナル" #: editor/editor_help_search.cpp modules/visual_script/visual_script_nodes.cpp msgid "Constant" msgstr "コンスタント" #: editor/editor_help_search.cpp msgid "Property" msgstr "プロパティ" #: editor/editor_help_search.cpp msgid "Theme Property" msgstr "テーマプロパティ" #: editor/editor_inspector.cpp editor/project_settings_editor.cpp msgid "Property:" msgstr "プロパティ:" #: editor/editor_inspector.cpp #, fuzzy msgid "Pin value" msgstr "(値)" #: editor/editor_inspector.cpp msgid "" "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" #: editor/editor_inspector.cpp msgid "Pin value [Disabled because '%s' is editor-only]" msgstr "" #: editor/editor_inspector.cpp editor/scene_tree_dock.cpp #: modules/visual_script/visual_script_func_nodes.cpp #: modules/visual_script/visual_script_nodes.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Set %s" msgstr "%s を設定" #: editor/editor_inspector.cpp msgid "Set Multiple:" msgstr "複数設定:" #: editor/editor_inspector.cpp msgid "Pinned %s" msgstr "" #: editor/editor_inspector.cpp msgid "Unpinned %s" msgstr "" #: editor/editor_inspector.cpp #, fuzzy msgid "Copy Property" msgstr "プロパティをコピー" #: editor/editor_inspector.cpp #, fuzzy msgid "Paste Property" msgstr "プロパティを貼り付け" #: editor/editor_inspector.cpp #, fuzzy msgid "Copy Property Path" msgstr "スクリプトのパスをコピー" #: editor/editor_log.cpp msgid "Output:" msgstr "出力:" #: editor/editor_log.cpp editor/plugins/tile_map_editor_plugin.cpp msgid "Copy Selection" msgstr "選択範囲をコピー" #: editor/editor_log.cpp editor/editor_network_profiler.cpp #: editor/editor_profiler.cpp editor/editor_resource_picker.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/property_editor.cpp editor/scene_tree_dock.cpp #: editor/script_editor_debugger.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp scene/gui/line_edit.cpp #: scene/gui/text_edit.cpp msgid "Clear" msgstr "クリア" #: editor/editor_log.cpp msgid "Clear Output" msgstr "出力をクリア" #: editor/editor_network_profiler.cpp editor/editor_node.cpp #: editor/editor_profiler.cpp msgid "Stop" msgstr "停止" #: editor/editor_network_profiler.cpp editor/editor_profiler.cpp #: editor/plugins/animation_state_machine_editor.cpp editor/rename_dialog.cpp msgid "Start" msgstr "開始" #: editor/editor_network_profiler.cpp msgid "%s/s" msgstr "%s/s" #: editor/editor_network_profiler.cpp msgid "Down" msgstr "下り" #: editor/editor_network_profiler.cpp msgid "Up" msgstr "上り" #: editor/editor_network_profiler.cpp editor/editor_node.cpp msgid "Node" msgstr "ノード" #: editor/editor_network_profiler.cpp msgid "Incoming RPC" msgstr "RPC受信" #: editor/editor_network_profiler.cpp msgid "Incoming RSET" msgstr "RSET受信" #: editor/editor_network_profiler.cpp msgid "Outgoing RPC" msgstr "RPC送信" #: editor/editor_network_profiler.cpp msgid "Outgoing RSET" msgstr "RSET送信" #: editor/editor_node.cpp editor/project_manager.cpp msgid "New Window" msgstr "新規ウィンドウ" #: editor/editor_node.cpp msgid "" "Spins when the editor window redraws.\n" "Update Continuously is enabled, which can increase power usage. Click to " "disable it." msgstr "" "エディターウィンドウの再描画時にスピンします。\n" "継続的に更新 が有効になっており、電力消費量が増加する可能性があります。クリッ" "クで無効化します。" #: editor/editor_node.cpp msgid "Spins when the editor window redraws." msgstr "エディター ウィンドウの再描画時にスピンします。" #: editor/editor_node.cpp msgid "Imported resources can't be saved." msgstr "インポートしたリソースは保存できません。" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp #: modules/gltf/editor_scene_exporter_gltf_plugin.cpp scene/gui/dialogs.cpp msgid "OK" msgstr "OK" #: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Error saving resource!" msgstr "リソース保存中のエラー!" #: editor/editor_node.cpp msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." msgstr "" "このリソースは編集したシーンに属していないため保存できません。まずユニーク化" "してください。" #: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Save Resource As..." msgstr "リソースを別名で保存..." #: editor/editor_node.cpp msgid "Can't open file for writing:" msgstr "書き込むファイルを開けません:" #: editor/editor_node.cpp msgid "Requested file format unknown:" msgstr "要求されたファイル形式は不明です:" #: editor/editor_node.cpp msgid "Error while saving." msgstr "保存中にエラーが発生しました。" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Can't open '%s'. The file could have been moved or deleted." msgstr "" "'%s' を開くことができません。ファイルが移動または削除された可能性があります。" #: editor/editor_node.cpp msgid "Error while parsing '%s'." msgstr "'%s' の解析中にエラーが発生しました。" #: editor/editor_node.cpp msgid "Unexpected end of file '%s'." msgstr "ファイル '%s' が予期せず終了しました。" #: editor/editor_node.cpp msgid "Missing '%s' or its dependencies." msgstr "'%s' またはその依存関係が見つかりません。" #: editor/editor_node.cpp msgid "Error while loading '%s'." msgstr "'%s' の読み込み中にエラーが発生しました。" #: editor/editor_node.cpp msgid "Saving Scene" msgstr "シーンを保存中" #: editor/editor_node.cpp msgid "Analyzing" msgstr "分析中" #: editor/editor_node.cpp msgid "Creating Thumbnail" msgstr "サムネイルを作成中" #: editor/editor_node.cpp msgid "This operation can't be done without a tree root." msgstr "この操作は、ツリーのルートなしで実行できません。" #: editor/editor_node.cpp msgid "" "This scene can't be saved because there is a cyclic instancing inclusion.\n" "Please resolve it and then attempt to save again." msgstr "" "このシーンにはインスタンスの循環参照が含まれているため保存できません。\n" "それをまず解消してから、また保存してみてください。" #: editor/editor_node.cpp msgid "" "Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " "be satisfied." msgstr "" "シーンを保存できませんでした。 おそらく、依存関係 (インスタンスまたは継承) を" "満たせませんでした。" #: editor/editor_node.cpp msgid "Could not save one or more scenes!" msgstr "一つまたは複数のシーンを保存できませんでした!" #: editor/editor_node.cpp msgid "Save All Scenes" msgstr "すべてのシーンを保存" #: editor/editor_node.cpp editor/scene_tree_dock.cpp msgid "Can't overwrite scene that is still open!" msgstr "開いているシーンを上書きすることはできません!" #: editor/editor_node.cpp msgid "Can't load MeshLibrary for merging!" msgstr "マージするメッシュライブラリーが読み込めません!" #: editor/editor_node.cpp msgid "Error saving MeshLibrary!" msgstr "メッシュライブラリーの保存エラー!" #: editor/editor_node.cpp msgid "Can't load TileSet for merging!" msgstr "マージするタイルセットが読み込めません!" #: editor/editor_node.cpp msgid "Error saving TileSet!" msgstr "タイルセットの保存エラー!" #: editor/editor_node.cpp msgid "" "An error occurred while trying to save the editor layout.\n" "Make sure the editor's user data path is writable." msgstr "" "エディターのレイアウトを保存しようとした際にエラーが発生しました。\n" "エディターのユーザーデータ用パスが書き込み可能であることを確認してください。" #: editor/editor_node.cpp msgid "" "Default editor layout overridden.\n" "To restore the Default layout to its base settings, use the Delete Layout " "option and delete the Default layout." msgstr "" "既定のエディターレイアウトが上書きされました。\n" "既定のレイアウトを基本設定に戻すには、[レイアウトの削除] オプションを使用し" "て、既定のレイアウトを削除します。" #: editor/editor_node.cpp msgid "Layout name not found!" msgstr "レイアウト名が見つかりません!" #: editor/editor_node.cpp msgid "Restored the Default layout to its base settings." msgstr "既定のレイアウトを基本設定に戻しました。" #: editor/editor_node.cpp msgid "" "This resource belongs to a scene that was imported, so it's not editable.\n" "Please read the documentation relevant to importing scenes to better " "understand this workflow." msgstr "" "このリソースはインポートされたシーンに属しているため、編集することができませ" "ん。\n" "このワークフローをよりよく理解するために、シーンの読み込みに関連するドキュメ" "ントをお読みください。" #: editor/editor_node.cpp msgid "" "This resource belongs to a scene that was instanced or inherited.\n" "Changes to it won't be kept when saving the current scene." msgstr "" "このリソースは、インスタンス化または継承されたシーンに属しています。\n" "現在のシーンを保存しても、変更内容は保持されません。" #: editor/editor_node.cpp msgid "" "This resource was imported, so it's not editable. Change its settings in the " "import panel and then re-import." msgstr "" "このリソースはインポートされたもので、編集できません。インポートパネルで設定" "を変更し、再度インポートしてください。" #: editor/editor_node.cpp msgid "" "This scene was imported, so changes to it won't be kept.\n" "Instancing it or inheriting will allow making changes to it.\n" "Please read the documentation relevant to importing scenes to better " "understand this workflow." msgstr "" "このシーンはインポートされたもので、変更は保持されません。\n" "インスタンス化もしくは継承すると、変更が可能になります。\n" "このワークフローをよりよく理解するために、シーンのインポートに関連するドキュ" "メントをお読みください。" #: editor/editor_node.cpp msgid "" "This is a remote object, so changes to it won't be kept.\n" "Please read the documentation relevant to debugging to better understand " "this workflow." msgstr "" "リモートオブジェクトのため、変更は保持されません。\n" "このワークフローをよりよく理解するには、デバッグに関連するドキュメントをお読" "みください。" #: editor/editor_node.cpp msgid "There is no defined scene to run." msgstr "実行するシーンが定義されていません。" #: editor/editor_node.cpp msgid "Save scene before running..." msgstr "実行前にシーンを保存..." #: editor/editor_node.cpp msgid "Could not start subprocess!" msgstr "サブプロセスを開始できませんでした!" #: editor/editor_node.cpp editor/filesystem_dock.cpp msgid "Open Scene" msgstr "シーンを開く" #: editor/editor_node.cpp msgid "Open Base Scene" msgstr "ベースのシーンを開く" #: editor/editor_node.cpp msgid "Quick Open..." msgstr "クイックオープン..." #: editor/editor_node.cpp msgid "Quick Open Scene..." msgstr "シーンのクイックオープン..." #: editor/editor_node.cpp msgid "Quick Open Script..." msgstr "スクリプトのクイックオープン..." #: editor/editor_node.cpp msgid "Save & Close" msgstr "保存して閉じる" #: editor/editor_node.cpp msgid "Save changes to '%s' before closing?" msgstr "閉じる前に、'%s' への変更を保存しますか?" #: editor/editor_node.cpp msgid "%s no longer exists! Please specify a new save location." msgstr "%s は存在しなくなりました!新しい保存先を指定してください。" #: editor/editor_node.cpp msgid "" "The current scene has no root node, but %d modified external resource(s) " "were saved anyway." msgstr "" "現在のシーンにはルートノードがありませんが、%d 個の変更された外部リソースが保" "存されました。" #: editor/editor_node.cpp msgid "" "A root node is required to save the scene. You can add a root node using the " "Scene tree dock." msgstr "" "シーンを保存するにはルートノードが必要です。シーンツリーのドックから、ルート" "ノードを追加することができます。" #: editor/editor_node.cpp msgid "Save Scene As..." msgstr "名前を付けてシーンを保存..." #: editor/editor_node.cpp modules/gltf/editor_scene_exporter_gltf_plugin.cpp msgid "This operation can't be done without a scene." msgstr "この操作にはシーンが必要です。" #: editor/editor_node.cpp msgid "Export Mesh Library" msgstr "メッシュライブラリのエクスポート" #: editor/editor_node.cpp msgid "This operation can't be done without a root node." msgstr "この操作にはルートノードが必要です。" #: editor/editor_node.cpp msgid "Export Tile Set" msgstr "タイルセットのエクスポート" #: editor/editor_node.cpp msgid "This operation can't be done without a selected node." msgstr "この操作には選択されたノードが必要です。" #: editor/editor_node.cpp msgid "Current scene not saved. Open anyway?" msgstr "現在のシーンは保存されていません。それでも開きますか?" #: editor/editor_node.cpp msgid "Can't undo while mouse buttons are pressed." msgstr "マウスボタンが押されている間は元に戻せません。" #: editor/editor_node.cpp msgid "Nothing to undo." msgstr "元に戻すものがありません。" #: editor/editor_node.cpp msgid "Undo: %s" msgstr "元に戻す: %s" #: editor/editor_node.cpp msgid "Can't redo while mouse buttons are pressed." msgstr "マウスボタンが押されている間はやり直せません。" #: editor/editor_node.cpp msgid "Nothing to redo." msgstr "やり直すものがありません。" #: editor/editor_node.cpp msgid "Redo: %s" msgstr "やり直す: %s" #: editor/editor_node.cpp msgid "Can't reload a scene that was never saved." msgstr "保存されていないシーンを読み込むことはできません。" #: editor/editor_node.cpp msgid "Reload Saved Scene" msgstr "保存済みシーンをリロード" #: editor/editor_node.cpp msgid "" "The current scene has unsaved changes.\n" "Reload the saved scene anyway? This action cannot be undone." msgstr "" "現在のシーンには未保存の変更があります。\n" "それでも保存済みシーンをリロードしますか? この動作は取り消せません。" #: editor/editor_node.cpp msgid "Quick Run Scene..." msgstr "シーンをクイック実行する..." #: editor/editor_node.cpp msgid "Quit" msgstr "終了" #: editor/editor_node.cpp msgid "Yes" msgstr "はい" #: editor/editor_node.cpp msgid "Exit the editor?" msgstr "エディターを終了しますか?" #: editor/editor_node.cpp msgid "Open Project Manager?" msgstr "プロジェクトマネージャーを開きますか?" #: editor/editor_node.cpp msgid "Save & Quit" msgstr "保存して終了" #: editor/editor_node.cpp msgid "Save changes to the following scene(s) before quitting?" msgstr "終了する前に、以下のシーンへの変更を保存しますか?" #: editor/editor_node.cpp msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "" "プロジェクトマネージャーを開く前に、以下のシーンへの変更を保存しますか?" #: editor/editor_node.cpp msgid "" "This option is deprecated. Situations where refresh must be forced are now " "considered a bug. Please report." msgstr "" "このオプションは非推奨です。リフレッシュを強制しなければならない状況はバグと" "みなされます。報告してください。" #: editor/editor_node.cpp msgid "Pick a Main Scene" msgstr "メインシーンを選ぶ" #: editor/editor_node.cpp msgid "Close Scene" msgstr "シーンを閉じる" #: editor/editor_node.cpp msgid "Reopen Closed Scene" msgstr "閉じたシーンを再び開く" #: editor/editor_node.cpp msgid "Unable to enable addon plugin at: '%s' parsing of config failed." msgstr "アドオンプラグインを有効にできません: '%s' 設定の解析に失敗しました。" #: editor/editor_node.cpp msgid "Unable to find script field for addon plugin at: '%s'." msgstr "アドオンプラグインのスクリプトフィールドが '%s' で見つかりません。" #: editor/editor_node.cpp msgid "Unable to load addon script from path: '%s'." msgstr "パス '%s' からアドオンスクリプトを読み込めません。" #: editor/editor_node.cpp msgid "" "Unable to load addon script from path: '%s'. This might be due to a code " "error in that script.\n" "Disabling the addon at '%s' to prevent further errors." msgstr "" "アドオンスクリプト パス: '%s' をロードできません。これは、そのスクリプトの" "コードエラーが原因の可能性があります。\n" "さらなるエラーを防ぐため、%s のアドオンを無効化します。" #: editor/editor_node.cpp msgid "" "Unable to load addon script from path: '%s' Base type is not EditorPlugin." msgstr "" "パス '%s' からアドオンスクリプトを読み込めません。基底型が EditorPlugin では" "ありません。" #: editor/editor_node.cpp msgid "Unable to load addon script from path: '%s' Script is not in tool mode." msgstr "" "パス '%s' からアドオンスクリプトを読み込めません。スクリプトがツールモードで" "はありません。" #: editor/editor_node.cpp msgid "" "Scene '%s' was automatically imported, so it can't be modified.\n" "To make changes to it, a new inherited scene can be created." msgstr "" "シーン '%s' は自動的にインポートされたので、変更できません。\n" "変更するためには、新たに継承されたシーンを作成してください。" #: editor/editor_node.cpp msgid "" "Error loading scene, it must be inside the project path. Use 'Import' to " "open the scene, then save it inside the project path." msgstr "" "シーン読み込み中にエラーが発生しました。プロジェクトパス内にある必要がありま" "す。このシーンを開くには 'インポート' を使用し、プロジェクトパス内に保存して" "ください。" #: editor/editor_node.cpp msgid "Scene '%s' has broken dependencies:" msgstr "シーン '%s' は依存関係が壊れています:" #: editor/editor_node.cpp msgid "Clear Recent Scenes" msgstr "最近開いたシーンの履歴をクリア" #: editor/editor_node.cpp msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" "メインシーンが定義されていません。選択しますか?\n" "'アプリケーション' カテゴリの下の \"プロジェクト設定\" からも変更できます。" #: editor/editor_node.cpp msgid "" "Selected scene '%s' does not exist, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" "選択したシーン '%s' は存在しません。有効なシーンを選択しますか?\n" "'アプリケーション' カテゴリの下の \"プロジェクト設定\" で後から変更できます。" #: editor/editor_node.cpp msgid "" "Selected scene '%s' is not a scene file, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" "選択したシーン '%s' はシーンファイルではありません。有効なシーンを選択します" "か?\n" "'アプリケーション' カテゴリの下の \"プロジェクト設定\" で後から変更できます。" #: editor/editor_node.cpp msgid "Save Layout" msgstr "レイアウトを保存" #: editor/editor_node.cpp msgid "Delete Layout" msgstr "レイアウトを削除" #: editor/editor_node.cpp editor/import_dock.cpp #: editor/script_create_dialog.cpp msgid "Default" msgstr "デフォルト" #: editor/editor_node.cpp editor/editor_resource_picker.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_editor.cpp msgid "Show in FileSystem" msgstr "ファイルシステム上で表示" #: editor/editor_node.cpp msgid "Play This Scene" msgstr "シーンをプレイ" #: editor/editor_node.cpp msgid "Close Tab" msgstr "タブを閉じる" #: editor/editor_node.cpp msgid "Undo Close Tab" msgstr "閉じたタブを戻す" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Close Other Tabs" msgstr "他のタブを閉じる" #: editor/editor_node.cpp msgid "Close Tabs to the Right" msgstr "右側のタブを閉じる" #: editor/editor_node.cpp msgid "Close All Tabs" msgstr "すべてのタブを閉じる" #: editor/editor_node.cpp msgid "Switch Scene Tab" msgstr "シーンタブを切り替え" #: editor/editor_node.cpp msgid "%d more files or folders" msgstr "さらに %d個のファイルとフォルダー" #: editor/editor_node.cpp msgid "%d more folders" msgstr "さらに %d個のフォルダー" #: editor/editor_node.cpp msgid "%d more files" msgstr "さらに %d個のファイル" #: editor/editor_node.cpp msgid "Dock Position" msgstr "ドックの位置" #: editor/editor_node.cpp msgid "Distraction Free Mode" msgstr "集中モード" #: editor/editor_node.cpp msgid "Toggle distraction-free mode." msgstr "集中モードを切り替える。" #: editor/editor_node.cpp msgid "Add a new scene." msgstr "新規シーンを追加する。" #: editor/editor_node.cpp msgid "Scene" msgstr "シーン" #: editor/editor_node.cpp msgid "Go to previously opened scene." msgstr "以前に開いたシーンに移動する。" #: editor/editor_node.cpp msgid "Copy Text" msgstr "テキストをコピー" #: editor/editor_node.cpp msgid "Next tab" msgstr "次のタブ" #: editor/editor_node.cpp msgid "Previous tab" msgstr "前のタブ" #: editor/editor_node.cpp msgid "Filter Files..." msgstr "ファイルを絞り込む..." #: editor/editor_node.cpp msgid "Operations with scene files." msgstr "シーンファイルの操作。" #: editor/editor_node.cpp msgid "New Scene" msgstr "新規シーン" #: editor/editor_node.cpp msgid "New Inherited Scene..." msgstr "新しい継承シーン..." #: editor/editor_node.cpp msgid "Open Scene..." msgstr "シーンを開く..." #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Open Recent" msgstr "最近開いたシーンを開く" #: editor/editor_node.cpp msgid "Save Scene" msgstr "シーンを保存" #: editor/editor_node.cpp msgid "Convert To..." msgstr "変換..." #: editor/editor_node.cpp msgid "MeshLibrary..." msgstr "メッシュライブラリ..." #: editor/editor_node.cpp msgid "TileSet..." msgstr "タイルセット..." #: editor/editor_node.cpp editor/plugins/script_text_editor.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Undo" msgstr "元に戻す" #: editor/editor_node.cpp editor/plugins/script_text_editor.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Redo" msgstr "やり直す" #: editor/editor_node.cpp msgid "Miscellaneous project or scene-wide tools." msgstr "その他のプロジェクトまたはシーン全体のツール。" #: editor/editor_node.cpp editor/project_manager.cpp #: editor/script_create_dialog.cpp msgid "Project" msgstr "プロジェクト" #: editor/editor_node.cpp msgid "Project Settings..." msgstr "プロジェクト設定..." #: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp msgid "Version Control" msgstr "バージョンコントロール" #: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp msgid "Set Up Version Control" msgstr "バージョン管理をセットアップ" #: editor/editor_node.cpp msgid "Shut Down Version Control" msgstr "バージョン管理を終了" #: editor/editor_node.cpp msgid "Export..." msgstr "エクスポート..." #: editor/editor_node.cpp msgid "Install Android Build Template..." msgstr "Androidビルドテンプレートのインストール..." #: editor/editor_node.cpp #, fuzzy msgid "Open User Data Folder" msgstr "エディターのデータフォルダーを開く" #: editor/editor_node.cpp editor/plugins/tile_set_editor_plugin.cpp msgid "Tools" msgstr "ツール" #: editor/editor_node.cpp msgid "Orphan Resource Explorer..." msgstr "孤立リソースエクスプローラー..." #: editor/editor_node.cpp msgid "Reload Current Project" msgstr "現在のプロジェクトをリロード" #: editor/editor_node.cpp msgid "Quit to Project List" msgstr "終了してプロジェクト一覧を開く" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/project_export.cpp msgid "Debug" msgstr "デバッグ" #: editor/editor_node.cpp msgid "Deploy with Remote Debug" msgstr "リモートデバッグでデプロイ" #: editor/editor_node.cpp msgid "" "When this option is enabled, using one-click deploy will make the executable " "attempt to connect to this computer's IP so the running project can be " "debugged.\n" "This option is intended to be used for remote debugging (typically with a " "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" "このオプションを有効にすると、ワンクリック・デプロイをするときに実行ファイル" "がこのコンピュータの IP に接続しようとするので、実行中のプロジェクトをデバッ" "グすることができます。\n" "このオプションは、リモートデバッグに使用することを意図しています (通常はモバ" "イルデバイスにおいて)。\n" "ローカルで GDScript デバッガーを使用するためには有効にする必要はありません。" #: editor/editor_node.cpp msgid "Small Deploy with Network Filesystem" msgstr "ネットワークファイルシステムでスモールデプロイ" #: editor/editor_node.cpp msgid "" "When this option is enabled, using one-click deploy for Android will only " "export an executable without the project data.\n" "The filesystem will be provided from the project by the editor over the " "network.\n" "On Android, deploying will use the USB cable for faster performance. This " "option speeds up testing for projects with large assets." msgstr "" "このオプションを有効にすると、Androidへのワンクリック・デプロイ時にプロジェク" "ト用データ無しの実行可能ファイルのみをエクスポートします。\n" "ファイルシステムは、エディターによってプロジェクトからネットワークを通じて供" "給されます。\n" "Androidでは、デプロイはUSBケーブルの利用でさらに高速になります。このオプショ" "ンは大きなアセットのあるプロジェクトでテストを高速化できます。" #: editor/editor_node.cpp msgid "Visible Collision Shapes" msgstr "コリジョン形状の表示" #: editor/editor_node.cpp msgid "" "When this option is enabled, collision shapes and raycast nodes (for 2D and " "3D) will be visible in the running project." msgstr "" "このオプションを有効にすると、コリジョン形状とレイキャストノード (2Dおよび" "3D) が、ゲーム実行中にも表示されるようになります。" #: editor/editor_node.cpp msgid "Visible Navigation" msgstr "ナビゲーションの表示" #: editor/editor_node.cpp msgid "" "When this option is enabled, navigation meshes and polygons will be visible " "in the running project." msgstr "" "このオプションを有効にすると、ナビゲーションメッシュおよびポリゴンが、ゲーム" "実行中にも表示されるようになります。" #: editor/editor_node.cpp msgid "Force Shader Fallbacks" msgstr "" #: editor/editor_node.cpp msgid "" "When this option is enabled, shaders will be used in their fallback form " "(either visible via an ubershader or hidden) during all the run time.\n" "This is useful for verifying the look and performance of fallbacks, which " "are normally displayed briefly.\n" "Asynchronous shader compilation must be enabled in the project settings for " "this option to make a difference." msgstr "" #: editor/editor_node.cpp msgid "Synchronize Scene Changes" msgstr "シーンの変更を同期" #: editor/editor_node.cpp msgid "" "When this option is enabled, any changes made to the scene in the editor " "will be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" "このオプションを有効にすると、エディターからシーンに加えられた変更が、実行中" "のプロジェクトに反映されるようになります。\n" "リモートのデバイス上で使用する場合、ネットワークファイルシステムのオプション" "も有効であればより効率的になります。" #: editor/editor_node.cpp msgid "Synchronize Script Changes" msgstr "スクリプトの変更を同期" #: editor/editor_node.cpp msgid "" "When this option is enabled, any script that is saved will be reloaded in " "the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" "このオプションを有効にすると、保存したスクリプトが、実行中のプロジェクトで再" "読み込みされます。\n" "リモートのデバイス上で使用する場合、ネットワークファイルシステムのオプション" "も有効であればより効率的になります。" #: editor/editor_node.cpp editor/script_create_dialog.cpp msgid "Editor" msgstr "エディター" #: editor/editor_node.cpp msgid "Editor Settings..." msgstr "エディター設定..." #: editor/editor_node.cpp msgid "Editor Layout" msgstr "エディターレイアウト" #: editor/editor_node.cpp msgid "Take Screenshot" msgstr "スクリーンショットを撮る" #: editor/editor_node.cpp msgid "Screenshots are stored in the Editor Data/Settings Folder." msgstr "" "スクリーンショットは エディターのデータ / 設定フォルダー に保存されています。" #: editor/editor_node.cpp msgid "Toggle Fullscreen" msgstr "フルスクリーンを有効化 / 無効化" #: editor/editor_node.cpp msgid "Open Editor Data/Settings Folder" msgstr "エディターのデータ / 設定フォルダーを開く" #: editor/editor_node.cpp msgid "Open Editor Data Folder" msgstr "エディターのデータフォルダーを開く" #: editor/editor_node.cpp msgid "Open Editor Settings Folder" msgstr "エディター設定のフォルダーを開く" #: editor/editor_node.cpp msgid "Manage Editor Features..." msgstr "エディター機能の管理..." #: editor/editor_node.cpp msgid "Manage Export Templates..." msgstr "エクスポートテンプレートの管理..." #: editor/editor_node.cpp editor/plugins/shader_editor_plugin.cpp msgid "Help" msgstr "ヘルプ" #: editor/editor_node.cpp msgid "Online Documentation" msgstr "オンラインドキュメント" #: editor/editor_node.cpp msgid "Questions & Answers" msgstr "質問 & 回答" #: editor/editor_node.cpp msgid "Report a Bug" msgstr "バグを報告" #: editor/editor_node.cpp msgid "Suggest a Feature" msgstr "機能を提案する" #: editor/editor_node.cpp msgid "Send Docs Feedback" msgstr "ドキュメントのフィードバックを送る" #: editor/editor_node.cpp editor/plugins/asset_library_editor_plugin.cpp msgid "Community" msgstr "コミュニティ" #: editor/editor_node.cpp msgid "About Godot" msgstr "Godotについて" #: editor/editor_node.cpp msgid "Support Godot Development" msgstr "Godotの開発をサポートする" #: editor/editor_node.cpp msgid "Play the project." msgstr "プロジェクトを実行。" #: editor/editor_node.cpp msgid "Play" msgstr "実行" #: editor/editor_node.cpp msgid "Pause the scene execution for debugging." msgstr "デバッグのためにシーンの実行を一時停止します。" #: editor/editor_node.cpp msgid "Pause Scene" msgstr "シーンを一時停止" #: editor/editor_node.cpp msgid "Stop the scene." msgstr "シーンを停止。" #: editor/editor_node.cpp msgid "Play the edited scene." msgstr "編集したシーンを実行。" #: editor/editor_node.cpp msgid "Play Scene" msgstr "シーンを実行" #: editor/editor_node.cpp msgid "Play custom scene" msgstr "カスタムシーンを実行" #: editor/editor_node.cpp msgid "Play Custom Scene" msgstr "カスタムシーンを実行" #: editor/editor_node.cpp msgid "Changing the video driver requires restarting the editor." msgstr "ビデオドライバーの変更にはエディターの再起動が必要です。" #: editor/editor_node.cpp editor/project_settings_editor.cpp #: editor/settings_config_dialog.cpp msgid "Save & Restart" msgstr "保存して再起動" #: editor/editor_node.cpp msgid "Update Continuously" msgstr "継続的に更新" #: editor/editor_node.cpp msgid "Update When Changed" msgstr "変更時に更新" #: editor/editor_node.cpp msgid "Hide Update Spinner" msgstr "アップデートスピナーを非表示" #: editor/editor_node.cpp msgid "FileSystem" msgstr "ファイルシステム" #: editor/editor_node.cpp msgid "Inspector" msgstr "インスペクター" #: editor/editor_node.cpp msgid "Expand Bottom Panel" msgstr "下パネルを展開" #: editor/editor_node.cpp msgid "Output" msgstr "出力" #: editor/editor_node.cpp msgid "Don't Save" msgstr "保存しない" #: editor/editor_node.cpp msgid "Android build template is missing, please install relevant templates." msgstr "" "Androidビルドテンプレートがありません。関連するテンプレートをインストールして" "ください。" #: editor/editor_node.cpp msgid "Manage Templates" msgstr "テンプレートの管理" #: editor/editor_node.cpp msgid "Install from file" msgstr "ファイルからインストール" #: editor/editor_node.cpp msgid "Select android sources file" msgstr "Androidのソースファイルを選択" #: editor/editor_node.cpp msgid "" "This will set up your project for custom Android builds by installing the " "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" "Note that in order to make custom builds instead of using pre-built APKs, " "the \"Use Custom Build\" option should be enabled in the Android export " "preset." msgstr "" "この操作は \"res://android/build\" にソーステンプレートをインストールし、" "Androidのカスタムビルドの設定がプロジェクトにセットアップされます。\n" "後から設定に変更を加えたり、エクスポート時にカスタムAPKをビルドできます (モ" "ジュールを追加する、AndroidManifest.xmlを変更するなど)。\n" "ビルド済みAPKの代わりにカスタムビルドをするためには、Androidのエクスポート設" "定の「Use Custom Build (カスタムビルドを使用する)」のオプションが有効化されて" "いる必要があることに注意してください。" #: editor/editor_node.cpp msgid "" "The Android build template is already installed in this project and it won't " "be overwritten.\n" "Remove the \"res://android/build\" directory manually before attempting this " "operation again." msgstr "" "Androidビルドテンプレートはすでにインストールされており、上書きされません。\n" "この操作を再試行する前に、\"res://android/build\" ディレクトリを手動で削除し" "てください。" #: editor/editor_node.cpp msgid "Import Templates From ZIP File" msgstr "ZIPファイルからテンプレートをインポート" #: editor/editor_node.cpp msgid "Template Package" msgstr "テンプレートパッケージ" #: editor/editor_node.cpp modules/gltf/editor_scene_exporter_gltf_plugin.cpp msgid "Export Library" msgstr "ライブラリのエクスポート" #: editor/editor_node.cpp msgid "Merge With Existing" msgstr "既存のものとマージする" #: editor/editor_node.cpp msgid "Apply MeshInstance Transforms" msgstr "MeshInstanceのトランスフォームを適用" #: editor/editor_node.cpp msgid "Open & Run a Script" msgstr "スクリプトを開いて実行" #: editor/editor_node.cpp msgid "" "The following files are newer on disk.\n" "What action should be taken?" msgstr "" "以下のファイルより新しいものがディスク上に存在します。\n" "どうしますか?" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Reload" msgstr "再読み込み" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Resave" msgstr "再保存" #: editor/editor_node.cpp msgid "New Inherited" msgstr "新規の継承" #: editor/editor_node.cpp msgid "Load Errors" msgstr "読み込みエラー" #: editor/editor_node.cpp editor/plugins/tile_map_editor_plugin.cpp #: modules/visual_script/visual_script_nodes.cpp msgid "Select" msgstr "選択" #: editor/editor_node.cpp msgid "Select Current" msgstr "現在のものを選択" #: editor/editor_node.cpp msgid "Open 2D Editor" msgstr "2Dエディターを開く" #: editor/editor_node.cpp msgid "Open 3D Editor" msgstr "3Dエディターを開く" #: editor/editor_node.cpp msgid "Open Script Editor" msgstr "スクリプトエディターを開く" #: editor/editor_node.cpp editor/project_manager.cpp msgid "Open Asset Library" msgstr "アセットライブラリを開く" #: editor/editor_node.cpp msgid "Open the next Editor" msgstr "次のエディターを開く" #: editor/editor_node.cpp msgid "Open the previous Editor" msgstr "前のエディターを開く" #: editor/editor_node.h msgid "Warning!" msgstr "警告!" #: editor/editor_path.cpp msgid "No sub-resources found." msgstr "サブリソースが見つかりませんでした。" #: editor/editor_path.cpp msgid "Open a list of sub-resources." msgstr "サブリソースのリストを開く。" #: editor/editor_plugin.cpp msgid "Creating Mesh Previews" msgstr "メッシュプレビューを作成中" #: editor/editor_plugin.cpp msgid "Thumbnail..." msgstr "サムネイル..." #: editor/editor_plugin_settings.cpp msgid "Main Script:" msgstr "メインスクリプト:" #: editor/editor_plugin_settings.cpp msgid "Edit Plugin" msgstr "プラグインの編集" #: editor/editor_plugin_settings.cpp msgid "Installed Plugins:" msgstr "インストール済プラグイン:" #: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp msgid "Update" msgstr "更新" #: editor/editor_plugin_settings.cpp msgid "Version" msgstr "バージョン" #: editor/editor_plugin_settings.cpp msgid "Author" msgstr "作者" #: editor/editor_plugin_settings.cpp #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Status" msgstr "ステータス" #: editor/editor_profiler.cpp msgid "Measure:" msgstr "測定:" #: editor/editor_profiler.cpp msgid "Frame Time (ms)" msgstr "フレーム時間 (ms)" #: editor/editor_profiler.cpp msgid "Average Time (ms)" msgstr "平均時間 (ms)" #: editor/editor_profiler.cpp msgid "Frame %" msgstr "フレーム %" #: editor/editor_profiler.cpp msgid "Physics Frame %" msgstr "物理フレーム %" #: editor/editor_profiler.cpp msgid "Inclusive" msgstr "包括" #: editor/editor_profiler.cpp msgid "Self" msgstr "自己" #: editor/editor_profiler.cpp msgid "" "Inclusive: Includes time from other functions called by this function.\n" "Use this to spot bottlenecks.\n" "\n" "Self: Only count the time spent in the function itself, not in other " "functions called by that function.\n" "Use this to find individual functions to optimize." msgstr "" "包括: この関数が呼び出す、他の関数の時間を含みます。\n" "ボトルネックを見つけるために使用します。\n" "\n" "自己: この関数が呼び出す他の関数の時間を含まず、この関数自体に費やされた時間" "のみをカウントします。\n" "最適化する個々の関数を見つけるために使用します。" #: editor/editor_profiler.cpp msgid "Frame #:" msgstr "フレーム #:" #: editor/editor_profiler.cpp msgid "Time" msgstr "時間" #: editor/editor_profiler.cpp msgid "Calls" msgstr "呼び出し" #: editor/editor_properties.cpp msgid "Edit Text:" msgstr "テキストを編集:" #: editor/editor_properties.cpp editor/script_create_dialog.cpp msgid "On" msgstr "オン" #: editor/editor_properties.cpp msgid "Layer" msgstr "レイヤー" #: editor/editor_properties.cpp msgid "Bit %d, value %d" msgstr "ビット %d, 値 %d" #: editor/editor_properties.cpp msgid "[Empty]" msgstr "[空]" #: editor/editor_properties.cpp editor/plugins/root_motion_editor_plugin.cpp msgid "Assign..." msgstr "割り当て.." #: editor/editor_properties.cpp msgid "Invalid RID" msgstr "無効なRID" #: editor/editor_properties.cpp msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." msgstr "" "ファイルとして保存されたリソースに ViewportTexture を生成できません。\n" "リソースはシーンに属している必要があります。" #: editor/editor_properties.cpp msgid "" "Can't create a ViewportTexture on this resource because it's not set as " "local to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" "このリソースはシーンに対してローカルに設定されていないため、ViewportTextureを" "作成できません。\n" "'local to scene'プロパティをオンにしてください(ノードまでを含むすべてのリソー" "ス)。" #: editor/editor_properties.cpp editor/property_editor.cpp msgid "Pick a Viewport" msgstr "ビューポートを選ぶ" #: editor/editor_properties.cpp editor/property_editor.cpp msgid "Selected node is not a Viewport!" msgstr "選択したノードはビューポートではありません!" #: editor/editor_properties_array_dict.cpp msgid "Size: " msgstr "サイズ: " #: editor/editor_properties_array_dict.cpp msgid "Page: " msgstr "ページ: " #: editor/editor_properties_array_dict.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Item" msgstr "アイテムを除去" #: editor/editor_properties_array_dict.cpp msgid "New Key:" msgstr "新規キー:" #: editor/editor_properties_array_dict.cpp msgid "New Value:" msgstr "新規の値:" #: editor/editor_properties_array_dict.cpp msgid "Add Key/Value Pair" msgstr "キー/値のペアを追加" #: editor/editor_resource_picker.cpp msgid "" "The selected resource (%s) does not match any type expected for this " "property (%s)." msgstr "" "選択されたリソース (%s) は、このプロパティ (%s) が求める型に一致していませ" "ん。" #: editor/editor_resource_picker.cpp msgid "Quick Load" msgstr "クイックロード" #: editor/editor_resource_picker.cpp editor/property_editor.cpp msgid "Make Unique" msgstr "ユニーク化" #: editor/editor_resource_picker.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/tile_map_editor_plugin.cpp editor/property_editor.cpp #: editor/scene_tree_dock.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "貼り付け" #: editor/editor_resource_picker.cpp editor/property_editor.cpp msgid "Convert to %s" msgstr "%s に変換" #: editor/editor_resource_picker.cpp editor/property_editor.cpp msgid "New %s" msgstr "新規 %s" #: editor/editor_resource_picker.cpp editor/property_editor.cpp msgid "New Script" msgstr "新規スクリプト" #: editor/editor_resource_picker.cpp editor/scene_tree_dock.cpp msgid "Extend Script" msgstr "スクリプトを拡張" #: editor/editor_run_native.cpp msgid "" "No runnable export preset found for this platform.\n" "Please add a runnable preset in the Export menu or define an existing preset " "as runnable." msgstr "" "このプラットフォームで実行可能なエクスポートプリセットがありません。\n" "エクスポートメニューに実行可能なプリセットを追加するか、既存のプリセットを実" "行可能にしてください。" #: editor/editor_run_script.cpp msgid "Write your logic in the _run() method." msgstr "ロジックを _run() メソッドに記述する。" #: editor/editor_run_script.cpp msgid "There is an edited scene already." msgstr "すでに編集されたシーンがあります。" #: editor/editor_run_script.cpp msgid "Couldn't instance script:" msgstr "スクリプトをインスタンス化できませんでした:" #: editor/editor_run_script.cpp msgid "Did you forget the 'tool' keyword?" msgstr "キーワード 'tool' を忘れていませんか?" #: editor/editor_run_script.cpp msgid "Couldn't run script:" msgstr "スクリプトを実行できませんでした:" #: editor/editor_run_script.cpp msgid "Did you forget the '_run' method?" msgstr "'_run' メソッドを忘れていませんか?" #: editor/editor_spin_slider.cpp msgid "Hold %s to round to integers. Hold Shift for more precise changes." msgstr "%s を押したままで整数値に丸める。Shiftを押したままで精密調整。" #: editor/editor_sub_scene.cpp msgid "Select Node(s) to Import" msgstr "インポートするノードを選択" #: editor/editor_sub_scene.cpp editor/project_manager.cpp msgid "Browse" msgstr "参照" #: editor/editor_sub_scene.cpp msgid "Scene Path:" msgstr "シーンのパス:" #: editor/editor_sub_scene.cpp msgid "Import From Node:" msgstr "ノードからインポート:" #. TRANSLATORS: %s refers to the name of a version control system (e.g. "Git"). #: editor/editor_vcs_interface.cpp #, fuzzy msgid "%s Error" msgstr "エラー" #: editor/export_template_manager.cpp msgid "Open the folder containing these templates." msgstr "これらのテンプレートがあるフォルダーを開きます。" #: editor/export_template_manager.cpp msgid "Uninstall these templates." msgstr "これらのテンプレートをアンインストールします。" #: editor/export_template_manager.cpp msgid "There are no mirrors available." msgstr "有効なミラーはありません。" #: editor/export_template_manager.cpp msgid "Retrieving the mirror list..." msgstr "ミラーリストを取得中..." #: editor/export_template_manager.cpp msgid "Starting the download..." msgstr "ダウンロードを開始しています..." #: editor/export_template_manager.cpp msgid "Error requesting URL:" msgstr "URL リクエストのエラー:" #: editor/export_template_manager.cpp msgid "Connecting to the mirror..." msgstr "ミラーに接続中..." #: editor/export_template_manager.cpp msgid "Can't resolve the requested address." msgstr "要求されたアドレスを解決できません。" #: editor/export_template_manager.cpp msgid "Can't connect to the mirror." msgstr "ミラーに接続できません。" #: editor/export_template_manager.cpp msgid "No response from the mirror." msgstr "ミラーから応答がありません。" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed." msgstr "リクエストは失敗しました。" #: editor/export_template_manager.cpp msgid "Request ended up in a redirect loop." msgstr "リクエストはリダイレクトループのため終了しました。" #: editor/export_template_manager.cpp msgid "Request failed:" msgstr "リクエスト失敗:" #: editor/export_template_manager.cpp msgid "Download complete; extracting templates..." msgstr "ダウンロードが完了しました。テンプレートを展開しています..." #: editor/export_template_manager.cpp msgid "Cannot remove temporary file:" msgstr "一時ファイルを削除できません:" #: editor/export_template_manager.cpp msgid "" "Templates installation failed.\n" "The problematic templates archives can be found at '%s'." msgstr "" "テンプレートのインストールに失敗しました。\n" "問題のテンプレートのアーカイブは '%s' にあります。" #: editor/export_template_manager.cpp msgid "Error getting the list of mirrors." msgstr "ミラーリストの取得エラー。" #: editor/export_template_manager.cpp msgid "Error parsing JSON with the list of mirrors. Please report this issue!" msgstr "ミラーリストのJSONの解析に失敗しました。この問題の報告をお願いします!" #: editor/export_template_manager.cpp msgid "Best available mirror" msgstr "利用可能な最良のミラー" #: editor/export_template_manager.cpp msgid "" "No download links found for this version. Direct download is only available " "for official releases." msgstr "" "このバージョンのダウンロードリンクが見つかりません。直接ダウンロードは公式リ" "リースのみ可能です。" #: editor/export_template_manager.cpp msgid "Disconnected" msgstr "切断されました" #: editor/export_template_manager.cpp msgid "Resolving" msgstr "解決中" #: editor/export_template_manager.cpp msgid "Can't Resolve" msgstr "解決できません" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Connecting..." msgstr "接続中..." #: editor/export_template_manager.cpp msgid "Can't Connect" msgstr "接続できません" #: editor/export_template_manager.cpp msgid "Connected" msgstr "接続しました" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Requesting..." msgstr "リクエスト中..." #: editor/export_template_manager.cpp msgid "Downloading" msgstr "ダウンロード中" #: editor/export_template_manager.cpp msgid "Connection Error" msgstr "接続エラー" #: editor/export_template_manager.cpp msgid "SSL Handshake Error" msgstr "SSL ハンドシェイクエラー" #: editor/export_template_manager.cpp msgid "Can't open the export templates file." msgstr "エクスポートテンプレート ファイルを開けません。" #: editor/export_template_manager.cpp msgid "Invalid version.txt format inside the export templates file: %s." msgstr "エクスポートテンプレート内の version.txt フォーマットが不正です: %s。" #: editor/export_template_manager.cpp msgid "No version.txt found inside the export templates file." msgstr "エクスポートテンプレート内に version.txt が見つかりません。" #: editor/export_template_manager.cpp msgid "Error creating path for extracting templates:" msgstr "テンプレート展開のためのパスの作成エラー:" #: editor/export_template_manager.cpp msgid "Extracting Export Templates" msgstr "エクスポート テンプレートの展開中" #: editor/export_template_manager.cpp msgid "Importing:" msgstr "インポート中:" #: editor/export_template_manager.cpp msgid "Remove templates for the version '%s'?" msgstr "バージョン '%s' のテンプレートを削除しますか?" #: editor/export_template_manager.cpp msgid "Uncompressing Android Build Sources" msgstr "Androidビルドソースの解凍" #: editor/export_template_manager.cpp msgid "Export Template Manager" msgstr "エクスポートテンプレート マネージャー" #: editor/export_template_manager.cpp msgid "Current Version:" msgstr "現在のバージョン:" #: editor/export_template_manager.cpp msgid "Export templates are missing. Download them or install from a file." msgstr "" "エクスポート テンプレートが見つかりません。ダウンロードするかファイルからイン" "ストールしてください。" #: editor/export_template_manager.cpp msgid "Export templates are installed and ready to be used." msgstr "エクスポート テンプレートはインストールされており、利用できます。" #: editor/export_template_manager.cpp msgid "Open Folder" msgstr "フォルダーを開く" #: editor/export_template_manager.cpp msgid "Open the folder containing installed templates for the current version." msgstr "" "現在のバージョンのテンプレートがインストールされたフォルダーを開きます。" #: editor/export_template_manager.cpp msgid "Uninstall" msgstr "アンインストール" #: editor/export_template_manager.cpp msgid "Uninstall templates for the current version." msgstr "現在のバージョンのテンプレートをアンインストールする。" #: editor/export_template_manager.cpp msgid "Download from:" msgstr "ダウンロード元:" #: editor/export_template_manager.cpp msgid "Open in Web Browser" msgstr "Webブラウザで開く" #: editor/export_template_manager.cpp msgid "Copy Mirror URL" msgstr "ミラーのURLをコピー" #: editor/export_template_manager.cpp msgid "Download and Install" msgstr "ダウンロードしてインストール" #: editor/export_template_manager.cpp msgid "" "Download and install templates for the current version from the best " "possible mirror." msgstr "" "現在のバージョンのテンプレートを最適なミラーからダウンロードしてインストール" "します。" #: editor/export_template_manager.cpp msgid "Official export templates aren't available for development builds." msgstr "公式のエクスポートテンプレートは開発用ビルドの場合は使用できません。" #: editor/export_template_manager.cpp msgid "Install from File" msgstr "ファイルからインストール" #: editor/export_template_manager.cpp msgid "Install templates from a local file." msgstr "ローカルファイルからテンプレートをインストールする。" #: editor/export_template_manager.cpp editor/find_in_files.cpp #: editor/progress_dialog.cpp scene/gui/dialogs.cpp msgid "Cancel" msgstr "キャンセル" #: editor/export_template_manager.cpp msgid "Cancel the download of the templates." msgstr "テンプレートのダウンロードをキャンセルする。" #: editor/export_template_manager.cpp msgid "Other Installed Versions:" msgstr "他のインストールされたバージョン:" #: editor/export_template_manager.cpp msgid "Uninstall Template" msgstr "テンプレートをアンインストール" #: editor/export_template_manager.cpp msgid "Select Template File" msgstr "テンプレートファイルを選択" #: editor/export_template_manager.cpp msgid "Godot Export Templates" msgstr "Godot エクスポート テンプレート" #: editor/export_template_manager.cpp msgid "" "The templates will continue to download.\n" "You may experience a short editor freeze when they finish." msgstr "" "テンプレートのダウンロードは継続されます。\n" "完了時に、短い間エディターがフリーズする可能性があります。" #: editor/filesystem_dock.cpp msgid "Favorites" msgstr "お気に入り" #: editor/filesystem_dock.cpp msgid "Status: Import of file failed. Please fix file and reimport manually." msgstr "" "ステータス: ファイルのインポートに失敗しました。ファイルを修正して手動で再イ" "ンポートしてください。" #: editor/filesystem_dock.cpp msgid "" "Importing has been disabled for this file, so it can't be opened for editing." msgstr "" "このファイルのインポートは無効化されているため、編集のために開くことはできま" "せん。" #: editor/filesystem_dock.cpp msgid "Cannot move/rename resources root." msgstr "ルートのリソースは移動/リネームできません。" #: editor/filesystem_dock.cpp msgid "Cannot move a folder into itself." msgstr "フォルダーをフォルダー自身の中に移動することはできません。" #: editor/filesystem_dock.cpp msgid "Error moving:" msgstr "移動中のエラー:" #: editor/filesystem_dock.cpp msgid "Error duplicating:" msgstr "複製エラー:" #: editor/filesystem_dock.cpp msgid "Unable to update dependencies:" msgstr "依存関係を更新できません:" #: editor/filesystem_dock.cpp editor/scene_tree_editor.cpp msgid "No name provided." msgstr "名前が付いていません。" #: editor/filesystem_dock.cpp msgid "Provided name contains invalid characters." msgstr "名前に使用できない文字が含まれています。" #: editor/filesystem_dock.cpp msgid "A file or folder with this name already exists." msgstr "同名のファイルまたはフォルダーがあります。" #: editor/filesystem_dock.cpp msgid "Name contains invalid characters." msgstr "名前に使用できない文字が含まれています。" #: editor/filesystem_dock.cpp msgid "" "The following files or folders conflict with items in the target location " "'%s':\n" "\n" "%s\n" "\n" "Do you wish to overwrite them?" msgstr "" "以下のファイルまたはフォルダーは、対象の場所 '%s' にある項目と競合していま" "す。\n" "\n" "%s\n" "\n" "上書きしますか?" #: editor/filesystem_dock.cpp msgid "Renaming file:" msgstr "ファイル名を変更:" #: editor/filesystem_dock.cpp msgid "Renaming folder:" msgstr "フォルダー名を変更:" #: editor/filesystem_dock.cpp msgid "Duplicating file:" msgstr "ファイルを複製:" #: editor/filesystem_dock.cpp msgid "Duplicating folder:" msgstr "フォルダーを複製:" #: editor/filesystem_dock.cpp msgid "New Inherited Scene" msgstr "新しい継承シーン" #: editor/filesystem_dock.cpp msgid "Set As Main Scene" msgstr "メインシーンとして設定" #: editor/filesystem_dock.cpp msgid "Open Scenes" msgstr "シーンを開く" #: editor/filesystem_dock.cpp msgid "Instance" msgstr "インスタンス" #: editor/filesystem_dock.cpp msgid "Add to Favorites" msgstr "お気に入りに追加" #: editor/filesystem_dock.cpp msgid "Remove from Favorites" msgstr "お気に入りから削除" #: editor/filesystem_dock.cpp msgid "Edit Dependencies..." msgstr "依存関係の編集..." #: editor/filesystem_dock.cpp msgid "View Owners..." msgstr "オーナーを見る..." #: editor/filesystem_dock.cpp msgid "Move To..." msgstr "移動..." #: editor/filesystem_dock.cpp msgid "New Scene..." msgstr "新規シーン..." #: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp msgid "New Script..." msgstr "新規スクリプト..." #: editor/filesystem_dock.cpp msgid "New Resource..." msgstr "新規リソース..." #: editor/filesystem_dock.cpp editor/inspector_dock.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: editor/script_editor_debugger.cpp msgid "Expand All" msgstr "すべて展開" #: editor/filesystem_dock.cpp editor/inspector_dock.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: editor/script_editor_debugger.cpp msgid "Collapse All" msgstr "すべて折りたたむ" #: editor/filesystem_dock.cpp msgid "Sort files" msgstr "ファイルの並び替え" #: editor/filesystem_dock.cpp msgid "Sort by Name (Ascending)" msgstr "名前 (昇順) で並び替え" #: editor/filesystem_dock.cpp msgid "Sort by Name (Descending)" msgstr "名前 (降順) で並び替え" #: editor/filesystem_dock.cpp msgid "Sort by Type (Ascending)" msgstr "種類 (昇順) で並び替え" #: editor/filesystem_dock.cpp msgid "Sort by Type (Descending)" msgstr "種類 (降順) で並び替え" #: editor/filesystem_dock.cpp msgid "Sort by Last Modified" msgstr "更新日時が新しい順で並び替え" #: editor/filesystem_dock.cpp msgid "Sort by First Modified" msgstr "更新日時が古い順で並び替え" #: editor/filesystem_dock.cpp msgid "Duplicate..." msgstr "複製..." #: editor/filesystem_dock.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Rename..." msgstr "名前を変更..." #: editor/filesystem_dock.cpp msgid "Focus the search box" msgstr "検索ボックスにフォーカス" #: editor/filesystem_dock.cpp msgid "Previous Folder/File" msgstr "前のフォルダー/ファイル" #: editor/filesystem_dock.cpp msgid "Next Folder/File" msgstr "次のフォルダー/ファイル" #: editor/filesystem_dock.cpp msgid "Re-Scan Filesystem" msgstr "ファイルシステムを再スキャン" #: editor/filesystem_dock.cpp msgid "Toggle Split Mode" msgstr "分割モード切り替え" #: editor/filesystem_dock.cpp msgid "Search files" msgstr "ファイル検索" #: editor/filesystem_dock.cpp msgid "" "Scanning Files,\n" "Please Wait..." msgstr "" "ファイルのスキャン中\n" "しばらくお待ちください..." #: editor/filesystem_dock.cpp msgid "Move" msgstr "移動" #: editor/filesystem_dock.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/project_manager.cpp editor/rename_dialog.cpp #: editor/scene_tree_dock.cpp msgid "Rename" msgstr "名前の変更" #: editor/filesystem_dock.cpp msgid "Overwrite" msgstr "上書き" #: editor/filesystem_dock.cpp msgid "Create Scene" msgstr "シーンを生成" #: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp msgid "Create Script" msgstr "スクリプト作成" #: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp msgid "Find in Files" msgstr "複数ファイル内を検索" #: editor/find_in_files.cpp msgid "Find:" msgstr "検索:" #: editor/find_in_files.cpp editor/rename_dialog.cpp msgid "Replace:" msgstr "置換:" #: editor/find_in_files.cpp msgid "Folder:" msgstr "フォルダー:" #: editor/find_in_files.cpp msgid "Filters:" msgstr "フィルター:" #: editor/find_in_files.cpp msgid "" "Include the files with the following extensions. Add or remove them in " "ProjectSettings." msgstr "" "次の拡張子を持つファイルを含めます。ProjectSettingsで追加または削除します。" #: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find..." msgstr "検索..." #: editor/find_in_files.cpp editor/plugins/script_text_editor.cpp msgid "Replace..." msgstr "置換..." #: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Replace in Files" msgstr "すべて置換" #: editor/find_in_files.cpp msgid "Find: " msgstr "検索: " #: editor/find_in_files.cpp msgid "Replace: " msgstr "置換: " #: editor/find_in_files.cpp #, fuzzy msgid "Replace All (NO UNDO)" msgstr "すべて置換" #: editor/find_in_files.cpp msgid "Searching..." msgstr "検索中..." #: editor/find_in_files.cpp msgid "%d match in %d file." msgstr "%d 件の一致が見つかりました (%d 個のファイル内)。" #: editor/find_in_files.cpp msgid "%d matches in %d file." msgstr "%d 件の一致が見つかりました (%d 個のファイル内)。" #: editor/find_in_files.cpp msgid "%d matches in %d files." msgstr "%d 件の一致が見つかりました (%d 個のファイル内)。" #: editor/groups_editor.cpp msgid "Add to Group" msgstr "グループに追加" #: editor/groups_editor.cpp msgid "Remove from Group" msgstr "グループから除去" #: editor/groups_editor.cpp msgid "Group name already exists." msgstr "グループ名がすでに存在します。" #: editor/groups_editor.cpp msgid "Invalid group name." msgstr "無効なグループ名です。" #: editor/groups_editor.cpp msgid "Rename Group" msgstr "グループの名前変更" #: editor/groups_editor.cpp msgid "Delete Group" msgstr "グループの削除" #: editor/groups_editor.cpp editor/node_dock.cpp msgid "Groups" msgstr "グループ" #: editor/groups_editor.cpp msgid "Nodes Not in Group" msgstr "グループ内にないノード" #: editor/groups_editor.cpp editor/scene_tree_dock.cpp #: editor/scene_tree_editor.cpp msgid "Filter nodes" msgstr "ノードを絞り込む" #: editor/groups_editor.cpp msgid "Nodes in Group" msgstr "グループ内ノード" #: editor/groups_editor.cpp msgid "Empty groups will be automatically removed." msgstr "空のグループは自動的に削除されます。" #: editor/groups_editor.cpp msgid "Group Editor" msgstr "グループエディター" #: editor/groups_editor.cpp msgid "Manage Groups" msgstr "グループの管理" #: editor/import/resource_importer_scene.cpp msgid "Import as Single Scene" msgstr "単一のシーンとして読み込む" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Animations" msgstr "アニメーションを別々にインポート" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Materials" msgstr "マテリアルを別々にインポート" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects" msgstr "オブジェクトを別々にインポート" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects+Materials" msgstr "オブジェクト+マテリアルを別々にインポート" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects+Animations" msgstr "オブジェクト+アニメーションを別々にインポート" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Materials+Animations" msgstr "マテリアル+アニメーションを別々にインポート" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects+Materials+Animations" msgstr "オブジェクト+マテリアル+アニメーションを別々にインポート" #: editor/import/resource_importer_scene.cpp msgid "Import as Multiple Scenes" msgstr "複数のシーンとしてインポート" #: editor/import/resource_importer_scene.cpp msgid "Import as Multiple Scenes+Materials" msgstr "複数のシーン+マテリアルとしてインポート" #: editor/import/resource_importer_scene.cpp #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import Scene" msgstr "シーンをインポート" #: editor/import/resource_importer_scene.cpp msgid "Importing Scene..." msgstr "シーンをインポート中..." #: editor/import/resource_importer_scene.cpp msgid "Generating Lightmaps" msgstr "ライトマップの生成" #: editor/import/resource_importer_scene.cpp msgid "Generating for Mesh: " msgstr "メッシュの生成: " #: editor/import/resource_importer_scene.cpp msgid "Running Custom Script..." msgstr "カスタムスクリプトの実行中..." #: editor/import/resource_importer_scene.cpp msgid "Couldn't load post-import script:" msgstr "インポート済のスクリプトを読み込めませんでした:" #: editor/import/resource_importer_scene.cpp msgid "Invalid/broken script for post-import (check console):" msgstr "無効または壊れたインポート済スクリプト(コンソールを確認してください):" #: editor/import/resource_importer_scene.cpp msgid "Error running post-import script:" msgstr "インポート済スクリプトの実行中にエラー:" #: editor/import/resource_importer_scene.cpp msgid "Did you return a Node-derived object in the `post_import()` method?" msgstr "" "`post_import()` メソッド内で、Nodeを継承したオブジェクトを返しましたか?" #: editor/import/resource_importer_scene.cpp msgid "Saving..." msgstr "保存中..." #: editor/import_defaults_editor.cpp msgid "Select Importer" msgstr "インポーターを選択" #: editor/import_defaults_editor.cpp msgid "Importer:" msgstr "インポーター:" #: editor/import_defaults_editor.cpp msgid "Reset to Defaults" msgstr "デフォルトに戻す" #: editor/import_dock.cpp msgid "Keep File (No Import)" msgstr "ファイルを保持 (インポートしない)" #: editor/import_dock.cpp msgid "%d Files" msgstr "%d ファイル" #: editor/import_dock.cpp msgid "Set as Default for '%s'" msgstr "'%s' のデフォルトとして設定" #: editor/import_dock.cpp msgid "Clear Default for '%s'" msgstr "'%s' のデフォルトをクリア" #: editor/import_dock.cpp msgid "Reimport" msgstr "再インポート" #: editor/import_dock.cpp msgid "" "You have pending changes that haven't been applied yet. Click Reimport to " "apply changes made to the import options.\n" "Selecting another resource in the FileSystem dock without clicking Reimport " "first will discard changes made in the Import dock." msgstr "" "まだ適用されていない保留中の変更があります。再インポートをクリックすると、イ" "ンポートのオプションに加えた変更を適用します。\n" "再インポートをクリックせずにファイルシステム ドックから他のリソースを選択する" "と、インポートのドックで加えた変更は破棄されます。" #: editor/import_dock.cpp msgid "Import As:" msgstr "名前を付けてインポート:" #: editor/import_dock.cpp msgid "Preset" msgstr "プリセット" #: editor/import_dock.cpp msgid "Save Scenes, Re-Import, and Restart" msgstr "シーンを保存し、再インポートしてから、再起動します" #: editor/import_dock.cpp msgid "Changing the type of an imported file requires editor restart." msgstr "インポートしたファイルのタイプの変更にはエディターの再起動が必要です。" #: editor/import_dock.cpp msgid "" "WARNING: Assets exist that use this resource, they may stop loading properly." msgstr "" "警告:このリソースを使用するアセットが存在するため、正しくロードされない可能性" "があります。" #: editor/import_dock.cpp msgid "" "Select a resource file in the filesystem or in the inspector to adjust " "import settings." msgstr "" #: editor/inspector_dock.cpp msgid "Failed to load resource." msgstr "リソースの読み込みに失敗しました。" #: editor/inspector_dock.cpp msgid "Copy Properties" msgstr "プロパティをコピー" #: editor/inspector_dock.cpp msgid "Paste Properties" msgstr "プロパティを貼り付け" #: editor/inspector_dock.cpp msgid "Make Sub-Resources Unique" msgstr "サブリソースをユニーク化する" #: editor/inspector_dock.cpp msgid "Create a new resource in memory and edit it." msgstr "新規リソースをメモリ上に作成して編集する。" #: editor/inspector_dock.cpp msgid "Load an existing resource from disk and edit it." msgstr "既存のリソースをディスクから読み込み編集する。" #: editor/inspector_dock.cpp msgid "Save the currently edited resource." msgstr "現在編集中のリソースを保存する。" #: editor/inspector_dock.cpp editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Save As..." msgstr "名前を付けて保存..." #: editor/inspector_dock.cpp msgid "Extra resource options." msgstr "追加のリソースオプション。" #: editor/inspector_dock.cpp msgid "Edit Resource from Clipboard" msgstr "クリップボードからリソースを編集" #: editor/inspector_dock.cpp msgid "Copy Resource" msgstr "リソースをコピー" #: editor/inspector_dock.cpp msgid "Make Resource Built-In" msgstr "リソースを組み込みにする" #: editor/inspector_dock.cpp msgid "Go to the previous edited object in history." msgstr "履歴内の前に編集したオブジェクトに移動する。" #: editor/inspector_dock.cpp msgid "Go to the next edited object in history." msgstr "履歴内の次に編集したオブジェクトに移動する。" #: editor/inspector_dock.cpp msgid "History of recently edited objects." msgstr "最近編集したオブジェクトの履歴。" #: editor/inspector_dock.cpp msgid "Open documentation for this object." msgstr "このオブジェクトのドキュメントを開く。" #: editor/inspector_dock.cpp editor/scene_tree_dock.cpp msgid "Open Documentation" msgstr "ドキュメントを開く" #: editor/inspector_dock.cpp msgid "Filter properties" msgstr "プロパティを絞り込む" #: editor/inspector_dock.cpp msgid "Manage object properties." msgstr "オブジェクトのプロパティを管理。" #: editor/inspector_dock.cpp msgid "Changes may be lost!" msgstr "変更が失われるかもしれません!" #: editor/multi_node_edit.cpp msgid "MultiNode Set" msgstr "マルチノード セット" #: editor/node_dock.cpp msgid "Select a single node to edit its signals and groups." msgstr "ノードを1つ選択してシグナルとグループを編集します。" #: editor/plugin_config_dialog.cpp msgid "Edit a Plugin" msgstr "プラグインの編集" #: editor/plugin_config_dialog.cpp msgid "Create a Plugin" msgstr "プラグインの作成" #: editor/plugin_config_dialog.cpp msgid "Plugin Name:" msgstr "プラグイン名:" #: editor/plugin_config_dialog.cpp msgid "Subfolder:" msgstr "サブフォルダー:" #: editor/plugin_config_dialog.cpp #: editor/plugins/version_control_editor_plugin.cpp msgid "Author:" msgstr "作者:" #: editor/plugin_config_dialog.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Version:" msgstr "バージョン:" #: editor/plugin_config_dialog.cpp editor/script_create_dialog.cpp msgid "Language:" msgstr "言語:" #: editor/plugin_config_dialog.cpp msgid "Script Name:" msgstr "スクリプト名:" #: editor/plugin_config_dialog.cpp msgid "Activate now?" msgstr "今すぐアクティブ化?" #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Polygon" msgstr "ポリゴンを生成" #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Create points." msgstr "点を作成する。" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "" "Edit points.\n" "LMB: Move Point\n" "RMB: Erase Point" msgstr "" "点を編集する。\n" "左クリック: 点を移動\n" "右クリック: 点を削除" #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Erase points." msgstr "点を消す。" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Edit Polygon" msgstr "ポリゴンを編集" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Insert Point" msgstr "ポイント挿入" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Edit Polygon (Remove Point)" msgstr "ポリゴンを編集(点を除去)" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Remove Polygon And Point" msgstr "ポリゴンと点を除去" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Animation" msgstr "アニメーションを追加" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "Load..." msgstr "読み込む.." #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Move Node Point" msgstr "ノードポイントを移動" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Change BlendSpace1D Limits" msgstr "BlendSpace1Dの制限を変更する" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Change BlendSpace1D Labels" msgstr "BlendSpace1Dのラベルを変更する" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "This type of node can't be used. Only root nodes are allowed." msgstr "このタイプのノードは使用できません。ルートノードのみが許可されます。" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Node Point" msgstr "ノードポイントを追加" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Animation Point" msgstr "アニメーションポイントを追加" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Remove BlendSpace1D Point" msgstr "BlendSpace1Dのポイントを削除" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Move BlendSpace1D Node Point" msgstr "BlendSpace1Dノードポイントを移動" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "" "AnimationTree is inactive.\n" "Activate to enable playback, check node warnings if activation fails." msgstr "" "アニメーションツリーが非アクティブです。\n" "再生を有効にするためにアクティブ化します。アクティブ化に失敗した場合はノード" "の警告を確認してください。" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Set the blending position within the space" msgstr "スペース内のブレンド位置を設定" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Select and move points, create points with RMB." msgstr "点を選択して移動し、右クリックで点を作成します。" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp scene/gui/graph_edit.cpp msgid "Enable snap and show grid." msgstr "スナップとグリッドの表示を有効にする。" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Point" msgstr "点" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Open Editor" msgstr "エディターで開く" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "Open Animation Node" msgstr "アニメーションノードを開く" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Triangle already exists." msgstr "三角形がすでに存在します。" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Triangle" msgstr "三角形を追加" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Change BlendSpace2D Limits" msgstr "BlendSpace2Dの制限を変更する" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Change BlendSpace2D Labels" msgstr "BlendSpace2Dのラベルを変更する" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Remove BlendSpace2D Point" msgstr "BlendSpace2Dのポイントを削除する" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Remove BlendSpace2D Triangle" msgstr "BlendSpace2Dの三角形を削除する" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "BlendSpace2D does not belong to an AnimationTree node." msgstr "BlendSpace2Dはアニメーションツリー ノードに属しません。" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "No triangles exist, so no blending can take place." msgstr "三角形が存在しないため、ブレンドできません。" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Toggle Auto Triangles" msgstr "三角形の自動作成をオン / オフ" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Create triangles by connecting points." msgstr "点を繋いで三角形を作成する。" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Erase points and triangles." msgstr "点と三角形を消す。" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Generate blend triangles automatically (instead of manually)" msgstr "自動的にブレンド三角形を生成" #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend:" msgstr "ブレンド:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Parameter Changed:" msgstr "パラメーターが変更されました:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Edit Filters" msgstr "フィルターの編集" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Output node can't be added to the blend tree." msgstr "出力ノードをブレンドツリーに追加することはできません。" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Add Node to BlendTree" msgstr "BlendTreeにノードを追加" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Node Moved" msgstr "ノードを移動" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Unable to connect, port may be in use or connection may be invalid." msgstr "接続できません。ポートが使用中か、接続が無効である可能性があります。" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Nodes Connected" msgstr "ノードを接続しました" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Nodes Disconnected" msgstr "ノードが切断されました" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Set Animation" msgstr "アニメーションを設定" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Delete Node" msgstr "ノードを削除" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/scene_tree_dock.cpp msgid "Delete Node(s)" msgstr "ノードを削除" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Toggle Filter On/Off" msgstr "フィルターの オン/オフ を切り替え" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Change Filter" msgstr "フィルターを変更" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "No animation player set, so unable to retrieve track names." msgstr "AnimationPlayerが設定されていないため、トラック名を取得できません。" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Player path set is invalid, so unable to retrieve track names." msgstr "プレイヤーのパス設定が無効なため、トラック名を取得できません。" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/root_motion_editor_plugin.cpp msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." msgstr "" "アニメーションプレーヤーに有効なルートノードのパスがないため、トラック名を取" "得できません。" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Anim Clips" msgstr "アニメーションクリップ" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Audio Clips" msgstr "オーディオクリップ" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Functions" msgstr "関数" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "Node Renamed" msgstr "ノードの名前が変更されました" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Node..." msgstr "ノードを追加..." #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/root_motion_editor_plugin.cpp msgid "Edit Filtered Tracks:" msgstr "フィルタリング済トラックの編集:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Enable Filtering" msgstr "フィルタリングを有効化" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Toggle Autoplay" msgstr "自動再生の有効化 / 無効化" #: editor/plugins/animation_player_editor_plugin.cpp msgid "New Animation Name:" msgstr "新規アニメーション名:" #: editor/plugins/animation_player_editor_plugin.cpp msgid "New Anim" msgstr "新規アニメーション" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Change Animation Name:" msgstr "アニメーション名を変更:" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Delete Animation?" msgstr "アニメーションを削除しますか?" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Remove Animation" msgstr "アニメーションを除去" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Invalid animation name!" msgstr "アニメーション名が無効です!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation name already exists!" msgstr "アニメーション名はすでに存在します!" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Rename Animation" msgstr "アニメーションの名前を変更" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Blend Next Changed" msgstr "次の変更をブレンド" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Change Blend Time" msgstr "ブレンド時間の変更" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Load Animation" msgstr "アニメーション読み込み" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Duplicate Animation" msgstr "アニメーションを複製" #: editor/plugins/animation_player_editor_plugin.cpp msgid "No animation to copy!" msgstr "コピーするアニメーションがありません!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "No animation resource on clipboard!" msgstr "クリップボードにアニメーションのリソースがありません!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Pasted Animation" msgstr "貼り付けたアニメーション" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Paste Animation" msgstr "アニメーションを貼り付け" #: editor/plugins/animation_player_editor_plugin.cpp msgid "No animation to edit!" msgstr "編集するアニメーションがありません!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation backwards from current pos. (A)" msgstr "選択したアニメーションを現在の位置から逆再生する。(A)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation backwards from end. (Shift+A)" msgstr "選択したアニメーションを最後から逆再生する。(Shift+A)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Stop animation playback. (S)" msgstr "アニメーションの再生を停止する。(S)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation from start. (Shift+D)" msgstr "選択したアニメーションを最初から再生する。(Shift+D)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation from current pos. (D)" msgstr "選択したアニメーションを現在の位置から再生する。(D)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation position (in seconds)." msgstr "アニメーションの位置 (秒)。" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Scale animation playback globally for the node." msgstr "ノードのアニメーション再生をグローバルにスケーリングする。" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation Tools" msgstr "アニメーションツール" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation" msgstr "アニメーション" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/version_control_editor_plugin.cpp msgid "New" msgstr "新規" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Edit Transitions..." msgstr "トランジションの編集..." #: editor/plugins/animation_player_editor_plugin.cpp msgid "Open in Inspector" msgstr "インスペクターで開く" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Display list of animations in player." msgstr "プレーヤーのアニメーションリストを表示する。" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Autoplay on Load" msgstr "読み込み後、自動再生" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Enable Onion Skinning" msgstr "オニオンスキンを有効にする" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Onion Skinning Options" msgstr "オニオンスキンオプション" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Directions" msgstr "方向" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Past" msgstr "過去" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Future" msgstr "未来" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Depth" msgstr "Depth(深度/奥行)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "1 step" msgstr "1ステップ" #: editor/plugins/animation_player_editor_plugin.cpp msgid "2 steps" msgstr "2ステップ" #: editor/plugins/animation_player_editor_plugin.cpp msgid "3 steps" msgstr "3ステップ" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Differences Only" msgstr "差分のみ" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Force White Modulate" msgstr "白色調整" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Include Gizmos (3D)" msgstr "ギズモ(3D)を含む" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Pin AnimationPlayer" msgstr "アニメーションプレーヤーを固定" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Create New Animation" msgstr "アニメーションを新規作成" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation Name:" msgstr "アニメーション名:" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp editor/property_editor.cpp msgid "Error!" msgstr "エラー!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Blend Times:" msgstr "ブレンド時間:" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Next (Auto Queue):" msgstr "次 (自動キュー):" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Cross-Animation Blend Times" msgstr "アニメーション間のブレンド時間" #: editor/plugins/animation_state_machine_editor.cpp msgid "Move Node" msgstr "ノードを移動" #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition exists!" msgstr "トランジションが存在しています!" #: editor/plugins/animation_state_machine_editor.cpp msgid "Add Transition" msgstr "トランジションを追加" #: editor/plugins/animation_state_machine_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Add Node" msgstr "ノードを追加" #: editor/plugins/animation_state_machine_editor.cpp msgid "End" msgstr "終り" #: editor/plugins/animation_state_machine_editor.cpp msgid "Immediate" msgstr "即座" #: editor/plugins/animation_state_machine_editor.cpp msgid "Sync" msgstr "同期" #: editor/plugins/animation_state_machine_editor.cpp msgid "At End" msgstr "終りに" #: editor/plugins/animation_state_machine_editor.cpp msgid "Travel" msgstr "トラベル" #: editor/plugins/animation_state_machine_editor.cpp msgid "Start and end nodes are needed for a sub-transition." msgstr "サブトランジションには、開始ノードと終了ノードが必要です。" #: editor/plugins/animation_state_machine_editor.cpp msgid "No playback resource set at path: %s." msgstr "パス: %s に再生リソースが設定されていません。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Node Removed" msgstr "ノードが削除されました" #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition Removed" msgstr "トランジションが削除されました" #: editor/plugins/animation_state_machine_editor.cpp msgid "Set Start Node (Autoplay)" msgstr "開始ノードの設定(自動再生)" #: editor/plugins/animation_state_machine_editor.cpp msgid "" "Select and move nodes.\n" "RMB to add new nodes.\n" "Shift+LMB to create connections." msgstr "" "ノードを選択して移動。\n" "右クリックで新規ノードを追加。\n" "Shift+左クリックで接続を作成。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Create new nodes." msgstr "新規ノードを作成。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Connect nodes." msgstr "ノードを接続。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Remove selected node or transition." msgstr "選択したノードまたはトランジションを除去。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Toggle autoplay this animation on start, restart or seek to zero." msgstr "" "開始、再スタート、またはゼロへのシーク時における、このアニメーションの自動再" "生をオン / オフにします。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Set the end animation. This is useful for sub-transitions." msgstr "終了アニメーションを設定する。これはサブトランジションに便利です。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition: " msgstr "トランジション: " #: editor/plugins/animation_state_machine_editor.cpp msgid "Play Mode:" msgstr "プレイモード:" #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "AnimationTree" msgstr "アニメーションツリー" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "New name:" msgstr "新しい名前:" #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/multimesh_editor_plugin.cpp msgid "Scale:" msgstr "スケール:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Fade In (s):" msgstr "フェードイン:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Fade Out (s):" msgstr "フェードアウト:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend" msgstr "ブレンド" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Mix" msgstr "ミックス" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Auto Restart:" msgstr "自動リスタート:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Restart (s):" msgstr "リスタート:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Random Restart (s):" msgstr "ランダムリスタート:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Start!" msgstr "スタート!" #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/multimesh_editor_plugin.cpp msgid "Amount:" msgstr "総計:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend 0:" msgstr "ブレンド 0:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend 1:" msgstr "ブレンド 1:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "X-Fade Time (s):" msgstr "クロスフェード時間 (秒):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Current:" msgstr "現在:" #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Add Input" msgstr "入力を追加" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Clear Auto-Advance" msgstr "自動アドバンスの解除" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Set Auto-Advance" msgstr "自動アドバンスを設定" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Delete Input" msgstr "入力を削除" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Animation tree is valid." msgstr "アニメーションツリーは有効です。" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Animation tree is invalid." msgstr "アニメーションツリーが無効です。" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Animation Node" msgstr "アニメーション ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "OneShot Node" msgstr "ワンショット ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Mix Node" msgstr "ミックス ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend2 Node" msgstr "ブレンド2 ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend3 Node" msgstr "ブレンド3 ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend4 Node" msgstr "ブレンド4 ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "TimeScale Node" msgstr "タイムスケール ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "TimeSeek Node" msgstr "タイムシーク ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Transition Node" msgstr "トランジション ノード" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Import Animations..." msgstr "アニメーションをインポート..." #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Edit Node Filters" msgstr "ノードフィルターの編集" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Filters..." msgstr "フィルター..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Contents:" msgstr "コンテンツ:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "View Files" msgstr "ファイルを表示" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download" msgstr "ダウンロード" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Connection error, please try again." msgstr "接続エラー。再試行してください。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't connect." msgstr "接続できません。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't connect to host:" msgstr "ホストに接続できません:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "No response from host:" msgstr "ホストから応答がありません:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "No response." msgstr "応答がありません。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't resolve hostname:" msgstr "ホスト名を解決できません:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't resolve." msgstr "解決できません。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, return code:" msgstr "リクエスト失敗。リターンコード:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Cannot save response to:" msgstr "レスポンスを保存できません:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Write error." msgstr "書き込みエラー。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, too many redirects" msgstr "リクエスト失敗。リダイレクト過多" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Redirect loop." msgstr "リダイレクトのループ。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, timeout" msgstr "リクエスト失敗、タイムアウト" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Timeout." msgstr "タイムアウト。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Failed:" msgstr "失敗:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Bad download hash, assuming file has been tampered with." msgstr "" "ダウンロードハッシュが不正です。ファイルが改ざん されているかもしれません。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Expected:" msgstr "予測:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Got:" msgstr "取得:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Failed SHA-256 hash check" msgstr "SHA-256 ハッシュチェック失敗" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Asset Download Error:" msgstr "アセットのダウンロードエラー:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Downloading (%s / %s)..." msgstr "ダウンロード中 (%s / %s)..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Downloading..." msgstr "ダウンロード中..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Resolving..." msgstr "解決中..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Error making request" msgstr "リクエスト発行エラー" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Idle" msgstr "待機" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Install..." msgstr "インストール..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Retry" msgstr "再試行" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download Error" msgstr "ダウンロードエラー" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download for this asset is already in progress!" msgstr "このアセットのダウンロードはすでに進行中です!" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Recently Updated" msgstr "最新の更新日" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Least Recently Updated" msgstr "最古の更新日" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Name (A-Z)" msgstr "名前 (AからZ)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Name (Z-A)" msgstr "名前 (ZからA)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "License (A-Z)" msgstr "ライセンス (AからZ)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "License (Z-A)" msgstr "ライセンス (ZからA)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "First" msgstr "最初" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Previous" msgstr "前" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Next" msgstr "次" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Last" msgstr "最後" #: editor/plugins/asset_library_editor_plugin.cpp msgid "All" msgstr "すべて" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Search templates, projects, and demos" msgstr "テンプレート、プロジェクト、デモを検索" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Search assets (excluding templates, projects, and demos)" msgstr "アセットを検索 (テンプレート、プロジェクト、デモを除く)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Import..." msgstr "インポート..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Plugins..." msgstr "プラグイン..." #: editor/plugins/asset_library_editor_plugin.cpp editor/project_manager.cpp msgid "Sort:" msgstr "ソート:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Category:" msgstr "カテゴリー:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Site:" msgstr "サイト:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Support" msgstr "サポート" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Official" msgstr "公式" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Testing" msgstr "試験的" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Loading..." msgstr "読み込み中..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Assets ZIP File" msgstr "アセットのzipファイル" #: editor/plugins/audio_stream_editor_plugin.cpp msgid "Audio Preview Play/Pause" msgstr "オーディオプレビューの再生/一時停止" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "" "Can't determine a save path for lightmap images.\n" "Save your scene and try again." msgstr "" "ライトマップ画像の保存パスを確定できません。\n" "シーンを保存してから再度行ってください。" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "" "No meshes to bake. Make sure they contain an UV2 channel and that the 'Use " "In Baked Light' and 'Generate Lightmap' flags are on." msgstr "" "ベイクするメッシュがありません。メッシュに UV2チャンネルが含まれており、Use " "In Baked Light' と 'Generate Lightmap' フラグがオンになっていることを確認して" "ください。" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Failed creating lightmap images, make sure path is writable." msgstr "" "ライトマップ画像の生成に失敗しました。パスが書き込み可能であることを確認して" "ください。" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Failed determining lightmap size. Maximum lightmap size too small?" msgstr "" "ライトマップサイズの確定に失敗しました。ライトマップの最大サイズが小さすぎま" "すか?" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "" "Some mesh is invalid. Make sure the UV2 channel values are contained within " "the [0.0,1.0] square region." msgstr "" "一部のメッシュが無効です。UV2チャンネルの値が [0.0,1.0] の正方形領域内にある" "ことを確認してください。" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "" "Godot editor was built without ray tracing support, lightmaps can't be baked." msgstr "" "Godotエディターがレイトレーシングのサポートなしでビルドされているため、ライト" "マップのベイクができません。" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Bake Lightmaps" msgstr "ライトマップを焼き込む" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Select lightmap bake file:" msgstr "ライトマップベイクファイルを選択:" #: editor/plugins/camera_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Preview" msgstr "プレビュー" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Configure Snap" msgstr "スナップの設定" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Grid Offset:" msgstr "グリッドのオフセット:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Grid Step:" msgstr "グリッドのステップ:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Primary Line Every:" msgstr "基本ラインの間隔:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "steps" msgstr "ステップ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation Offset:" msgstr "回転のオフセット:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation Step:" msgstr "回転のステップ:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale Step:" msgstr "スケールのステップ:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move Vertical Guide" msgstr "垂直ガイドを移動" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Vertical Guide" msgstr "垂直ガイドを作成" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Remove Vertical Guide" msgstr "垂直ガイドを削除" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move Horizontal Guide" msgstr "水平ガイドを移動" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Horizontal Guide" msgstr "水平ガイドを作成" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Remove Horizontal Guide" msgstr "水平ガイドを削除" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Horizontal and Vertical Guides" msgstr "水平垂直ガイドを作成" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Set CanvasItem \"%s\" Pivot Offset to (%d, %d)" msgstr "CanvasItem \"%s\" の Pivot Offset を (%d, %d) に設定します" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotate %d CanvasItems" msgstr "%d 個のCanvasItemを回転" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotate CanvasItem \"%s\" to %d degrees" msgstr "CanvasItem \"%s\" を %d 度回転" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move CanvasItem \"%s\" Anchor" msgstr "CanvasItem \"%s\" のアンカーを移動" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale Node2D \"%s\" to (%s, %s)" msgstr "Node2D \"%s\" を (%s, %s) にスケールします" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Resize Control \"%s\" to (%d, %d)" msgstr "Control \"%s\" を (%d, %d) にリサイズします" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale %d CanvasItems" msgstr "%d 個の CanvasItem を拡大 / 縮小" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale CanvasItem \"%s\" to (%s, %s)" msgstr "CanvasItem \"%s\" を (%s, %s) に拡大 / 縮小" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move %d CanvasItems" msgstr "%d 個の CanvasItem を移動" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move CanvasItem \"%s\" to (%d, %d)" msgstr "CanvasItem \"%s\" を (%d, %d) に移動" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Locked" msgstr "ロック済み" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Grouped" msgstr "グループ化済み" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Children of containers have their anchors and margins values overridden by " "their parent." msgstr "" "コンテナの子は、アンカーとマージンの値が親によってオーバーライドされます。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Presets for the anchors and margins values of a Control node." msgstr "コントロールノードのアンカーおよびマージンの値のプリセット。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "When active, moving Control nodes changes their anchors instead of their " "margins." msgstr "" "オンの場合、コントロールノードを移動すると、マージンの代わりにアンカーが変更" "されます。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Top Left" msgstr "左上" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Top Right" msgstr "右上" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Bottom Right" msgstr "右下" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Bottom Left" msgstr "左下" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Left" msgstr "中央左" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Top" msgstr "中央上" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Right" msgstr "中央右" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Bottom" msgstr "中央下" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center" msgstr "中央" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Left Wide" msgstr "左伸長" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Top Wide" msgstr "上伸長" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Right Wide" msgstr "右伸長" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Bottom Wide" msgstr "下伸長" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "VCenter Wide" msgstr "中央垂直伸長" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "HCenter Wide" msgstr "中央水平伸長" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Full Rect" msgstr "Rect全面" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Keep Ratio" msgstr "比率を保つ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Anchors only" msgstr "アンカーのみ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Anchors and Margins" msgstr "アンカーとマージンを変更する" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Anchors" msgstr "アンカーを変更" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Project Camera Override\n" "Overrides the running project's camera with the editor viewport camera." msgstr "" "プロジェクトのカメラのオーバーライド\n" "実行中のプロジェクトのカメラを、エディターのビューポートカメラでオーバーライ" "ドします。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Project Camera Override\n" "No project instance running. Run the project from the editor to use this " "feature." msgstr "" "プロジェクトのカメラのオーバーライド\n" "実行中のプロジェクトのインスタンスはありません。この機能を使用するには、エ" "ディターからプロジェクトを実行します。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Lock Selected" msgstr "選択対象をロック" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Unlock Selected" msgstr "選択対象をロック解除" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Group Selected" msgstr "選択対象をグループ化" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Ungroup Selected" msgstr "選択対象をグループ解除" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Paste Pose" msgstr "ポーズを貼り付け" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Guides" msgstr "ガイドをクリアする" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Custom Bone(s) from Node(s)" msgstr "ノードからカスタムボーンを作成" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Bones" msgstr "ボーンをクリアする" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Make IK Chain" msgstr "IKチェーンを作成" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear IK Chain" msgstr "IKチェーンをクリア" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Warning: Children of a container get their position and size determined only " "by their parent." msgstr "注意:コンテナの子の位置とサイズは、親によってのみ決定されます。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp msgid "Zoom Reset" msgstr "ズームをリセット" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Select Mode" msgstr "選択モード" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Drag: Rotate selected node around pivot." msgstr "ドラッグ: 選択したノードをピボットを中心に回転する。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Alt+Drag: Move selected node." msgstr "Alt+ドラッグ: 選択したノードを移動。" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Alt+Drag: Scale selected node." msgstr "Alt+ドラッグ: 選択したノードを移動。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "V: Set selected node's pivot position." msgstr "V: 選択したノードのピボットの位置を設定する。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." msgstr "" "Alt+右クリック: クリックした位置のすべてのノードを一覧で表示。ロックされたも" "のも含む。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "RMB: Add node at position clicked." msgstr "右クリック: クリックした位置にノードを追加。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Move Mode" msgstr "移動モード" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate Mode" msgstr "回転モード" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale Mode" msgstr "スケールモード" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Shift: Scale proportionally." msgstr "" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Show a list of all objects at the position clicked\n" "(same as Alt+RMB in select mode)." msgstr "" "クリックした位置にあるオブジェクトのリストを表示\n" "(選択モードでのAlt+右クリックと同じ)。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Click to change object's rotation pivot." msgstr "クリックでオブジェクトの回転ピボットを変更する。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Pan Mode" msgstr "パンモード" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Ruler Mode" msgstr "定規モード" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Toggle smart snapping." msgstr "スマート スナッピングをオン / オフ。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Smart Snap" msgstr "スマートスナップを使用" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Toggle grid snapping." msgstr "グリッド スナッピングをオン / オフ。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Grid Snap" msgstr "グリッドスナップを使用" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snapping Options" msgstr "スナッピングオプション" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Rotation Snap" msgstr "回転スナップを使用" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Scale Snap" msgstr "スケールスナップを使用" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap Relative" msgstr "相対スナップ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Pixel Snap" msgstr "ピクセルスナップを使用" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Smart Snapping" msgstr "スマートスナップ" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Configure Snap..." msgstr "スナップの設定..." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "親にスナップ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Anchor" msgstr "ノードアンカーにスナップ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Sides" msgstr "ノード側面にスナップ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Center" msgstr "ノードの中心にスナップ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Other Nodes" msgstr "他のノードにスナップ" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Guides" msgstr "ガイドにスナップ" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Lock the selected object in place (can't be moved)." msgstr "選択したオブジェクトの位置をロック (移動不可能にする)。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Lock Selected Node(s)" msgstr "選択対象をロック" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Unlock the selected object (can be moved)." msgstr "選択したオブジェクトをロック解除 (移動可能にする)。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Unlock Selected Node(s)" msgstr "選択対象をロック解除" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Makes sure the object's children are not selectable." msgstr "オブジェクトの子を選択不可にする。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Group Selected Node(s)" msgstr "選択対象をグループ化" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Restores the object's children's ability to be selected." msgstr "オブジェクトの子を選択可能に戻す。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Ungroup Selected Node(s)" msgstr "選択対象をグループ解除" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Skeleton Options" msgstr "スケルトンのオプション" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Bones" msgstr "ボーンを表示する" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Make Custom Bone(s) from Node(s)" msgstr "ノードからカスタムボーンを作成" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Custom Bones" msgstr "カスタム ボーンをクリア" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "View" msgstr "ビュー" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Always Show Grid" msgstr "常にグリッドを表示" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Helpers" msgstr "ヘルパーを表示" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Rulers" msgstr "ルーラーを表示" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Guides" msgstr "ガイドを表示" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Origin" msgstr "原点を表示" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Viewport" msgstr "ビューポートを表示" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Group And Lock Icons" msgstr "グループアイコンとロックアイコンを表示" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Selection" msgstr "選択対象を中央に" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Frame Selection" msgstr "選択対象を全面に" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Preview Canvas Scale" msgstr "キャンバススケールのプレビュー" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Translation mask for inserting keys." msgstr "キーを挿入するための変換マスク。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation mask for inserting keys." msgstr "キーを挿入するための回転マスク。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale mask for inserting keys." msgstr "キーを挿入するためのスケールマスク。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert keys (based on mask)." msgstr "(マスクに基づいて)キーを挿入。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" "Keys are only added to existing tracks, no new tracks will be created.\n" "Keys must be inserted manually for the first time." msgstr "" "キーの自動挿入は(マスクに基づいて)オブジェクトが移動、回転、または拡大縮小さ" "れた際に行われます。\n" "キーは既存のトラックにのみ追加され、新しいトラックは作成されません。\n" "初回のキー挿入は手動で行う必要があります。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Auto Insert Key" msgstr "自動キー挿入" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Animation Key and Pose Options" msgstr "アニメーションキーとポーズのオプション" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert Key (Existing Tracks)" msgstr "(既存のトラックに)キーを挿入" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Copy Pose" msgstr "ポーズをコピー" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Pose" msgstr "ポーズをクリアする" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Add Node Here" msgstr "ここにノードを追加" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Instance Scene Here" msgstr "ここにシーンをインスタンス化する" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Multiply grid step by 2" msgstr "グリッドステップを2倍にする" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Divide grid step by 2" msgstr "グリッドステップを半分にする" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Pan View" msgstr "ビューをパン" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 3.125%" msgstr "3.125%にズーム" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 6.25%" msgstr "6.25%にズーム" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 12.5%" msgstr "12.5%にズーム" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 25%" msgstr "25%にズーム" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 50%" msgstr "50%にズーム" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 100%" msgstr "100%にズーム" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 200%" msgstr "200%にズーム" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 400%" msgstr "400%にズーム" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 800%" msgstr "800%にズーム" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 1600%" msgstr "1600%にズーム" #: editor/plugins/canvas_item_editor_plugin.cpp #: modules/visual_script/visual_script_func_nodes.cpp msgid "Add %s" msgstr "%s を追加" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Adding %s..." msgstr "%s を追加中..." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Cannot instantiate multiple nodes without root." msgstr "ルートの存在しない状態で、複数ノードをインスタンス化できません。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Create Node" msgstr "ノードを生成" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Error instancing scene from %s" msgstr "%sからシーンをインスタンス化処理中にエラーが発生しました" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "デフォルトの型を変更" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Drag & drop + Shift : Add node as sibling\n" "Drag & drop + Alt : Change node type" msgstr "" "ドラッグ&ドロップ + Shift : 兄弟ノードとして加える \n" "ドラッグ&ドロップ + Alt : ノードのタイプを変更する" #: editor/plugins/collision_polygon_editor_plugin.cpp msgid "Create Polygon3D" msgstr "Polygon3Dを生成" #: editor/plugins/collision_polygon_editor_plugin.cpp msgid "Edit Poly" msgstr "ポリゴンを編集" #: editor/plugins/collision_polygon_editor_plugin.cpp msgid "Edit Poly (Remove Point)" msgstr "ポリゴンを編集(点を除去)" #: editor/plugins/collision_shape_2d_editor_plugin.cpp msgid "Set Handle" msgstr "ハンドルを設定する" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Load Emission Mask" msgstr "放出マスクを読み込む" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/cpu_particles_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Restart" msgstr "再起動" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Clear Emission Mask" msgstr "放出マスクをクリア" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Particles" msgstr "パーティクル" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Generated Point Count:" msgstr "生成したポイントの数:" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Emission Mask" msgstr "放出マスク" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Solid Pixels" msgstr "凝集ピクセル" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Border Pixels" msgstr "境界ピクセル" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Directed Border Pixels" msgstr "方向あり境界ピクセル" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Capture from Pixel" msgstr "ピクセルからキャプチャ" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Emission Colors" msgstr "放出色" #: editor/plugins/cpu_particles_editor_plugin.cpp msgid "CPUParticles" msgstr "CPUParticles" #: editor/plugins/cpu_particles_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Create Emission Points From Mesh" msgstr "メッシュから放出点を生成" #: editor/plugins/cpu_particles_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Create Emission Points From Node" msgstr "ノードから放出点を生成" #: editor/plugins/curve_editor_plugin.cpp msgid "Flat 0" msgstr "フラット0" #: editor/plugins/curve_editor_plugin.cpp msgid "Flat 1" msgstr "フラット1" #: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp msgid "Ease In" msgstr "イージング(Ease In)" #: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp msgid "Ease Out" msgstr "イージング(Ease Out)" #: editor/plugins/curve_editor_plugin.cpp msgid "Smoothstep" msgstr "スムーズステップ" #: editor/plugins/curve_editor_plugin.cpp msgid "Modify Curve Point" msgstr "カーブポイントを修正" #: editor/plugins/curve_editor_plugin.cpp msgid "Modify Curve Tangent" msgstr "カーブ接線を修正" #: editor/plugins/curve_editor_plugin.cpp msgid "Load Curve Preset" msgstr "カーブのプリセットを読み込む" #: editor/plugins/curve_editor_plugin.cpp msgid "Add Point" msgstr "ポイントを追加" #: editor/plugins/curve_editor_plugin.cpp msgid "Remove Point" msgstr "ポイントを削除" #: editor/plugins/curve_editor_plugin.cpp msgid "Left Linear" msgstr "左線形" #: editor/plugins/curve_editor_plugin.cpp msgid "Right Linear" msgstr "右線形" #: editor/plugins/curve_editor_plugin.cpp msgid "Load Preset" msgstr "プリセットを読み込む" #: editor/plugins/curve_editor_plugin.cpp msgid "Remove Curve Point" msgstr "カーブポイントを除去" #: editor/plugins/curve_editor_plugin.cpp msgid "Toggle Curve Linear Tangent" msgstr "直線曲線を切り替える" #: editor/plugins/curve_editor_plugin.cpp msgid "Hold Shift to edit tangents individually" msgstr "接線を個別に編集するにはシフトを押す" #: editor/plugins/curve_editor_plugin.cpp msgid "Right click to add point" msgstr "右クリックで点を追加" #: editor/plugins/gi_probe_editor_plugin.cpp msgid "Bake GI Probe" msgstr "GIプローブの焼き込み" #: editor/plugins/gradient_editor_plugin.cpp msgid "Gradient Edited" msgstr "グラデーション編集" #: editor/plugins/item_list_editor_plugin.cpp msgid "Item %d" msgstr "アイテム %d" #: editor/plugins/item_list_editor_plugin.cpp msgid "Items" msgstr "アイテム" #: editor/plugins/item_list_editor_plugin.cpp msgid "Item List Editor" msgstr "アイテムリストのエディター" #: editor/plugins/light_occluder_2d_editor_plugin.cpp msgid "Create Occluder Polygon" msgstr "オクルーダーポリゴンを生成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh is empty!" msgstr "メッシュがありません!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Couldn't create a Trimesh collision shape." msgstr "三角形メッシュ コリジョンシェイプを作成できませんでした。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Static Trimesh Body" msgstr "三角形メッシュ静的ボディを作成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "This doesn't work on scene root!" msgstr "これはシーンのルートでは機能しません!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Trimesh Static Shape" msgstr "三角形メッシュ静的シェイプを生成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Can't create a single convex collision shape for the scene root." msgstr "" "シーンのルートに単一の凸型のコリジョンシェイプを作成することはできません。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Couldn't create a single convex collision shape." msgstr "単一の凸型コリジョンシェイプを作成できませんでした。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Simplified Convex Shape" msgstr "簡略化された凸型シェイプを作成する" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Single Convex Shape" msgstr "単一の凸型シェイプを作成する" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Can't create multiple convex collision shapes for the scene root." msgstr "" "シーンのルートに複数の凸型コリジョンシェイプを作成することはできません。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Couldn't create any collision shapes." msgstr "コリジョンシェイプを作成できませんでした。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Multiple Convex Shapes" msgstr "複数の凸型シェイプを作成する" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Navigation Mesh" msgstr "ナビゲーションメッシュを生成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Contained Mesh is not of type ArrayMesh." msgstr "含まれているメッシュがArrayMesh型ではありません。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "UV Unwrap failed, mesh may not be manifold?" msgstr "UV展開に失敗しました。メッシュが非多様体ではありませんか?" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "No mesh to debug." msgstr "デバッグするメッシュがありません。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh has no UV in layer %d." msgstr "メッシュのレイヤー %dにUVがありません。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "MeshInstance lacks a Mesh!" msgstr "MeshInstanceにメッシュがありません!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh has not surface to create outlines from!" msgstr "メッシュにアウトラインを作成するためのサーフェスが存在しません!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh primitive type is not PRIMITIVE_TRIANGLES!" msgstr "メッシュのプリミティブ型が PRIMITIVE_TRIANGLES ではありません!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Could not create outline!" msgstr "アウトラインを生成できませんでした!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Outline" msgstr "アウトラインを生成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh" msgstr "メッシュ" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Trimesh Static Body" msgstr "三角形メッシュ静的ボディを作成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a StaticBody and assigns a polygon-based collision shape to it " "automatically.\n" "This is the most accurate (but slowest) option for collision detection." msgstr "" "StaticBodyを作成し、ポリゴンベースのコリジョンシェイプを自動的に割り当てま" "す。\n" "これは、衝突検出の最も正確な(ただし最も遅い)オプションです。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Trimesh Collision Sibling" msgstr "三角形メッシュ コリジョンの兄弟を作成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a polygon-based collision shape.\n" "This is the most accurate (but slowest) option for collision detection." msgstr "" "ポリゴンベースのコリジョンシェイプを作成します。\n" "これは、衝突検出の最も正確な(ただし最も遅い)オプションです。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Single Convex Collision Sibling" msgstr "単一の凸型コリジョンの兄弟を作成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." msgstr "" "単一の凸型コリジョンシェイプを作成します。\n" "これは、衝突検出の最速の(ただし精度が最も低い)オプションです。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Simplified Convex Collision Sibling" msgstr "簡略化された凸型コリジョンの兄弟を作成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " "geometry in some cases, at the cost of accuracy." msgstr "" "簡略化された凸型コリジョンシェイプを作成します。\n" "これは単一の凸型コリジョンシェイプと似ていますが、精度を犠牲により単純なジオ" "メトリになることがあります。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Multiple Convex Collision Siblings" msgstr "複数の凸型コリジョンの兄弟を作成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " "polygon-based collision." msgstr "" "ポリゴンベースのコリジョンシェイプを作成します。\n" "これは、単一の凸型コリジョンとポリゴンベースのコリジョンの中間的なパフォーマ" "ンスです。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Outline Mesh..." msgstr "アウトラインメッシュを生成..." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a static outline mesh. The outline mesh will have its normals " "flipped automatically.\n" "This can be used instead of the SpatialMaterial Grow property when using " "that property isn't possible." msgstr "" "静的なアウトラインメッシュを作成します。アウトラインメッシュの法線は自動的に" "反転します。\n" "このプロパティを使用できない場合は、SpatialMaterialのGrowプロパティを代わりに" "使用できます。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "View UV1" msgstr "UV1を表示" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "View UV2" msgstr "UV2を表示" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Unwrap UV2 for Lightmap/AO" msgstr "Lightmap/AO のUV2を展開" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Outline Mesh" msgstr "アウトラインメッシュを生成" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Outline Size:" msgstr "アウトラインのサイズ:" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "UV Channel Debug" msgstr "UVチャンネル デバッグ" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Remove item %d?" msgstr "アイテム %d を取り除きますか?" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "" "Update from existing scene?:\n" "%s" msgstr "" "既存シーンからアップデートしますか?:\n" "%s" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Mesh Library" msgstr "メッシュライブラリ" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Add Item" msgstr "アイテムを追加" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Remove Selected Item" msgstr "選択したアイテムを取り除く" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import from Scene (Ignore Transforms)" msgstr "シーンからインポート (トランスフォームを無視)" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import from Scene (Apply Transforms)" msgstr "シーンからインポート (トランスフォームを適用)" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Update from Scene" msgstr "シーンからアップデート" #: editor/plugins/multimesh_editor_plugin.cpp msgid "No mesh source specified (and no MultiMesh set in node)." msgstr "" "メッシュのソースが指定されていません(ノードにMultiMeshが設定されていません)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "No mesh source specified (and MultiMesh contains no Mesh)." msgstr "" "メッシュのソースが指定されていません(そしてMultiMeshにはメッシュが含まれてい" "ません)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (invalid path)." msgstr "無効なメッシュソースです (無効なパス)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (not a MeshInstance)." msgstr "無効なメッシュソースです (MeshInstanceではありません)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (contains no Mesh resource)." msgstr "無効なメッシュソースです (メッシュリソースが含まれていません)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "No surface source specified." msgstr "サーフェスのソースが指定されていません。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (invalid path)." msgstr "無効なサーフェスのソースです (無効なパス)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (no geometry)." msgstr "無効なサーフェスのソースです (ジオメトリがありません)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (no faces)." msgstr "無効なサーフェスソースです (面がありません)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Select a Source Mesh:" msgstr "ソースメッシュを選択:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Select a Target Surface:" msgstr "ターゲットサーフェスを選択:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate Surface" msgstr "サーフェスを投入する" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate MultiMesh" msgstr "MultiMeshを投入する" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Target Surface:" msgstr "ターゲットサーフェス:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Source Mesh:" msgstr "ソースメッシュ:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "X-Axis" msgstr "X軸" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Y-Axis" msgstr "Y軸" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Z-Axis" msgstr "Z軸" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh Up Axis:" msgstr "メッシュの上軸:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Rotation:" msgstr "ランダムな回転:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Tilt:" msgstr "ランダムな傾き:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Scale:" msgstr "ランダムな縮尺:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate" msgstr "データの投入" #: editor/plugins/navigation_polygon_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Navigation Polygon" msgstr "ナビゲーションポリゴンを生成" #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Convert to CPUParticles" msgstr "CPUパーティクルに変換" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Generating Visibility Rect" msgstr "矩形の可視性を生成中" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Generate Visibility Rect" msgstr "可視性の矩形を生成" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Can only set point into a ParticlesMaterial process material" msgstr "ParticlesMaterialプロセスマテリアルにのみ点を設定できます" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Convert to CPUParticles2D" msgstr "CPUParticles2D に変換" #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Generation Time (sec):" msgstr "生成時間 (秒):" #: editor/plugins/particles_editor_plugin.cpp msgid "The geometry's faces don't contain any area." msgstr "ジオメトリの面は面積を持ちません。" #: editor/plugins/particles_editor_plugin.cpp msgid "The geometry doesn't contain any faces." msgstr "ジオメトリーは面を含んでいません。" #: editor/plugins/particles_editor_plugin.cpp msgid "\"%s\" doesn't inherit from Spatial." msgstr "\"%s\" はSpatialを継承していません。" #: editor/plugins/particles_editor_plugin.cpp msgid "\"%s\" doesn't contain geometry." msgstr "\"%s\" はジオメトリーを含んでいません。" #: editor/plugins/particles_editor_plugin.cpp msgid "\"%s\" doesn't contain face geometry." msgstr "\"%s\" はフェイスジオメトリーを含んでいません。" #: editor/plugins/particles_editor_plugin.cpp msgid "Create Emitter" msgstr "放出源を作成" #: editor/plugins/particles_editor_plugin.cpp msgid "Emission Points:" msgstr "放出点:" #: editor/plugins/particles_editor_plugin.cpp msgid "Surface Points" msgstr "表面の点" #: editor/plugins/particles_editor_plugin.cpp msgid "Surface Points+Normal (Directed)" msgstr "サーフェスポイント+Normal(指向性)" #: editor/plugins/particles_editor_plugin.cpp msgid "Volume" msgstr "ボリューム" #: editor/plugins/particles_editor_plugin.cpp msgid "Emission Source: " msgstr "放出源: " #: editor/plugins/particles_editor_plugin.cpp msgid "A processor material of type 'ParticlesMaterial' is required." msgstr "'ParticlesMaterial' 型のマテリアルが必要です。" #: editor/plugins/particles_editor_plugin.cpp msgid "Generating AABB" msgstr "AABBを生成中" #: editor/plugins/particles_editor_plugin.cpp msgid "Generate Visibility AABB" msgstr "可視性のAABBを生成" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove Point from Curve" msgstr "曲線からポイントを除去" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove Out-Control from Curve" msgstr "曲線からOut-Controlを削除" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove In-Control from Curve" msgstr "曲線からIn-Controlを削除" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Add Point to Curve" msgstr "点を曲線に追加" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Split Curve" msgstr "曲線を分割する" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move Point in Curve" msgstr "曲線内の点を移動" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move In-Control in Curve" msgstr "曲線内のIn-Controlを移動する" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move Out-Control in Curve" msgstr "曲線内のOut-Controlを移動する" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Select Points" msgstr "点を選択" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Shift+Drag: Select Control Points" msgstr "Shift + ドラッグ:コントロールポイントを選択" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Click: Add Point" msgstr "クリック: 点を追加" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Left Click: Split Segment (in curve)" msgstr "左クリック:セグメントを分割する(曲線内)" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Right Click: Delete Point" msgstr "右クリック: 点を削除" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Select Control Points (Shift+Drag)" msgstr "コントロールポイントを選ぶ (Shift+Drag)" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Add Point (in empty space)" msgstr "点を空きスペースに追加" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Delete Point" msgstr "点を削除" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Close Curve" msgstr "曲線を閉じる" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp #: editor/plugins/theme_editor_preview.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/project_export.cpp msgid "Options" msgstr "オプション" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Mirror Handle Angles" msgstr "ミラーハンドル角度" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Mirror Handle Lengths" msgstr "ミラーハンドルの長さ" #: editor/plugins/path_editor_plugin.cpp msgid "Curve Point #" msgstr "カーブポイント #" #: editor/plugins/path_editor_plugin.cpp msgid "Set Curve Point Position" msgstr "カーブポイントの位置を設定" #: editor/plugins/path_editor_plugin.cpp msgid "Set Curve In Position" msgstr "曲線のIn-Controlの位置を指定" #: editor/plugins/path_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "曲線のOut-Controlの位置を指定" #: editor/plugins/path_editor_plugin.cpp msgid "Split Path" msgstr "パスを分割" #: editor/plugins/path_editor_plugin.cpp msgid "Remove Path Point" msgstr "パスのポイントを除去" #: editor/plugins/path_editor_plugin.cpp msgid "Remove Out-Control Point" msgstr "曲線のOut-ハンドルを除去" #: editor/plugins/path_editor_plugin.cpp msgid "Remove In-Control Point" msgstr "曲線のIn-ハンドルを除去" #: editor/plugins/path_editor_plugin.cpp msgid "Split Segment (in curve)" msgstr "セグメントを分割する(曲線内)" #: editor/plugins/physical_bone_plugin.cpp msgid "Move Joint" msgstr "ジョイントを移動" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "Polygon2DのskeletonプロパティがSkeleton2Dノードを指していません" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Sync Bones" msgstr "ボーンを同期" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "No texture in this polygon.\n" "Set a texture to be able to edit UV." msgstr "" "このポリゴンにはテクスチャがありません。\n" "UVを編集するにはテクスチャを設定します。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create UV Map" msgstr "UVマップを生成" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "Polygon 2D has internal vertices, so it can no longer be edited in the " "viewport." msgstr "ポリゴン2Dには内部頂点があるため、ビューポートで編集できません。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Polygon & UV" msgstr "ポリゴンとUVを生成" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Internal Vertex" msgstr "内部頂点を作成" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Remove Internal Vertex" msgstr "内部頂点を除去" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Invalid Polygon (need 3 different vertices)" msgstr "無効なポリゴン (3つの異なる頂点が必要です)" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Add Custom Polygon" msgstr "カスタム ポリゴンを追加" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Remove Custom Polygon" msgstr "カスタム ポリゴンを除去" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Transform UV Map" msgstr "UVマップをトランスフォーム" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Transform Polygon" msgstr "ポリゴンの変換" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Paint Bone Weights" msgstr "ボーンウェイトをペイント" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Open Polygon 2D UV editor." msgstr "Polygon 2D UV エディターを開く。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Polygon 2D UV Editor" msgstr "Polygon 2D UV エディター" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "UV" msgstr "UV" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Points" msgstr "点" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Polygons" msgstr "ポリゴン" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Bones" msgstr "ボーン" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Move Points" msgstr "ポイントを移動" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Command: Rotate" msgstr "Command: 回転" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Shift: Move All" msgstr "Shift: すべて移動" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Shift+Command: Scale" msgstr "Shift+Command: スケール" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Ctrl: Rotate" msgstr "Ctrl: 回転" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Shift+Ctrl: Scale" msgstr "Shift+Ctrl: スケール" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Move Polygon" msgstr "ポリゴンを移動" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Rotate Polygon" msgstr "ポリゴンを回転" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Scale Polygon" msgstr "ポリゴンの縮尺を変更" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "カスタムポリゴンを生成し、カスタムポリゴンの描画を有効にする。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "Remove a custom polygon. If none remain, custom polygon rendering is " "disabled." msgstr "" "カスタムポリゴンを削除する。他に残っていない場合、カスタムポリゴンの描画は無" "効になります。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Paint weights with specified intensity." msgstr "指定した強度でウェイトをペイントします。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Unpaint weights with specified intensity." msgstr "指定した強度でウェイトのペイントを解除します。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Radius:" msgstr "半径:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Copy Polygon to UV" msgstr "PolygonをUVにコピー" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Copy UV to Polygon" msgstr "UVをPolygon2Dにコピー" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Clear UV" msgstr "UVをクリア" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Settings" msgstr "スナップの設定" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Snap" msgstr "スナップ" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Enable Snap" msgstr "スナップを有効にする" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid" msgstr "グリッド" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Show Grid" msgstr "グリッドを表示" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Configure Grid:" msgstr "グリッドの設定:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Offset X:" msgstr "グリッドのオフセット X:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Offset Y:" msgstr "グリッドのオフセット Y:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Step X:" msgstr "グリッドのステップ X:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Step Y:" msgstr "グリッドのステップ Y:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Sync Bones to Polygon" msgstr "ボーンをポリゴンに同期させる" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "ERROR: Couldn't load resource!" msgstr "エラー: リソースを読み込めませんでした!" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Add Resource" msgstr "リソースを追加" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Rename Resource" msgstr "リソース名を変更" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Delete Resource" msgstr "リソースを削除" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Resource clipboard is empty!" msgstr "リソースクリップボードが空です!" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Paste Resource" msgstr "リソースの貼り付け" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/scene_tree_editor.cpp msgid "Instance:" msgstr "インスタンス:" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp #: editor/scene_tree_editor.cpp editor/script_editor_debugger.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Type:" msgstr "型:" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/scene_tree_dock.cpp editor/scene_tree_editor.cpp msgid "Open in Editor" msgstr "エディターで開く" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Load Resource" msgstr "リソースを読み込む" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "ResourcePreloader" msgstr "ResourcePreloader" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Flip Portals" msgstr "ポータルを反転" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Room Generate Points" msgstr "Roomのポイントを生成" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Generate Points" msgstr "ポイントを生成" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Flip Portal" msgstr "ポータルを反転" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Occluder Set Transform" msgstr "オクルーダーのトランスフォームをセット" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Center Node" msgstr "中央ノード" #: editor/plugins/root_motion_editor_plugin.cpp msgid "AnimationTree has no path set to an AnimationPlayer" msgstr "AnimationTreeにはAnimationPlayerへのパスが設定されていません" #: editor/plugins/root_motion_editor_plugin.cpp msgid "Path to AnimationPlayer is invalid" msgstr "AnimationPlayer へのパスが無効です" #: editor/plugins/script_editor_plugin.cpp msgid "Clear Recent Files" msgstr "最近開いたファイルの履歴をクリア" #: editor/plugins/script_editor_plugin.cpp msgid "Close and save changes?" msgstr "変更を保存して閉じますか?" #: editor/plugins/script_editor_plugin.cpp msgid "Error writing TextFile:" msgstr "テキストファイルの書き込みエラー:" #: editor/plugins/script_editor_plugin.cpp msgid "Could not load file at:" msgstr "ファイルが読み込めませんでした:" #: editor/plugins/script_editor_plugin.cpp msgid "Error saving file!" msgstr "ファイルの保存エラー!" #: editor/plugins/script_editor_plugin.cpp msgid "Error while saving theme." msgstr "テーマを保存中にエラーが発生しました。" #: editor/plugins/script_editor_plugin.cpp msgid "Error Saving" msgstr "保存中にエラーが発生しました" #: editor/plugins/script_editor_plugin.cpp msgid "Error importing theme." msgstr "テーマをインポート中にエラーが発生しました。" #: editor/plugins/script_editor_plugin.cpp msgid "Error Importing" msgstr "インポート中にエラーが発生しました" #: editor/plugins/script_editor_plugin.cpp msgid "New Text File..." msgstr "新規テキストファイル..." #: editor/plugins/script_editor_plugin.cpp msgid "Open File" msgstr "ファイルを開く" #: editor/plugins/script_editor_plugin.cpp msgid "Save File As..." msgstr "名前を付けて保存..." #: editor/plugins/script_editor_plugin.cpp msgid "Can't obtain the script for running." msgstr "実行するスクリプトを取得できません。" #: editor/plugins/script_editor_plugin.cpp msgid "Script failed reloading, check console for errors." msgstr "" "スクリプトの再読み込みに失敗しました。コンソールでエラーを確認してください。" #: editor/plugins/script_editor_plugin.cpp msgid "Script is not in tool mode, will not be able to run." msgstr "スクリプトがツールモードではないため、実行できません。" #: editor/plugins/script_editor_plugin.cpp msgid "" "To run this script, it must inherit EditorScript and be set to tool mode." msgstr "" "このスクリプトを実行するには、EditorScriptを継承し、ツールモードに設定する必" "要があります。" #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme" msgstr "テーマのインポート" #: editor/plugins/script_editor_plugin.cpp msgid "Error while saving theme" msgstr "テーマの保存中にエラーが発生しました" #: editor/plugins/script_editor_plugin.cpp msgid "Error saving" msgstr "保存エラー" #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme As..." msgstr "テーマを名前をつけて保存..." #: editor/plugins/script_editor_plugin.cpp msgid "%s Class Reference" msgstr "%s クラスリファレンス" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find Next" msgstr "次を検索" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find Previous" msgstr "前を検索" #: editor/plugins/script_editor_plugin.cpp msgid "Filter scripts" msgstr "スクリプトを絞り込む" #: editor/plugins/script_editor_plugin.cpp msgid "Toggle alphabetical sorting of the method list." msgstr "メソッドリストのアルファベット順ソートを切り替える。" #: editor/plugins/script_editor_plugin.cpp msgid "Filter methods" msgstr "メソッドを絞り込む" #: editor/plugins/script_editor_plugin.cpp msgid "Sort" msgstr "ソート" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Move Up" msgstr "上に移動" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Move Down" msgstr "下に移動" #: editor/plugins/script_editor_plugin.cpp msgid "Next Script" msgstr "次のスクリプト" #: editor/plugins/script_editor_plugin.cpp msgid "Previous Script" msgstr "前のスクリプト" #: editor/plugins/script_editor_plugin.cpp msgid "File" msgstr "ファイル" #: editor/plugins/script_editor_plugin.cpp msgid "Open..." msgstr "開く..." #: editor/plugins/script_editor_plugin.cpp msgid "Reopen Closed Script" msgstr "閉じたスクリプトを再び開く" #: editor/plugins/script_editor_plugin.cpp msgid "Save All" msgstr "すべて保存" #: editor/plugins/script_editor_plugin.cpp msgid "Soft Reload Script" msgstr "スクリプトをソフトリロード" #: editor/plugins/script_editor_plugin.cpp msgid "Copy Script Path" msgstr "スクリプトのパスをコピー" #: editor/plugins/script_editor_plugin.cpp msgid "History Previous" msgstr "前の履歴" #: editor/plugins/script_editor_plugin.cpp msgid "History Next" msgstr "次の履歴" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Theme" msgstr "テーマ" #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "テーマのインポート..." #: editor/plugins/script_editor_plugin.cpp msgid "Reload Theme" msgstr "テーマを再読み込み" #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "テーマを保存" #: editor/plugins/script_editor_plugin.cpp msgid "Close All" msgstr "すべて閉じる" #: editor/plugins/script_editor_plugin.cpp msgid "Close Docs" msgstr "ドキュメントを閉じる" #: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp msgid "Run" msgstr "実行" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "Search" msgstr "検索" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Step Into" msgstr "ステップイン" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Step Over" msgstr "ステップオーバー" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Break" msgstr "ブレーク" #: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp #: editor/script_editor_debugger.cpp msgid "Continue" msgstr "続行" #: editor/plugins/script_editor_plugin.cpp msgid "Keep Debugger Open" msgstr "デバッガーを開いたままにする" #: editor/plugins/script_editor_plugin.cpp msgid "Debug with External Editor" msgstr "外部エディターでデバッグ" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Online Docs" msgstr "オンラインドキュメント" #: editor/plugins/script_editor_plugin.cpp msgid "Open Godot online documentation." msgstr "Godotのオンラインドキュメントを開く。" #: editor/plugins/script_editor_plugin.cpp msgid "Search the reference documentation." msgstr "リファレンス文書を探す。" #: editor/plugins/script_editor_plugin.cpp msgid "Go to previous edited document." msgstr "前の編集したドキュメントへ移動。" #: editor/plugins/script_editor_plugin.cpp msgid "Go to next edited document." msgstr "次の編集したドキュメントへ移動。" #: editor/plugins/script_editor_plugin.cpp msgid "Discard" msgstr "破棄" #: editor/plugins/script_editor_plugin.cpp msgid "" "The following files are newer on disk.\n" "What action should be taken?:" msgstr "" "以下のファイルより新しいものがディスク上に存在します。\n" "どうしますか?:" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Debugger" msgstr "デバッガー" #: editor/plugins/script_editor_plugin.cpp msgid "Search Results" msgstr "検索結果" #: editor/plugins/script_editor_plugin.cpp msgid "Clear Recent Scripts" msgstr "最近開いたスクリプトの履歴をクリア" #: editor/plugins/script_text_editor.cpp msgid "Connections to method:" msgstr "メソッドへの接続:" #: editor/plugins/script_text_editor.cpp editor/script_editor_debugger.cpp msgid "Source" msgstr "ソース" #: editor/plugins/script_text_editor.cpp msgid "Target" msgstr "ターゲット" #: editor/plugins/script_text_editor.cpp msgid "" "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'." msgstr "" "メソッド'%s' (シグナル'%s'用) が見つかりません、これはノード'%s'からノー" "ド'%s'へのシグナル用です。" #: editor/plugins/script_text_editor.cpp msgid "[Ignore]" msgstr "[無視]" #: editor/plugins/script_text_editor.cpp msgid "Line" msgstr "ライン" #: editor/plugins/script_text_editor.cpp msgid "Go to Function" msgstr "関数に移動" #: editor/plugins/script_text_editor.cpp msgid "Only resources from filesystem can be dropped." msgstr "ファイルシステムのリソースのみドロップできます。" #: editor/plugins/script_text_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Can't drop nodes because script '%s' is not used in this scene." msgstr "" "スクリプト '%s' はこのシーンで使われていないため、ノードを(ドラッグ&)ドロップ" "することができません。" #: editor/plugins/script_text_editor.cpp msgid "Lookup Symbol" msgstr "シンボルを検索" #: editor/plugins/script_text_editor.cpp msgid "Pick Color" msgstr "色を取得" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Convert Case" msgstr "大文字と小文字を変換" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "大文字" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Lowercase" msgstr "小文字" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Capitalize" msgstr "単語の先頭文字を大文字に" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Syntax Highlighter" msgstr "シンタックスハイライト" #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp msgid "Bookmarks" msgstr "ブックマーク" #: editor/plugins/script_text_editor.cpp msgid "Breakpoints" msgstr "ブレークポイント" #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp msgid "Go To" msgstr "参照" #: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "切り取り" #: editor/plugins/script_text_editor.cpp editor/plugins/theme_editor_plugin.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Select All" msgstr "すべて選択" #: editor/plugins/script_text_editor.cpp msgid "Delete Line" msgstr "行を削除" #: editor/plugins/script_text_editor.cpp msgid "Indent Left" msgstr "左インデント" #: editor/plugins/script_text_editor.cpp msgid "Indent Right" msgstr "右インデント" #: editor/plugins/script_text_editor.cpp msgid "Toggle Comment" msgstr "コメントアウト / 解除" #: editor/plugins/script_text_editor.cpp msgid "Fold/Unfold Line" msgstr "行を折りたたむ / 展開" #: editor/plugins/script_text_editor.cpp msgid "Fold All Lines" msgstr "すべての行を折りたたむ" #: editor/plugins/script_text_editor.cpp msgid "Unfold All Lines" msgstr "すべての行を展開" #: editor/plugins/script_text_editor.cpp msgid "Complete Symbol" msgstr "シンボルを補完" #: editor/plugins/script_text_editor.cpp msgid "Evaluate Selection" msgstr "選択範囲を評価" #: editor/plugins/script_text_editor.cpp msgid "Trim Trailing Whitespace" msgstr "末尾の空白を取り除く" #: editor/plugins/script_text_editor.cpp msgid "Convert Indent to Spaces" msgstr "インデントをスペースに変換" #: editor/plugins/script_text_editor.cpp msgid "Convert Indent to Tabs" msgstr "インデントをタブに変換" #: editor/plugins/script_text_editor.cpp msgid "Auto Indent" msgstr "自動インデント" #: editor/plugins/script_text_editor.cpp msgid "Find in Files..." msgstr "複数ファイル内を検索..." #: editor/plugins/script_text_editor.cpp #, fuzzy msgid "Replace in Files..." msgstr "置換..." #: editor/plugins/script_text_editor.cpp msgid "Contextual Help" msgstr "コンテキスト ヘルプ" #: editor/plugins/script_text_editor.cpp msgid "Toggle Bookmark" msgstr "ブックマークをつける / 外す" #: editor/plugins/script_text_editor.cpp msgid "Go to Next Bookmark" msgstr "次のブックマークに移動" #: editor/plugins/script_text_editor.cpp msgid "Go to Previous Bookmark" msgstr "前のブックマークに移動" #: editor/plugins/script_text_editor.cpp msgid "Remove All Bookmarks" msgstr "すべてのブックマークを削除" #: editor/plugins/script_text_editor.cpp msgid "Go to Function..." msgstr "関数に移動..." #: editor/plugins/script_text_editor.cpp msgid "Go to Line..." msgstr "行に移動..." #: editor/plugins/script_text_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Toggle Breakpoint" msgstr "ブレークポイントをつける / 外す" #: editor/plugins/script_text_editor.cpp msgid "Remove All Breakpoints" msgstr "すべてのブレークポイントを消去" #: editor/plugins/script_text_editor.cpp msgid "Go to Next Breakpoint" msgstr "次のブレークポイントに移動" #: editor/plugins/script_text_editor.cpp msgid "Go to Previous Breakpoint" msgstr "前のブレークポイントに移動" #: editor/plugins/shader_editor_plugin.cpp msgid "" "This shader has been modified on on disk.\n" "What action should be taken?" msgstr "" "このシェーダーはディスク上で修正されています。\n" "どうしますか?" #: editor/plugins/shader_editor_plugin.cpp msgid "Shader" msgstr "シェーダー" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "このskeletonにはボーンがありません。子Bone2Dノードを追加してください。" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Set Rest Pose to Bones" msgstr "ボーンへレストポーズを設定する" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Create Rest Pose from Bones" msgstr "ボーンからレストポーズを作成" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Skeleton2D" msgstr "Skeleton2D" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Reset to Rest Pose" msgstr "レストポーズへリセット" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Overwrite Rest Pose" msgstr "レストポーズを上書き" #: editor/plugins/skeleton_editor_plugin.cpp msgid "Create physical bones" msgstr "物理ボーンを作成する" #: editor/plugins/skeleton_editor_plugin.cpp msgid "Skeleton" msgstr "スケルトン" #: editor/plugins/skeleton_editor_plugin.cpp msgid "Create physical skeleton" msgstr "物理スケルトンを作成する" #: editor/plugins/skeleton_ik_editor_plugin.cpp msgid "Play IK" msgstr "IKを再生" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orthogonal" msgstr "平行投影" #: editor/plugins/spatial_editor_plugin.cpp msgid "Perspective" msgstr "透視投影" #: editor/plugins/spatial_editor_plugin.cpp msgid "Top Orthogonal" msgstr "上面 平行投影" #: editor/plugins/spatial_editor_plugin.cpp msgid "Top Perspective" msgstr "上面 透視投影" #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom Orthogonal" msgstr "下面 平行投影" #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom Perspective" msgstr "下面 透視投影" #: editor/plugins/spatial_editor_plugin.cpp msgid "Left Orthogonal" msgstr "左側面 平行投影" #: editor/plugins/spatial_editor_plugin.cpp msgid "Left Perspective" msgstr "左側面 透視投影" #: editor/plugins/spatial_editor_plugin.cpp msgid "Right Orthogonal" msgstr "右側面 平行投影" #: editor/plugins/spatial_editor_plugin.cpp msgid "Right Perspective" msgstr "右側面 透視投影" #: editor/plugins/spatial_editor_plugin.cpp msgid "Front Orthogonal" msgstr "正面 平行投影" #: editor/plugins/spatial_editor_plugin.cpp msgid "Front Perspective" msgstr "正面 透視投影" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear Orthogonal" msgstr "後面 平行投影" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear Perspective" msgstr "後面 透視投影" #. TRANSLATORS: This will be appended to the view name when Auto Orthogonal is enabled. #: editor/plugins/spatial_editor_plugin.cpp msgid " [auto]" msgstr " [自動]" #. TRANSLATORS: This will be appended to the view name when Portal Occulusion is enabled. #: editor/plugins/spatial_editor_plugin.cpp msgid " [portals active]" msgstr " [ポータル有効]" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Aborted." msgstr "トランスフォームは中止されました。" #: editor/plugins/spatial_editor_plugin.cpp msgid "X-Axis Transform." msgstr "X軸トランスフォーム。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Y-Axis Transform." msgstr "Y軸トランスフォーム。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Z-Axis Transform." msgstr "Z軸トランスフォーム。" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Plane Transform." msgstr "ビュー平面トランスフォーム。" #: editor/plugins/spatial_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp scene/resources/visual_shader.cpp msgid "None" msgstr "None" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate" msgstr "回転" #. TRANSLATORS: This refers to the movement that changes the position of an object. #: editor/plugins/spatial_editor_plugin.cpp msgid "Translate" msgstr "移動" #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale" msgstr "スケール" #: editor/plugins/spatial_editor_plugin.cpp msgid "Scaling: " msgstr "縮尺: " #: editor/plugins/spatial_editor_plugin.cpp msgid "Translating: " msgstr "位置の変更: " #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotating %s degrees." msgstr "%s 度回転。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Keying is disabled (no key inserted)." msgstr "キーは無効化されています(キーは挿入されていません)。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Animation Key Inserted." msgstr "アニメーションキーが挿入されました。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Pitch:" msgstr "ピッチ:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Yaw:" msgstr "ヨー:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Size:" msgstr "サイズ:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Objects Drawn:" msgstr "描画されたオブジェクト:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Material Changes:" msgstr "マテリアルの変更:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Shader Changes:" msgstr "シェーダーの変更:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Surface Changes:" msgstr "サーフェスの変更:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Draw Calls:" msgstr "ドローコール:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Vertices:" msgstr "頂点:" #: editor/plugins/spatial_editor_plugin.cpp msgid "FPS: %d (%s ms)" msgstr "FPS: %d (%s ms)" #: editor/plugins/spatial_editor_plugin.cpp msgid "Top View." msgstr "上面図。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom View." msgstr "下面図。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Left View." msgstr "左側面図。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Right View." msgstr "右側面図。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Front View." msgstr "前面図。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear View." msgstr "後面図。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Align Transform with View" msgstr "トランスフォームをビューに合わせる" #: editor/plugins/spatial_editor_plugin.cpp msgid "Align Rotation with View" msgstr "回転をビューに合わせる" #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "No parent to instance a child at." msgstr "子をインスタンス化するための親が見つかりません。" #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "This operation requires a single selected node." msgstr "この操作には選択されたノードが1つ必要です。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Auto Orthogonal Enabled" msgstr "自動平行投影を有効化" #: editor/plugins/spatial_editor_plugin.cpp msgid "Lock View Rotation" msgstr "ビュー回転を固定" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Normal" msgstr "通常表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Wireframe" msgstr "ワイヤーフレーム表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Overdraw" msgstr "オーバードロー表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Unshaded" msgstr "シェーディングなしで表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Environment" msgstr "環境を表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Gizmos" msgstr "ギズモを表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Information" msgstr "情報を表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "View FPS" msgstr "フレームレートを表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "Half Resolution" msgstr "半解像度" #: editor/plugins/spatial_editor_plugin.cpp msgid "Audio Listener" msgstr "オーディオリスナー" #: editor/plugins/spatial_editor_plugin.cpp msgid "Enable Doppler" msgstr "ドップラー効果を有効化" #: editor/plugins/spatial_editor_plugin.cpp msgid "Cinematic Preview" msgstr "シネマティックプレビュー" #: editor/plugins/spatial_editor_plugin.cpp msgid "Not available when using the GLES2 renderer." msgstr "GLES2レンダラーの場合は利用できません。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Left" msgstr "フリールック左" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Right" msgstr "フリールック右" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Forward" msgstr "フリールック前進" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Backwards" msgstr "フリールック後進" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Up" msgstr "フリールック上" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Down" msgstr "フリールック下" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Speed Modifier" msgstr "フリールックの速度調整" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Slow Modifier" msgstr "フリールックの減速調整" #: editor/plugins/spatial_editor_plugin.cpp msgid "Toggle Camera Preview" msgstr "カメラのプレビューを切り替え" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Rotation Locked" msgstr "ビューの回転を固定中" #: editor/plugins/spatial_editor_plugin.cpp msgid "" "To zoom further, change the camera's clipping planes (View -> Settings...)" msgstr "" "さらにズームするには、カメラのクリッピング面を変更してください (ビュー -> 設" "定...)" #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Note: The FPS value displayed is the editor's framerate.\n" "It cannot be used as a reliable indication of in-game performance." msgstr "" "注意: 表示されるFPS値は、エディターのフレームレートです。\n" "ゲーム内のパフォーマンスを確実に示すものとして使用することはできません。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Convert Rooms" msgstr "Roomを変換" #: editor/plugins/spatial_editor_plugin.cpp msgid "XForm Dialog" msgstr "XFormダイアログ" #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Click to toggle between visibility states.\n" "\n" "Open eye: Gizmo is visible.\n" "Closed eye: Gizmo is hidden.\n" "Half-open eye: Gizmo is also visible through opaque surfaces (\"x-ray\")." msgstr "" "クリックで可視状態のオン / オフ。\n" "\n" "開いた目: ギズモは可視。\n" "閉じた目: ギズモは非可視。\n" "半開きの目: ギズモは非透明な面を通しても可視 (「X線」)。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Snap Nodes to Floor" msgstr "ノードをフロアにスナップ" #: editor/plugins/spatial_editor_plugin.cpp msgid "Couldn't find a solid floor to snap the selection to." msgstr "選択対象をスナップさせる剛体の床を見つけられませんでした。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Use Local Space" msgstr "ローカル空間を使用" #: editor/plugins/spatial_editor_plugin.cpp msgid "Use Snap" msgstr "スナップを使用" #: editor/plugins/spatial_editor_plugin.cpp msgid "Converts rooms for portal culling." msgstr "ポータルカリング用にRoomを変換します。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom View" msgstr "下面図" #: editor/plugins/spatial_editor_plugin.cpp msgid "Top View" msgstr "上面図" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear View" msgstr "後面図" #: editor/plugins/spatial_editor_plugin.cpp msgid "Front View" msgstr "前面図" #: editor/plugins/spatial_editor_plugin.cpp msgid "Left View" msgstr "左側面図" #: editor/plugins/spatial_editor_plugin.cpp msgid "Right View" msgstr "右側面図" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orbit View Down" msgstr "オービットビュー 下" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orbit View Left" msgstr "オービットビュー 左" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orbit View Right" msgstr "オービットビュー 右" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orbit View Up" msgstr "オービットビュー 上" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orbit View 180" msgstr "オービットビュー 180" #: editor/plugins/spatial_editor_plugin.cpp msgid "Switch Perspective/Orthogonal View" msgstr "透視投影 / 平行投影の切り替え" #: editor/plugins/spatial_editor_plugin.cpp msgid "Insert Animation Key" msgstr "アニメーションキーを挿入" #: editor/plugins/spatial_editor_plugin.cpp msgid "Focus Origin" msgstr "原点にフォーカス" #: editor/plugins/spatial_editor_plugin.cpp msgid "Focus Selection" msgstr "選択対象にフォーカス" #: editor/plugins/spatial_editor_plugin.cpp msgid "Toggle Freelook" msgstr "フリールックのオン / オフ" #: editor/plugins/spatial_editor_plugin.cpp msgid "Decrease Field of View" msgstr "" #: editor/plugins/spatial_editor_plugin.cpp msgid "Increase Field of View" msgstr "" #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Reset Field of View to Default" msgstr "デフォルトに戻す" #: editor/plugins/spatial_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform" msgstr "トランスフォーム" #: editor/plugins/spatial_editor_plugin.cpp msgid "Snap Object to Floor" msgstr "オブジェクトをフロアにスナップ" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Dialog..." msgstr "トランスフォームのダイアログ..." #: editor/plugins/spatial_editor_plugin.cpp msgid "1 Viewport" msgstr "1 ビューポート" #: editor/plugins/spatial_editor_plugin.cpp msgid "2 Viewports" msgstr "2 ビューポート" #: editor/plugins/spatial_editor_plugin.cpp msgid "2 Viewports (Alt)" msgstr "2 ビューポート (Alt)" #: editor/plugins/spatial_editor_plugin.cpp msgid "3 Viewports" msgstr "3 ビューポート" #: editor/plugins/spatial_editor_plugin.cpp msgid "3 Viewports (Alt)" msgstr "3 ビューポート (Alt)" #: editor/plugins/spatial_editor_plugin.cpp msgid "4 Viewports" msgstr "4 ビューポート" #: editor/plugins/spatial_editor_plugin.cpp msgid "Gizmos" msgstr "ギズモ" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Origin" msgstr "原点を表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Grid" msgstr "グリッドを表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Portal Culling" msgstr "ポータルカリングを表示" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Occlusion Culling" msgstr "オクルージョンカリングを表示" #: editor/plugins/spatial_editor_plugin.cpp #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Settings..." msgstr "設定..." #: editor/plugins/spatial_editor_plugin.cpp msgid "Snap Settings" msgstr "スナップの設定" #: editor/plugins/spatial_editor_plugin.cpp msgid "Translate Snap:" msgstr "スナップの移動:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate Snap (deg.):" msgstr "スナップの回転(度):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale Snap (%):" msgstr "スナップの拡大/縮小(%):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Viewport Settings" msgstr "ビューポートの設定" #: editor/plugins/spatial_editor_plugin.cpp msgid "Perspective FOV (deg.):" msgstr "視野角(度):" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Z-Near:" msgstr "Z-Nearの表示:" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Z-Far:" msgstr "Z-Farの表示:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Change" msgstr "トランスフォームの変更" #: editor/plugins/spatial_editor_plugin.cpp msgid "Translate:" msgstr "移動:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate (deg.):" msgstr "回転(度):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale (ratio):" msgstr "縮尺(比):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Type" msgstr "トランスフォーム タイプ" #: editor/plugins/spatial_editor_plugin.cpp msgid "Pre" msgstr "前" #: editor/plugins/spatial_editor_plugin.cpp msgid "Post" msgstr "後" #: editor/plugins/spatial_editor_plugin.cpp msgid "Unnamed Gizmo" msgstr "名無しのギズモ" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create Mesh2D" msgstr "Mesh2Dを生成" #: editor/plugins/sprite_editor_plugin.cpp msgid "Mesh2D Preview" msgstr "Mesh2D プレビュー" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create Polygon2D" msgstr "Polygon2Dを作成" #: editor/plugins/sprite_editor_plugin.cpp msgid "Polygon2D Preview" msgstr "Polygon2D プレビュー" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create CollisionPolygon2D" msgstr "CollisionPolygon2Dを作成" #: editor/plugins/sprite_editor_plugin.cpp msgid "CollisionPolygon2D Preview" msgstr "CollisionPolygon2D プレビュー" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create LightOccluder2D" msgstr "LightOccluder2Dを作成" #: editor/plugins/sprite_editor_plugin.cpp msgid "LightOccluder2D Preview" msgstr "LightOccluder2D プレビュー" #: editor/plugins/sprite_editor_plugin.cpp msgid "Sprite is empty!" msgstr "スプライトは空です!" #: editor/plugins/sprite_editor_plugin.cpp msgid "Can't convert a sprite using animation frames to mesh." msgstr "アニメーションフレームを使用してスプライトをメッシュに変換できません。" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't replace by mesh." msgstr "ジオメトリが無効です。メッシュに置き換えることはできません。" #: editor/plugins/sprite_editor_plugin.cpp msgid "Convert to Mesh2D" msgstr "Mesh2Dに変換する" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't create polygon." msgstr "ジオメトリが無効です。ポリゴンを作成できません。" #: editor/plugins/sprite_editor_plugin.cpp msgid "Convert to Polygon2D" msgstr "Polygon2Dに変換する" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't create collision polygon." msgstr "ジオメトリが無効です。コリジョンポリゴンを作成できません。" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create CollisionPolygon2D Sibling" msgstr "CollisionPolygon2Dの兄弟を作成" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't create light occluder." msgstr "ジオメトリが無効です。ライトオクールダーを作成できません。" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create LightOccluder2D Sibling" msgstr "LightOccluder2Dの兄弟を作成" #: editor/plugins/sprite_editor_plugin.cpp msgid "Sprite" msgstr "スプライト" #: editor/plugins/sprite_editor_plugin.cpp msgid "Simplification: " msgstr "簡略化: " #: editor/plugins/sprite_editor_plugin.cpp msgid "Shrink (Pixels): " msgstr "縮小 (ピクセル): " #: editor/plugins/sprite_editor_plugin.cpp msgid "Grow (Pixels): " msgstr "拡大(ピクセル): " #: editor/plugins/sprite_editor_plugin.cpp msgid "Update Preview" msgstr "プレビューを更新" #: editor/plugins/sprite_editor_plugin.cpp msgid "Settings:" msgstr "設定:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "No Frames Selected" msgstr "フレームが選択されていません" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add %d Frame(s)" msgstr "%dフレームを追加" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Frame" msgstr "フレームを追加" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Unable to load images" msgstr "画像を読み込めませんでした:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "ERROR: Couldn't load frame resource!" msgstr "エラー:フレームリソースを読み込めませんでした!" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Resource clipboard is empty or not a texture!" msgstr "リソースクリップボードは空か、テクスチャ以外のものです!" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Paste Frame" msgstr "フレームを貼り付け" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" msgstr "空を追加" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Change Animation FPS" msgstr "アニメーションのFPSを変更" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "(empty)" msgstr "(空)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move Frame" msgstr "フレームの移動" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Animations:" msgstr "アニメーション:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "New Animation" msgstr "新規アニメーション" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Speed:" msgstr "速度:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Loop" msgstr "ループ" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Animation Frames:" msgstr "アニメーション フレーム:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add a Texture from File" msgstr "ファイルからテクスチャを追加する" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Frames from a Sprite Sheet" msgstr "スプライトシートからフレームを追加する" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Insert Empty (Before)" msgstr "空を挿入 (前)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Insert Empty (After)" msgstr "空を挿入 (後)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move (Before)" msgstr "移動(前)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move (After)" msgstr "移動(後)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Select Frames" msgstr "フレームを選択" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Horizontal:" msgstr "水平:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Vertical:" msgstr "垂直:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Select/Clear All Frames" msgstr "すべてのフレームを選択/消去" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Create Frames from Sprite Sheet" msgstr "スプライトシートからフレームを作成" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "SpriteFrames" msgstr "スプライトフレーム" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Set Region Rect" msgstr "領域 Rect を設定" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Set Margin" msgstr "マージンを設定する" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Snap Mode:" msgstr "Snapモード:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Pixel Snap" msgstr "ピクセルスナップ" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Grid Snap" msgstr "グリッドスナップ" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Auto Slice" msgstr "自動スライス" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Offset:" msgstr "オフセット:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Step:" msgstr "ステップ:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Separation:" msgstr "分離:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "TextureRegion" msgstr "テクスチャ領域" #: editor/plugins/theme_editor_plugin.cpp msgid "Styleboxes" msgstr "StyleBox" #: editor/plugins/theme_editor_plugin.cpp msgid "{num} color(s)" msgstr "{num} 個のカラー" #: editor/plugins/theme_editor_plugin.cpp msgid "No colors found." msgstr "カラーが見つかりませんでした。" #: editor/plugins/theme_editor_plugin.cpp msgid "{num} constant(s)" msgstr "{num} 個の定数" #: editor/plugins/theme_editor_plugin.cpp msgid "No constants found." msgstr "定数が見つかりませんでした。" #: editor/plugins/theme_editor_plugin.cpp msgid "{num} font(s)" msgstr "{num} 個のフォント" #: editor/plugins/theme_editor_plugin.cpp msgid "No fonts found." msgstr "フォントが見つかりませんでした。" #: editor/plugins/theme_editor_plugin.cpp msgid "{num} icon(s)" msgstr "{num} 個のアイコン" #: editor/plugins/theme_editor_plugin.cpp msgid "No icons found." msgstr "アイコンが見つかりませんでした。" #: editor/plugins/theme_editor_plugin.cpp msgid "{num} stylebox(es)" msgstr "{num} 個のスカイボックス" #: editor/plugins/theme_editor_plugin.cpp msgid "No styleboxes found." msgstr "StyleBoxが見つかりませんでした。" #: editor/plugins/theme_editor_plugin.cpp msgid "{num} currently selected" msgstr "{num} 個 現在選択中" #: editor/plugins/theme_editor_plugin.cpp msgid "Nothing was selected for the import." msgstr "インポートするものが選択されていません。" #: editor/plugins/theme_editor_plugin.cpp msgid "Importing Theme Items" msgstr "テーマのアイテムをインポート中" #: editor/plugins/theme_editor_plugin.cpp msgid "Importing items {n}/{n}" msgstr "アイテムをインポート中 {n}/{n}" #: editor/plugins/theme_editor_plugin.cpp msgid "Updating the editor" msgstr "エディターをアップデート中" #: editor/plugins/theme_editor_plugin.cpp msgid "Finalizing" msgstr "終了処理中" #: editor/plugins/theme_editor_plugin.cpp msgid "Filter:" msgstr "フィルター:" #: editor/plugins/theme_editor_plugin.cpp msgid "With Data" msgstr "データ付" #: editor/plugins/theme_editor_plugin.cpp msgid "Select by data type:" msgstr "データのタイプから選択:" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible color items." msgstr "表示中のすべてのカラーアイテムを選択する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible color items and their data." msgstr "表示中のすべてのカラーアイテムとそのデータを選択する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible color items." msgstr "表示中のすべてのカラーアイテムを選択解除する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible constant items." msgstr "表示中のすべての定数アイテムを選択する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible constant items and their data." msgstr "表示中のすべての定数アイテムとそのデータを選択する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible constant items." msgstr "表示中のすべての定数アイテムを選択解除する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible font items." msgstr "表示中のすべてのフォントアイテムを選択する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible font items and their data." msgstr "表示中のすべてのフォントアイテムとそのデータを選択する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible font items." msgstr "表示中のすべてのフォントアイテムを選択解除する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible icon items." msgstr "表示中のすべてのアイコンアイテムを選択する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible icon items and their data." msgstr "表示中のすべてのアイコンアイテムとそのデータを選択する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible icon items." msgstr "表示中のすべてのアイコンアイテムを選択解除する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible stylebox items." msgstr "表示中のすべての StyleBox アイテムを選択する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible stylebox items and their data." msgstr "表示中のすべての StyleBox アイテムとそのデータを選択する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible stylebox items." msgstr "表示中のすべての StyleBox アイテムを選択解除する。" #: editor/plugins/theme_editor_plugin.cpp msgid "" "Caution: Adding icon data may considerably increase the size of your Theme " "resource." msgstr "" "注意: アイコンデータを追加するとテーマリソースのサイズが大幅に増加する可能性" "があります。" #: editor/plugins/theme_editor_plugin.cpp msgid "Collapse types." msgstr "タイプを折りたたむ。" #: editor/plugins/theme_editor_plugin.cpp msgid "Expand types." msgstr "タイプを展開。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all Theme items." msgstr "すべてのテーマアイテムを選択する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select With Data" msgstr "データ付きで選択" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all Theme items with item data." msgstr "すべてのテーマアイテムを、アイテムのデータ付きで選択する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect All" msgstr "すべて選択解除" #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all Theme items." msgstr "すべてのテーマアイテムの選択を解除する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Import Selected" msgstr "選択されたものをインポート" #: editor/plugins/theme_editor_plugin.cpp msgid "" "Import Items tab has some items selected. Selection will be lost upon " "closing this window.\n" "Close anyway?" msgstr "" "アイテムのインポート タブでアイテムが選択されています。ウィンドウを閉じると選" "択は失われます。\n" "それでも閉じますか?" #: editor/plugins/theme_editor_plugin.cpp msgid "" "Select a theme type from the list to edit its items.\n" "You can add a custom type or import a type with its items from another theme." msgstr "" "リストからテーマタイプを選択して、そのアイテムを編集できます。\n" "カスタムタイプを追加したり、他のテーマからタイプとそのアイテムをインポートで" "きます。" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Color Items" msgstr "すべてのカラーアイテムを除去" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Item" msgstr "アイテム名を変更" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Constant Items" msgstr "すべての定数アイテムを除去" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Font Items" msgstr "すべてのフォントアイテムを除去" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Icon Items" msgstr "すべてのアイコンアイテムを除去" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All StyleBox Items" msgstr "すべての StyleBox アイテムを除去" #: editor/plugins/theme_editor_plugin.cpp msgid "" "This theme type is empty.\n" "Add more items to it manually or by importing from another theme." msgstr "" "このテーマタイプは空です。\n" "手動もしくは他のテーマからインポートして、アイテムを追加してください。" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Color Item" msgstr "カラーアイテムの追加" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Constant Item" msgstr "定数アイテムの追加" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Font Item" msgstr "フォントアイテムの追加" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Icon Item" msgstr "アイコンアイテムの追加" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Stylebox Item" msgstr "StyleBox アイテムの追加" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Color Item" msgstr "カラーアイテム名の変更" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Constant Item" msgstr "定数アイテム名の変更" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Font Item" msgstr "フォントアイテム名の変更" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Icon Item" msgstr "アイコンアイテム名の変更" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Stylebox Item" msgstr "StyleBox アイテム名の変更" #: editor/plugins/theme_editor_plugin.cpp msgid "Invalid file, not a Theme resource." msgstr "無効なファイルです。テーマリソースではありません。" #: editor/plugins/theme_editor_plugin.cpp msgid "Invalid file, same as the edited Theme resource." msgstr "無効なファイルです。編集済みのテーマリソースと同じです。" #: editor/plugins/theme_editor_plugin.cpp msgid "Manage Theme Items" msgstr "テーマアイテムの管理" #: editor/plugins/theme_editor_plugin.cpp msgid "Edit Items" msgstr "アイテムを編集" #: editor/plugins/theme_editor_plugin.cpp msgid "Types:" msgstr "型:" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Type:" msgstr "型を追加:" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Item:" msgstr "アイテムを追加:" #: editor/plugins/theme_editor_plugin.cpp msgid "Add StyleBox Item" msgstr "StyleBox アイテムの追加" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Items:" msgstr "アイテムを除去:" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Class Items" msgstr "クラスアイテムを除去" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Custom Items" msgstr "カスタムアイテムを除去" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Items" msgstr "すべてのアイテムを除去" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Theme Item" msgstr "テーマアイテムを追加" #: editor/plugins/theme_editor_plugin.cpp msgid "Old Name:" msgstr "旧名:" #: editor/plugins/theme_editor_plugin.cpp msgid "Import Items" msgstr "アイテムのインポート" #: editor/plugins/theme_editor_plugin.cpp msgid "Default Theme" msgstr "デフォルトのテーマ" #: editor/plugins/theme_editor_plugin.cpp msgid "Editor Theme" msgstr "エディターのテーマ" #: editor/plugins/theme_editor_plugin.cpp msgid "Select Another Theme Resource:" msgstr "他のテーマリソースの選択:" #: editor/plugins/theme_editor_plugin.cpp msgid "Another Theme" msgstr "他のテーマ" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Type" msgstr "タイプを追加" #: editor/plugins/theme_editor_plugin.cpp msgid "Filter the list of types or create a new custom type:" msgstr "" #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Available Node-based types:" msgstr "利用可能なプロファイル:" #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Type name is empty!" msgstr "ファイル名が空です。" #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Are you sure you want to create an empty type?" msgstr "複数のプロジェクトを開いてもよろしいですか?" #: editor/plugins/theme_editor_plugin.cpp msgid "Confirm Item Rename" msgstr "アイテム名変更の確認" #: editor/plugins/theme_editor_plugin.cpp msgid "Cancel Item Rename" msgstr "アイテム名変更をキャンセル" #: editor/plugins/theme_editor_plugin.cpp msgid "Override Item" msgstr "アイテムを上書き" #: editor/plugins/theme_editor_plugin.cpp msgid "Unpin this StyleBox as a main style." msgstr "このStyleBoxをメインスタイルから固定解除します。" #: editor/plugins/theme_editor_plugin.cpp msgid "" "Pin this StyleBox as a main style. Editing its properties will update the " "same properties in all other StyleBoxes of this type." msgstr "" "このStyleBoxをメインスタイルに固定します。そのプロパティを編集すると、他すべ" "てのこのタイプのStyleBoxで同じプロパティが更新されます。" #: editor/plugins/theme_editor_plugin.cpp msgid "Show Default" msgstr "デフォルトの表示" #: editor/plugins/theme_editor_plugin.cpp msgid "Show default type items alongside items that have been overridden." msgstr "" "デフォルトタイプのアイテムを、オーバーライドされたアイテムと一緒に表示する。" #: editor/plugins/theme_editor_plugin.cpp msgid "Override All" msgstr "すべて上書き" #: editor/plugins/theme_editor_plugin.cpp msgid "Override all default type items." msgstr "すべてのデフォルトタイプのアイテムをオーバーライドする。" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Item Type" msgstr "アイテムのタイプを追加" #: editor/plugins/theme_editor_plugin.cpp msgid "Theme:" msgstr "テーマ:" #: editor/plugins/theme_editor_plugin.cpp msgid "Manage Items..." msgstr "アイテムを管理..." #: editor/plugins/theme_editor_plugin.cpp msgid "Add, remove, organize and import Theme items." msgstr "テーマアイテムの追加、削除、整理、インポートをする。" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Preview" msgstr "プレビューを追加" #: editor/plugins/theme_editor_plugin.cpp msgid "Default Preview" msgstr "デフォルトのプレビュー" #: editor/plugins/theme_editor_plugin.cpp msgid "Select UI Scene:" msgstr "UIシーンの選択:" #: editor/plugins/theme_editor_preview.cpp msgid "" "Toggle the control picker, allowing to visually select control types for " "edit." msgstr "" "コントロールピッカーを切り替えて、コントロールタイプを視覚的に選択して編集で" "きるようにします。" #: editor/plugins/theme_editor_preview.cpp msgid "Toggle Button" msgstr "切り替えボタン" #: editor/plugins/theme_editor_preview.cpp msgid "Disabled Button" msgstr "無効なボタン" #: editor/plugins/theme_editor_preview.cpp msgid "Item" msgstr "アイテム" #: editor/plugins/theme_editor_preview.cpp msgid "Disabled Item" msgstr "アイテムを無効にする" #: editor/plugins/theme_editor_preview.cpp msgid "Check Item" msgstr "アイテムをチェック" #: editor/plugins/theme_editor_preview.cpp msgid "Checked Item" msgstr "チェック済みアイテム" #: editor/plugins/theme_editor_preview.cpp msgid "Radio Item" msgstr "ラジオ アイテム" #: editor/plugins/theme_editor_preview.cpp msgid "Checked Radio Item" msgstr "チェック済みラジオ アイテム" #: editor/plugins/theme_editor_preview.cpp msgid "Named Separator" msgstr "名前付きセパレーター" #: editor/plugins/theme_editor_preview.cpp msgid "Submenu" msgstr "サブメニュー" #: editor/plugins/theme_editor_preview.cpp msgid "Subitem 1" msgstr "サブアイテム 1" #: editor/plugins/theme_editor_preview.cpp msgid "Subitem 2" msgstr "サブアイテム 2" #: editor/plugins/theme_editor_preview.cpp msgid "Has" msgstr "Has" #: editor/plugins/theme_editor_preview.cpp msgid "Many" msgstr "Many" #: editor/plugins/theme_editor_preview.cpp msgid "Disabled LineEdit" msgstr "無効な LineEdit" #: editor/plugins/theme_editor_preview.cpp msgid "Tab 1" msgstr "タブ1" #: editor/plugins/theme_editor_preview.cpp msgid "Tab 2" msgstr "タブ2" #: editor/plugins/theme_editor_preview.cpp msgid "Tab 3" msgstr "タブ3" #: editor/plugins/theme_editor_preview.cpp msgid "Editable Item" msgstr "編集可能なアイテム" #: editor/plugins/theme_editor_preview.cpp msgid "Subtree" msgstr "サブツリー" #: editor/plugins/theme_editor_preview.cpp msgid "Has,Many,Options" msgstr "Has,Many,Options" #: editor/plugins/theme_editor_preview.cpp msgid "Invalid path, the PackedScene resource was probably moved or removed." msgstr "" "無効なパスです。おそらくPackedSceneリソースは移動または削除されています。" #: editor/plugins/theme_editor_preview.cpp msgid "Invalid PackedScene resource, must have a Control node at its root." msgstr "無効な PackedScene リソースです。ルートには Control ノードが必要です。" #: editor/plugins/theme_editor_preview.cpp msgid "Invalid file, not a PackedScene resource." msgstr "無効なファイルです。PackedScene のリソースではありません。" #: editor/plugins/theme_editor_preview.cpp msgid "Reload the scene to reflect its most actual state." msgstr "最も実際の状態を反映させるためにシーンをリロードします。" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Erase Selection" msgstr "選択範囲を消去" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Fix Invalid Tiles" msgstr "無効なタイルを修正" #: editor/plugins/tile_map_editor_plugin.cpp #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cut Selection" msgstr "選択範囲を切り取り" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Paint TileMap" msgstr "タイルマップを塗る" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Line Draw" msgstr "直線を描画" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Rectangle Paint" msgstr "長方形ペイント" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Bucket Fill" msgstr "塗りつぶし" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Erase TileMap" msgstr "タイルマップを消去" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Find Tile" msgstr "タイルを検索" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Transpose" msgstr "行列(縦横)入れ替え" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Disable Autotile" msgstr "オートタイルを無効にする" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Enable Priority" msgstr "優先順位を有効化" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Filter tiles" msgstr "タイルを絞り込む" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Give a TileSet resource to this TileMap to use its tiles." msgstr "" "タイルチップを使うにはこのタイルマップにタイルセットリソースを設定してくださ" "い。" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Paint Tile" msgstr "タイルをペイント" #: editor/plugins/tile_map_editor_plugin.cpp msgid "" "Shift+LMB: Line Draw\n" "Shift+Command+LMB: Rectangle Paint" msgstr "" "Shift+左クリック: 直線に描く\n" "Shift+Command+左クリック: 長方形ペイント" #: editor/plugins/tile_map_editor_plugin.cpp msgid "" "Shift+LMB: Line Draw\n" "Shift+Ctrl+LMB: Rectangle Paint" msgstr "" "Shift+左クリック: 直線に描く\n" "Shift+Ctrl+左クリック: 長方形ペイント" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Pick Tile" msgstr "タイルをピック" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Rotate Left" msgstr "左に回転" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Rotate Right" msgstr "右に回転" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Flip Horizontally" msgstr "左右反転" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Flip Vertically" msgstr "上下反転" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Clear Transform" msgstr "トランスフォームをクリア" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Add Texture(s) to TileSet." msgstr "テクスチャをタイルセットに追加する。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove selected Texture from TileSet." msgstr "選択したテクスチャをタイルセットから削除する。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create from Scene" msgstr "シーンから生成" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Merge from Scene" msgstr "シーンからマージ" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Single Tile" msgstr "新しいシングルタイル" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Autotile" msgstr "新しいオートタイル" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Atlas" msgstr "新しいアトラス" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Next Coordinate" msgstr "次の座標" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Select the next shape, subtile, or Tile." msgstr "次のシェイプ、サブタイル、またはタイルを選択します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Previous Coordinate" msgstr "前の座標" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Select the previous shape, subtile, or Tile." msgstr "前のシェイプ、サブタイル、またはタイルを選択します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Region" msgstr "領域" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Collision" msgstr "コリジョン" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Occlusion" msgstr "オクルージョン" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Navigation" msgstr "ナビゲーション" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Bitmask" msgstr "ビットマスク" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Priority" msgstr "優先順位" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Icon" msgstr "アイコン" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Z Index" msgstr "Zインデックス" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Region Mode" msgstr "領域モード" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Collision Mode" msgstr "コリジョンモード" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Occlusion Mode" msgstr "オクルージョンモード" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Navigation Mode" msgstr "ナビゲーションモード" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Bitmask Mode" msgstr "ビットマスクモード" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Priority Mode" msgstr "優先順位モード" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Icon Mode" msgstr "アイコンモード" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Z Index Mode" msgstr "Zインデックスモード" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Copy bitmask." msgstr "ビットマスクをコピー。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Paste bitmask." msgstr "ビットマスクを貼り付け。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Erase bitmask." msgstr "ビットマスクを消去。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create a new rectangle." msgstr "新しく長方形を作成。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Rectangle" msgstr "新規長方形" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create a new polygon." msgstr "新規ポリゴンを生成。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Polygon" msgstr "新規ポリゴン" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Delete Selected Shape" msgstr "選択したシェイプを削除" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Keep polygon inside region Rect." msgstr "領域 Rect 内のポリゴンを保持します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Enable snap and show grid (configurable via the Inspector)." msgstr "スナップとグリッドの表示を有効にする (インスペクターから設定可能)。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Display Tile Names (Hold Alt Key)" msgstr "タイル名を表示 (Altキーを長押し)" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Add or select a texture on the left panel to edit the tiles bound to it." msgstr "" "設定されたタイルを編集するには、左のパネルからテクスチャを追加するか、選択し" "てください。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove selected texture? This will remove all tiles which use it." msgstr "" "選択したテクスチャを除去しますか? これを使用しているすべてのタイルは除去され" "ます。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "You haven't selected a texture to remove." msgstr "除去するテクスチャが選択されていません。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create from scene? This will overwrite all current tiles." msgstr "" "シーンから作成しますか?これにより、現在のすべてのタイルが上書きされます。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Merge from scene?" msgstr "シーンからマージしますか?" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Texture" msgstr "テクスチャを削除" #: editor/plugins/tile_set_editor_plugin.cpp msgid "%s file(s) were not added because was already on the list." msgstr "%s ファイル はすでにリストに含まれているため追加されませんでした。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Drag handles to edit Rect.\n" "Click on another Tile to edit it." msgstr "" "ハンドルをドラッグして長方形を編集します。\n" "別のタイルをクリックするとそれを編集します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Delete selected Rect." msgstr "選択した長方形を削除する。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select current edited sub-tile.\n" "Click on another Tile to edit it." msgstr "" "現在編集中のサブタイルを選択します。\n" "別のタイルをクリックしてそれを編集します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Delete polygon." msgstr "ポリゴンを削除。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "LMB: Set bit on.\n" "RMB: Set bit off.\n" "Shift+LMB: Set wildcard bit.\n" "Click on another Tile to edit it." msgstr "" "左クリック:ビットをオンにします。\n" "右クリック:ビットをオフにします。\n" "Shift+左クリック:ワイルドカード・ビットを設定します。\n" "別のタイルをクリックしてそれを編集します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select sub-tile to use as icon, this will be also used on invalid autotile " "bindings.\n" "Click on another Tile to edit it." msgstr "" "アイコンとして使用するサブタイルを選択してください。これは無効な自動タイルバ" "インドにも使用されます。\n" "別のタイルをクリックして編集します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select sub-tile to change its priority.\n" "Click on another Tile to edit it." msgstr "" "優先度を変更するサブタイルを選択します。\n" "別のタイルをクリックして編集します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select sub-tile to change its z index.\n" "Click on another Tile to edit it." msgstr "" "サブタイルを選択して、zインデックスを変更します。\n" "別のタイルをクリックしてそれを編集します。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Set Tile Region" msgstr "タイル領域を設定" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Tile" msgstr "タイルを生成" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Set Tile Icon" msgstr "タイル アイコンを設定" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Tile Bitmask" msgstr "タイル ビットマスクを編集" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Collision Polygon" msgstr "コリジョンポリゴンの編集" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Occlusion Polygon" msgstr "オクルージョン ポリゴンを編集" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Navigation Polygon" msgstr "ナビゲーション ポリゴンを編集" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Paste Tile Bitmask" msgstr "タイル ビットマスクを貼り付け" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Clear Tile Bitmask" msgstr "タイル ビットマスクをクリア" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Make Polygon Concave" msgstr "ポリゴンを凹面にする" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Make Polygon Convex" msgstr "ポリゴンを凸面にする" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Tile" msgstr "タイルを除去" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Collision Polygon" msgstr "コリジョンポリゴンを削除" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Occlusion Polygon" msgstr "オクルージョン ポリゴンを除去" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Navigation Polygon" msgstr "ナビゲーション ポリゴンを除去" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Tile Priority" msgstr "タイル プロパティを編集" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Tile Z Index" msgstr "タイルのZインデックスを編集" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Make Convex" msgstr "凸面を作る" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Make Concave" msgstr "凹面を作る" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Collision Polygon" msgstr "コリジョン ポリゴンを生成" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Occlusion Polygon" msgstr "オクルージョン ポリゴンを生成" #: editor/plugins/tile_set_editor_plugin.cpp msgid "This property can't be changed." msgstr "このプロパティは変更できません。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "TileSet" msgstr "タイルセット" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "No VCS plugins are available." msgstr "VCSアドオンは利用できません。" #: editor/plugins/version_control_editor_plugin.cpp msgid "Error" msgstr "エラー" #: editor/plugins/version_control_editor_plugin.cpp msgid "" "Remote settings are empty. VCS features that use the network may not work." msgstr "" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "No commit message was provided." msgstr "名前が付いていません。" #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit" msgstr "コミット" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Staged Changes" msgstr "シェーダーの変更:" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Unstaged Changes" msgstr "シェーダーの変更:" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Commit:" msgstr "コミット" #: editor/plugins/version_control_editor_plugin.cpp msgid "Date:" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Subtitle:" msgstr "サブツリー" #: editor/plugins/version_control_editor_plugin.cpp msgid "Do you want to remove the %s branch?" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Do you want to remove the %s remote?" msgstr "複数のプロジェクトを開いてもよろしいですか?" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Apply" msgstr "リセット" #: editor/plugins/version_control_editor_plugin.cpp msgid "Version Control System" msgstr "バージョン管理システム" #: editor/plugins/version_control_editor_plugin.cpp msgid "Initialize" msgstr "初期化" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Remote Login" msgstr "ポイントを削除" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Username" msgstr "名前の変更" #: editor/plugins/version_control_editor_plugin.cpp msgid "Password" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp msgid "SSH Public Key Path" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp msgid "Select SSH public key path" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp msgid "SSH Private Key Path" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp msgid "Select SSH private key path" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp msgid "SSH Passphrase" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp msgid "Detect new changes" msgstr "新しい変更点を検出" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Discard all changes" msgstr "変更を保存して閉じますか?" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Stage all changes" msgstr "ローカルの変更を保存..." #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Unstage all changes" msgstr "マテリアルの変更:" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Commit Message" msgstr "変更をコミットする" #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit Changes" msgstr "変更をコミットする" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Commit List" msgstr "コミット" #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit list size" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp msgid "10" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp msgid "20" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp msgid "30" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Branches" msgstr "一致:" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Create New Branch" msgstr "新規プロジェクトを作成" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Remove Branch" msgstr "アニメーショントラックを除去" #: editor/plugins/version_control_editor_plugin.cpp msgid "Branch Name" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Remotes" msgstr "リモート" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Create New Remote" msgstr "新規プロジェクトを作成" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Remove Remote" msgstr "アイテムを除去" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Remote Name" msgstr "リモート " #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Remote URL" msgstr "リモート " #: editor/plugins/version_control_editor_plugin.cpp msgid "Fetch" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp msgid "Pull" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp msgid "Push" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Force Push" msgstr "ソースメッシュ:" #: editor/plugins/version_control_editor_plugin.cpp msgid "Modified" msgstr "変更済み" #: editor/plugins/version_control_editor_plugin.cpp msgid "Renamed" msgstr "名前変更済み" #: editor/plugins/version_control_editor_plugin.cpp msgid "Deleted" msgstr "削除済み" #: editor/plugins/version_control_editor_plugin.cpp msgid "Typechange" msgstr "タイプ変更" #: editor/plugins/version_control_editor_plugin.cpp msgid "Unmerged" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "View:" msgstr "ビュー" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Split" msgstr "パスを分割" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Unified" msgstr "変更済み" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "(GLES3 only)" msgstr "(GLES3のみ)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Output" msgstr "出力を追加" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar" msgstr "Scalar" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector" msgstr "Vector" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean" msgstr "Boolean" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sampler" msgstr "Sampler" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add input port" msgstr "入力ポートを追加" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add output port" msgstr "出力ポートを追加" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change input port type" msgstr "入力ポートのタイプを変更" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change output port type" msgstr "出力ポートのタイプを変更" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change input port name" msgstr "入力ポート名の変更" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change output port name" msgstr "出力ポート名の変更" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Remove input port" msgstr "入力ポートの削除" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Remove output port" msgstr "出力ポートの削除" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set expression" msgstr "式を設定" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Resize VisualShader node" msgstr "VisualShaderノードのサイズを変更" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set Uniform Name" msgstr "Uniform名を設定" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set Input Default Port" msgstr "入力デフォルトポートの設定" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Node to Visual Shader" msgstr "ビジュアルシェーダーにノードを追加" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Node(s) Moved" msgstr "ノードの移動" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Duplicate Nodes" msgstr "ノードを複製" #: editor/plugins/visual_shader_editor_plugin.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Paste Nodes" msgstr "ノードを貼り付け" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Delete Nodes" msgstr "ノードを削除" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Visual Shader Input Type Changed" msgstr "ビジュアルシェーダーの入力タイプが変更されました" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "UniformRef Name Changed" msgstr "UniformRef の名称変更" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vertex" msgstr "頂点" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Fragment" msgstr "フラグメント" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Light" msgstr "ライト" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Show resulted shader code." msgstr "シェーダーコードの結果を表示。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Create Shader Node" msgstr "シェーダーノードの作成" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color function." msgstr "Color関数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color operator." msgstr "Color演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Grayscale function." msgstr "グレースケール関数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts HSV vector to RGB equivalent." msgstr "HSVベクトルをRGBベクトルに変換。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts RGB vector to HSV equivalent." msgstr "RGBベクトルをHSVベクトルに変換。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sepia function." msgstr "セピア関数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Burn operator." msgstr "Burn演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Darken operator." msgstr "Darken演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Difference operator." msgstr "差分演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Dodge operator." msgstr "Dodge演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "HardLight operator." msgstr "HardLight演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Lighten operator." msgstr "Lighten演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Overlay operator." msgstr "オーバーレイ演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Screen operator." msgstr "Screen演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "SoftLight operator." msgstr "SoftLight演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color constant." msgstr "Color定数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color uniform." msgstr "Colorのuniform。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the boolean result of the %s comparison between two parameters." msgstr "2つのパラメーター間の %s 比較のブール結果を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Equal (==)" msgstr "等しい(==)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Greater Than (>)" msgstr "より大きい(>)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Greater Than or Equal (>=)" msgstr "より大きいか等しい(>=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated vector if the provided scalars are equal, greater or " "less." msgstr "" "指定されたスカラーが等しいか、より大きいか、またはより小さい場合、関連付けら" "れたベクトルを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between INF and a scalar " "parameter." msgstr "INFとスカラーパラメーターの比較の結果をブール値で返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between NaN and a scalar " "parameter." msgstr "NaNとスカラーパラメーターの比較の結果をブール値で返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Less Than (<)" msgstr "より小さい(<)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Less Than or Equal (<=)" msgstr "それ以下(<=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Not Equal (!=)" msgstr "等しくない (!=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated vector if the provided boolean value is true or false." msgstr "" "指定されたブール値がtrueまたはfalseの場合、関連付けられたベクトルを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated scalar if the provided boolean value is true or false." msgstr "" "指定されたブール値がtrueまたはfalseの場合、関連付けられたスカラーを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the boolean result of the comparison between two parameters." msgstr "2つのパラメーター間の比較の結果をブール値で返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between INF (or NaN) and a " "scalar parameter." msgstr "INF(またはNaN)とスカラパラメーターとの比較のブール結果を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean constant." msgstr "ブール定数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean uniform." msgstr "真偽値のuniform変数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for all shader modes." msgstr "すべてのシェーダーモードの '%s' 入力パラメーター。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Input parameter." msgstr "入力パラメーター。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex and fragment shader modes." msgstr "頂点、フラグメントシェーダーモード(複数)の '%s' 入力パラメーター。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for fragment and light shader modes." msgstr "フラグメント、ライトシェーダーモード(複数)の '%s' 入力パラメーター。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for fragment shader mode." msgstr "フラグメントシェーダーモードの '%s' 入力パラメーター。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for light shader mode." msgstr "ライトシェーダーモードの '%s' 入力パラメーター。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex shader mode." msgstr "頂点シェーダーモードの '%s' 入力パラメーター。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex and fragment shader mode." msgstr "頂点、フラグメントシェーダーモードの '%s' 入力パラメーター。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar function." msgstr "スカラー関数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar operator." msgstr "スカラー演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "E constant (2.718282). Represents the base of the natural logarithm." msgstr "ネイピア数(2.718282)。自然対数のベースを表します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Epsilon constant (0.00001). Smallest possible scalar number." msgstr "ε(イプシロン)定数(0.00001)。使用可能な最小のスカラー数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Phi constant (1.618034). Golden ratio." msgstr "φ(ファイ)定数 (1.618034)。黄金比。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi/4 constant (0.785398) or 45 degrees." msgstr "π(パイ)/4定数 (0.785398) または45度。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi/2 constant (1.570796) or 90 degrees." msgstr "π(パイ)/2 定数(1.570796)または90度。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi constant (3.141593) or 180 degrees." msgstr "π(パイ)定数(3.141593)または180度。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Tau constant (6.283185) or 360 degrees." msgstr "τ(タウ)定数(6.283185)または360度。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sqrt2 constant (1.414214). Square root of 2." msgstr "Sqrt2定数(1.414214)。2の平方根。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the absolute value of the parameter." msgstr "パラメーターの絶対値を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-cosine of the parameter." msgstr "パラメーターの逆コサインを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic cosine of the parameter." msgstr "パラメーターの逆双曲線余弦を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-sine of the parameter." msgstr "パラメーターの逆サインを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic sine of the parameter." msgstr "パラメーターの双曲線逆サインを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-tangent of the parameter." msgstr "パラメーターの逆タンジェントを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-tangent of the parameters." msgstr "複数パラメーターの逆タンジェントを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "パラメーターの双曲線逆タンジェントを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Finds the nearest integer that is greater than or equal to the parameter." msgstr "パラメーターと等しいかより大きい、最も近い整数を求めます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Constrains a value to lie between two further values." msgstr "値をさらに2つの値の間にあるように制約します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the cosine of the parameter." msgstr "パラメーターのコサインを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic cosine of the parameter." msgstr "パラメーターの双曲線コサインを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts a quantity in radians to degrees." msgstr "ラジアン単位の数量を度に変換します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-e Exponential." msgstr "ベースe指数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-2 Exponential." msgstr "2を底とする指数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest integer less than or equal to the parameter." msgstr "パラメーターと等しいかより小さい、最も近い整数を求めます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Computes the fractional part of the argument." msgstr "引数の小数部を計算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse of the square root of the parameter." msgstr "パラメーターの平方根の逆数を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Natural logarithm." msgstr "自然対数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-2 logarithm." msgstr "2を底とする対数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the greater of two values." msgstr "2つの値のうち大きい方を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the lesser of two values." msgstr "2つの値のうち小さい方を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two scalars." msgstr "2つのスカラー間のリニア補間。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the opposite value of the parameter." msgstr "パラメーターの反対の値を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 - scalar" msgstr "1.0 - スカラー" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the value of the first parameter raised to the power of the second." msgstr "最初のパラメーターの値を2のべき乗で返した値を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts a quantity in degrees to radians." msgstr "度単位の量をラジアンに変換します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 / scalar" msgstr "1.0 / スカラー" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest integer to the parameter." msgstr "パラメーターに最も近い整数を求めます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest even integer to the parameter." msgstr "パラメーターに最も近い偶数の整数を求めます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Clamps the value between 0.0 and 1.0." msgstr "値を0.0から1.0の間に固定します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Extracts the sign of the parameter." msgstr "パラメーターの符号を抽出します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the sine of the parameter." msgstr "パラメーターのサインを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic sine of the parameter." msgstr "パラメーターの双曲サインを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the square root of the parameter." msgstr "パラメーターの平方根を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " "'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " "using Hermite polynomials." msgstr "" "SmoothStep関数( scalar(edge0), scalar(edge1), scalar(x) )。\n" "\n" "'x' が 'edge0' より小さい場合は 0.0 を返し、xが 'edge1' より大きい場合は 1.0 " "を返します。それ以外の場合、戻り値はエルミート多項式を使用して 0.0 と 1.0 の" "間で補間されます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Step function( scalar(edge), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" "Step関数( scalar(edge), scalar(x) )。\n" "\n" "'x' が 'edge' より小さい場合は 0.0 を返し、それ以外の場合は 1.0 を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the tangent of the parameter." msgstr "パラメーターのタンジェントを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic tangent of the parameter." msgstr "パラメーターの双曲タンジェントを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the truncated value of the parameter." msgstr "パラメーターを切り捨てた値を求めます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Adds scalar to scalar." msgstr "スカラーにスカラーを追加します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides scalar by scalar." msgstr "スカラーをスカラーで除算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies scalar by scalar." msgstr "スカラーをスカラーで乗算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the remainder of the two scalars." msgstr "2つのスカラーの剰余を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts scalar from scalar." msgstr "スカラーからスカラーを減算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar constant." msgstr "スカラー定数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar uniform." msgstr "Scalarのuniform。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Perform the cubic texture lookup." msgstr "立体テクスチャ・ルックアップを実行します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Perform the texture lookup." msgstr "テクスチャ・ルックアップを実行します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Cubic texture uniform lookup." msgstr "キュービックテクスチャuniformルックアップ。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "2D texture uniform lookup." msgstr "2Dテクスチャuniformルックアップ。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "2D texture uniform lookup with triplanar." msgstr "triplanarの2Dテクスチャuniformルックアップ。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform function." msgstr "トランスフォーム関数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Calculate the outer product of a pair of vectors.\n" "\n" "OuterProduct treats the first parameter 'c' as a column vector (matrix with " "one column) and the second parameter 'r' as a row vector (matrix with one " "row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix " "whose number of rows is the number of components in 'c' and whose number of " "columns is the number of components in 'r'." msgstr "" "ベクトルのペアの外積を計算します。\n" "\n" "OuterProductは、最初のパラメーター 'c' を列ベクトル(1列の行列)として、2番目の" "パラメータ 'r' を行ベクトル(1行の行列)として処理し、線形代数行列乗算 'c * r' " "を実行して、行の数が 'c' のコンポーネントの数で、列の数が 'r' のコンポーネン" "トの数である行列を生成します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Composes transform from four vectors." msgstr "4つのベクトルからトランスフォームを作成します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Decomposes transform to four vectors." msgstr "トランスフォームを4つのベクトルに分解します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the determinant of a transform." msgstr "トランスフォームの行列式を計算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the inverse of a transform." msgstr "トランスフォームの逆行列を計算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the transpose of a transform." msgstr "トランスフォームの転置を計算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies transform by transform." msgstr "トランスフォームでトランスフォームを乗算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies vector by transform." msgstr "トランスフォームでベクトルを乗算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform constant." msgstr "トランスフォーム定数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform uniform." msgstr "トランスフォーム用uniform。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector function." msgstr "ベクトル関数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector operator." msgstr "ベクトル演算子。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Composes vector from three scalars." msgstr "3つのスカラーからベクトルを作成します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Decomposes vector to three scalars." msgstr "ベクトルから3つのスカラーを作成します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the cross product of two vectors." msgstr "2つのベクトルの外積を計算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the distance between two points." msgstr "2点間の距離を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the dot product of two vectors." msgstr "2つのベクトルの内積を計算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the vector that points in the same direction as a reference vector. " "The function has three vector parameters : N, the vector to orient, I, the " "incident vector, and Nref, the reference vector. If the dot product of I and " "Nref is smaller than zero the return value is N. Otherwise -N is returned." msgstr "" "参照ベクトルと同じ方向を指すベクトルを返します。 この関数には3つのベクトルパ" "ラメータがあります。Nは方向ベクトル、Iは入射ベクトル、Nrefは参照ベクトルで" "す。 IとNrefの内積が0より小さい場合、戻り値はNです。それ以外の場合、-Nが返さ" "れます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the length of a vector." msgstr "ベクトルの長さを計算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two vectors." msgstr "2つのベクトル間のリニア補間。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two vectors using scalar." msgstr "スカラーを使った、2つのベクトル間のリニア補間。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the normalize product of vector." msgstr "ベクトルの正規化積を計算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 - vector" msgstr "1.0 - ベクトル" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 / vector" msgstr "1.0 / ベクトル" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the vector that points in the direction of reflection ( a : incident " "vector, b : normal vector )." msgstr "" "反射の方向 (a: 入射ベクトル、b: 法線ベクトル) を指すベクトルを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the vector that points in the direction of refraction." msgstr "屈折の方向を指すベクトルを返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " "'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " "using Hermite polynomials." msgstr "" "SmoothStep関数( vector(edge0), vector(edge1), vector (x) )。\n" "\n" "'x' が 'edge0' より小さい場合は0.0を返し、'x' が 'edge1' より大きい場合は1.0" "を返します。それ以外の場合、戻り値はエルミート多項式を使用して0.0と1.0の間で" "補間されます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " "'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " "using Hermite polynomials." msgstr "" "SmoothStep関数( scalar(edge0), scalar(edge1), vector(x) )。\n" "\n" "'x' が 'edge0' より小さい場合は0.0を返し、xが 'edge1' より大きい場合は1.0を返" "します。それ以外の場合、戻り値はエルミート多項式を使用して0.0と1.0の間で補間" "されます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Step function( vector(edge), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" "Step関数( vector(edge), vector(x) )。\n" "\n" "'x' が 'edge' より小さい場合は0.0を返し、それ以外の場合は1.0を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Step function( scalar(edge), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" "Step関数( scalar(edge), vector(x) )。\n" "\n" "'x' が 'edge' より小さい場合は0.0を返し、それ以外の場合は1.0を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Adds vector to vector." msgstr "ベクトルにベクトルを加算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides vector by vector." msgstr "ベクトルでベクトルを除算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies vector by vector." msgstr "ベクトルでベクトルを乗算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the remainder of the two vectors." msgstr "2つのベクトルの剰余を返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts vector from vector." msgstr "ベクトルにベクトルを減算します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector constant." msgstr "ベクトル定数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector uniform." msgstr "ベクトルuniform。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Custom Godot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" "カスタムのGodotシェーダー言語式。カスタムの量の入出力ポートを持ちます。 これ" "はvertex / fragment / light関数へのコードの直接注入です。内部で関数宣言を書く" "ためにそれを使用しないでください。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns falloff based on the dot product of surface normal and view " "direction of camera (pass associated inputs to it)." msgstr "" "サーフェス法線とカメラのビュー方向(関連する入力を渡す)の内積に基づいて減衰を" "返します。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Custom Godot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, uniforms and " "constants." msgstr "" "カスタムGodotシェーダー言語の表現は、シェーディング結果の最後に位置します。さ" "まざまな関数をその中で定義し、表現の中で呼び出すことができます。またvarying変" "数、uniform変数、定数を宣言することができます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "A reference to an existing uniform." msgstr "既存の uniform への参照です。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "(Fragment/Light mode only) Scalar derivative function." msgstr "(フラグメント/ライトモードのみ)スカラー導関数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "(Fragment/Light mode only) Vector derivative function." msgstr "(フラグメント/ライトモードのみ)ベクトル導関数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'x' using local " "differencing." msgstr "" "(フラグメント/ライトモードのみ)(ベクトル)ローカル差分を使用して 'x' で微分し" "ます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'x' using local " "differencing." msgstr "" "(フラグメント/ライトモードのみ)(スカラー)ローカル差分を使用して 'x' で微分し" "ます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'y' using local " "differencing." msgstr "" "(フラグメント/ライトモードのみ)(ベクトル)ローカル差分を使用して 'y' で微分し" "ます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'y' using local " "differencing." msgstr "" "(フラグメント/ライトモードのみ)(スカラー)ローカル差分を使用して 'y' で微分し" "ます。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " "'y'." msgstr "" "(フラグメント/ライトモードのみ)(ベクトル) 'x' と 'y' の絶対導関数の合計。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " "'y'." msgstr "" "(フラグメント/ライトモードのみ)(スカラー) 'x' と 'y' の絶対導関数の合計。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "VisualShader" msgstr "VisualShader" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Edit Visual Property:" msgstr "ビジュアルプロパティを編集:" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Visual Shader Mode Changed" msgstr "ビジュアルシェーダーモードが変更されました" #: editor/project_export.cpp msgid "Runnable" msgstr "実行可能" #: editor/project_export.cpp msgid "Delete preset '%s'?" msgstr "プリセット '%s' を削除しますか?" #: editor/project_export.cpp msgid "" "Failed to export the project for platform '%s'.\n" "Export templates seem to be missing or invalid." msgstr "" "プラットフォーム '%s' へのプロジェクトのエクスポートに失敗しました。\n" "エクスポート用テンプレートが存在しないか、あるいは異常であるようです。" #: editor/project_export.cpp msgid "" "Failed to export the project for platform '%s'.\n" "This might be due to a configuration issue in the export preset or your " "export settings." msgstr "" "プラットフォーム '%s' へのプロジェクトのエクスポートに失敗しました。\n" "エクスポート用プリセットあるいはエクスポート設定に問題がある可能性がありま" "す。" #: editor/project_export.cpp msgid "Release" msgstr "リリース" #: editor/project_export.cpp msgid "Exporting All" msgstr "すべてエクスポート" #: editor/project_export.cpp msgid "The given export path doesn't exist:" msgstr "指定されたエクスポートパスが存在しません:" #: editor/project_export.cpp msgid "Export templates for this platform are missing/corrupted:" msgstr "" "このプラットフォームに対するエクスポート テンプレートが見つからないか、破損し" "ています:" #: editor/project_export.cpp msgid "Presets" msgstr "プリセット" #: editor/project_export.cpp editor/project_settings_editor.cpp msgid "Add..." msgstr "追加..." #: editor/project_export.cpp msgid "" "If checked, the preset will be available for use in one-click deploy.\n" "Only one preset per platform may be marked as runnable." msgstr "" "チェックを入れると、ワンクリック・デプロイでもこのプリセットが使われるように" "なります。\n" "ひとつのプラットフォームに対し、ひとつのプリセットのみが実行可能としてマーク" "できます。" #: editor/project_export.cpp msgid "Export Path" msgstr "エクスポート先のパス" #: editor/project_export.cpp msgid "Resources" msgstr "リソース" #: editor/project_export.cpp msgid "Export all resources in the project" msgstr "プロジェクト内のリソースをすべてエクスポート" #: editor/project_export.cpp msgid "Export selected scenes (and dependencies)" msgstr "選択したシーン(と依存関係にあるもの)をエクスポート" #: editor/project_export.cpp msgid "Export selected resources (and dependencies)" msgstr "選択したリソース(と依存関係にあるもの)をエクスポート" #: editor/project_export.cpp msgid "Export Mode:" msgstr "エクスポートモード:" #: editor/project_export.cpp msgid "Resources to export:" msgstr "エクスポートするリソース:" #: editor/project_export.cpp msgid "" "Filters to export non-resource files/folders\n" "(comma-separated, e.g: *.json, *.txt, docs/*)" msgstr "" "リソース以外のファイル/フォルダーをエクスポートするためのフィルター\n" "(コンマ区切り、 例: *.json, *.txt, docs/*)" #: editor/project_export.cpp msgid "" "Filters to exclude files/folders from project\n" "(comma-separated, e.g: *.json, *.txt, docs/*)" msgstr "" "プロジェクトからファイル/フォルダーを除外するフィルター\n" "(コンマ区切り、 例: *.json, *.txt, docs/*)" #: editor/project_export.cpp msgid "Features" msgstr "機能" #: editor/project_export.cpp msgid "Custom (comma-separated):" msgstr "カスタム (コンマ区切り):" #: editor/project_export.cpp msgid "Feature List:" msgstr "機能一覧:" #: editor/project_export.cpp msgid "Script" msgstr "スクリプト" #: editor/project_export.cpp msgid "GDScript Export Mode:" msgstr "GDScript のエクスポートモード:" #: editor/project_export.cpp msgid "Text" msgstr "テキスト" #: editor/project_export.cpp msgid "Compiled Bytecode (Faster Loading)" msgstr "コンパイルされたバイトコード (より高速なローディング)" #: editor/project_export.cpp msgid "Encrypted (Provide Key Below)" msgstr "暗号化 (下にキーを入力)" #: editor/project_export.cpp msgid "Invalid Encryption Key (must be 64 hexadecimal characters long)" msgstr "無効な暗号化キー (16進数で64文字である必要があります)" #: editor/project_export.cpp msgid "GDScript Encryption Key (256-bits as hexadecimal):" msgstr "GDScript 暗号化キー (16進数で256ビット):" #: editor/project_export.cpp msgid "Export PCK/Zip" msgstr "PCK/Zipのエクスポート" #: editor/project_export.cpp msgid "Export Project" msgstr "プロジェクトのエクスポート" #: editor/project_export.cpp msgid "Export mode?" msgstr "エクスポートのモードは?" #: editor/project_export.cpp msgid "Export All" msgstr "すべてエクスポート" #: editor/project_export.cpp editor/project_manager.cpp msgid "ZIP File" msgstr "ZIPファイル" #: editor/project_export.cpp msgid "Godot Game Pack" msgstr "Godotゲームパック" #: editor/project_export.cpp msgid "Export templates for this platform are missing:" msgstr "このプラットフォームに対するエクスポート テンプレートが見つかりません:" #: editor/project_export.cpp msgid "Manage Export Templates" msgstr "エクスポートテンプレートの管理" #: editor/project_export.cpp msgid "Export With Debug" msgstr "デバッグ付きエクスポート" #: editor/project_manager.cpp msgid "The path specified doesn't exist." msgstr "指定されたパスは存在しません。" #: editor/project_manager.cpp msgid "Error opening package file (it's not in ZIP format)." msgstr "" "パッケージ ファイルを開くときにエラーが発生しました (ZIP形式ではありません)。" #: editor/project_manager.cpp msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "" "無効な\".zip\"プロジェクトファイルです。\"project.godot\"ファイルが含まれてい" "ません。" #: editor/project_manager.cpp msgid "Please choose an empty folder." msgstr "空のフォルダーを選択してください。" #: editor/project_manager.cpp msgid "Please choose a \"project.godot\" or \".zip\" file." msgstr "\"project.godot\"または\".zip\"ファイルを選択してください。" #: editor/project_manager.cpp msgid "This directory already contains a Godot project." msgstr "このディレクトリにはすでにGodotプロジェクトが含まれています。" #: editor/project_manager.cpp msgid "New Game Project" msgstr "新しいゲームプロジェクト" #: editor/project_manager.cpp msgid "Imported Project" msgstr "インポートされたプロジェクト" #: editor/project_manager.cpp msgid "Invalid project name." msgstr "無効なプロジェクト名です。" #: editor/project_manager.cpp msgid "Couldn't create folder." msgstr "フォルダーを作成できませんでした。" #: editor/project_manager.cpp msgid "There is already a folder in this path with the specified name." msgstr "このパスには、指定された名前のフォルダーがすでに存在します。" #: editor/project_manager.cpp msgid "It would be a good idea to name your project." msgstr "プロジェクトには名前を付けることを推奨します。" #: editor/project_manager.cpp msgid "Invalid project path (changed anything?)." msgstr "無効なプロジェクトパスです (なにか変更がありましたか?)。" #: editor/project_manager.cpp msgid "" "Couldn't load project.godot in project path (error %d). It may be missing or " "corrupted." msgstr "" "プロジェクトパスの project.godot を読み込めませんでした。 (エラー %d)。見つか" "らないか破損している可能性があります。" #: editor/project_manager.cpp msgid "Couldn't edit project.godot in project path." msgstr "プロジェクトパスの project.godot を編集できませんでした。" #: editor/project_manager.cpp msgid "Couldn't create project.godot in project path." msgstr "project.godot をプロジェクトパスに生成できませんでした。" #: editor/project_manager.cpp msgid "Error opening package file, not in ZIP format." msgstr "パッケージファイルを開けませんでした、zip 形式ではありません。" #: editor/project_manager.cpp msgid "The following files failed extraction from package:" msgstr "次のファイルをパッケージから抽出できませんでした:" #: editor/project_manager.cpp msgid "Package installed successfully!" msgstr "パッケージのインストールに成功しました!" #: editor/project_manager.cpp msgid "Rename Project" msgstr "プロジェクト名の変更" #: editor/project_manager.cpp msgid "Import Existing Project" msgstr "既存のプロジェクトをインポート" #: editor/project_manager.cpp msgid "Import & Edit" msgstr "インポートして編集" #: editor/project_manager.cpp msgid "Create New Project" msgstr "新規プロジェクトを作成" #: editor/project_manager.cpp msgid "Create & Edit" msgstr "作成して編集" #: editor/project_manager.cpp msgid "Install Project:" msgstr "プロジェクトをインストール:" #: editor/project_manager.cpp msgid "Install & Edit" msgstr "インストールして編集" #: editor/project_manager.cpp msgid "Project Name:" msgstr "プロジェクト名:" #: editor/project_manager.cpp msgid "Project Path:" msgstr "プロジェクトパス:" #: editor/project_manager.cpp msgid "Project Installation Path:" msgstr "プロジェクトのインストールパス:" #: editor/project_manager.cpp msgid "Renderer:" msgstr "レンダラー:" #: editor/project_manager.cpp msgid "OpenGL ES 3.0" msgstr "OpenGL ES 3.0" #: editor/project_manager.cpp msgid "Not supported by your GPU drivers." msgstr "お使いのGPUドライバーではサポートされていません。" #: editor/project_manager.cpp msgid "" "Higher visual quality\n" "All features available\n" "Incompatible with older hardware\n" "Not recommended for web games" msgstr "" "高いビジュアルクオリティ\n" "すべての機能を利用可能\n" "古いハードウェアとの互換性なし\n" "Webゲームには非推奨" #: editor/project_manager.cpp msgid "OpenGL ES 2.0" msgstr "OpenGL ES 2.0" #: editor/project_manager.cpp msgid "" "Lower visual quality\n" "Some features not available\n" "Works on most hardware\n" "Recommended for web games" msgstr "" "低いビジュアルクオリティ\n" "一部機能は利用不可\n" "ほとんどのハードウェアで動作\n" "Webゲームに推奨" #: editor/project_manager.cpp msgid "Renderer can be changed later, but scenes may need to be adjusted." msgstr "" "レンダラーは後で変更できますが、シーンの調整が必要となる場合があります。" #: editor/project_manager.cpp msgid "Unnamed Project" msgstr "名無しのプロジェクト" #: editor/project_manager.cpp msgid "Missing Project" msgstr "プロジェクトがありません" #: editor/project_manager.cpp msgid "Error: Project is missing on the filesystem." msgstr "エラー: ファイルシステム上にプロジェクトが見つかりません。" #: editor/project_manager.cpp msgid "Can't open project at '%s'." msgstr "次の場所のプロジェクトを開けません '%s'。" #: editor/project_manager.cpp msgid "Are you sure to open more than one project?" msgstr "複数のプロジェクトを開いてもよろしいですか?" #: editor/project_manager.cpp msgid "" "The following project settings file does not specify the version of Godot " "through which it was created.\n" "\n" "%s\n" "\n" "If you proceed with opening it, it will be converted to Godot's current " "configuration file format.\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" "次のプロジェクト設定ファイルには、作成に使用されたGodotのバージョンが指定され" "ていません。\n" "\n" "%s\n" "\n" "ファイルを開くと、Godotの現在の設定ファイル形式に変換されます。\n" "警告: 以前のバージョンのエンジンではプロジェクトを開けなくなります。" #: editor/project_manager.cpp msgid "" "The following project settings file was generated by an older engine " "version, and needs to be converted for this version:\n" "\n" "%s\n" "\n" "Do you want to convert it?\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" "以下のプロジェクト設定ファイルは、古いバージョンのエンジンにより生成されてお" "り、現在のバージョン用に変換が必要です:\n" "\n" "%s\n" "\n" "変換しますか?\n" "警告: プロジェクトは旧バージョンのエンジンで開くことができなくなります。" #: editor/project_manager.cpp msgid "" "The project settings were created by a newer engine version, whose settings " "are not compatible with this version." msgstr "" "プロジェクト設定は、このバージョンと互換性のない新しいバージョンのエンジンで" "作成されています。" #: editor/project_manager.cpp msgid "" "Can't run project: no main scene defined.\n" "Please edit the project and set the main scene in the Project Settings under " "the \"Application\" category." msgstr "" "プロジェクトを実行できません:メインシーンが定義されていません\n" "プロジェクトを編集し、「アプリケーション」カテゴリ内の「プロジェクト設定」で" "メインシーンを設定してください。" #: editor/project_manager.cpp msgid "" "Can't run project: Assets need to be imported.\n" "Please edit the project to trigger the initial import." msgstr "" "プロジェクトを実行できません:アセットをインポートする必要があります。\n" "プロジェクトを編集して初期インポートを開始してください。" #: editor/project_manager.cpp msgid "Are you sure to run %d projects at once?" msgstr "%d個のプロジェクトを同時に実行してもよろしいですか?" #: editor/project_manager.cpp msgid "Remove %d projects from the list?" msgstr "リストから %d 個のプロジェクトを除去しますか?" #: editor/project_manager.cpp msgid "Remove this project from the list?" msgstr "このプロジェクトをリストから除去しますか?" #: editor/project_manager.cpp msgid "" "Remove all missing projects from the list?\n" "The project folders' contents won't be modified." msgstr "" "見つからないすべてのプロジェクトを一覧から削除しますか?\n" "プロジェクトフォルダーの内容は変更されません。" #: editor/project_manager.cpp msgid "" "Language changed.\n" "The interface will update after restarting the editor or project manager." msgstr "" "言語が変更されました。\n" "エディターまたはプロジェクトマネージャーの再起動後にインターフェースが更新さ" "れます。" #: editor/project_manager.cpp msgid "" "Are you sure to scan %s folders for existing Godot projects?\n" "This could take a while." msgstr "" "%s個のフォルダー内に存在するGodotプロジェクトをスキャンしますか?\n" "これにはしばらく時間がかかります。" #. TRANSLATORS: This refers to the application where users manage their Godot projects. #: editor/project_manager.cpp msgid "Project Manager" msgstr "プロジェクトマネージャー" #: editor/project_manager.cpp msgid "Local Projects" msgstr "ローカルのプロジェクト" #: editor/project_manager.cpp msgid "Loading, please wait..." msgstr "読み込み中、しばらくお待ちください..." #: editor/project_manager.cpp msgid "Last Modified" msgstr "最終更新" #: editor/project_manager.cpp msgid "Edit Project" msgstr "プロジェクトを編集" #: editor/project_manager.cpp msgid "Run Project" msgstr "プロジェクトを実行" #: editor/project_manager.cpp msgid "Scan" msgstr "スキャン" #: editor/project_manager.cpp msgid "Scan Projects" msgstr "プロジェクトをスキャン" #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "スキャンするフォルダーを選択" #: editor/project_manager.cpp msgid "New Project" msgstr "新規プロジェクト" #: editor/project_manager.cpp msgid "Import Project" msgstr "プロジェクトをインポート" #: editor/project_manager.cpp msgid "Remove Project" msgstr "プロジェクトを除去" #: editor/project_manager.cpp msgid "Remove Missing" msgstr "存在しないものを除去" #: editor/project_manager.cpp msgid "About" msgstr "概要" #: editor/project_manager.cpp msgid "Asset Library Projects" msgstr "アセットライブラリのプロジェクト" #: editor/project_manager.cpp msgid "Restart Now" msgstr "今すぐ再起動" #: editor/project_manager.cpp msgid "Remove All" msgstr "すべて除去" #: editor/project_manager.cpp msgid "Also delete project contents (no undo!)" msgstr "プロジェクトの内容も削除する (元に戻せません!)" #: editor/project_manager.cpp msgid "Can't run project" msgstr "プロジェクトを実行できません" #: editor/project_manager.cpp msgid "" "You currently don't have any projects.\n" "Would you like to explore official example projects in the Asset Library?" msgstr "" "プロジェクトが何も登録されていません。\n" "アセットライブラリで公式のサンプルプロジェクトをチェックしますか?" #: editor/project_manager.cpp msgid "Filter projects" msgstr "プロジェクトを絞り込む" #: editor/project_manager.cpp msgid "" "This field filters projects by name and last path component.\n" "To filter projects by name and full path, the query must contain at least " "one `/` character." msgstr "" "このフィールドは、プロジェクト名とパスの最後の部分でプロジェクトをフィルタリ" "ングします。\n" "プロジェクト名および完全パスでフィルターするには、クエリには `/` 文字が少なく" "とも1つ必要です。" #: editor/project_settings_editor.cpp msgid "Physical Key" msgstr "物理キー" #: editor/project_settings_editor.cpp msgid "Key " msgstr "キー " #: editor/project_settings_editor.cpp msgid "Joy Button" msgstr "ゲームパッドのボタン" #: editor/project_settings_editor.cpp msgid "Joy Axis" msgstr "ゲームパッドの方向キー/スティック" #: editor/project_settings_editor.cpp msgid "Mouse Button" msgstr "マウスボタン" #: editor/project_settings_editor.cpp msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "" "アクション名が無効です。空にしたり、'/'、':'、'='、'\\'、'\"'を含めることはで" "きません" #: editor/project_settings_editor.cpp msgid "An action with the name '%s' already exists." msgstr "'%s' という名前のアクションがすでに存在します。" #: editor/project_settings_editor.cpp msgid "Rename Input Action Event" msgstr "入力アクションイベントの名前を変更する" #: editor/project_settings_editor.cpp msgid "Change Action deadzone" msgstr "アクション デッドゾーンを変更" #: editor/project_settings_editor.cpp msgid "Add Input Action Event" msgstr "入力アクション イベントを追加" #: editor/project_settings_editor.cpp msgid "All Devices" msgstr "すべてのデバイス" #: editor/project_settings_editor.cpp msgid "Device" msgstr "デバイス" #: editor/project_settings_editor.cpp msgid " (Physical)" msgstr " (物理的)" #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "Press a Key..." msgstr "キーを押してください..." #: editor/project_settings_editor.cpp msgid "Mouse Button Index:" msgstr "マウスボタンインデックス:" #: editor/project_settings_editor.cpp msgid "Left Button" msgstr "左ボタン" #: editor/project_settings_editor.cpp msgid "Right Button" msgstr "右ボタン" #: editor/project_settings_editor.cpp msgid "Middle Button" msgstr "中央ボタン" #: editor/project_settings_editor.cpp msgid "Wheel Up Button" msgstr "ホイール上ボタン" #: editor/project_settings_editor.cpp msgid "Wheel Down Button" msgstr "ホイール下ボタン" #: editor/project_settings_editor.cpp msgid "Wheel Left Button" msgstr "ホイール左ボタン" #: editor/project_settings_editor.cpp msgid "Wheel Right Button" msgstr "ホイール右ボタン" #: editor/project_settings_editor.cpp msgid "X Button 1" msgstr "Xボタン1" #: editor/project_settings_editor.cpp msgid "X Button 2" msgstr "Xボタン2" #: editor/project_settings_editor.cpp msgid "Joypad Axis Index:" msgstr "ジョイパッドの方向キー/スティックのインデックス:" #: editor/project_settings_editor.cpp msgid "Axis" msgstr "軸" #: editor/project_settings_editor.cpp msgid "Joypad Button Index:" msgstr "ジョイパッドのボタンのインデックス:" #: editor/project_settings_editor.cpp msgid "Erase Input Action" msgstr "入力アクションを消去" #: editor/project_settings_editor.cpp msgid "Erase Input Action Event" msgstr "入力アクション イベントを消去" #: editor/project_settings_editor.cpp msgid "Add Event" msgstr "イベントを追加" #: editor/project_settings_editor.cpp msgid "Button" msgstr "Button" #: editor/project_settings_editor.cpp msgid "Left Button." msgstr "左クリック" #: editor/project_settings_editor.cpp msgid "Right Button." msgstr "右クリック" #: editor/project_settings_editor.cpp msgid "Middle Button." msgstr "中クリック" #: editor/project_settings_editor.cpp msgid "Wheel Up." msgstr "マウスホイールを上に。" #: editor/project_settings_editor.cpp msgid "Wheel Down." msgstr "マウスホイールを下に。" #: editor/project_settings_editor.cpp msgid "Add Global Property" msgstr "グローバルプロパティを追加" #: editor/project_settings_editor.cpp msgid "Select a setting item first!" msgstr "設定項目を選択してください!" #: editor/project_settings_editor.cpp msgid "No property '%s' exists." msgstr "プロパティ '%s' は存在しません。" #: editor/project_settings_editor.cpp msgid "Setting '%s' is internal, and it can't be deleted." msgstr "設定 '%s'は内部的なものであり、削除することはできません。" #: editor/project_settings_editor.cpp msgid "Delete Item" msgstr "アイテムを削除" #: editor/project_settings_editor.cpp msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'." msgstr "" "無効なアクション名です。空もしくは'/'、':'、'='、'\\'、'\"'を含めることはでき" "ません。" #: editor/project_settings_editor.cpp msgid "Add Input Action" msgstr "入力アクションの追加" #: editor/project_settings_editor.cpp msgid "Error saving settings." msgstr "設定を保存できませんでした。" #: editor/project_settings_editor.cpp msgid "Settings saved OK." msgstr "設定の保存に成功しました。" #: editor/project_settings_editor.cpp msgid "Moved Input Action Event" msgstr "入力アクションイベントを移動" #: editor/project_settings_editor.cpp msgid "Override for Feature" msgstr "機能のオーバーライド" #: editor/project_settings_editor.cpp msgid "Add %d Translations" msgstr "%d 個の翻訳を追加" #: editor/project_settings_editor.cpp msgid "Remove Translation" msgstr "翻訳を除去" #: editor/project_settings_editor.cpp msgid "Translation Resource Remap: Add %d Path(s)" msgstr "翻訳リソースの再マップ: %d個のパスを追加" #: editor/project_settings_editor.cpp msgid "Translation Resource Remap: Add %d Remap(s)" msgstr "翻訳リソースの再マップ: %d個の再マップを追加" #: editor/project_settings_editor.cpp msgid "Change Resource Remap Language" msgstr "リソースの再マップ言語を変更" #: editor/project_settings_editor.cpp msgid "Remove Resource Remap" msgstr "リソースの再マップを削除" #: editor/project_settings_editor.cpp msgid "Remove Resource Remap Option" msgstr "リソース再マップオプションを削除" #: editor/project_settings_editor.cpp msgid "Changed Locale Filter" msgstr "ロケールフィルターの変更" #: editor/project_settings_editor.cpp msgid "Changed Locale Filter Mode" msgstr "ロケールフィルターモードの変更" #: editor/project_settings_editor.cpp msgid "Project Settings (project.godot)" msgstr "プロジェクト設定 (project.godot)" #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "General" msgstr "一般" #: editor/project_settings_editor.cpp msgid "Override For..." msgstr "上書き..." #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "The editor must be restarted for changes to take effect." msgstr "変更を有効にするには、エディターを再起動する必要があります。" #: editor/project_settings_editor.cpp msgid "Input Map" msgstr "インプットマップ" #: editor/project_settings_editor.cpp msgid "Action:" msgstr "アクション:" #: editor/project_settings_editor.cpp msgid "Action" msgstr "アクション(Action)" #: editor/project_settings_editor.cpp msgid "Deadzone" msgstr "デッドゾーン" #: editor/project_settings_editor.cpp msgid "Device:" msgstr "デバイス:" #: editor/project_settings_editor.cpp msgid "Index:" msgstr "インデックス:" #: editor/project_settings_editor.cpp msgid "Localization" msgstr "ローカライズ" #: editor/project_settings_editor.cpp msgid "Translations" msgstr "翻訳" #: editor/project_settings_editor.cpp msgid "Translations:" msgstr "翻訳:" #: editor/project_settings_editor.cpp msgid "Remaps" msgstr "再マップ" #: editor/project_settings_editor.cpp msgid "Resources:" msgstr "リソース:" #: editor/project_settings_editor.cpp msgid "Remaps by Locale:" msgstr "ロケールに従い再マップ:" #: editor/project_settings_editor.cpp msgid "Locale" msgstr "ロケール" #: editor/project_settings_editor.cpp msgid "Locales Filter" msgstr "ロケールフィルター" #: editor/project_settings_editor.cpp msgid "Show All Locales" msgstr "すべての言語を表示する" #: editor/project_settings_editor.cpp msgid "Show Selected Locales Only" msgstr "選択した言語のみ表示" #: editor/project_settings_editor.cpp msgid "Filter mode:" msgstr "フィルターモード:" #: editor/project_settings_editor.cpp msgid "Locales:" msgstr "ロケール:" #: editor/project_settings_editor.cpp msgid "AutoLoad" msgstr "自動読み込み" #: editor/project_settings_editor.cpp msgid "Plugins" msgstr "プラグイン" #: editor/project_settings_editor.cpp msgid "Import Defaults" msgstr "インポートの既定値" #: editor/property_editor.cpp msgid "Preset..." msgstr "プリセット..." #: editor/property_editor.cpp msgid "Zero" msgstr "無し" #: editor/property_editor.cpp msgid "Easing In-Out" msgstr "イージング(In-Out)" #: editor/property_editor.cpp msgid "Easing Out-In" msgstr "イージング(Out-In)" #: editor/property_editor.cpp msgid "File..." msgstr "ファイル..." #: editor/property_editor.cpp msgid "Dir..." msgstr "ディレクトリ..." #: editor/property_editor.cpp msgid "Assign" msgstr "アサインする" #: editor/property_editor.cpp msgid "Select Node" msgstr "ノードを選択" #: editor/property_editor.cpp msgid "Error loading file: Not a resource!" msgstr "ファイル読み込みエラー: リソースではありません!" #: editor/property_editor.cpp msgid "Pick a Node" msgstr "ノードを選ぶ" #: editor/property_editor.cpp msgid "Bit %d, val %d." msgstr "ビット %d, 値 %d." #: editor/property_selector.cpp msgid "Select Property" msgstr "プロパティの選択" #: editor/property_selector.cpp msgid "Select Virtual Method" msgstr "Virtualメソッドを選択" #: editor/property_selector.cpp msgid "Select Method" msgstr "メソッドの選択" #: editor/rename_dialog.cpp editor/scene_tree_dock.cpp msgid "Batch Rename" msgstr "名前の一括変更" #: editor/rename_dialog.cpp msgid "Prefix:" msgstr "接頭辞:" #: editor/rename_dialog.cpp msgid "Suffix:" msgstr "接尾辞:" #: editor/rename_dialog.cpp msgid "Use Regular Expressions" msgstr "正規表現を使用する" #: editor/rename_dialog.cpp msgid "Advanced Options" msgstr "高度なオプション" #: editor/rename_dialog.cpp msgid "Substitute" msgstr "代替" #: editor/rename_dialog.cpp msgid "Node name" msgstr "ノード名" #: editor/rename_dialog.cpp msgid "Node's parent name, if available" msgstr "ノードの親の名前 (使用可能な場合)" #: editor/rename_dialog.cpp msgid "Node type" msgstr "ノードタイプ" #: editor/rename_dialog.cpp msgid "Current scene name" msgstr "現在のシーン名" #: editor/rename_dialog.cpp msgid "Root node name" msgstr "ルートノード名" #: editor/rename_dialog.cpp msgid "" "Sequential integer counter.\n" "Compare counter options." msgstr "" "シーケンシャル整数カウンター。\n" "カウンターオプションを比較します。" #: editor/rename_dialog.cpp msgid "Per-level Counter" msgstr "レベルごとのカウンター" #: editor/rename_dialog.cpp msgid "If set, the counter restarts for each group of child nodes." msgstr "設定すると、子ノードのグループごとにカウンターが再起動します。" #: editor/rename_dialog.cpp msgid "Initial value for the counter" msgstr "カウンターの初期値" #: editor/rename_dialog.cpp msgid "Step" msgstr "ステップ" #: editor/rename_dialog.cpp msgid "Amount by which counter is incremented for each node" msgstr "各ノードのカウンターの増分量" #: editor/rename_dialog.cpp msgid "Padding" msgstr "パディング" #: editor/rename_dialog.cpp msgid "" "Minimum number of digits for the counter.\n" "Missing digits are padded with leading zeros." msgstr "" "カウンターの最小桁数。\n" "欠落した数字は、先頭にゼロが埋め込まれます。" #: editor/rename_dialog.cpp msgid "Post-Process" msgstr "ポストプロセス" #: editor/rename_dialog.cpp msgid "Style" msgstr "スタイル" #: editor/rename_dialog.cpp msgid "Keep" msgstr "保持" #: editor/rename_dialog.cpp msgid "PascalCase to snake_case" msgstr "PascalCaseからsnake_caseへ" #: editor/rename_dialog.cpp msgid "snake_case to PascalCase" msgstr "snake_caseをPascalCaseへ" #: editor/rename_dialog.cpp msgid "Case" msgstr "ケース" #: editor/rename_dialog.cpp msgid "To Lowercase" msgstr "小文字に" #: editor/rename_dialog.cpp msgid "To Uppercase" msgstr "大文字に" #: editor/rename_dialog.cpp msgid "Reset" msgstr "リセット" #: editor/rename_dialog.cpp msgid "Regular Expression Error:" msgstr "正規表現エラー:" #: editor/rename_dialog.cpp msgid "At character %s" msgstr "文字 %s" #: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp msgid "Reparent Node" msgstr "親ノードを変更" #: editor/reparent_dialog.cpp msgid "Reparent Location (Select new Parent):" msgstr "親を変更(新しい親を選択):" #: editor/reparent_dialog.cpp msgid "Keep Global Transform" msgstr "グローバル トランスフォームを保持" #: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp msgid "Reparent" msgstr "親を変更" #: editor/run_settings_dialog.cpp msgid "Run Mode:" msgstr "実行モード:" #: editor/run_settings_dialog.cpp msgid "Current Scene" msgstr "現在のシーン" #: editor/run_settings_dialog.cpp msgid "Main Scene" msgstr "メインシーン" #: editor/run_settings_dialog.cpp msgid "Main Scene Arguments:" msgstr "メインシーンの引数:" #: editor/run_settings_dialog.cpp msgid "Scene Run Settings" msgstr "シーン実行の設定" #: editor/scene_tree_dock.cpp msgid "No parent to instance the scenes at." msgstr "シーンをインスタンス化する親がありません。" #: editor/scene_tree_dock.cpp msgid "Error loading scene from %s" msgstr "シーンを%sから読み込む際にエラーが生じました" #: editor/scene_tree_dock.cpp msgid "" "Cannot instance the scene '%s' because the current scene exists within one " "of its nodes." msgstr "" "シーン '%s' のノードの一つに現在のシーンがあるため、インスタンス化できませ" "ん。" #: editor/scene_tree_dock.cpp msgid "Instance Scene(s)" msgstr "シーンのインスタンス化" #: editor/scene_tree_dock.cpp msgid "Replace with Branch Scene" msgstr "ブランチ シーンで置き換え" #: editor/scene_tree_dock.cpp msgid "Instance Child Scene" msgstr "子シーンをインスタンス化" #: editor/scene_tree_dock.cpp msgid "Can't paste root node into the same scene." msgstr "ルートノードは同じシーンに貼り付けできません。" #: editor/scene_tree_dock.cpp msgid "Paste Node(s)" msgstr "ノードを貼り付け" #: editor/scene_tree_dock.cpp msgid "Detach Script" msgstr "スクリプトをデタッチ" #: editor/scene_tree_dock.cpp msgid "This operation can't be done on the tree root." msgstr "この処理はツリーのルートでは実行できません。" #: editor/scene_tree_dock.cpp msgid "Move Node In Parent" msgstr "ノードを親に移動" #: editor/scene_tree_dock.cpp msgid "Move Nodes In Parent" msgstr "複数のノードを親に移動" #: editor/scene_tree_dock.cpp msgid "Duplicate Node(s)" msgstr "ノードを複製" #: editor/scene_tree_dock.cpp msgid "Can't reparent nodes in inherited scenes, order of nodes can't change." msgstr "" "継承シーンのノードを親にすることはできません。ノードの順序は変更できません。" #: editor/scene_tree_dock.cpp msgid "Node must belong to the edited scene to become root." msgstr "ルートにするには、ノードが編集されたシーンに属している必要があります。" #: editor/scene_tree_dock.cpp msgid "Instantiated scenes can't become root" msgstr "インスタンス化されたシーンはルートにできません" #: editor/scene_tree_dock.cpp msgid "Make node as Root" msgstr "ノードをルートにする" #: editor/scene_tree_dock.cpp msgid "Delete %d nodes and any children?" msgstr "%d個のノードとその子ノードすべてを削除しますか?" #: editor/scene_tree_dock.cpp msgid "Delete %d nodes?" msgstr "%d個のノードを削除しますか?" #: editor/scene_tree_dock.cpp msgid "Delete the root node \"%s\"?" msgstr "ルートノード \"%s\" を削除しますか?" #: editor/scene_tree_dock.cpp msgid "Delete node \"%s\" and its children?" msgstr "\"%s\" ノードとその子ノードを削除しますか?" #: editor/scene_tree_dock.cpp msgid "Delete node \"%s\"?" msgstr "\"%s\" ノードを削除しますか?" #: editor/scene_tree_dock.cpp msgid "" "Saving the branch as a scene requires having a scene open in the editor." msgstr "" "ブランチをシーンとして保存するには、エディターでシーンを開いている必要があり" "ます。" #: editor/scene_tree_dock.cpp msgid "" "Saving the branch as a scene requires selecting only one node, but you have " "selected %d nodes." msgstr "" "ブランチをシーンとして保存するには、1つだけノードを選択する必要がありま" "す。%d 個のノードが選択されています。" #: editor/scene_tree_dock.cpp msgid "" "Can't save the root node branch as an instanced scene.\n" "To create an editable copy of the current scene, duplicate it using the " "FileSystem dock context menu\n" "or create an inherited scene using Scene > New Inherited Scene... instead." msgstr "" "ルートノードのブランチはインスタンス化されたシーンとして保存できません。\n" "現在のシーンの編集可能なコピーを作成するには、FileSystemドックのコンテキスト" "メニューを使用して複製するか、\n" "代わりに シーン > 新しい継承シーン... を使用して継承シーンを作成してくださ" "い。" #: editor/scene_tree_dock.cpp msgid "" "Can't save the branch of an already instanced scene.\n" "To create a variation of a scene, you can make an inherited scene based on " "the instanced scene using Scene > New Inherited Scene... instead." msgstr "" "すでにインスタンス化されているシーンのブランチは保存できません。\n" "そのシーンのバリエーションを作成するには、代わりにインスタンス化されたシーン" "をベースに シーン > 新しい継承シーン... から継承シーンを作成してください。" #: editor/scene_tree_dock.cpp msgid "" "Can't save a branch which is a child of an already instantiated scene.\n" "To save this branch into its own scene, open the original scene, right click " "on this branch, and select \"Save Branch as Scene\"." msgstr "" #: editor/scene_tree_dock.cpp msgid "" "Can't save a branch which is part of an inherited scene.\n" "To save this branch into its own scene, open the original scene, right click " "on this branch, and select \"Save Branch as Scene\"." msgstr "" #: editor/scene_tree_dock.cpp msgid "Save New Scene As..." msgstr "新規シーンに名前を付けて保存..." #: editor/scene_tree_dock.cpp msgid "" "Disabling \"editable_instance\" will cause all properties of the node to be " "reverted to their default." msgstr "" "\"editable_instance\" を無効にすると、ノードのすべてのプロパティがデフォルト" "に戻ります。" #: editor/scene_tree_dock.cpp msgid "" "Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " "cause all properties of the node to be reverted to their default." msgstr "" "『プレースホルダとしてロード』を有効にすると『編集可能な子』は無効にされ、こ" "のノードにあるすべてのプロパティはデフォルト値に戻されます。" #: editor/scene_tree_dock.cpp msgid "Make Local" msgstr "ローカルにする" #: editor/scene_tree_dock.cpp msgid "New Scene Root" msgstr "新しいシーンのルート" #: editor/scene_tree_dock.cpp msgid "Create Root Node:" msgstr "ルートノードを生成:" #: editor/scene_tree_dock.cpp msgid "2D Scene" msgstr "2D シーン" #: editor/scene_tree_dock.cpp msgid "3D Scene" msgstr "3D シーン" #: editor/scene_tree_dock.cpp msgid "User Interface" msgstr "ユーザーインターフェース" #: editor/scene_tree_dock.cpp msgid "Other Node" msgstr "その他のノード" #: editor/scene_tree_dock.cpp msgid "Can't operate on nodes from a foreign scene!" msgstr "別のシーンからノードを操作することはできません!" #: editor/scene_tree_dock.cpp msgid "Can't operate on nodes the current scene inherits from!" msgstr "現在のシーンが継承しているノードを操作することはできません!" #: editor/scene_tree_dock.cpp msgid "This operation can't be done on instanced scenes." msgstr "この処理はインスタンス化されたシーンでは実行できません。" #: editor/scene_tree_dock.cpp msgid "Attach Script" msgstr "スクリプトをアタッチ" #: editor/scene_tree_dock.cpp msgid "Cut Node(s)" msgstr "ノードを切り取り" #: editor/scene_tree_dock.cpp msgid "Remove Node(s)" msgstr "ノードを除去" #: editor/scene_tree_dock.cpp msgid "Change type of node(s)" msgstr "ノードのタイプを変更" #: editor/scene_tree_dock.cpp msgid "" "Couldn't save new scene. Likely dependencies (instances) couldn't be " "satisfied." msgstr "" "新しいシーンを保存できませんでした。 おそらく依存関係(インスタンス)を満たせて" "いません。" #: editor/scene_tree_dock.cpp msgid "Error saving scene." msgstr "シーンを保存する際にエラーが発生しました。" #: editor/scene_tree_dock.cpp msgid "Error duplicating scene to save it." msgstr "保存のためシーンを複製する際にエラーが発生しました。" #: editor/scene_tree_dock.cpp msgid "Sub-Resources" msgstr "サブリソース" #: editor/scene_tree_dock.cpp msgid "Clear Inheritance" msgstr "継承をクリア" #: editor/scene_tree_dock.cpp msgid "Editable Children" msgstr "編集可能な子" #: editor/scene_tree_dock.cpp msgid "Load As Placeholder" msgstr "プレースホルダとしてロード" #: editor/scene_tree_dock.cpp msgid "" "Cannot attach a script: there are no languages registered.\n" "This is probably because this editor was built with all language modules " "disabled." msgstr "" "スクリプトをアタッチできません: 言語がひとつも登録されていません。\n" "おそらくこのエディターは、すべての言語モジュールを無効化してビルドされていま" "す。" #: editor/scene_tree_dock.cpp msgid "Add Child Node" msgstr "子ノードを追加" #: editor/scene_tree_dock.cpp msgid "Expand/Collapse All" msgstr "すべて展開/折りたたみ" #: editor/scene_tree_dock.cpp msgid "Change Type" msgstr "型を変更" #: editor/scene_tree_dock.cpp msgid "Reparent to New Node" msgstr "親ノードを新規ノードに変更" #: editor/scene_tree_dock.cpp msgid "Make Scene Root" msgstr "シーンのルートにする" #: editor/scene_tree_dock.cpp msgid "Merge From Scene" msgstr "シーンからマージ" #: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp msgid "Save Branch as Scene" msgstr "ブランチをシーンとして保存" #: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp msgid "Copy Node Path" msgstr "ノードのパスをコピー" #: editor/scene_tree_dock.cpp msgid "Delete (No Confirm)" msgstr "削除 (確認なし)" #: editor/scene_tree_dock.cpp msgid "Add/Create a New Node." msgstr "新しいノードを追加/作成する。" #: editor/scene_tree_dock.cpp msgid "" "Instance a scene file as a Node. Creates an inherited scene if no root node " "exists." msgstr "" "シーンファイルをノードとしてインスタンスにします。ルートノードが存在しない場" "合は、継承されたシーンを作成します。" #: editor/scene_tree_dock.cpp msgid "Attach a new or existing script to the selected node." msgstr "選択したノードに新規または既存のスクリプトをアタッチする。" #: editor/scene_tree_dock.cpp msgid "Detach the script from the selected node." msgstr "選択したノードのスクリプトをデタッチする。" #: editor/scene_tree_dock.cpp msgid "Remote" msgstr "リモート" #: editor/scene_tree_dock.cpp msgid "" "If selected, the Remote scene tree dock will cause the project to stutter " "every time it updates.\n" "Switch back to the Local scene tree dock to improve performance." msgstr "" "選択した場合、リモートのシーンツリードックが更新されるたびに、プロジェクトに" "カクつきが発生します。\n" "パフォーマンスを向上させるには、ローカルのシーンツリードックに切り替えてくだ" "さい。" #: editor/scene_tree_dock.cpp msgid "Local" msgstr "ローカル" #: editor/scene_tree_dock.cpp msgid "Clear Inheritance? (No Undo!)" msgstr "継承をクリアしますか? (元に戻せません!)" #: editor/scene_tree_editor.cpp msgid "Toggle Visible" msgstr "表示 / 非表示の切り替え" #: editor/scene_tree_editor.cpp msgid "Unlock Node" msgstr "ノードをロック解除" #: editor/scene_tree_editor.cpp msgid "Button Group" msgstr "ボタングループ" #: editor/scene_tree_editor.cpp msgid "(Connecting From)" msgstr "(接続元)" #: editor/scene_tree_editor.cpp msgid "Node configuration warning:" msgstr "ノードの設定に関する警告:" #: editor/scene_tree_editor.cpp msgid "" "Node has %s connection(s) and %s group(s).\n" "Click to show signals dock." msgstr "" "ノードには %s 接続と %s グループがあります。\n" "クリックすると、信号ドックが表示されます。" #: editor/scene_tree_editor.cpp msgid "" "Node has %s connection(s).\n" "Click to show signals dock." msgstr "" "ノードに %s 個接続があります。\n" "クリックでシグナル ドックを表示。" #: editor/scene_tree_editor.cpp msgid "" "Node is in %s group(s).\n" "Click to show groups dock." msgstr "" "ノードは %s グループに属しています。\n" "クリックしてグループドックを表示。" #: editor/scene_tree_editor.cpp msgid "Open Script:" msgstr "スクリプトを開く:" #: editor/scene_tree_editor.cpp msgid "" "Node is locked.\n" "Click to unlock it." msgstr "" "ノードはロックされています。\n" "クリックでロックを外す。" #: editor/scene_tree_editor.cpp msgid "" "Children are not selectable.\n" "Click to make selectable." msgstr "" "子を選択できません。\n" "クリックで選択可能にする。" #: editor/scene_tree_editor.cpp msgid "Toggle Visibility" msgstr "可視性の切り替え" #: editor/scene_tree_editor.cpp msgid "" "AnimationPlayer is pinned.\n" "Click to unpin." msgstr "" "AnimationPlayerが固定されます。\n" "クリックして固定を解除します。" #: editor/scene_tree_editor.cpp msgid "Invalid node name, the following characters are not allowed:" msgstr "無効なノード名。以下の文字は使えません:" #: editor/scene_tree_editor.cpp msgid "Rename Node" msgstr "ノードの名前を変更" #: editor/scene_tree_editor.cpp msgid "Scene Tree (Nodes):" msgstr "シーンツリー(ノード):" #: editor/scene_tree_editor.cpp msgid "Node Configuration Warning!" msgstr "ノードの設定に関する警告!" #: editor/scene_tree_editor.cpp msgid "Select a Node" msgstr "ノードを選択" #: editor/script_create_dialog.cpp msgid "Path is empty." msgstr "パスが空です。" #: editor/script_create_dialog.cpp msgid "Filename is empty." msgstr "ファイル名が空です。" #: editor/script_create_dialog.cpp msgid "Path is not local." msgstr "パスはローカルではありません。" #: editor/script_create_dialog.cpp msgid "Invalid base path." msgstr "無効なベースパスです。" #: editor/script_create_dialog.cpp msgid "A directory with the same name exists." msgstr "同名のフォルダーが存在します。" #: editor/script_create_dialog.cpp msgid "File does not exist." msgstr "ファイルが存在しません。" #: editor/script_create_dialog.cpp msgid "Invalid extension." msgstr "無効な拡張子です。" #: editor/script_create_dialog.cpp msgid "Wrong extension chosen." msgstr "間違った拡張子が選択されました。" #: editor/script_create_dialog.cpp msgid "Error loading template '%s'" msgstr "テンプレート %s 読み込みエラー" #: editor/script_create_dialog.cpp msgid "Error - Could not create script in filesystem." msgstr "エラー - ファイルシステムにスクリプトを作成できませんでした。" #: editor/script_create_dialog.cpp msgid "Error loading script from %s" msgstr "%s からのスクリプトを読み込み中にエラー" #: editor/script_create_dialog.cpp msgid "Overrides" msgstr "上書き" #: editor/script_create_dialog.cpp msgid "N/A" msgstr "N/A" #: editor/script_create_dialog.cpp msgid "Open Script / Choose Location" msgstr "スクリプトを開く / 場所を選択する" #: editor/script_create_dialog.cpp msgid "Open Script" msgstr "スクリプトを開く" #: editor/script_create_dialog.cpp msgid "File exists, it will be reused." msgstr "ファイルがすでに存在します。そちらを再利用します。" #: editor/script_create_dialog.cpp msgid "Invalid path." msgstr "パスが無効です。" #: editor/script_create_dialog.cpp msgid "Invalid class name." msgstr "無効なクラス名です。" #: editor/script_create_dialog.cpp msgid "Invalid inherited parent name or path." msgstr "継承する親の名前、またはパスが無効です。" #: editor/script_create_dialog.cpp msgid "Script path/name is valid." msgstr "スクリプトのパス/名前は有効です。" #: editor/script_create_dialog.cpp msgid "Allowed: a-z, A-Z, 0-9, _ and ." msgstr "使用可能: a-z、A-Z、0-9、_ および ." #: editor/script_create_dialog.cpp msgid "Built-in script (into scene file)." msgstr "組み込みスクリプト (シーンファイル内)。" #: editor/script_create_dialog.cpp msgid "Will create a new script file." msgstr "新規スクリプトファイルを作成。" #: editor/script_create_dialog.cpp msgid "Will load an existing script file." msgstr "既存のスクリプトファイルが読み込まれます。" #: editor/script_create_dialog.cpp msgid "Script file already exists." msgstr "スクリプトファイルがすでに存在します。" #: editor/script_create_dialog.cpp msgid "" "Note: Built-in scripts have some limitations and can't be edited using an " "external editor." msgstr "" "注: 組み込みスクリプトにはいくつか制約があり、また外部のエディターでは編集で" "きません。" #: editor/script_create_dialog.cpp msgid "" "Warning: Having the script name be the same as a built-in type is usually " "not desired." msgstr "" "警告: スクリプト名を組み込み型の名前と同じにすることは、通常は望ましくありま" "せん。" #: editor/script_create_dialog.cpp msgid "Class Name:" msgstr "クラス名:" #: editor/script_create_dialog.cpp msgid "Template:" msgstr "テンプレート:" #: editor/script_create_dialog.cpp msgid "Built-in Script:" msgstr "組み込みスクリプト:" #: editor/script_create_dialog.cpp msgid "Attach Node Script" msgstr "ノードにスクリプトをアタッチする" #: editor/script_editor_debugger.cpp msgid "Remote " msgstr "リモート " #: editor/script_editor_debugger.cpp msgid "Bytes:" msgstr "バイト:" #: editor/script_editor_debugger.cpp msgid "Warning:" msgstr "警告:" #: editor/script_editor_debugger.cpp msgid "Error:" msgstr "エラー:" #: editor/script_editor_debugger.cpp msgid "C++ Error" msgstr "C++ エラー" #: editor/script_editor_debugger.cpp msgid "C++ Error:" msgstr "C++ エラー:" #: editor/script_editor_debugger.cpp msgid "C++ Source" msgstr "C++ ソース" #: editor/script_editor_debugger.cpp msgid "Source:" msgstr "ソース:" #: editor/script_editor_debugger.cpp msgid "C++ Source:" msgstr "C++ ソース:" #: editor/script_editor_debugger.cpp msgid "Stack Trace" msgstr "スタックトレース" #: editor/script_editor_debugger.cpp msgid "Errors" msgstr "エラー" #: editor/script_editor_debugger.cpp msgid "Child process connected." msgstr "子プロセスが接続されました。" #: editor/script_editor_debugger.cpp msgid "Copy Error" msgstr "エラーをコピー" #: editor/script_editor_debugger.cpp msgid "Open C++ Source on GitHub" msgstr "C++のソースをGitHubで開く" #: editor/script_editor_debugger.cpp msgid "Video RAM" msgstr "ビデオRAM" #: editor/script_editor_debugger.cpp msgid "Skip Breakpoints" msgstr "ブレークポイントをスキップする" #: editor/script_editor_debugger.cpp msgid "Inspect Previous Instance" msgstr "前のインスタンスを調べる" #: editor/script_editor_debugger.cpp msgid "Inspect Next Instance" msgstr "次のインスタンスを確認する" #: editor/script_editor_debugger.cpp msgid "Stack Frames" msgstr "スタックフレーム" #: editor/script_editor_debugger.cpp msgid "Profiler" msgstr "プロファイラー" #: editor/script_editor_debugger.cpp msgid "Network Profiler" msgstr "ネットワークプロファイラー" #: editor/script_editor_debugger.cpp msgid "Monitor" msgstr "モニター" #: editor/script_editor_debugger.cpp msgid "Value" msgstr "値" #: editor/script_editor_debugger.cpp msgid "Monitors" msgstr "モニター" #: editor/script_editor_debugger.cpp msgid "Pick one or more items from the list to display the graph." msgstr "グラフを表示するには、リストからアイテムを1つ以上選んでください。" #: editor/script_editor_debugger.cpp msgid "List of Video Memory Usage by Resource:" msgstr "リソースによるビデオメモリーの消費量一覧:" #: editor/script_editor_debugger.cpp msgid "Total:" msgstr "合計:" #: editor/script_editor_debugger.cpp msgid "Export list to a CSV file" msgstr "リストをCSVファイルにエクスポート" #: editor/script_editor_debugger.cpp #: modules/visual_script/visual_script_nodes.cpp msgid "Resource Path" msgstr "リソース パス" #: editor/script_editor_debugger.cpp msgid "Type" msgstr "タイプ(型)" #: editor/script_editor_debugger.cpp msgid "Format" msgstr "フォーマット" #: editor/script_editor_debugger.cpp msgid "Usage" msgstr "消費量" #: editor/script_editor_debugger.cpp msgid "Misc" msgstr "その他" #: editor/script_editor_debugger.cpp msgid "Clicked Control:" msgstr "クリックされたコントロール:" #: editor/script_editor_debugger.cpp msgid "Clicked Control Type:" msgstr "クリックされたコントロールのタイプ:" #: editor/script_editor_debugger.cpp msgid "Live Edit Root:" msgstr "ルートのライブ編集:" #: editor/script_editor_debugger.cpp msgid "Set From Tree" msgstr "ツリーから設定" #: editor/script_editor_debugger.cpp msgid "Export measures as CSV" msgstr "数値データをCSVとしてエクスポート" #: editor/settings_config_dialog.cpp msgid "Erase Shortcut" msgstr "ショートカットを消去" #: editor/settings_config_dialog.cpp msgid "Restore Shortcut" msgstr "ショートカットを復元" #: editor/settings_config_dialog.cpp msgid "Change Shortcut" msgstr "ショートカットを変更" #: editor/settings_config_dialog.cpp msgid "Editor Settings" msgstr "エディター設定" #: editor/settings_config_dialog.cpp msgid "Shortcuts" msgstr "ショートカット" #: editor/settings_config_dialog.cpp msgid "Binding" msgstr "バインド" #: editor/spatial_editor_gizmos.cpp msgid "Change Light Radius" msgstr "光源の半径を変更" #: editor/spatial_editor_gizmos.cpp msgid "Change AudioStreamPlayer3D Emission Angle" msgstr "AudioStreamPlayer3Dの放射角度を変更する" #: editor/spatial_editor_gizmos.cpp msgid "Change Camera FOV" msgstr "カメラのFOVを変更" #: editor/spatial_editor_gizmos.cpp msgid "Change Camera Size" msgstr "カメラサイズを変更" #: editor/spatial_editor_gizmos.cpp msgid "Change Notifier AABB" msgstr "NotifierのAABBを変更" #: editor/spatial_editor_gizmos.cpp msgid "Change Particles AABB" msgstr "パーティクルの軸平行境界ボックスを変更" #: editor/spatial_editor_gizmos.cpp msgid "Change Probe Extents" msgstr "プローブの範囲を変更" #: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp msgid "Change Sphere Shape Radius" msgstr "球形の半径を変更" #: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp msgid "Change Box Shape Extents" msgstr "ボックスシェイプの範囲を変更" #: editor/spatial_editor_gizmos.cpp msgid "Change Capsule Shape Radius" msgstr "カプセルシェイプの半径を変更" #: editor/spatial_editor_gizmos.cpp msgid "Change Capsule Shape Height" msgstr "カプセルシェイプの高さを変更" #: editor/spatial_editor_gizmos.cpp msgid "Change Cylinder Shape Radius" msgstr "円柱シェイプの半径を変更" #: editor/spatial_editor_gizmos.cpp msgid "Change Cylinder Shape Height" msgstr "円柱シェイプの高さを変更" #: editor/spatial_editor_gizmos.cpp msgid "Change Ray Shape Length" msgstr "レイシェイプの長さを変更" #: editor/spatial_editor_gizmos.cpp msgid "Set Room Point Position" msgstr "Room ポイントの位置を設定" #: editor/spatial_editor_gizmos.cpp msgid "Set Portal Point Position" msgstr "Portal ポイントの位置を設定" #: editor/spatial_editor_gizmos.cpp msgid "Set Occluder Sphere Radius" msgstr "オクルーダーの球形の半径をセット" #: editor/spatial_editor_gizmos.cpp msgid "Set Occluder Sphere Position" msgstr "オクルーダーの球形の位置をセット" #: modules/csg/csg_gizmos.cpp msgid "Change Cylinder Radius" msgstr "円柱の半径を変更" #: modules/csg/csg_gizmos.cpp msgid "Change Cylinder Height" msgstr "円柱の高さを変更" #: modules/csg/csg_gizmos.cpp msgid "Change Torus Inner Radius" msgstr "トーラスの内径を変更" #: modules/csg/csg_gizmos.cpp msgid "Change Torus Outer Radius" msgstr "トーラスの外径を変更" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Select the dynamic library for this entry" msgstr "このエントリのダイナミックライブラリを選択してください" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Select dependencies of the library for this entry" msgstr "このエントリのライブラリの依存関係を選択してください" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Remove current entry" msgstr "現在のエントリを削除する" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Double click to create a new entry" msgstr "ダブルクリックで新規エントリを生成" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Platform:" msgstr "プラットフォーム:" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Platform" msgstr "プラットフォーム" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Dynamic Library" msgstr "ダイナミック ライブラリ" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Add an architecture entry" msgstr "アーキテクチャエントリを追加する" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "GDNativeLibrary" msgstr "GDNative ライブラリ" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Enabled GDNative Singleton" msgstr "有効なGDNativeシングルトン" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Disabled GDNative Singleton" msgstr "無効なGDNativeシングルトン" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Library" msgstr "ライブラリ" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Libraries: " msgstr "ライブラリ: " #: modules/gdnative/register_types.cpp msgid "GDNative" msgstr "GDNative" #: modules/gdscript/gdscript_functions.cpp msgid "Step argument is zero!" msgstr "ステップ引数はゼロです!" #: modules/gdscript/gdscript_functions.cpp msgid "Not a script with an instance" msgstr "インスタンスを使用していないスクリプトです" #: modules/gdscript/gdscript_functions.cpp msgid "Not based on a script" msgstr "スクリプトに基づいていません" #: modules/gdscript/gdscript_functions.cpp msgid "Not based on a resource file" msgstr "リソースファイルに基づいていません" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary format (missing @path)" msgstr "無効なインスタンス辞書形式です(@pathが見つかりません)" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary format (can't load script at @path)" msgstr "無効なインスタンス辞書形式です(@path でスクリプトを読み込めません)" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary format (invalid script at @path)" msgstr "無効なインスタンス辞書形式です(@path で無効なスクリプト)" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary (invalid subclasses)" msgstr "無効なインスタンス辞書です(無効なサブクラス)" #: modules/gdscript/gdscript_functions.cpp msgid "Object can't provide a length." msgstr "オブジェクトは長さを提供できません。" #: modules/gltf/editor_scene_exporter_gltf_plugin.cpp msgid "Export Mesh GLTF2" msgstr "メッシュの GLTF2 エクスポート" #: modules/gltf/editor_scene_exporter_gltf_plugin.cpp msgid "Export GLTF..." msgstr "GLTF をエクスポート..." #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Next Plane" msgstr "次の平面" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Previous Plane" msgstr "前の平面" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Plane:" msgstr "平面:" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Next Floor" msgstr "次の床面" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Previous Floor" msgstr "前の床面" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Floor:" msgstr "床面:" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Delete Selection" msgstr "GridMap 選択範囲を削除" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Fill Selection" msgstr "GridMap 選択範囲を埋める" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Paste Selection" msgstr "GridMap 選択範囲を貼り付け" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Paint" msgstr "GridMap ペイント" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Selection" msgstr "GridMap の選択" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Grid Map" msgstr "グリッドマップ" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Snap View" msgstr "スナップビュー" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clip Disabled" msgstr "クリップ無効" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clip Above" msgstr "上クリップ" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clip Below" msgstr "下クリップ" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Edit X Axis" msgstr "X軸を編集" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Edit Y Axis" msgstr "Y軸を編集" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Edit Z Axis" msgstr "Z軸を編集" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Rotate X" msgstr "X軸でカーソルを回転" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Rotate Y" msgstr "Y軸でカーソルを回転" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Rotate Z" msgstr "Z軸でカーソルを回転" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate X" msgstr "X軸でカーソルを逆回転させる" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate Y" msgstr "Y軸でカーソルを逆回転させる" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate Z" msgstr "Z軸でカーソルを逆回転させる" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Clear Rotation" msgstr "カーソル回転をクリア" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Paste Selects" msgstr "選択項目の貼り付け" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clear Selection" msgstr "選択をクリア" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Fill Selection" msgstr "選択部の塗り潰し" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Settings" msgstr "グリッドマップの設定" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Pick Distance:" msgstr "距離を取得:" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Filter meshes" msgstr "メッシュを絞り込む" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Give a MeshLibrary resource to this GridMap to use its meshes." msgstr "" "メッシュを使うにはメッシュライブラリリソースをこのグリッドマップに設定してく" "ださい。" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Begin Bake" msgstr "ベイク開始" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Preparing data structures" msgstr "データ構造の準備" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Generate buffers" msgstr "バッファを生成" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Direct lighting" msgstr "直接光" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Indirect lighting" msgstr "間接光" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Post processing" msgstr "後処理" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Plotting lightmaps" msgstr "ライトマップを描画中:" #: modules/mono/csharp_script.cpp msgid "Class name can't be a reserved keyword" msgstr "クラス名を予約キーワードにすることはできません" #: modules/mono/csharp_script.cpp msgid "Build Solution" msgstr "ソリューションをビルド" #: modules/mono/mono_gd/gd_mono_utils.cpp msgid "End of inner exception stack trace" msgstr "内部例外スタックトレースの終了" #: modules/navigation/navigation_mesh_editor_plugin.cpp #: scene/3d/navigation_mesh_instance.cpp msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "" "このノードを動かすために NavigationMesh リソースを設定または作成する必要があ" "ります。" #: modules/navigation/navigation_mesh_editor_plugin.cpp msgid "Bake NavMesh" msgstr "NavMeshを焼き込む" #: modules/navigation/navigation_mesh_editor_plugin.cpp msgid "Clear the navigation mesh." msgstr "ナビゲーションメッシュの消去。" #: modules/navigation/navigation_mesh_generator.cpp msgid "Setting up Configuration..." msgstr "設定中..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Calculating grid size..." msgstr "グリッドサイズ計算中..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Creating heightfield..." msgstr "ハイトフィールド生成中..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Marking walkable triangles..." msgstr "移動可能なポリゴンを記録中..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Constructing compact heightfield..." msgstr "ハイトフィールド圧縮中..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Eroding walkable area..." msgstr "移動可能な領域を作成中..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Partitioning..." msgstr "分割中..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Creating contours..." msgstr "輪郭を作成しています..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Creating polymesh..." msgstr "ポリメッシュを作成しています..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Converting to native navigation mesh..." msgstr "ネイティブナビゲーションメッシュに変換しています..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Navigation Mesh Generator Setup:" msgstr "ナビゲーションメッシュ生成設定:" #: modules/navigation/navigation_mesh_generator.cpp msgid "Parsing Geometry..." msgstr "ジオメトリを解析しています..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Done!" msgstr "完了!" #: modules/visual_script/visual_script.cpp msgid "" "A node yielded without working memory, please read the docs on how to yield " "properly!" msgstr "" "作業メモリなしでノードが生成されました。正しく生成する方法については、ドキュ" "メントを参照してください!" #: modules/visual_script/visual_script.cpp msgid "" "Node yielded, but did not return a function state in the first working " "memory." msgstr "" "ノードは生成しましたが、最初の作業メモリーに関数状態を返しませんでした。" #: modules/visual_script/visual_script.cpp msgid "" "Return value must be assigned to first element of node working memory! Fix " "your node please." msgstr "" "戻り値はノードの作業用メモリの最初の要素に割り当てなければなりません!ノード" "を修正してください。" #: modules/visual_script/visual_script.cpp msgid "Node returned an invalid sequence output: " msgstr "ノードは無効なシーケンス出力を返しました: " #: modules/visual_script/visual_script.cpp msgid "Found sequence bit but not the node in the stack, report bug!" msgstr "" "スタックにシーケンスビットを見つけましたが、ノードではありません。バグ報告" "を!" #: modules/visual_script/visual_script.cpp msgid "Stack overflow with stack depth: " msgstr "スタックオーバーフロー発生 スタックの深さ: " #: modules/visual_script/visual_script_editor.cpp msgid "Change Signal Arguments" msgstr "シグナルの引数を変更" #: modules/visual_script/visual_script_editor.cpp msgid "Change Argument Type" msgstr "引数の型の変更" #: modules/visual_script/visual_script_editor.cpp msgid "Change Argument name" msgstr "引数名の変更" #: modules/visual_script/visual_script_editor.cpp msgid "Set Variable Default Value" msgstr "変数のデフォルト値を設定" #: modules/visual_script/visual_script_editor.cpp msgid "Set Variable Type" msgstr "変数の型を設定" #: modules/visual_script/visual_script_editor.cpp msgid "Add Input Port" msgstr "入力ポートを追加" #: modules/visual_script/visual_script_editor.cpp msgid "Add Output Port" msgstr "出力ポートを追加" #: modules/visual_script/visual_script_editor.cpp msgid "Change Port Type" msgstr "ポートの型を変更" #: modules/visual_script/visual_script_editor.cpp msgid "Change Port Name" msgstr "ポート名を変更" #: modules/visual_script/visual_script_editor.cpp msgid "Override an existing built-in function." msgstr "既存の組み込み関数をオーバーライド。" #: modules/visual_script/visual_script_editor.cpp msgid "Create a new function." msgstr "新規関数を作成。" #: modules/visual_script/visual_script_editor.cpp msgid "Variables:" msgstr "変数を作成:" #: modules/visual_script/visual_script_editor.cpp msgid "Create a new variable." msgstr "新規変数を作成。" #: modules/visual_script/visual_script_editor.cpp msgid "Signals:" msgstr "シグナル:" #: modules/visual_script/visual_script_editor.cpp msgid "Create a new signal." msgstr "新規シグナルを生成。" #: modules/visual_script/visual_script_editor.cpp msgid "Name is not a valid identifier:" msgstr "この名前は無効な識別子です:" #: modules/visual_script/visual_script_editor.cpp msgid "Name already in use by another func/var/signal:" msgstr "他の関数/変数/シグナルによりすでに使われている名前:" #: modules/visual_script/visual_script_editor.cpp msgid "Rename Function" msgstr "関数名を変更" #: modules/visual_script/visual_script_editor.cpp msgid "Rename Variable" msgstr "変数名を変更" #: modules/visual_script/visual_script_editor.cpp msgid "Rename Signal" msgstr "シグナル名を変更" #: modules/visual_script/visual_script_editor.cpp msgid "Add Function" msgstr "関数を追加" #: modules/visual_script/visual_script_editor.cpp msgid "Delete input port" msgstr "入力ポートの削除" #: modules/visual_script/visual_script_editor.cpp msgid "Add Variable" msgstr "変数を追加" #: modules/visual_script/visual_script_editor.cpp msgid "Add Signal" msgstr "シグナルを追加" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Input Port" msgstr "入力ポートの除去" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Output Port" msgstr "出力ポートの除去" #: modules/visual_script/visual_script_editor.cpp msgid "Change Expression" msgstr "式を変更" #: modules/visual_script/visual_script_editor.cpp msgid "Remove VisualScript Nodes" msgstr "VisualScriptノードを除去" #: modules/visual_script/visual_script_editor.cpp msgid "Duplicate VisualScript Nodes" msgstr "VisualScriptノードを複製" #: modules/visual_script/visual_script_editor.cpp msgid "Hold %s to drop a Getter. Hold Shift to drop a generic signature." msgstr "" "%sを押したままGetterを(ドラッグ&)ドロップする。Shiftを押したまま汎用シグネ" "チャを(ドラッグ&)ドロップする。" #: modules/visual_script/visual_script_editor.cpp msgid "Hold Ctrl to drop a Getter. Hold Shift to drop a generic signature." msgstr "" "Ctrlを押したままGetterを(ドラッグ&)ドロップする。Shiftを押したまま汎用シグネ" "チャを(ドラッグ&)ドロップする." #: modules/visual_script/visual_script_editor.cpp msgid "Hold %s to drop a simple reference to the node." msgstr "" "%sを押したままノードへ単純参照(simple reference)を(ドラッグ&)ドロップする。" #: modules/visual_script/visual_script_editor.cpp msgid "Hold Ctrl to drop a simple reference to the node." msgstr "" "Ctrlを押したままノードへ単純参照(simple reference)を(ドラッグ&)ドロップす" "る。" #: modules/visual_script/visual_script_editor.cpp msgid "Hold %s to drop a Variable Setter." msgstr "%sを押したまま変数のSetterを(ドラッグ&)ドロップする。" #: modules/visual_script/visual_script_editor.cpp msgid "Hold Ctrl to drop a Variable Setter." msgstr "Ctrlを押したまま変数のSetterを(ドラッグ&)ドロップする。" #: modules/visual_script/visual_script_editor.cpp msgid "Add Preload Node" msgstr "プリロードノードを追加" #: modules/visual_script/visual_script_editor.cpp msgid "Add Node(s)" msgstr "ノードを追加" #: modules/visual_script/visual_script_editor.cpp msgid "Add Node(s) From Tree" msgstr "ツリーからノードを追加" #: modules/visual_script/visual_script_editor.cpp msgid "" "Can't drop properties because script '%s' is not used in this scene.\n" "Drop holding 'Shift' to just copy the signature." msgstr "" "このシーンではスクリプト '%s'が使用されていないため、プロパティをドロップでき" "ません。\n" "「Shift」を押しながらドロップすると、署名がコピーされます。" #: modules/visual_script/visual_script_editor.cpp msgid "Add Getter Property" msgstr "Getterプロパティを追加" #: modules/visual_script/visual_script_editor.cpp msgid "Add Setter Property" msgstr "Setterプロパティを追加" #: modules/visual_script/visual_script_editor.cpp msgid "Change Base Type" msgstr "基底型を変更" #: modules/visual_script/visual_script_editor.cpp msgid "Move Node(s)" msgstr "ノードを移動" #: modules/visual_script/visual_script_editor.cpp msgid "Remove VisualScript Node" msgstr "VisualScriptノードを除去" #: modules/visual_script/visual_script_editor.cpp msgid "Connect Nodes" msgstr "ノードに接続" #: modules/visual_script/visual_script_editor.cpp msgid "Disconnect Nodes" msgstr "ノードを切断" #: modules/visual_script/visual_script_editor.cpp msgid "Connect Node Data" msgstr "ノードデータに接続" #: modules/visual_script/visual_script_editor.cpp msgid "Connect Node Sequence" msgstr "ノードシーケンスに接続" #: modules/visual_script/visual_script_editor.cpp msgid "Script already has function '%s'" msgstr "スクリプトに関数 '%s'がすでに存在します" #: modules/visual_script/visual_script_editor.cpp msgid "Change Input Value" msgstr "入力値の変更" #: modules/visual_script/visual_script_editor.cpp msgid "Resize Comment" msgstr "コメントのサイズを変更する" #: modules/visual_script/visual_script_editor.cpp msgid "Can't copy the function node." msgstr "ファンクションノードをコピーできません。" #: modules/visual_script/visual_script_editor.cpp msgid "Paste VisualScript Nodes" msgstr "VisualScriptノードを貼り付け" #: modules/visual_script/visual_script_editor.cpp msgid "Can't create function with a function node." msgstr "関数ノードで関数を作成できません。" #: modules/visual_script/visual_script_editor.cpp msgid "Can't create function of nodes from nodes of multiple functions." msgstr "複数の関数を持つノードから、ノードの関数を作ることができません。" #: modules/visual_script/visual_script_editor.cpp msgid "Select at least one node with sequence port." msgstr "シーケンス ポートを持つノードを少なくとも 1 つ選択します。" #: modules/visual_script/visual_script_editor.cpp msgid "Try to only have one sequence input in selection." msgstr "選択するシーケンス入力は1つだけにしてください。" #: modules/visual_script/visual_script_editor.cpp msgid "Create Function" msgstr "関数を作成" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Function" msgstr "関数を除去" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Variable" msgstr "変数を削除" #: modules/visual_script/visual_script_editor.cpp msgid "Editing Variable:" msgstr "編集中の変数:" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Signal" msgstr "シグナルを除去" #: modules/visual_script/visual_script_editor.cpp msgid "Editing Signal:" msgstr "シグナルを接続:" #: modules/visual_script/visual_script_editor.cpp msgid "Make Tool:" msgstr "ツールにする:" #: modules/visual_script/visual_script_editor.cpp msgid "Members:" msgstr "メンバー:" #: modules/visual_script/visual_script_editor.cpp msgid "Change Base Type:" msgstr "基底型を変更:" #: modules/visual_script/visual_script_editor.cpp msgid "Add Nodes..." msgstr "ノードを追加..." #: modules/visual_script/visual_script_editor.cpp msgid "Add Function..." msgstr "関数を追加…" #: modules/visual_script/visual_script_editor.cpp msgid "function_name" msgstr "関数名" #: modules/visual_script/visual_script_editor.cpp msgid "Select or create a function to edit its graph." msgstr "グラフを編集する関数を選択または作成します。" #: modules/visual_script/visual_script_editor.cpp msgid "Delete Selected" msgstr "選択対象を削除" #: modules/visual_script/visual_script_editor.cpp msgid "Find Node Type" msgstr "ノードタイプを探す" #: modules/visual_script/visual_script_editor.cpp msgid "Copy Nodes" msgstr "ノードをコピー" #: modules/visual_script/visual_script_editor.cpp msgid "Cut Nodes" msgstr "ノードを切り取る" #: modules/visual_script/visual_script_editor.cpp msgid "Make Function" msgstr "関数を作成" #: modules/visual_script/visual_script_editor.cpp msgid "Refresh Graph" msgstr "グラフを更新" #: modules/visual_script/visual_script_editor.cpp msgid "Edit Member" msgstr "メンバーを編集" #: modules/visual_script/visual_script_expression.cpp #, fuzzy msgid "Expression" msgstr "式を設定" #: modules/visual_script/visual_script_flow_control.cpp msgid "Return" msgstr "" #: modules/visual_script/visual_script_flow_control.cpp #, fuzzy msgid "Condition" msgstr "アニメーション" #: modules/visual_script/visual_script_flow_control.cpp msgid "if (cond) is:" msgstr "" #: modules/visual_script/visual_script_flow_control.cpp msgid "While" msgstr "" #: modules/visual_script/visual_script_flow_control.cpp msgid "while (cond):" msgstr "" #: modules/visual_script/visual_script_flow_control.cpp msgid "Iterator" msgstr "" #: modules/visual_script/visual_script_flow_control.cpp msgid "for (elem) in (input):" msgstr "" #: modules/visual_script/visual_script_flow_control.cpp msgid "Input type not iterable: " msgstr "入力タイプは反復可能ではありません: " #: modules/visual_script/visual_script_flow_control.cpp msgid "Iterator became invalid" msgstr "イテレーターが無効になりました" #: modules/visual_script/visual_script_flow_control.cpp msgid "Iterator became invalid: " msgstr "イテレーターが無効になりました: " #: modules/visual_script/visual_script_flow_control.cpp msgid "Sequence" msgstr "" #: modules/visual_script/visual_script_flow_control.cpp #, fuzzy msgid "in order:" msgstr "フォルダー名を変更:" #: modules/visual_script/visual_script_flow_control.cpp #, fuzzy msgid "Switch" msgstr "ピッチ:" #: modules/visual_script/visual_script_flow_control.cpp msgid "'input' is:" msgstr "" #: modules/visual_script/visual_script_flow_control.cpp #, fuzzy msgid "Type Cast" msgstr "型:" #: modules/visual_script/visual_script_flow_control.cpp msgid "Is %s?" msgstr "" #: modules/visual_script/visual_script_func_nodes.cpp msgid "On %s" msgstr "" #: modules/visual_script/visual_script_func_nodes.cpp #, fuzzy msgid "On Self" msgstr "自己" #: modules/visual_script/visual_script_func_nodes.cpp #, fuzzy msgid "Subtract %s" msgstr "文字 %s" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Multiply %s" msgstr "" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Divide %s" msgstr "" #: modules/visual_script/visual_script_func_nodes.cpp #, fuzzy msgid "Mod %s" msgstr "%s を追加" #: modules/visual_script/visual_script_func_nodes.cpp #, fuzzy msgid "ShiftLeft %s" msgstr "%s を設定" #: modules/visual_script/visual_script_func_nodes.cpp msgid "ShiftRight %s" msgstr "" #: modules/visual_script/visual_script_func_nodes.cpp #, fuzzy msgid "BitAnd %s" msgstr "%s を追加" #: modules/visual_script/visual_script_func_nodes.cpp msgid "BitOr %s" msgstr "" #: modules/visual_script/visual_script_func_nodes.cpp msgid "BitXor %s" msgstr "" #: modules/visual_script/visual_script_func_nodes.cpp #: modules/visual_script/visual_script_nodes.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Get %s" msgstr "%s を取得" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Invalid index property name." msgstr "インデックスのプロパティ名が無効です。" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Base object is not a Node!" msgstr "ベースオブジェクトはノードではありません!" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Path does not lead Node!" msgstr "パスがノードに達しません!" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Invalid index property name '%s' in node %s." msgstr "ノード%sのインデックスのプロパティ名'%s'は無効です。" #: modules/visual_script/visual_script_func_nodes.cpp #, fuzzy msgid "Emit %s" msgstr "%s を設定" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Function" msgstr "関数" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Compose Array" msgstr "配列のサイズを変更" #: modules/visual_script/visual_script_nodes.cpp msgid ": Invalid argument of type: " msgstr ":無効な引数 引数の型: " #: modules/visual_script/visual_script_nodes.cpp msgid ": Invalid arguments: " msgstr ": 無効な引数: " #: modules/visual_script/visual_script_nodes.cpp msgid "a if cond, else b" msgstr "" #: modules/visual_script/visual_script_nodes.cpp msgid "VariableGet not found in script: " msgstr "VariableGetがスクリプト内にありません: " #: modules/visual_script/visual_script_nodes.cpp msgid "VariableSet not found in script: " msgstr "VariableSetがスクリプト内にありません: " #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Preload" msgstr "再読み込み" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Get Index" msgstr "Zインデックス" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Set Index" msgstr "Zインデックス" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Global Constant" msgstr "コンスタント" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Class Constant" msgstr "コンスタント" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Basic Constant" msgstr "コンスタント" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Math Constant" msgstr "コンスタント" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Get Engine Singleton" msgstr "有効なGDNativeシングルトン" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Get Scene Node" msgstr "タイムシーク ノード" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Get Scene Tree" msgstr "シーンツリーの編集" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Get Self" msgstr "自己" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "CustomNode" msgstr "ノードを切り取る" #: modules/visual_script/visual_script_nodes.cpp msgid "Custom node has no _step() method, can't process graph." msgstr "カスタムノードに_step() メソッドが無いため、グラフを処理できません。" #: modules/visual_script/visual_script_nodes.cpp msgid "" "Invalid return value from _step(), must be integer (seq out), or string " "(error)." msgstr "" "_step()の戻り値が無効です。integer (seq out)またはstring (error)でなければな" "りません。" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "SubCall" msgstr "呼び出し" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Construct %s" msgstr "定数" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Get Local Var" msgstr "ローカル空間を使用" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Set Local Var" msgstr "ローカル空間を使用" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Action %s" msgstr "アクション(Action)" #: modules/visual_script/visual_script_nodes.cpp msgid "Deconstruct %s" msgstr "" #: modules/visual_script/visual_script_property_selector.cpp msgid "Search VisualScript" msgstr "VisualScriptを検索" #: modules/visual_script/visual_script_yield_nodes.cpp msgid "Yield" msgstr "" #: modules/visual_script/visual_script_yield_nodes.cpp msgid "Wait" msgstr "" #: modules/visual_script/visual_script_yield_nodes.cpp #, fuzzy msgid "Next Frame" msgstr "フレームの移動" #: modules/visual_script/visual_script_yield_nodes.cpp #, fuzzy msgid "Next Physics Frame" msgstr "物理フレーム %" #: modules/visual_script/visual_script_yield_nodes.cpp msgid "%s sec(s)" msgstr "" #: modules/visual_script/visual_script_yield_nodes.cpp #, fuzzy msgid "WaitSignal" msgstr "シグナル" #: modules/visual_script/visual_script_yield_nodes.cpp #, fuzzy msgid "WaitNodeSignal" msgstr "シグナル" #: modules/visual_script/visual_script_yield_nodes.cpp #, fuzzy msgid "WaitInstanceSignal" msgstr "インスタンス" #: platform/android/export/export_plugin.cpp msgid "Package name is missing." msgstr "パッケージ名がありません。" #: platform/android/export/export_plugin.cpp msgid "Package segments must be of non-zero length." msgstr "パッケージセグメントの長さは0以外でなければなりません。" #: platform/android/export/export_plugin.cpp msgid "The character '%s' is not allowed in Android application package names." msgstr "文字 '%s' はAndroidアプリケーション パッケージ名に使用できません。" #: platform/android/export/export_plugin.cpp msgid "A digit cannot be the first character in a package segment." msgstr "数字をパッケージセグメントの先頭に使用できません。" #: platform/android/export/export_plugin.cpp msgid "The character '%s' cannot be the first character in a package segment." msgstr "文字 '%s' はパッケージ セグメントの先頭に使用できません。" #: platform/android/export/export_plugin.cpp msgid "The package must have at least one '.' separator." msgstr "パッケージには一つ以上の区切り文字 '.' が必要です。" #: platform/android/export/export_plugin.cpp msgid "Select device from the list" msgstr "一覧からデバイスを選択" #: platform/android/export/export_plugin.cpp msgid "Running on %s" msgstr "%s で実行中" #: platform/android/export/export_plugin.cpp msgid "Exporting APK..." msgstr "APKをエクスポート中..." #: platform/android/export/export_plugin.cpp msgid "Uninstalling..." msgstr "アンインストール中..." #: platform/android/export/export_plugin.cpp msgid "Installing to device, please wait..." msgstr "デバイスにインストール中、しばらくお待ちください..." #: platform/android/export/export_plugin.cpp msgid "Could not install to device: %s" msgstr "デバイスにインストールできませんでした: %s" #: platform/android/export/export_plugin.cpp msgid "Running on device..." msgstr "デバイスで実行中..." #: platform/android/export/export_plugin.cpp msgid "Could not execute on device." msgstr "デバイスで実行できませんでした。" #: platform/android/export/export_plugin.cpp msgid "Unable to find the 'apksigner' tool." msgstr "'apksigner' ツールが見つかりません。" #: platform/android/export/export_plugin.cpp msgid "" "Android build template not installed in the project. Install it from the " "Project menu." msgstr "" "Android ビルド テンプレートがプロジェクトにインストールされていません。[プロ" "ジェクト] メニューからインストールします。" #: platform/android/export/export_plugin.cpp msgid "" "Either Debug Keystore, Debug User AND Debug Password settings must be " "configured OR none of them." msgstr "" "Debug Keystore, Debug User, Debug Passwordは、すべて設定されているか、すべて" "空である必要があります。" #: platform/android/export/export_plugin.cpp msgid "Debug keystore not configured in the Editor Settings nor in the preset." msgstr "Debug Keystoreがエディター設定にもプリセットにも設定されていません。" #: platform/android/export/export_plugin.cpp msgid "" "Either Release Keystore, Release User AND Release Password settings must be " "configured OR none of them." msgstr "" "Release Keystore, Release User, Release Passwordは、すべて設定されているか、" "すべて空である必要があります。" #: platform/android/export/export_plugin.cpp msgid "Release keystore incorrectly configured in the export preset." msgstr "エクスポート設定にてリリース キーストアが誤って設定されています。" #: platform/android/export/export_plugin.cpp msgid "A valid Android SDK path is required in Editor Settings." msgstr "エディター設定でAndroid SDKパスの指定が必要です。" #: platform/android/export/export_plugin.cpp msgid "Invalid Android SDK path in Editor Settings." msgstr "エディター設定のAndroid SDKパスが無効です。" #: platform/android/export/export_plugin.cpp msgid "Missing 'platform-tools' directory!" msgstr "'platform-tools' ディレクトリがありません!" #: platform/android/export/export_plugin.cpp msgid "Unable to find Android SDK platform-tools' adb command." msgstr "Android SDK platform-toolsのadbコマンドが見つかりません。" #: platform/android/export/export_plugin.cpp msgid "Please check in the Android SDK directory specified in Editor Settings." msgstr "" "エディター設定で指定されたAndroid SDKのディレクトリを確認してください。" #: platform/android/export/export_plugin.cpp msgid "Missing 'build-tools' directory!" msgstr "'build-tools' ディレクトリがありません!" #: platform/android/export/export_plugin.cpp msgid "Unable to find Android SDK build-tools' apksigner command." msgstr "Android SDK build-toolsのapksignerコマンドが見つかりません。" #: platform/android/export/export_plugin.cpp msgid "Invalid public key for APK expansion." msgstr "APK expansion の公開鍵が無効です。" #: platform/android/export/export_plugin.cpp msgid "Invalid package name:" msgstr "無効なパッケージ名:" #: platform/android/export/export_plugin.cpp msgid "" "Invalid \"GodotPaymentV3\" module included in the \"android/modules\" " "project setting (changed in Godot 3.2.2).\n" msgstr "" "「android/modules」に含まれる「GodotPaymentV3」モジュールのプロジェクト設定が" "無効です (Godot 3.2.2 にて変更)。\n" #: platform/android/export/export_plugin.cpp msgid "\"Use Custom Build\" must be enabled to use the plugins." msgstr "" "プラグインを利用するには「Use Custom Build (カスタムビルドを使用する)」が有効" "になっている必要があります。" #: platform/android/export/export_plugin.cpp msgid "" "\"Hand Tracking\" is only valid when \"Xr Mode\" is \"Oculus Mobile VrApi\" " "or \"OpenXR\"." msgstr "" "\"Hand Tracking\" は \"Xr Mode\" が \"Oculus Mobile VrApi\" または \"OpenXR" "\" の場合にのみ有効です。" #: platform/android/export/export_plugin.cpp msgid "\"Passthrough\" is only valid when \"Xr Mode\" is \"OpenXR\"." msgstr "\"Passthrough\" は \"Xr Mode\" が \"OpenXR\" の場合にのみ有効です。" #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Custom Build\" is enabled." msgstr "" "\"Export AAB\" は \"Use Custom Build\" が有効である場合にのみ有効になります。" #: platform/android/export/export_plugin.cpp msgid "" "Changing the \"Min Sdk\" is only valid when \"Use Custom Build\" is enabled." msgstr "" "\"Min Sdk\" の変更は \"Use Custom Build\" が有効である場合にのみ有効です。" #: platform/android/export/export_plugin.cpp msgid "" "Changing the \"Target Sdk\" is only valid when \"Use Custom Build\" is " "enabled." msgstr "" "\"Target Sdk\" の変更は \"Use Custom Build\" が有効である場合にのみ有効です。" #: platform/android/export/export_plugin.cpp msgid "\"Target Sdk\" version must be greater or equal to \"Min Sdk\" version." msgstr "" "\"Target Sdk\" バージョンは \"Min Sdk\" バージョン以上でなければなりません。" #: platform/android/export/export_plugin.cpp msgid "" "'apksigner' could not be found.\n" "Please check the command is available in the Android SDK build-tools " "directory.\n" "The resulting %s is unsigned." msgstr "" "'apksigner' が見つかりませんでした。\n" "このコマンドが Android SDK build-tools ディレクトリにあるか確認してくださ" "い。\n" "%s は署名されませんでした。" #: platform/android/export/export_plugin.cpp msgid "Signing debug %s..." msgstr "デバッグ %s に署名中..." #: platform/android/export/export_plugin.cpp msgid "Signing release %s..." msgstr "リリース %s に署名中..." #: platform/android/export/export_plugin.cpp msgid "Could not find keystore, unable to export." msgstr "キーストアが見つからないため、エクスポートできません。" #: platform/android/export/export_plugin.cpp msgid "'apksigner' returned with error #%d" msgstr "'apksigner' がエラー #%d で終了しました" #: platform/android/export/export_plugin.cpp msgid "Verifying %s..." msgstr "%s を検証中..." #: platform/android/export/export_plugin.cpp msgid "'apksigner' verification of %s failed." msgstr "'apksigner' による %s の検証に失敗しました。" #: platform/android/export/export_plugin.cpp msgid "Exporting for Android" msgstr "Android用にエクスポート" #: platform/android/export/export_plugin.cpp msgid "Invalid filename! Android App Bundle requires the *.aab extension." msgstr "無効なファイル名です!Android App Bundle には拡張子 *.aab が必要です。" #: platform/android/export/export_plugin.cpp msgid "APK Expansion not compatible with Android App Bundle." msgstr "APK Expansion は Android App Bundle とは互換性がありません。" #: platform/android/export/export_plugin.cpp msgid "Invalid filename! Android APK requires the *.apk extension." msgstr "無効なファイル名です! Android APKには拡張子 *.apk が必要です。" #: platform/android/export/export_plugin.cpp msgid "Unsupported export format!\n" msgstr "サポートされていないエクスポートフォーマットです!\n" #: platform/android/export/export_plugin.cpp msgid "" "Trying to build from a custom built template, but no version info for it " "exists. Please reinstall from the 'Project' menu." msgstr "" "カスタムビルドされたテンプレートからビルドしようとしましたが、そのバージョン" "情報が存在しません。 「プロジェクト」メニューから再インストールしてください。" #: platform/android/export/export_plugin.cpp msgid "" "Android build version mismatch:\n" " Template installed: %s\n" " Godot Version: %s\n" "Please reinstall Android build template from 'Project' menu." msgstr "" "Androidビルド バージョンの不一致:\n" " インストールされたテンプレート: %s\n" " Godot バージョン: %s\n" "「プロジェクト 」メニューからAndroidビルドテンプレートを再インストールしてく" "ださい。" #: platform/android/export/export_plugin.cpp msgid "" "Unable to overwrite res://android/build/res/*.xml files with project name" msgstr "" "res://android/build/res/*.xml ファイルをプロジェクト名で上書きできません" #: platform/android/export/export_plugin.cpp msgid "Could not export project files to gradle project\n" msgstr "" "プロジェクトファイルをgladleプロジェクトにエクスポートできませんでした\n" #: platform/android/export/export_plugin.cpp msgid "Could not write expansion package file!" msgstr "拡張パッケージファイルを書き込めませんでした!" #: platform/android/export/export_plugin.cpp msgid "Building Android Project (gradle)" msgstr "Androidプロジェクトの構築(gradle)" #: platform/android/export/export_plugin.cpp msgid "" "Building of Android project failed, check output for the error.\n" "Alternatively visit docs.godotengine.org for Android build documentation." msgstr "" "Androidプロジェクトのビルドに失敗しました。エラーの出力を確認してください。\n" "また、Androidビルドについてのドキュメントは docs.godotengine.org をご覧くださ" "い。" #: platform/android/export/export_plugin.cpp msgid "Moving output" msgstr "出力結果の移動中" #: platform/android/export/export_plugin.cpp msgid "" "Unable to copy and rename export file, check gradle project directory for " "outputs." msgstr "" "エクスポートファイルのコピーと名前の変更ができません。出力結果をみるには" "gradleのプロジェクトディレクトリを確認してください。" #: platform/android/export/export_plugin.cpp msgid "Package not found: %s" msgstr "見つからないパッケージ: %s" #: platform/android/export/export_plugin.cpp msgid "Creating APK..." msgstr "APK を作成しています..." #: platform/android/export/export_plugin.cpp msgid "" "Could not find template APK to export:\n" "%s" msgstr "" "エクスポートするテンプレートAPKが見つかりませんでした:\n" "%s" #: platform/android/export/export_plugin.cpp msgid "" "Missing libraries in the export template for the selected architectures: " "%s.\n" "Please build a template with all required libraries, or uncheck the missing " "architectures in the export preset." msgstr "" "選択されたアーキテクチャ: %s のエクスポートテンプレートのライブラリが不足して" "います。\n" "必要なライブラリをすべて含むテンプレートを作成するか、エクスポートのプリセッ" "トで、不足しているアーキテクチャのチェックを外してください。" #: platform/android/export/export_plugin.cpp msgid "Adding files..." msgstr "ファイルを追加中..." #: platform/android/export/export_plugin.cpp msgid "Could not export project files" msgstr "プロジェクトファイルをエクスポートできませんでした" #: platform/android/export/export_plugin.cpp msgid "Aligning APK..." msgstr "APKを最適化..." #: platform/android/export/export_plugin.cpp msgid "Could not unzip temporary unaligned APK." msgstr "temporary unaligned APKを展開できませんでした。" #: platform/iphone/export/export.cpp platform/osx/export/export.cpp msgid "Identifier is missing." msgstr "識別子がありません。" #: platform/iphone/export/export.cpp platform/osx/export/export.cpp msgid "The character '%s' is not allowed in Identifier." msgstr "文字 '%s' は識別子に使用できません。" #: platform/iphone/export/export.cpp msgid "App Store Team ID not specified - cannot configure the project." msgstr "App Store チームID が未指定 - プロジェクトを構成できません。" #: platform/iphone/export/export.cpp msgid "Invalid Identifier:" msgstr "無効な識別子:" #: platform/iphone/export/export.cpp msgid "Required icon is not specified in the preset." msgstr "必須アイコンがプリセットに指定されていません。" #: platform/javascript/export/export.cpp msgid "Stop HTTP Server" msgstr "HTTPサーバーを止める" #: platform/javascript/export/export.cpp msgid "Run in Browser" msgstr "ブラウザで実行" #: platform/javascript/export/export.cpp msgid "Run exported HTML in the system's default browser." msgstr "エクスポートしたHTMLをシステム既定のブラウザで実行する。" #: platform/javascript/export/export.cpp msgid "Could not open template for export:" msgstr "エクスポート用のテンプレートを開けませんでした:" #: platform/javascript/export/export.cpp msgid "Invalid export template:" msgstr "無効なエクスポート テンプレート:" #: platform/javascript/export/export.cpp msgid "Could not write file:" msgstr "ファイルを書き込めませんでした:" #: platform/javascript/export/export.cpp msgid "Could not read file:" msgstr "ファイルを読み込めませんでした:" #: platform/javascript/export/export.cpp msgid "Could not read HTML shell:" msgstr "HTMLシェルを読み込めませんでした:" #: platform/javascript/export/export.cpp msgid "Could not create HTTP server directory:" msgstr "HTTPサーバーのディレクトリの作成に失敗:" #: platform/javascript/export/export.cpp msgid "Error starting HTTP server:" msgstr "HTTPサーバーの開始に失敗:" #: platform/osx/export/export.cpp msgid "Invalid bundle identifier:" msgstr "無効なバンドルID:" #: platform/osx/export/export.cpp msgid "Notarization: code signing required." msgstr "Notarization: コード署名が必要です。" #: platform/osx/export/export.cpp msgid "Notarization: hardened runtime required." msgstr "Notarization: hardened runtime が必要です。" #: platform/osx/export/export.cpp msgid "Notarization: Apple ID name not specified." msgstr "Notarization: Apple ID 名が指定されていません。" #: platform/osx/export/export.cpp msgid "Notarization: Apple ID password not specified." msgstr "Notarization: Apple ID パスワードが指定されていません。" #: platform/uwp/export/export.cpp msgid "Invalid package short name." msgstr "パッケージのショートネームが無効です。" #: platform/uwp/export/export.cpp msgid "Invalid package unique name." msgstr "パッケージ固有の名前が無効です。" #: platform/uwp/export/export.cpp msgid "Invalid package publisher display name." msgstr "パッケージ発行者の表示名が無効です。" #: platform/uwp/export/export.cpp msgid "Invalid product GUID." msgstr "無効なプロダクト GUIDです。" #: platform/uwp/export/export.cpp msgid "Invalid publisher GUID." msgstr "無効なパブリッシャー GUIDです。" #: platform/uwp/export/export.cpp msgid "Invalid background color." msgstr "無効な背景色です。" #: platform/uwp/export/export.cpp msgid "Invalid Store Logo image dimensions (should be 50x50)." msgstr "Storeロゴの画像サイズが無効です(縦横50x50でなければなりません)。" #: platform/uwp/export/export.cpp msgid "Invalid square 44x44 logo image dimensions (should be 44x44)." msgstr "" "44X44の正方形ロゴの画像サイズが無効です(縦横44x44でなければなりません)。" #: platform/uwp/export/export.cpp msgid "Invalid square 71x71 logo image dimensions (should be 71x71)." msgstr "" "71x71の正方形ロゴの画像サイズが無効です(縦横71x71でなければなりません)。" #: platform/uwp/export/export.cpp msgid "Invalid square 150x150 logo image dimensions (should be 150x150)." msgstr "" "150X150の正方形ロゴの画像サイズが無効です(縦横150x150でなければなりません)。" #: platform/uwp/export/export.cpp msgid "Invalid square 310x310 logo image dimensions (should be 310x310)." msgstr "" "310X310の正方形ロゴの画像サイズが無効です(縦横310x310でなければなりません)。" #: platform/uwp/export/export.cpp msgid "Invalid wide 310x150 logo image dimensions (should be 310x150)." msgstr "" "310X150のワイドロゴの画像サイズが無効です(縦横310x150でなければなりません)。" #: platform/uwp/export/export.cpp msgid "Invalid splash screen image dimensions (should be 620x300)." msgstr "" "スプラッシュスクリーンの画像サイズが無効です(縦横620x300でなければなりませ" "ん)。" #: scene/2d/animated_sprite.cpp msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite to display frames." msgstr "" "AnimatedSpriteでフレームを表示するには、\"Frames\"プロパティでSpriteFramesリ" "ソースを作成または設定する必要があります。" #: scene/2d/canvas_modulate.cpp msgid "" "Only one visible CanvasModulate is allowed per scene (or set of instanced " "scenes). The first created one will work, while the rest will be ignored." msgstr "" "1 つだけ表示されている CanvasModulate は、シーン (またはインスタンス化された" "シーンのセット) ごとに許可されます。最初に作成された 1 つが動作する一方、残り" "の部分は無視されます。" #: scene/2d/collision_object_2d.cpp msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " "define its shape." msgstr "" "このノードにはシェイプがないため、他のオブジェクトと衝突または相互作用するこ" "とはできません。\n" "CollisionShape2DまたはCollisionPolygon2Dを子として追加して、シェイプを定義す" "ることを検討してください。" #: scene/2d/collision_polygon_2d.cpp msgid "" "CollisionPolygon2D only serves to provide a collision shape to a " "CollisionObject2D derived node. Please only use it as a child of Area2D, " "StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape." msgstr "" "CollisionPolygon2Dは、CollisionObject2D派生ノードにコリジョンシェイプを提供す" "るためにのみ機能します。シェイプを追加する場合は、Area2D、StaticBody2D、" "RigidBody2D、KinematicBody2Dなどの子として使用してください。" #: scene/2d/collision_polygon_2d.cpp msgid "An empty CollisionPolygon2D has no effect on collision." msgstr "空の CollisionPolygon2D は、衝突判定を持ちません。" #: scene/2d/collision_polygon_2d.cpp msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." msgstr "" "無効なポリゴンです。'Solids' ビルドモードでは最低3つのポイントが必要です。" #: scene/2d/collision_polygon_2d.cpp msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." msgstr "" "無効なポリゴンです。'Segments' ビルドモードでは最低2つのポイントが必要です。" #: scene/2d/collision_shape_2d.cpp msgid "" "CollisionShape2D only serves to provide a collision shape to a " "CollisionObject2D derived node. Please only use it as a child of Area2D, " "StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape." msgstr "" "CollisionShape2Dは、CollisionObject2D派生ノードにコリジョンシェイプを提供する" "場合にのみ機能します。シェイプを追加する場合は、Area2D、StaticBody2D、" "RigidBody2D、KinematicBody2Dなどの子として使用してください。" #: scene/2d/collision_shape_2d.cpp msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" "CollisionShape2D が機能するにはシェイプを指定する必要があります。そのための" "シェイプリソースを作成してください!" #: scene/2d/collision_shape_2d.cpp msgid "" "Polygon-based shapes are not meant be used nor edited directly through the " "CollisionShape2D node. Please use the CollisionPolygon2D node instead." msgstr "" "ポリゴンベースのシェイプは、CollisionShape2Dノードで使用したり直接編集したり" "するには適しません。代わりにCollisionPolygon2Dノードを使用してください。" #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" "CPUParticles2Dアニメーションでは、 \"Particles Animation\" を有効にした" "CanvasItemMaterialを使用する必要があります。" #: scene/2d/joints_2d.cpp msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "Node AとNode Bは PhysicsBody2D でなければなりません" #: scene/2d/joints_2d.cpp msgid "Node A must be a PhysicsBody2D" msgstr "Node A は PhysicsBody2D でなければなりません" #: scene/2d/joints_2d.cpp msgid "Node B must be a PhysicsBody2D" msgstr "Node B は PhysicsBody2D でなければなりません" #: scene/2d/joints_2d.cpp msgid "Joint is not connected to two PhysicsBody2Ds" msgstr "Joint が2つの PhysicsBody2D に接続されてません" #: scene/2d/joints_2d.cpp msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "Node A と Node B は異なる PhysicsBody2D でなければなりません" #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." msgstr "" "光の形状を持つテクスチャは\"Texture\"プロパティに指定する必要があります。" #: scene/2d/light_occluder_2d.cpp msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." msgstr "" "この遮蔽を有効にして、オクルーダーポリゴンを設定 (または描画) する必要があり" "ます。" #: scene/2d/light_occluder_2d.cpp msgid "The occluder polygon for this occluder is empty. Please draw a polygon." msgstr "この遮蔽用のオクルーダーポリゴンは空です。ポリゴンを描いてください。" #: scene/2d/navigation_agent_2d.cpp msgid "The NavigationAgent2D can be used only under a Node2D node." msgstr "" #: scene/2d/navigation_obstacle_2d.cpp msgid "" "The NavigationObstacle2D only serves to provide collision avoidance to a " "Node2D object." msgstr "" #: scene/2d/navigation_polygon.cpp msgid "" "A NavigationPolygon resource must be set or created for this node to work. " "Please set a property or draw a polygon." msgstr "" "このノード用に NavigationPolygon リソースを設定または作成する必要があります。" "プロパティを設定するか、ポリゴンを描画してください。" #: scene/2d/navigation_polygon.cpp msgid "" "NavigationPolygonInstance must be a child or grandchild to a Navigation2D " "node. It only provides navigation data." msgstr "" "NavigationPolygonInstance は、子または孫 Navigation2D ノードにある必要があり" "ます。ナビゲーション データのみ提供します。" #: scene/2d/parallax_layer.cpp msgid "" "ParallaxLayer node only works when set as child of a ParallaxBackground node." msgstr "" "ParallaxLayer ノードは、ParallaxBackground ノードの子として設定されている場合" "のみ動作します。" #: scene/2d/particles_2d.cpp #, fuzzy msgid "" "GPU-based particles are not supported by the GLES2 video driver.\n" "Use the CPUParticles2D node instead. You can use the \"Convert to " "CPUParticles2D\" toolbar option for this purpose." msgstr "" "GPUベースのパーティクルは、GLES2ビデオドライバーではサポートされていませ" "ん。\n" "代わりにCPUParticles2Dノードを使用してください。この目的のために \"CPUパー" "ティクルに変換\" オプションを使用できます。" #: scene/2d/particles_2d.cpp msgid "" "On macOS, Particles2D rendering is much slower than CPUParticles2D due to " "transform feedback being implemented on the CPU instead of the GPU.\n" "Consider using CPUParticles2D instead when targeting macOS.\n" "You can use the \"Convert to CPUParticles2D\" toolbar option for this " "purpose." msgstr "" #: scene/2d/particles_2d.cpp scene/3d/particles.cpp msgid "" "A material to process the particles is not assigned, so no behavior is " "imprinted." msgstr "" "パーティクルを処理するマテリアルが割り当てられていないため、動作を反映できま" "せんでした。" #: scene/2d/particles_2d.cpp msgid "" "Particles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" "Particles2Dアニメーションでは、 \"Particles Animation\"が有効になっている" "CanvasItemMaterialを使用する必要があります。" #: scene/2d/path_2d.cpp msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" "PathFollow2D は、Path2D ノードの子として設定されている場合のみ動作します。" #: scene/2d/physics_body_2d.cpp msgid "" "Size changes to RigidBody2D (in character or rigid modes) will be overridden " "by the physics engine when running.\n" "Change the size in children collision shapes instead." msgstr "" "RigidBody2D (CharacterモードまたはRigidモード) に対するサイズ変更は、実行時に" "物理エンジンによって上書きされます。\n" "代わりに、子のコリジョンシェイプのサイズを変更してください。" #: scene/2d/remote_transform_2d.cpp msgid "Path property must point to a valid Node2D node to work." msgstr "" "Path プロパティは、動作するように有効な Node2D ノードを示す必要があります。" #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "このBone2DチェインはSkeleton2Dノードで終了する必要があります。" #: scene/2d/skeleton_2d.cpp msgid "A Bone2D only works with a Skeleton2D or another Bone2D as parent node." msgstr "" "Bone2Dは、Skeleton2Dまたは別のBone2Dを親ノードとして使用している場合にのみ機" "能します。" #: scene/2d/skeleton_2d.cpp msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." msgstr "" "このボーンには適切なRESTポーズがありません。 Skeleton2Dノードに移動して設定し" "ます。" #: scene/2d/tile_map.cpp msgid "" "TileMap with Use Parent on needs a parent CollisionObject2D to give shapes " "to. Please use it as a child of Area2D, StaticBody2D, RigidBody2D, " "KinematicBody2D, etc. to give them a shape." msgstr "" "親を使用するタイルマップには、シェイプを指定するには親CollisionObjectObject2D" "が必要です。Area2D、StaticBody2D、RigidBody2D、 KinematicBody2Dなどの子として" "使用してください。" #: scene/2d/visibility_notifier_2d.cpp msgid "" "VisibilityEnabler2D works best when used with the edited scene root directly " "as parent." msgstr "" "VisibilityEnable2D は、親として直接編集されたシーンのルートを使用する場合に最" "適です。" #: scene/3d/arvr_nodes.cpp msgid "ARVRCamera must have an ARVROrigin node as its parent." msgstr "ARVRCameraはARVROriginノードを親に持つ必要があります。" #: scene/3d/arvr_nodes.cpp msgid "ARVRController must have an ARVROrigin node as its parent." msgstr "ARVRControllerはARVROriginノードを親に持つ必要があります。" #: scene/3d/arvr_nodes.cpp msgid "" "The controller ID must not be 0 or this controller won't be bound to an " "actual controller." msgstr "" "コントローラーIDを0にすることはできません。0にすると、このコントローラーは実" "際のコントローラーにバインドされません。" #: scene/3d/arvr_nodes.cpp msgid "ARVRAnchor must have an ARVROrigin node as its parent." msgstr "ARVRAnchorはARVROriginノードを親に持つ必要があります。" #: scene/3d/arvr_nodes.cpp msgid "" "The anchor ID must not be 0 or this anchor won't be bound to an actual " "anchor." msgstr "" "アンカーIDを0にすることはできません。0にすると、このアンカーは実際のアンカー" "にバインドされません。" #: scene/3d/arvr_nodes.cpp msgid "ARVROrigin requires an ARVRCamera child node." msgstr "ARVROriginは子ノードにARVRCameraが必要です。" #: scene/3d/baked_lightmap.cpp msgid "Finding meshes and lights" msgstr "メッシュとライトを検索中" #: scene/3d/baked_lightmap.cpp msgid "Preparing geometry (%d/%d)" msgstr "ジオメトリを解析しています (%d/%d)" #: scene/3d/baked_lightmap.cpp msgid "Preparing environment" msgstr "環境を準備中" #: scene/3d/baked_lightmap.cpp msgid "Generating capture" msgstr "キャプチャーを生成中" #: scene/3d/baked_lightmap.cpp msgid "Saving lightmaps" msgstr "ライトマップを保存中" #: scene/3d/baked_lightmap.cpp msgid "Done" msgstr "完了" #: scene/3d/collision_object.cpp msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape or CollisionPolygon as a child to define " "its shape." msgstr "" "このノードにはシェイプがないため、他のオブジェクトと衝突または相互作用するこ" "とはできません。\n" "CollisionShapeまたはCollisionPolygonを子として追加して、そのシェイプを定義す" "ることを検討してください。" #: scene/3d/collision_polygon.cpp msgid "" "CollisionPolygon only serves to provide a collision shape to a " "CollisionObject derived node. Please only use it as a child of Area, " "StaticBody, RigidBody, KinematicBody, etc. to give them a shape." msgstr "" "CollisionPolygonは、CollisionObject派生ノードにコリジョンシェイプを提供する場" "合にのみ機能します。シェイプを追加する場合は、Area、StaticBody、RigidBody、" "KinematicBodyなどの子として使用してください。" #: scene/3d/collision_polygon.cpp msgid "An empty CollisionPolygon has no effect on collision." msgstr "空の CollisionPolygon は、衝突判定を持ちません。" #: scene/3d/collision_shape.cpp msgid "" "CollisionShape only serves to provide a collision shape to a CollisionObject " "derived node. Please only use it as a child of Area, StaticBody, RigidBody, " "KinematicBody, etc. to give them a shape." msgstr "" "CollisionShapeは、CollisionObject派生ノードにコリジョンシェイプを提供する場合" "にのみ機能します。シェイプを追加する場合は、Area、StaticBody、RigidBody、" "KinematicBodyなどの子として使用してください。" #: scene/3d/collision_shape.cpp msgid "" "A shape must be provided for CollisionShape to function. Please create a " "shape resource for it." msgstr "" "CollisionShape が機能するにはシェイプを指定する必要があります。そのためのシェ" "イプリソースを作成してください。" #: scene/3d/collision_shape.cpp msgid "" "Plane shapes don't work well and will be removed in future versions. Please " "don't use them." msgstr "" "平面シェイプはうまく機能せず、将来のバージョンでは削除される予定です。使わな" "いでください。" #: scene/3d/collision_shape.cpp msgid "" "ConcavePolygonShape doesn't support RigidBody in another mode than static." msgstr "" "ConcavePolygonShape は、Static 以外のモードの RigidBody をサポートしていませ" "ん。" #: scene/3d/cpu_particles.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "メッシュが割り当てられていないため、何も表示されません。" #: scene/3d/cpu_particles.cpp msgid "" "CPUParticles animation requires the usage of a SpatialMaterial whose " "Billboard Mode is set to \"Particle Billboard\"." msgstr "" "CPUParticlesアニメーションでは、Billboard Modeが \"Particle Billboard\" に設" "定されているSpatialMaterialを使用する必要があります。" #: scene/3d/gi_probe.cpp msgid "Plotting Meshes" msgstr "メッシュを描画中" #: scene/3d/gi_probe.cpp msgid "Finishing Plot" msgstr "描画完了" #: scene/3d/gi_probe.cpp msgid "" "GIProbes are not supported by the GLES2 video driver.\n" "Use a BakedLightmap instead." msgstr "" "GIProbesはGLES2ビデオドライバーではサポートされていません。\n" "代わりにBakedLightmapを使用してください。" #: scene/3d/gi_probe.cpp msgid "" "The GIProbe Compress property has been deprecated due to known bugs and no " "longer has any effect.\n" "To remove this warning, disable the GIProbe's Compress property." msgstr "" "GIProbeのCompressプロパティは既知のバグのため非推奨になり、もはや何の効果もあ" "りません。\n" "この警告を消すには、GIProbeのCompressプロパティを無効化してください。" #: scene/3d/light.cpp msgid "A SpotLight with an angle wider than 90 degrees cannot cast shadows." msgstr "90度を超える角度のスポットライトは、シャドウを投影できません。" #: scene/3d/navigation_agent.cpp msgid "The NavigationAgent can be used only under a spatial node." msgstr "" #: scene/3d/navigation_mesh_instance.cpp msgid "" "NavigationMeshInstance must be a child or grandchild to a Navigation node. " "It only provides navigation data." msgstr "" "NavigationMeshInstance は、ナビゲーションノードの子や孫である必要があります。" "これはナビゲーションデータのみ提供します。" #: scene/3d/navigation_obstacle.cpp msgid "" "The NavigationObstacle only serves to provide collision avoidance to a " "spatial object." msgstr "" #: scene/3d/occluder.cpp msgid "No shape is set." msgstr "シェイプが設定されていません。" #: scene/3d/occluder.cpp msgid "Only uniform scales are supported." msgstr "uniform スケールのみサポートされています。" #: scene/3d/particles.cpp #, fuzzy msgid "" "GPU-based particles are not supported by the GLES2 video driver.\n" "Use the CPUParticles node instead. You can use the \"Convert to CPUParticles" "\" toolbar option for this purpose." msgstr "" "GPUベースのパーティクルは、GLES2ビデオドライバーではサポートされていませ" "ん。\n" "代わりにCPUParticlesノードを使用してください。この目的のために \"CPUパーティ" "クルに変換\" オプションを使用できます。" #: scene/3d/particles.cpp msgid "" "On macOS, Particles rendering is much slower than CPUParticles due to " "transform feedback being implemented on the CPU instead of the GPU.\n" "Consider using CPUParticles instead when targeting macOS.\n" "You can use the \"Convert to CPUParticles\" toolbar option for this purpose." msgstr "" #: scene/3d/particles.cpp msgid "" "Nothing is visible because meshes have not been assigned to draw passes." msgstr "描画パスにメッシュが割り当てられていないため、何も表示されません。" #: scene/3d/particles.cpp msgid "" "Particles animation requires the usage of a SpatialMaterial whose Billboard " "Mode is set to \"Particle Billboard\"." msgstr "" "パーティクルアニメーションでは、Billboard Modeが \"Particle Billboard\" に設" "定されているSpatialMaterialを使用する必要があります。" #: scene/3d/path.cpp msgid "PathFollow only works when set as a child of a Path node." msgstr "PathFollow は、Path ノードの子として設定されている場合のみ動作します。" #: scene/3d/path.cpp msgid "" "PathFollow's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its " "parent Path's Curve resource." msgstr "" "PathFollowのROTATION_ORIENTEDでは、親のPathのCurveリソースで\"Up Vector\"を有" "効にする必要があります。" #: scene/3d/physics_body.cpp msgid "" "Size changes to RigidBody (in character or rigid modes) will be overridden " "by the physics engine when running.\n" "Change the size in children collision shapes instead." msgstr "" "RigidBody(キャラクタモードまたはリジッドモード)に対するサイズ変更は、実行時に" "物理エンジンによってオーバーライドされます。\n" "代わりに、子の衝突シェイプのサイズを変更してください。" #: scene/3d/physics_joint.cpp msgid "Node A and Node B must be PhysicsBodies" msgstr "Node A と Node B は PhysicsBody でなければなりません" #: scene/3d/physics_joint.cpp msgid "Node A must be a PhysicsBody" msgstr "Node A は PhysicsBody でなければなりません" #: scene/3d/physics_joint.cpp msgid "Node B must be a PhysicsBody" msgstr "Node B は PhysicsBody でなければなりません" #: scene/3d/physics_joint.cpp msgid "Joint is not connected to any PhysicsBodies" msgstr "Joint と接続している PhysicsBody がありません" #: scene/3d/physics_joint.cpp msgid "Node A and Node B must be different PhysicsBodies" msgstr "Node A と Node B は異なる PhysicsBody でなければなりません" #: scene/3d/portal.cpp msgid "The RoomManager should not be a child or grandchild of a Portal." msgstr "RoomManager は Portal の子や孫にできません。" #: scene/3d/portal.cpp msgid "A Room should not be a child or grandchild of a Portal." msgstr "Room は Portal の子や孫にできません。" #: scene/3d/portal.cpp msgid "A RoomGroup should not be a child or grandchild of a Portal." msgstr "RoomGroup は Portal の子や孫にできません。" #: scene/3d/remote_transform.cpp msgid "" "The \"Remote Path\" property must point to a valid Spatial or Spatial-" "derived node to work." msgstr "" "\"Remote Path\"プロパティは、有効なSpatialまたはSpatialから派生したノードを指" "す必要があります。" #: scene/3d/room.cpp msgid "A Room cannot have another Room as a child or grandchild." msgstr "Room は 他の Room を子や孫に持つことはできません。" #: scene/3d/room.cpp msgid "The RoomManager should not be placed inside a Room." msgstr "RoomManager は Room の中に設置できません。" #: scene/3d/room.cpp msgid "A RoomGroup should not be placed inside a Room." msgstr "RoomGroup は Room の中に設置できません。" #: scene/3d/room.cpp msgid "" "Room convex hull contains a large number of planes.\n" "Consider simplifying the room bound in order to increase performance." msgstr "" "Roomの凸包に大量の平面が含まれています。\n" "パフォーマンスの向上のために、Roomの境界の単純化を検討してください。" #: scene/3d/room_group.cpp msgid "The RoomManager should not be placed inside a RoomGroup." msgstr "RoomManager は RoomGroup の中に設置できません。" #: scene/3d/room_manager.cpp msgid "The RoomList has not been assigned." msgstr "RoomList が割り当てられていません。" #: scene/3d/room_manager.cpp msgid "The RoomList node should be a Spatial (or derived from Spatial)." msgstr "" "RoomList ノードは Spatial (または Spatial の派生) でなければなりません。" #: scene/3d/room_manager.cpp msgid "" "Portal Depth Limit is set to Zero.\n" "Only the Room that the Camera is in will render." msgstr "" "Portal Depth Limit が ゼロ に設定されています。\n" "カメラが内部にある Room のみ描画されます。" #: scene/3d/room_manager.cpp msgid "There should only be one RoomManager in the SceneTree." msgstr "SceneTree には RoomManager が1つだけ存在できます。" #: scene/3d/room_manager.cpp msgid "" "RoomList path is invalid.\n" "Please check the RoomList branch has been assigned in the RoomManager." msgstr "" "RoomList パスが無効です。\n" "RoomList ブランチが RoomManager に割り当てられているか確認してください。" #: scene/3d/room_manager.cpp msgid "RoomList contains no Rooms, aborting." msgstr "RoomList に Room が含まれていないため、中断します。" #: scene/3d/room_manager.cpp msgid "Misnamed nodes detected, check output log for details. Aborting." msgstr "" "誤ったノード名が検出されました。詳細は出力ログを確認してください。中止しま" "す。" #: scene/3d/room_manager.cpp msgid "Portal link room not found, check output log for details." msgstr "Portal link room が見つかりません。詳細は出力ログを確認してください。" #: scene/3d/room_manager.cpp msgid "" "Portal autolink failed, check output log for details.\n" "Check the portal is facing outwards from the source room." msgstr "" "Portalの自動リンクに失敗しました。詳細は出力ログを確認してください。\n" "ポータルが元のRoomから外側を向いていることを確認してください。" #: scene/3d/room_manager.cpp msgid "" "Room overlap detected, cameras may work incorrectly in overlapping area.\n" "Check output log for details." msgstr "" "Roomの重なりが検出されました。重なったエリアでカメラが正しく動作しない可能性" "があります。\n" "詳細は出力ログを確認してください。" #: scene/3d/room_manager.cpp msgid "" "Error calculating room bounds.\n" "Ensure all rooms contain geometry or manual bounds." msgstr "" "Roomの境界の計算に失敗しました。\n" "すべてのRoomにジオメトリまたはマニュアルの境界が含まれていることを確認してく" "ださい。" #: scene/3d/soft_body.cpp msgid "This body will be ignored until you set a mesh." msgstr "このボディは、メッシュを設定するまで無視されます。" #: scene/3d/soft_body.cpp msgid "" "Size changes to SoftBody will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" "SoftBodyへのサイズ変更は、実行時に物理エンジンによってオーバーライドされま" "す。\n" "代わりに、子の衝突シェイプのサイズを変更してください。" #: scene/3d/sprite_3d.cpp msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite3D to display frames." msgstr "" "SpriteFrames リソースを作成または AnimatedSprite3D フレームを表示するために" "は 'Frames' プロパティを設定する必要があります。" #: scene/3d/vehicle_body.cpp msgid "" "VehicleWheel serves to provide a wheel system to a VehicleBody. Please use " "it as a child of a VehicleBody." msgstr "" "VehicleWheelは、車輪システムをVehicleBodyに提供するためのものです。" "VehicleBodyの子として使用してください。" #: scene/3d/world_environment.cpp msgid "" "WorldEnvironment requires its \"Environment\" property to contain an " "Environment to have a visible effect." msgstr "" "WorldEnvironmentには、視覚効果を与えるために\"Environment\"プロパティに" "Environmentが含まれている必要があります。" #: scene/3d/world_environment.cpp msgid "" "Only one WorldEnvironment is allowed per scene (or set of instanced scenes)." msgstr "" "シーン(またはインスタンス化されたシーンのセット)ごとに許可される" "WorldEnvironmentは1つだけです。" #: scene/3d/world_environment.cpp msgid "" "This WorldEnvironment is ignored. Either add a Camera (for 3D scenes) or set " "this environment's Background Mode to Canvas (for 2D scenes)." msgstr "" "このWorldEnvironmentは無視されました。カメラを追加するか(3Dシーンの場合)、こ" "のEnvironmentの Backgroundモード を Canvas に設定します(2Dシーンの場合)。" #: scene/animation/animation_blend_tree.cpp msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "BlendTreeノード '%s' では、アニメーションが見つかりません: '%s'" #: scene/animation/animation_blend_tree.cpp msgid "Animation not found: '%s'" msgstr "見つからないアニメーション: '%s'" #: scene/animation/animation_player.cpp msgid "Anim Apply Reset" msgstr "アニメーションをリセット" #: scene/animation/animation_tree.cpp msgid "In node '%s', invalid animation: '%s'." msgstr "ノード '%s', 無効なアニメーション: '%s'。" #: scene/animation/animation_tree.cpp msgid "Invalid animation: '%s'." msgstr "無効なアニメーション: '%s'。" #: scene/animation/animation_tree.cpp msgid "Nothing connected to input '%s' of node '%s'." msgstr "入力 '%s'(ノード '%s')に接続されているものはありません。" #: scene/animation/animation_tree.cpp msgid "No root AnimationNode for the graph is set." msgstr "グラフのルートAnimationNodeが設定されていません。" #: scene/animation/animation_tree.cpp msgid "Path to an AnimationPlayer node containing animations is not set." msgstr "" "アニメーションを含んだ AnimationPlayer ノードへのパスが設定されていません。" #: scene/animation/animation_tree.cpp msgid "Path set for AnimationPlayer does not lead to an AnimationPlayer node." msgstr "AnimationPlayerに設定されたパスからAnimationPlayerノードが辿れません。" #: scene/animation/animation_tree.cpp msgid "The AnimationPlayer root node is not a valid node." msgstr "AnimationPlayerルートノードが有効なノードではありません。" #: scene/animation/animation_tree_player.cpp msgid "This node has been deprecated. Use AnimationTree instead." msgstr "" "このノードは非推奨になりました。代わりにAnimationTreeを使用してください。" #: scene/gui/color_picker.cpp msgid "" "Color: #%s\n" "LMB: Set color\n" "RMB: Remove preset" msgstr "" "色: #%s\n" "左クリック: 色をセット\n" "右クリック: プリセットの除去" #: scene/gui/color_picker.cpp msgid "Pick a color from the editor window." msgstr "エディターウィンドウから色を選択。" #: scene/gui/color_picker.cpp msgid "HSV" msgstr "HSV" #: scene/gui/color_picker.cpp msgid "Raw" msgstr "Raw" #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "16進数とコード値を切り替えます。" #: scene/gui/color_picker.cpp msgid "Add current color as a preset." msgstr "現在の色をプリセットとして追加します。" #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " "children placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "コンテナ自体は、スクリプトで子の配置動作を設定しない限り、何の役割も果たしま" "せん。\n" "スクリプトを追加しない場合は、代わりに生のコントロールノードを使用してくださ" "い。" #: scene/gui/control.cpp msgid "" "The Hint Tooltip won't be displayed as the control's Mouse Filter is set to " "\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"." msgstr "" "コントロールのマウスフィルターが「無視」に設定されているため、ヒントツール" "チップは表示されません。これを解決するには、マウスフィルターを「停止」または" "「パス」に設定します。" #: scene/gui/dialogs.cpp msgid "Alert!" msgstr "警告!" #: scene/gui/dialogs.cpp msgid "Please Confirm..." msgstr "確認" #: scene/gui/file_dialog.cpp msgid "Must use a valid extension." msgstr "有効な拡張子を使用する必要があります。" #: scene/gui/graph_edit.cpp msgid "Enable grid minimap." msgstr "グリッドミニマップを有効にする。" #: scene/gui/nine_patch_rect.cpp msgid "" "The Tile and Tile Fit options for Axis Stretch properties are only effective " "when using the GLES3 rendering backend.\n" "The GLES2 backend is currently in use, so these modes will act like Stretch " "instead." msgstr "" "Axis StretchプロパティのTileおよびTile Fitオプションは、GLES3レンダリングバッ" "クエンドを使用している場合にのみ有効です。\n" "現在GLES2バックエンドが使用されているため、これらのモードは代わりにStretchの" "ように振る舞います。" #: scene/gui/popup.cpp msgid "" "Popups will hide by default unless you call popup() or any of the popup*() " "functions. Making them visible for editing is fine, but they will hide upon " "running." msgstr "" "デフォルトでは、popup()またはpopup*()関数を呼び出さない限り、ポップアップは非" "表示になります。編集用に表示しても問題ありませんが、実行時には非表示になりま" "す。" #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "「Exp Edit」がtrueの場合、「Min Value」は0より大きい必要があります。" #: scene/gui/scroll_container.cpp msgid "" "ScrollContainer is intended to work with a single child control.\n" "Use a container as child (VBox, HBox, etc.), or a Control and set the custom " "minimum size manually." msgstr "" "ScrollContainer はひとつの子Controlと合わせて動作するようになっています。\n" "コンテナ (VBox, HBoxなど) を子とするか、Controlをカスタム最小サイズを手動設定" "して使用してください。" #: scene/gui/tree.cpp msgid "(Other)" msgstr "(その他)" #: scene/main/scene_tree.cpp msgid "" "Default Environment as specified in Project Settings (Rendering -> " "Environment -> Default Environment) could not be loaded." msgstr "" "プロジェクト設定で指定されている既定の環境 (Rendering -> Environment -> " "Default Environment) を読み込めませんでした。" #: scene/main/timer.cpp msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" "Consider using a script's process loop instead of relying on a Timer for " "very low wait times." msgstr "" "タイマーの待ち時間が非常に短い (0.05秒未満) の場合、描画または物理フレーム" "レートに応じて大幅に動作が異なる可能性があります。\n" "非常に短い待ち時間の場合、Timerを使用せずにスクリプトのprocessループを使用す" "ることを検討してください。" #: scene/main/viewport.cpp msgid "" "This viewport is not set as render target. If you intend for it to display " "its contents directly to the screen, make it a child of a Control so it can " "obtain a size. Otherwise, make it a RenderTarget and assign its internal " "texture to some node for display." msgstr "" "このビューポートはレンダー ターゲットとして設定されていません。コンテンツを画" "面に直接表示する場合は、サイズを取得できるようにコントロールの子にします。そ" "れ以外の場合は、RenderTarget にして、その内部テクスチャを表示するノードに割り" "当てます。" #: scene/main/viewport.cpp msgid "" "The Viewport size must be greater than or equal to 2 pixels on both " "dimensions to render anything." msgstr "" "レンダーするにはViewportの縦横それぞれが2ピクセル以上である必要があります。" #: scene/resources/occluder_shape.cpp msgid "OccluderShapeSphere Set Spheres" msgstr "OccluderShapeSphereの球形をセット" #: scene/resources/visual_shader_nodes.cpp msgid "" "The sampler port is connected but not used. Consider changing the source to " "'SamplerPort'." msgstr "" "サンプラーポートは接続されていますが、使用されていません。ソースを " "'SamplerPort'に変更すること検討してください。" #: scene/resources/visual_shader_nodes.cpp msgid "Invalid source for preview." msgstr "プレビューのソースが無効です。" #: scene/resources/visual_shader_nodes.cpp msgid "Invalid source for shader." msgstr "無効なシェーダーのソースです。" #: scene/resources/visual_shader_nodes.cpp msgid "Invalid comparison function for that type." msgstr "そのタイプの比較関数は無効です。" #: servers/visual/shader_language.cpp msgid "Varying may not be assigned in the '%s' function." msgstr "Varying は '%s' 関数で割り当てられない可能性があります。" #: servers/visual/shader_language.cpp msgid "" "Varyings which assigned in 'vertex' function may not be reassigned in " "'fragment' or 'light'." msgstr "" "'vertex' 関数で割り当てた Varying を 'fragment' と 'light' で再び割り当てるこ" "とはできません。" #: servers/visual/shader_language.cpp msgid "" "Varyings which assigned in 'fragment' function may not be reassigned in " "'vertex' or 'light'." msgstr "" "'fragment' 関数で割り当てた Varying を 'vertex' と 'light' で再び割り当てるこ" "とはできません。" #: servers/visual/shader_language.cpp msgid "Assignment to function." msgstr "関数への割り当て。" #: servers/visual/shader_language.cpp msgid "Assignment to uniform." msgstr "uniform への割り当て。" #: servers/visual/shader_language.cpp msgid "Constants cannot be modified." msgstr "定数は変更できません。"