# Korean 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. # Ch , 2017. # paijai 송 (fivejobi) , 2018. # pgyage3263 , 2018. # Sun Kim , 2018. # TheRedPlanet , 2018. # Xavier Cho , 2018. # 박한얼 (volzhs) , 2016-2018. # 송태섭 , 2018, 2019, 2020. # JY , 2018. # Ch. , 2018, 2020. # moolow , 2019. # Jiyoon Kim , 2019. # Ervin , 2019. # Tilto_ , 2020. # Myeongjin Lee , 2020, 2021, 2022. # Doyun Kwon , 2020. # Jun Hyung Shin , 2020. # Yongjin Jo , 2020. # Yungjoong Song , 2020. # Henry LeRoux , 2021. # Postive_ Cloud , 2021. # dewcked , 2021. # SteamB23 , 2021. # Jaemin Park , 2021. # 신동규 , 2021. # Kiroo , 2021. # JumpJetAvocado , 2021. # Lee Minhak , 2022. 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: 2022-03-04 08:19+0000\n" "Last-Translator: Myeongjin Lee \n" "Language-Team: Korean \n" "Language: ko\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 4.11.1-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() 메서드의 인수 타입이 올바르지 않습니다. TYPE_* 상수를 사용하세요." #: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp msgid "Expected a string of length 1 (a character)." msgstr "길이가 1인 문자열(단일 문자)이 필요합니다." #: 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 "디코딩할 바이트가 모자라거나 잘못된 형식입니다." #: core/math/expression.cpp msgid "Invalid input %i (not passed) in expression" msgstr "표현식의 입력 %i (전달되지 않음) 이(가) 올바르지 않습니다" #: core/math/expression.cpp msgid "self can't be used because instance is null (not passed)" msgstr "인스턴스가 null(전달되지 않음)이므로 self 명령어는 사용할 수 없습니다" #: core/math/expression.cpp msgid "Invalid operands to operator %s, %s and %s." msgstr "연산자 %s, %s, %s의 피연산자가 올바르지 않습니다." #: core/math/expression.cpp msgid "Invalid index of type %s for base type %s" msgstr "타입 %s의 인덱스가 기본 타입 %s에 올바르지 않습니다" #: core/math/expression.cpp msgid "Invalid named index '%s' for base type %s" msgstr "타입 '%s'의 인덱스 이름이 기본 타입 %s에 올바르지 않습니다" #: core/math/expression.cpp msgid "Invalid arguments to construct '%s'" msgstr "'%s' 를 생성하기 위한 인수가 올바르지 않습니다" #: core/math/expression.cpp msgid "On call to '%s':" msgstr "'%s'을(를) 호출 시:" #: 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 "자유" #: editor/animation_bezier_editor.cpp msgid "Balanced" msgstr "균형" #: editor/animation_bezier_editor.cpp msgid "Mirror" msgstr "거울" #: editor/animation_bezier_editor.cpp editor/editor_profiler.cpp msgid "Time:" msgstr "시간:" #: editor/animation_bezier_editor.cpp msgid "Value:" msgstr "값:" #: editor/animation_bezier_editor.cpp msgid "Insert Key Here" msgstr "여기에 키 삽입" #: editor/animation_bezier_editor.cpp msgid "Duplicate Selected Key(s)" msgstr "선택한 키 복제" #: editor/animation_bezier_editor.cpp msgid "Delete Selected Key(s)" msgstr "선택한 키 삭제" #: editor/animation_bezier_editor.cpp msgid "Add Bezier Point" msgstr "베지어 점 추가" #: editor/animation_bezier_editor.cpp msgid "Move Bezier Points" msgstr "베지어 점 이동" #: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Anim Duplicate Keys" msgstr "애니메이션 키 복제" #: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Anim Delete Keys" msgstr "애니메이션 키 삭제" #: editor/animation_track_editor.cpp msgid "Anim Change Keyframe Time" msgstr "애니메이션 키프레임 시간 바꾸기" #: editor/animation_track_editor.cpp msgid "Anim Change Transition" msgstr "애니메이션 전환 바꾸기" #: editor/animation_track_editor.cpp msgid "Anim Change Transform" msgstr "애니메이션 변형 바꾸기" #: editor/animation_track_editor.cpp msgid "Anim Change Keyframe Value" msgstr "애니메이션 키프레임 값 바꾸기" #: editor/animation_track_editor.cpp msgid "Anim Change Call" msgstr "애니메이션 호출 바꾸기" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Keyframe Time" msgstr "애니메이션 여러 키프레임 시간 바꾸기" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Transition" msgstr "애니메이션 여러 전환 바꾸기" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Transform" msgstr "애니메이션 여러 변형 바꾸기" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Keyframe Value" msgstr "애니메이션 여러 키프레임 값 바꾸기" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Call" msgstr "애니메이션 여러 호출 바꾸기" #: editor/animation_track_editor.cpp msgid "Change Animation Length" msgstr "애니메이션 길이 바꾸기" #: editor/animation_track_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Change Animation Loop" msgstr "애니메이션 루프 바꾸기" #: editor/animation_track_editor.cpp msgid "Property Track" msgstr "속성 트랙" #: editor/animation_track_editor.cpp msgid "3D Transform Track" msgstr "3D 변형 트랙" #: editor/animation_track_editor.cpp msgid "Call Method Track" msgstr "호출 메서드 트랙" #: editor/animation_track_editor.cpp msgid "Bezier Curve Track" msgstr "베지어 곡선 트랙" #: editor/animation_track_editor.cpp msgid "Audio Playback Track" msgstr "오디오 재생 트랙" #: editor/animation_track_editor.cpp msgid "Animation Playback Track" msgstr "애니메이션 재생 트랙" #: editor/animation_track_editor.cpp msgid "Animation length (frames)" msgstr "애니메이션 길이 (프레임)" #: editor/animation_track_editor.cpp msgid "Animation length (seconds)" msgstr "애니메이션 길이 (초)" #: editor/animation_track_editor.cpp msgid "Add Track" msgstr "트랙 추가" #: editor/animation_track_editor.cpp msgid "Animation Looping" msgstr "애니메이션 반복" #: editor/animation_track_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Functions:" msgstr "함수:" #: editor/animation_track_editor.cpp msgid "Audio Clips:" msgstr "오디오 클립:" #: editor/animation_track_editor.cpp msgid "Anim Clips:" msgstr "애니메이션 클립:" #: editor/animation_track_editor.cpp msgid "Change Track Path" msgstr "트랙 경로 바꾸기" #: editor/animation_track_editor.cpp msgid "Toggle this track on/off." msgstr "이 트랙을 켜기/끄기를 토글합니다." #: editor/animation_track_editor.cpp msgid "Update Mode (How this property is set)" msgstr "업데이트 모드 (이 속성이 설정되는 방법)" #: editor/animation_track_editor.cpp msgid "Interpolation Mode" msgstr "보간 모드" #: editor/animation_track_editor.cpp msgid "Loop Wrap Mode (Interpolate end with beginning on loop)" msgstr "루프 래핑 모드 (시작 루프와 끝을 보간)" #: editor/animation_track_editor.cpp msgid "Remove this track." msgstr "이 트랙을 제거합니다." #: editor/animation_track_editor.cpp msgid "Time (s): " msgstr "시간 (초): " #: editor/animation_track_editor.cpp msgid "Toggle Track Enabled" msgstr "트랙 활성화 토글" #: editor/animation_track_editor.cpp msgid "Continuous" msgstr "연속적" #: editor/animation_track_editor.cpp msgid "Discrete" msgstr "비연속적" #: editor/animation_track_editor.cpp msgid "Trigger" msgstr "트리거" #: editor/animation_track_editor.cpp msgid "Capture" msgstr "캡처" #: editor/animation_track_editor.cpp msgid "Nearest" msgstr "가장 가까움" #: editor/animation_track_editor.cpp editor/plugins/curve_editor_plugin.cpp #: editor/property_editor.cpp msgid "Linear" msgstr "직선형" #: editor/animation_track_editor.cpp msgid "Cubic" msgstr "입방형" #: editor/animation_track_editor.cpp msgid "Clamp Loop Interp" msgstr "루프 보간 고정" #: editor/animation_track_editor.cpp msgid "Wrap Loop Interp" msgstr "루프 보간 래핑" #: editor/animation_track_editor.cpp #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert Key" msgstr "키 삽입" #: editor/animation_track_editor.cpp msgid "Duplicate Key(s)" msgstr "키 복제" #: editor/animation_track_editor.cpp #, fuzzy msgid "Add RESET Value(s)" msgstr "프레임 %d개 추가" #: editor/animation_track_editor.cpp msgid "Delete Key(s)" msgstr "키 삭제" #: editor/animation_track_editor.cpp msgid "Change Animation Update Mode" msgstr "애니메이션 업데이트 모드 바꾸기" #: editor/animation_track_editor.cpp msgid "Change Animation Interpolation Mode" msgstr "애니메이션 보간 모드 바꾸기" #: editor/animation_track_editor.cpp msgid "Change Animation Loop Mode" msgstr "애니메이션 루프 모드 바꾸기" #: editor/animation_track_editor.cpp msgid "Remove Anim Track" msgstr "애니메이션 트랙 제거" #. 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 "%s을(를) 위해 새 트랙을 만들고 키를 삽입할까요?" #: editor/animation_track_editor.cpp msgid "Create %d NEW tracks and insert keys?" msgstr "%d개의 새 트랙을 만들고 키를 삽입할까요?" #: 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 "만들기" #: editor/animation_track_editor.cpp msgid "Anim Insert" msgstr "애니메이션 삽입" #. TRANSLATORS: This describes the target of new animation track, will be inserted into another string. #: editor/animation_track_editor.cpp msgid "node '%s'" msgstr "노드 '%s'" #. TRANSLATORS: This describes the target of new animation track, will be inserted into another string. #: editor/animation_track_editor.cpp msgid "animation" msgstr "애니메이션" #: editor/animation_track_editor.cpp msgid "AnimationPlayer can't animate itself, only other players." msgstr "" "AnimationPlayer는 자신이 아닌 다른 플레이어에만 애니메이션을 부여할 수 있습니" "다." #. TRANSLATORS: This describes the target of new animation track, will be inserted into another string. #: editor/animation_track_editor.cpp msgid "property '%s'" msgstr "속성 '%s'" #: editor/animation_track_editor.cpp msgid "Anim Create & Insert" msgstr "애니메이션 만들기 & 삽입" #: editor/animation_track_editor.cpp msgid "Anim Insert Track & Key" msgstr "애니메이션 트랙 & 키 삽입" #: editor/animation_track_editor.cpp msgid "Anim Insert Key" msgstr "애니메이션 키 삽입" #: editor/animation_track_editor.cpp msgid "Change Animation Step" msgstr "애니메이션 단계 바꾸기" #: editor/animation_track_editor.cpp msgid "Rearrange Tracks" msgstr "트랙 다시 정렬" #: editor/animation_track_editor.cpp msgid "Transform tracks only apply to Spatial-based nodes." msgstr "변형 트랙은 오직 Spatial 기반 노드에만 해당됩니다." #: editor/animation_track_editor.cpp msgid "" "Audio tracks can only point to nodes of type:\n" "-AudioStreamPlayer\n" "-AudioStreamPlayer2D\n" "-AudioStreamPlayer3D" msgstr "" "오디오 트랙은 다음 타입의 노드만 가리킬 수 있습니다:\n" "-AudioStreamPlayer\n" "-AudioStreamPlayer2D\n" "-AudioStreamPlayer3D" #: editor/animation_track_editor.cpp msgid "Animation tracks can only point to AnimationPlayer nodes." msgstr "애니메이션 트랙은 오직 AnimationPlayer 노드만 가리킬 수 있습니다." #: editor/animation_track_editor.cpp msgid "Not possible to add a new track without a root" msgstr "루트 없이 새 트랙을 추가할 수 없음" #: editor/animation_track_editor.cpp msgid "Invalid track for Bezier (no suitable sub-properties)" msgstr "베지어에 알맞지 않은 트랙 (적당한 하위 속성이 없음)" #: editor/animation_track_editor.cpp msgid "Add Bezier Track" msgstr "베지어 트랙 추가" #: editor/animation_track_editor.cpp msgid "Track path is invalid, so can't add a key." msgstr "트랙 경로가 올바르지 않아 키를 추가할 수 없습니다." #: editor/animation_track_editor.cpp msgid "Track is not of type Spatial, can't insert key" msgstr "트랙이 Spatial 타입이 아니므로 키를 추가할 수 없습니다" #: editor/animation_track_editor.cpp msgid "Add Transform Track Key" msgstr "변형 트랙 키 추가" #: editor/animation_track_editor.cpp msgid "Add Track Key" msgstr "트랙 키 추가" #: editor/animation_track_editor.cpp msgid "Track path is invalid, so can't add a method key." msgstr "트랙 경로가 올바르지 않아 메서드 키를 추가할 수 없습니다." #: editor/animation_track_editor.cpp msgid "Add Method Track Key" msgstr "메서드 트랙 키 추가" #: editor/animation_track_editor.cpp msgid "Method not found in object: " msgstr "오브젝트에 메서드가 없음: " #: editor/animation_track_editor.cpp msgid "Anim Move Keys" msgstr "애니메이션 키 이동" #: editor/animation_track_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Clipboard is empty!" msgstr "클립보드가 비었습니다!" #: editor/animation_track_editor.cpp msgid "Paste Tracks" msgstr "트랙 붙여 넣기" #: editor/animation_track_editor.cpp msgid "Anim Scale Keys" msgstr "애니메이션 키 스케일" #: editor/animation_track_editor.cpp msgid "" "This option does not work for Bezier editing, as it's only a single track." msgstr "" "이 설정은 단일 트랙에만 적용 가능하므로 베지어 편집에 사용할 수 없습니다." #: editor/animation_track_editor.cpp #, fuzzy msgid "Anim Add RESET Keys" msgstr "애니메이션 키 스케일" #: 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 "" "이 애니메이션은 가져온 씬에 속해 있습니다. 가져온 트랙의 변경사항은 저장되지 " "않습니다.\n" "\n" "저장 기능을 활성화하려면 커스텀 트랙을 추가하고, 씬의 가져오기 설정으로 가" "서\n" "\"Animation > Storage\" 설정을 \"Files\"로, \"Animation > Keep Custom " "Tracks\" 설정을 활성화한 뒤, 다시 가져오십시오.\n" "아니면 가져오기 프리셋으로 애니메이션을 별도의 파일로 가져올 수도 있습니다." #: editor/animation_track_editor.cpp msgid "Warning: Editing imported animation" msgstr "경고: 가져온 애니메이션을 편집하고 있음" #: editor/animation_track_editor.cpp msgid "Select an AnimationPlayer node to create and edit animations." msgstr "애니메이션을 만들고 편집하려면 AnimationPlayer노드를 선택하세요." #: editor/animation_track_editor.cpp msgid "Only show tracks from nodes selected in tree." msgstr "트리에서 선택한 노드만 트랙에 표시됩니다." #: editor/animation_track_editor.cpp msgid "Group tracks by node or display them as plain list." msgstr "노드 별로 트랙을 묶어서 보거나, 묶지 않고 나열해서 볼 수 있습니다." #: editor/animation_track_editor.cpp msgid "Snap:" msgstr "스냅:" #: editor/animation_track_editor.cpp msgid "Animation step value." msgstr "애니메이션 단계 값." #: editor/animation_track_editor.cpp msgid "Seconds" msgstr "초" #: editor/animation_track_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "FPS" msgstr "초당 프레임" #: 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 "편집" #: editor/animation_track_editor.cpp msgid "Animation properties." msgstr "애니메이션 속성." #: editor/animation_track_editor.cpp msgid "Copy Tracks" msgstr "트랙 복사" #: editor/animation_track_editor.cpp msgid "Scale Selection" msgstr "선택 항목 스케일 조절" #: editor/animation_track_editor.cpp msgid "Scale From Cursor" msgstr "커서 위치에서 스케일 조절" #: editor/animation_track_editor.cpp editor/plugins/script_text_editor.cpp #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Duplicate Selection" msgstr "선택 항목 복제" #: editor/animation_track_editor.cpp msgid "Duplicate Transposed" msgstr "선택된 트랙에 복제" #: editor/animation_track_editor.cpp msgid "Delete Selection" msgstr "선택 항목 삭제" #: editor/animation_track_editor.cpp msgid "Go to Next Step" msgstr "다음 단계로 이동" #: editor/animation_track_editor.cpp msgid "Go to Previous Step" msgstr "이전 단계로 이동" #: editor/animation_track_editor.cpp msgid "Apply Reset" msgstr "재설정 적용" #: editor/animation_track_editor.cpp msgid "Optimize Animation" msgstr "애니메이션 최적화" #: editor/animation_track_editor.cpp msgid "Clean-Up Animation" msgstr "애니메이션 정리" #: editor/animation_track_editor.cpp msgid "Pick the node that will be animated:" msgstr "애니메이션을 줄 노드를 선택하세요:" #: editor/animation_track_editor.cpp msgid "Use Bezier Curves" msgstr "베지어 곡선 사용" #: editor/animation_track_editor.cpp msgid "Create RESET Track(s)" msgstr "재설정 트랙 만들기" #: editor/animation_track_editor.cpp msgid "Anim. Optimizer" msgstr "애니메이션 최적화" #: editor/animation_track_editor.cpp msgid "Max. Linear Error:" msgstr "최대 선형 오류:" #: editor/animation_track_editor.cpp msgid "Max. Angular Error:" msgstr "최대 각도 오류:" #: editor/animation_track_editor.cpp msgid "Max Optimizable Angle:" msgstr "최적화 가능한 최대 각도:" #: editor/animation_track_editor.cpp msgid "Optimize" msgstr "최적화" #: editor/animation_track_editor.cpp msgid "Remove invalid keys" msgstr "잘못된 키 제거" #: editor/animation_track_editor.cpp msgid "Remove unresolved and empty tracks" msgstr "해결되지 않고 빈 트랙 제거" #: editor/animation_track_editor.cpp msgid "Clean-up all animations" msgstr "모든 애니메이션 정리" #: editor/animation_track_editor.cpp msgid "Clean-Up Animation(s) (NO UNDO!)" msgstr "애니메이션 정리 (되돌릴 수 없습니다!)" #: editor/animation_track_editor.cpp msgid "Clean-Up" msgstr "정리" #: editor/animation_track_editor.cpp msgid "Scale Ratio:" msgstr "스케일 비율:" #: editor/animation_track_editor.cpp msgid "Select Tracks to Copy" msgstr "복사할 트랙 선택" #: 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 "복사" #: editor/animation_track_editor.cpp msgid "Select All/None" msgstr "모두 선택/해제" #: editor/animation_track_editor_plugins.cpp msgid "Add Audio Track Clip" msgstr "오디오 트랙 클립 추가" #: editor/animation_track_editor_plugins.cpp msgid "Change Audio Track Clip Start Offset" msgstr "오디오 트랙 클립 시작 오프셋 바꾸기" #: editor/animation_track_editor_plugins.cpp msgid "Change Audio Track Clip End Offset" msgstr "오디오 트랙 클립 종료 오프셋 바꾸기" #: editor/array_property_edit.cpp msgid "Resize Array" msgstr "배열 크기 바꾸기" #: editor/array_property_edit.cpp msgid "Change Array Value Type" msgstr "배열 값 타입 바꾸기" #: editor/array_property_edit.cpp msgid "Change Array Value" msgstr "배열 값 바꾸기" #: editor/code_editor.cpp msgid "Go to Line" msgstr "행으로 이동" #: editor/code_editor.cpp msgid "Line Number:" msgstr "행 번호:" #: editor/code_editor.cpp msgid "%d replaced." msgstr "%d개 찾아 바꿈." #: editor/code_editor.cpp editor/editor_help.cpp msgid "%d match." msgstr "%d개 일치." #: editor/code_editor.cpp editor/editor_help.cpp msgid "%d matches." msgstr "%d개 일치." #: editor/code_editor.cpp editor/find_in_files.cpp msgid "Match Case" msgstr "대소문자 구분" #: editor/code_editor.cpp editor/find_in_files.cpp msgid "Whole Words" msgstr "단어 단위로" #: editor/code_editor.cpp msgid "Replace" msgstr "바꾸기" #: editor/code_editor.cpp msgid "Replace All" msgstr "모두 바꾸기" #: editor/code_editor.cpp msgid "Selection Only" msgstr "선택 영역만" #: editor/code_editor.cpp editor/plugins/script_text_editor.cpp #: editor/plugins/text_editor.cpp msgid "Standard" msgstr "표준" #: editor/code_editor.cpp editor/plugins/script_editor_plugin.cpp msgid "Toggle Scripts Panel" msgstr "스크립트 패널 토글" #: 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 "줌 인" #: 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 "줌 아웃" #: editor/code_editor.cpp msgid "Reset Zoom" msgstr "줌 재설정" #: editor/code_editor.cpp msgid "Warnings" msgstr "경고" #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "행 및 열 번호." #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "대상 노드에 있는 메서드는 반드시 지정해야 합니다." #: editor/connections_dialog.cpp msgid "Method name must be a valid identifier." msgstr "메서드 이름은 올바른 식별자여야 합니다." #: editor/connections_dialog.cpp msgid "" "Target method not found. Specify a valid method or attach a script to the " "target node." msgstr "" "대상 메서드를 찾을 수 없습니다. 올바른 메서드를 지정하거나 대상 노드에 스크립" "트를 붙여보세요." #: editor/connections_dialog.cpp msgid "Connect to Node:" msgstr "이 노드에 연결:" #: editor/connections_dialog.cpp msgid "Connect to Script:" msgstr "이 스크립트에 연결:" #: editor/connections_dialog.cpp msgid "From Signal:" msgstr "이 시그널에서:" #: editor/connections_dialog.cpp msgid "Scene does not contain any script." msgstr "씬에 스크립트가 없습니다." #: 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 "추가" #: 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 "제거" #: editor/connections_dialog.cpp msgid "Add Extra Call Argument:" msgstr "별도의 호출 인수 추가:" #: editor/connections_dialog.cpp msgid "Extra Call Arguments:" msgstr "별도의 호출 인수:" #: editor/connections_dialog.cpp msgid "Receiver Method:" msgstr "받는 메서드:" #: editor/connections_dialog.cpp msgid "Advanced" msgstr "고급" #: editor/connections_dialog.cpp msgid "Deferred" msgstr "지연" #: editor/connections_dialog.cpp msgid "" "Defers the signal, storing it in a queue and only firing it at idle time." msgstr "" "시그널을 지연합니다. 지연된 시그널은 큐에 보관되었다가 대기 상태가 되면 발생" "됩니다." #: editor/connections_dialog.cpp msgid "Oneshot" msgstr "1회" #: editor/connections_dialog.cpp msgid "Disconnects the signal after its first emission." msgstr "시그널이 처음 발생된 이후 시그널의 연결을 끊습니다." #: editor/connections_dialog.cpp msgid "Cannot connect signal" msgstr "시그널을 연결할 수 없음" #: 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 "닫기" #: editor/connections_dialog.cpp msgid "Connect" msgstr "연결" #: editor/connections_dialog.cpp msgid "Signal:" msgstr "시그널:" #: editor/connections_dialog.cpp msgid "Connect '%s' to '%s'" msgstr "'%s'을(를) '%s'에 연결" #: editor/connections_dialog.cpp msgid "Disconnect '%s' from '%s'" msgstr "'%s'을(를) '%s'에서 연결 끊기" #: editor/connections_dialog.cpp msgid "Disconnect all from signal: '%s'" msgstr "모두 시그널에서 연결 끊기: '%s'" #: editor/connections_dialog.cpp msgid "Connect..." msgstr "연결..." #: editor/connections_dialog.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Disconnect" msgstr "연결 끊기" #: editor/connections_dialog.cpp msgid "Connect a Signal to a Method" msgstr "시그널을 메서드에 연결" #: editor/connections_dialog.cpp msgid "Edit Connection:" msgstr "연결 변경:" #: editor/connections_dialog.cpp msgid "Are you sure you want to remove all connections from the \"%s\" signal?" msgstr "\"%s\" 시그널의 모든 연결을 제거하시겠습니까?" #: editor/connections_dialog.cpp editor/editor_help.cpp editor/node_dock.cpp msgid "Signals" msgstr "시그널" #: editor/connections_dialog.cpp msgid "Filter signals" msgstr "시그널 필터" #: editor/connections_dialog.cpp msgid "Are you sure you want to remove all connections from this signal?" msgstr "이 시그널의 모든 연결을 제거하시겠습니까?" #: editor/connections_dialog.cpp msgid "Disconnect All" msgstr "연결 모두 끊기" #: editor/connections_dialog.cpp msgid "Edit..." msgstr "편집..." #: editor/connections_dialog.cpp msgid "Go to Method" msgstr "메서드로 이동" #: editor/create_dialog.cpp msgid "Change %s Type" msgstr "%s 타입 바꾸기" #: editor/create_dialog.cpp editor/project_settings_editor.cpp msgid "Change" msgstr "바꾸기" #: editor/create_dialog.cpp msgid "Create New %s" msgstr "새 %s 만들기" #: editor/create_dialog.cpp editor/plugins/asset_library_editor_plugin.cpp msgid "No results for \"%s\"." msgstr "\"%s\"에 대한 결과가 없습니다." #: editor/create_dialog.cpp editor/property_selector.cpp msgid "No description available for %s." msgstr "%s의 사용 가능한 설명이 없습니다." #: editor/create_dialog.cpp editor/editor_file_dialog.cpp #: editor/filesystem_dock.cpp msgid "Favorites:" msgstr "즐겨찾기:" #: editor/create_dialog.cpp editor/editor_file_dialog.cpp msgid "Recent:" msgstr "최근 기록:" #: 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 "검색:" #: 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 "일치함:" #: 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 "설명:" #: editor/dependency_editor.cpp msgid "Search Replacement For:" msgstr "바꿀 대상 찾기:" #: editor/dependency_editor.cpp msgid "Dependencies For:" msgstr "종속 관계:" #: editor/dependency_editor.cpp msgid "" "Scene '%s' is currently being edited.\n" "Changes will only take effect when reloaded." msgstr "" "씬 '%s'이(가) 현재 편집되고 있습니다.\n" "변경사항은 다시 불러온 뒤에 반영됩니다." #: editor/dependency_editor.cpp msgid "" "Resource '%s' is in use.\n" "Changes will only take effect when reloaded." msgstr "" "리소스 '%s'이(가) 현재 사용 중입니다.\n" "변경사항은 다시 불러온 뒤에 반영됩니다." #: editor/dependency_editor.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Dependencies" msgstr "종속 관계" #: editor/dependency_editor.cpp editor/editor_resource_picker.cpp msgid "Resource" msgstr "리소스" #: editor/dependency_editor.cpp editor/editor_autoload_settings.cpp #: editor/project_manager.cpp editor/project_settings_editor.cpp msgid "Path" msgstr "경로" #: editor/dependency_editor.cpp msgid "Dependencies:" msgstr "종속 관계:" #: editor/dependency_editor.cpp msgid "Fix Broken" msgstr "망가진 부분 고치기" #: editor/dependency_editor.cpp msgid "Dependency Editor" msgstr "종속 관계 에디터" #: editor/dependency_editor.cpp msgid "Search Replacement Resource:" msgstr "대체 리소스 검색:" #: 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 "열기" #: editor/dependency_editor.cpp msgid "Owners Of:" msgstr "소유자:" #: 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 "" "프로젝트에서 선택된 파일을 제거하시겠습니까? (되돌릴 수 없습니다.)\n" "파일시스템 구성에 따라, 파일은 시스템 휴지동으로 이동되거나 완전히 삭제됩니" "다." #: 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 "" "제거하려는 파일은 다른 리소스가 동작하기 위해 필요합니다.\n" "무시하고 제거하시겠습니까? (되돌릴 수 없습니다.)\n" "파일시스템 구성에 따라 파일은 시스템 휴지통으로 이동되거나 완전히 삭제됩니다." #: editor/dependency_editor.cpp msgid "Cannot remove:" msgstr "제거할 수 없음:" #: editor/dependency_editor.cpp msgid "Error loading:" msgstr "불러오기 오류:" #: editor/dependency_editor.cpp msgid "Load failed due to missing dependencies:" msgstr "종속 관계가 누락되어서 불러오기에 실패함:" #: editor/dependency_editor.cpp editor/editor_node.cpp msgid "Open Anyway" msgstr "무시하고 열기" #: editor/dependency_editor.cpp msgid "Which action should be taken?" msgstr "어떤 작업을 하시겠습니까?" #: editor/dependency_editor.cpp msgid "Fix Dependencies" msgstr "종속 관계 고치기" #: editor/dependency_editor.cpp msgid "Errors loading!" msgstr "불러오기 오류!" #: editor/dependency_editor.cpp msgid "Permanently delete %d item(s)? (No undo!)" msgstr "%d개의 항목을 영구적으로 삭제할까요? (되돌릴 수 없습니다!)" #: editor/dependency_editor.cpp msgid "Show Dependencies" msgstr "종속 관계 보이기" #: editor/dependency_editor.cpp msgid "Orphan Resource Explorer" msgstr "미사용 리소스 탐색기" #: 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 "삭제" #: editor/dependency_editor.cpp msgid "Owns" msgstr "소유함" #: editor/dependency_editor.cpp msgid "Resources Without Explicit Ownership:" msgstr "명확한 소유 관계가 없는 리소스:" #: editor/dictionary_property_edit.cpp msgid "Change Dictionary Key" msgstr "딕셔너리 키 바꾸기" #: editor/dictionary_property_edit.cpp msgid "Change Dictionary Value" msgstr "딕셔너리 값 바꾸기" #: editor/editor_about.cpp msgid "Thanks from the Godot community!" msgstr "Godot 커뮤니티에서 감사드립니다!" #: editor/editor_about.cpp editor/editor_node.cpp editor/project_manager.cpp msgid "Click to copy." msgstr "클릭하여 복사합니다." #: editor/editor_about.cpp msgid "Godot Engine contributors" msgstr "Godot Engine 기여자" #: editor/editor_about.cpp msgid "Project Founders" msgstr "프로젝트 창립자" #: editor/editor_about.cpp msgid "Lead Developer" msgstr "리드 개발자" #. 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 "프로젝트 매니저 " #: editor/editor_about.cpp msgid "Developers" msgstr "개발자" #: editor/editor_about.cpp msgid "Authors" msgstr "저자" #: editor/editor_about.cpp msgid "Platinum Sponsors" msgstr "플래티넘 스폰서" #: editor/editor_about.cpp msgid "Gold Sponsors" msgstr "골드 스폰서" #: editor/editor_about.cpp msgid "Silver Sponsors" msgstr "실버 스폰서" #: editor/editor_about.cpp msgid "Bronze Sponsors" msgstr "브론즈 스폰서" #: editor/editor_about.cpp msgid "Mini Sponsors" msgstr "미니 스폰서" #: editor/editor_about.cpp msgid "Gold Donors" msgstr "골드 기부자" #: editor/editor_about.cpp msgid "Silver Donors" msgstr "실버 기부자" #: editor/editor_about.cpp msgid "Bronze Donors" msgstr "브론즈 기부자" #: editor/editor_about.cpp msgid "Donors" msgstr "기부자" #: editor/editor_about.cpp msgid "License" msgstr "라이선스" #: editor/editor_about.cpp msgid "Third-party Licenses" msgstr "제 3자 라이선스" #: 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 Engine은 MIT 라이선스와 호환되는 수많은 제 3자 자유 오픈소스 라이브러리" "에 의존합니다. 다음은 그러한 제 3자 구성 요소의 전체 목록과 이에 대응하는 저" "작권 선언문 및 라이선스입니다." #: editor/editor_about.cpp msgid "All Components" msgstr "모든 구성 요소" #: editor/editor_about.cpp msgid "Components" msgstr "구성 요소" #: editor/editor_about.cpp msgid "Licenses" msgstr "라이선스" #: editor/editor_asset_installer.cpp msgid "Error opening asset file for \"%s\" (not in ZIP format)." msgstr "\"%s\"에 대한 애셋 파일을 여는 중 오류 (ZIP 형식이 아닙니다)." #: editor/editor_asset_installer.cpp msgid "%s (already exists)" msgstr "%s (이미 있습니다)" #: editor/editor_asset_installer.cpp msgid "Contents of asset \"%s\" - %d file(s) conflict with your project:" msgstr "애셋 \"%s\"의 콘텐츠 - 파일 %d개가 프로젝트와 충돌합니다:" #: editor/editor_asset_installer.cpp msgid "Contents of asset \"%s\" - No files conflict with your project:" msgstr "애셋 \"%s\"의 콘텐츠 - 프로젝트와 충돌하는 파일이 없습니다:" #: editor/editor_asset_installer.cpp msgid "Uncompressing Assets" msgstr "애셋 압축 풀기" #: editor/editor_asset_installer.cpp msgid "The following files failed extraction from asset \"%s\":" msgstr "다음 파일을 애셋에서 압축 푸는 데 실패함:" #: editor/editor_asset_installer.cpp msgid "(and %s more files)" msgstr "(및 더 많은 파일 %s개)" #: editor/editor_asset_installer.cpp msgid "Asset \"%s\" installed successfully!" msgstr "애셋 \"%s\"를 성공적으로 설치했습니다!" #: editor/editor_asset_installer.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Success!" msgstr "성공!" #: editor/editor_asset_installer.cpp editor/editor_node.cpp msgid "Install" msgstr "설치" #: editor/editor_asset_installer.cpp msgid "Asset Installer" msgstr "애셋 인스톨러" #: editor/editor_audio_buses.cpp msgid "Speakers" msgstr "스피커" #: editor/editor_audio_buses.cpp msgid "Add Effect" msgstr "이펙트 추가" #: editor/editor_audio_buses.cpp msgid "Rename Audio Bus" msgstr "오디오 버스 이름 바꾸기" #: editor/editor_audio_buses.cpp msgid "Change Audio Bus Volume" msgstr "오디오 버스 볼륨 바꾸기" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Solo" msgstr "오디오 버스 솔로 토글" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Mute" msgstr "오디오 버스 음소거 토글" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Bypass Effects" msgstr "오디오 버스 바이패스 이펙트 토글" #: editor/editor_audio_buses.cpp msgid "Select Audio Bus Send" msgstr "오디오 버스 전송 선택" #: editor/editor_audio_buses.cpp msgid "Add Audio Bus Effect" msgstr "오디오 버스 이펙트 추가" #: editor/editor_audio_buses.cpp msgid "Move Bus Effect" msgstr "버스 이펙트 이동" #: editor/editor_audio_buses.cpp msgid "Delete Bus Effect" msgstr "버스 이펙트 삭제" #: editor/editor_audio_buses.cpp msgid "Drag & drop to rearrange." msgstr "드래그 & 드롭으로 다시 정렬합니다." #: editor/editor_audio_buses.cpp msgid "Solo" msgstr "솔로" #: editor/editor_audio_buses.cpp msgid "Mute" msgstr "음소거" #: editor/editor_audio_buses.cpp msgid "Bypass" msgstr "바이패스" #: editor/editor_audio_buses.cpp msgid "Bus Options" msgstr "버스 옵션" #: editor/editor_audio_buses.cpp editor/filesystem_dock.cpp #: editor/scene_tree_dock.cpp msgid "Duplicate" msgstr "복제" #: editor/editor_audio_buses.cpp msgid "Reset Volume" msgstr "볼륨 재설정" #: editor/editor_audio_buses.cpp msgid "Delete Effect" msgstr "이펙트 삭제" #: editor/editor_audio_buses.cpp msgid "Audio" msgstr "오디오" #: editor/editor_audio_buses.cpp msgid "Add Audio Bus" msgstr "오디오 버스 추가" #: editor/editor_audio_buses.cpp msgid "Master bus can't be deleted!" msgstr "마스터 버스는 삭제할 수 없습니다!" #: editor/editor_audio_buses.cpp msgid "Delete Audio Bus" msgstr "오디오 버스 삭제" #: editor/editor_audio_buses.cpp msgid "Duplicate Audio Bus" msgstr "오디오 버스 복제" #: editor/editor_audio_buses.cpp msgid "Reset Bus Volume" msgstr "버스 볼륨 재설정" #: editor/editor_audio_buses.cpp msgid "Move Audio Bus" msgstr "오디오 버스 이동" #: editor/editor_audio_buses.cpp msgid "Save Audio Bus Layout As..." msgstr "오디오 버스 레이아웃을 다른 이름으로 저장..." #: editor/editor_audio_buses.cpp msgid "Location for New Layout..." msgstr "새 레이아웃을 저장할 위치..." #: editor/editor_audio_buses.cpp msgid "Open Audio Bus Layout" msgstr "오디오 버스 레이아웃 열기" #: editor/editor_audio_buses.cpp msgid "There is no '%s' file." msgstr "'%s' 파일이 없습니다." #: editor/editor_audio_buses.cpp editor/plugins/canvas_item_editor_plugin.cpp msgid "Layout" msgstr "레이아웃" #: editor/editor_audio_buses.cpp msgid "Invalid file, not an audio bus layout." msgstr "잘못된 파일. 오디오 버스 레이아웃이 아닙니다." #: editor/editor_audio_buses.cpp msgid "Error saving file: %s" msgstr "파일 저장 중 오류: %s" #: editor/editor_audio_buses.cpp msgid "Add Bus" msgstr "버스 추가" #: editor/editor_audio_buses.cpp msgid "Add a new Audio Bus to this layout." msgstr "이 레이아웃에 새 오디오 버스를 추가합니다." #: 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 "불러오기" #: editor/editor_audio_buses.cpp msgid "Load an existing Bus Layout." msgstr "기존에 있던 버스 레이아웃을 불러옵니다." #: editor/editor_audio_buses.cpp msgid "Save As" msgstr "다른 이름으로 저장" #: editor/editor_audio_buses.cpp msgid "Save this Bus Layout to a file." msgstr "이 버스 레이아웃을 파일로 저장합니다." #: editor/editor_audio_buses.cpp editor/import_dock.cpp msgid "Load Default" msgstr "디폴트 불러오기" #: editor/editor_audio_buses.cpp msgid "Load the default Bus Layout." msgstr "디폴트 버스 레이아웃을 불러옵니다." #: editor/editor_audio_buses.cpp msgid "Create a new Bus Layout." msgstr "새로운 버스 레이아웃을 만듭니다." #: editor/editor_audio_buses.cpp #, fuzzy msgid "Audio Bus Layout" msgstr "오디오 버스 레이아웃 열기" #: editor/editor_autoload_settings.cpp msgid "Invalid name." msgstr "올바르지 않은 이름입니다." #: editor/editor_autoload_settings.cpp msgid "Cannot begin with a digit." msgstr "숫자로 시작할 수 없습니다." #: editor/editor_autoload_settings.cpp msgid "Valid characters:" msgstr "올바른 문자:" #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing engine class name." msgstr "엔진에 이미 있는 클래스 이름과 겹치지 않아야 합니다." #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing built-in type name." msgstr "기존 내장 타입과 이름과 겹치지 않아야 합니다." #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing global constant name." msgstr "전역 상수와 이름이 겹치지 않아야 합니다." #: editor/editor_autoload_settings.cpp msgid "Keyword cannot be used as an autoload name." msgstr "키워드를 오토로드 이름으로 사용할 수 없습니다." #: editor/editor_autoload_settings.cpp msgid "Autoload '%s' already exists!" msgstr "오토로드 '%s'이(가) 이미 있습니다!" #: editor/editor_autoload_settings.cpp msgid "Rename Autoload" msgstr "오토로드 이름 바꾸기" #: editor/editor_autoload_settings.cpp msgid "Toggle AutoLoad Globals" msgstr "전역 오토로드 토글" #: editor/editor_autoload_settings.cpp msgid "Move Autoload" msgstr "오토로드 이동" #: editor/editor_autoload_settings.cpp msgid "Remove Autoload" msgstr "오토로드 제거" #: editor/editor_autoload_settings.cpp editor/editor_plugin_settings.cpp msgid "Enable" msgstr "활성화" #: editor/editor_autoload_settings.cpp msgid "Rearrange Autoloads" msgstr "오토로드 다시 정렬" #: editor/editor_autoload_settings.cpp msgid "Can't add autoload:" msgstr "오토로드를 추가할 수 없음:" #: editor/editor_autoload_settings.cpp msgid "%s is an invalid path. File does not exist." msgstr "%s는 잘못된 경로입니다. 파일이 존재하지 않습니다." #: editor/editor_autoload_settings.cpp msgid "%s is an invalid path. Not in resource path (res://)." msgstr "%s는 잘못된 경로입니다. 리소스 경로(res://)에 있지 않습니다." #: editor/editor_autoload_settings.cpp msgid "Add AutoLoad" msgstr "오토로드 추가" #: 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 "경로:" #: editor/editor_autoload_settings.cpp msgid "Node Name:" msgstr "노드 이름:" #: 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 "이름" #: editor/editor_autoload_settings.cpp msgid "Global Variable" msgstr "전역 변수" #: editor/editor_data.cpp msgid "Paste Params" msgstr "매개변수 붙여넣기" #: editor/editor_data.cpp msgid "Updating Scene" msgstr "씬 업데이트 중" #: editor/editor_data.cpp msgid "Storing local changes..." msgstr "로컬 변경사항을 저장하는 중..." #: editor/editor_data.cpp msgid "Updating scene..." msgstr "씬 업데이트 중..." #: editor/editor_data.cpp editor/editor_resource_picker.cpp msgid "[empty]" msgstr "[비었음]" #: 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 "[저장되지 않음]" #: editor/editor_dir_dialog.cpp msgid "Please select a base directory first." msgstr "먼저 기본 디렉토리를 선택해주세요." #: editor/editor_dir_dialog.cpp msgid "Choose a Directory" msgstr "디렉토리를 선택하세요" #: 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 "폴더 만들기" #: 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 "이름:" #: 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 "폴더를 만들 수 없습니다." #: editor/editor_dir_dialog.cpp msgid "Choose" msgstr "선택" #: editor/editor_export.cpp msgid "Storing File:" msgstr "저장하려는 파일:" #: editor/editor_export.cpp msgid "No export template found at the expected path:" msgstr "예상 경로에서 내보내기 템플릿을 찾을 수 없습니다:" #: editor/editor_export.cpp msgid "Packing" msgstr "패킹 중" #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC' texture compression for GLES2. Enable 'Import " "Etc' in Project Settings." msgstr "" "대상 플랫폼에서 GLES2 용 'ETC' 텍스처 압축이 필요합니다. 프로젝트 설정에서 " "'Import Etc' 설정을 활성화하세요." #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC2' texture compression for GLES3. Enable " "'Import Etc 2' in Project Settings." msgstr "" "대상 플랫폼에서 GLES3 용 'ETC2' 텍스처 압축이 필요합니다. 프로젝트 설정에서 " "'Import Etc 2' 설정을 활성화하세요." #: 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 "" "대상 플랫폼에서 드라이버가 GLES2로 폴백하기 위해 'ETC' 텍스처 압축이 필요합니" "다.\n" "프로젝트 설정에서 'Import Etc' 설정을 활성화하거나, 'Driver Fallback " "Enabled' 설정을 비활성화하세요." #: editor/editor_export.cpp msgid "" "Target platform requires 'PVRTC' texture compression for GLES2. Enable " "'Import Pvrtc' in Project Settings." msgstr "" "대상 플랫폼에서 GLES2 용 'PVRTC' 텍스처 압축이 필요합니다. 프로젝트 설정에서 " "'Import Pvrt' 설정을 활성화하세요." #: 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 "" "대상 플랫폼은 GLES3 용 'ETC2'나 'PVRTC' 텍스처 압축이 필요합니다. 프로젝트 설" "정에서 'Import Etc 2'나 'Import Pvrtc' 설정을 활성화하세요." #: 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 "" "대상 플랫폼에서 드라이버가 GLES2로 폴백하기 위해 'PVRTC' 텍스처 압축이 필요합" "니다.\n" "프로젝트 설정에서 'Import Pvrtc' 설정을 활성화하거나, 'Driver Fallback " "Enabled' 설정을 비활성화하세요." #: 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 "커스텀 디버그 템플릿을 찾을 수 없습니다." #: 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 "커스텀 릴리스 템플릿을 찾을 수 없습니다." #: editor/editor_export.cpp platform/javascript/export/export.cpp msgid "Template file not found:" msgstr "템플릿 파일을 찾을 수 없습니다:" #: editor/editor_export.cpp msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "32비트 환경에서는 4 GiB보다 큰 내장 PCK를 내보낼 수 없습니다." #: editor/editor_feature_profile.cpp msgid "3D Editor" msgstr "3D 에디터" #: editor/editor_feature_profile.cpp msgid "Script Editor" msgstr "스크립트 에디터" #: editor/editor_feature_profile.cpp msgid "Asset Library" msgstr "애셋 라이브러리" #: editor/editor_feature_profile.cpp msgid "Scene Tree Editing" msgstr "씬 트리 편집" #: editor/editor_feature_profile.cpp msgid "Node Dock" msgstr "노드 도킹" #: editor/editor_feature_profile.cpp msgid "FileSystem Dock" msgstr "파일시스템 독" #: editor/editor_feature_profile.cpp msgid "Import Dock" msgstr "독 가져오기" #: editor/editor_feature_profile.cpp msgid "Allows to view and edit 3D scenes." msgstr "3D 씬을 보고 편집할 수 있게 합니다." #: editor/editor_feature_profile.cpp msgid "Allows to edit scripts using the integrated script editor." msgstr "통합 스크립트 에디터를 사용해 스크립트를 편집할 수 있게 합니다." #: editor/editor_feature_profile.cpp msgid "Provides built-in access to the Asset Library." msgstr "애셋 라이브러리에 내장 접근을 제공합니다." #: editor/editor_feature_profile.cpp msgid "Allows editing the node hierarchy in the Scene dock." msgstr "씬 독에서 노드 계층 구조를 편집할 수 있게 합니다." #: editor/editor_feature_profile.cpp msgid "" "Allows to work with signals and groups of the node selected in the Scene " "dock." msgstr "씬 독에서 선택된 노드의 신호와 그룹으로 동작할 수 있게 합니다." #: editor/editor_feature_profile.cpp msgid "Allows to browse the local file system via a dedicated dock." msgstr "전용 독을 통해 로컬 파일 시스템을 탐색할 수 있게 합니다." #: editor/editor_feature_profile.cpp msgid "" "Allows to configure import settings for individual assets. Requires the " "FileSystem dock to function." msgstr "" "개별 애셋에 대한 가져오기 설정을 구성할 수 있게 합니다. 작동하려면 파일시스" "템 독이 필요합니다." #: editor/editor_feature_profile.cpp msgid "(current)" msgstr "(현재)" #: editor/editor_feature_profile.cpp msgid "(none)" msgstr "(없음)" #: editor/editor_feature_profile.cpp msgid "Remove currently selected profile, '%s'? Cannot be undone." msgstr "현재 선택된 프로필인 '%s'을 제거하시겠습니까? 되돌릴 수 없습니다." #: editor/editor_feature_profile.cpp msgid "Profile must be a valid filename and must not contain '.'" msgstr "프로필 이름은 '.' 이 없는 올바른 파일 이름이어야 합니다" #: editor/editor_feature_profile.cpp msgid "Profile with this name already exists." msgstr "이 이름으로 된 프로필이 이미 있습니다." #: editor/editor_feature_profile.cpp msgid "(Editor Disabled, Properties Disabled)" msgstr "(에디터 비활성화됨, 속성 비활성화됨)" #: editor/editor_feature_profile.cpp msgid "(Properties Disabled)" msgstr "(속성 비활성회됨)" #: editor/editor_feature_profile.cpp msgid "(Editor Disabled)" msgstr "(에디터 비활성화됨)" #: editor/editor_feature_profile.cpp msgid "Class Options:" msgstr "클래스 옵션:" #: editor/editor_feature_profile.cpp msgid "Enable Contextual Editor" msgstr "상황별 에디터 활성화" #: editor/editor_feature_profile.cpp msgid "Class Properties:" msgstr "클래스 속성:" #: editor/editor_feature_profile.cpp msgid "Main Features:" msgstr "주요 기능:" #: editor/editor_feature_profile.cpp msgid "Nodes and Classes:" msgstr "노드와 클래스:" #: editor/editor_feature_profile.cpp msgid "File '%s' format is invalid, import aborted." msgstr "파일 '%s' 형식이 올바르지 않습니다. 가져오기를 중단합니다." #: editor/editor_feature_profile.cpp msgid "" "Profile '%s' already exists. Remove it first before importing, import " "aborted." msgstr "" "프로필 '%s'이(가) 이미 있습니다. 가져오기 전에 이미 있는 프로필을 먼저 제거하" "세요. 가져오기를 중단합니다." #: editor/editor_feature_profile.cpp msgid "Error saving profile to path: '%s'." msgstr "프로필을 경로에 저장하는 중 오류: '%s'." #: editor/editor_feature_profile.cpp msgid "Reset to Default" msgstr "디폴트로 재설정" #: editor/editor_feature_profile.cpp msgid "Current Profile:" msgstr "현재 프로필:" #: editor/editor_feature_profile.cpp msgid "Create Profile" msgstr "프로필 만들기" #: editor/editor_feature_profile.cpp msgid "Remove Profile" msgstr "프로필 제거" #: editor/editor_feature_profile.cpp msgid "Available Profiles:" msgstr "사용 가능한 프로필:" #: editor/editor_feature_profile.cpp msgid "Make Current" msgstr "현재 프로필로 설정" #: editor/editor_feature_profile.cpp editor/editor_node.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_manager.cpp msgid "Import" msgstr "가져오기" #: editor/editor_feature_profile.cpp editor/project_export.cpp msgid "Export" msgstr "내보내기" #: editor/editor_feature_profile.cpp msgid "Configure Selected Profile:" msgstr "선택된 프로필 구성:" #: editor/editor_feature_profile.cpp msgid "Extra Options:" msgstr "별도의 옵션:" #: editor/editor_feature_profile.cpp msgid "Create or import a profile to edit available classes and properties." msgstr "사용 가능한 클래스와 속성을 편집하려면 프로필을 만들거나 가져오세요." #: editor/editor_feature_profile.cpp msgid "New profile name:" msgstr "새 프로필 이름:" #: editor/editor_feature_profile.cpp msgid "Godot Feature Profile" msgstr "Godot 기능 프로필" #: editor/editor_feature_profile.cpp msgid "Import Profile(s)" msgstr "프로필 가져오기" #: editor/editor_feature_profile.cpp msgid "Export Profile" msgstr "프로필 내보내기" #: editor/editor_feature_profile.cpp msgid "Manage Editor Feature Profiles" msgstr "에디터 기능 프로필 관리" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Select Current Folder" msgstr "현재 폴더 선택" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "File exists, overwrite?" msgstr "파일이 존재합니다. 덮어쓰시겠습니까?" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Select This Folder" msgstr "이 폴더 선택" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "Copy Path" msgstr "경로 복사" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "Open in File Manager" msgstr "파일 매니저에서 열기" #: editor/editor_file_dialog.cpp editor/editor_node.cpp #: editor/filesystem_dock.cpp editor/project_manager.cpp msgid "Show in File Manager" msgstr "파일 매니저에서 보기" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "New Folder..." msgstr "새 폴더..." #: editor/editor_file_dialog.cpp editor/find_in_files.cpp msgid "Refresh" msgstr "새로고침" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "All Recognized" msgstr "인식 가능한 모든 파일" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "All Files (*)" msgstr "모든 파일 (*)" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open a File" msgstr "파일 열기" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open File(s)" msgstr "여러 파일 열기" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open a Directory" msgstr "디렉토리 열기" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open a File or Directory" msgstr "디렉토리 또는 파일 열기" #: 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 "저장" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Save a File" msgstr "파일로 저장" #: editor/editor_file_dialog.cpp msgid "Go Back" msgstr "뒤로" #: editor/editor_file_dialog.cpp msgid "Go Forward" msgstr "앞으로" #: editor/editor_file_dialog.cpp msgid "Go Up" msgstr "상위로" #: editor/editor_file_dialog.cpp msgid "Toggle Hidden Files" msgstr "숨김 파일 토글" #: editor/editor_file_dialog.cpp msgid "Toggle Favorite" msgstr "즐겨찾기 토글" #: editor/editor_file_dialog.cpp msgid "Toggle Mode" msgstr "모드 토글" #: editor/editor_file_dialog.cpp msgid "Focus Path" msgstr "경로 포커스" #: editor/editor_file_dialog.cpp msgid "Move Favorite Up" msgstr "즐겨찾기 위로 이동" #: editor/editor_file_dialog.cpp msgid "Move Favorite Down" msgstr "즐겨찾기 아래로 이동" #: editor/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "이전 폴더로 이동합니다." #: editor/editor_file_dialog.cpp msgid "Go to next folder." msgstr "다음 폴더로 이동합니다." #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Go to parent folder." msgstr "부모 폴더로 이동합니다." #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Refresh files." msgstr "파일을 새로고침합니다." #: editor/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "현재 폴더를 즐겨찾기 설정/즐겨찾기 해제합니다." #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "숨긴 파일의 표시 여부를 토글합니다." #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "View items as a grid of thumbnails." msgstr "항목을 바둑판 형식의 썸네일로 봅니다." #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "View items as a list." msgstr "항목을 목록 형식으로 봅니다." #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Directories & Files:" msgstr "디렉토리 & 파일:" #: 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 "미리보기:" #: editor/editor_file_dialog.cpp #: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp msgid "File:" msgstr "파일:" #: editor/editor_file_system.cpp msgid "ScanSources" msgstr "소스 스캔중" #: editor/editor_file_system.cpp msgid "" "There are multiple importers for different types pointing to file %s, import " "aborted" msgstr "" "파일 %s을(를) 가리키고 있는 다른 타입의 여러 개의 임포터가 있으므로 가져오기" "가 중단되었습니다" #: editor/editor_file_system.cpp msgid "(Re)Importing Assets" msgstr "애셋 (다시) 가져오는 중" #: editor/editor_help.cpp msgid "Top" msgstr "맨 위" #: editor/editor_help.cpp msgid "Class:" msgstr "클래스:" #: editor/editor_help.cpp editor/scene_tree_editor.cpp #: editor/script_create_dialog.cpp msgid "Inherits:" msgstr "상속:" #: editor/editor_help.cpp msgid "Inherited by:" msgstr "상속한 클래스:" #: editor/editor_help.cpp msgid "Description" msgstr "설명" #: editor/editor_help.cpp msgid "Online Tutorials" msgstr "온라인 튜토리얼" #: editor/editor_help.cpp msgid "Properties" msgstr "속성" #: editor/editor_help.cpp #, fuzzy msgid "overrides %s:" msgstr "오버라이드 %s:" #: editor/editor_help.cpp msgid "default:" msgstr "디폴트:" #: editor/editor_help.cpp msgid "Methods" msgstr "메서드" #: editor/editor_help.cpp msgid "Theme Properties" msgstr "테마 속성들" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Colors" msgstr "색상" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Constants" msgstr "상수" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Fonts" msgstr "글꼴" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Icons" msgstr "아이콘" #: editor/editor_help.cpp #, fuzzy msgid "Styles" msgstr "스타일" #: editor/editor_help.cpp msgid "Enumerations" msgstr "열거형" #: editor/editor_help.cpp msgid "Property Descriptions" msgstr "속성 설명" #: editor/editor_help.cpp msgid "(value)" msgstr "(값)" #: 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 "" "현재 이 속성의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하여" "[/url][/color] 개선할 수 있도록 도와주세요!" #: editor/editor_help.cpp msgid "Method Descriptions" msgstr "메서드 설명" #: 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 "" "현재 이 메서드의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하" "여[/url][/color] 개선할 수 있도록 도와주세요!" #: editor/editor_help_search.cpp editor/editor_node.cpp #: editor/plugins/script_editor_plugin.cpp msgid "Search Help" msgstr "도움말 검색" #: editor/editor_help_search.cpp msgid "Case Sensitive" msgstr "대소문자 구분" #: editor/editor_help_search.cpp msgid "Show Hierarchy" msgstr "계층 구조 보이기" #: editor/editor_help_search.cpp msgid "Display All" msgstr "모두 표시" #: editor/editor_help_search.cpp msgid "Classes Only" msgstr "클래스만" #: editor/editor_help_search.cpp msgid "Methods Only" msgstr "메서드만 표시" #: editor/editor_help_search.cpp msgid "Signals Only" msgstr "시그널만 표시" #: editor/editor_help_search.cpp msgid "Constants Only" msgstr "상수만 표시" #: editor/editor_help_search.cpp msgid "Properties Only" msgstr "속성만 표시" #: editor/editor_help_search.cpp msgid "Theme Properties Only" msgstr "테마 속성만 표시" #: editor/editor_help_search.cpp msgid "Member Type" msgstr "멤버 타입" #: editor/editor_help_search.cpp msgid "Class" msgstr "클래스" #: editor/editor_help_search.cpp msgid "Method" msgstr "메서드" #: editor/editor_help_search.cpp editor/plugins/script_text_editor.cpp msgid "Signal" msgstr "시그널" #: editor/editor_help_search.cpp modules/visual_script/visual_script_nodes.cpp msgid "Constant" msgstr "상수" #: editor/editor_help_search.cpp msgid "Property" msgstr "속성" #: editor/editor_help_search.cpp msgid "Theme Property" msgstr "테마 속성" #: editor/editor_inspector.cpp editor/project_settings_editor.cpp msgid "Property:" msgstr "속성:" #: editor/editor_inspector.cpp #, fuzzy msgid "Pin value" msgstr "(값)" #: editor/editor_inspector.cpp #, fuzzy msgid "" "Pinning a value forces it to be saved even if it's equal to the default." msgstr "값을 고정하면 기본값과 같더라도 강제로 저장됩니다." #: 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 "Set %s" #: editor/editor_inspector.cpp msgid "Set Multiple:" msgstr "다수 설정:" #: 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 "속성 복사" #: editor/editor_inspector.cpp #, fuzzy msgid "Paste Property" msgstr "속성 붙여넣기" #: editor/editor_inspector.cpp #, fuzzy msgid "Copy Property Path" msgstr "스크립트 경로 복사" #: editor/editor_log.cpp msgid "Output:" msgstr "출력:" #: editor/editor_log.cpp editor/plugins/tile_map_editor_plugin.cpp msgid "Copy Selection" msgstr "선택 항목 복사" #: 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 "지우기" #: editor/editor_log.cpp msgid "Clear Output" msgstr "출력 지우기" #: editor/editor_network_profiler.cpp editor/editor_node.cpp #: editor/editor_profiler.cpp msgid "Stop" msgstr "정지" #: editor/editor_network_profiler.cpp editor/editor_profiler.cpp #: editor/plugins/animation_state_machine_editor.cpp editor/rename_dialog.cpp msgid "Start" msgstr "시작" #: editor/editor_network_profiler.cpp msgid "%s/s" msgstr "%s/s" #: editor/editor_network_profiler.cpp msgid "Down" msgstr "아래" #: editor/editor_network_profiler.cpp msgid "Up" msgstr "위" #: editor/editor_network_profiler.cpp editor/editor_node.cpp msgid "Node" msgstr "노드" #: editor/editor_network_profiler.cpp msgid "Incoming RPC" msgstr "수신 RPC" #: editor/editor_network_profiler.cpp msgid "Incoming RSET" msgstr "수신 RSET" #: editor/editor_network_profiler.cpp msgid "Outgoing RPC" msgstr "발신 RPC" #: editor/editor_network_profiler.cpp msgid "Outgoing RSET" msgstr "발신 RSET" #: editor/editor_node.cpp editor/project_manager.cpp msgid "New Window" msgstr "새 창" #: 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 "" "에디터 창을 다시 그릴 때 회전합니다.\n" "업데이트가 지속적으로 활성화되므로, 전력 사용량이 커질 수 있습니다. 이를 비활" "성화하려면 클릭하세요." #: editor/editor_node.cpp msgid "Spins when the editor window redraws." msgstr "에디터 창에 변화가 있을 때마다 회전합니다." #: editor/editor_node.cpp msgid "Imported resources can't be saved." msgstr "가져온 리소스를 저장할 수 없습니다." #: 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 "확인" #: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Error saving resource!" msgstr "리소스 저장 중 오류!" #: 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 "" "이 리소스는 편집 중인 씬에 속한 것이 아니라서 저장할 수 없습니다. 저장하기 전" "에 먼저 리소스를 유일하게 만드세요." #: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Save Resource As..." msgstr "리소스를 다른 이름으로 저장..." #: editor/editor_node.cpp msgid "Can't open file for writing:" msgstr "파일을 쓰기 모드로 열 수 없음:" #: editor/editor_node.cpp msgid "Requested file format unknown:" msgstr "요청한 파일 형식을 알 수 없음:" #: editor/editor_node.cpp msgid "Error while saving." msgstr "저장 중 오류." #: 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'을(를) 열 수 없습니다. 파일이 이동했거나 삭제되었을 수 있습니다." #: editor/editor_node.cpp msgid "Error while parsing '%s'." msgstr "'%s' 구문 분석 중 오류." #: editor/editor_node.cpp msgid "Unexpected end of file '%s'." msgstr "예기치 못한 '%s' 파일의 끝." #: editor/editor_node.cpp msgid "Missing '%s' or its dependencies." msgstr "'%s' 또는 이것의 종속 항목이 누락되어 있습니다." #: editor/editor_node.cpp msgid "Error while loading '%s'." msgstr "'%s' 불러오는 중 오류." #: editor/editor_node.cpp msgid "Saving Scene" msgstr "씬 저장 중" #: editor/editor_node.cpp msgid "Analyzing" msgstr "분석 중" #: editor/editor_node.cpp msgid "Creating Thumbnail" msgstr "썸네일 만드는 중" #: editor/editor_node.cpp msgid "This operation can't be done without a tree root." msgstr "이 작업은 트리 루트가 필요합니다." #: 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 "" "이 씬에 순환 인스턴스화가 있어서 저장할 수 없습니다.\n" "이를 해결한 후 다시 저장해보세요." #: editor/editor_node.cpp msgid "" "Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " "be satisfied." msgstr "" "씬을 저장할 수 없습니다. (인스턴스 또는 상속과 같은) 종속 관계를 성립할 수 없" "는 것 같습니다." #: editor/editor_node.cpp msgid "Could not save one or more scenes!" msgstr "하나 이상의 장면을 저장할수 없습니다!" #: editor/editor_node.cpp msgid "Save All Scenes" msgstr "모든 씬 저장" #: editor/editor_node.cpp editor/scene_tree_dock.cpp msgid "Can't overwrite scene that is still open!" msgstr "열려있는 씬은 덮어쓸 수 없습니다!" #: editor/editor_node.cpp msgid "Can't load MeshLibrary for merging!" msgstr "병합할 메시 라이브러리를 불러올 수 없습니다!" #: editor/editor_node.cpp msgid "Error saving MeshLibrary!" msgstr "메시 라이브러리 저장 중 오류!" #: editor/editor_node.cpp msgid "Can't load TileSet for merging!" msgstr "병합할 타일셋을 불러올 수 없습니다!" #: editor/editor_node.cpp msgid "Error saving TileSet!" msgstr "타일셋 저장 중 오류!" #: 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 "" "에디터 레이아웃의 저장을 하려는 동안 오류가 발생했습니다.\n" "에디터의 사용자 데이터 경로가 쓰기 가능한지 확인해주세요." #: 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 "" "디폴트 에디터 레이아웃이 덮어 쓰여져 있습니다.\n" "디폴트 레이아웃을 원래 설정으로 복원하려면, 레이아웃 삭제 옵션을 사용하여 디" "폴트 레이아웃을 삭제하세요." #: editor/editor_node.cpp msgid "Layout name not found!" msgstr "레이아웃 이름을 찾을 수 없습니다!" #: editor/editor_node.cpp msgid "Restored the Default layout to its base settings." msgstr "디폴트 레이아웃을 기본 설정으로 복원하였습니다." #: 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 "" "이 리소스는 가져온 씬에 속한 리소스이므로 편집할 수 없습니다.\n" "이 워크플로를 이해하려면 씬 가져오기(Importing Scenes)와 관련된 문서를 읽어주" "세요." #: 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 "" "이 리소스는 인스턴스되거나 상속된 씬에 속해 있습니다.\n" "현재 씬을 저장해도 리소스의 변경사항이 유지되지 않을 것입니다." #: 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 "" "이 리소스는 가져온 것이므로 편집할 수 없습니다. 가져오기 패널에서 설정을 변경" "한 뒤 다시 가져오세요." #: 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 "" "이 씬은 가져온 것이므로 변경사항이 유지되지 않습니다.\n" "이 씬을 인스턴스화하거나 상속하면 편집할 수 있습니다.\n" "이 워크플로를 이해하려면 씬 가져오기(Importing Scenes)와 관련된 문서를 읽어주" "세요." #: 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 "" "원격 오브젝트는 변경사항이 적용되지 않습니다.\n" "이 워크플로를 이해하려면 디버깅(Debugging)과 관련된 문서를 읽어주세요." #: editor/editor_node.cpp msgid "There is no defined scene to run." msgstr "실행할 씬이 정의되지 않았습니다." #: editor/editor_node.cpp msgid "Save scene before running..." msgstr "씬을 실행하기 전에 저장..." #: editor/editor_node.cpp msgid "Could not start subprocess!" msgstr "하위 프로세스를 시작할 수 없습니다!" #: editor/editor_node.cpp editor/filesystem_dock.cpp msgid "Open Scene" msgstr "씬 열기" #: editor/editor_node.cpp msgid "Open Base Scene" msgstr "기본 씬 열기" #: editor/editor_node.cpp msgid "Quick Open..." msgstr "빠른 열기..." #: editor/editor_node.cpp msgid "Quick Open Scene..." msgstr "빠른 씬 열기..." #: editor/editor_node.cpp msgid "Quick Open Script..." msgstr "빠른 스크립트 열기..." #: editor/editor_node.cpp msgid "Save & Close" msgstr "저장 & 닫기" #: editor/editor_node.cpp msgid "Save changes to '%s' before closing?" msgstr "닫기 전에 '%s'에 변경사항을 저장하시겠습니까?" #: editor/editor_node.cpp msgid "%s no longer exists! Please specify a new save location." msgstr "%s은(는) 더 이상 존재하지 않습니다! 새 저장 위치를 지정해 주세요." #: editor/editor_node.cpp msgid "" "The current scene has no root node, but %d modified external resource(s) " "were saved anyway." msgstr "" "현재 씬에는 루트 노드가 없지만, 그래도 수정된 외부 리소스 %d개가 저장되었습니" "다." #: 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 "" "씬을 저장하려면 루트 노드가 필요합니다. 씬 트리 독을 사용하여 루트 노드를 추" "가할 수 있습니다." #: editor/editor_node.cpp msgid "Save Scene As..." msgstr "씬을 다른 이름으로 저장..." #: editor/editor_node.cpp modules/gltf/editor_scene_exporter_gltf_plugin.cpp msgid "This operation can't be done without a scene." msgstr "이 작업에는 씬이 필요합니다." #: editor/editor_node.cpp msgid "Export Mesh Library" msgstr "메시 라이브러리 내보내기" #: editor/editor_node.cpp msgid "This operation can't be done without a root node." msgstr "이 작업에는 루트 노드가 필요합니다." #: editor/editor_node.cpp msgid "Export Tile Set" msgstr "타일셋 내보내기" #: editor/editor_node.cpp msgid "This operation can't be done without a selected node." msgstr "이 작업에는 선택한 노드가 필요합니다." #: editor/editor_node.cpp msgid "Current scene not saved. Open anyway?" msgstr "현재 씬이 저장되어 있지 않습니다. 무시하고 여시겠습니까?" #: editor/editor_node.cpp msgid "Can't undo while mouse buttons are pressed." msgstr "마우스 버튼을 누르고 있는 동안에는 실행 취소할 수 없습니다." #: editor/editor_node.cpp msgid "Nothing to undo." msgstr "실행 취소할 것이 없습니다." #: editor/editor_node.cpp msgid "Undo: %s" msgstr "실행 취소: %s" #: editor/editor_node.cpp msgid "Can't redo while mouse buttons are pressed." msgstr "마우스 버튼을 누르고 있는 동안에는 다시 실행할 수 없습니다." #: editor/editor_node.cpp msgid "Nothing to redo." msgstr "다시 실행할 것이 없습니다." #: editor/editor_node.cpp msgid "Redo: %s" msgstr "다시 실행: %s" #: editor/editor_node.cpp msgid "Can't reload a scene that was never saved." msgstr "저장하지 않은 씬은 새로고침할 수 없습니다." #: editor/editor_node.cpp msgid "Reload Saved Scene" msgstr "저장된 씬 새로고침" #: editor/editor_node.cpp msgid "" "The current scene has unsaved changes.\n" "Reload the saved scene anyway? This action cannot be undone." msgstr "" "현재 씬에는 저장하지 않은 변경사항이 있습니다.\n" "무시하고 저장된 씬을 새로고침하시겠습니까? 이 동작은 되돌릴 수 없습니다." #: editor/editor_node.cpp msgid "Quick Run Scene..." msgstr "씬 빠른 실행..." #: editor/editor_node.cpp msgid "Quit" msgstr "종료" #: editor/editor_node.cpp msgid "Yes" msgstr "예" #: editor/editor_node.cpp msgid "Exit the editor?" msgstr "에디터를 끝내시겠습니까?" #: editor/editor_node.cpp msgid "Open Project Manager?" msgstr "프로젝트 매니저를 여시겠습니까?" #: editor/editor_node.cpp msgid "Save & Quit" msgstr "저장 & 종료" #: editor/editor_node.cpp msgid "Save changes to the following scene(s) before quitting?" msgstr "종료하기 전에 해당 씬의 변경사항을 저장하시겠습니까?" #: editor/editor_node.cpp msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "프로젝트 매니저를 열기 전에 해당 씬의 변경사항을 저장하시겠습니까?" #: editor/editor_node.cpp msgid "" "This option is deprecated. Situations where refresh must be forced are now " "considered a bug. Please report." msgstr "" "이 옵션은 사용되지 않습니다. 강제로 새로고침해야 하는 상황은 이제 버그로 간주" "됩니다. 신고해주세요." #: editor/editor_node.cpp msgid "Pick a Main Scene" msgstr "메인 씬 선택" #: editor/editor_node.cpp msgid "Close Scene" msgstr "씬 닫기" #: editor/editor_node.cpp msgid "Reopen Closed Scene" msgstr "닫은 씬 다시 열기" #: editor/editor_node.cpp msgid "Unable to enable addon plugin at: '%s' parsing of config failed." msgstr "" "다음 경로에 있는 애드온 플러그인을 활성화할 수 없음: '%s' 구성의 구문 분석을 " "실패했습니다." #: editor/editor_node.cpp msgid "Unable to find script field for addon plugin at: '%s'." msgstr "" "다음 경로에서 애드온 플러그인을 위한 스크립트 필드를 찾을 수 없습니다: '%s'." #: editor/editor_node.cpp msgid "Unable to load addon script from path: '%s'." msgstr "다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s'." #: 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 "" "다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s' 해당 스크립트의 코드에 " "오류가 있는 것 같습니다.\n" "추가 오류를 방지하려면 '%s'에서 애드온을 비활성화하세요." #: editor/editor_node.cpp msgid "" "Unable to load addon script from path: '%s' Base type is not EditorPlugin." msgstr "" "다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s' 기본 타입이 EditorPlugin" "이 아닙니다." #: editor/editor_node.cpp msgid "Unable to load addon script from path: '%s' Script is not in tool mode." msgstr "" "다음 경로에서 애드온 스크립트를 불러올 수 없음: '%s' 스크립트가 tool 모드가 " "아닙니다." #: 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 "" "씬 '%s'을(를) 자동으로 가져왔으므로 수정할 수 없습니다.\n" "이 씬을 편집하려면 새로운 상속 씬을 만들어야 합니다." #: 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 "" "씬을 불러오는 중 오류가 발생했습니다. 씬은 프로젝트 경로 안에 있어야 합니다. " "'가져오기'를 사용해서 씬을 열고, 그 씬을 프로젝트 경로 안에 저장하세요." #: editor/editor_node.cpp msgid "Scene '%s' has broken dependencies:" msgstr "씬 '%s'의 종속 항목이 망가짐:" #: editor/editor_node.cpp msgid "Clear Recent Scenes" msgstr "최근 씬 지우기" #: 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 "" "메인 씬을 정의하지 않았습니다. 선택하시겠습니까?\n" "나중에 \"프로젝트 설정\"의 'application' 카테고리에서 변경할 수 있습니다." #: 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 "" "선택한 씬 '%s'이(가) 없습니다. 다른 씬으로 지정할까요?\n" "나중에 \"프로젝트 설정\"의 'application' 카테고리에서 바꿀 수 있습니다." #: 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 "" "선택한 씬 '%s'은(는) 씬 파일이 아닙니다, 다른 씬으로 정할까요?\n" "이건 나중에 \"프로젝트 설정\"의 'application' 카테고리에서 바꿀 수 있습니다." #: editor/editor_node.cpp msgid "Save Layout" msgstr "레이아웃 저장" #: editor/editor_node.cpp msgid "Delete Layout" msgstr "레이아웃 삭제" #: editor/editor_node.cpp editor/import_dock.cpp #: editor/script_create_dialog.cpp msgid "Default" msgstr "디폴트" #: editor/editor_node.cpp editor/editor_resource_picker.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_editor.cpp msgid "Show in FileSystem" msgstr "파일시스템에서 보기" #: editor/editor_node.cpp msgid "Play This Scene" msgstr "이 씬 실행" #: editor/editor_node.cpp msgid "Close Tab" msgstr "탭 닫기" #: editor/editor_node.cpp msgid "Undo Close Tab" msgstr "닫은 탭 다시 열기" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Close Other Tabs" msgstr "다른 탭 닫기" #: editor/editor_node.cpp msgid "Close Tabs to the Right" msgstr "탭을 오른쪽으로 닫기" #: editor/editor_node.cpp msgid "Close All Tabs" msgstr "모든 탭 닫기" #: editor/editor_node.cpp msgid "Switch Scene Tab" msgstr "씬 탭 전환" #: editor/editor_node.cpp msgid "%d more files or folders" msgstr "외 %d개의 파일 또는 폴더" #: editor/editor_node.cpp msgid "%d more folders" msgstr "외 %d개의 폴더" #: editor/editor_node.cpp msgid "%d more files" msgstr "외 %d개의 파일" #: editor/editor_node.cpp msgid "Dock Position" msgstr "독 위치" #: editor/editor_node.cpp msgid "Distraction Free Mode" msgstr "집중 모드" #: editor/editor_node.cpp msgid "Toggle distraction-free mode." msgstr "집중 모드를 토글합니다." #: editor/editor_node.cpp msgid "Add a new scene." msgstr "새 씬을 추가합니다." #: editor/editor_node.cpp editor/plugins/theme_editor_plugin.cpp msgid "Scene" msgstr "씬" #: editor/editor_node.cpp msgid "Go to previously opened scene." msgstr "이전에 열었던 씬으로 이동합니다." #: editor/editor_node.cpp msgid "Copy Text" msgstr "문자 복사" #: editor/editor_node.cpp msgid "Next tab" msgstr "다음 탭" #: editor/editor_node.cpp msgid "Previous tab" msgstr "이전 탭" #: editor/editor_node.cpp msgid "Filter Files..." msgstr "파일 필터..." #: editor/editor_node.cpp msgid "Operations with scene files." msgstr "씬 파일에 대한 작업입니다." #: editor/editor_node.cpp msgid "New Scene" msgstr "새 씬" #: editor/editor_node.cpp msgid "New Inherited Scene..." msgstr "새 상속 씬..." #: editor/editor_node.cpp msgid "Open Scene..." msgstr "씬 열기..." #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Open Recent" msgstr "최근 기록 열기" #: editor/editor_node.cpp msgid "Save Scene" msgstr "씬 저장" #: editor/editor_node.cpp msgid "Convert To..." msgstr "다음으로 변환..." #: editor/editor_node.cpp msgid "MeshLibrary..." msgstr "메시 라이브러리..." #: editor/editor_node.cpp msgid "TileSet..." msgstr "타일셋..." #: editor/editor_node.cpp editor/plugins/script_text_editor.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Undo" msgstr "실행 취소" #: editor/editor_node.cpp editor/plugins/script_text_editor.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Redo" msgstr "다시 실행" #: editor/editor_node.cpp msgid "Miscellaneous project or scene-wide tools." msgstr "프로젝트 또는 씬 관련 여러가지 툴." #: editor/editor_node.cpp editor/project_manager.cpp #: editor/script_create_dialog.cpp msgid "Project" msgstr "프로젝트" #: editor/editor_node.cpp msgid "Project Settings..." msgstr "프로젝트 설정..." #: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp msgid "Version Control" msgstr "버전 컨트롤" #: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp msgid "Set Up Version Control" msgstr "버전 컨트롤 설정" #: editor/editor_node.cpp msgid "Shut Down Version Control" msgstr "버전 컨트롤 종료" #: editor/editor_node.cpp msgid "Export..." msgstr "내보내기..." #: editor/editor_node.cpp msgid "Install Android Build Template..." msgstr "Android 빌드 템플릿 설치..." #: editor/editor_node.cpp #, fuzzy msgid "Open User Data Folder" msgstr "에디터 데이터 폴더 열기" #: editor/editor_node.cpp editor/plugins/tile_set_editor_plugin.cpp msgid "Tools" msgstr "툴" #: editor/editor_node.cpp msgid "Orphan Resource Explorer..." msgstr "미사용 리소스 탐색기..." #: editor/editor_node.cpp msgid "Reload Current Project" msgstr "현재 프로젝트 새로고침" #: editor/editor_node.cpp msgid "Quit to Project List" msgstr "종료 후 프로젝트 목록으로 이동" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/project_export.cpp msgid "Debug" msgstr "디버그" #: editor/editor_node.cpp msgid "Deploy with Remote Debug" msgstr "원격 디버그와 함께 배포" #: 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 "" "이 옵션이 활성화된 경우 원 클릭 배포를 사용하면 실행중인 프로젝트를 디버깅 " "할 수 있도록이 컴퓨터의 IP에 연결을 시도합니다.\n" "이 옵션은 원격 디버깅 (일반적으로 모바일 기기 사용)에 사용하기 위한 것입니" "다.\n" "GDScript 디버거를 로컬에서 사용하기 위해 활성화할 필요는 없습니다." #: editor/editor_node.cpp msgid "Small Deploy with Network Filesystem" msgstr "네트워크 파일시스템을 사용하여 작게 배포" #: 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 "" "이 옵션을 활성화하고 Android 용 원 클릭 배포를 사용하면 프로젝트 데이터없이 " "실행 파일만 내 보냅니다.\n" "파일시스템은 네트워크를 통해 에디터에 의해 프로젝트에서 제공됩니다.\n" "Android의 경우, 배포시 더 빠른 속도를 위해 USB 케이블을 사용합니다. 이 옵션" "은 애셋의 용량이 큰 프로젝트의 테스트 속도를 높입니다." #: editor/editor_node.cpp msgid "Visible Collision Shapes" msgstr "콜리전 모양 보이기" #: 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 "" "이 설정을 활성화하면 프로젝트를 실행하는 동안 (2D와 3D용) 콜리전 모양과 " "Raycast 노드가 보이게 됩니다." #: editor/editor_node.cpp msgid "Visible Navigation" msgstr "내비게이션 보이기" #: editor/editor_node.cpp msgid "" "When this option is enabled, navigation meshes and polygons will be visible " "in the running project." msgstr "" "이 설정이 활성화되면, 프로젝트를 실행하는 동안 네비게이션 메시와 폴리곤이 보" "이게 됩니다." #: 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 "씬 변경사항 동기화" #: 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 "" "이 설정이 활성화되면, 에디터에서 씬을 수정하면 실행 중인 프로젝트에 반영됩니" "다.\n" "기기에서 원격으로 사용 중인 경우 네트워크 파일시스템 기능을 활성화하면 더욱 " "효율적입니다." #: editor/editor_node.cpp msgid "Synchronize Script Changes" msgstr "스크립트 변경사항 동기화" #: 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 "" "이 옵션이 활성화되면, 어떤 스크립트든지 저장되면 실행 중인 프로젝트를 다시 불" "러오게 됩니다.\n" "기기에서 원격으로 사용 중이면, 네트워크 파일시스템 옵션이 활성화되어 있다면 " "더욱 효율적입니다." #: editor/editor_node.cpp editor/script_create_dialog.cpp msgid "Editor" msgstr "에디터" #: editor/editor_node.cpp msgid "Editor Settings..." msgstr "에디터 설정..." #: editor/editor_node.cpp msgid "Editor Layout" msgstr "에디터 레이아웃" #: editor/editor_node.cpp msgid "Take Screenshot" msgstr "스크린샷 찍기" #: editor/editor_node.cpp msgid "Screenshots are stored in the Editor Data/Settings Folder." msgstr "스크린샷이 Editor Data/Settings 폴더에 저장되었습니다." #: editor/editor_node.cpp msgid "Toggle Fullscreen" msgstr "전체 화면 토글" #: editor/editor_node.cpp msgid "Open Editor Data/Settings Folder" msgstr "에디터 데이터/설정 폴더 열기" #: editor/editor_node.cpp msgid "Open Editor Data Folder" msgstr "에디터 데이터 폴더 열기" #: editor/editor_node.cpp msgid "Open Editor Settings Folder" msgstr "에디터 설정 폴더 열기" #: editor/editor_node.cpp msgid "Manage Editor Features..." msgstr "에디터 기능 관리..." #: editor/editor_node.cpp msgid "Manage Export Templates..." msgstr "내보내기 템플릿 관리..." #: editor/editor_node.cpp editor/plugins/shader_editor_plugin.cpp msgid "Help" msgstr "도움말" #: editor/editor_node.cpp msgid "Online Documentation" msgstr "온라인 문서" #: editor/editor_node.cpp msgid "Questions & Answers" msgstr "질문과 답변" #: editor/editor_node.cpp msgid "Report a Bug" msgstr "버그 보고" #: editor/editor_node.cpp msgid "Suggest a Feature" msgstr "기능 제안" #: editor/editor_node.cpp msgid "Send Docs Feedback" msgstr "문서 피드백 보내기" #: editor/editor_node.cpp editor/plugins/asset_library_editor_plugin.cpp msgid "Community" msgstr "커뮤니티" #: editor/editor_node.cpp msgid "About Godot" msgstr "Godot 정보" #: editor/editor_node.cpp msgid "Support Godot Development" msgstr "Godot 개발 지원" #: editor/editor_node.cpp msgid "Play the project." msgstr "프로젝트를 실행합니다." #: editor/editor_node.cpp msgid "Play" msgstr "실행" #: editor/editor_node.cpp msgid "Pause the scene execution for debugging." msgstr "디버깅을 하기 위해 씬 실행을 중단합니다." #: editor/editor_node.cpp msgid "Pause Scene" msgstr "씬 일시정지" #: editor/editor_node.cpp msgid "Stop the scene." msgstr "씬을 중단합니다." #: editor/editor_node.cpp msgid "Play the edited scene." msgstr "편집하고 있던 씬을 실행합니다." #: editor/editor_node.cpp msgid "Play Scene" msgstr "씬 실행" #: editor/editor_node.cpp msgid "Play custom scene" msgstr "커스텀 씬 실행" #: editor/editor_node.cpp msgid "Play Custom Scene" msgstr "커스텀 씬 실행" #: editor/editor_node.cpp msgid "Changing the video driver requires restarting the editor." msgstr "비디오 드라이버를 변경하려면 에디터를 다시 시작해야 합니다." #: editor/editor_node.cpp editor/project_settings_editor.cpp #: editor/settings_config_dialog.cpp msgid "Save & Restart" msgstr "저장 & 다시 시작" #: editor/editor_node.cpp msgid "Update Continuously" msgstr "상시 업데이트" #: editor/editor_node.cpp #, fuzzy msgid "Update All Changes" msgstr "변경될 때 업데이트" #: editor/editor_node.cpp #, fuzzy msgid "Update Vital Changes" msgstr "머티리얼 바꾸기:" #: editor/editor_node.cpp msgid "Hide Update Spinner" msgstr "업데이트 스피너 숨기기" #: editor/editor_node.cpp msgid "FileSystem" msgstr "파일시스템" #: editor/editor_node.cpp msgid "Inspector" msgstr "인스펙터" #: editor/editor_node.cpp msgid "Expand Bottom Panel" msgstr "아래쪽 패널 확장" #: editor/editor_node.cpp msgid "Output" msgstr "출력" #: editor/editor_node.cpp msgid "Don't Save" msgstr "저장하지 않음" #: editor/editor_node.cpp msgid "Android build template is missing, please install relevant templates." msgstr "Android 빌드 템플릿이 누락되어 있습니다, 관련 템플릿을 설치해주세요." #: editor/editor_node.cpp msgid "Manage Templates" msgstr "템플릿 관리" #: editor/editor_node.cpp msgid "Install from file" msgstr "파일에서 설치" #: editor/editor_node.cpp msgid "Select android sources file" msgstr "Android 소스 파일 선택" #: 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 "" "\"res://android/build\"에 소스 템플릿을 설치해서 프로젝트를 커스텀 Android 빌" "드에 맞게 설정합니다.\n" "그런 다음 수정 사항을 적용하고 커스텀 APK를 빌드해서 내보낼 수 있습니다(모듈 " "추가, AndroidManifest.xml 변경 등).\n" "미리 빌드된 APK를 사용하는 대신 커스텀 빌드를 만들려면, Android 내보내기 프리" "셋에서 \"커스텀 빌드 사용(Use Custom Build)\" 설정을 활성화해야 합니다." #: 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 빌드 템플릿이 이미 이 프로젝트에 설치했고, 덮어 쓸 수 없습니다.\n" "이 명령을 다시 실행하기 전에 \"res://android/build\" 디렉토리를 직접 제거하세" "요." #: editor/editor_node.cpp msgid "Import Templates From ZIP File" msgstr "ZIP 파일에서 템플릿 가져오기" #: editor/editor_node.cpp msgid "Template Package" msgstr "템플릿 패키지" #: editor/editor_node.cpp modules/gltf/editor_scene_exporter_gltf_plugin.cpp msgid "Export Library" msgstr "라이브러리 내보내기" #: editor/editor_node.cpp msgid "Merge With Existing" msgstr "기존의 것과 병합하기" #: editor/editor_node.cpp msgid "Apply MeshInstance Transforms" msgstr "MeshInstance 변형 적용" #: editor/editor_node.cpp msgid "Open & Run a Script" msgstr "스크립트 열기 & 실행" #: editor/editor_node.cpp msgid "" "The following files are newer on disk.\n" "What action should be taken?" msgstr "" "다음 파일은 디스크에 있는 게 더 최신입니다.\n" "조치을 어떻게 취해야 합니까?" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Reload" msgstr "새로고침" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Resave" msgstr "다시 저장" #: editor/editor_node.cpp msgid "New Inherited" msgstr "새 상속 씬" #: editor/editor_node.cpp msgid "Load Errors" msgstr "불러오기 오류" #: editor/editor_node.cpp editor/plugins/tile_map_editor_plugin.cpp #: modules/visual_script/visual_script_nodes.cpp msgid "Select" msgstr "선택" #: editor/editor_node.cpp msgid "Select Current" msgstr "현재 선택" #: editor/editor_node.cpp msgid "Open 2D Editor" msgstr "2D 에디터 열기" #: editor/editor_node.cpp msgid "Open 3D Editor" msgstr "3D 에디터 열기" #: editor/editor_node.cpp msgid "Open Script Editor" msgstr "스크립트 에디터 열기" #: editor/editor_node.cpp editor/project_manager.cpp msgid "Open Asset Library" msgstr "애셋 라이브러리 열기" #: editor/editor_node.cpp msgid "Open the next Editor" msgstr "다음 에디터 열기" #: editor/editor_node.cpp msgid "Open the previous Editor" msgstr "이전 에디터 열기" #: editor/editor_node.h msgid "Warning!" msgstr "경고!" #: editor/editor_path.cpp msgid "No sub-resources found." msgstr "하위 리소스를 찾을 수 없습니다." #: editor/editor_path.cpp msgid "Open a list of sub-resources." msgstr "하위 리소스의 목록을 엽니다." #: editor/editor_plugin.cpp msgid "Creating Mesh Previews" msgstr "메시 미리보기 만드는 중" #: editor/editor_plugin.cpp msgid "Thumbnail..." msgstr "썸네일..." #: editor/editor_plugin_settings.cpp msgid "Main Script:" msgstr "주 스크립트:" #: editor/editor_plugin_settings.cpp msgid "Edit Plugin" msgstr "플러그인 편집" #: editor/editor_plugin_settings.cpp msgid "Installed Plugins:" msgstr "설치된 플러그인:" #: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp msgid "Update" msgstr "업데이트" #: editor/editor_plugin_settings.cpp msgid "Version" msgstr "버전" #: editor/editor_plugin_settings.cpp msgid "Author" msgstr "저자" #: editor/editor_plugin_settings.cpp #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Status" msgstr "상태" #: editor/editor_profiler.cpp msgid "Measure:" msgstr "측정:" #: editor/editor_profiler.cpp msgid "Frame Time (ms)" msgstr "프레임 시간 (ms)" #: editor/editor_profiler.cpp msgid "Average Time (ms)" msgstr "평균 시간 (ms)" #: editor/editor_profiler.cpp msgid "Frame %" msgstr "프레임 %" #: editor/editor_profiler.cpp msgid "Physics Frame %" msgstr "물리 프레임 %" #: editor/editor_profiler.cpp msgid "Inclusive" msgstr "포괄적" #: editor/editor_profiler.cpp msgid "Self" msgstr "자체" #: 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 "" "포괄적: 이 함수에 의해 호출된 다른 함수로부터 시간을 포함합니다.\n" "이를 사용하여 병목 현상을 찾아냅니다.\n" "\n" "자체: 해당 함수에 의해 호출된 다른 함수에서가 아닌, 함수 자체에서 보낸 시간" "만 계산합니다.\n" "이를 사용하여 최적화할 개별 함수를 찾습니다." #: editor/editor_profiler.cpp msgid "Frame #:" msgstr "프레임 #:" #: editor/editor_profiler.cpp msgid "Time" msgstr "시간" #: editor/editor_profiler.cpp msgid "Calls" msgstr "호출" #: editor/editor_properties.cpp msgid "Edit Text:" msgstr "문자 편집:" #: editor/editor_properties.cpp editor/script_create_dialog.cpp msgid "On" msgstr "사용" #: editor/editor_properties.cpp msgid "Layer" msgstr "레이어" #: editor/editor_properties.cpp msgid "Bit %d, value %d" msgstr "비트 %d, 값 %d" #: editor/editor_properties.cpp msgid "[Empty]" msgstr "[비어있음]" #: editor/editor_properties.cpp editor/plugins/root_motion_editor_plugin.cpp msgid "Assign..." msgstr "지정..." #: editor/editor_properties.cpp msgid "Invalid RID" msgstr "잘못된 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 "" "파일로 저장한 리소스에 ViewportTexture를 만들 수 없습니다.\n" "리소스가 씬에 속해 있어야 합니다." #: 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 "" "씬에 지역으로 설정되지 않았기 때문에 이 리소스에 ViewportTexture를 만들 수 없" "습니다.\n" "리소스 (그리고 한 노드에 있는 모든 리소스)의 'local to scene' 속성을 켜주세" "요 ." #: editor/editor_properties.cpp editor/property_editor.cpp msgid "Pick a Viewport" msgstr "뷰포트를 선택하세요" #: editor/editor_properties.cpp editor/property_editor.cpp msgid "Selected node is not a Viewport!" msgstr "선택된 노드는 뷰포트가 아닙니다!" #: editor/editor_properties_array_dict.cpp msgid "Size: " msgstr "크기: " #: editor/editor_properties_array_dict.cpp msgid "Page: " msgstr "페이지: " #: editor/editor_properties_array_dict.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Item" msgstr "항목 제거" #: editor/editor_properties_array_dict.cpp msgid "New Key:" msgstr "새 키:" #: editor/editor_properties_array_dict.cpp msgid "New Value:" msgstr "새 값:" #: editor/editor_properties_array_dict.cpp msgid "Add Key/Value Pair" msgstr "키/값 쌍 추가" #: editor/editor_resource_picker.cpp msgid "" "The selected resource (%s) does not match any type expected for this " "property (%s)." msgstr "선택한 리소스(%s)가 이 속성(%s)에 적합한 모든 타입에 맞지 않습니다." #: editor/editor_resource_picker.cpp msgid "Quick Load" msgstr "빠른 불러오기" #: editor/editor_resource_picker.cpp editor/property_editor.cpp msgid "Make Unique" msgstr "유일하게 만들기" #: 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 "붙여넣기" #: editor/editor_resource_picker.cpp editor/property_editor.cpp msgid "Convert to %s" msgstr "%s(으)로 변환" #: editor/editor_resource_picker.cpp editor/property_editor.cpp msgid "New %s" msgstr "새 %s" #: editor/editor_resource_picker.cpp editor/property_editor.cpp msgid "New Script" msgstr "새 스크립트" #: editor/editor_resource_picker.cpp editor/scene_tree_dock.cpp msgid "Extend Script" msgstr "스크립트 상속" #: 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 "" "이 플랫폼을 위한 실행할 수 있는 내보내기 프리셋이 없습니다.\n" "내보내기 메뉴에서 실행할 수 있는 프리셋을 추가하거나 기존 프리셋을 실행할 수 " "있도록 정의해주세요." #: editor/editor_run_script.cpp msgid "Write your logic in the _run() method." msgstr "_run() 메서드에 당신의 논리를 작성하세요." #: editor/editor_run_script.cpp msgid "There is an edited scene already." msgstr "이미 편집된 씬이 있습니다." #: editor/editor_run_script.cpp msgid "Couldn't instance script:" msgstr "스크립트를 인스턴스할 수 없음:" #: editor/editor_run_script.cpp msgid "Did you forget the 'tool' keyword?" msgstr "'tool' 키워드를 잊었나요?" #: editor/editor_run_script.cpp msgid "Couldn't run script:" msgstr "스크립트를 실행할 수 없음:" #: editor/editor_run_script.cpp msgid "Did you forget the '_run' method?" msgstr "'_run' 메서드를 잊었나요?" #: editor/editor_spin_slider.cpp msgid "Hold %s to round to integers. Hold Shift for more precise changes." msgstr "%s를 눌러 정수로 반올림합니다. Shift를 눌러 좀 더 정밀하게 조작합니다." #: editor/editor_sub_scene.cpp msgid "Select Node(s) to Import" msgstr "가져올 노드 선택" #: editor/editor_sub_scene.cpp editor/project_manager.cpp msgid "Browse" msgstr "탐색" #: editor/editor_sub_scene.cpp msgid "Scene Path:" msgstr "씬 경로:" #: editor/editor_sub_scene.cpp msgid "Import From Node:" msgstr "노드에서 가져오기:" #. TRANSLATORS: %s refers to the name of a version control system (e.g. "Git"). #: editor/editor_vcs_interface.cpp #, fuzzy msgid "%s Error" msgstr "오류" #: editor/export_template_manager.cpp msgid "Open the folder containing these templates." msgstr "이 템플릿을 포함하는 폴더를 엽니다." #: editor/export_template_manager.cpp msgid "Uninstall these templates." msgstr "이 템플릿을 제거합니다." #: editor/export_template_manager.cpp msgid "There are no mirrors available." msgstr "사용 가능한 미러가 없습니다." #: editor/export_template_manager.cpp msgid "Retrieving the mirror list..." msgstr "미러 목록을 검색하는 중..." #: editor/export_template_manager.cpp msgid "Starting the download..." msgstr "다운로드를 시작하는 중..." #: editor/export_template_manager.cpp msgid "Error requesting URL:" msgstr "URL 요청 중 오류:" #: editor/export_template_manager.cpp msgid "Connecting to the mirror..." msgstr "미러에 연결 중..." #: editor/export_template_manager.cpp msgid "Can't resolve the requested address." msgstr "요청된 주소를 해결할 수 없습니다." #: editor/export_template_manager.cpp msgid "Can't connect to the mirror." msgstr "미러에 연결할 수 없습니다." #: editor/export_template_manager.cpp msgid "No response from the mirror." msgstr "미러로부터 응담이 없습니다." #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed." msgstr "요청에 실패했습니다." #: editor/export_template_manager.cpp msgid "Request ended up in a redirect loop." msgstr "요청이 리디렉션 루프로 끝났습니다." #: editor/export_template_manager.cpp msgid "Request failed:" msgstr "요청 실패됨:" #: editor/export_template_manager.cpp msgid "Download complete; extracting templates..." msgstr "다운로드 완료. 템플릿 압축 해제 중..." #: editor/export_template_manager.cpp msgid "Cannot remove temporary file:" msgstr "임시 파일을 제거할 수 없음:" #: editor/export_template_manager.cpp msgid "" "Templates installation failed.\n" "The problematic templates archives can be found at '%s'." msgstr "" "템플릿 설치에 실패했습니다.\n" "문제가 있는 템플릿 기록은 '%s'에서 찾아 볼 수 있습니다." #: editor/export_template_manager.cpp msgid "Error getting the list of mirrors." msgstr "미러 목록을 가져오는 중 오류." #: editor/export_template_manager.cpp msgid "Error parsing JSON with the list of mirrors. Please report this issue!" msgstr "미러 목록의 JSON 구문 분석 중 오류. 이 문제를 신고해주세요!" #: editor/export_template_manager.cpp msgid "Best available mirror" msgstr "최상의 사용 가능한 미러" #: editor/export_template_manager.cpp msgid "" "No download links found for this version. Direct download is only available " "for official releases." msgstr "" "이 버전의 다운로드 링크를 찾을 수 없습니다. 공식 출시 버전만 바로 다운로드할 " "수 있습니다." #: editor/export_template_manager.cpp msgid "Disconnected" msgstr "연결 해제됨" #: editor/export_template_manager.cpp msgid "Resolving" msgstr "해결 중" #: editor/export_template_manager.cpp msgid "Can't Resolve" msgstr "해결할 수 없음" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Connecting..." msgstr "연결 중..." #: editor/export_template_manager.cpp msgid "Can't Connect" msgstr "연결할 수 없음" #: editor/export_template_manager.cpp msgid "Connected" msgstr "연결됨" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Requesting..." msgstr "요청 중..." #: editor/export_template_manager.cpp msgid "Downloading" msgstr "다운로드 중" #: editor/export_template_manager.cpp msgid "Connection Error" msgstr "연결 오류" #: editor/export_template_manager.cpp msgid "SSL Handshake Error" msgstr "SSL 핸드셰이크 오류" #: editor/export_template_manager.cpp msgid "Can't open the export templates file." msgstr "내보내기 템플릿 파일을 열 수 없습니다." #: editor/export_template_manager.cpp msgid "Invalid version.txt format inside the export templates file: %s." msgstr "내보내기 템플릿 파일 안의 version.txt가 잘못된 형식임: %s." #: editor/export_template_manager.cpp msgid "No version.txt found inside the export templates file." msgstr "내보내기 템플릿 파일 안에 version.txt를 찾을 수 없습니다." #: editor/export_template_manager.cpp msgid "Error creating path for extracting templates:" msgstr "템플릿을 압축 풀기 위한 경로를 만드는 중 오류:" #: editor/export_template_manager.cpp msgid "Extracting Export Templates" msgstr "내보내기 템플릿 압축 푸는 중" #: editor/export_template_manager.cpp msgid "Importing:" msgstr "가져오는 중:" #: editor/export_template_manager.cpp msgid "Remove templates for the version '%s'?" msgstr "버전 '%s'의 템플릿을 제거하시겠습니까?" #: editor/export_template_manager.cpp msgid "Uncompressing Android Build Sources" msgstr "Android 빌드 소스 압축 푸는 중" #: editor/export_template_manager.cpp msgid "Export Template Manager" msgstr "내보내기 템플릿 매니저" #: editor/export_template_manager.cpp msgid "Current Version:" msgstr "현재 버전:" #: editor/export_template_manager.cpp msgid "Export templates are missing. Download them or install from a file." msgstr "" "내보내기 템플릿이 누락되어 있습니다. 다운로드하거나 파일에서 설치하세요." #: editor/export_template_manager.cpp msgid "Export templates are installed and ready to be used." msgstr "내보내기 템플릿이 설치되어 사용될 준비가 되었습니다." #: editor/export_template_manager.cpp msgid "Open Folder" msgstr "폴더 열기" #: editor/export_template_manager.cpp msgid "Open the folder containing installed templates for the current version." msgstr "현재 버전을 위한 설치된 템플릿을 포함하는 폴더를 엽니다." #: editor/export_template_manager.cpp msgid "Uninstall" msgstr "제거" #: editor/export_template_manager.cpp msgid "Uninstall templates for the current version." msgstr "현재 버전을 위한 템플릿을 제거합니다." #: editor/export_template_manager.cpp msgid "Download from:" msgstr "다음으로부터 다운로드:" #: editor/export_template_manager.cpp msgid "Open in Web Browser" msgstr "웹 브라우저에서 열기" #: editor/export_template_manager.cpp msgid "Copy Mirror URL" msgstr "미러 URL 복사" #: editor/export_template_manager.cpp msgid "Download and Install" msgstr "다운로드 및 설치" #: editor/export_template_manager.cpp msgid "" "Download and install templates for the current version from the best " "possible mirror." msgstr "" "최상의 가능한 미러에서 현재 버전을 위한 템플릿을 다운로드하고 설치합니다." #: editor/export_template_manager.cpp msgid "Official export templates aren't available for development builds." msgstr "공식 내보내기 템플릿은 개발 빌드에서는 이용할 수 없습니다." #: editor/export_template_manager.cpp msgid "Install from File" msgstr "파일에서 설치" #: editor/export_template_manager.cpp msgid "Install templates from a local file." msgstr "로컬 파일로부터 템플릿을 설치합니다." #: editor/export_template_manager.cpp editor/find_in_files.cpp #: editor/progress_dialog.cpp scene/gui/dialogs.cpp msgid "Cancel" msgstr "취소" #: editor/export_template_manager.cpp msgid "Cancel the download of the templates." msgstr "템플릿의 다운로드를 취소합니다." #: editor/export_template_manager.cpp msgid "Other Installed Versions:" msgstr "다른 설치된 버전:" #: editor/export_template_manager.cpp msgid "Uninstall Template" msgstr "템플릿 제거" #: editor/export_template_manager.cpp msgid "Select Template File" msgstr "템플릿 파일 선택" #: editor/export_template_manager.cpp msgid "Godot Export Templates" msgstr "Godot 내보내기 템플릿" #: editor/export_template_manager.cpp msgid "" "The templates will continue to download.\n" "You may experience a short editor freeze when they finish." msgstr "" "템플릿이 다운로드를 계속할 것입니다.\n" "완료되면 에디터가 짧게 멈추는 현상을 겪을 수 있습니다." #: editor/filesystem_dock.cpp msgid "Favorites" msgstr "즐겨찾기" #: editor/filesystem_dock.cpp msgid "Status: Import of file failed. Please fix file and reimport manually." msgstr "" "상태: 파일 가져오기에 실패했습니다. 수동으로 파일을 수정하고 다시 가져와주세" "요." #: editor/filesystem_dock.cpp msgid "" "Importing has been disabled for this file, so it can't be opened for editing." msgstr "" "이 파일에 대해 가져오기가 비활성화되었으며, 편집을 위해 열 수 없습니다." #: editor/filesystem_dock.cpp msgid "Cannot move/rename resources root." msgstr "리소스 루트를 옮기거나 이름을 바꿀 수 없습니다." #: editor/filesystem_dock.cpp msgid "Cannot move a folder into itself." msgstr "폴더를 자신의 하위로 옮길 수 없습니다." #: editor/filesystem_dock.cpp msgid "Error moving:" msgstr "이동 중 오류:" #: editor/filesystem_dock.cpp msgid "Error duplicating:" msgstr "복제 중 오류:" #: editor/filesystem_dock.cpp msgid "Unable to update dependencies:" msgstr "종속 항목을 업데이트할 수 없음:" #: editor/filesystem_dock.cpp editor/scene_tree_editor.cpp msgid "No name provided." msgstr "이름을 제공하지 않았습니다." #: editor/filesystem_dock.cpp msgid "Provided name contains invalid characters." msgstr "제공한 이름에 잘못된 문자가 있습니다." #: editor/filesystem_dock.cpp msgid "A file or folder with this name already exists." msgstr "이 이름은 이미 어떤 파일이나 폴더가 쓰고 있습니다." #: editor/filesystem_dock.cpp msgid "Name contains invalid characters." msgstr "이름에 잘못된 문자가 있습니다." #: editor/filesystem_dock.cpp msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" "After renaming to an unknown extension, the file won't be shown in the " "editor anymore." msgstr "" #: 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 "" "다음 파일이나 폴더가 대상 위치 '%s'의 항목과 충돌합니다:\n" "\n" "%s\n" "\n" "이를 덮어쓰시겠습니까?" #: editor/filesystem_dock.cpp msgid "Renaming file:" msgstr "파일 이름 바꾸기:" #: editor/filesystem_dock.cpp msgid "Renaming folder:" msgstr "폴더 이름 바꾸기:" #: editor/filesystem_dock.cpp msgid "Duplicating file:" msgstr "파일 복제:" #: editor/filesystem_dock.cpp msgid "Duplicating folder:" msgstr "폴더 복제:" #: editor/filesystem_dock.cpp msgid "New Inherited Scene" msgstr "새 상속 씬" #: editor/filesystem_dock.cpp msgid "Set As Main Scene" msgstr "메인 씬으로 설정" #: editor/filesystem_dock.cpp msgid "Open Scenes" msgstr "씬 열기" #: editor/filesystem_dock.cpp msgid "Instance" msgstr "인스턴스하기" #: editor/filesystem_dock.cpp msgid "Add to Favorites" msgstr "즐겨찾기에 추가" #: editor/filesystem_dock.cpp msgid "Remove from Favorites" msgstr "즐겨찾기에서 제거" #: editor/filesystem_dock.cpp msgid "Edit Dependencies..." msgstr "종속 관계 편집..." #: editor/filesystem_dock.cpp msgid "View Owners..." msgstr "소유자 보기..." #: editor/filesystem_dock.cpp msgid "Move To..." msgstr "여기로 이동..." #: editor/filesystem_dock.cpp msgid "New Scene..." msgstr "새 씬..." #: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp msgid "New Script..." msgstr "새 스크립트..." #: editor/filesystem_dock.cpp msgid "New Resource..." msgstr "새 리소스..." #: editor/filesystem_dock.cpp editor/inspector_dock.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: editor/script_editor_debugger.cpp msgid "Expand All" msgstr "모두 펼치기" #: editor/filesystem_dock.cpp editor/inspector_dock.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: editor/script_editor_debugger.cpp msgid "Collapse All" msgstr "모두 접기" #: editor/filesystem_dock.cpp msgid "Sort files" msgstr "파일 정렬" #: editor/filesystem_dock.cpp msgid "Sort by Name (Ascending)" msgstr "이름순 정렬 (오름차순)" #: editor/filesystem_dock.cpp msgid "Sort by Name (Descending)" msgstr "이름순 정렬 (내림차순)" #: editor/filesystem_dock.cpp msgid "Sort by Type (Ascending)" msgstr "타입별 정렬 (오름차순)" #: editor/filesystem_dock.cpp msgid "Sort by Type (Descending)" msgstr "타입별 정렬 (내림차순)" #: editor/filesystem_dock.cpp msgid "Sort by Last Modified" msgstr "마지막으로 수정된 순서로 정렬" #: editor/filesystem_dock.cpp msgid "Sort by First Modified" msgstr "처음으로 수정된 순서로 정렬" #: editor/filesystem_dock.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Duplicate..." msgstr "복제..." #: editor/filesystem_dock.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Rename..." msgstr "이름 바꾸기..." #: editor/filesystem_dock.cpp msgid "Focus the search box" msgstr "검색창에 초점 맞추기" #: editor/filesystem_dock.cpp msgid "Previous Folder/File" msgstr "이전 폴더/파일" #: editor/filesystem_dock.cpp msgid "Next Folder/File" msgstr "다음 폴더/파일" #: editor/filesystem_dock.cpp msgid "Re-Scan Filesystem" msgstr "파일시스템 다시 스캔" #: editor/filesystem_dock.cpp msgid "Toggle Split Mode" msgstr "분할 모드 토글" #: editor/filesystem_dock.cpp msgid "Search files" msgstr "파일 검색" #: editor/filesystem_dock.cpp msgid "" "Scanning Files,\n" "Please Wait..." msgstr "" "파일 스캔중.\n" "잠시만 기다려주세요..." #: editor/filesystem_dock.cpp msgid "Move" msgstr "이동" #: 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 "이름 바꾸기" #: editor/filesystem_dock.cpp msgid "Overwrite" msgstr "덮어 쓰기" #: editor/filesystem_dock.cpp msgid "Create Scene" msgstr "씬 만들기" #: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp msgid "Create Script" msgstr "스크립트 만들기" #: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp msgid "Find in Files" msgstr "파일에서 찾기" #: editor/find_in_files.cpp msgid "Find:" msgstr "찾기:" #: editor/find_in_files.cpp editor/rename_dialog.cpp msgid "Replace:" msgstr "바꾸기:" #: editor/find_in_files.cpp msgid "Folder:" msgstr "폴더:" #: editor/find_in_files.cpp msgid "Filters:" msgstr "필터:" #: editor/find_in_files.cpp msgid "" "Include the files with the following extensions. Add or remove them in " "ProjectSettings." msgstr "" "다음 확장자의 파일을 포함하세요. 프로젝트 설정에서 파일을 추가하거나 제거하세" "요." #: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find..." msgstr "찾기..." #: editor/find_in_files.cpp editor/plugins/script_text_editor.cpp msgid "Replace..." msgstr "바꾸기..." #: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Replace in Files" msgstr "모두 바꾸기" #: editor/find_in_files.cpp msgid "Find: " msgstr "찾기: " #: editor/find_in_files.cpp msgid "Replace: " msgstr "바꾸기: " #: editor/find_in_files.cpp #, fuzzy msgid "Replace All (NO UNDO)" msgstr "모두 바꾸기" #: editor/find_in_files.cpp msgid "Searching..." msgstr "검색 중..." #: editor/find_in_files.cpp msgid "%d match in %d file." msgstr "파일 %d$2개 중 %d$1개 일치." #: editor/find_in_files.cpp msgid "%d matches in %d file." msgstr "파일 %d$2개 중 %d$1개 일치." #: editor/find_in_files.cpp msgid "%d matches in %d files." msgstr "파일 %d$2개 중 %d$1개 일치." #: editor/groups_editor.cpp msgid "Add to Group" msgstr "그룹에 추가" #: editor/groups_editor.cpp msgid "Remove from Group" msgstr "그룹에서 제거" #: editor/groups_editor.cpp msgid "Group name already exists." msgstr "이 그룹 이름은 이미 누가 쓰고 있습니다." #: editor/groups_editor.cpp msgid "Invalid group name." msgstr "이 그룹 이름은 잘못되었습니다." #: editor/groups_editor.cpp msgid "Rename Group" msgstr "그룹 이름 바꾸기" #: editor/groups_editor.cpp msgid "Delete Group" msgstr "그룹 삭제" #: editor/groups_editor.cpp editor/node_dock.cpp msgid "Groups" msgstr "그룹" #: editor/groups_editor.cpp msgid "Nodes Not in Group" msgstr "그룹에 속하지 않는 노드" #: editor/groups_editor.cpp editor/scene_tree_dock.cpp #: editor/scene_tree_editor.cpp msgid "Filter nodes" msgstr "노드 필터" #: editor/groups_editor.cpp msgid "Nodes in Group" msgstr "그룹에 속한 노드" #: editor/groups_editor.cpp msgid "Empty groups will be automatically removed." msgstr "빈 그룹은 자동으로 제거됩니다." #: editor/groups_editor.cpp msgid "Group Editor" msgstr "그룹 에디터" #: editor/groups_editor.cpp msgid "Manage Groups" msgstr "그룹 관리" #: editor/import/resource_importer_scene.cpp msgid "Import as Single Scene" msgstr "단일 씬으로 가져오기" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Animations" msgstr "별도의 애니메이션으로 가져오기" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Materials" msgstr "별도의 머티리얼로 가져오기" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects" msgstr "별도의 오브젝트로 가져오기" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects+Materials" msgstr "별도의 오브젝트와 머티리얼로 가져오기" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects+Animations" msgstr "별도의 오브젝트와 애니메이션으로 가져오기" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Materials+Animations" msgstr "별도의 머티리얼과 애니메이션으로 가져오기" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects+Materials+Animations" msgstr "별도의 오브젝트, 머티리얼과 애니메이션으로 가져오기" #: editor/import/resource_importer_scene.cpp msgid "Import as Multiple Scenes" msgstr "여러 개의 씬으로 가져오기" #: editor/import/resource_importer_scene.cpp msgid "Import as Multiple Scenes+Materials" msgstr "여러 개의 씬과 머티리얼로 가져오기" #: editor/import/resource_importer_scene.cpp #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import Scene" msgstr "씬 가져오기" #: editor/import/resource_importer_scene.cpp msgid "Importing Scene..." msgstr "씬 가져오는 중..." #: editor/import/resource_importer_scene.cpp msgid "Generating Lightmaps" msgstr "라이트맵 생성 중" #: editor/import/resource_importer_scene.cpp msgid "Generating for Mesh: " msgstr "메시 용으로 생성 중: " #: editor/import/resource_importer_scene.cpp msgid "Running Custom Script..." msgstr "커스텀 스크립트 실행 중..." #: editor/import/resource_importer_scene.cpp msgid "Couldn't load post-import script:" msgstr "post-import 스크립트를 불러올 수 없음:" #: editor/import/resource_importer_scene.cpp msgid "Invalid/broken script for post-import (check console):" msgstr "post-impot용 스크립트가 잘못되거나 망가짐 (콘솔을 확인하세요):" #: editor/import/resource_importer_scene.cpp msgid "Error running post-import script:" msgstr "post-import 스크립트 실행 중 오류:" #: editor/import/resource_importer_scene.cpp msgid "Did you return a Node-derived object in the `post_import()` method?" msgstr "`post_import()` 메서드에서 Node에서 상속받은 오브젝트를 반환했습니까?" #: editor/import/resource_importer_scene.cpp msgid "Saving..." msgstr "저장 중..." #: editor/import_defaults_editor.cpp msgid "Select Importer" msgstr "임포터 선택" #: editor/import_defaults_editor.cpp msgid "Importer:" msgstr "임포터:" #: editor/import_defaults_editor.cpp msgid "Reset to Defaults" msgstr "디폴트로 재설정" #: editor/import_dock.cpp msgid "Keep File (No Import)" msgstr "파일 유지 (가져오기 없음)" #: editor/import_dock.cpp msgid "%d Files" msgstr "파일 %d개" #: editor/import_dock.cpp msgid "Set as Default for '%s'" msgstr "'%s'을(를) 디폴트로 설정" #: editor/import_dock.cpp msgid "Clear Default for '%s'" msgstr "'%s'을(를) 디폴트에서 지우기" #: editor/import_dock.cpp msgid "Reimport" msgstr "다시 가져오기" #: 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 "" "아직 적용되지 않은 보류 중인 변경사항이 있습니다. 가져오기 옵션에 대한 변경사" "항을 적용하려면 다시 가져오기를 클릭하세요.\n" "다시 가져오기를 먼저 클릭하지 않고 파일시스템 독에서 다른 리소스를 선택하면 " "가져오기 독의 변경사항은 버려집니다." #: editor/import_dock.cpp msgid "Import As:" msgstr "다음 형식으로 가져오기:" #: editor/import_dock.cpp msgid "Preset" msgstr "프리셋" #: editor/import_dock.cpp msgid "Save Scenes, Re-Import, and Restart" msgstr "씬 저장, 다시 가져오기 및 다시 시작" #: editor/import_dock.cpp msgid "Changing the type of an imported file requires editor restart." msgstr "가져온 파일의 타입을 바꾸려면 에디터를 다시 시작해야 합니다." #: editor/import_dock.cpp msgid "" "WARNING: Assets exist that use this resource, they may stop loading properly." msgstr "" "경고: 이 리소스를 사용하는 애셋이 있습니다. 정상적으로 불러오지 못할 수도 있" "습니다." #: 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 "리소스 불러오기에 실패했습니다." #: editor/inspector_dock.cpp msgid "Copy Properties" msgstr "속성 복사" #: editor/inspector_dock.cpp msgid "Paste Properties" msgstr "속성 붙여넣기" #: editor/inspector_dock.cpp msgid "Make Sub-Resources Unique" msgstr "하위 리소스를 유일하게 만들기" #: editor/inspector_dock.cpp msgid "Create a new resource in memory and edit it." msgstr "새 리소스를 메모리에서 만들고 편집합니다." #: editor/inspector_dock.cpp msgid "Load an existing resource from disk and edit it." msgstr "디스크에서 기존 리소스를 불러오고 편집합니다." #: editor/inspector_dock.cpp msgid "Save the currently edited resource." msgstr "현재 편집하는 리소스를 저장합니다." #: 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 "다른 이름으로 저장..." #: editor/inspector_dock.cpp msgid "Extra resource options." msgstr "별도의 리소스 옵션." #: editor/inspector_dock.cpp msgid "Edit Resource from Clipboard" msgstr "클립보드에서 리소스 편집" #: editor/inspector_dock.cpp msgid "Copy Resource" msgstr "리소스 복사" #: editor/inspector_dock.cpp msgid "Make Resource Built-In" msgstr "리소스를 내장으로 만들기" #: editor/inspector_dock.cpp msgid "Go to the previous edited object in history." msgstr "기록상 이전에 편집했던 오브젝트로 이동합니다." #: editor/inspector_dock.cpp msgid "Go to the next edited object in history." msgstr "기록상 다음에 편집했던 오브젝트로 이동합니다." #: editor/inspector_dock.cpp msgid "History of recently edited objects." msgstr "최근에 편집한 오브젝트 기록입니다." #: editor/inspector_dock.cpp msgid "Open documentation for this object." msgstr "이 오브젝트를 위한 문서를 엽니다." #: editor/inspector_dock.cpp editor/scene_tree_dock.cpp msgid "Open Documentation" msgstr "문서 열기" #: editor/inspector_dock.cpp msgid "Filter properties" msgstr "필터 속성" #: editor/inspector_dock.cpp msgid "Manage object properties." msgstr "오브젝트 속성을 관리합니다." #: editor/inspector_dock.cpp msgid "Changes may be lost!" msgstr "변경사항을 잃을 수도 있습니다!" #: editor/multi_node_edit.cpp msgid "MultiNode Set" msgstr "다중 노드 설정" #: editor/node_dock.cpp msgid "Select a single node to edit its signals and groups." msgstr "시그널과 그룹을 편집할 단일 노드를 선택하세요." #: editor/plugin_config_dialog.cpp msgid "Edit a Plugin" msgstr "플러그인 편집" #: editor/plugin_config_dialog.cpp msgid "Create a Plugin" msgstr "플러그인 만들기" #: editor/plugin_config_dialog.cpp msgid "Plugin Name:" msgstr "플러그인 이름:" #: editor/plugin_config_dialog.cpp msgid "Subfolder:" msgstr "하위 폴더:" #: editor/plugin_config_dialog.cpp #: editor/plugins/version_control_editor_plugin.cpp msgid "Author:" msgstr "저자:" #: editor/plugin_config_dialog.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Version:" msgstr "버전:" #: editor/plugin_config_dialog.cpp editor/script_create_dialog.cpp msgid "Language:" msgstr "언어:" #: editor/plugin_config_dialog.cpp msgid "Script Name:" msgstr "스크립트 이름:" #: editor/plugin_config_dialog.cpp msgid "Activate now?" msgstr "지금 실행할까요?" #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Polygon" msgstr "폴리곤 만들기" #: 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 "점을 만듭니다." #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "" "Edit points.\n" "LMB: Move Point\n" "RMB: Erase Point" msgstr "" "점을 편집합니다.\n" "좌클릭: 점 이동\n" "우클릭: 점 지우기" #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Erase points." msgstr "점 지우기." #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Edit Polygon" msgstr "폴리곤 편집" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Insert Point" msgstr "점 삽입" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Edit Polygon (Remove Point)" msgstr "폴리곤 편집 (점 제거)" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Remove Polygon And Point" msgstr "폴리곤과 점 제거" #: 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 "애니메이션 추가" #: 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 "불러오기..." #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Move Node Point" msgstr "노드 점 이동" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Change BlendSpace1D Limits" msgstr "BlendSpace1D 제한 바꾸기" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Change BlendSpace1D Labels" msgstr "BlendSpace1D 라벨 바꾸기" #: 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 "이 타입의 노드를 사용할 수 없습니다. 루트 노드만 쓸 수 있습니다." #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Node Point" msgstr "노드 점 추가" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Animation Point" msgstr "애니메이션 점 추가" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Remove BlendSpace1D Point" msgstr "BlendSpace1D 점 제거" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Move BlendSpace1D Node Point" msgstr "BlendSpace1D 노드 점 이동" #: 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 "" "AnimationTree가 비활성 상태입니다.\n" "재생을 활성화하려면 AnimationTree를 활성화하고, 활성화에 실패하면 노드 경고" "를 확인하세요." #: 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 "공간 내의 혼합 지점 설정" #: 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 "점을 선택하고 이동합니다. 우클릭으로 점을 만드세요." #: 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 "스냅을 활성화하고 격자를 보이게 합니다." #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Point" msgstr "점" #: 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 "에디터 열기" #: 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 "애니메이션 노드 열기" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Triangle already exists." msgstr "삼각형이 이미 있습니다." #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Triangle" msgstr "삼각형 추가" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Change BlendSpace2D Limits" msgstr "BlendSpace2D 제한 바꾸기" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Change BlendSpace2D Labels" msgstr "BlendSpace2D 라벨 바꾸기" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Remove BlendSpace2D Point" msgstr "BlendSpace2D 점 제거" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Remove BlendSpace2D Triangle" msgstr "BlendSpace2D 삼각형 제거" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "BlendSpace2D does not belong to an AnimationTree node." msgstr "BlendSpace2D가 AnimationTree 노드에 속해있지 않습니다." #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "No triangles exist, so no blending can take place." msgstr "삼각형이 없습니다. 혼합이 일어나지 않을 것입니다." #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Toggle Auto Triangles" msgstr "자동 삼각형 토글" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Create triangles by connecting points." msgstr "점을 연결해서 삼각형을 만듭니다." #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Erase points and triangles." msgstr "점과 삼각형 지우기." #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Generate blend triangles automatically (instead of manually)" msgstr "(수동 대신) 자동으로 혼합 삼각형 만들기" #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend:" msgstr "혼합:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Parameter Changed:" msgstr "매개변수 변경됨:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Edit Filters" msgstr "필터 편집" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Output node can't be added to the blend tree." msgstr "출력 노드를 혼합 트리에 추가할 수 없습니다." #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Add Node to BlendTree" msgstr "BlendTree에 노드 추가" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Node Moved" msgstr "노드 이동됨" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Unable to connect, port may be in use or connection may be invalid." msgstr "연결할 수 없습니다. 포트가 사용 중이거나 연결이 잘못된 것 같습니다." #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Nodes Connected" msgstr "노드 연결됨" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Nodes Disconnected" msgstr "노드 연결 해제됨" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Set Animation" msgstr "애니메이션 설정" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Delete Node" msgstr "노드 삭제" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/scene_tree_dock.cpp msgid "Delete Node(s)" msgstr "노드 삭제" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Toggle Filter On/Off" msgstr "필터 켜기/끄기 토글" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Change Filter" msgstr "필터 바꾸기" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "No animation player set, so unable to retrieve track names." msgstr "" "애니메이션 플레이어가 설정되지 않았습니다. 그래서 트랙 이름을 검색할 수 없습" "니다." #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Player path set is invalid, so unable to retrieve track names." msgstr "" "플레이어 경로 설정이 잘못되었습니다. 그래서 트랙 이름을 검색할 수 없습니다." #: 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 "" "애니메이션 플레이어의 루트 노드 경로가 유효하지 않으므로 트랙 이름을 검색할 " "수 없습니다." #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Anim Clips" msgstr "애니메이션 클립" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Audio Clips" msgstr "오디오 클립" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Functions" msgstr "함수(Function)" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "Node Renamed" msgstr "노드 이름 바뀜" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Node..." msgstr "노드 추가..." #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/root_motion_editor_plugin.cpp msgid "Edit Filtered Tracks:" msgstr "필터 트랙 편집:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Enable Filtering" msgstr "필터 활성화" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Toggle Autoplay" msgstr "자동 재생 토글" #: editor/plugins/animation_player_editor_plugin.cpp msgid "New Animation Name:" msgstr "새 애니메이션 이름:" #: editor/plugins/animation_player_editor_plugin.cpp msgid "New Anim" msgstr "새 애니메이션" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Change Animation Name:" msgstr "애니메이션 이름 바꾸기:" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Delete Animation?" msgstr "애니메이션을 삭제할까요?" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Remove Animation" msgstr "애니메이션 제거" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Invalid animation name!" msgstr "애니메이션 이름이 잘못되었습니다!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation name already exists!" msgstr "애니메이션 이름이 이미 있습니다!" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Rename Animation" msgstr "애니메이션 이름 바꾸기" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Duplicate Animation" msgstr "애니메이션 복제" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Blend Next Changed" msgstr "혼합 다음으로 바뀜" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Change Blend Time" msgstr "혼합 시간 바꾸기" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Load Animation" msgstr "애니메이션 불러오기" #: editor/plugins/animation_player_editor_plugin.cpp msgid "No animation to copy!" msgstr "복사할 애니메이션이 없습니다!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "No animation resource on clipboard!" msgstr "클립보드에 애니메이션 리소스가 없습니다!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Pasted Animation" msgstr "붙여 넣은 애니메이션" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Paste Animation" msgstr "애니메이션 붙여넣기" #: editor/plugins/animation_player_editor_plugin.cpp msgid "No animation to edit!" msgstr "편집할 애니메이션이 없습니다!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation backwards from current pos. (A)" msgstr "선택한 애니메이션을 현재 위치에서 거꾸로 재생합니다. (A)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation backwards from end. (Shift+A)" msgstr "선택한 애니메이션을 끝에서 거꾸로 재생합니다. (Shift+A)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Stop animation playback. (S)" msgstr "애니메이션 재생을 중단합니다. (S)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation from start. (Shift+D)" msgstr "선택한 애니메이션을 처음부터 재생합니다. (Shift+D)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation from current pos. (D)" msgstr "선택한 애니메이션을 현재 위치부터 재생합니다. (D)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation position (in seconds)." msgstr "애니메이션 위치 (초)." #: editor/plugins/animation_player_editor_plugin.cpp msgid "Scale animation playback globally for the node." msgstr "노드의 애니메이션 재생 스케일를 전체적으로 조절합니다." #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation Tools" msgstr "애니메이션 툴" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation" msgstr "애니메이션" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/version_control_editor_plugin.cpp msgid "New" msgstr "새로 만들기" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Edit Transitions..." msgstr "전환 편집..." #: editor/plugins/animation_player_editor_plugin.cpp msgid "Open in Inspector" msgstr "인스펙터에서 열기" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Display list of animations in player." msgstr "애니메이션 목록을 표시합니다." #: editor/plugins/animation_player_editor_plugin.cpp msgid "Autoplay on Load" msgstr "불러오면 자동 재생" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Enable Onion Skinning" msgstr "어니언 스키닝 활성화" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Onion Skinning Options" msgstr "어니언 스키닝 설정" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Directions" msgstr "방향" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Past" msgstr "과거" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Future" msgstr "미래" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Depth" msgstr "깊이" #: editor/plugins/animation_player_editor_plugin.cpp msgid "1 step" msgstr "1단계" #: editor/plugins/animation_player_editor_plugin.cpp msgid "2 steps" msgstr "2단계" #: editor/plugins/animation_player_editor_plugin.cpp msgid "3 steps" msgstr "3단계" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Differences Only" msgstr "차이만" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Force White Modulate" msgstr "강제 흰색 조절" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Include Gizmos (3D)" msgstr "기즈모 포함 (3D)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Pin AnimationPlayer" msgstr "AnimationPlayer 고정" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Create New Animation" msgstr "새 애니메이션 만들기" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation Name:" msgstr "애니메이션 이름:" #: 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 "오류!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Blend Times:" msgstr "혼합 시간:" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Next (Auto Queue):" msgstr "다음 (자동 큐):" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Cross-Animation Blend Times" msgstr "교차-애니메이션 혼합 시간" #: editor/plugins/animation_state_machine_editor.cpp msgid "Move Node" msgstr "노드 이동" #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition exists!" msgstr "전환이 있습니다!" #: editor/plugins/animation_state_machine_editor.cpp msgid "Add Transition" msgstr "전환 추가" #: editor/plugins/animation_state_machine_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Add Node" msgstr "노드 추가" #: editor/plugins/animation_state_machine_editor.cpp msgid "End" msgstr "끝" #: editor/plugins/animation_state_machine_editor.cpp msgid "Immediate" msgstr "즉시" #: editor/plugins/animation_state_machine_editor.cpp msgid "Sync" msgstr "동기화" #: editor/plugins/animation_state_machine_editor.cpp msgid "At End" msgstr "끝에서" #: editor/plugins/animation_state_machine_editor.cpp msgid "Travel" msgstr "진행" #: editor/plugins/animation_state_machine_editor.cpp msgid "Start and end nodes are needed for a sub-transition." msgstr "하위 전환에는 시작과 끝 노드가 필요합니다." #: editor/plugins/animation_state_machine_editor.cpp msgid "No playback resource set at path: %s." msgstr "이 경로에 설정한 재생 리소스가 없음: %s." #: editor/plugins/animation_state_machine_editor.cpp msgid "Node Removed" msgstr "노드 제거됨" #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition Removed" msgstr "전환 제거됨" #: editor/plugins/animation_state_machine_editor.cpp msgid "Set Start Node (Autoplay)" msgstr "시작 노드 설정 (자동 재생)" #: 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 "" "노드를 선택하고 이동합니다.\n" "우클릭으로 새 노드를 추가합니다.\n" "Shift+좌클릭으로 연결을 만듭니다." #: editor/plugins/animation_state_machine_editor.cpp msgid "Create new nodes." msgstr "새 노드를 만듭니다." #: editor/plugins/animation_state_machine_editor.cpp msgid "Connect nodes." msgstr "노드를 연결합니다." #: editor/plugins/animation_state_machine_editor.cpp msgid "Remove selected node or transition." msgstr "선택한 노드나 전환을 제거합니다." #: editor/plugins/animation_state_machine_editor.cpp msgid "Toggle autoplay this animation on start, restart or seek to zero." msgstr "" "이 애니메이션을 시작, 재시작, 혹은 0으로 가도록 자동 재생을 토글합니다." #: editor/plugins/animation_state_machine_editor.cpp msgid "Set the end animation. This is useful for sub-transitions." msgstr "끝 애니메이션을 설정합니다. 이것은 하위 전환에 유용합니다." #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition: " msgstr "전환: " #: editor/plugins/animation_state_machine_editor.cpp msgid "Play Mode:" msgstr "실행 모드:" #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "AnimationTree" msgstr "애니메이션 트리" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "New name:" msgstr "새 이름:" #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/multimesh_editor_plugin.cpp msgid "Scale:" msgstr "스케일:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Fade In (s):" msgstr "페이드 인 (초):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Fade Out (s):" msgstr "페이드 아웃 (초):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend" msgstr "혼합" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Mix" msgstr "믹스" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Auto Restart:" msgstr "자동 재시작:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Restart (s):" msgstr "재시작 (초):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Random Restart (s):" msgstr "임의 재시작 (초):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Start!" msgstr "시작!" #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/multimesh_editor_plugin.cpp msgid "Amount:" msgstr "양:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend 0:" msgstr "혼합 0:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend 1:" msgstr "혼합 1:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "X-Fade Time (s):" msgstr "X-페이드 시간 (초):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Current:" msgstr "현재:" #: 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 "입력 추가" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Clear Auto-Advance" msgstr "자동 진행 지우기" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Set Auto-Advance" msgstr "자동 진행 설정" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Delete Input" msgstr "입력 삭제" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Animation tree is valid." msgstr "애니메이션 트리는 정상입니다." #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Animation tree is invalid." msgstr "애니메이션 트리가 잘못되었습니다." #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Animation Node" msgstr "애니메이션 노드" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "OneShot Node" msgstr "원샷 노드" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Mix Node" msgstr "믹스 노드" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend2 Node" msgstr "혼합2 노드" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend3 Node" msgstr "혼합3 노드" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend4 Node" msgstr "혼합4 노드" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "TimeScale Node" msgstr "시간 스케일 노드" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "TimeSeek Node" msgstr "시간 탐색 노드" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Transition Node" msgstr "전환 노드" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Import Animations..." msgstr "애니메이션 가져오기..." #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Edit Node Filters" msgstr "노드 필터 편집" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Filters..." msgstr "필터..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Contents:" msgstr "콘텐츠:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "View Files" msgstr "파일 보기" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download" msgstr "다운로드" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Connection error, please try again." msgstr "연결 오류. 다시 시도해주세요." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't connect." msgstr "연결할 수 없습니다." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't connect to host:" msgstr "호스트에 연결할 수 없음:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "No response from host:" msgstr "호스트의 응답 없음:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "No response." msgstr "응답 없음." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't resolve hostname:" msgstr "호스트 이름을 찾을 수 없음:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't resolve." msgstr "해결할 수 없습니다." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, return code:" msgstr "요청 실패. 반환 코드:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Cannot save response to:" msgstr "응답을 저장할 수 없음:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Write error." msgstr "작성 오류." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, too many redirects" msgstr "요청 실패. 너무 많은 리다이렉트" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Redirect loop." msgstr "리다이렉트 루프." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, timeout" msgstr "요청 실패. 시간 초과" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Timeout." msgstr "시간 초과." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Failed:" msgstr "실패함:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Bad download hash, assuming file has been tampered with." msgstr "잘못된 다운로드 해시. 파일이 변조된 것 같습니다." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Expected:" msgstr "예상:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Got:" msgstr "받음:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Failed SHA-256 hash check" msgstr "SHA-256 해시 확인 실패" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Asset Download Error:" msgstr "애셋 다운로드 오류:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Downloading (%s / %s)..." msgstr "다운로드 중 (%s / %s)..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Downloading..." msgstr "다운로드 중..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Resolving..." msgstr "해결 중..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Error making request" msgstr "요청 만드는 중 오류" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Idle" msgstr "대기" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Install..." msgstr "설치..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Retry" msgstr "다시 시도" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download Error" msgstr "다운로드 오류" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download for this asset is already in progress!" msgstr "이 애셋은 이미 다운로드 중입니다!" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Recently Updated" msgstr "최근 업데이트" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Least Recently Updated" msgstr "가장 최근 업데이트" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Name (A-Z)" msgstr "이름 (A-Z)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Name (Z-A)" msgstr "이름 (Z-A)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "License (A-Z)" msgstr "라이선스 (A-Z)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "License (Z-A)" msgstr "라이선스 (Z-A)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "First" msgstr "처음으로" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Previous" msgstr "이전" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Next" msgstr "다음" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Last" msgstr "끝으로" #: editor/plugins/asset_library_editor_plugin.cpp msgid "All" msgstr "모두" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Search templates, projects, and demos" msgstr "검색 템플릿, 프로젝트, 및 데모" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Search assets (excluding templates, projects, and demos)" msgstr "애셋 검색 (템플릿, 프로젝트, 및 데모 제외)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Import..." msgstr "가져오기..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Plugins..." msgstr "플러그인..." #: editor/plugins/asset_library_editor_plugin.cpp editor/project_manager.cpp msgid "Sort:" msgstr "정렬:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Category:" msgstr "카테고리:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Site:" msgstr "사이트:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Support" msgstr "지원" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Official" msgstr "공식" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Testing" msgstr "테스트" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Loading..." msgstr "불러오는 중..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Assets ZIP File" msgstr "애셋 ZIP 파일" #: editor/plugins/audio_stream_editor_plugin.cpp msgid "Audio Preview Play/Pause" msgstr "오디오 미리보기 재생/일시 정지" #: 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 "" "라이트맵 이미지를 위한 저장 경로를 결정할 수 없습니다.\n" "당신의 씬을 저장하고 다시 시도하세요." #: 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 "" "구울 메시가 없습니다. UV2 채널을 포함하고 있고 'Use In Baked Light' 및 " "'Generate Lightmap' 플래그가 켜져 있는지 확인해주세요." #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Failed creating lightmap images, make sure path is writable." msgstr "라이트맵 이미지 생성 실패. 작성 가능한 경로인지 확인해주세요." #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Failed determining lightmap size. Maximum lightmap size too small?" msgstr "" "라이트맵 크기를 결정하는 데 실패했습니다. 최대 라이트맵 크기가 너무 작나요?" #: 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 "" "일부 메시가 잘못되었습니다. UV2 채널 값이 [0.0,1.0] 정사각형 영역 안에 포함되" "어 있는지 확인해주세요." #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "" "Godot editor was built without ray tracing support, lightmaps can't be baked." msgstr "" "Godot 에디터는 레이 트레이싱 지원 없이 빌드되었으며 라이트맵은 구울 수 없습니" "다." #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Bake Lightmaps" msgstr "라이트맵 굽기" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "LightMap Bake" msgstr "" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Select lightmap bake file:" msgstr "라이트맵을 구울 파일 선택:" #: editor/plugins/camera_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Preview" msgstr "미리보기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Configure Snap" msgstr "스냅 구성" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Grid Offset:" msgstr "격자 오프셋:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Grid Step:" msgstr "격자 단계:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Primary Line Every:" msgstr "매 첫 라인:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "steps" msgstr "단계" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation Offset:" msgstr "회전 오프셋:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation Step:" msgstr "회전 단계:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale Step:" msgstr "스케일 단계:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move Vertical Guide" msgstr "수직 가이드 이동" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Vertical Guide" msgstr "수직 가이드 만들기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Remove Vertical Guide" msgstr "수직 가이드 제거" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move Horizontal Guide" msgstr "수평 가이드 이동" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Horizontal Guide" msgstr "수평 가이드 만들기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Remove Horizontal Guide" msgstr "수평 가이드 제거" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Horizontal and Vertical Guides" msgstr "수평 및 수직 가이드 만들기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Set CanvasItem \"%s\" Pivot Offset to (%d, %d)" msgstr "CanvasItem \"%s\"의 피벗 오프셋을 (%d, %d)로 설정" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotate %d CanvasItems" msgstr "CanvasItem %d개 회전" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotate CanvasItem \"%s\" to %d degrees" msgstr "CanvasItem \"%s\"를 %d도로 회전" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move CanvasItem \"%s\" Anchor" msgstr "CanvasItem \"%s\" 앵커 이동" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale Node2D \"%s\" to (%s, %s)" msgstr "Node2D \"%s\"를 (%s, %s)로 스케일 조절" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Resize Control \"%s\" to (%d, %d)" msgstr "컨트롤 \"%s\"를 (%d, %d)로 크기 조절" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale %d CanvasItems" msgstr "CanvasItem %d개 스케일 조절" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale CanvasItem \"%s\" to (%s, %s)" msgstr "CanvasItem \"%s\"를 (%s, %s)로 스케일 조절" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move %d CanvasItems" msgstr "CanvasItem %d개 이동" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move CanvasItem \"%s\" to (%d, %d)" msgstr "CanvasItem \"%s\"를 (%d, %d)로 이동" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Locked" msgstr "잠김" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Grouped" msgstr "그룹됨" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Children of containers have their anchors and margins values overridden by " "their parent." msgstr "컨테이너의 자식은 부모로 인해 오버라이드된 앵커와 여백 값을 가집니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Presets for the anchors and margins values of a Control node." msgstr "Control 노드의 앵커와 여백 값의 프리셋." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "When active, moving Control nodes changes their anchors instead of their " "margins." msgstr "이 설정을 켜면, Control 노드는 움직이면서 여백이 아닌 앵커를 바꿉니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Top Left" msgstr "왼쪽 위" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Top Right" msgstr "오른쪽 위" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Bottom Right" msgstr "오른쪽 아래" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Bottom Left" msgstr "왼쪽 아래" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Left" msgstr "왼쪽 중앙" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Top" msgstr "위쪽 중앙" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Right" msgstr "오른쪽 중앙" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Bottom" msgstr "아래쪽 중앙" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center" msgstr "중앙" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Left Wide" msgstr "왼쪽 넓게" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Top Wide" msgstr "위쪽 넓게" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Right Wide" msgstr "오른쪽 넓게" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Bottom Wide" msgstr "아래쪽 넓게" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "VCenter Wide" msgstr "수직선 중앙 넓게" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "HCenter Wide" msgstr "수평선 중앙 넓게" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Full Rect" msgstr "사각형 전체" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Keep Ratio" msgstr "비율 유지" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Anchors only" msgstr "앵커만 적용" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Anchors and Margins" msgstr "앵커와 여백 바꾸기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Anchors" msgstr "앵커 바꾸기" #: 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 "" "프로젝트 카메라 오버라이드\n" "실행 중인 프로젝트의 카메라를 에디터 뷰포트 카메라로 오버라이드합니다." #: 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 "" "프로젝트 카메라 오버라이드\n" "실행 중인 프로젝트 인스턴스가 없습니다. 이 기능을 사용하려면 에디터에서 프로" "젝트를 실행하세요." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Lock Selected" msgstr "선택 항목 잠그기" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Unlock Selected" msgstr "선택 항목 잠금 풀기" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Group Selected" msgstr "선택 항목 묶기" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Ungroup Selected" msgstr "선택 항목 묶음 풀기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Paste Pose" msgstr "포즈 붙여 넣기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Guides" msgstr "가이드 지우기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Custom Bone(s) from Node(s)" msgstr "노드에서 커스텀 본 만들기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Bones" msgstr "본 지우기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Make IK Chain" msgstr "IK 체인 만들기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear IK Chain" msgstr "IK 체인 지우기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Warning: Children of a container get their position and size determined only " "by their parent." msgstr "경고: 컨테이너의 자식 위치와 크기는 부모에 의해 결정됩니다." #: 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 "줌 재설정" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Select Mode" msgstr "모드 선택" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Drag: Rotate selected node around pivot." msgstr "드래그: 피벗 주위에 선택된 노드를 회전합니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Alt+Drag: Move selected node." msgstr "Alt+드래그: 선택된 노드를 이동합니다." #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Alt+Drag: Scale selected node." msgstr "Alt+드래그: 선택된 노드를 이동합니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "V: Set selected node's pivot position." msgstr "V: 선택된 노드의 피벗 위치를 설정합니다." #: 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+우클릭: 클릭된 위치에 있는 잠금을 포함한 모든 노드의 목록을 보여줍니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "RMB: Add node at position clicked." msgstr "우클릭: 클릭한 위치에 노드를 추가합니다." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Move Mode" msgstr "이동 모드" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate Mode" msgstr "회전 모드" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale Mode" msgstr "스케일 모드" #: 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 "" "클릭한 위치에 있는 모든 오브젝트 목록을 보여줍니다\n" "(선택 모드에서 Alt+우클릭과 같음)." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Click to change object's rotation pivot." msgstr "클릭으로 오브젝트의 회전 피벗을 바꿉니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Pan Mode" msgstr "팬 모드" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Ruler Mode" msgstr "자 모드" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Toggle smart snapping." msgstr "스마트 스냅을 토글합니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Smart Snap" msgstr "스마트 스냅 사용" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Toggle grid snapping." msgstr "격자 스냅을 토글합니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Grid Snap" msgstr "격자 스냅 사용" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snapping Options" msgstr "스냅 설정" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Rotation Snap" msgstr "회전 스냅 사용" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Scale Snap" msgstr "스케일 스냅 사용" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap Relative" msgstr "상대적인 스냅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Pixel Snap" msgstr "픽셀 스냅 사용" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Smart Snapping" msgstr "스마트 스냅" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Configure Snap..." msgstr "스냅 구성..." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "부모에 스냅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Anchor" msgstr "노드 앵커에 스냅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Sides" msgstr "노드 옆면에 스냅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Center" msgstr "노드 중앙에 스냅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Other Nodes" msgstr "다른 노드에 스냅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Guides" msgstr "가이드에 스냅" #: 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 "선택된 오브젝트를 그 자리에 잠급니다 (움직일 수 없습니다)." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Lock Selected Node(s)" msgstr "선택 항목 잠그기" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Unlock the selected object (can be moved)." msgstr "선택된 오브젝트를 잠금에서 풉니다 (움직일 수 있습니다)." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Unlock Selected Node(s)" msgstr "선택 항목 잠금 풀기" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Makes sure the object's children are not selectable." msgstr "오브젝트의 자식을 선택하지 않도록 합니다." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Group Selected Node(s)" msgstr "선택 항목 묶기" #: 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 "오브젝트의 자식을 선택할 수 있도록 복원합니다." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Ungroup Selected Node(s)" msgstr "선택 항목 묶음 풀기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Skeleton Options" msgstr "스켈레톤 설정" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Bones" msgstr "본 보이기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Make Custom Bone(s) from Node(s)" msgstr "노드에서 커스텀 본 만들기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Custom Bones" msgstr "커스텀 본 지우기" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "View" msgstr "보기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Always Show Grid" msgstr "항상 격자 보이기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Helpers" msgstr "도우미 보이기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Rulers" msgstr "자 보이기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Guides" msgstr "가이드 보이기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Origin" msgstr "원점 보이기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Viewport" msgstr "뷰포트 보이기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Group And Lock Icons" msgstr "그룹과 잠금 아이콘 보이기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Selection" msgstr "선택 항목 중앙으로" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Frame Selection" msgstr "프레임 선택" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Preview Canvas Scale" msgstr "캔버스 스케일 미리보기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Translation mask for inserting keys." msgstr "키를 삽입하기 위한 전환 마스크." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation mask for inserting keys." msgstr "키를 삽입하기 위한 회전 마스크." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale mask for inserting keys." msgstr "키를 삽입하기 위한 스케일 마스크." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert keys (based on mask)." msgstr "키 삽입하기 (마스크 기준)." #: 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 "" "오브젝트를 전환, 회전 또는 스케일을 조절할 때마다 자동으로 키를 삽입합니다 " "(마스크 기준).\n" "키는 기존 트랙에만 추가되고, 새 트랙을 추가하진 않습니다.\n" "처음에는 수동으로 키를 삽입해야 합니다." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Auto Insert Key" msgstr "자동으로 키 삽입" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Animation Key and Pose Options" msgstr "애니메이션 키와 포즈 설정" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert Key (Existing Tracks)" msgstr "키 삽입 (기존 트랙)" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Copy Pose" msgstr "포즈 복사" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Pose" msgstr "포즈 지우기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Add Node Here" msgstr "여기에 노드 추가" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Instance Scene Here" msgstr "여기에 씬 인스턴스화" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Multiply grid step by 2" msgstr "격자 단계를 2배 증가" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Divide grid step by 2" msgstr "격자 단계를 반으로 감소" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Pan View" msgstr "팬 보기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 3.125%" msgstr "3.125%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 6.25%" msgstr "6.25%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 12.5%" msgstr "12.5%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 25%" msgstr "25%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 50%" msgstr "50%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 100%" msgstr "100%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 200%" msgstr "200%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 400%" msgstr "400%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 800%" msgstr "800%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 1600%" msgstr "1600%로 줌" #: editor/plugins/canvas_item_editor_plugin.cpp #: modules/visual_script/visual_script_func_nodes.cpp msgid "Add %s" msgstr "%s 추가" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Adding %s..." msgstr "%s 추가하는 중..." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Cannot instantiate multiple nodes without root." msgstr "루트 노드 없이는 여러 노드를 인스턴스할 수 없습니다." #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Create Node" msgstr "노드 만들기" #: 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'에서 씬 인스턴스 중 오류" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "디폴트 타입 바꾸기" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Drag & drop + Shift : Add node as sibling\n" "Drag & drop + Alt : Change node type" msgstr "" "드래그 & 드롭 + Shift : 동기 노드로 추가\n" "드래그 & 드롭 + Alt : 노드 타입 바꾸기" #: editor/plugins/collision_polygon_editor_plugin.cpp msgid "Create Polygon3D" msgstr "Polygon3D 만들기" #: editor/plugins/collision_polygon_editor_plugin.cpp msgid "Edit Poly" msgstr "폴리곤 편집" #: editor/plugins/collision_polygon_editor_plugin.cpp msgid "Edit Poly (Remove Point)" msgstr "폴리곤 편집 (점 제거)" #: editor/plugins/collision_shape_2d_editor_plugin.cpp msgid "Set Handle" msgstr "핸들 설정" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Load Emission Mask" msgstr "방출 마스크 불러오기" #: 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 "다시 시작" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Clear Emission Mask" msgstr "에미션 마스크 정리" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Particles" msgstr "파티클" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Generated Point Count:" msgstr "생성한 점 개수:" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Emission Mask" msgstr "방출 마스크" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Solid Pixels" msgstr "전면 픽셀" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Border Pixels" msgstr "테두리 픽셀" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Directed Border Pixels" msgstr "방향성이 있는 테두리 픽셀" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Capture from Pixel" msgstr "픽셀에서 캡처" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Emission Colors" msgstr "방출 색상" #: 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 "메시에서 방출 점 만들기" #: editor/plugins/cpu_particles_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Create Emission Points From Node" msgstr "노드에서 방출 점 만들기" #: editor/plugins/curve_editor_plugin.cpp msgid "Flat 0" msgstr "플랫 0" #: editor/plugins/curve_editor_plugin.cpp msgid "Flat 1" msgstr "플랫 1" #: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp msgid "Ease In" msgstr "감속" #: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp msgid "Ease Out" msgstr "가속" #: editor/plugins/curve_editor_plugin.cpp msgid "Smoothstep" msgstr "부드러운 단계" #: editor/plugins/curve_editor_plugin.cpp msgid "Modify Curve Point" msgstr "곡선 점 수정" #: editor/plugins/curve_editor_plugin.cpp msgid "Modify Curve Tangent" msgstr "곡선 탄젠트 수정" #: editor/plugins/curve_editor_plugin.cpp msgid "Load Curve Preset" msgstr "곡선 프리셋 불러오기" #: editor/plugins/curve_editor_plugin.cpp msgid "Add Point" msgstr "점 추가" #: editor/plugins/curve_editor_plugin.cpp msgid "Remove Point" msgstr "점 제거" #: editor/plugins/curve_editor_plugin.cpp msgid "Left Linear" msgstr "왼쪽 선형" #: editor/plugins/curve_editor_plugin.cpp msgid "Right Linear" msgstr "오른쪽 선형" #: editor/plugins/curve_editor_plugin.cpp msgid "Load Preset" msgstr "프리셋 불러오기" #: editor/plugins/curve_editor_plugin.cpp msgid "Remove Curve Point" msgstr "곡선 점 제거" #: editor/plugins/curve_editor_plugin.cpp msgid "Toggle Curve Linear Tangent" msgstr "곡선 선형 탄젠트 토글" #: editor/plugins/curve_editor_plugin.cpp msgid "Hold Shift to edit tangents individually" msgstr "Shift키를 눌러서 탄젠트를 개별적으로 편집" #: editor/plugins/curve_editor_plugin.cpp msgid "Right click to add point" msgstr "점을 추가하려면 우클릭" #: editor/plugins/gi_probe_editor_plugin.cpp msgid "Bake GI Probe" msgstr "GI 프로브 굽기" #: editor/plugins/gradient_editor_plugin.cpp msgid "Gradient Edited" msgstr "기울기 편집됨" #: editor/plugins/item_list_editor_plugin.cpp msgid "Item %d" msgstr "항목 %d개" #: editor/plugins/item_list_editor_plugin.cpp msgid "Items" msgstr "항목" #: editor/plugins/item_list_editor_plugin.cpp msgid "Item List Editor" msgstr "항목 목록 에디터" #: editor/plugins/light_occluder_2d_editor_plugin.cpp msgid "Create Occluder Polygon" msgstr "Occluder 폴리곤 만들기" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh is empty!" msgstr "메시가 없습니다!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Couldn't create a Trimesh collision shape." msgstr "Trimesh 콜리전 모양을 만들 수 없습니다." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Static Trimesh Body" msgstr "Static Trimesh Body 만들기" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "This doesn't work on scene root!" msgstr "씬 루트에서 작업할 수 없습니다!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Trimesh Static Shape" msgstr "Trimesh Static Shape 만들기" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Can't create a single convex collision shape for the scene root." msgstr "씬 루트에서 단일 컨벡스 콜리전 모양을 만들 수 없습니다." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Couldn't create a single convex collision shape." msgstr "단일 컨벡스 콜리전 모양을 만들 수 없습니다." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Simplified Convex Shape" msgstr "단순 컨벡스 모양 만들기" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Single Convex Shape" msgstr "단일 컨벡스 모양 만들기" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Can't create multiple convex collision shapes for the scene root." msgstr "씬 루트에 다중 컨벡스 콜리전 모양을 만들 수 없습니다." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Couldn't create any collision shapes." msgstr "콜리전 모양을 만들 수 없습니다." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Multiple Convex Shapes" msgstr "다중 컨벡스 모양 만들기" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Navigation Mesh" msgstr "내비게이션 메시 만들기" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Contained Mesh is not of type ArrayMesh." msgstr "포함된 메시가 ArrayMesh 타입이 아닙니다." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "UV Unwrap failed, mesh may not be manifold?" msgstr "UV 펼치기를 실패했습니다. 메시가 다양한 것 같은데요?" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "No mesh to debug." msgstr "디버그할 메시가 없습니다." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh has no UV in layer %d." msgstr "레이어 %d에서 메시에 UV가 없습니다." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "MeshInstance lacks a Mesh!" msgstr "MeshInstance에 메시가 없습니다!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh has not surface to create outlines from!" msgstr "메시에 윤곽선을 만들 표면이 없습니다!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh primitive type is not PRIMITIVE_TRIANGLES!" msgstr "메시 기본 타입이 PRIMITIVE_TRIANGLES이 아닙니다!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Could not create outline!" msgstr "윤곽선을 만들 수 없습니다!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Outline" msgstr "윤곽선 만들기" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh" msgstr "메시" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Trimesh Static Body" msgstr "Trimesh Static Body 만들기" #: 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 "" "StaticBody를 만들고 거기에 폴리곤 기반 콜리전 모양을 자동으로 만들어 붙입니" "다.\n" "이 방법은 가장 정확한 (하지만 가장 느린) 콜리전 탐지 방법입니다." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Trimesh Collision Sibling" msgstr "Trimesh 콜리전 동기 만들기" #: 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 "" "폴리곤 기반 콜리전 모양을 만듭니다.\n" "이 방법은 가장 정확한 (하지만 가장 느린) 콜리전 탐지 방법입니다." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Single Convex Collision Sibling" msgstr "단일 컨벡스 콜리전 동기 만들기" #: 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 "" "단일 컨벡스 콜리전 모양을 만듭니다.\n" "이 방법은 가장 빠른 (하지만 덜 정확한) 콜리전 감지 옵션입니다." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Simplified Convex Collision Sibling" msgstr "단순 컨벡스 콜리전 동기 만들기" #: 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 "" "단순 컨벡스 콜리전 모양을 만듭니다.\n" "단일 콜리전 모양과 비슷하지만, 경우에 따라 정확도를 희생시켜 지오메트리가 더 " "단순해지는 결과를 초래할 수 있습니다." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Multiple Convex Collision Siblings" msgstr "다중 컨벡스 콜리전 동기 만들기" #: 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 "" "폴리곤 기반 콜리전 모양을 만듭니다.\n" "이 방법은 단일 컨벡스 콜리전과 폴리곤 기반 콜리전 사이의 중간 정도 성능입니" "다." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Outline Mesh..." msgstr "윤곽선 메시 만들기..." #: 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 "" "스태틱 윤곽선 메시를 만듭니다. 윤곽선 메시의 법선 벡터는 자동으로 반전됩니" "다.\n" "SpatialMaterial의 Grow 속성을 사용할 수 없을 때 대신 사용할 수 있습니다." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "View UV1" msgstr "UV1 보기" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "View UV2" msgstr "UV2 보기" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Unwrap UV2 for Lightmap/AO" msgstr "라이트맵/AO를 위한 UV2 펼치기" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Outline Mesh" msgstr "윤곽선 메시 만들기" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Outline Size:" msgstr "윤곽선 크기:" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "UV Channel Debug" msgstr "UV 채널 디버그" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Remove item %d?" msgstr "항목 %d개를 제거하시겠습니까?" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "" "Update from existing scene?:\n" "%s" msgstr "" "존재하는 씬에서 업데이트할까요?\n" "%s" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Mesh Library" msgstr "메시 라이브러리" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Add Item" msgstr "항목 추가" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Remove Selected Item" msgstr "선택한 항목 제거" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import from Scene (Ignore Transforms)" msgstr "씬에서 가져오기 (변형 무시)" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import from Scene (Apply Transforms)" msgstr "씬에서 가져오기 (변형 적용)" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Update from Scene" msgstr "씬에서 업데이트" #: editor/plugins/multimesh_editor_plugin.cpp msgid "No mesh source specified (and no MultiMesh set in node)." msgstr "" "메시 소스를 지정하지 않았습니다 (그리고 노드에 MultiMesh를 설정하지 않았습니" "다)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "No mesh source specified (and MultiMesh contains no Mesh)." msgstr "메시 소스를 지정하지 않았습니다 (그리고 MultiMesh에 메시가 없습니다)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (invalid path)." msgstr "메시 소스가 잘못되었습니다 (잘못된 경로)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (not a MeshInstance)." msgstr "메시 소스가 잘못되었습니다 (MeshInstance가 아님)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (contains no Mesh resource)." msgstr "메시 소스가 잘못되었습니다 (Mesh 리소스가 없음)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "No surface source specified." msgstr "표면 소스를 지정하지 않았습니다." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (invalid path)." msgstr "표면 소스가 잘못되었습니다 (잘못된 경로)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (no geometry)." msgstr "표면 소스가 잘못되었습니다 (지오메트리 없음)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (no faces)." msgstr "표면 소스가 잘못되었습니다 (면 없음)." #: editor/plugins/multimesh_editor_plugin.cpp msgid "Select a Source Mesh:" msgstr "소스 메시를 선택하세요:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Select a Target Surface:" msgstr "대상 표면을 선택하세요:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate Surface" msgstr "표면 채우기" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate MultiMesh" msgstr "MultiMesh 만들기" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Target Surface:" msgstr "대상 표면:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Source Mesh:" msgstr "원본 메시:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "X-Axis" msgstr "X축" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Y-Axis" msgstr "Y축" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Z-Axis" msgstr "Z축" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh Up Axis:" msgstr "메시의 위쪽 축:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Rotation:" msgstr "무작위 회전:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Tilt:" msgstr "무작위 기울기:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Scale:" msgstr "무작위 스케일:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate" msgstr "만들기" #: editor/plugins/navigation_polygon_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Navigation Polygon" msgstr "내비게이션 폴리곤 만들기" #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Convert to CPUParticles" msgstr "CPUParticles로 변환" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Generating Visibility Rect" msgstr "가시성 직사각형 만들기" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Generate Visibility Rect" msgstr "가시성 직사각형을 만듭니다" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Can only set point into a ParticlesMaterial process material" msgstr "ParticlesMaterial 프로세스 머티리얼 안에만 점을 설정할 수 있습니다" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Convert to CPUParticles2D" msgstr "CPUParticles2D로 변환" #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Generation Time (sec):" msgstr "생성 시간 (초):" #: editor/plugins/particles_editor_plugin.cpp msgid "The geometry's faces don't contain any area." msgstr "지오메트리의 면에 영역이 포함되지 않습니다." #: editor/plugins/particles_editor_plugin.cpp msgid "The geometry doesn't contain any faces." msgstr "지오메트리에 면이 포함되지 않습니다." #: editor/plugins/particles_editor_plugin.cpp msgid "\"%s\" doesn't inherit from Spatial." msgstr "\"%s\"은(는) Spatial을 상속받지 않습니다." #: editor/plugins/particles_editor_plugin.cpp msgid "\"%s\" doesn't contain geometry." msgstr "\"%s\"에 지오메트리가 포함되지 않습니다." #: editor/plugins/particles_editor_plugin.cpp msgid "\"%s\" doesn't contain face geometry." msgstr "\"%s\"에 면 지오메트리가 포함되지 않습니다." #: editor/plugins/particles_editor_plugin.cpp msgid "Create Emitter" msgstr "방출기 만들기" #: editor/plugins/particles_editor_plugin.cpp msgid "Emission Points:" msgstr "방출 점:" #: editor/plugins/particles_editor_plugin.cpp msgid "Surface Points" msgstr "표면 점" #: editor/plugins/particles_editor_plugin.cpp msgid "Surface Points+Normal (Directed)" msgstr "표면 점+노멀 (직접)" #: editor/plugins/particles_editor_plugin.cpp msgid "Volume" msgstr "볼륨" #: editor/plugins/particles_editor_plugin.cpp msgid "Emission Source: " msgstr "방출 소스: " #: editor/plugins/particles_editor_plugin.cpp msgid "A processor material of type 'ParticlesMaterial' is required." msgstr "'ParticlesMaterial' 타입의 프로세서 머티리얼이 필요합니다." #: editor/plugins/particles_editor_plugin.cpp msgid "Generating AABB" msgstr "AABB 만드는 중" #: editor/plugins/particles_editor_plugin.cpp msgid "Generate Visibility AABB" msgstr "가시성 AABB 만들기" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove Point from Curve" msgstr "곡선에서 점 제거" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove Out-Control from Curve" msgstr "곡선의 아웃-컨트롤 제거" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove In-Control from Curve" msgstr "곡선의 인-컨트롤 제거" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Add Point to Curve" msgstr "곡선에 점 추가" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Split Curve" msgstr "곡선 가르기" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move Point in Curve" msgstr "곡선의 점 이동" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move In-Control in Curve" msgstr "곡선의 인-컨트롤 이동" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move Out-Control in Curve" msgstr "곡선의 아웃-컨트롤 이동" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Select Points" msgstr "점 선택" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Shift+Drag: Select Control Points" msgstr "Shift+드래그: 컨트롤 점 선택" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Click: Add Point" msgstr "클릭: 점 추가" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Left Click: Split Segment (in curve)" msgstr "좌클릭: (곡선에서) 세그먼트 가르기" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Right Click: Delete Point" msgstr "우클릭: 점 삭제" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Select Control Points (Shift+Drag)" msgstr "컨트롤 점 선택 (Shift+드래그)" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Add Point (in empty space)" msgstr "(빈 공간에) 점 추가" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Delete Point" msgstr "점 삭제" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Close Curve" msgstr "곡선 닫기" #: 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 "설정" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Mirror Handle Angles" msgstr "핸들 각도 거울" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Mirror Handle Lengths" msgstr "핸들 길이 거울" #: editor/plugins/path_editor_plugin.cpp msgid "Curve Point #" msgstr "곡선 점 #" #: editor/plugins/path_editor_plugin.cpp msgid "Set Curve Point Position" msgstr "곡선 점 위치 설정" #: editor/plugins/path_editor_plugin.cpp msgid "Set Curve In Position" msgstr "곡선의 인 위치 설정" #: editor/plugins/path_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "곡선의 아웃 위치 설정" #: editor/plugins/path_editor_plugin.cpp msgid "Split Path" msgstr "경로 가르기" #: editor/plugins/path_editor_plugin.cpp msgid "Remove Path Point" msgstr "경로 점 제거" #: editor/plugins/path_editor_plugin.cpp msgid "Remove Out-Control Point" msgstr "아웃-컨트롤 점 제거" #: editor/plugins/path_editor_plugin.cpp msgid "Remove In-Control Point" msgstr "인-컨트롤 점 제거" #: editor/plugins/path_editor_plugin.cpp msgid "Split Segment (in curve)" msgstr "(곡선에서) 세그먼트 가르기" #: editor/plugins/physical_bone_plugin.cpp msgid "Move Joint" msgstr "관절 이동" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "Polygon2D의 Skeleton 속성이 Skeleton2D 노드를 향하지 않습니다" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Sync Bones" msgstr "본 동기화" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "No texture in this polygon.\n" "Set a texture to be able to edit UV." msgstr "" "이 폴리곤에 텍스처가 없습니다.\n" "UV를 편집하려면 텍스처를 설정하세요." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create UV Map" msgstr "UV 맵 만들기" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "Polygon 2D has internal vertices, so it can no longer be edited in the " "viewport." msgstr "" "Polygon2D에 내부 꼭짓점이 있습니다. 더 이상 뷰포트에서 편집할 수 없습니다." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Polygon & UV" msgstr "폴리곤 & UV 만들기" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Internal Vertex" msgstr "내부 꼭짓점 만들기" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Remove Internal Vertex" msgstr "내부 꼭짓점 제거" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Invalid Polygon (need 3 different vertices)" msgstr "잘못된 폴리곤 (3개의 다른 꼭짓점이 필요합니다)" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Add Custom Polygon" msgstr "커스텀 폴리곤 추가" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Remove Custom Polygon" msgstr "커스텀 폴리곤 제거" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Transform UV Map" msgstr "UV 맵 변형" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Transform Polygon" msgstr "폴리곤 변형" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Paint Bone Weights" msgstr "본 가중치 칠하기" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Open Polygon 2D UV editor." msgstr "폴리곤 2D UV 에디터를 엽니다." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Polygon 2D UV Editor" msgstr "폴리곤 2D UV 에디터" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "UV" msgstr "UV" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Points" msgstr "점" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Polygons" msgstr "폴리곤" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Bones" msgstr "본" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Move Points" msgstr "점 이동" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Command: Rotate" msgstr "Command: 회전" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Shift: Move All" msgstr "Shift: 모두 이동" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Shift+Command: Scale" msgstr "Shift+Command: 스케일 조절" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Ctrl: Rotate" msgstr "Ctrl: 회전" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Shift+Ctrl: Scale" msgstr "Shift+Ctrl: 스케일 조절" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Move Polygon" msgstr "폴리곤 이동" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Rotate Polygon" msgstr "폴리곤 회전" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Scale Polygon" msgstr "폴리곤 스케일 조절" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "커스텀 폴리곤을 만듭니다. 커스텀 폴리곤 렌더링을 활성화합니다." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "Remove a custom polygon. If none remain, custom polygon rendering is " "disabled." msgstr "" "커스텀 폴리곤을 제거합니다. 남아있는 커스텀 폴리곤이 없으면 커스텀 폴리곤 렌" "더링은 비활성화됩니다." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Paint weights with specified intensity." msgstr "지정한 강도로 가중치를 칠합니다." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Unpaint weights with specified intensity." msgstr "지정한 강도로 가중치를 지웁니다." #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Radius:" msgstr "반지름:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Copy Polygon to UV" msgstr "폴리곤을 UV로 복사" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Copy UV to Polygon" msgstr "UV를 폴리곤으로 복사" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Clear UV" msgstr "UV 지우기" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Settings" msgstr "격자 설정" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Snap" msgstr "스냅" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Enable Snap" msgstr "스냅 켜기" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid" msgstr "격자" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Show Grid" msgstr "격자 보이기" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Configure Grid:" msgstr "격자 구성:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Offset X:" msgstr "격자 오프셋 X:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Offset Y:" msgstr "격자 오프셋 Y:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Step X:" msgstr "격자 스텝 X:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Step Y:" msgstr "격자 스텝 Y:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Sync Bones to Polygon" msgstr "본을 폴리곤에 동기화" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "ERROR: Couldn't load resource!" msgstr "오류: 리소스를 불러올 수 없습니다!" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Add Resource" msgstr "리소스 추가" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Rename Resource" msgstr "리소스 이름 바꾸기" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Delete Resource" msgstr "리소스 삭제" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Resource clipboard is empty!" msgstr "리소스 클립보드가 비었습니다!" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Paste Resource" msgstr "리소스 붙여넣기" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/scene_tree_editor.cpp msgid "Instance:" msgstr "인스턴스:" #: 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 "타입:" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/scene_tree_dock.cpp editor/scene_tree_editor.cpp msgid "Open in Editor" msgstr "에디터에서 열기" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Load Resource" msgstr "리소스 불러오기" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "ResourcePreloader" msgstr "리소스 프리로더" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Flip Portals" msgstr "포털 뒤집기" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Room Generate Points" msgstr "룸 생성한 점 개수" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Generate Points" msgstr "생성한 점 개수" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Flip Portal" msgstr "포털 뒤집기" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Occluder Set Transform" msgstr "어클루더 세트 변형" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Center Node" msgstr "중앙 노드" #: editor/plugins/root_motion_editor_plugin.cpp msgid "AnimationTree has no path set to an AnimationPlayer" msgstr "AnimationTree에 AnimationPlayer를 향하는 경로가 없습니다" #: editor/plugins/root_motion_editor_plugin.cpp msgid "Path to AnimationPlayer is invalid" msgstr "AnimationPlayer를 향하는 경로가 잘못되었습니다" #: editor/plugins/script_editor_plugin.cpp msgid "Clear Recent Files" msgstr "최근 파일 지우기" #: editor/plugins/script_editor_plugin.cpp msgid "Close and save changes?" msgstr "변경사항을 저장하고 닫을까요?" #: editor/plugins/script_editor_plugin.cpp msgid "Error writing TextFile:" msgstr "텍스트 파일 작성 중 오류:" #: editor/plugins/script_editor_plugin.cpp msgid "Could not load file at:" msgstr "파일을 찾을 수 없음:" #: editor/plugins/script_editor_plugin.cpp msgid "Error saving file!" msgstr "파일 저장 중 오류!" #: editor/plugins/script_editor_plugin.cpp msgid "Error while saving theme." msgstr "테마 저장 중 오류." #: editor/plugins/script_editor_plugin.cpp msgid "Error Saving" msgstr "저장 중 오류" #: editor/plugins/script_editor_plugin.cpp msgid "Error importing theme." msgstr "테마 가져오는 중 오류." #: editor/plugins/script_editor_plugin.cpp msgid "Error Importing" msgstr "가져오는 중 오류" #: editor/plugins/script_editor_plugin.cpp msgid "New Text File..." msgstr "새 텍스트 파일..." #: editor/plugins/script_editor_plugin.cpp msgid "Open File" msgstr "파일 열기" #: editor/plugins/script_editor_plugin.cpp msgid "Save File As..." msgstr "다른 이름으로 저장..." #: editor/plugins/script_editor_plugin.cpp msgid "Can't obtain the script for running." msgstr "실행하기 위한 스크립트를 가질 수 없습니다." #: editor/plugins/script_editor_plugin.cpp msgid "Script failed reloading, check console for errors." msgstr "스크립트 새로고침에 실패했습니다. 콘솔에서 오류를 확인하세요." #: editor/plugins/script_editor_plugin.cpp msgid "Script is not in tool mode, will not be able to run." msgstr "스크립트가 Tool 모드가 아닙니다. 실행할 수 없을 것입니다." #: editor/plugins/script_editor_plugin.cpp msgid "" "To run this script, it must inherit EditorScript and be set to tool mode." msgstr "" "이 스크립트를 실행하려면, 반드시 EditorScript에 속해야 하며, Tool 모드로 설정" "되어 있어야 합니다." #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme" msgstr "테마 가져오기" #: editor/plugins/script_editor_plugin.cpp msgid "Error while saving theme" msgstr "테마 저장 중 오류" #: editor/plugins/script_editor_plugin.cpp msgid "Error saving" msgstr "저장 중 오류" #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme As..." msgstr "테마를 다른 이름으로 저장..." #: editor/plugins/script_editor_plugin.cpp msgid "%s Class Reference" msgstr "%s 클래스 참조" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find Next" msgstr "다음 찾기" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find Previous" msgstr "이전 찾기" #: editor/plugins/script_editor_plugin.cpp msgid "Filter scripts" msgstr "스크립트 필터" #: editor/plugins/script_editor_plugin.cpp msgid "Toggle alphabetical sorting of the method list." msgstr "메서드 목록의 사전 식 정렬을 토글합니다." #: editor/plugins/script_editor_plugin.cpp msgid "Filter methods" msgstr "메서드 필터" #: editor/plugins/script_editor_plugin.cpp msgid "Sort" msgstr "정렬" #: 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 "위로 이동" #: 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 "아래로 이동" #: editor/plugins/script_editor_plugin.cpp msgid "Next Script" msgstr "다음 스크립트" #: editor/plugins/script_editor_plugin.cpp msgid "Previous Script" msgstr "이전 스크립트" #: editor/plugins/script_editor_plugin.cpp msgid "File" msgstr "파일" #: editor/plugins/script_editor_plugin.cpp msgid "Open..." msgstr "열기..." #: editor/plugins/script_editor_plugin.cpp msgid "Reopen Closed Script" msgstr "닫은 스크립트 다시 열기" #: editor/plugins/script_editor_plugin.cpp msgid "Save All" msgstr "모두 저장" #: editor/plugins/script_editor_plugin.cpp msgid "Soft Reload Script" msgstr "스크립트 일반 새로고침" #: editor/plugins/script_editor_plugin.cpp msgid "Copy Script Path" msgstr "스크립트 경로 복사" #: editor/plugins/script_editor_plugin.cpp msgid "History Previous" msgstr "이전 기록" #: editor/plugins/script_editor_plugin.cpp msgid "History Next" msgstr "다음 기록" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Theme" msgstr "테마" #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "테마 가져오기..." #: editor/plugins/script_editor_plugin.cpp msgid "Reload Theme" msgstr "테마 새로고침" #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "테마 저장" #: editor/plugins/script_editor_plugin.cpp msgid "Close All" msgstr "모두 닫기" #: editor/plugins/script_editor_plugin.cpp msgid "Close Docs" msgstr "문서 닫기" #: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp msgid "Run" msgstr "실행" #: 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 "검색" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Step Into" msgstr "프로시저 단위 실행" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Step Over" msgstr "한 단계씩 코드 실행" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Break" msgstr "정지" #: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp #: editor/script_editor_debugger.cpp msgid "Continue" msgstr "계속" #: editor/plugins/script_editor_plugin.cpp msgid "Keep Debugger Open" msgstr "디버거 항상 열어놓기" #: editor/plugins/script_editor_plugin.cpp msgid "Debug with External Editor" msgstr "외부 에디터로 디버깅" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Online Docs" msgstr "온라인 문서" #: editor/plugins/script_editor_plugin.cpp msgid "Open Godot online documentation." msgstr "Godot 온라인 문서를 엽니다." #: editor/plugins/script_editor_plugin.cpp msgid "Search the reference documentation." msgstr "참조 문서를 검색합니다." #: editor/plugins/script_editor_plugin.cpp msgid "Go to previous edited document." msgstr "이전에 편집한 문서로 이동합니다." #: editor/plugins/script_editor_plugin.cpp msgid "Go to next edited document." msgstr "다음에 편집한 문서로 이동합니다." #: editor/plugins/script_editor_plugin.cpp msgid "Discard" msgstr "버리기" #: editor/plugins/script_editor_plugin.cpp msgid "" "The following files are newer on disk.\n" "What action should be taken?:" msgstr "" "해당 파일은 디스크에 있는 게 더 최신입니다.\n" "어떻게 할 건가요?:" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Debugger" msgstr "디버거" #: editor/plugins/script_editor_plugin.cpp msgid "Search Results" msgstr "검색 결과" #: editor/plugins/script_editor_plugin.cpp msgid "Clear Recent Scripts" msgstr "최근 스크립트 지우기" #: editor/plugins/script_text_editor.cpp msgid "Connections to method:" msgstr "메서드에 연결:" #: editor/plugins/script_text_editor.cpp editor/script_editor_debugger.cpp msgid "Source" msgstr "소스" #: editor/plugins/script_text_editor.cpp msgid "Target" msgstr "Target(대상)" #: editor/plugins/script_text_editor.cpp msgid "" "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'." msgstr "" "메서드 '%s'이(가) 시그널 '%s'을 노드 '%s'에서 노드 '%s'으로 연결되지 않았습니" "다." #: editor/plugins/script_text_editor.cpp msgid "[Ignore]" msgstr "[무시]" #: editor/plugins/script_text_editor.cpp msgid "Line" msgstr "행" #: editor/plugins/script_text_editor.cpp msgid "Go to Function" msgstr "함수로 이동" #: editor/plugins/script_text_editor.cpp msgid "Only resources from filesystem can be dropped." msgstr "파일시스템의 리소스만 드롭할 수 있습니다." #: 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 "" "스크립트 '%s'이(가) 이 씬에서 사용되지 않고 있어서 노드를 드롭할 수 없습니다." #: editor/plugins/script_text_editor.cpp msgid "Lookup Symbol" msgstr "룩업 기호" #: editor/plugins/script_text_editor.cpp msgid "Pick Color" msgstr "색상 선택" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Convert Case" msgstr "대소문자 변환" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "대문자로" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Lowercase" msgstr "소문자로" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Capitalize" msgstr "대문자로 시작" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Syntax Highlighter" msgstr "구문 강조" #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp msgid "Bookmarks" msgstr "북마크" #: editor/plugins/script_text_editor.cpp msgid "Breakpoints" msgstr "중단점" #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp msgid "Go To" msgstr "이동" #: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "잘라내기" #: 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 "모두 선택" #: editor/plugins/script_text_editor.cpp msgid "Delete Line" msgstr "행 삭제" #: editor/plugins/script_text_editor.cpp msgid "Indent Left" msgstr "내어쓰기" #: editor/plugins/script_text_editor.cpp msgid "Indent Right" msgstr "들여쓰기" #: editor/plugins/script_text_editor.cpp msgid "Toggle Comment" msgstr "주석 토글" #: editor/plugins/script_text_editor.cpp msgid "Fold/Unfold Line" msgstr "행 접기/펼치기" #: editor/plugins/script_text_editor.cpp msgid "Fold All Lines" msgstr "모든 행 접기" #: editor/plugins/script_text_editor.cpp msgid "Unfold All Lines" msgstr "모든 행 펼치기" #: editor/plugins/script_text_editor.cpp msgid "Complete Symbol" msgstr "상징 자동 완성" #: editor/plugins/script_text_editor.cpp msgid "Evaluate Selection" msgstr "선택 항목 평가" #: editor/plugins/script_text_editor.cpp msgid "Trim Trailing Whitespace" msgstr "후행 공백 문자 제거" #: editor/plugins/script_text_editor.cpp msgid "Convert Indent to Spaces" msgstr "공백으로 들여쓰도록 변환" #: editor/plugins/script_text_editor.cpp msgid "Convert Indent to Tabs" msgstr "탭으로 들여쓰도록 변환" #: editor/plugins/script_text_editor.cpp msgid "Auto Indent" msgstr "자동 들여쓰기" #: editor/plugins/script_text_editor.cpp msgid "Find in Files..." msgstr "파일에서 찾기..." #: editor/plugins/script_text_editor.cpp #, fuzzy msgid "Replace in Files..." msgstr "바꾸기..." #: editor/plugins/script_text_editor.cpp msgid "Contextual Help" msgstr "상황에 맞는 도움말" #: editor/plugins/script_text_editor.cpp msgid "Toggle Bookmark" msgstr "북마크 토글" #: editor/plugins/script_text_editor.cpp msgid "Go to Next Bookmark" msgstr "다음 북마크로 이동" #: editor/plugins/script_text_editor.cpp msgid "Go to Previous Bookmark" msgstr "이전 북마크로 이동" #: editor/plugins/script_text_editor.cpp msgid "Remove All Bookmarks" msgstr "모든 북마크 제거" #: editor/plugins/script_text_editor.cpp msgid "Go to Function..." msgstr "함수로 이동..." #: editor/plugins/script_text_editor.cpp msgid "Go to Line..." msgstr "행으로 이동..." #: editor/plugins/script_text_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Toggle Breakpoint" msgstr "중단점 토글" #: editor/plugins/script_text_editor.cpp msgid "Remove All Breakpoints" msgstr "모든 중단점 제거" #: editor/plugins/script_text_editor.cpp msgid "Go to Next Breakpoint" msgstr "다음 중단점으로 이동" #: editor/plugins/script_text_editor.cpp msgid "Go to Previous Breakpoint" msgstr "이전 중단점으로 이동" #: editor/plugins/shader_editor_plugin.cpp msgid "" "This shader has been modified on on disk.\n" "What action should be taken?" msgstr "" "이 셰이더는 디스크에서 수정했습니다.\n" "어떤 행동을 할 건가요?" #: editor/plugins/shader_editor_plugin.cpp msgid "Shader" msgstr "셰이더" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "이 스켈레톤에는 본이 없습니다. Bone2D노드를 자식으로 만드세요." #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Set Rest Pose to Bones" msgstr "본에게 대기 자세 설정" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Create Rest Pose from Bones" msgstr "본의 대기 자세 만들기" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Skeleton2D" msgstr "스켈레톤2D" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Reset to Rest Pose" msgstr "대기 자세로 재설정" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Overwrite Rest Pose" msgstr "대기 자세 덮어 쓰기" #: editor/plugins/skeleton_editor_plugin.cpp msgid "Create physical bones" msgstr "물리적 본 만들기" #: editor/plugins/skeleton_editor_plugin.cpp msgid "Skeleton" msgstr "스켈레톤" #: editor/plugins/skeleton_editor_plugin.cpp msgid "Create physical skeleton" msgstr "물리적 스켈레톤 만들기" #: editor/plugins/skeleton_ik_editor_plugin.cpp msgid "Play IK" msgstr "IK 실행" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orthogonal" msgstr "직교" #: editor/plugins/spatial_editor_plugin.cpp msgid "Perspective" msgstr "원근" #: editor/plugins/spatial_editor_plugin.cpp msgid "Top Orthogonal" msgstr "상단 직교" #: editor/plugins/spatial_editor_plugin.cpp msgid "Top Perspective" msgstr "상단 원근" #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom Orthogonal" msgstr "하단 직교" #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom Perspective" msgstr "하단 원근" #: editor/plugins/spatial_editor_plugin.cpp msgid "Left Orthogonal" msgstr "좌측 직교" #: editor/plugins/spatial_editor_plugin.cpp msgid "Left Perspective" msgstr "좌측 원근" #: editor/plugins/spatial_editor_plugin.cpp msgid "Right Orthogonal" msgstr "우측 직교" #: editor/plugins/spatial_editor_plugin.cpp msgid "Right Perspective" msgstr "우측 원근" #: editor/plugins/spatial_editor_plugin.cpp msgid "Front Orthogonal" msgstr "정면 직교" #: editor/plugins/spatial_editor_plugin.cpp msgid "Front Perspective" msgstr "정면 원근" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear Orthogonal" msgstr "후면 직교" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear Perspective" msgstr "후면 원근" #. TRANSLATORS: This will be appended to the view name when Auto Orthogonal is enabled. #: editor/plugins/spatial_editor_plugin.cpp msgid " [auto]" msgstr " [자동]" #. TRANSLATORS: This will be appended to the view name when Portal Occulusion is enabled. #: editor/plugins/spatial_editor_plugin.cpp msgid " [portals active]" msgstr " [포털 활성]" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Aborted." msgstr "변형 중단됨." #: editor/plugins/spatial_editor_plugin.cpp msgid "X-Axis Transform." msgstr "X축 변형." #: editor/plugins/spatial_editor_plugin.cpp msgid "Y-Axis Transform." msgstr "Y축 변형." #: editor/plugins/spatial_editor_plugin.cpp msgid "Z-Axis Transform." msgstr "Z축 변형." #: editor/plugins/spatial_editor_plugin.cpp msgid "View Plane Transform." msgstr "뷰 평면 변형." #: 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 "없음" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate" msgstr "회전" #. TRANSLATORS: This refers to the movement that changes the position of an object. #: editor/plugins/spatial_editor_plugin.cpp msgid "Translate" msgstr "이동" #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale" msgstr "스케일" #: editor/plugins/spatial_editor_plugin.cpp msgid "Scaling: " msgstr "크기 조절 중: " #: editor/plugins/spatial_editor_plugin.cpp msgid "Translating: " msgstr "이동 중: " #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotating %s degrees." msgstr "%s도로 회전." #: editor/plugins/spatial_editor_plugin.cpp msgid "Keying is disabled (no key inserted)." msgstr "키가 비활성화되어 있습니다 (키가 삽입되지 않습니다)." #: editor/plugins/spatial_editor_plugin.cpp msgid "Animation Key Inserted." msgstr "애니메이션 키를 삽입했습니다." #: editor/plugins/spatial_editor_plugin.cpp msgid "Pitch:" msgstr "Pitch:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Yaw:" msgstr "Yaw:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Size:" msgstr "크기:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Objects Drawn:" msgstr "그려진 오브젝트:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Material Changes:" msgstr "머티리얼 바꾸기:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Shader Changes:" msgstr "셰이더 바꾸기:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Surface Changes:" msgstr "표면 바꾸기:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Draw Calls:" msgstr "드로우 콜:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Vertices:" msgstr "정점:" #: 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 "상단면 보기." #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom View." msgstr "하단면 보기." #: editor/plugins/spatial_editor_plugin.cpp msgid "Left View." msgstr "왼쪽면 보기." #: editor/plugins/spatial_editor_plugin.cpp msgid "Right View." msgstr "오른쪽면 보기." #: editor/plugins/spatial_editor_plugin.cpp msgid "Front View." msgstr "정면 보기." #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear View." msgstr "뒷면 보기." #: editor/plugins/spatial_editor_plugin.cpp msgid "Align Transform with View" msgstr "변형을 뷰에 정렬" #: editor/plugins/spatial_editor_plugin.cpp msgid "Align Rotation with View" msgstr "회전을 뷰에 정렬" #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "No parent to instance a child at." msgstr "자식을 인스턴스화할 부모가 없습니다." #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "This operation requires a single selected node." msgstr "이 작업은 단일 노드가 선택되어야 합니다." #: editor/plugins/spatial_editor_plugin.cpp msgid "Auto Orthogonal Enabled" msgstr "자동 직교 활성화" #: editor/plugins/spatial_editor_plugin.cpp msgid "Lock View Rotation" msgstr "뷰 회전 잠금" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Normal" msgstr "노멀 표시" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Wireframe" msgstr "와이어프레임 표시" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Overdraw" msgstr "오버드로 표시" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Unshaded" msgstr "셰이더 없음 표시" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Environment" msgstr "환경 보기" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Gizmos" msgstr "기즈모 보기" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Information" msgstr "정보 보기" #: editor/plugins/spatial_editor_plugin.cpp msgid "View FPS" msgstr "FPS 보기" #: editor/plugins/spatial_editor_plugin.cpp msgid "Half Resolution" msgstr "절반 해상도" #: editor/plugins/spatial_editor_plugin.cpp msgid "Audio Listener" msgstr "오디오 리스너" #: editor/plugins/spatial_editor_plugin.cpp msgid "Enable Doppler" msgstr "파동 왜곡 활성화" #: editor/plugins/spatial_editor_plugin.cpp msgid "Cinematic Preview" msgstr "시네마틱 미리보기" #: editor/plugins/spatial_editor_plugin.cpp msgid "(Not in GLES2)" msgstr "" #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "" "Debug draw modes are only available when using the GLES3 renderer, not GLES2." msgstr "GLES2 렌더러에서 사용할 수 없습니다." #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Left" msgstr "자유 시점 왼쪽으로" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Right" msgstr "자유 시점 오른쪽으로" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Forward" msgstr "자유 시점 앞으로" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Backwards" msgstr "자유 시점 뒤로" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Up" msgstr "자유 시점 위로" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Down" msgstr "자유 시점 아래로" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Speed Modifier" msgstr "자유 시점 속도 수정자" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Slow Modifier" msgstr "자유 시점 느린 수정자" #: editor/plugins/spatial_editor_plugin.cpp msgid "Toggle Camera Preview" msgstr "카메라 미리보기 토글" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Rotation Locked" msgstr "뷰 회전 잠김" #: editor/plugins/spatial_editor_plugin.cpp msgid "" "To zoom further, change the camera's clipping planes (View -> Settings...)" msgstr "더욱 확대하려면, 카메라의 클리핑 평면을 바꾸세요 (보기 -> 설정...)" #: 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 "" "참고: FPS 값은 에디터의 프레임으로 표시됩니다.\n" "이것이 게임 내 성능을 보장할 수 없습니다." #: editor/plugins/spatial_editor_plugin.cpp msgid "Convert Rooms" msgstr "룸 변환" #: editor/plugins/spatial_editor_plugin.cpp msgid "XForm Dialog" msgstr "XForm 대화 상자" #: 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 "" "표시 상태를 토글하려면 클릭하세요.\n" "\n" "열린 눈: 기즈모가 보입니다.\n" "닫힌 눈: 기즈모가 숨겨집니다.\n" "반 열린 눈: 불투명한 표면에도 기즈모가 보입니다 (\"엑스레이\")." #: editor/plugins/spatial_editor_plugin.cpp msgid "Snap Nodes to Floor" msgstr "노드를 바닥에 스냅" #: editor/plugins/spatial_editor_plugin.cpp msgid "Couldn't find a solid floor to snap the selection to." msgstr "선택 항목을 스냅할 바닥을 찾을 수 없습니다." #: editor/plugins/spatial_editor_plugin.cpp msgid "Use Local Space" msgstr "로컬 공간 사용" #: editor/plugins/spatial_editor_plugin.cpp msgid "Use Snap" msgstr "스냅 사용" #: editor/plugins/spatial_editor_plugin.cpp msgid "Converts rooms for portal culling." msgstr "포털 컬링을 위한 룸을 변환합니다." #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom View" msgstr "하단 뷰" #: editor/plugins/spatial_editor_plugin.cpp msgid "Top View" msgstr "상단 뷰" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear View" msgstr "후면 뷰" #: editor/plugins/spatial_editor_plugin.cpp msgid "Front View" msgstr "정면 뷰" #: editor/plugins/spatial_editor_plugin.cpp msgid "Left View" msgstr "좌측 뷰" #: editor/plugins/spatial_editor_plugin.cpp msgid "Right View" msgstr "우측 뷰" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orbit View Down" msgstr "선회 뷰 아래로" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orbit View Left" msgstr "선회 뷰 왼쪽으로" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orbit View Right" msgstr "선회 뷰 오른쪽으로" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orbit View Up" msgstr "선회 뷰 위로" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orbit View 180" msgstr "선회 뷰 180으로" #: editor/plugins/spatial_editor_plugin.cpp msgid "Switch Perspective/Orthogonal View" msgstr "원근/직교 뷰 전환" #: editor/plugins/spatial_editor_plugin.cpp msgid "Insert Animation Key" msgstr "애니메이션 키 삽입" #: editor/plugins/spatial_editor_plugin.cpp msgid "Focus Origin" msgstr "원점 포커스" #: editor/plugins/spatial_editor_plugin.cpp msgid "Focus Selection" msgstr "선택 항목 포커스" #: editor/plugins/spatial_editor_plugin.cpp msgid "Toggle Freelook" msgstr "자유 시점 토글" #: 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 "디폴트로 재설정" #: editor/plugins/spatial_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform" msgstr "변형" #: editor/plugins/spatial_editor_plugin.cpp msgid "Snap Object to Floor" msgstr "오브젝트를 바닥에 스냅" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Dialog..." msgstr "변형 대화 상자..." #: editor/plugins/spatial_editor_plugin.cpp msgid "1 Viewport" msgstr "뷰포트 1개" #: editor/plugins/spatial_editor_plugin.cpp msgid "2 Viewports" msgstr "뷰포트 2개" #: editor/plugins/spatial_editor_plugin.cpp msgid "2 Viewports (Alt)" msgstr "뷰포트 2개 (다른 방식)" #: editor/plugins/spatial_editor_plugin.cpp msgid "3 Viewports" msgstr "뷰포트 3개" #: editor/plugins/spatial_editor_plugin.cpp msgid "3 Viewports (Alt)" msgstr "뷰포트 3개 (다른 방식)" #: editor/plugins/spatial_editor_plugin.cpp msgid "4 Viewports" msgstr "뷰포트 4개" #: editor/plugins/spatial_editor_plugin.cpp msgid "Gizmos" msgstr "기즈모" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Origin" msgstr "원점 보기" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Grid" msgstr "격자 보기" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Portal Culling" msgstr "포털 컬링 보기" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Occlusion Culling" msgstr "어클루전 컬링 보기" #: editor/plugins/spatial_editor_plugin.cpp #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Settings..." msgstr "설정..." #: editor/plugins/spatial_editor_plugin.cpp msgid "Snap Settings" msgstr "스냅 설정" #: editor/plugins/spatial_editor_plugin.cpp msgid "Translate Snap:" msgstr "이동 스냅:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate Snap (deg.):" msgstr "회전 스냅 (도):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale Snap (%):" msgstr "스케일 스냅 (%):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Viewport Settings" msgstr "뷰포트 설정" #: editor/plugins/spatial_editor_plugin.cpp msgid "Perspective FOV (deg.):" msgstr "원근 시야 (도):" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Z-Near:" msgstr "Z-근경 보기:" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Z-Far:" msgstr "Z-원경 보기:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Change" msgstr "변형 바꾸기" #: editor/plugins/spatial_editor_plugin.cpp msgid "Translate:" msgstr "이동:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate (deg.):" msgstr "회전 (도):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale (ratio):" msgstr "스케일 (비율):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Type" msgstr "변형 타입" #: editor/plugins/spatial_editor_plugin.cpp msgid "Pre" msgstr "전" #: editor/plugins/spatial_editor_plugin.cpp msgid "Post" msgstr "후" #: editor/plugins/spatial_editor_plugin.cpp msgid "Unnamed Gizmo" msgstr "이름 없는 기즈모" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create Mesh2D" msgstr "Mesh2D 만들기" #: editor/plugins/sprite_editor_plugin.cpp msgid "Mesh2D Preview" msgstr "Mesh2D 미리보기" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create Polygon2D" msgstr "Polygon2D 만들기" #: editor/plugins/sprite_editor_plugin.cpp msgid "Polygon2D Preview" msgstr "Polygon2D 미리보기" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create CollisionPolygon2D" msgstr "CollisionPolygon2D 만들기" #: editor/plugins/sprite_editor_plugin.cpp msgid "CollisionPolygon2D Preview" msgstr "CollisionPolygon2D 미리보기" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create LightOccluder2D" msgstr "LightOccluder2D 만들기" #: editor/plugins/sprite_editor_plugin.cpp msgid "LightOccluder2D Preview" msgstr "LightOccluder2D 미리보기" #: editor/plugins/sprite_editor_plugin.cpp msgid "Sprite is empty!" msgstr "스프라이트가 없습니다!" #: editor/plugins/sprite_editor_plugin.cpp msgid "Can't convert a sprite using animation frames to mesh." msgstr "애니메이션 프레임을 사용하는 스프라이트를 메시로 변환할 수 없습니다." #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't replace by mesh." msgstr "잘못된 지오메트리. 메시로 대체할 수 없습니다." #: editor/plugins/sprite_editor_plugin.cpp msgid "Convert to Mesh2D" msgstr "Mesh2D로 변환" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't create polygon." msgstr "잘못된 지오메트리. 폴리곤을 만들 수 없습니다." #: editor/plugins/sprite_editor_plugin.cpp msgid "Convert to Polygon2D" msgstr "Polygon2D로 변환" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't create collision polygon." msgstr "잘못된 지오메트리. 콜리전 폴리곤을 만들 수 없습니다." #: editor/plugins/sprite_editor_plugin.cpp msgid "Create CollisionPolygon2D Sibling" msgstr "CollisionPolygon2D 동기 만들기" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't create light occluder." msgstr "잘못된 지오메트리. 조명 어클루더를 만들 수 없습니다." #: editor/plugins/sprite_editor_plugin.cpp msgid "Create LightOccluder2D Sibling" msgstr "LightOccluder2D 동기 만들기" #: editor/plugins/sprite_editor_plugin.cpp msgid "Sprite" msgstr "스프라이트" #: editor/plugins/sprite_editor_plugin.cpp msgid "Simplification: " msgstr "단순화: " #: editor/plugins/sprite_editor_plugin.cpp msgid "Shrink (Pixels): " msgstr "수축 (픽셀): " #: editor/plugins/sprite_editor_plugin.cpp msgid "Grow (Pixels): " msgstr "성장 (픽셀): " #: editor/plugins/sprite_editor_plugin.cpp msgid "Update Preview" msgstr "업데이트 미리보기" #: editor/plugins/sprite_editor_plugin.cpp msgid "Settings:" msgstr "설정:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "No Frames Selected" msgstr "선택한 프레임 없음" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add %d Frame(s)" msgstr "프레임 %d개 추가" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Frame" msgstr "프레임 추가" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Unable to load images" msgstr "이미지를 불러올 수 없음" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "ERROR: Couldn't load frame resource!" msgstr "오류: 프레임 리소스를 불러올 수 없습니다!" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Resource clipboard is empty or not a texture!" msgstr "리소스 클립보드가 비었거나 텍스처가 아닙니다!" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Paste Frame" msgstr "프레임 붙여넣기" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" msgstr "빈 프레임 추가" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Change Animation FPS" msgstr "애니메이션 FPS 바꾸기" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "(empty)" msgstr "(비었음)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move Frame" msgstr "프레임 이동" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Animations:" msgstr "애니메이션:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "New Animation" msgstr "새 애니메이션" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Speed:" msgstr "속도:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Loop" msgstr "루프" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Animation Frames:" msgstr "애니메이션 프레임:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add a Texture from File" msgstr "파일에서 텍스처 추가" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Frames from a Sprite Sheet" msgstr "스프라이트 시트에서 프레임 추가" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Insert Empty (Before)" msgstr "빈 프레임 삽입 (이전)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Insert Empty (After)" msgstr "빈 프레임 삽입 (이후)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move (Before)" msgstr "이동 (이전)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move (After)" msgstr "이동 (이후)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Select Frames" msgstr "프레임 선택" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Horizontal:" msgstr "수평:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Vertical:" msgstr "수직:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Select/Clear All Frames" msgstr "모든 프레임 선택/지우기" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Create Frames from Sprite Sheet" msgstr "스프라이트 시트에서 프레임 만들기" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "SpriteFrames" msgstr "스프라이트 프레임" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Set Region Rect" msgstr "사각 영역 설정" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Set Margin" msgstr "여백 설정" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Snap Mode:" msgstr "스냅 모드:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Pixel Snap" msgstr "픽셀 스냅" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Grid Snap" msgstr "격자 스냅" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Auto Slice" msgstr "자동 자르기" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Offset:" msgstr "오프셋:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Step:" msgstr "단계:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Separation:" msgstr "간격:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "TextureRegion" msgstr "텍스처 영역" #: editor/plugins/theme_editor_plugin.cpp msgid "Styleboxes" msgstr "스타일박스" #: editor/plugins/theme_editor_plugin.cpp msgid "{num} color(s)" msgstr "{num}색" #: editor/plugins/theme_editor_plugin.cpp msgid "No colors found." msgstr "색을 찾을 수 없습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "{num} constant(s)" msgstr "상수 {num}개" #: editor/plugins/theme_editor_plugin.cpp msgid "No constants found." msgstr "상수를 찾을 수 없습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "{num} font(s)" msgstr "글꼴 {num}개" #: editor/plugins/theme_editor_plugin.cpp msgid "No fonts found." msgstr "글꼴을 찾을 수 없습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "{num} icon(s)" msgstr "아이콘 {num}개" #: editor/plugins/theme_editor_plugin.cpp msgid "No icons found." msgstr "아이콘을 찾을 수 없습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "{num} stylebox(es)" msgstr "스타일박스 {num}개" #: editor/plugins/theme_editor_plugin.cpp msgid "No styleboxes found." msgstr "스타일박스를 찾을 수 없습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "{num} currently selected" msgstr "현재 선택 {num}개" #: editor/plugins/theme_editor_plugin.cpp msgid "Nothing was selected for the import." msgstr "가져올 것이 선택되지 않았습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Importing Theme Items" msgstr "테마 항목을 가져오는 중" #: editor/plugins/theme_editor_plugin.cpp msgid "Importing items {n}/{n}" msgstr "항목 {n}/{n}을 가져오는 중" #: editor/plugins/theme_editor_plugin.cpp msgid "Updating the editor" msgstr "에디터를 업데이트 중" #: editor/plugins/theme_editor_plugin.cpp msgid "Finalizing" msgstr "마무리 중" #: editor/plugins/theme_editor_plugin.cpp msgid "Filter:" msgstr "필터:" #: editor/plugins/theme_editor_plugin.cpp msgid "With Data" msgstr "데이터와 함께" #: editor/plugins/theme_editor_plugin.cpp msgid "Select by data type:" msgstr "데이터 타입별 선택:" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible color items." msgstr "보이는 모든 색상 항목을 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible color items and their data." msgstr "보이는 모든 색상 항목과 그 데이터를 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible color items." msgstr "보이는 모든 색상 항목을 선택 해제합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible constant items." msgstr "보이는 모든 상수 항목을 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible constant items and their data." msgstr "보이는 모든 상수 항목과 그 데이터를 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible constant items." msgstr "보이는 모든 상수 항목을 선택 해제합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible font items." msgstr "보이는 모든 글꼴 항목을 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible font items and their data." msgstr "보이는 모든 글꼴 항목과 그 데이터를 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible font items." msgstr "보이는 모든 글꼴 항목을 선택 해제합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible icon items." msgstr "보이는 모든 아이콘 항목을 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible icon items and their data." msgstr "보이는 모든 아이콘 항목과 그 데이터를 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible icon items." msgstr "보이는 모든 아이콘 항목을 선택 해제합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible stylebox items." msgstr "보이는 모든 스타일박스 항목을 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible stylebox items and their data." msgstr "보이는 모든 스타일박스 항목과 그 데이터를 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible stylebox items." msgstr "보이는 모든 스타일박스 항목을 선택 해제합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "" "Caution: Adding icon data may considerably increase the size of your Theme " "resource." msgstr "" "주의: 아이콘 데이터를 추가하면 테마 리소스의 크기가 상당히 커질 수 있습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Collapse types." msgstr "타입을 접습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Expand types." msgstr "타입을 펼칩니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select all Theme items." msgstr "모든 테마 항목을 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Select With Data" msgstr "데이터로 선택" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all Theme items with item data." msgstr "항목 데이터가 있는 모든 테마 항목을 선택합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect All" msgstr "모두 선택 해제" #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all Theme items." msgstr "모든 테마 항목을 선택 해제합니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Import Selected" msgstr "선택된 항목 가져오기" #: 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 "" "항목 가져오기 탭에 일부 항목이 선택되어 있습니다. 이 창을 닫으면 선택을 잃게 " "됩니다.\n" "무시하고 닫으시겠습니까?" #: 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 "" "테마의 항목을 편집하려면 목록에서 테마 타입을 선택하세요.\n" "커스텀 타입을 추가하거나 다른 테마의 항목과 함께 타입을 가져올 수 있습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Color Items" msgstr "모든 색상 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Item" msgstr "항목 이름 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Constant Items" msgstr "모든 상수 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Font Items" msgstr "모든 글꼴 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Icon Items" msgstr "모든 아이콘 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All StyleBox Items" msgstr "모든 스타일박스 항목 제거" #: 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 "" "이 테마 타입은 비어 있습니다.\n" "직접 또는 다른 테마에서 가져와서 테마에 더 많은 항목을 추가하세요." #: editor/plugins/theme_editor_plugin.cpp msgid "Add Color Item" msgstr "색상 항목 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Constant Item" msgstr "상수 항목 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Font Item" msgstr "글꼴 항목 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Icon Item" msgstr "아이콘 항목 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Stylebox Item" msgstr "스타일박스 항목 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Color Item" msgstr "색상 항목 이름 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Constant Item" msgstr "상수 항목 이름 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Font Item" msgstr "글꼴 항목 이름 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Icon Item" msgstr "아이콘 항목 이름 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Stylebox Item" msgstr "스타일박스 항목 이름 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Invalid file, not a Theme resource." msgstr "잘못된 파일, 테마 리소스가 아닙니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Invalid file, same as the edited Theme resource." msgstr "잘못된 파일, 편집된 테마 리소스와 같습니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Manage Theme Items" msgstr "테마 항목 관리" #: editor/plugins/theme_editor_plugin.cpp msgid "Edit Items" msgstr "항목 편집" #: editor/plugins/theme_editor_plugin.cpp msgid "Types:" msgstr "타입:" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Type:" msgstr "타입 추가:" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Item:" msgstr "항목 추가:" #: editor/plugins/theme_editor_plugin.cpp msgid "Add StyleBox Item" msgstr "스타일박스 항목 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Items:" msgstr "항목 제거:" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Class Items" msgstr "클래스 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Custom Items" msgstr "커스텀 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Items" msgstr "모든 항목 제거" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Theme Item" msgstr "테마 항목 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Old Name:" msgstr "이전 이름:" #: editor/plugins/theme_editor_plugin.cpp msgid "Import Items" msgstr "항목 가져오기" #: editor/plugins/theme_editor_plugin.cpp msgid "Default Theme" msgstr "디폴트 테마" #: editor/plugins/theme_editor_plugin.cpp msgid "Editor Theme" msgstr "테마 에디터" #: editor/plugins/theme_editor_plugin.cpp msgid "Select Another Theme Resource:" msgstr "다른 테마 리소스 선택:" #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Theme Resource" msgstr "리소스 이름 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Another Theme" msgstr "다른 테마" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Type" msgstr "타입 추가" #: 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 "사용 가능한 프로필:" #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Type name is empty!" msgstr "파일 이름이 비었습니다." #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Are you sure you want to create an empty type?" msgstr "두 개 이상의 프로젝트를 여시겠습니까?" #: editor/plugins/theme_editor_plugin.cpp msgid "Confirm Item Rename" msgstr "항목 이름 바꾸기 확인" #: editor/plugins/theme_editor_plugin.cpp msgid "Cancel Item Rename" msgstr "항목 이름 바꾸기 취소" #: editor/plugins/theme_editor_plugin.cpp msgid "Override Item" msgstr "항목 오버라이드" #: editor/plugins/theme_editor_plugin.cpp msgid "Unpin this StyleBox as a main style." msgstr "이 스타일박스를 주 스타일로 고정을 해제합니다." #: 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 "" "스타일박스를 주 스타일로 고정합니다. 속성을 편집하면 이 타입의 다른 모든 스타" "일박스에서 같은 속성이 업데이트됩니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Add Item Type" msgstr "항목 타입 추가" #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Set Variation Base Type" msgstr "변수 타입 설정" #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Set Base Type" msgstr "기본 타입 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Show Default" msgstr "디폴트 보이기" #: editor/plugins/theme_editor_plugin.cpp msgid "Show default type items alongside items that have been overridden." msgstr "오버라이드된 항목 옆에 디폴트 타입 항목을 보여줍니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Override All" msgstr "모두 오버라이드" #: editor/plugins/theme_editor_plugin.cpp msgid "Override all default type items." msgstr "모든 디폴트 타입 항목을 오버라이드합니다." #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Base Type" msgstr "기본 타입 바꾸기" #: editor/plugins/theme_editor_plugin.cpp msgid "Select the variation base type from a list of available types." msgstr "" #: editor/plugins/theme_editor_plugin.cpp msgid "" "A type associated with a built-in class cannot be marked as a variation of " "another type." msgstr "" #: editor/plugins/theme_editor_plugin.cpp msgid "Theme:" msgstr "테마:" #: editor/plugins/theme_editor_plugin.cpp msgid "Manage Items..." msgstr "항목 관리..." #: editor/plugins/theme_editor_plugin.cpp msgid "Add, remove, organize and import Theme items." msgstr "테마 항목을 추가, 제거, 구성 및 가져옵니다." #: editor/plugins/theme_editor_plugin.cpp msgid "Add Preview" msgstr "미리보기 추가" #: editor/plugins/theme_editor_plugin.cpp msgid "Default Preview" msgstr "디폴트 미리보기" #: editor/plugins/theme_editor_plugin.cpp msgid "Select UI Scene:" msgstr "UI 씬을 선택하세요:" #: editor/plugins/theme_editor_preview.cpp msgid "" "Toggle the control picker, allowing to visually select control types for " "edit." msgstr "" "컨트롤 선택기를 토글하여, 편집할 컨트롤 타입을 시각적으로 선택할 수 있게 합니" "다." #: editor/plugins/theme_editor_preview.cpp msgid "Toggle Button" msgstr "토글 버튼" #: editor/plugins/theme_editor_preview.cpp msgid "Disabled Button" msgstr "비활성화된 버튼" #: editor/plugins/theme_editor_preview.cpp msgid "Item" msgstr "항목" #: editor/plugins/theme_editor_preview.cpp msgid "Disabled Item" msgstr "비활성화된 항목" #: editor/plugins/theme_editor_preview.cpp msgid "Check Item" msgstr "체크 항목" #: editor/plugins/theme_editor_preview.cpp msgid "Checked Item" msgstr "체크된 항목" #: editor/plugins/theme_editor_preview.cpp msgid "Radio Item" msgstr "라디오 항목" #: editor/plugins/theme_editor_preview.cpp msgid "Checked Radio Item" msgstr "체크된 라디오 항목" #: editor/plugins/theme_editor_preview.cpp msgid "Named Separator" msgstr "이름 있는 구분자" #: editor/plugins/theme_editor_preview.cpp msgid "Submenu" msgstr "하위 메뉴" #: editor/plugins/theme_editor_preview.cpp msgid "Subitem 1" msgstr "하위 항목 1" #: editor/plugins/theme_editor_preview.cpp msgid "Subitem 2" msgstr "하위 항목 2" #: editor/plugins/theme_editor_preview.cpp msgid "Has" msgstr "갖춤" #: editor/plugins/theme_editor_preview.cpp msgid "Many" msgstr "많은" #: editor/plugins/theme_editor_preview.cpp msgid "Disabled LineEdit" msgstr "비활성화된 LineEdit" #: editor/plugins/theme_editor_preview.cpp msgid "Tab 1" msgstr "탭 1" #: editor/plugins/theme_editor_preview.cpp msgid "Tab 2" msgstr "탭 2" #: editor/plugins/theme_editor_preview.cpp msgid "Tab 3" msgstr "탭 3" #: editor/plugins/theme_editor_preview.cpp msgid "Editable Item" msgstr "편집할 수 있는 항목" #: editor/plugins/theme_editor_preview.cpp msgid "Subtree" msgstr "하위 트리" #: editor/plugins/theme_editor_preview.cpp msgid "Has,Many,Options" msgstr "갖춤,많은,옵션" #: editor/plugins/theme_editor_preview.cpp msgid "Invalid path, the PackedScene resource was probably moved or removed." msgstr "잘못된 경로, PackedScene 리소스가 이동되었거나 제거되었을 수 있습니다." #: editor/plugins/theme_editor_preview.cpp msgid "Invalid PackedScene resource, must have a Control node at its root." msgstr "잘못된 PackedScene 리소스, 루트에 컨트롤 노드가 있어야 합니다." #: editor/plugins/theme_editor_preview.cpp msgid "Invalid file, not a PackedScene resource." msgstr "잘못된 파일, PackedScene 리소스가 아닙니다." #: editor/plugins/theme_editor_preview.cpp msgid "Reload the scene to reflect its most actual state." msgstr "씬을 새로 고쳐 가장 실제 상태를 반영합니다." #: editor/plugins/tile_map_editor_plugin.cpp msgid "Erase Selection" msgstr "선택 항목 지우기" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Fix Invalid Tiles" msgstr "잘못된 타일 고치기" #: editor/plugins/tile_map_editor_plugin.cpp #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cut Selection" msgstr "선택 항목 잘라내기" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Paint TileMap" msgstr "타일맵 칠하기" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Line Draw" msgstr "선 그리기" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Rectangle Paint" msgstr "사각 영역 칠하기" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Bucket Fill" msgstr "버킷 채우기" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Erase TileMap" msgstr "타일맵 지우기" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Find Tile" msgstr "타일 찾기" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Transpose" msgstr "행렬 맞바꾸기" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Disable Autotile" msgstr "오토타일 비활성화" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Enable Priority" msgstr "우선 순위 활성화" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Filter tiles" msgstr "타일 필터" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Give a TileSet resource to this TileMap to use its tiles." msgstr "타일을 사용하려면 이 TileMap에게 TileSet 리소스를 주세요." #: editor/plugins/tile_map_editor_plugin.cpp msgid "Paint Tile" msgstr "타일 칠하기" #: editor/plugins/tile_map_editor_plugin.cpp msgid "" "Shift+LMB: Line Draw\n" "Shift+Command+LMB: Rectangle Paint" msgstr "" "Shift+좌클릭: 선 그리기\n" "Shift+Command+좌클릭: 사각 영역 칠하기" #: editor/plugins/tile_map_editor_plugin.cpp msgid "" "Shift+LMB: Line Draw\n" "Shift+Ctrl+LMB: Rectangle Paint" msgstr "" "Shift+좌클릭: 선 그리기\n" "Shift+Ctrl+좌클릭: 사각 영역 칠하기" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Pick Tile" msgstr "타일 선택" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Rotate Left" msgstr "왼쪽으로 회전" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Rotate Right" msgstr "오른쪽으로 회전" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Flip Horizontally" msgstr "수평으로 뒤집기" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Flip Vertically" msgstr "수직으로 뒤집기" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Clear Transform" msgstr "변형 지우기" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Add Texture(s) to TileSet." msgstr "TileSet에 텍스처를 추가합니다." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove selected Texture from TileSet." msgstr "선택된 텍스처를 TileSet에서 제거합니다." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create from Scene" msgstr "씬에서 만들기" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Merge from Scene" msgstr "씬에서 병합하기" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Single Tile" msgstr "새 단일 타일" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Autotile" msgstr "새 오토타일" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Atlas" msgstr "새 아틀라스" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Next Coordinate" msgstr "다음 좌표" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Select the next shape, subtile, or Tile." msgstr "다음 모양, 하위 타일, 혹은 타일을 선택하세요." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Previous Coordinate" msgstr "이전 좌표" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Select the previous shape, subtile, or Tile." msgstr "이전 모양, 하위 타일, 혹은 타일을 선택하세요." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Region" msgstr "영역" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Collision" msgstr "콜리전" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Occlusion" msgstr "어클루전" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Navigation" msgstr "네비게이션" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Bitmask" msgstr "비트 마스크" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Priority" msgstr "우선 순위" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Icon" msgstr "아이콘" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Z Index" msgstr "Z 인덱스" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Region Mode" msgstr "영역 모드" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Collision Mode" msgstr "콜리전 모드" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Occlusion Mode" msgstr "어클루전 모드" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Navigation Mode" msgstr "내비게이션 모드" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Bitmask Mode" msgstr "비트 마스크 모드" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Priority Mode" msgstr "우선 순위 모드" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Icon Mode" msgstr "아이콘 모드" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Z Index Mode" msgstr "Z 인덱스 모드" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Copy bitmask." msgstr "비트 마스크를 복사합니다." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Paste bitmask." msgstr "비트 마스크를 붙여넣습니다." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Erase bitmask." msgstr "비트 마스크를 지웁니다." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create a new rectangle." msgstr "새로운 사각 영역을 만듭니다." #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Rectangle" msgstr "새 사각 영역" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create a new polygon." msgstr "새로운 폴리곤을 만듭니다." #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Polygon" msgstr "새 폴리곤" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Delete Selected Shape" msgstr "선택된 모양 삭제" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Keep polygon inside region Rect." msgstr "사각형 영역 안에 폴리곤을 유지합니다." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Enable snap and show grid (configurable via the Inspector)." msgstr "스냅을 활성화하고 격자를 보여줍니다 (인스펙터를 통해 구성함)." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Display Tile Names (Hold Alt Key)" msgstr "타일 이름 보이기 (Alt키를 누르세요)" #: 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 "" "타일을 경계에 맞게 편집하려면 왼쪽 패널에서 텍스처를 추가하거나 선택하세요." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove selected texture? This will remove all tiles which use it." msgstr "" "선택한 텍스처를 제거하시겠습니까? 이 텍스처를 사용하는 모든 타일도 제거됩니" "다." #: editor/plugins/tile_set_editor_plugin.cpp msgid "You haven't selected a texture to remove." msgstr "제거할 텍스처를 선택하지 않았습니다." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create from scene? This will overwrite all current tiles." msgstr "씬에서 만드시겠습니까? 모든 현재 파일을 덮어 씌울 것입니다." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Merge from scene?" msgstr "씬에서 병합하시겠습니까?" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Texture" msgstr "텍스처 제거" #: editor/plugins/tile_set_editor_plugin.cpp msgid "%s file(s) were not added because was already on the list." msgstr "%s 파일이 이미 목록에 있어서 추가하지 않았습니다." #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Drag handles to edit Rect.\n" "Click on another Tile to edit it." msgstr "" "핸들을 드래그하여 사각형을 편집합니다.\n" "다른 타일을 편집하려면 클릭하세요." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Delete selected Rect." msgstr "선택한 사각형을 삭제합니다." #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select current edited sub-tile.\n" "Click on another Tile to edit it." msgstr "" "현재 편집한 하위 타일을 선택합니다.\n" "다른 타일을 편집하려면 클릭하세요." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Delete polygon." msgstr "폴리곤을 삭제합니다." #: 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 "" "좌클릭: 비트를 켭니다.\n" "우클릭: 비트를 끕니다.\n" "Shift+좌클릭: 와일드카드 비트를 설정합니다.\n" "다른 타일을 편집하려면 클릭하세요." #: 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 "" "아이콘으로 쓸 하위 타일을 선택하세요. 이것은 잘못된 오토타일 바인딩에도 사용" "됩니다.\n" "다른 타일을 편집하려면 클릭하세요." #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select sub-tile to change its priority.\n" "Click on another Tile to edit it." msgstr "" "하위 타일을 선택해서 우선 순위를 바꿉니다.\n" "다른 타일을 편집하려면 클릭하세요." #: 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 "" "하위 타일을 선택해서 Z 인덱스를 바꿉니다.\n" "다른 타일을 편집하려면 클릭하세요." #: editor/plugins/tile_set_editor_plugin.cpp msgid "Set Tile Region" msgstr "타일 영역 설정" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Tile" msgstr "타일 만들기" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Set Tile Icon" msgstr "타일 아이콘 설정" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Tile Bitmask" msgstr "타일 비트 마스크 편집" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Collision Polygon" msgstr "콜리전 폴리곤 편집" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Occlusion Polygon" msgstr "어클루전 폴리곤 편집" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Navigation Polygon" msgstr "내비게이션 폴리곤 편집" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Paste Tile Bitmask" msgstr "타일 비트 마스크 붙여넣기" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Clear Tile Bitmask" msgstr "타일 비트 마스크 지우기" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Make Polygon Concave" msgstr "오목한 폴리곤 만들기" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Make Polygon Convex" msgstr "폴리곤을 볼록하게 만들기" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Tile" msgstr "타일 제거" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Collision Polygon" msgstr "콜리전 폴리곤 제거" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Occlusion Polygon" msgstr "어클루전 폴리곤 제거" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Navigation Polygon" msgstr "내비게이션 폴리곤 제거" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Tile Priority" msgstr "필터 우선 순위 편집" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Tile Z Index" msgstr "타일 Z 인덱스 편집" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Make Convex" msgstr "볼록하게 만들기" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Make Concave" msgstr "오목하게 만들기" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Collision Polygon" msgstr "콜리전 폴리곤 만들기" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Occlusion Polygon" msgstr "어클루전 폴리곤 만들기" #: editor/plugins/tile_set_editor_plugin.cpp msgid "This property can't be changed." msgstr "이 속성은 바꿀 수 없습니다." #: editor/plugins/tile_set_editor_plugin.cpp msgid "TileSet" msgstr "타일셋" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "No VCS plugins are available." msgstr "이용할 수 있는 버전 관리 시스템(VCS)이 없습니다." #: editor/plugins/version_control_editor_plugin.cpp msgid "Error" msgstr "오류" #: 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 "이름을 제공하지 않았습니다." #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit" msgstr "커밋" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Staged Changes" msgstr "셰이더 바꾸기:" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Unstaged Changes" msgstr "셰이더 바꾸기:" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Commit:" msgstr "커밋" #: editor/plugins/version_control_editor_plugin.cpp msgid "Date:" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Subtitle:" msgstr "하위 트리" #: 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 "두 개 이상의 프로젝트를 여시겠습니까?" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Apply" msgstr "재설정 적용" #: editor/plugins/version_control_editor_plugin.cpp msgid "Version Control System" msgstr "버전 관리 시스템" #: editor/plugins/version_control_editor_plugin.cpp msgid "Initialize" msgstr "초기화" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Remote Login" msgstr "점 제거" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Username" msgstr "이름 바꾸기" #: 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 "새 변경사항 감지" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Discard all changes" msgstr "변경사항을 저장하고 닫을까요?" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Stage all changes" msgstr "로컬 변경사항을 저장하는 중..." #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Unstage all changes" msgstr "머티리얼 바꾸기:" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Commit Message" msgstr "커밋 변경사항" #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit Changes" msgstr "커밋 변경사항" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Commit List" msgstr "커밋" #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit list size" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Branches" msgstr "일치함:" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Create New Branch" msgstr "새 프로젝트 만들기" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Remove Branch" msgstr "애니메이션 트랙 제거" #: editor/plugins/version_control_editor_plugin.cpp msgid "Branch Name" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Remotes" msgstr "원격" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Create New Remote" msgstr "새 프로젝트 만들기" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Remove Remote" msgstr "항목 제거" #: editor/plugins/version_control_editor_plugin.cpp msgid "Remote Name" msgstr "원격 이름" #: editor/plugins/version_control_editor_plugin.cpp msgid "Remote URL" msgstr "원격 URL" #: 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 "원본 메시:" #: editor/plugins/version_control_editor_plugin.cpp msgid "Modified" msgstr "수정됨" #: editor/plugins/version_control_editor_plugin.cpp msgid "Renamed" msgstr "이름 변경됨" #: editor/plugins/version_control_editor_plugin.cpp msgid "Deleted" msgstr "삭제됨" #: editor/plugins/version_control_editor_plugin.cpp msgid "Typechange" msgstr "타입체인지" #: editor/plugins/version_control_editor_plugin.cpp msgid "Unmerged" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "View:" msgstr "보기" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Split" msgstr "경로 가르기" #: editor/plugins/version_control_editor_plugin.cpp #, fuzzy msgid "Unified" msgstr "수정됨" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "(GLES3 only)" msgstr "(GLES3만 가능)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Output" msgstr "출력 추가" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar" msgstr "스칼라" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector" msgstr "벡터" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean" msgstr "불리언" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sampler" msgstr "샘플러" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add input port" msgstr "입력 포트 추가" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add output port" msgstr "출력 포트 추가" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change input port type" msgstr "입력 포트 타입 바꾸기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change output port type" msgstr "출력 포트 타입 바꾸기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change input port name" msgstr "입력 포트 이름 바꾸기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change output port name" msgstr "출력 포트 이름 바꾸기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Remove input port" msgstr "입력 포트 제거" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Remove output port" msgstr "출력 포트 제거" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set expression" msgstr "표현식 설정" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Resize VisualShader node" msgstr "비주얼셰이더 노드 크기 조정" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set Uniform Name" msgstr "Uniform 이름 설정" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set Input Default Port" msgstr "입력 디폴트 포트 설정" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Node to Visual Shader" msgstr "노드를 비주얼 셰이더에 추가" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Node(s) Moved" msgstr "노드 이동됨" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Duplicate Nodes" msgstr "노드 복제" #: editor/plugins/visual_shader_editor_plugin.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Paste Nodes" msgstr "노드 붙여넣기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Delete Nodes" msgstr "노드 삭제" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Visual Shader Input Type Changed" msgstr "비주얼 셰이더 입력 타입 변경됨" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "UniformRef Name Changed" msgstr "UniformRef 이름 변경됨" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vertex" msgstr "꼭짓점" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Fragment" msgstr "프래그먼트" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Light" msgstr "라이트" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Show resulted shader code." msgstr "결과 셰이더 코드를 보여줍니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Create Shader Node" msgstr "셰이더 노드 만들기" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color function." msgstr "색상 함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color operator." msgstr "색상 연산자." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Grayscale function." msgstr "회색조 함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts HSV vector to RGB equivalent." msgstr "HSV 벡터를 RGB로 변환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts RGB vector to HSV equivalent." msgstr "RGB 벡터를 HSV로 변환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sepia function." msgstr "세피아 함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Burn operator." msgstr "번 연산자." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Darken operator." msgstr "어두움 연산자." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Difference operator." msgstr "차이 연산자." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Dodge operator." msgstr "닷지 연산자." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "HardLight operator." msgstr "하드 라이트 연산자." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Lighten operator." msgstr "Lighten 연산자." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Overlay operator." msgstr "오버레이 연산자." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Screen operator." msgstr "화면 연산자." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "SoftLight operator." msgstr "소프트 라이트 연산자." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color constant." msgstr "색상 상수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color uniform." msgstr "색상 Uniform." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the boolean result of the %s comparison between two parameters." msgstr "두 매개변수 사이 %s 비교의 불리언 결과 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Equal (==)" msgstr "같다 (==)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Greater Than (>)" msgstr "보다 더 크다 (>)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Greater Than or Equal (>=)" msgstr "보다 크거나 같다 (>=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated vector if the provided scalars are equal, greater or " "less." msgstr "제공된 스칼라가 같거나, 더 크거나, 더 작으면 관련 벡터를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between INF and a scalar " "parameter." msgstr "INF(무한)과 스칼라 매개변수 사이 비교의 불리언 결과 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between NaN and a scalar " "parameter." msgstr "" "NaN(숫자 아님)과 스칼라 매개변수 사이 비교의 불리언 결과 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Less Than (<)" msgstr "보다 더 작다 (<)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Less Than or Equal (<=)" msgstr "보다 작거나 같다 (<=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Not Equal (!=)" msgstr "같지 않다 (!=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated vector if the provided boolean value is true or false." msgstr "불리언 값이 참이거나 거짓이면 관련 벡터를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated scalar if the provided boolean value is true or false." msgstr "불리언 값이 참이거나 거짓이면 관련 스칼라를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the boolean result of the comparison between two parameters." msgstr "두 매개변수 사이 비교의 불리언 결과 값을 반환합니다." #: 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(무한) (또는 NaN(숫자 아님))과 스칼라 매개변수 사이 비교의 불리언 결과 값" "을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean constant." msgstr "불리언 상수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean uniform." msgstr "불리언 Uniform." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for all shader modes." msgstr "모든 셰이더 모드에 대한 '%s' 입력 매개변수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Input parameter." msgstr "입력 매개변수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex and fragment shader modes." msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 '%s' 입력 매개변수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for fragment and light shader modes." msgstr "프래그먼트와 라이트 셰이더 모드에 대한 '%s' 입력 매개변수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for fragment shader mode." msgstr "프래그먼트 셰이더 모드에 대한 '%s' 입력 매개변수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for light shader mode." msgstr "조명 셰이더 모드에 대한 '%s' 입력 매개변수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex shader mode." msgstr "꼭짓점 셰이더 모드에 대한 '%s' 입력 매개변수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex and fragment shader mode." msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 '%s' 입력 매개변수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar function." msgstr "스칼라 함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar operator." msgstr "스칼라 연산자." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "E constant (2.718282). Represents the base of the natural logarithm." msgstr "E 상수 (2.718282). 자연 로그의 밑을 나타냄." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Epsilon constant (0.00001). Smallest possible scalar number." msgstr "Epsilon 상수 (0.00001). 스칼라 수에서 가능한 가장 작은 수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Phi constant (1.618034). Golden ratio." msgstr "Phi 상수 (1.618034). 황금 비율." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi/4 constant (0.785398) or 45 degrees." msgstr "Pi/4 상수 (0.785398) 혹은 45도." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi/2 constant (1.570796) or 90 degrees." msgstr "Pi/2 상수 (1.570796) 혹은 90도." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi constant (3.141593) or 180 degrees." msgstr "Pi 상수 (3.141593) 혹은 180도." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Tau constant (6.283185) or 360 degrees." msgstr "Tau 상수 (6.283185) 혹은 360도." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sqrt2 constant (1.414214). Square root of 2." msgstr "Sqrt2 상수 (1.414214). 2의 제곱근." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the absolute value of the parameter." msgstr "매개변수의 절대값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-cosine of the parameter." msgstr "매개변수의 아크코사인 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic cosine of the parameter." msgstr "매개변수의 역쌍곡코사인 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-sine of the parameter." msgstr "매개변수의 아크사인 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic sine of the parameter." msgstr "매개변수의 역쌍곡사인 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-tangent of the parameter." msgstr "매개변수의 아크탄젠트 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-tangent of the parameters." msgstr "매개변수들의 아크탄젠트 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "매개변수의 역쌍곡탄젠트 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Finds the nearest integer that is greater than or equal to the parameter." msgstr "매개변수보다 크거나 같은 가장 가까운 정수를 찾습니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Constrains a value to lie between two further values." msgstr "떨어져 있는 두 값 사이에 놓이는 값을 제한합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the cosine of the parameter." msgstr "매개변수의 코사인 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic cosine of the parameter." msgstr "매개변수의 쌍곡코사인 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts a quantity in radians to degrees." msgstr "각도 단위를 라디안에서 도로 변환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-e Exponential." msgstr "e가 밑인 지수 함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-2 Exponential." msgstr "2가 밑인 지수 함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest integer less than or equal to the parameter." msgstr "매개변수보다 적거나 같은 가장 가까운 정수를 찾습니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Computes the fractional part of the argument." msgstr "인수의 소수 부분을 계산합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse of the square root of the parameter." msgstr "매개변수의 제곱근 역함수 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Natural logarithm." msgstr "자연로그." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-2 logarithm." msgstr "2가 밑인 로그 함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the greater of two values." msgstr "두 값 중 더 큰 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the lesser of two values." msgstr "두 값 중 더 작은 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two scalars." msgstr "두 스칼라 값 사이 선형 보간." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the opposite value of the parameter." msgstr "매개변수의 반대 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 - scalar" msgstr "1.0 - 스칼라" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the value of the first parameter raised to the power of the second." msgstr "첫 번째 매개변수를 두 번째 매개변수로 제곱한 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts a quantity in degrees to radians." msgstr "각도 단위를 도에서 라디안으로 변환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 / scalar" msgstr "1.0 / 스칼라" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest integer to the parameter." msgstr "매개변수에서 가장 가까운 정수를 찾습니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest even integer to the parameter." msgstr "매개변수에서 가장 가까운 짝수 정수를 찾습니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Clamps the value between 0.0 and 1.0." msgstr "값을 0.0에서 1.0 사이로 고정합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Extracts the sign of the parameter." msgstr "매개변수의 부호를 추출합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the sine of the parameter." msgstr "매개변수의 사인 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic sine of the parameter." msgstr "매개변수의 쌍곡사인 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the square root of the parameter." msgstr "매개변수의 제곱근을 반환합니다." #: 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 함수( 스칼라(edge0), 스칼라(edge1), 스칼라(x) ).\n" "\n" "'x'가 'edge0'보다 작으면 0.0을 반환하고, 'edge1'보다 크면 1.0을 반환합니다. " "그렇지 않은 경우, 에르미트 다항식을 통해반환값을 0.0과 1.0사이로 보간합니다." #: 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 함수( 스칼라(edge), 스칼라(x) ).\n" "\n" "'x'가 'edge'보다 작으면 0.0을 반환하고 그렇지 않으면 1.0을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the tangent of the parameter." msgstr "매개변수의 탄젠트 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic tangent of the parameter." msgstr "매개변수의 쌍곡탄젠트 값을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the truncated value of the parameter." msgstr "매개변수의 절사된 값을 찾습니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Adds scalar to scalar." msgstr "스칼라에 스칼라를 더합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides scalar by scalar." msgstr "스칼라를 스칼라로 나눕니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies scalar by scalar." msgstr "스칼라를 스칼라로 곱합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the remainder of the two scalars." msgstr "두 스칼라의 나머지를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts scalar from scalar." msgstr "스칼라에서 스칼라를 뺍니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar constant." msgstr "스칼라 상수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar uniform." msgstr "스칼라 Uniform." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Perform the cubic texture lookup." msgstr "세제곱 텍스처 룩업을 수행합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Perform the texture lookup." msgstr "텍스처 룩업을 수행합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Cubic texture uniform lookup." msgstr "세제곱 텍스처 Uniform 룩업." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "2D texture uniform lookup." msgstr "2D 텍스처 Uniform 룩업." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "2D texture uniform lookup with triplanar." msgstr "Triplanar가 적용된 2D 텍스처 Uniform 룩업 ." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform function." msgstr "변형 함수." #: 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 "" "벡터 한 쌍의 외적을 계산합니다.\n" "\n" "OuterProduct는 첫 매개변수 'c'를 열 벡터로 취급하고 (1열로 이루어진 행렬) 두 " "번째 매개변수 'r'을 행 벡터로 취급합니다 (1행으로 이루어진 행렬), 그리고 선" "형 대수 행렬에 'c * r'을 곱해서 행렬을 산출하는데, 행 수는 'c'의 컴포넌트 수" "이고 열 수는 'r'의 컴포넌트 수가 됩니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Composes transform from four vectors." msgstr "4개의 벡터로 변형을 합성합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Decomposes transform to four vectors." msgstr "변형을 4개의 벡터로 분해합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the determinant of a transform." msgstr "변형의 행렬식을 계산합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the inverse of a transform." msgstr "변형의 역함수를 계산합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the transpose of a transform." msgstr "변형의 전치를 계산합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies transform by transform." msgstr "변형에 변형을 곱합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies vector by transform." msgstr "변형에 벡터를 곱합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform constant." msgstr "변형 상수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform uniform." msgstr "변형 Uniform." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector function." msgstr "벡터 함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector operator." msgstr "벡터 연산자." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Composes vector from three scalars." msgstr "세 개의 스칼라로 벡터를 합성합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Decomposes vector to three scalars." msgstr "벡터를 세 개의 스칼라로 분해합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the cross product of two vectors." msgstr "두 벡터의 벡터곱 값을 계산합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the distance between two points." msgstr "두 점 사이의 거리를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the dot product of two vectors." msgstr "두 벡터의 스칼라곱 값을 계산합니다." #: 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 "" "같은 방향을 가리키는 벡터를 참조 벡터로 반환합니다. 함수에는 세 개의 벡터 매" "개변수가 있습니다 : 방향을 지정하는 벡터 N, 인시던트 벡터 I, 그리고 참조 벡" "터 Nref. 만약 I와 Nref가 0의 벡터곱이 0보다 작다면 반환값은 N이 됩니다. 그렇" "지 않으면 -N이 반환됩니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the length of a vector." msgstr "벡터의 길이를 계산합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two vectors." msgstr "두 벡터 간의 선형 보간." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two vectors using scalar." msgstr "스칼라를 사용하 두 벡터 간의 선형 보간." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the normalize product of vector." msgstr "벡터의 노멀 값을 계산합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 - vector" msgstr "1.0 - 벡터" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 / vector" msgstr "1.0 / 벡터" #: 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 "" "반사 방향을 가리키는 벡터를 반환합니다 (a : 인시던트 벡터, b : 노멀 벡터)." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the vector that points in the direction of refraction." msgstr "반사 방향을 가리키는 벡터를 반환합니다." #: 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 함수( 벡터(edge0), 벡터(edge1), 벡터(x) ).\n" "\n" "'x'가 'edge0'보다 작으면 0.0을, 'x'가 'edge1'보다 크면 1.0을 반환합니다. 그렇" "지 않은 경우 에르미트 다항식으로 반환값을 0.0과 1.0 사이로 보간합니다." #: 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 함수( 스칼라(edge0), 스칼라(edge1), 벡터(x) ).\n" "\n" "'x'가 'edge0'보다 작으면 0.0을, 'x'가 'edge1'보다 크면 1.0을 반환합니다. 그렇" "지 않은 경우 에르미트 다항식으로 반환값을 0.0과 1.0 사이로 보간합니다." #: 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 함수( 벡터(edge), 벡터(x) ).\n" "\n" "'x'가 'edge'보다 작으면 0.0을 반환하고, 그렇지 않은 경우 1.0을 반환합니다." #: 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 함수( 스칼라(edge), 벡터(x) ).\n" "\n" "'x'가 'edge'보다 작으면 0.0을 반환하고, 그렇지 않은 경우 1.0을 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Adds vector to vector." msgstr "벡터에 벡터를 더합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides vector by vector." msgstr "벡터를 벡터로 나눕니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies vector by vector." msgstr "벡터를 벡터로 곱합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the remainder of the two vectors." msgstr "두 벡터의 나머지를 반환합니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts vector from vector." msgstr "벡터에서 벡터를 뺍니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector constant." msgstr "벡터 상수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector uniform." msgstr "벡터 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 "" "커스텀 입력 및 출력 포트로 이루어진, 커스텀 Godot 셰이더 언어 표현식. 꼭짓점/" "프래그먼트/라이트 함수에 직접 코드를 넣는 것이므로 코드 안에 함수 선언을 작성" "하는 용도로 쓰지 마세요." #: 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 "" "표면의 법선 벡터와 카메라가 바라보는 방향 벡터의 내적을 기반으로 한 폴오프를 " "반환합니다. (폴오프와 관련된 입력을 전달함)." #: 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 "" "결과 셰이더 위에 배치되는, 커스텀 Godot 셰이더 언어 표현식. 안에 다양한 함수 " "선언을 작성하고 표현식에서 호출할 수 있습니다. Varying, Uniform, 상수도 선언" "할 수 있습니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "A reference to an existing uniform." msgstr "기존 Uniform에 대한 참조입니다." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "(Fragment/Light mode only) Scalar derivative function." msgstr "(프래그먼트/라이트 모드만 가능) 스칼라 미분 함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "(Fragment/Light mode only) Vector derivative function." msgstr "(프래그먼트/라이트 모드만 가능) 벡터 미분 함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'x' using local " "differencing." msgstr "" "(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'x'의 (벡터) 도함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'x' using local " "differencing." msgstr "" "(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'x'의 (스칼라) 도함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'y' using local " "differencing." msgstr "" "(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'y'의 (벡터) 도함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'y' using local " "differencing." msgstr "" "(프래그먼트/라이트 모드만 가능) 지역 차분을 이용한 'y'의 (스칼라) 도함수." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " "'y'." msgstr "(프래그먼트/라이트 모드만 가능) (벡터) 'x'와 'y'의 절대 미분 값의 합." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " "'y'." msgstr "" "(프래그먼트/라이트 모드만 가능) (스칼라) 'x'와 'y'의 절대 미분 값의 합." #: editor/plugins/visual_shader_editor_plugin.cpp msgid "VisualShader" msgstr "비주얼셰이더" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Edit Visual Property:" msgstr "비주얼 속성 편집:" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Visual Shader Mode Changed" msgstr "비주얼 셰이더 모드 변경됨" #: editor/project_export.cpp msgid "Runnable" msgstr "실행가능" #: editor/project_export.cpp msgid "Delete preset '%s'?" msgstr "'%s' 프리셋을 삭제하시겠습니까?" #: editor/project_export.cpp msgid "" "Failed to export the project for platform '%s'.\n" "Export templates seem to be missing or invalid." msgstr "" "'%s' 플랫폼에 프로젝트를 내보낼 수 없습니다.\n" "내보내기 템플릿이 누락되거나 잘못된 것 같습니다." #: 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 "" "'%s' 플랫폼에 프로젝트를 내보낼 수 없습니다.\n" "내보내기 프리셋이나 내보내기 설정의 문제인 것 같습니다." #: editor/project_export.cpp msgid "Release" msgstr "출시" #: editor/project_export.cpp msgid "Exporting All" msgstr "모두 내보내기" #: editor/project_export.cpp msgid "The given export path doesn't exist:" msgstr "주어진 내보내기 경로가 없음:" #: editor/project_export.cpp msgid "Export templates for this platform are missing/corrupted:" msgstr "이 플랫폼의 내보내기 템플릿이 누락됨/손상됨:" #: editor/project_export.cpp msgid "Presets" msgstr "프리셋" #: editor/project_export.cpp editor/project_settings_editor.cpp msgid "Add..." msgstr "추가..." #: 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 "" "체크하면 프리셋은 원 클릭 배포로 사용할 수 있게 됩니다.\n" "플랫폼 당 하나의 프리셋만 실행 가능하다고 표시될 것입니다." #: editor/project_export.cpp msgid "Export Path" msgstr "경로 내보내기" #: editor/project_export.cpp msgid "Resources" msgstr "리소스" #: editor/project_export.cpp msgid "Export all resources in the project" msgstr "프로젝트의 모든 리소스 내보내기" #: editor/project_export.cpp msgid "Export selected scenes (and dependencies)" msgstr "선택한 씬 내보내기 (종속된 리소스 포함)" #: editor/project_export.cpp msgid "Export selected resources (and dependencies)" msgstr "선택한 리소스 내보내기 (종속된 리소스 포함)" #: editor/project_export.cpp msgid "Export Mode:" msgstr "내보내기 모드:" #: editor/project_export.cpp msgid "Resources to export:" msgstr "내보내는 리소스:" #: editor/project_export.cpp msgid "" "Filters to export non-resource files/folders\n" "(comma-separated, e.g: *.json, *.txt, docs/*)" msgstr "" "리소스가 아닌 파일/폴더 내보내기 필터\n" "(쉼표로 구분, 예: *.json, *.txt, docs/*)" #: editor/project_export.cpp msgid "" "Filters to exclude files/folders from project\n" "(comma-separated, e.g: *.json, *.txt, docs/*)" msgstr "" "프로젝트에서 제외할 파일/폴더 필터\n" "(쉼표로 구분, 예: *.json, *.txt, docs/*)" #: editor/project_export.cpp msgid "Features" msgstr "기능" #: editor/project_export.cpp msgid "Custom (comma-separated):" msgstr "커스텀(쉼표로 구분):" #: editor/project_export.cpp msgid "Feature List:" msgstr "기능 목록:" #: editor/project_export.cpp msgid "Script" msgstr "스크립트" #: editor/project_export.cpp msgid "GDScript Export Mode:" msgstr "GDScript 내보내기 모드:" #: editor/project_export.cpp msgid "Text" msgstr "텍스트" #: editor/project_export.cpp msgid "Compiled Bytecode (Faster Loading)" msgstr "컴파일된 바이트코드 (더 빠른 불러오기)" #: editor/project_export.cpp msgid "Encrypted (Provide Key Below)" msgstr "암호화 (아래에 키가 필요합니다)" #: editor/project_export.cpp msgid "Invalid Encryption Key (must be 64 hexadecimal characters long)" msgstr "잘못된 암호화 키 (길이가 16진수 형식의 64자이어야 합니다)" #: editor/project_export.cpp msgid "GDScript Encryption Key (256-bits as hexadecimal):" msgstr "GDScript 암호화 키 (256-비트를 16진수 형식으로):" #: editor/project_export.cpp msgid "Export PCK/Zip" msgstr "PCK/Zip 내보내기" #: editor/project_export.cpp msgid "Export Project" msgstr "프로젝트 내보내기" #: editor/project_export.cpp msgid "Export mode?" msgstr "내보내기 모드?" #: editor/project_export.cpp msgid "Export All" msgstr "모두 내보내기" #: editor/project_export.cpp editor/project_manager.cpp msgid "ZIP File" msgstr "ZIP 파일" #: editor/project_export.cpp msgid "Godot Game Pack" msgstr "Godot 게임 팩" #: editor/project_export.cpp msgid "Export templates for this platform are missing:" msgstr "이 플랫폼에 대한 내보내기 템플릿이 누락됨:" #: editor/project_export.cpp msgid "Manage Export Templates" msgstr "내보내기 템플릿 관리" #: editor/project_export.cpp msgid "Export With Debug" msgstr "디버그와 함께 내보내기" #: editor/project_manager.cpp msgid "The path specified doesn't exist." msgstr "지정한 경로가 없습니다." #: editor/project_manager.cpp msgid "Error opening package file (it's not in ZIP format)." msgstr "패키지 파일을 여는 중 오류 (ZIP 형식이 아닙니다)." #: editor/project_manager.cpp msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "" "잘못된 \".zip\" 프로젝트 파일입니다. \"project.godot\" 파일이 들어있지 않습니" "다." #: editor/project_manager.cpp msgid "Please choose an empty folder." msgstr "비어있는 폴더를 선택해주세요." #: editor/project_manager.cpp msgid "Please choose a \"project.godot\" or \".zip\" file." msgstr "\"project.godot\" 파일 또는 \".zip\" 파일을 선택해주세요." #: editor/project_manager.cpp msgid "This directory already contains a Godot project." msgstr "디렉토리에 Godot 프로젝트가 이미 존재합니다." #: editor/project_manager.cpp msgid "New Game Project" msgstr "새 게임 프로젝트" #: editor/project_manager.cpp msgid "Imported Project" msgstr "가져온 프로젝트" #: editor/project_manager.cpp msgid "Invalid project name." msgstr "잘못된 프로젝트 이름입니다." #: editor/project_manager.cpp msgid "Couldn't create folder." msgstr "폴더를 만들 수 없습니다." #: editor/project_manager.cpp msgid "There is already a folder in this path with the specified name." msgstr "이미 이 경로에 이 이름과 같은 폴더가 있습니다." #: editor/project_manager.cpp msgid "It would be a good idea to name your project." msgstr "프로젝트 이름을 정하는 게 좋을 것입니다." #: editor/project_manager.cpp msgid "Invalid project path (changed anything?)." msgstr "잘못된 프로젝트 경로 (무언가를 변경하셨습니까?)." #: editor/project_manager.cpp msgid "" "Couldn't load project.godot in project path (error %d). It may be missing or " "corrupted." msgstr "" "프로젝트 경로에서 project.godot을 불러올 수 없습니다 (오류 %d). 누락되거나 손" "상된 모양입니다." #: editor/project_manager.cpp msgid "Couldn't edit project.godot in project path." msgstr "프로젝트 경로에서 project.godot 파일을 편집할 수 없습니다." #: editor/project_manager.cpp msgid "Couldn't create project.godot in project path." msgstr "프로젝트 경로에서 project.godot 파일을 만들 수 없습니다." #: editor/project_manager.cpp msgid "Error opening package file, not in ZIP format." msgstr "패키지 파일을 여는 중 오류. ZIP 형식이 아닙니다." #: editor/project_manager.cpp msgid "The following files failed extraction from package:" msgstr "다음 파일을 패키지에서 추출하는데 실패함:" #: editor/project_manager.cpp msgid "Package installed successfully!" msgstr "패키지를 성공적으로 설치했습니다!" #: editor/project_manager.cpp msgid "Rename Project" msgstr "프로젝트 이름 바꾸기" #: editor/project_manager.cpp msgid "Import Existing Project" msgstr "기존 프로젝트 가져오기" #: editor/project_manager.cpp msgid "Import & Edit" msgstr "가져오기 & 편집" #: editor/project_manager.cpp msgid "Create New Project" msgstr "새 프로젝트 만들기" #: editor/project_manager.cpp msgid "Create & Edit" msgstr "만들기 & 편집" #: editor/project_manager.cpp msgid "Install Project:" msgstr "프로젝트 설치:" #: editor/project_manager.cpp msgid "Install & Edit" msgstr "설치 & 편집" #: editor/project_manager.cpp msgid "Project Name:" msgstr "프로젝트 이름:" #: editor/project_manager.cpp msgid "Project Path:" msgstr "프로젝트 경로:" #: editor/project_manager.cpp msgid "Project Installation Path:" msgstr "프로젝트 설치 경로:" #: editor/project_manager.cpp msgid "Renderer:" msgstr "렌더러:" #: 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 "당신의 GPU 드라이버에 의해 지원되지 않습니다." #: editor/project_manager.cpp msgid "" "Higher visual quality\n" "All features available\n" "Incompatible with older hardware\n" "Not recommended for web games" msgstr "" "높은 시각적 품질\n" "모든 기능 사용 가능\n" "오래된 하드웨어에는 호환하지 않음\n" "웹 게임에는 비 추천" #: 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 "" "낮은 시각적 품질\n" "일부 기능은 사용할 수 없음\n" "대부분의 하드웨어에서 작동함\n" "웹 게임에 추천" #: editor/project_manager.cpp msgid "Renderer can be changed later, but scenes may need to be adjusted." msgstr "렌더러는 나중에 바꿀 수 있지만, 씬을 조정해야 할 수도 있습니다." #: editor/project_manager.cpp msgid "Unnamed Project" msgstr "이름 없는 프로젝트" #: editor/project_manager.cpp msgid "Missing Project" msgstr "누락된 프로젝트" #: editor/project_manager.cpp msgid "Error: Project is missing on the filesystem." msgstr "오류: 프로젝트가 파일시스템에서 누락되었습니다." #: editor/project_manager.cpp msgid "Can't open project at '%s'." msgstr "'%s'에서 프로젝트를 열 수 없습니다." #: editor/project_manager.cpp msgid "Are you sure to open more than one project?" msgstr "두 개 이상의 프로젝트를 여시겠습니까?" #: 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 "" "다음 프로젝트 설정 파일은 현재 버전의 Godot에서 만든 것이 아닙니다.\n" "↵\n" "%s↵\n" "↵\n" "파일 열기를 계속한다면, 현재 Godot의 구성 파일 형식으로 변환될 것입니다.\n" "경고: 더 이상 이 프로젝트를 이전 버전의 엔진에서 열 수 없을 것입니다." #: 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 "" "다음 프로젝트 설정 파일은 이전 버전에 만든 것으로, 현재 버전에 맞게 변환해야 " "합니다:\n" "\n" "%s\n" "\n" "변환할까요?\n" "경고: 더 이상 이 프로젝트를 이전 버전의 엔진에서 열 수 없을 것입니다." #: editor/project_manager.cpp msgid "" "The project settings were created by a newer engine version, whose settings " "are not compatible with this version." msgstr "" "프로젝트 설정이 새 버전에 맞게 만들어졌습니다. 이 버전에서는 호환하지 않습니" "다." #: 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 "" "프로젝트를 실행할 수 없음: 메인 씬을 정의하지 않았습니다.\n" "프로젝트를 편집하고 프로젝트 설정의 \"Application\" 카테고리에서 메인 씬을 설" "정해주세요." #: 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 "" "프로젝트를 실행할 수 없음: 애셋을 가져와야 합니다.\n" "프로젝트를 편집해서 최초 가져오기가 실행되도록 하세요." #: editor/project_manager.cpp msgid "Are you sure to run %d projects at once?" msgstr "한 번에 %d개의 프로젝트를 실행할 건가요?" #: editor/project_manager.cpp msgid "Remove %d projects from the list?" msgstr "목록에서 프로젝트 %d개를 제거하시겠습니까?" #: editor/project_manager.cpp msgid "Remove this project from the list?" msgstr "목록에서 이 프로젝트를 제거하시겠습니까?" #: editor/project_manager.cpp msgid "" "Remove all missing projects from the list?\n" "The project folders' contents won't be modified." msgstr "" "모든 누락된 프로젝트를 목록에서 제거하시겠습니까?\n" "프로젝트 폴더의 콘텐츠는 수정되지 않습니다." #: editor/project_manager.cpp msgid "" "Language changed.\n" "The interface will update after restarting the editor or project manager." msgstr "" "언어가 바뀌었습니다.\n" "인터페이스는 에디터나 프로젝트 매니저를 다시 시작하고 나서 갱신됩니다." #: editor/project_manager.cpp msgid "" "Are you sure to scan %s folders for existing Godot projects?\n" "This could take a while." msgstr "" "Godot 프로젝트를 확인하기 위해 %s 폴더를 스캔하시겠습니까?\n" "시간이 걸릴 수 있습니다." #. TRANSLATORS: This refers to the application where users manage their Godot projects. #: editor/project_manager.cpp msgid "Project Manager" msgstr "프로젝트 매니저" #: editor/project_manager.cpp msgid "Local Projects" msgstr "로컬 프로젝트" #: editor/project_manager.cpp msgid "Loading, please wait..." msgstr "로드 중, 기다려 주세요..." #: editor/project_manager.cpp msgid "Last Modified" msgstr "마지막으로 수정됨" #: editor/project_manager.cpp msgid "Edit Project" msgstr "프로젝트 편집" #: editor/project_manager.cpp msgid "Run Project" msgstr "프로젝트 실행" #: editor/project_manager.cpp msgid "Scan" msgstr "스캔" #: editor/project_manager.cpp msgid "Scan Projects" msgstr "프로젝트 스캔" #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "스캔할 폴더를 선택하세요" #: editor/project_manager.cpp msgid "New Project" msgstr "새 프로젝트" #: editor/project_manager.cpp msgid "Import Project" msgstr "프로젝트 가져오기" #: editor/project_manager.cpp msgid "Remove Project" msgstr "프로젝트 제거" #: editor/project_manager.cpp msgid "Remove Missing" msgstr "누락된 부분 제거" #: editor/project_manager.cpp msgid "About" msgstr "정보" #: editor/project_manager.cpp msgid "Asset Library Projects" msgstr "애셋 라이브러리 프로젝트" #: editor/project_manager.cpp msgid "Restart Now" msgstr "지금 다시 시작" #: editor/project_manager.cpp msgid "Remove All" msgstr "모두 제거" #: editor/project_manager.cpp msgid "Also delete project contents (no undo!)" msgstr "프로젝트 콘텐츠도 삭제 (되돌릴 수 없습니다!)" #: editor/project_manager.cpp msgid "Can't run project" msgstr "프로젝트를 실행할 수 없습니다" #: 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 "" "현재 프로젝트가 하나도 없습니다.\n" "애셋 라이브러리에서 공식 예제 프로젝트를 찾아볼까요?" #: editor/project_manager.cpp msgid "Filter projects" msgstr "프로젝트 필터" #: 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 "" "이 필드는 프로젝트를 이름과 경로의 마지막 부분으로 거릅니다.\n" "프로젝트를 이름과 전체 경로를 기준으로 걸러내려면, 검색어에 `/`를 한 글자 이" "상 포함시켜야 합니다." #: editor/project_settings_editor.cpp msgid "Physical Key" msgstr "물리 키" #: editor/project_settings_editor.cpp msgid "Key " msgstr "키 " #: editor/project_settings_editor.cpp msgid "Joy Button" msgstr "조이스틱 버튼" #: editor/project_settings_editor.cpp msgid "Joy Axis" msgstr "조이스틱 축" #: editor/project_settings_editor.cpp msgid "Mouse Button" msgstr "마우스 버튼" #: editor/project_settings_editor.cpp msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "" "잘못된 액션 이름. 공백이거나, '/' , ':', '=', '\\', '\"' 를 포함하면 안 됩니" "다" #: editor/project_settings_editor.cpp msgid "An action with the name '%s' already exists." msgstr "이름 '%s'을(를) 가진 액션이 이미 있습니다." #: editor/project_settings_editor.cpp msgid "Rename Input Action Event" msgstr "입력 액션 이벤트 이름 바꾸기" #: editor/project_settings_editor.cpp msgid "Change Action deadzone" msgstr "액션 데드존 바꾸기" #: editor/project_settings_editor.cpp msgid "Add Input Action Event" msgstr "입력 액션 이벤트 추가" #: editor/project_settings_editor.cpp msgid "All Devices" msgstr "모든 기기" #: editor/project_settings_editor.cpp msgid "Device" msgstr "기기" #: editor/project_settings_editor.cpp msgid " (Physical)" msgstr " (물리)" #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "Press a Key..." msgstr "키를 눌러주세요..." #: editor/project_settings_editor.cpp msgid "Mouse Button Index:" msgstr "마우스 버튼 인덱스:" #: editor/project_settings_editor.cpp msgid "Left Button" msgstr "왼쪽 버튼" #: editor/project_settings_editor.cpp msgid "Right Button" msgstr "오른쪽 버튼" #: editor/project_settings_editor.cpp msgid "Middle Button" msgstr "가운데 버튼" #: editor/project_settings_editor.cpp msgid "Wheel Up Button" msgstr "휠 위로 버튼" #: editor/project_settings_editor.cpp msgid "Wheel Down Button" msgstr "휠 아래로 버튼" #: editor/project_settings_editor.cpp msgid "Wheel Left Button" msgstr "휠 왼쪽 버튼" #: editor/project_settings_editor.cpp msgid "Wheel Right Button" msgstr "휠 오른쪽 버튼" #: editor/project_settings_editor.cpp msgid "X Button 1" msgstr "X 버튼 1" #: editor/project_settings_editor.cpp msgid "X Button 2" msgstr "X 버튼 2" #: editor/project_settings_editor.cpp msgid "Joypad Axis Index:" msgstr "조이패드 축 인덱스:" #: editor/project_settings_editor.cpp msgid "Axis" msgstr "축" #: editor/project_settings_editor.cpp msgid "Joypad Button Index:" msgstr "조이패드 버튼 인덱스:" #: editor/project_settings_editor.cpp msgid "Erase Input Action" msgstr "입력 액션 지우기" #: editor/project_settings_editor.cpp msgid "Erase Input Action Event" msgstr "입력 액션 이벤트 삭제" #: editor/project_settings_editor.cpp msgid "Add Event" msgstr "이벤트 추가" #: editor/project_settings_editor.cpp msgid "Button" msgstr "버튼" #: editor/project_settings_editor.cpp msgid "Left Button." msgstr "왼쪽 버튼." #: editor/project_settings_editor.cpp msgid "Right Button." msgstr "오른쪽 버튼." #: editor/project_settings_editor.cpp msgid "Middle Button." msgstr "가운데 버튼." #: editor/project_settings_editor.cpp msgid "Wheel Up." msgstr "휠 위로." #: editor/project_settings_editor.cpp msgid "Wheel Down." msgstr "휠 아래로." #: editor/project_settings_editor.cpp msgid "Add Global Property" msgstr "전역 속성 추가" #: editor/project_settings_editor.cpp msgid "Select a setting item first!" msgstr "먼저 설정 항목을 선택하세요!" #: editor/project_settings_editor.cpp msgid "No property '%s' exists." msgstr "'%s' 속성이 없습니다." #: editor/project_settings_editor.cpp msgid "Setting '%s' is internal, and it can't be deleted." msgstr "'%s' 설정은 내부적인 것입니다. 삭제할 수 없습니다." #: editor/project_settings_editor.cpp msgid "Delete Item" msgstr "항목 삭제" #: editor/project_settings_editor.cpp msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'." msgstr "" "잘못된 액션 이름. 공백이거나, '/' , ':', '=', '\\', '\"'를 포함하면 안 됩니" "다." #: editor/project_settings_editor.cpp msgid "Add Input Action" msgstr "입력 액션 추가" #: editor/project_settings_editor.cpp msgid "Error saving settings." msgstr "설정 저장 중 오류." #: editor/project_settings_editor.cpp msgid "Settings saved OK." msgstr "설정 저장 완료." #: editor/project_settings_editor.cpp msgid "Moved Input Action Event" msgstr "입력 액션 이벤트 이동함" #: editor/project_settings_editor.cpp msgid "Override for Feature" msgstr "기능 오버라이드" #: editor/project_settings_editor.cpp msgid "Add %d Translations" msgstr "번역 %d개 추가" #: editor/project_settings_editor.cpp msgid "Remove Translation" msgstr "번역 제거" #: editor/project_settings_editor.cpp msgid "Translation Resource Remap: Add %d Path(s)" msgstr "리소스 리맵핑 번역: 경로 %d개 추가" #: editor/project_settings_editor.cpp msgid "Translation Resource Remap: Add %d Remap(s)" msgstr "리소스 리맵핑 번역: 리매핑 %d개 추가" #: editor/project_settings_editor.cpp msgid "Change Resource Remap Language" msgstr "리소스 리맵핑 언어 바꾸기" #: editor/project_settings_editor.cpp msgid "Remove Resource Remap" msgstr "리소스 리맵핑 제거" #: editor/project_settings_editor.cpp msgid "Remove Resource Remap Option" msgstr "리소스 리맵핑 옵션 제거" #: editor/project_settings_editor.cpp msgid "Changed Locale Filter" msgstr "로케일 필터 변경됨" #: editor/project_settings_editor.cpp msgid "Changed Locale Filter Mode" msgstr "로케일 필터 모드 변경됨" #: editor/project_settings_editor.cpp msgid "Project Settings (project.godot)" msgstr "프로젝트 설정 (project.godot)" #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "General" msgstr "일반" #: editor/project_settings_editor.cpp msgid "Override For..." msgstr "오버라이드 대상..." #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "The editor must be restarted for changes to take effect." msgstr "변경사항을 반영하려면 에디터를 다시 시작해야 합니다." #: editor/project_settings_editor.cpp msgid "Input Map" msgstr "입력 맵" #: editor/project_settings_editor.cpp msgid "Action:" msgstr "액션:" #: editor/project_settings_editor.cpp msgid "Action" msgstr "액션" #: editor/project_settings_editor.cpp msgid "Deadzone" msgstr "데드존" #: editor/project_settings_editor.cpp msgid "Device:" msgstr "기기:" #: editor/project_settings_editor.cpp msgid "Index:" msgstr "인덱스:" #: editor/project_settings_editor.cpp msgid "Localization" msgstr "현지화" #: editor/project_settings_editor.cpp msgid "Translations" msgstr "번역" #: editor/project_settings_editor.cpp msgid "Translations:" msgstr "번역:" #: editor/project_settings_editor.cpp msgid "Remaps" msgstr "리맵핑" #: editor/project_settings_editor.cpp msgid "Resources:" msgstr "리소스:" #: editor/project_settings_editor.cpp msgid "Remaps by Locale:" msgstr "로케일에 따른 리맵핑:" #: editor/project_settings_editor.cpp msgid "Locale" msgstr "로케일" #: editor/project_settings_editor.cpp msgid "Locales Filter" msgstr "로케일 필터" #: editor/project_settings_editor.cpp msgid "Show All Locales" msgstr "모든 로케일 보이기" #: editor/project_settings_editor.cpp msgid "Show Selected Locales Only" msgstr "선택한 로케일만 보이기" #: editor/project_settings_editor.cpp msgid "Filter mode:" msgstr "필터 모드:" #: editor/project_settings_editor.cpp msgid "Locales:" msgstr "로케일:" #: editor/project_settings_editor.cpp msgid "AutoLoad" msgstr "오토로드" #: editor/project_settings_editor.cpp msgid "Plugins" msgstr "플러그인(Plugin)" #: editor/project_settings_editor.cpp msgid "Import Defaults" msgstr "디폴트 가져오기" #: editor/property_editor.cpp msgid "Preset..." msgstr "프리셋..." #: editor/property_editor.cpp msgid "Zero" msgstr "등속" #: editor/property_editor.cpp msgid "Easing In-Out" msgstr "감속-가속" #: editor/property_editor.cpp msgid "Easing Out-In" msgstr "가속-감속" #: editor/property_editor.cpp msgid "File..." msgstr "파일..." #: editor/property_editor.cpp msgid "Dir..." msgstr "디렉토리..." #: editor/property_editor.cpp msgid "Assign" msgstr "지정" #: editor/property_editor.cpp msgid "Select Node" msgstr "노드 선택" #: editor/property_editor.cpp msgid "Error loading file: Not a resource!" msgstr "파일 불러오기 오류: 리소스가 아닙니다!" #: editor/property_editor.cpp msgid "Pick a Node" msgstr "노드를 선택하세요" #: editor/property_editor.cpp msgid "Bit %d, val %d." msgstr "비트 %d, 값 %d." #: editor/property_selector.cpp msgid "Select Property" msgstr "속성 선택" #: editor/property_selector.cpp msgid "Select Virtual Method" msgstr "가상 메서드 선택" #: editor/property_selector.cpp msgid "Select Method" msgstr "메서드 선택" #: editor/rename_dialog.cpp editor/scene_tree_dock.cpp msgid "Batch Rename" msgstr "일괄 이름 바꾸기" #: editor/rename_dialog.cpp msgid "Prefix:" msgstr "접두사:" #: editor/rename_dialog.cpp msgid "Suffix:" msgstr "접미사:" #: editor/rename_dialog.cpp msgid "Use Regular Expressions" msgstr "정규 표현식 사용" #: editor/rename_dialog.cpp msgid "Advanced Options" msgstr "고급 옵션" #: editor/rename_dialog.cpp msgid "Substitute" msgstr "대체" #: editor/rename_dialog.cpp msgid "Node name" msgstr "노드 이름" #: editor/rename_dialog.cpp msgid "Node's parent name, if available" msgstr "노드의 부모 이름 (사용 가능한 경우)" #: editor/rename_dialog.cpp msgid "Node type" msgstr "노드 타입" #: editor/rename_dialog.cpp msgid "Current scene name" msgstr "현재 씬 이름" #: editor/rename_dialog.cpp msgid "Root node name" msgstr "루트 노드 이름" #: editor/rename_dialog.cpp msgid "" "Sequential integer counter.\n" "Compare counter options." msgstr "" "순차 정수 카운터.\n" "카운터 옵션을 비교합니다." #: editor/rename_dialog.cpp msgid "Per-level Counter" msgstr "단계별 카운터" #: editor/rename_dialog.cpp msgid "If set, the counter restarts for each group of child nodes." msgstr "설정하면 각 그룹의 자식 노드의 카운터를 다시 시작합니다." #: editor/rename_dialog.cpp msgid "Initial value for the counter" msgstr "카운터의 초기 값" #: editor/rename_dialog.cpp msgid "Step" msgstr "단계" #: editor/rename_dialog.cpp msgid "Amount by which counter is incremented for each node" msgstr "각 노드에 대해 카운터가 증가하는 양" #: editor/rename_dialog.cpp msgid "Padding" msgstr "패딩" #: editor/rename_dialog.cpp msgid "" "Minimum number of digits for the counter.\n" "Missing digits are padded with leading zeros." msgstr "" "카운터의 최소 자릿수.\n" "빈 자리는 0으로 채웁니다." #: editor/rename_dialog.cpp msgid "Post-Process" msgstr "후처리" #: editor/rename_dialog.cpp msgid "Style" msgstr "스타일" #: editor/rename_dialog.cpp msgid "Keep" msgstr "유지" #: editor/rename_dialog.cpp msgid "PascalCase to snake_case" msgstr "PascalCase를 snake_case로" #: editor/rename_dialog.cpp msgid "snake_case to PascalCase" msgstr "snake_case를 PascalCase로" #: editor/rename_dialog.cpp msgid "Case" msgstr "문자" #: editor/rename_dialog.cpp msgid "To Lowercase" msgstr "소문자화" #: editor/rename_dialog.cpp msgid "To Uppercase" msgstr "대문자화" #: editor/rename_dialog.cpp msgid "Reset" msgstr "되돌리기" #: editor/rename_dialog.cpp msgid "Regular Expression Error:" msgstr "정규 표현식 오류:" #: editor/rename_dialog.cpp msgid "At character %s" msgstr "(문자 %s 위치)" #: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp msgid "Reparent Node" msgstr "부모 노드 다시 지정" #: editor/reparent_dialog.cpp msgid "Reparent Location (Select new Parent):" msgstr "부모 노드 다시 지정 위치 (새 부모 노드를 선택합니다):" #: editor/reparent_dialog.cpp msgid "Keep Global Transform" msgstr "전역 변형 유지" #: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp msgid "Reparent" msgstr "부모 다시 지정" #: editor/run_settings_dialog.cpp msgid "Run Mode:" msgstr "실행 모드:" #: editor/run_settings_dialog.cpp msgid "Current Scene" msgstr "현재 씬" #: editor/run_settings_dialog.cpp msgid "Main Scene" msgstr "메인 씬" #: editor/run_settings_dialog.cpp msgid "Main Scene Arguments:" msgstr "메인 씬 인수:" #: editor/run_settings_dialog.cpp msgid "Scene Run Settings" msgstr "씬 실행 설정" #: editor/scene_tree_dock.cpp msgid "No parent to instance the scenes at." msgstr "씬을 인스턴스할 수 있는 부모가 없습니다." #: editor/scene_tree_dock.cpp msgid "Error loading scene from %s" msgstr "%s에서 씬 불러오는 중 오류" #: editor/scene_tree_dock.cpp msgid "" "Cannot instance the scene '%s' because the current scene exists within one " "of its nodes." msgstr "한 노드에 현재 씬이 있기 때문에, '%s' 씬을 인스턴스할 수 없습니다." #: editor/scene_tree_dock.cpp msgid "Instance Scene(s)" msgstr "씬 인스턴스화" #: editor/scene_tree_dock.cpp msgid "Replace with Branch Scene" msgstr "가지 씬으로 교체" #: editor/scene_tree_dock.cpp msgid "Instance Child Scene" msgstr "자식 씬 인스턴스화" #: editor/scene_tree_dock.cpp msgid "Can't paste root node into the same scene." msgstr "루트 노드를 같은 씬 안으로 붙여넣을 수 없습니다." #: editor/scene_tree_dock.cpp msgid "Paste Node(s)" msgstr "노드 붙여넣기" #: editor/scene_tree_dock.cpp msgid "Detach Script" msgstr "스크립트 떼기" #: editor/scene_tree_dock.cpp msgid "This operation can't be done on the tree root." msgstr "이 작업은 트리 루트에서 할 수 없습니다." #: editor/scene_tree_dock.cpp msgid "Move Node In Parent" msgstr "노드를 부모 노드로 이동" #: editor/scene_tree_dock.cpp msgid "Move Nodes In Parent" msgstr "노드들을 부모 노드로 이동" #: editor/scene_tree_dock.cpp msgid "Duplicate Node(s)" msgstr "노드 복제" #: editor/scene_tree_dock.cpp msgid "Can't reparent nodes in inherited scenes, order of nodes can't change." msgstr "" "상속한 씬에서 노드의 부모를 다시 지정할 수 없습니다. 노드 순서는 바뀌지 않습" "니다." #: editor/scene_tree_dock.cpp msgid "Node must belong to the edited scene to become root." msgstr "노드는 루트가 되기 위해선 편집한 씬에 속해야 합니다." #: editor/scene_tree_dock.cpp msgid "Instantiated scenes can't become root" msgstr "인스턴트화된 씬은 루트가 될 수 없습니다" #: editor/scene_tree_dock.cpp msgid "Make node as Root" msgstr "노드를 루트로 만들기" #: editor/scene_tree_dock.cpp msgid "Delete %d nodes and any children?" msgstr "%d 개의 노드와 모든 자식 노드를 삭제할까요?" #: editor/scene_tree_dock.cpp msgid "Delete %d nodes?" msgstr "%d개의 노드를 삭제할까요?" #: editor/scene_tree_dock.cpp msgid "Delete the root node \"%s\"?" msgstr "루트 노드 \"%s\"을(를) 삭제할까요?" #: editor/scene_tree_dock.cpp msgid "Delete node \"%s\" and its children?" msgstr "노드 \"%s\"와(과) 자식을 삭제할까요?" #: editor/scene_tree_dock.cpp msgid "Delete node \"%s\"?" msgstr "노드 \"%s\"을(를) 삭제할까요?" #: editor/scene_tree_dock.cpp msgid "" "Saving the branch as a scene requires having a scene open in the editor." msgstr "가지를 씬으로 저장하려면 에디터에서 씬을 열어야 합니다." #: editor/scene_tree_dock.cpp msgid "" "Saving the branch as a scene requires selecting only one node, but you have " "selected %d nodes." msgstr "" "가지를 씬으로 저장하려면 노드 한 개만 선택해야 하지만, 노드 %d개가 선택되어 " "있습니다." #: 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 "" "루트 노드 가지를 인스턴스된 씬으로 저장할 수 없습니다.\n" "현재 씬의 편집 가능한 복사본을 만드려면, 파일시스템 독 컨텍스트 메뉴를 사용하" "여 복제하거나\n" "상속 씬을 씬 > 새 상속 씬...을 대신 사용하여 만드세요." #: 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 "" "이미 인스턴스된 씬의 가지를 저장할 수 없습니다.\n" "씬의 바리에이션을 만드려면, 인스턴스된 씬을 바탕으로 상속 씬을 씬 > 새 상속 " "씬...을 대신 사용하여 만들 수 있습니다." #: 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 "새 씬을 다른 이름으로 저장..." #: 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\"가 비활성화되면 노드의 모든 속성이 디폴트로 복원됩니다." #: 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 "" "\"자리 표시자로 불러오기\"를 활성화하면 \"편집할 수 있는 자식\" 설정이 비활성" "화되고, 그러면 그 노드의 모든 속성이 디폴트로 복원됩니다." #: editor/scene_tree_dock.cpp msgid "Make Local" msgstr "로컬로 만들기" #: editor/scene_tree_dock.cpp msgid "New Scene Root" msgstr "새 씬 루트" #: editor/scene_tree_dock.cpp msgid "Create Root Node:" msgstr "루트 노드 만들기:" #: editor/scene_tree_dock.cpp msgid "2D Scene" msgstr "2D 씬" #: editor/scene_tree_dock.cpp msgid "3D Scene" msgstr "3D 씬" #: editor/scene_tree_dock.cpp msgid "User Interface" msgstr "유저 인터페이스" #: editor/scene_tree_dock.cpp msgid "Other Node" msgstr "다른 노드" #: editor/scene_tree_dock.cpp msgid "Can't operate on nodes from a foreign scene!" msgstr "다른 씬에서 수행할 수 없는 작업입니다!" #: editor/scene_tree_dock.cpp msgid "Can't operate on nodes the current scene inherits from!" msgstr "상속 씬 내에서 수행할 수 없는 작업입니다!" #: editor/scene_tree_dock.cpp msgid "This operation can't be done on instanced scenes." msgstr "이 작업은 인스턴스된 씬에서 할 수 없습니다." #: editor/scene_tree_dock.cpp msgid "Attach Script" msgstr "스크립트 붙이기" #: editor/scene_tree_dock.cpp msgid "Cut Node(s)" msgstr "노드 잘라내기" #: editor/scene_tree_dock.cpp msgid "Remove Node(s)" msgstr "노드 제거" #: editor/scene_tree_dock.cpp msgid "Change type of node(s)" msgstr "노드 타입 바꾸기" #: editor/scene_tree_dock.cpp msgid "" "Couldn't save new scene. Likely dependencies (instances) couldn't be " "satisfied." msgstr "" "씬을 저장할 수 없습니다. 종속 관계 (인스턴스)가 만족되지 않은 것 같습니다." #: editor/scene_tree_dock.cpp msgid "Error saving scene." msgstr "씬 저장 중 오류." #: editor/scene_tree_dock.cpp msgid "Error duplicating scene to save it." msgstr "저장하기 위해 씬 복제 중 오류." #: editor/scene_tree_dock.cpp msgid "Sub-Resources" msgstr "하위 리소스" #: editor/scene_tree_dock.cpp msgid "Clear Inheritance" msgstr "상속 지우기" #: editor/scene_tree_dock.cpp msgid "Editable Children" msgstr "편집할 수 있는 자식" #: editor/scene_tree_dock.cpp msgid "Load As Placeholder" msgstr "자리 표시자로 불러오기" #: 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 "" "스크립트를 붙일 수 없습니다: 언어가 하나도 등록되지 않았습니다.\n" "에디터가 모든 언어 모듈을 비활성화한 채로 빌드되어서 그럴 가능성이 높습니다." #: editor/scene_tree_dock.cpp msgid "Add Child Node" msgstr "자식 노드 추가" #: editor/scene_tree_dock.cpp msgid "Expand/Collapse All" msgstr "모두 펼치기/접기" #: editor/scene_tree_dock.cpp msgid "Change Type" msgstr "타입 바꾸기" #: editor/scene_tree_dock.cpp msgid "Reparent to New Node" msgstr "새 노드에 부모 노드 다시 지정" #: editor/scene_tree_dock.cpp msgid "Make Scene Root" msgstr "씬 루트 만들기" #: editor/scene_tree_dock.cpp msgid "Merge From Scene" msgstr "다른 씬에서 병합하기" #: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp msgid "Save Branch as Scene" msgstr "가지를 씬으로 저장하기" #: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp msgid "Copy Node Path" msgstr "노드 경로 복사" #: editor/scene_tree_dock.cpp msgid "Delete (No Confirm)" msgstr "삭제 (확인 없음)" #: editor/scene_tree_dock.cpp msgid "Add/Create a New Node." msgstr "새 노드를 추가하거나 만듭니다." #: editor/scene_tree_dock.cpp msgid "" "Instance a scene file as a Node. Creates an inherited scene if no root node " "exists." msgstr "" "씬 파일을 노드로 인스턴스화합니다. 루트 노드가 없으면 상속된 씬을 만듭니다." #: editor/scene_tree_dock.cpp msgid "Attach a new or existing script to the selected node." msgstr "선택한 노드에 새 스크립트나 기존 스크립트를 붙입니다." #: editor/scene_tree_dock.cpp msgid "Detach the script from the selected node." msgstr "선택한 노드에서 스크립트를 뗍니다." #: editor/scene_tree_dock.cpp msgid "Remote" msgstr "원격" #: 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 "" "선택되어 있다면, 원격 씬 트리 독은 그것이 업데이트될 때마다 프로젝트가 끊기" "는 원인이 됩니다.\n" "성능을 향상시키려면 로컬 씬 트리 독으로 다시 전환하세요." #: editor/scene_tree_dock.cpp msgid "Local" msgstr "로컬" #: editor/scene_tree_dock.cpp msgid "Clear Inheritance? (No Undo!)" msgstr "상속을 지울까요? (되돌릴 수 없습니다!)" #: editor/scene_tree_editor.cpp msgid "Toggle Visible" msgstr "보이기 토글" #: editor/scene_tree_editor.cpp msgid "Unlock Node" msgstr "노드 잠금 풀기" #: editor/scene_tree_editor.cpp msgid "Button Group" msgstr "버튼 그룹" #: editor/scene_tree_editor.cpp msgid "(Connecting From)" msgstr "(연결 시작 지점)" #: editor/scene_tree_editor.cpp msgid "Node configuration warning:" msgstr "노드 설정 경고:" #: editor/scene_tree_editor.cpp msgid "" "Node has %s connection(s) and %s group(s).\n" "Click to show signals dock." msgstr "" "노드에 %s 연결과 %s 그룹이 있습니다.\n" "클릭하여 시그널 독을 봅니다." #: editor/scene_tree_editor.cpp msgid "" "Node has %s connection(s).\n" "Click to show signals dock." msgstr "" "노드에 %s 연결이 있습니다.\n" "클릭하여 시그널 독을 봅니다." #: editor/scene_tree_editor.cpp msgid "" "Node is in %s group(s).\n" "Click to show groups dock." msgstr "" "노드가 그룹 안에 있습니다.\n" "클릭하면 그룹 독을 보여줘요." #: editor/scene_tree_editor.cpp msgid "Open Script:" msgstr "스크립트 열기:" #: editor/scene_tree_editor.cpp msgid "" "Node is locked.\n" "Click to unlock it." msgstr "" "노드가 잠겨있습니다.\n" "클릭하면 잠금을 해제합니다." #: editor/scene_tree_editor.cpp msgid "" "Children are not selectable.\n" "Click to make selectable." msgstr "" "자식을 선택할 수 없습니다.\n" "클릭하면 선택할 수 있습니다." #: editor/scene_tree_editor.cpp msgid "Toggle Visibility" msgstr "가시성 토글" #: editor/scene_tree_editor.cpp msgid "" "AnimationPlayer is pinned.\n" "Click to unpin." msgstr "" "AnimationPlayer가 고정되어 있습니다.\n" "클릭하면 고정을 해제합니다." #: editor/scene_tree_editor.cpp msgid "Invalid node name, the following characters are not allowed:" msgstr "잘못된 노드 이름입니다. 다음 문자는 허용하지 않습니다:" #: editor/scene_tree_editor.cpp msgid "Rename Node" msgstr "노드 이름 바꾸기" #: editor/scene_tree_editor.cpp msgid "Scene Tree (Nodes):" msgstr "씬 트리 (노드):" #: editor/scene_tree_editor.cpp msgid "Node Configuration Warning!" msgstr "노드 설정 경고!" #: editor/scene_tree_editor.cpp msgid "Select a Node" msgstr "노드를 선택하세요" #: editor/script_create_dialog.cpp msgid "Path is empty." msgstr "경로가 비었습니다." #: editor/script_create_dialog.cpp msgid "Filename is empty." msgstr "파일 이름이 비었습니다." #: editor/script_create_dialog.cpp msgid "Path is not local." msgstr "경로가 로컬이 아닙니다." #: editor/script_create_dialog.cpp msgid "Invalid base path." msgstr "잘못된 기본 경로." #: editor/script_create_dialog.cpp msgid "A directory with the same name exists." msgstr "같은 이름의 디렉토리가 있습니다." #: editor/script_create_dialog.cpp msgid "File does not exist." msgstr "파일이 존재하지 않습니다." #: editor/script_create_dialog.cpp msgid "Invalid extension." msgstr "잘못된 확장자." #: editor/script_create_dialog.cpp msgid "Wrong extension chosen." msgstr "잘못된 확장자 선택." #: editor/script_create_dialog.cpp msgid "Error loading template '%s'" msgstr "'%s' 템플릿 불러오는 중 오류" #: editor/script_create_dialog.cpp msgid "Error - Could not create script in filesystem." msgstr "오류 - 파일시스템에 스크립트를 만들 수 없습니다." #: editor/script_create_dialog.cpp msgid "Error loading script from %s" msgstr "'%s' 스크립트 불러오는 중 오류" #: editor/script_create_dialog.cpp msgid "Overrides" msgstr "오버라이드" #: editor/script_create_dialog.cpp msgid "N/A" msgstr "해당 없음" #: editor/script_create_dialog.cpp msgid "Open Script / Choose Location" msgstr "스크립트 열기 / 위치 선택" #: editor/script_create_dialog.cpp msgid "Open Script" msgstr "스크립트 열기" #: editor/script_create_dialog.cpp msgid "File exists, it will be reused." msgstr "파일이 있습니다. 재사용될 것입니다." #: editor/script_create_dialog.cpp msgid "Invalid path." msgstr "잘못된 경로." #: editor/script_create_dialog.cpp msgid "Invalid class name." msgstr "잘못된 클래스 이름." #: editor/script_create_dialog.cpp msgid "Invalid inherited parent name or path." msgstr "잘못된 상속된 부모 이름 또는 경로." #: editor/script_create_dialog.cpp msgid "Script path/name is valid." msgstr "스크립트의 경로/이름이 올바릅니다." #: editor/script_create_dialog.cpp msgid "Allowed: a-z, A-Z, 0-9, _ and ." msgstr "허용됨: a-z, A-z, 0-9 그리고 ." #: editor/script_create_dialog.cpp msgid "Built-in script (into scene file)." msgstr "내장 스크립트 (씬 파일 안)." #: editor/script_create_dialog.cpp msgid "Will create a new script file." msgstr "새 스크립트 파일을 만듭니다." #: editor/script_create_dialog.cpp msgid "Will load an existing script file." msgstr "기존 스크립트 파일을 불러옵니다." #: editor/script_create_dialog.cpp msgid "Script file already exists." msgstr "스크립트 파일이 이미 있습니다." #: editor/script_create_dialog.cpp msgid "" "Note: Built-in scripts have some limitations and can't be edited using an " "external editor." msgstr "" "참고: 내장 스크립트에는 일부 제한 사항이 있으며 외부 에디터를 사용하여 편집" "할 수 없습니다." #: editor/script_create_dialog.cpp msgid "" "Warning: Having the script name be the same as a built-in type is usually " "not desired." msgstr "" "경고: 스크립트 이름을 내장 타입과 같게 정하는 것은 일반적으로 바람직하지 않습" "니다." #: editor/script_create_dialog.cpp msgid "Class Name:" msgstr "클래스 이름:" #: editor/script_create_dialog.cpp msgid "Template:" msgstr "템플릿:" #: editor/script_create_dialog.cpp msgid "Built-in Script:" msgstr "내장 스크립트:" #: editor/script_create_dialog.cpp msgid "Attach Node Script" msgstr "노드 스크립트 붙이기" #: editor/script_editor_debugger.cpp msgid "Remote " msgstr "원격 " #: editor/script_editor_debugger.cpp msgid "Bytes:" msgstr "바이트:" #: editor/script_editor_debugger.cpp msgid "Warning:" msgstr "경고:" #: editor/script_editor_debugger.cpp msgid "Error:" msgstr "오류:" #: editor/script_editor_debugger.cpp msgid "C++ Error" msgstr "C++ 오류" #: editor/script_editor_debugger.cpp msgid "C++ Error:" msgstr "C++ 오류:" #: editor/script_editor_debugger.cpp msgid "C++ Source" msgstr "C++ 소스" #: editor/script_editor_debugger.cpp msgid "Source:" msgstr "소스:" #: editor/script_editor_debugger.cpp msgid "C++ Source:" msgstr "C++ 소스:" #: editor/script_editor_debugger.cpp msgid "Stack Trace" msgstr "스택 추적" #: editor/script_editor_debugger.cpp msgid "Errors" msgstr "오류" #: editor/script_editor_debugger.cpp msgid "Child process connected." msgstr "자식 프로세스 연결됨." #: editor/script_editor_debugger.cpp msgid "Copy Error" msgstr "오류 복사" #: editor/script_editor_debugger.cpp msgid "Open C++ Source on GitHub" msgstr "GitHub에서 C++ 소스 열기" #: editor/script_editor_debugger.cpp msgid "Video RAM" msgstr "비디오 RAM" #: editor/script_editor_debugger.cpp msgid "Skip Breakpoints" msgstr "중단점 넘기기" #: editor/script_editor_debugger.cpp msgid "Inspect Previous Instance" msgstr "이전 인스턴스 검사" #: editor/script_editor_debugger.cpp msgid "Inspect Next Instance" msgstr "다음 인스턴스 검사" #: editor/script_editor_debugger.cpp msgid "Stack Frames" msgstr "스택 프레임" #: editor/script_editor_debugger.cpp #, fuzzy msgid "Filter stack variables" msgstr "타일 필터" #: editor/script_editor_debugger.cpp msgid "Profiler" msgstr "프로파일러" #: editor/script_editor_debugger.cpp msgid "Network Profiler" msgstr "네트워크 프로파일러" #: editor/script_editor_debugger.cpp msgid "Monitor" msgstr "모니터" #: editor/script_editor_debugger.cpp msgid "Value" msgstr "값" #: editor/script_editor_debugger.cpp msgid "Monitors" msgstr "모니터" #: editor/script_editor_debugger.cpp msgid "Pick one or more items from the list to display the graph." msgstr "목록에서 한 개 이상의 항목을 집어 그래프로 표시하세요." #: editor/script_editor_debugger.cpp msgid "List of Video Memory Usage by Resource:" msgstr "리소스 별 비디오 메모리 사용량 목록:" #: editor/script_editor_debugger.cpp msgid "Total:" msgstr "전체:" #: editor/script_editor_debugger.cpp msgid "Export list to a CSV file" msgstr "목록을 CSV 파일로 내보내기" #: editor/script_editor_debugger.cpp #: modules/visual_script/visual_script_nodes.cpp msgid "Resource Path" msgstr "리소스 경로" #: editor/script_editor_debugger.cpp msgid "Type" msgstr "타입" #: editor/script_editor_debugger.cpp msgid "Format" msgstr "형식" #: editor/script_editor_debugger.cpp msgid "Usage" msgstr "사용례" #: editor/script_editor_debugger.cpp msgid "Misc" msgstr "기타" #: editor/script_editor_debugger.cpp msgid "Clicked Control:" msgstr "클릭된 Control:" #: editor/script_editor_debugger.cpp msgid "Clicked Control Type:" msgstr "클릭된 컨트롤 타입:" #: editor/script_editor_debugger.cpp msgid "Live Edit Root:" msgstr "실시간 편집 루트:" #: editor/script_editor_debugger.cpp msgid "Set From Tree" msgstr "트리에서 설정" #: editor/script_editor_debugger.cpp msgid "Export measures as CSV" msgstr "CSV로 측정 값 내보내기" #: editor/settings_config_dialog.cpp msgid "Erase Shortcut" msgstr "단축키 지우기" #: editor/settings_config_dialog.cpp msgid "Restore Shortcut" msgstr "단축키 복원" #: editor/settings_config_dialog.cpp msgid "Change Shortcut" msgstr "단축키 바꾸기" #: editor/settings_config_dialog.cpp msgid "Editor Settings" msgstr "에디터 설정" #: editor/settings_config_dialog.cpp msgid "Shortcuts" msgstr "단축키" #: editor/settings_config_dialog.cpp msgid "Binding" msgstr "바인딩" #: editor/spatial_editor_gizmos.cpp msgid "Change Light Radius" msgstr "라이트 반경 바꾸기" #: editor/spatial_editor_gizmos.cpp msgid "Change AudioStreamPlayer3D Emission Angle" msgstr "AudioStreamPlayer3D 방출 각도 바꾸기" #: editor/spatial_editor_gizmos.cpp msgid "Change Camera FOV" msgstr "카메라 시야 바꾸기" #: editor/spatial_editor_gizmos.cpp msgid "Change Camera Size" msgstr "카메라 크기 바꾸기" #: editor/spatial_editor_gizmos.cpp msgid "Change Notifier AABB" msgstr "알림 AABB 바꾸기" #: editor/spatial_editor_gizmos.cpp msgid "Change Particles AABB" msgstr "파티클 AABB 바꾸기" #: editor/spatial_editor_gizmos.cpp msgid "Change Probe Extents" msgstr "프로브 범위 바꾸기" #: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp msgid "Change Sphere Shape Radius" msgstr "구체 모양 반경 바꾸기" #: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp msgid "Change Box Shape Extents" msgstr "박스 모양 범위 바꾸기" #: editor/spatial_editor_gizmos.cpp msgid "Change Capsule Shape Radius" msgstr "캡슐 모양 반경 바꾸기" #: editor/spatial_editor_gizmos.cpp msgid "Change Capsule Shape Height" msgstr "캡슐 모양 높이 바꾸기" #: editor/spatial_editor_gizmos.cpp msgid "Change Cylinder Shape Radius" msgstr "캡슐 모양 반지름 바꾸기" #: editor/spatial_editor_gizmos.cpp msgid "Change Cylinder Shape Height" msgstr "캡슐 모양 높이 바꾸기" #: editor/spatial_editor_gizmos.cpp msgid "Change Ray Shape Length" msgstr "광선 모양 길이 바꾸기" #: editor/spatial_editor_gizmos.cpp msgid "Set Room Point Position" msgstr "룸 점 위치 설정" #: editor/spatial_editor_gizmos.cpp msgid "Set Portal Point Position" msgstr "포털 점 위치 설정" #: editor/spatial_editor_gizmos.cpp msgid "Set Occluder Sphere Radius" msgstr "어클루더 구체 반지름 설정" #: editor/spatial_editor_gizmos.cpp msgid "Set Occluder Sphere Position" msgstr "어클루더 구체 위치 설정" #: editor/spatial_editor_gizmos.cpp #, fuzzy msgid "Set Occluder Polygon Point Position" msgstr "포털 점 위치 설정" #: editor/spatial_editor_gizmos.cpp #, fuzzy msgid "Set Occluder Hole Point Position" msgstr "곡선 점 위치 설정" #: modules/csg/csg_gizmos.cpp msgid "Change Cylinder Radius" msgstr "원기둥 반지름 바꾸기" #: modules/csg/csg_gizmos.cpp msgid "Change Cylinder Height" msgstr "원기둥 높이 바꾸기" #: modules/csg/csg_gizmos.cpp msgid "Change Torus Inner Radius" msgstr "도넛 내부 반지름 바꾸기" #: modules/csg/csg_gizmos.cpp msgid "Change Torus Outer Radius" msgstr "도넛 외부 반지름 바꾸기" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Select the dynamic library for this entry" msgstr "이 항목의 동적 라이브러리 선택" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Select dependencies of the library for this entry" msgstr "이 항목의 동적 라이브러리의 종속 관계를 선택" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Remove current entry" msgstr "현재 엔트리 제거" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Double click to create a new entry" msgstr "더블 클릭으로 새 항목 만들기" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Platform:" msgstr "플랫폼:" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Platform" msgstr "플랫폼" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Dynamic Library" msgstr "동적 라이브러리" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Add an architecture entry" msgstr "구조 항목을 추가" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "GDNativeLibrary" msgstr "GDNative 라이브러리" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Enabled GDNative Singleton" msgstr "활성화된 GDNative 싱글톤" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Disabled GDNative Singleton" msgstr "비활성화된 GDNative 싱글톤" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Library" msgstr "라이브러리" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Libraries: " msgstr "라이브러리: " #: modules/gdnative/register_types.cpp msgid "GDNative" msgstr "GDNative" #: modules/gdscript/gdscript_functions.cpp msgid "Step argument is zero!" msgstr "스텝 인수가 0입니다!" #: modules/gdscript/gdscript_functions.cpp msgid "Not a script with an instance" msgstr "스크립트의 인스턴스가 아님" #: modules/gdscript/gdscript_functions.cpp msgid "Not based on a script" msgstr "스크립트에 기반하지 않음" #: modules/gdscript/gdscript_functions.cpp msgid "Not based on a resource file" msgstr "리소스 파일에 기반하지 않음" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary format (missing @path)" msgstr "잘못된 인스턴스 딕셔너리 형식 (@path 누락됨)" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary format (can't load script at @path)" msgstr "잘못된 인스턴스 딕셔너리 형식 (@path에서 스크립트를 불러올 수 없음)" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary format (invalid script at @path)" msgstr "잘못된 인스턴스 딕셔너리 형식 (잘못된 @path의 스크립트)" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary (invalid subclasses)" msgstr "잘못된 인스턴스 딕셔너리 (잘못된 하위 클래스)" #: modules/gdscript/gdscript_functions.cpp msgid "Object can't provide a length." msgstr "오브젝트는 길이를 제공할 수 없습니다." #: modules/gltf/editor_scene_exporter_gltf_plugin.cpp msgid "Export Mesh GLTF2" msgstr "메시 GLTF2 내보내기" #: modules/gltf/editor_scene_exporter_gltf_plugin.cpp msgid "Export GLTF..." msgstr "GLTF 내보내기..." #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Next Plane" msgstr "다음 평면" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Previous Plane" msgstr "이전 평면" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Plane:" msgstr "평면:" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Next Floor" msgstr "다음 층" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Previous Floor" msgstr "이전 층" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Floor:" msgstr "층:" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Delete Selection" msgstr "그리드맵 선택 항목 삭제" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Fill Selection" msgstr "그리드맵 선택 항목 채우기" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Paste Selection" msgstr "그리드맵 선택 붙여넣기" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Paint" msgstr "그리드맵 칠하기" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Selection" msgstr "그리드맵 선택" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Grid Map" msgstr "그리드맵" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Snap View" msgstr "스냅 뷰" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clip Disabled" msgstr "클립 비활성화" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clip Above" msgstr "위에 클립" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clip Below" msgstr "아래에 클립" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Edit X Axis" msgstr "X 축 편집" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Edit Y Axis" msgstr "Y 축 편집" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Edit Z Axis" msgstr "Z 축 편집" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Rotate X" msgstr "커서 X 회전" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Rotate Y" msgstr "커서 Y 회전" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Rotate Z" msgstr "커서 Z 회전" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate X" msgstr "커서 X 역회전" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate Y" msgstr "커서 Y 역회전" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate Z" msgstr "커서 Z 역회전" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Clear Rotation" msgstr "커서 회전 지우기" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Paste Selects" msgstr "선택 항목 붙여넣기" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clear Selection" msgstr "선택 항목 지우기" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Fill Selection" msgstr "선택 항목 채우기" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Settings" msgstr "그리드맵 설정" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Pick Distance:" msgstr "거리 선택:" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Filter meshes" msgstr "메시 필터" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Give a MeshLibrary resource to this GridMap to use its meshes." msgstr "메시를 사용하려면 이 GridMap에 MeshLibrary 리소스를 주세요." #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Begin Bake" msgstr "굽기 시작" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Preparing data structures" msgstr "데이터 구조 준비 중" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Generate buffers" msgstr "버퍼 생성" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Direct lighting" msgstr "직접 조명" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Indirect lighting" msgstr "간접 조명" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Post processing" msgstr "후처리" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Plotting lightmaps" msgstr "라이트맵 그리는 중" #: modules/mono/csharp_script.cpp msgid "Class name can't be a reserved keyword" msgstr "클래스 이름은 키워드가 될 수 없습니다" #: modules/mono/csharp_script.cpp msgid "Build Solution" msgstr "솔루션 빌드" #: modules/mono/mono_gd/gd_mono_utils.cpp msgid "End of inner exception stack trace" msgstr "내부 예외 스택 추적의 끝" #: 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 "" "이 노드가 작동하려면 NavigationMesh 리소스를 설정하거나 만들어야 합니다." #: modules/navigation/navigation_mesh_editor_plugin.cpp msgid "Bake NavMesh" msgstr "NavMesh 굽기" #: modules/navigation/navigation_mesh_editor_plugin.cpp msgid "Clear the navigation mesh." msgstr "내비게이션 메시를 지웁니다." #: modules/navigation/navigation_mesh_generator.cpp msgid "Setting up Configuration..." msgstr "구성 설정 중..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Calculating grid size..." msgstr "그리드 크기 계산 중..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Creating heightfield..." msgstr "Heightfield 만드는 중..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Marking walkable triangles..." msgstr "걷기 가능한 삼각형 표시 중..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Constructing compact heightfield..." msgstr "압축된 Heightfield를 구성 중..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Eroding walkable area..." msgstr "걷기 가능한 영역 계산 중..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Partitioning..." msgstr "파티션 중..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Creating contours..." msgstr "윤곽선 만드는 중..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Creating polymesh..." msgstr "Polymesh 만드는 중..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Converting to native navigation mesh..." msgstr "네이티브 내비게이션 메시로 변환 중..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Navigation Mesh Generator Setup:" msgstr "내비게이션 메시 생성기 설정:" #: modules/navigation/navigation_mesh_generator.cpp msgid "Parsing Geometry..." msgstr "지오메트리 분석 중..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Done!" msgstr "완료!" #: modules/visual_script/visual_script.cpp msgid "" "A node yielded without working memory, please read the docs on how to yield " "properly!" msgstr "" "작업 메모리 없이 Yield된 노드입니다. 문서에서 노드에게 적절히 Yield하는 방법" "을 읽어주세요!" #: modules/visual_script/visual_script.cpp msgid "" "Node yielded, but did not return a function state in the first working " "memory." msgstr "" "노드가 Yield됐지만, 첫번째 작업 메모리의 함수 상태를 반환하지 않았습니다." #: modules/visual_script/visual_script.cpp msgid "" "Return value must be assigned to first element of node working memory! Fix " "your node please." msgstr "" "반환 값은 반드시 노드 작업 메모리의 첫 번째 요소로 지정해야 합니다! 노드를 고" "쳐주세요." #: modules/visual_script/visual_script.cpp msgid "Node returned an invalid sequence output: " msgstr "잘못된 시퀀스 출력을 반환한 노드: " #: modules/visual_script/visual_script.cpp msgid "Found sequence bit but not the node in the stack, report bug!" msgstr "" "시퀀스 비트를 발견했지만 스택 안의 노드에는 없습니다. 버그를 신고하세요!" #: modules/visual_script/visual_script.cpp msgid "Stack overflow with stack depth: " msgstr "스택 깊이로 오버플로우한 스택: " #: modules/visual_script/visual_script_editor.cpp msgid "Change Signal Arguments" msgstr "시그널 인수 바꾸기" #: modules/visual_script/visual_script_editor.cpp msgid "Change Argument Type" msgstr "인수 타입 바꾸기" #: modules/visual_script/visual_script_editor.cpp msgid "Change Argument name" msgstr "인수 이름 바꾸기" #: modules/visual_script/visual_script_editor.cpp msgid "Set Variable Default Value" msgstr "변수 기본값 설정" #: modules/visual_script/visual_script_editor.cpp msgid "Set Variable Type" msgstr "변수 타입 설정" #: modules/visual_script/visual_script_editor.cpp msgid "Add Input Port" msgstr "입력 포트 추가하기" #: modules/visual_script/visual_script_editor.cpp msgid "Add Output Port" msgstr "출력 포트 추가하기" #: modules/visual_script/visual_script_editor.cpp msgid "Change Port Type" msgstr "포트 타입 바꾸기" #: modules/visual_script/visual_script_editor.cpp msgid "Change Port Name" msgstr "포트 이름 바꾸기" #: modules/visual_script/visual_script_editor.cpp msgid "Override an existing built-in function." msgstr "기존의 내장 함수를 오버라이드합니다." #: modules/visual_script/visual_script_editor.cpp msgid "Create a new function." msgstr "새 함수를 만듭니다." #: modules/visual_script/visual_script_editor.cpp msgid "Variables:" msgstr "변수:" #: modules/visual_script/visual_script_editor.cpp msgid "Create a new variable." msgstr "새 변수를 만듭니다." #: modules/visual_script/visual_script_editor.cpp msgid "Signals:" msgstr "시그널:" #: modules/visual_script/visual_script_editor.cpp msgid "Create a new signal." msgstr "새 시그널을 만듭니다." #: modules/visual_script/visual_script_editor.cpp msgid "Name is not a valid identifier:" msgstr "이름이 올바른 식별자가 아님:" #: modules/visual_script/visual_script_editor.cpp msgid "Name already in use by another func/var/signal:" msgstr "이미 다른 함수/변수/시그널로 사용된 이름:" #: modules/visual_script/visual_script_editor.cpp msgid "Rename Function" msgstr "함수명 바꾸기" #: modules/visual_script/visual_script_editor.cpp msgid "Rename Variable" msgstr "변수명 바꾸기" #: modules/visual_script/visual_script_editor.cpp msgid "Rename Signal" msgstr "시그널 이름 바꾸기" #: modules/visual_script/visual_script_editor.cpp msgid "Add Function" msgstr "함수 추가" #: modules/visual_script/visual_script_editor.cpp msgid "Delete input port" msgstr "입력 포트 삭제" #: modules/visual_script/visual_script_editor.cpp msgid "Add Variable" msgstr "변수 추가" #: modules/visual_script/visual_script_editor.cpp msgid "Add Signal" msgstr "시그널 추가" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Input Port" msgstr "입력 포트 제거" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Output Port" msgstr "출력 포트 제거" #: modules/visual_script/visual_script_editor.cpp msgid "Change Expression" msgstr "표현식 바꾸기" #: modules/visual_script/visual_script_editor.cpp msgid "Remove VisualScript Nodes" msgstr "비주얼스크립트 노드 제거" #: modules/visual_script/visual_script_editor.cpp msgid "Duplicate VisualScript Nodes" msgstr "비주얼스크립트 노드 복제" #: modules/visual_script/visual_script_editor.cpp msgid "Hold %s to drop a Getter. Hold Shift to drop a generic signature." msgstr "" "%s을(를) 누르고 있으면 Getter를 드롭합니다. Shift를 누르고 있으면 일반적인 시" "그니처를 드롭합니다." #: modules/visual_script/visual_script_editor.cpp msgid "Hold Ctrl to drop a Getter. Hold Shift to drop a generic signature." msgstr "" "Ctrl을 누르고 있으면 Getter를 드롭합니다. Shift를 누르고 있으면 일반적인 시그" "니처를 드롭합니다." #: modules/visual_script/visual_script_editor.cpp msgid "Hold %s to drop a simple reference to the node." msgstr "%s을(를) 누르고 있으면 노드에 대한 간단한 참조를 드롭합니다." #: modules/visual_script/visual_script_editor.cpp msgid "Hold Ctrl to drop a simple reference to the node." msgstr "Ctrl을 누르고 있으면 노드에 대한 간단한 참조를 드롭합니다." #: modules/visual_script/visual_script_editor.cpp msgid "Hold %s to drop a Variable Setter." msgstr "%s을(를) 누르고 있르면 변수 Setter를 드롭합니다." #: modules/visual_script/visual_script_editor.cpp msgid "Hold Ctrl to drop a Variable Setter." msgstr "Ctrl을 누르고 있으면 변수 Setter를 드롭합니다." #: modules/visual_script/visual_script_editor.cpp msgid "Add Preload Node" msgstr "Preload 노드 추가" #: modules/visual_script/visual_script_editor.cpp msgid "Add Node(s)" msgstr "노드 추가" #: modules/visual_script/visual_script_editor.cpp msgid "Add Node(s) From Tree" msgstr "트리에서 노드 추가" #: 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 "" "스크립트 '%s'이(가) 이 씬에서 사용되지 않고 있어서 속성을 드롭할 수 없습니" "다.\n" "'Shift' 키를 누른 채로 드롭하면 시그니처를 복사합니다." #: modules/visual_script/visual_script_editor.cpp msgid "Add Getter Property" msgstr "Getter 속성 추가" #: modules/visual_script/visual_script_editor.cpp msgid "Add Setter Property" msgstr "Setter 속성 추가" #: modules/visual_script/visual_script_editor.cpp msgid "Change Base Type" msgstr "기본 타입 바꾸기" #: modules/visual_script/visual_script_editor.cpp msgid "Move Node(s)" msgstr "노드 이동" #: modules/visual_script/visual_script_editor.cpp msgid "Remove VisualScript Node" msgstr "비주얼스크립트 노드 제거" #: modules/visual_script/visual_script_editor.cpp msgid "Connect Nodes" msgstr "노드 연결" #: modules/visual_script/visual_script_editor.cpp msgid "Disconnect Nodes" msgstr "그래프 노드 연결 풀기" #: modules/visual_script/visual_script_editor.cpp msgid "Connect Node Data" msgstr "노드 데이터 연결" #: modules/visual_script/visual_script_editor.cpp msgid "Connect Node Sequence" msgstr "노드 시퀀스 연결" #: modules/visual_script/visual_script_editor.cpp msgid "Script already has function '%s'" msgstr "스크립트에 이미 '%s' 함수가 있습니다" #: modules/visual_script/visual_script_editor.cpp msgid "Change Input Value" msgstr "입력 값 바꾸기" #: modules/visual_script/visual_script_editor.cpp msgid "Resize Comment" msgstr "주석 크기 조절" #: modules/visual_script/visual_script_editor.cpp msgid "Can't copy the function node." msgstr "함수 노드를 복사할 수 없습니다." #: modules/visual_script/visual_script_editor.cpp msgid "Paste VisualScript Nodes" msgstr "비주얼스크립트 노드 붙여넣기" #: modules/visual_script/visual_script_editor.cpp msgid "Can't create function with a function node." msgstr "함수 노드가 있으면 함수를 만들 수 없습니다." #: modules/visual_script/visual_script_editor.cpp msgid "Can't create function of nodes from nodes of multiple functions." msgstr "많은 함수의 노드에서 노드의 함수를 만들 수 없습니다." #: modules/visual_script/visual_script_editor.cpp msgid "Select at least one node with sequence port." msgstr "Sequence 포트에서 적어도 하나의 노드를 선택하세요." #: modules/visual_script/visual_script_editor.cpp msgid "Try to only have one sequence input in selection." msgstr "선택 항목에서 Sequence 입력이 하나만 있도록 하세요." #: modules/visual_script/visual_script_editor.cpp msgid "Create Function" msgstr "함수 만들기" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Function" msgstr "함수 제거" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Variable" msgstr "변수 제거" #: modules/visual_script/visual_script_editor.cpp msgid "Editing Variable:" msgstr "변수 편집:" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Signal" msgstr "시그널 제거" #: modules/visual_script/visual_script_editor.cpp msgid "Editing Signal:" msgstr "시그널 편집:" #: modules/visual_script/visual_script_editor.cpp msgid "Make Tool:" msgstr "툴 만들기:" #: modules/visual_script/visual_script_editor.cpp msgid "Members:" msgstr "멤버:" #: modules/visual_script/visual_script_editor.cpp msgid "Change Base Type:" msgstr "기본 타입 바꾸기:" #: modules/visual_script/visual_script_editor.cpp msgid "Add Nodes..." msgstr "노드 추가..." #: modules/visual_script/visual_script_editor.cpp msgid "Add Function..." msgstr "함수 추가..." #: modules/visual_script/visual_script_editor.cpp msgid "function_name" msgstr "function_name" #: modules/visual_script/visual_script_editor.cpp msgid "Select or create a function to edit its graph." msgstr "그래프를 편집하기 위한 함수를 선택하거나 만드세요." #: modules/visual_script/visual_script_editor.cpp msgid "Delete Selected" msgstr "선택 항목 삭제" #: modules/visual_script/visual_script_editor.cpp msgid "Find Node Type" msgstr "노드 타입 찾기" #: modules/visual_script/visual_script_editor.cpp msgid "Copy Nodes" msgstr "노드 복사" #: modules/visual_script/visual_script_editor.cpp msgid "Cut Nodes" msgstr "노드 잘라내기" #: modules/visual_script/visual_script_editor.cpp msgid "Make Function" msgstr "함수 만들기" #: modules/visual_script/visual_script_editor.cpp msgid "Refresh Graph" msgstr "그래프 새로고침" #: modules/visual_script/visual_script_editor.cpp msgid "Edit Member" msgstr "멤버 편집" #: modules/visual_script/visual_script_expression.cpp #, fuzzy msgid "Expression" msgstr "표현식 설정" #: modules/visual_script/visual_script_flow_control.cpp msgid "Return" msgstr "" #: modules/visual_script/visual_script_flow_control.cpp #, fuzzy msgid "Condition" msgstr "애니메이션" #: 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 "반복할 수 없는 입력 타입: " #: modules/visual_script/visual_script_flow_control.cpp msgid "Iterator became invalid" msgstr "Iterator가 잘못되었습니다" #: modules/visual_script/visual_script_flow_control.cpp msgid "Iterator became invalid: " msgstr "Iterator가 잘못됨: " #: modules/visual_script/visual_script_flow_control.cpp msgid "Sequence" msgstr "" #: modules/visual_script/visual_script_flow_control.cpp #, fuzzy msgid "in order:" msgstr "폴더 이름 바꾸기:" #: modules/visual_script/visual_script_flow_control.cpp #, fuzzy msgid "Switch" msgstr "Pitch:" #: 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 "타입:" #: 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 "자체" #: modules/visual_script/visual_script_func_nodes.cpp #, fuzzy msgid "Subtract %s" msgstr "(문자 %s 위치)" #: 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 추가" #: modules/visual_script/visual_script_func_nodes.cpp #, fuzzy msgid "ShiftLeft %s" msgstr "Set %s" #: 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 추가" #: 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 "Get %s" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Invalid index property name." msgstr "잘못된 인덱스 속성 이름." #: modules/visual_script/visual_script_func_nodes.cpp msgid "Base object is not a Node!" msgstr "기본 오브젝트는 노드가 아닙니다!" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Path does not lead Node!" msgstr "노드를 지정하는 경로가 아닙니다!" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Invalid index property name '%s' in node %s." msgstr "노드 %s 안에 인덱스 속성 이름 '%s'이(가) 잘못되었습니다." #: modules/visual_script/visual_script_func_nodes.cpp #, fuzzy msgid "Emit %s" msgstr "Set %s" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Function" msgstr "함수(Function)" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Compose Array" msgstr "배열 크기 바꾸기" #: modules/visual_script/visual_script_nodes.cpp msgid ": Invalid argument of type: " msgstr ": 잘못된 인수 타입: " #: modules/visual_script/visual_script_nodes.cpp msgid ": Invalid arguments: " msgstr ": 잘못된 인수: " #: 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 "VariableGet을 스크립트에서 찾을 수 없음: " #: modules/visual_script/visual_script_nodes.cpp msgid "VariableSet not found in script: " msgstr "VariableSet을 스크립트에서 찾을 수 없음: " #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Preload" msgstr "새로고침" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Get Index" msgstr "Z 인덱스" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Set Index" msgstr "Z 인덱스" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Global Constant" msgstr "상수" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Class Constant" msgstr "상수" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Basic Constant" msgstr "상수" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Math Constant" msgstr "상수" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Get Engine Singleton" msgstr "활성화된 GDNative 싱글톤" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Get Scene Node" msgstr "시간 탐색 노드" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Get Scene Tree" msgstr "씬 트리 편집" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Get Self" msgstr "자체" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "CustomNode" msgstr "노드 잘라내기" #: modules/visual_script/visual_script_nodes.cpp msgid "Custom node has no _step() method, can't process graph." msgstr "커스텀 노드에 _step() 메서드가 없습니다. 그래프를 처리할 수 없습니다." #: modules/visual_script/visual_script_nodes.cpp msgid "" "Invalid return value from _step(), must be integer (seq out), or string " "(error)." msgstr "" "_step()에서 잘못된 반환 값입니다. 정수 (seq out), 또는 문자열 (error)이어야 " "합니다." #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "SubCall" msgstr "호출" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Construct %s" msgstr "상수" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Get Local Var" msgstr "로컬 공간 사용" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Set Local Var" msgstr "로컬 공간 사용" #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Action %s" msgstr "액션" #: modules/visual_script/visual_script_nodes.cpp msgid "Deconstruct %s" msgstr "" #: modules/visual_script/visual_script_property_selector.cpp msgid "Search VisualScript" msgstr "비주얼스크립트 검색" #: modules/visual_script/visual_script_yield_nodes.cpp msgid "Yield" msgstr "" #: modules/visual_script/visual_script_yield_nodes.cpp msgid "Wait" msgstr "대기" #: modules/visual_script/visual_script_yield_nodes.cpp #, fuzzy msgid "Next Frame" msgstr "프레임 이동" #: modules/visual_script/visual_script_yield_nodes.cpp #, fuzzy msgid "Next Physics Frame" msgstr "물리 프레임 %" #: 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 "시그널" #: modules/visual_script/visual_script_yield_nodes.cpp #, fuzzy msgid "WaitNodeSignal" msgstr "시그널" #: modules/visual_script/visual_script_yield_nodes.cpp #, fuzzy msgid "WaitInstanceSignal" msgstr "인스턴스하기" #: platform/android/export/export_plugin.cpp msgid "Package name is missing." msgstr "패키지 이름이 누락되어 있습니다." #: platform/android/export/export_plugin.cpp msgid "Package segments must be of non-zero length." msgstr "패키지 세그먼트는 길이가 0이 아니어야 합니다." #: platform/android/export/export_plugin.cpp msgid "The character '%s' is not allowed in Android application package names." msgstr "문자 '%s'은(는) Android 애플리케이션 패키지 이름으로 쓸 수 없습니다." #: platform/android/export/export_plugin.cpp msgid "A digit cannot be the first character in a package segment." msgstr "숫자는 패키지 세그먼트의 첫 문자로 쓸 수 없습니다." #: platform/android/export/export_plugin.cpp msgid "The character '%s' cannot be the first character in a package segment." msgstr "문자 '%s'은(는) 패키지 세그먼트의 첫 문자로 쓸 수 없습니다." #: platform/android/export/export_plugin.cpp msgid "The package must have at least one '.' separator." msgstr "패키지는 적어도 하나의 '.' 분리 기호가 있어야 합니다." #: platform/android/export/export_plugin.cpp msgid "Select device from the list" msgstr "목록에서 기기 선택" #: platform/android/export/export_plugin.cpp msgid "Running on %s" msgstr "%s에서 실행" #: platform/android/export/export_plugin.cpp msgid "Exporting APK..." msgstr "APK로 내보내는 중..." #: platform/android/export/export_plugin.cpp msgid "Uninstalling..." msgstr "제거 중..." #: platform/android/export/export_plugin.cpp msgid "Installing to device, please wait..." msgstr "기기에 설치 중, 기다려 주세요..." #: platform/android/export/export_plugin.cpp msgid "Could not install to device: %s" msgstr "기기에 설치할 수 없음: %s" #: platform/android/export/export_plugin.cpp msgid "Running on device..." msgstr "기기에서 실행 중..." #: platform/android/export/export_plugin.cpp msgid "Could not execute on device." msgstr "기기에서 실행할 수 없었습니다." #: platform/android/export/export_plugin.cpp msgid "Unable to find the 'apksigner' tool." msgstr "'apksigner' 툴을 찾을 수 없습니다." #: platform/android/export/export_plugin.cpp msgid "" "Android build template not installed in the project. Install it from the " "Project menu." msgstr "" "프로젝트에 Android 빌드 템플릿을 설치하지 않았습니다. 프로젝트 메뉴에서 설치" "하세요." #: 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 및 Debug Password 설정을 구성하거나 그 중 어느 것" "도 없어야 합니다." #: platform/android/export/export_plugin.cpp msgid "Debug keystore not configured in the Editor Settings nor in the preset." msgstr "Debug keystore를 에디터 설정과 프리셋에 구성하지 않았습니다." #: 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 및 Release Password 설정을 구성하거나 그 중 어" "느 것도 없어야 합니다." #: platform/android/export/export_plugin.cpp msgid "Release keystore incorrectly configured in the export preset." msgstr "내보내기 프리셋에 출시 keystorke가 잘못 구성되어 있습니다." #: platform/android/export/export_plugin.cpp msgid "A valid Android SDK path is required in Editor Settings." msgstr "에디터 설정에서 올바른 Android SDK 경로가 필요합니다." #: platform/android/export/export_plugin.cpp msgid "Invalid Android SDK path in Editor Settings." msgstr "에디터 설정에서 잘못된 Android SDK 경로입니다." #: platform/android/export/export_plugin.cpp msgid "Missing 'platform-tools' directory!" msgstr "'platform-tools' 디렉토리가 누락되어 있습니다!" #: platform/android/export/export_plugin.cpp msgid "Unable to find Android SDK platform-tools' adb command." msgstr "Android SDK platform-tools의 adb 명령을 찾을 수 없습니다." #: platform/android/export/export_plugin.cpp msgid "Please check in the Android SDK directory specified in Editor Settings." msgstr "에디터 설정에서 지정된 Android SDK 디렉토리를 확인해주세요." #: platform/android/export/export_plugin.cpp msgid "Missing 'build-tools' directory!" msgstr "'build-tools' 디렉토리가 누락되어 있습니다!" #: platform/android/export/export_plugin.cpp msgid "Unable to find Android SDK build-tools' apksigner command." msgstr "Android SDK build-tools의 apksigner 명령을 찾을 수 없습니다." #: platform/android/export/export_plugin.cpp msgid "Invalid public key for APK expansion." msgstr "APK 확장에 잘못된 공개 키입니다." #: platform/android/export/export_plugin.cpp msgid "Invalid package name:" msgstr "잘못된 패키지 이름:" #: platform/android/export/export_plugin.cpp msgid "" "Invalid \"GodotPaymentV3\" module included in the \"android/modules\" " "project setting (changed in Godot 3.2.2).\n" "Replace it with the first-party \"GodotGooglePlayBilling\" plugin.\n" "Note that the singleton was also renamed from \"GodotPayments\" to " "\"GodotGooglePlayBilling\"." msgstr "" #: platform/android/export/export_plugin.cpp msgid "\"Use Custom Build\" must be enabled to use the plugins." msgstr "플러그인을 사용하려면 \"Use Custom Build\"가 활성화되어야 합니다." #: platform/android/export/export_plugin.cpp #, fuzzy msgid "" "\"Hand Tracking\" is only valid when \"Xr Mode\" is \"Oculus Mobile VrApi\" " "or \"OpenXR\"." msgstr "" "\"손 추적\" 은 \"Xr 모드\" 가 \"Oculus Mobile VR\"일 때만 사용 가능합니다." #: platform/android/export/export_plugin.cpp #, fuzzy msgid "\"Passthrough\" is only valid when \"Xr Mode\" is \"OpenXR\"." msgstr "" "\"손 추적\" 은 \"Xr 모드\" 가 \"Oculus Mobile VR\"일 때만 사용 가능합니다." #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Custom Build\" is enabled." msgstr "\"Export AAB\"는 \"Use Custom Build\"가 활성화된 경우에만 유효합니다." #: platform/android/export/export_plugin.cpp #, fuzzy msgid "" "Changing the \"Min Sdk\" is only valid when \"Use Custom Build\" is enabled." msgstr "\"Export AAB\"는 \"Use Custom Build\"가 활성화된 경우에만 유효합니다." #: platform/android/export/export_plugin.cpp #, fuzzy msgid "" "Changing the \"Target Sdk\" is only valid when \"Use Custom Build\" is " "enabled." msgstr "\"Export AAB\"는 \"Use Custom Build\"가 활성화된 경우에만 유효합니다." #: platform/android/export/export_plugin.cpp msgid "\"Target Sdk\" version must be greater or equal to \"Min Sdk\" version." msgstr "" #: 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'를 찾을 수 없었습니다.\n" "명령이 Android SDK build-tools 디렉토리에서 사용 가능한지 확인해주세요.\n" "결과 %s는 서명되지 않습니다." #: platform/android/export/export_plugin.cpp msgid "Signing debug %s..." msgstr "디버그 %s에 서명 중..." #: platform/android/export/export_plugin.cpp msgid "Signing release %s..." msgstr "출시 %s에 서명 중..." #: platform/android/export/export_plugin.cpp msgid "Could not find keystore, unable to export." msgstr "keystore를 찾을 수 없어, 내보낼 수 없었습니다." #: platform/android/export/export_plugin.cpp msgid "'apksigner' returned with error #%d" msgstr "'apksigner'가 오류 #%d로 반환되었습니다" #: platform/android/export/export_plugin.cpp msgid "Verifying %s..." msgstr "%s 검증 중..." #: platform/android/export/export_plugin.cpp msgid "'apksigner' verification of %s failed." msgstr "%s의 'apksigner' 검증에 실패했습니다." #: platform/android/export/export_plugin.cpp msgid "Exporting for Android" msgstr "Android로 내보내기" #: platform/android/export/export_plugin.cpp msgid "Invalid filename! Android App Bundle requires the *.aab extension." msgstr "잘못된 파일명! Android App Bundle에는 * .aab 확장자가 필요합니다." #: platform/android/export/export_plugin.cpp msgid "APK Expansion not compatible with Android App Bundle." msgstr "APK 확장은 Android App Bundle과 호환되지 않습니다." #: platform/android/export/export_plugin.cpp msgid "Invalid filename! Android APK requires the *.apk extension." msgstr "잘못된 파일이름입니다! Android APK는 *.apk 확장자가 필요합니다." #: platform/android/export/export_plugin.cpp msgid "Unsupported export format!\n" msgstr "지원되지 않는 내보내기 형식입니다!\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 "" "커스텀 빌드 템플릿으로 빌드하려 했으나, 버전 정보가 없습니다. '프로젝트" "(Project)' 메뉴에서 다시 설치해주세요." #: 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 빌드 버전이 맞지 않음:\n" " 설치된 템플릿: %s\n" " Godot 버전: %s\n" "'프로젝트' 메뉴에서 Android 빌드 템플릿을 다시 설치해주세요." #: 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 파일을 프로젝트 이름으로 덮어쓸 수 없습니다" #: platform/android/export/export_plugin.cpp msgid "Could not export project files to gradle project\n" msgstr "프로젝트 파일을 gradle 프로젝트로 내보낼 수 없었습니다\n" #: platform/android/export/export_plugin.cpp msgid "Could not write expansion package file!" msgstr "확장 패키지 파일을 쓸 수 없었습니다!" #: platform/android/export/export_plugin.cpp msgid "Building Android Project (gradle)" msgstr "Android 프로젝트 빌드 중 (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 프로젝트의 빌드에 실패했습니다, 출력된 오류를 확인하세요.\n" "또는 docs.godotengine.org에서 Android 빌드 문서를 찾아보세요." #: platform/android/export/export_plugin.cpp msgid "Moving output" msgstr "출력 이동 중" #: platform/android/export/export_plugin.cpp msgid "" "Unable to copy and rename export file, check gradle project directory for " "outputs." msgstr "" "내보내기 파일을 복사하고 이름을 바꿀 수 없습니다, 출력에 대한 gradle 프로젝" "트 디렉토리를 확인하세요." #: platform/android/export/export_plugin.cpp msgid "Package not found: %s" msgstr "패키지를 찾을 수 없음: %s" #: platform/android/export/export_plugin.cpp msgid "Creating APK..." msgstr "APK를 만드는 중..." #: platform/android/export/export_plugin.cpp msgid "" "Could not find template APK to export:\n" "%s" msgstr "" "내보낼 템플릿 APK를 찾을 수 없음:\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 "" "선택된 아키텍처를 위한 내보내기 템플릿에 라이브러리가 누락되어 있습니다: " "%s.\n" "모든 필수 라이브러리로 템플릿을 빌드하거나, 내보내기 프리셋에서 누락된 아키텍" "처를 선택 취소하세요." #: platform/android/export/export_plugin.cpp msgid "Adding files..." msgstr "파일을 추가하는 중..." #: platform/android/export/export_plugin.cpp msgid "Could not export project files" msgstr "프로젝트 파일을 내보낼 수 없었습니다" #: platform/android/export/export_plugin.cpp msgid "Aligning APK..." msgstr "APK를 정렬 중..." #: platform/android/export/export_plugin.cpp msgid "Could not unzip temporary unaligned APK." msgstr "임시 정렬되지 않은 APK의 압축을 풀 수 없었습니다." #: platform/iphone/export/export.cpp platform/osx/export/export.cpp msgid "Identifier is missing." msgstr "식별자가 누락되어 있습니다." #: platform/iphone/export/export.cpp platform/osx/export/export.cpp msgid "The character '%s' is not allowed in Identifier." msgstr "문자 '%s'은(는) 식별자에 쓸 수 없습니다." #: platform/iphone/export/export.cpp msgid "App Store Team ID not specified - cannot configure the project." msgstr "App Store 팀 ID를 지정하지 않았습니다 - 프로젝트를 구성할 수 없습니다." #: platform/iphone/export/export.cpp msgid "Invalid Identifier:" msgstr "잘못된 식별자:" #: platform/javascript/export/export.cpp msgid "Stop HTTP Server" msgstr "HTTP 서버 멈추기" #: platform/javascript/export/export.cpp msgid "Run in Browser" msgstr "브라우저에서 실행" #: platform/javascript/export/export.cpp msgid "Run exported HTML in the system's default browser." msgstr "내보낸 HTML을 시스템의 기본 브라우저를 사용하여 실행합니다." #: platform/javascript/export/export.cpp msgid "Could not open template for export:" msgstr "내보내기 템플릿을 열 수 없음:" #: platform/javascript/export/export.cpp msgid "Invalid export template:" msgstr "잘못된 내보내기 템플릿:" #: platform/javascript/export/export.cpp msgid "Could not write file:" msgstr "파일에 쓸 수 없음:" #: platform/javascript/export/export.cpp msgid "Could not read file:" msgstr "파일을 읽을 수 없음:" #: platform/javascript/export/export.cpp msgid "Could not read HTML shell:" msgstr "HTML shell을 읽을 수 없음:" #: platform/javascript/export/export.cpp msgid "Could not create HTTP server directory:" msgstr "HTTP 서버 디렉토리를 만들 수 없음:" #: platform/javascript/export/export.cpp msgid "Error starting HTTP server:" msgstr "HTTP 서버를 시작하는 중 오류:" #: platform/osx/export/codesign.cpp msgid "Can't get filesystem access." msgstr "" #: platform/osx/export/codesign.cpp msgid "Failed to get Info.plist hash." msgstr "" #: platform/osx/export/codesign.cpp #, fuzzy msgid "Invalid Info.plist, no exe name." msgstr "잘못된 프로젝트 이름입니다." #: platform/osx/export/codesign.cpp msgid "Invalid Info.plist, no bundle id." msgstr "" #: platform/osx/export/codesign.cpp #, fuzzy msgid "Invalid Info.plist, can't load." msgstr "잘못된 지오메트리. 폴리곤을 만들 수 없습니다." #: platform/osx/export/codesign.cpp #, fuzzy msgid "Failed to create \"%s\" subfolder." msgstr "폴더를 만들 수 없습니다." #: platform/osx/export/codesign.cpp msgid "Failed to extract thin binary." msgstr "" #: platform/osx/export/codesign.cpp #, fuzzy msgid "Invalid binary format." msgstr "잘못된 기본 경로." #: platform/osx/export/codesign.cpp msgid "Already signed!" msgstr "" #: platform/osx/export/codesign.cpp #, fuzzy msgid "Failed to process nested resources." msgstr "리소스 불러오기에 실패했습니다." #: platform/osx/export/codesign.cpp msgid "Failed to create _CodeSignature subfolder." msgstr "" #: platform/osx/export/codesign.cpp #, fuzzy msgid "Failed to get CodeResources hash." msgstr "리소스 불러오기에 실패했습니다." #: platform/osx/export/codesign.cpp platform/osx/export/export.cpp #, fuzzy msgid "Invalid entitlements file." msgstr "잘못된 확장자." #: platform/osx/export/codesign.cpp #, fuzzy msgid "Invalid executable file." msgstr "잘못된 확장자." #: platform/osx/export/codesign.cpp msgid "Can't resize signature load command." msgstr "" #: platform/osx/export/codesign.cpp msgid "Failed to create fat binary." msgstr "" #: platform/osx/export/codesign.cpp msgid "Unknown bundle type." msgstr "" #: platform/osx/export/codesign.cpp msgid "Unknown object type." msgstr "" #: platform/osx/export/export.cpp msgid "" "Note: The notarization process generally takes less than an hour. When the " "process is completed, you'll receive an email." msgstr "" #: platform/osx/export/export.cpp msgid "" "You can check progress manually by opening a Terminal and running the " "following command:" msgstr "" #: platform/osx/export/export.cpp msgid "" "Run the following command to staple the notarization ticket to the exported " "application (optional):" msgstr "" #: platform/osx/export/export.cpp #, fuzzy msgid "No identity found." msgstr "아이콘을 찾을 수 없습니다." #: platform/osx/export/export.cpp #, fuzzy msgid "Creating app bundle" msgstr "썸네일 만드는 중" #: platform/osx/export/export.cpp #, fuzzy msgid "Could not find template app to export:" msgstr "" "내보낼 템플릿 APK를 찾을 수 없음:\n" "%s" #: platform/osx/export/export.cpp msgid "" "Relative symlinks are not supported on this OS, the exported project might " "be broken!" msgstr "" #: platform/osx/export/export.cpp msgid "" "Requested template binary '%s' not found. It might be missing from your " "template archive." msgstr "" #: platform/osx/export/export.cpp msgid "Making PKG" msgstr "" #: platform/osx/export/export.cpp msgid "" "Ad-hoc signed applications require the 'Disable Library Validation' " "entitlement to load dynamic libraries." msgstr "" #: platform/osx/export/export.cpp msgid "Code signing bundle" msgstr "" #: platform/osx/export/export.cpp msgid "Making DMG" msgstr "" #: platform/osx/export/export.cpp msgid "Code signing DMG" msgstr "" #: platform/osx/export/export.cpp msgid "Making ZIP" msgstr "" #: platform/osx/export/export.cpp msgid "" "Notarization requires the app to be archived first, select the DMG or ZIP " "export format instead." msgstr "" #: platform/osx/export/export.cpp msgid "Sending archive for notarization" msgstr "" #: platform/osx/export/export.cpp msgid "Invalid bundle identifier:" msgstr "잘못된 bundle 식별자:" #: platform/osx/export/export.cpp msgid "" "Warning: Built-in \"codesign\" is selected in the Editor Settings. Code " "signing is limited to ad-hoc signature only." msgstr "" #: platform/osx/export/export.cpp msgid "" "Warning: Xcode command line tools are not installed, using built-in " "\"codesign\". Code signing is limited to ad-hoc signature only." msgstr "" #: platform/osx/export/export.cpp msgid "Notarization: Notarization with an ad-hoc signature is not supported." msgstr "" #: platform/osx/export/export.cpp #, fuzzy msgid "Notarization: Code signing is required for notarization." msgstr "공증: 코드 서명이 필요합니다." #: platform/osx/export/export.cpp #, fuzzy msgid "Notarization: Hardened runtime is required for notarization." msgstr "공증: 강화된 런타임이 필요합니다." #: platform/osx/export/export.cpp #, fuzzy msgid "Notarization: Timestamp runtime is required for notarization." msgstr "공증: 강화된 런타임이 필요합니다." #: platform/osx/export/export.cpp msgid "Notarization: Apple ID name not specified." msgstr "공증: Apple ID 이름이 지정되지 않았습니다." #: platform/osx/export/export.cpp msgid "Notarization: Apple ID password not specified." msgstr "공증: Apple ID 비밀번호가 지정되지 않았습니다." #: platform/osx/export/export.cpp msgid "" "Warning: Notarization is disabled. The exported project will be blocked by " "Gatekeeper if it's downloaded from an unknown source." msgstr "" #: platform/osx/export/export.cpp msgid "" "Code signing is disabled. The exported project will not run on Macs with " "enabled Gatekeeper and Apple Silicon powered Macs." msgstr "" #: platform/osx/export/export.cpp msgid "" "Hardened Runtime is not compatible with ad-hoc signature, and will be " "disabled!" msgstr "" #: platform/osx/export/export.cpp msgid "" "Timestamping is not compatible with ad-hoc signature, and will be disabled!" msgstr "" #: platform/osx/export/export.cpp msgid "" "Warning: Notarization is not supported from this OS. The exported project " "will be blocked by Gatekeeper if it's downloaded from an unknown source." msgstr "" #: platform/osx/export/export.cpp msgid "" "Privacy: Microphone access is enabled, but usage description is not " "specified." msgstr "" #: platform/osx/export/export.cpp msgid "" "Privacy: Camera access is enabled, but usage description is not specified." msgstr "" #: platform/osx/export/export.cpp msgid "" "Privacy: Location information access is enabled, but usage description is " "not specified." msgstr "" #: platform/osx/export/export.cpp msgid "" "Privacy: Address book access is enabled, but usage description is not " "specified." msgstr "" #: platform/osx/export/export.cpp msgid "" "Privacy: Calendar access is enabled, but usage description is not specified." msgstr "" #: platform/osx/export/export.cpp msgid "" "Privacy: Photo library access is enabled, but usage description is not " "specified." msgstr "" #: platform/uwp/export/export.cpp msgid "Invalid package short name." msgstr "잘못된 패키지 단축 이름." #: platform/uwp/export/export.cpp msgid "Invalid package unique name." msgstr "잘못된 패키지 고유 이름." #: platform/uwp/export/export.cpp msgid "Invalid package publisher display name." msgstr "잘못된 패키지 게시자 표시 이름." #: platform/uwp/export/export.cpp msgid "Invalid product GUID." msgstr "잘못된 제품 GUID." #: platform/uwp/export/export.cpp msgid "Invalid publisher GUID." msgstr "잘못된 퍼블리셔 GUID." #: platform/uwp/export/export.cpp msgid "Invalid background color." msgstr "잘못된 배경 색상." #: platform/uwp/export/export.cpp msgid "Invalid Store Logo image dimensions (should be 50x50)." msgstr "잘못된 Store 로고 이미지 크기(50x50이어야 합니다)." #: platform/uwp/export/export.cpp msgid "Invalid square 44x44 logo image dimensions (should be 44x44)." msgstr "잘못된 사각형 44x44 로고 이미지 크기 (44x44이어야 합니다)." #: platform/uwp/export/export.cpp msgid "Invalid square 71x71 logo image dimensions (should be 71x71)." msgstr "잘못된 사각형 71x71 로고 이미지 크기 (71x71이어야 합니다)." #: platform/uwp/export/export.cpp msgid "Invalid square 150x150 logo image dimensions (should be 150x150)." msgstr "잘못된 사각형 150x150 로고 이미지 크기 (150x150이어야 합니다)." #: platform/uwp/export/export.cpp msgid "Invalid square 310x310 logo image dimensions (should be 310x310)." msgstr "잘못된 사각형 310x310 로고 이미지 크기 (310x310이어야 합니다)." #: platform/uwp/export/export.cpp msgid "Invalid wide 310x150 logo image dimensions (should be 310x150)." msgstr "잘못된 넓은 310x150 로고 이미지 크기 (310x150이어야 합니다)." #: platform/uwp/export/export.cpp msgid "Invalid splash screen image dimensions (should be 620x300)." msgstr "잘못된 스플래시 스크린 이미지 크기 (620x300이어야 합니다)." #: platform/windows/export/export.cpp msgid "" "The rcedit tool must be configured in the Editor Settings (Export > Windows " "> Rcedit) to change the icon or app information data." msgstr "" #: platform/windows/export/export.cpp #, fuzzy msgid "Invalid icon path:" msgstr "잘못된 경로." #: platform/windows/export/export.cpp #, fuzzy msgid "Invalid file version:" msgstr "잘못된 확장자." #: platform/windows/export/export.cpp #, fuzzy msgid "Invalid product version:" msgstr "잘못된 제품 GUID." #: 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 "" "AnimatedSprite이 프레임을 보여주려면 \"Frames\" 속성에 SpriteFrames 리소스를 " "만들거나 지정해야 합니다." #: 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 "" "CanvasModulate는 씬 (또는 인스턴트된 씬 세트) 당 단 하나만 보일 수 있습니다. " "처음에 만든 것만 작동하고, 나머지는 무시됩니다." #: 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 "" "이 노드는 모양이 없습니다, 다른 물체와 충돌하거나 상호 작용할 수 없습니다.\n" "CollisionShape2D 또는 CollisionPolygon2D를 자식 노드로 추가하여 모양을 정의하" "는 것을 고려하세요." #: 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 "" "CollisionPolygon2D는 CollisionObject2D에 콜리전 모양을 지정하는 용도로만 사용" "됩니다. 모양을 정의해야 하는 Area2D, StaticBody2D, RigidBody2D, " "KinematicBody2D 등의 자식으로만 사용해주세요." #: scene/2d/collision_polygon_2d.cpp msgid "An empty CollisionPolygon2D has no effect on collision." msgstr "빈 CollisionPolygon2D는 콜리전에 영향을 주지 않습니다." #: scene/2d/collision_polygon_2d.cpp msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." msgstr "잘못된 폴리곤. 적어도 '솔리드' 빌드 모드에서 점 3개가 필요합니다." #: scene/2d/collision_polygon_2d.cpp msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." msgstr "잘못된 폴리곤. 적어도 '세그먼트' 빌드 모드에서 점 2개가 필요합니다." #: 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 "" "CollisionShape2D는 CollisionObject2D에 콜리전 모양을 지정하는 용도로만 사용됩" "니다. 모양을 정의해야 하는 Area2D, StaticBody2D, RigidBody2D, " "KinematicBody2D 등의 자식으로만 사용해주세요." #: scene/2d/collision_shape_2d.cpp msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "" "CollisionShape2D가 작동하려면 반드시 모양이 있어야 합니다. 모양 리소스를 만들" "어주세요!" #: 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 "" "폴리곤 기반 모양은 CollisionShape2D에 추가하거나 거기서 편집하게끔 설계하지 " "않았습니다. 대신 CollisionPolygon2D 노드를 사용하십시오." #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" "CPUParticles2D 애니메이션에는 \"Particles Animation\"이 활성화된 " "CanvasItemMaterial을 사용해야 합니다." #: scene/2d/joints_2d.cpp msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "노드 A와 노드 B는 PhysicsBody2D여야 합니다" #: scene/2d/joints_2d.cpp msgid "Node A must be a PhysicsBody2D" msgstr "노드 A는 PhysicsBody2D여야 합니다" #: scene/2d/joints_2d.cpp msgid "Node B must be a PhysicsBody2D" msgstr "노드 B는 PhysicsBody2D여야 합니다" #: scene/2d/joints_2d.cpp msgid "Joint is not connected to two PhysicsBody2Ds" msgstr "관절이 PhysicsBody2D 두 곳과 연결되어 있지 않습니다" #: scene/2d/joints_2d.cpp msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "노드 A와 노드 B는 서로 다른 PhysicsBody2D여야 합니다" #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." msgstr "라이트 모양의 텍스처는 반드시 \"Texture\" 속성에 지정해야 합니다." #: scene/2d/light_occluder_2d.cpp msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." msgstr "" "이 Occluder를 반영하려면 Occluder 폴리곤을 설정해야 (혹은 그려야) 합니다." #: scene/2d/light_occluder_2d.cpp msgid "The occluder polygon for this occluder is empty. Please draw a polygon." msgstr "Occluder 폴리곤이 비어있습니다. 폴리곤을 그려주세요." #: 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 "" "이 노드가 작동하려면 NavigationPolygon 리소스를 설정하거나 만들어야 합니다. " "속성을 설정하거나 폴리곤을 그려주세요." #: scene/2d/navigation_polygon.cpp msgid "" "NavigationPolygonInstance must be a child or grandchild to a Navigation2D " "node. It only provides navigation data." msgstr "" "NavigationPolygonInstance는 Navigation2D 노드의 자식이나 손주에 있어야 합니" "다. 이것은 내비게이션 데이터만을 제공합니다." #: scene/2d/parallax_layer.cpp msgid "" "ParallaxLayer node only works when set as child of a ParallaxBackground node." msgstr "" "ParallaxLayer는 ParallaxBackground 노드의 자식 노드로 있을 때만 작동합니다." #: 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 기반 파티클은 GLES2 비디오 드라이버에서 지원하지 않습니다.\n" "대신 CPUParticles2D 노드를 사용하세요. 이 경우 \"CPUParticles로 변환\" 옵션" "을 사용할 수 있습니다." #: 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 "" "파티클을 처리할 머티리얼이 할당되지 않았으므로, 아무런 동작도 찍히지 않습니" "다." #: scene/2d/particles_2d.cpp msgid "" "Particles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" "Particles2D 애니메이션은 \"Particles Animation\"이 활성화되어 있는 " "CanvasItemMaterial을 사용해야 합니다." #: scene/2d/path_2d.cpp msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D는 Path2D 노드의 자식 노드로 있을 때만 작동합니다." #: 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 "" "(캐릭터나 리지드 모드에서) RigidBody2D의 크기 변경은 물리 엔진이 작동하는 동" "안 큰 부담이 됩니다.\n" "대신 자식 콜리전 모양의 크기를 변경해보세요." #: scene/2d/remote_transform_2d.cpp msgid "Path property must point to a valid Node2D node to work." msgstr "Path 속성은 올바른 Node2D 노드를 가리켜야 합니다." #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "이 Bone2D 체인은 Skeleton2D 노드에서 끝나야 합니다." #: scene/2d/skeleton_2d.cpp msgid "A Bone2D only works with a Skeleton2D or another Bone2D as parent node." msgstr "Bone2D는 Skeleton2D나 다른 Bone2D가 부모 노드로 있어야만 작동합니다." #: scene/2d/skeleton_2d.cpp msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." msgstr "" "이 본에 적절한 대기 자세가 없습니다. Skeleton2D 노드로 가서 대기 자세를 설정" "하세요." #: 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 "" "Use Parent가 켜진 TileMap은 모양을 주는 부모 CollisionObject2D가 필요합니다. " "모양을 주기 위해 Area2D, StaticBody2D, RigidBody2D, KinematicBody2D 등을 자" "식 노드로 사용해주세요." #: scene/2d/visibility_notifier_2d.cpp msgid "" "VisibilityEnabler2D works best when used with the edited scene root directly " "as parent." msgstr "" "VisibilityEnabler2D는 편집한 씬의 루트에 직접 부모로 사용할 때 가장 잘 작동합" "니다." #: scene/3d/arvr_nodes.cpp msgid "ARVRCamera must have an ARVROrigin node as its parent." msgstr "ARVRCamera의 부모 노드는 반드시 ARVROrigin이어야 합니다." #: scene/3d/arvr_nodes.cpp msgid "ARVRController must have an ARVROrigin node as its parent." msgstr "ARVRController의 부모 노드는 반드시 ARVROrigin이어야 합니다." #: 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 "" "컨트롤러 ID가 0이 되면 컨트롤러가 실제 컨트롤러에 바인딩하지 않게 됩니다." #: scene/3d/arvr_nodes.cpp msgid "ARVRAnchor must have an ARVROrigin node as its parent." msgstr "ARVRAnchor의 부모 노드는 반드시 ARVROrigin이어야 합니다." #: 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 "앵커 ID가 0이 되면 앵커가 실제 앵커에 바인딩하지 않게 됩니다." #: scene/3d/arvr_nodes.cpp msgid "ARVROrigin requires an ARVRCamera child node." msgstr "ARVROrigin은 자식으로 ARVRCamera 노드가 필요합니다." #: scene/3d/baked_lightmap.cpp msgid "Finding meshes and lights" msgstr "메시 및 라이트를 찾는 중" #: scene/3d/baked_lightmap.cpp msgid "Preparing geometry (%d/%d)" msgstr "지오메트리 준비 중 (%d/%d)" #: scene/3d/baked_lightmap.cpp msgid "Preparing environment" msgstr "환경 준비 중" #: scene/3d/baked_lightmap.cpp msgid "Generating capture" msgstr "캡처 생성 중" #: scene/3d/baked_lightmap.cpp msgid "Saving lightmaps" msgstr "라이트맵 저장 중" #: scene/3d/baked_lightmap.cpp msgid "Done" msgstr "완료" #: 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 "" "이 노드는 모양이 없습니다. 다른 물체와 충돌하거나 상호 작용할 수 없습니다.\n" "CollisionShape 또는 CollisionPolygon을 자식 노드로 추가해서 모양을 정의하는 " "것을 고려하세요." #: 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 "" "CollisionPolygon은 CollisionObject에 콜리전 모양을 지정하는 용도로만 사용됩니" "다. Area, StaticBody, RigidBody, KinematicBody 등에 자식 노드로 추가해서 사용" "해주세요." #: scene/3d/collision_polygon.cpp msgid "An empty CollisionPolygon has no effect on collision." msgstr "빈 CollisionPolygon는 콜리전에 영향을 주지 않습니다." #: 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 "" "CollisionShape은 CollisionObject에 콜리전 모양을 지정하는 용도로만 사용됩니" "다. Area, StaticBody, RigidBody, KinematicBody 등에 자식 노드로 추가해서 사용" "해주세요." #: scene/3d/collision_shape.cpp msgid "" "A shape must be provided for CollisionShape to function. Please create a " "shape resource for it." msgstr "" "CollisionShape가 제 기능을 하려면 모양이 있어야 합니다. 모양 리소스를 만들어" "주세요." #: 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 "" "평면 Shape는 잘 작동하지 않으며 이후 버전에서 제거될 예정입니다. 사용하지 말" "아주세요." #: scene/3d/collision_shape.cpp msgid "" "ConcavePolygonShape doesn't support RigidBody in another mode than static." msgstr "" "ConcavePolygonShape는 static 외의 모드가 설정된 RigidBody를 지원하지 않습니" "다." #: scene/3d/cpu_particles.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "지정한 메시가 없어서 아무 것도 보이지 않습니다." #: scene/3d/cpu_particles.cpp msgid "" "CPUParticles animation requires the usage of a SpatialMaterial whose " "Billboard Mode is set to \"Particle Billboard\"." msgstr "" "CPUParticles 애니메이션을 사용하려면 Billboard Mode가 \"Particle " "Billboard\"로 설정된 SpatialMaterial이 필요합니다." #: scene/3d/gi_probe.cpp msgid "Plotting Meshes" msgstr "메시 구분" #: scene/3d/gi_probe.cpp msgid "Finishing Plot" msgstr "구분 끝남" #: scene/3d/gi_probe.cpp msgid "" "GIProbes are not supported by the GLES2 video driver.\n" "Use a BakedLightmap instead." msgstr "" "GIProbe는 GLES2 비디오 드라이버에서 지원하지 않습니다.\n" "대신 BakedLightmap을 사용하세요." #: 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 Compress 속성은 알려진 버그로 인해 더 이상 사용되지 않으며 더 이상 영" "향이 없습니다.\n" "이 경고를 제거하려면, GIProbe의 Compress 속성을 비활성화하세요." #: scene/3d/light.cpp msgid "A SpotLight with an angle wider than 90 degrees cannot cast shadows." msgstr "SpotLight의 각도를 90도 이상으로 잡으면 그림자를 투영할 수 없습니다." #: 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 "" "NavigationMeshInstance는 Navigation 노드의 자식이나 손주에 있어야 합니다. 이" "것은 내비게이션 데이터만 제공합니다." #: 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 "설정할 모양이 없습니다." #: scene/3d/occluder.cpp msgid "Only uniform scales are supported." msgstr "Uniform 스케일만 지원됩니다." #: 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 기반 파티클은 GLES2 비디오 드라이버에서 지원하지 않습니다.\n" "대신 CPUParticles 노드를 사용하세요. 이 경우 \"CPUParticles로 변환\" 설정을 " "사용할 수 있습니다." #: 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 "메시가 패스를 그리도록 지정하지 않아서, 아무 것도 보이지 않습니다." #: scene/3d/particles.cpp msgid "" "Particles animation requires the usage of a SpatialMaterial whose Billboard " "Mode is set to \"Particle Billboard\"." msgstr "" "Particles 애니메이션을 사용하려면 Billboard Mode가 \"Particle Billboard\"로 " "설정된 SpatialMaterial이 필요합니다." #: scene/3d/path.cpp msgid "PathFollow only works when set as a child of a Path node." msgstr "PathFollow는 Path 노드의 자식으로 있을 때만 작동합니다." #: scene/3d/path.cpp msgid "" "PathFollow's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its " "parent Path's Curve resource." msgstr "" "PathFollow의 ROTATION_ORIENTED는 부모 Path의 Curve 리소스에서 \"Up " "Vector\"가 켜져 있어야 합니다." #: 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 "" "(캐릭터나 리지드 모드에서) RigidBody의 크기 변경은 물리 엔진이 작동하는 동안 " "큰 부담이 됩니다.\n" "대신 자식 콜리전 모양의 크기를 변경하세요." #: scene/3d/physics_joint.cpp msgid "Node A and Node B must be PhysicsBodies" msgstr "노드 A와 노드 B는 PhysicsBody여야 합니다" #: scene/3d/physics_joint.cpp msgid "Node A must be a PhysicsBody" msgstr "노드 A는 PhysicsBody여야 합니다" #: scene/3d/physics_joint.cpp msgid "Node B must be a PhysicsBody" msgstr "노드 B는 PhysicsBodies여야 합니다" #: scene/3d/physics_joint.cpp msgid "Joint is not connected to any PhysicsBodies" msgstr "관절이 어떠한 PhysicsBody에도 연결되어 있지 않습니다" #: scene/3d/physics_joint.cpp msgid "Node A and Node B must be different PhysicsBodies" msgstr "노드 A와 노드 B는 서로 다른 PhysicsBody여야 합니다" #: scene/3d/portal.cpp msgid "The RoomManager should not be a child or grandchild of a Portal." msgstr "RoomManager는 Portal의 자식이나 손주가 아니어야 합니다." #: scene/3d/portal.cpp msgid "A Room should not be a child or grandchild of a Portal." msgstr "Room은 Portal의 자식이나 손주가 아니어야 합니다." #: scene/3d/portal.cpp msgid "A RoomGroup should not be a child or grandchild of a Portal." msgstr "RoomGroup은 Portal의 자식이나 손주가 아니어야 합니다." #: 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\" 속성은 올바른 Spatial 노드, 또는 Spatial에서 파생된 노드를 가" "리켜야 합니다." #: scene/3d/room.cpp msgid "A Room cannot have another Room as a child or grandchild." msgstr "Room은 다른 Room을 자식이나 손주로 가질 수 없습니다." #: scene/3d/room.cpp msgid "The RoomManager should not be placed inside a Room." msgstr "RoomManager는 Room 안에 배치해서는 안됩니다." #: scene/3d/room.cpp msgid "A RoomGroup should not be placed inside a Room." msgstr "RoomGroup은 Room 안에 배치해서는 안됩니다." #: 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 "" "룸 컨벡스 헐에는 다수의 평면이 있습니다.\n" "성능을 높이려면 룸 경계를 단순화하는 것을 고려하세요." #: scene/3d/room_group.cpp msgid "The RoomManager should not be placed inside a RoomGroup." msgstr "RoomManager는 RoomGroup 안에 배치해서는 안됩니다." #: scene/3d/room_manager.cpp msgid "The RoomList has not been assigned." msgstr "RoomList가 할당되어 있지 않습니다." #: scene/3d/room_manager.cpp msgid "The RoomList node should be a Spatial (or derived from Spatial)." msgstr "RoomList 노드는 Spatial(또는 Spatial에서 파생)이어야 합니다." #: 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 "" "포털 깊이 제한이 영으로 설정됩니다.\n" "카메라가 있는 룸만 렌더링될 것입니다." #: scene/3d/room_manager.cpp msgid "There should only be one RoomManager in the SceneTree." msgstr "SceneTree에는 RoomManager 하나만 있어야 합니다." #: scene/3d/room_manager.cpp msgid "" "RoomList path is invalid.\n" "Please check the RoomList branch has been assigned in the RoomManager." msgstr "" "RoomList 경로가 잘못되었습니다.\n" "RoomList 가지가 RoomManager에서 할당되었는지 확인해주세요." #: scene/3d/room_manager.cpp msgid "RoomList contains no Rooms, aborting." msgstr "RoomList에 포함된 Room이 없어, 중단합니다." #: scene/3d/room_manager.cpp msgid "Misnamed nodes detected, check output log for details. Aborting." msgstr "" "이름이 잘못된 노드가 감지되었으며, 자세한 사항은 출력 로그를 확인하세요. 중단" "합니다." #: scene/3d/room_manager.cpp msgid "Portal link room not found, check output log for details." msgstr "포털 연결 룸을 찾을 수 없으며, 자세한 사항은 출력 로그를 확인하세요." #: 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 "" "포털 자동연결에 실패했으며, 자세한 사항은 출력 로그를 확인하세요.\n" "포털이 소스 룸으로부터 바깥쪽을 향하고 있는지 확인하세요." #: scene/3d/room_manager.cpp msgid "" "Room overlap detected, cameras may work incorrectly in overlapping area.\n" "Check output log for details." msgstr "" "룸 겹침이 감지되어, 카메라가 겹치는 영역에서 잘못 작동할 수 있습니다.\n" "자세한 사항은 출력 로그를 확인하세요." #: scene/3d/room_manager.cpp msgid "" "Error calculating room bounds.\n" "Ensure all rooms contain geometry or manual bounds." msgstr "" "룸 경계를 계산하는 중 오류.\n" "모든 룸에 지오메트리 또는 수동 경계가 포함되어 있는지 확인하세요." #: scene/3d/soft_body.cpp msgid "This body will be ignored until you set a mesh." msgstr "이 바디는 메시를 설정할 때까지 무시됩니다." #: 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 "" "실행 중에 SoftBody의 크기 변경은 물리 엔진에 의해 오버라이드됩니다.\n" "대신 자식 콜리전 모양의 크기를 변경하세요." #: 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 "" "AnimatedSprite3D가 프레임을 보여주기 위해서는 \"Frames\" 속성에 SpriteFrames " "리소스를 만들거나 설정해야 합니다." #: 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 "" "VehicleWheel은 VehicleBody로 바퀴 시스템을 제공하는 역할입니다. VehicleBody" "의 자식으로 사용해주세요." #: scene/3d/world_environment.cpp msgid "" "WorldEnvironment requires its \"Environment\" property to contain an " "Environment to have a visible effect." msgstr "" "WorldEnvironment가 시각 이펙트를 갖도록 Environment를 갖고 있는 " "\"Environment\" 속성이 필요합니다." #: scene/3d/world_environment.cpp msgid "" "Only one WorldEnvironment is allowed per scene (or set of instanced scenes)." msgstr "" "씬(또는 인스턴스된 씬 세트마다) 당 WorldEnvironment는 하나만 허용됩니다." #: 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 "" "이 WorldEnvironment는 무시됩니다. (3D 씬을 위해) Camera를 추가하거나 아니면 " "(2D 씬을 위해) 이 환경의 Background Mode를 Canvas로 설정하세요." #: scene/animation/animation_blend_tree.cpp msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "BlendTree 노드 '%s'에서, 애니메이션을 찾을 수 없음: '%s'" #: scene/animation/animation_blend_tree.cpp msgid "Animation not found: '%s'" msgstr "애니메이션을 찾을 수 없음: '%s'" #: scene/animation/animation_player.cpp msgid "Anim Apply Reset" msgstr "애니메이션 적용 재설정" #: scene/animation/animation_tree.cpp msgid "In node '%s', invalid animation: '%s'." msgstr "노드 '%s'에서, 잘못된 애니메이션: '%s'." #: scene/animation/animation_tree.cpp msgid "Invalid animation: '%s'." msgstr "잘못된 애니메이션: '%s'." #: scene/animation/animation_tree.cpp msgid "Nothing connected to input '%s' of node '%s'." msgstr "노드 '%s'의 '%s' 입력에 아무것도 연결되지 않았습니다." #: scene/animation/animation_tree.cpp msgid "No root AnimationNode for the graph is set." msgstr "그래프를 위한 루트 AnimationNode를 설정하지 않았습니다." #: scene/animation/animation_tree.cpp msgid "Path to an AnimationPlayer node containing animations is not set." msgstr "애니메이션을 포함한 AnimationPlayer 노드의 경로를 설정하지 않았습니다." #: scene/animation/animation_tree.cpp msgid "Path set for AnimationPlayer does not lead to an AnimationPlayer node." msgstr "" "AnimationPlayer에 대한 경로 설정이 AnimationPlayer 노드를 향하고 있지 않습니" "다." #: scene/animation/animation_tree.cpp msgid "The AnimationPlayer root node is not a valid node." msgstr "AnimationPlayer 루트 노드가 올바른 노드가 아닙니다." #: scene/animation/animation_tree_player.cpp msgid "This node has been deprecated. Use AnimationTree instead." msgstr "이 노드는 더 이상 사용할 수 없습니다. 대신 AnimationTree를 사용하세요." #: scene/gui/color_picker.cpp #, fuzzy msgid "" "Color: #%s\n" "LMB: Apply color\n" "RMB: Remove preset" msgstr "" "색상: #%s\n" "좌클릭: 색상 설정\n" "우클릭: 프리셋 제거" #: scene/gui/color_picker.cpp msgid "Pick a color from the editor window." msgstr "에디터 창에서 색상을 고르세요." #: 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 "16진수나 코드 값으로 전환합니다." #: scene/gui/color_picker.cpp msgid "Add current color as a preset." msgstr "현재 색상을 프리셋으로 추가합니다." #: 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 "" "Container 자체는 자식 배치 작업을 구성하는 스크립트 외에는 목적이 없습니다.\n" "스크립트를 추가하는 의도가 없으면, 순수한 Control 노드를 사용해주세요." #: 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 "" "Hint Tooltip은 Control의 Mouse Filter가 \"Ignore\"으로 설정되어 있기 때문에 " "보이지 않습니다. 해결하려면 Mouse Filter를 \"Stop\"이나 \"Pass\"로 설정하세" "요." #: scene/gui/dialogs.cpp msgid "Alert!" msgstr "경고!" #: scene/gui/dialogs.cpp msgid "Please Confirm..." msgstr "확인해주세요..." #: scene/gui/file_dialog.cpp msgid "Must use a valid extension." msgstr "올바른 확장자를 사용해야 합니다." #: scene/gui/graph_edit.cpp msgid "Enable grid minimap." msgstr "그리드 미니맵을 활성화합니다." #: 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 "" "축 스트레치 속성에 대한 타일 및 타일 맞춤 옵션은 GLES3 렌더링 백엔드를 사용" "할 때만 효과적입니다.\n" "GLES2 백엔드가 현재 사용 중이므로, 이러한 모드는 대신 스트레치처럼 작동합니" "다." #: 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 "" "Popup은 popup() 또는 기타 popup*() 함수로 호출하기 전까지 기본적으로 숨어있습" "니다. 편집하는 동안 보이도록 할 수는 있으나, 실행 시에는 보이지 않습니다." #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "\"Exp Edit\"을 활성화하면, \"Min Value\"는 반드시 0보다 커야 합니다." #: 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 "" "ScrollContainer는 단일 자식 Control을 작업하기 위한 것입니다.\n" "(VBox, HBox 등) 컨테이너를 자식으로 사용하거나, Control을 사용하고 사용자 지" "정 최소 수치를 수동으로 설정하세요." #: scene/gui/tree.cpp msgid "(Other)" msgstr "(기타)" #: scene/main/scene_tree.cpp msgid "" "Default Environment as specified in Project Settings (Rendering -> " "Environment -> Default Environment) could not be loaded." msgstr "" "프로젝트 설정 (Rendering -> Environment -> Default Environment)에 지정한 디폴" "트 환경을 불러올 수 없습니다." #: 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 "" "매우 짧은 타이머 대기 시간(< 0.05초)은 렌더링된 프레임 레이트나 물리 프레임 " "레이트에 따라 상당히 다른 방식으로 작동할 수 있습니다.\n" "대기 시간이 매우 짧다면 타이머에 의존하는 대신 스크립트의 프로세스 루프를 사" "용하는 것이 좋습니다." #: 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 "" "뷰포트를 렌더 대상으로 설정하지 않았습니다. 뷰포트의 내용을 화면에 직접 표시" "하려면, Control의 자식 노드로 만들어서 크기를 얻어야 합니다. 그렇지 않을 경" "우, 화면에 표시하기 위해서는 뷰포트를 RenderTarget으로 만들고 내부적인 텍스처" "를 다른 노드에 지정해야 합니다." #: scene/main/viewport.cpp msgid "" "The Viewport size must be greater than or equal to 2 pixels on both " "dimensions to render anything." msgstr "" "무엇이든 렌더링하려면 뷰포트 크기가 양쪽 차원에서 2픽셀 이상이어야 합니다." #: scene/resources/occluder_shape.cpp msgid "OccluderShapeSphere Set Spheres" msgstr "OccluderShapeSphere를 구체로 설정" #: scene/resources/visual_shader_nodes.cpp msgid "" "The sampler port is connected but not used. Consider changing the source to " "'SamplerPort'." msgstr "" "샘플러 포트가 연결되어 있지만 사용되지 않습이다. 소스를 'SamplerPort'로 변경" "하는 것을 고려해주세요." #: scene/resources/visual_shader_nodes.cpp msgid "Invalid source for preview." msgstr "미리보기에 잘못된 소스." #: scene/resources/visual_shader_nodes.cpp msgid "Invalid source for shader." msgstr "셰이더에 잘못된 소스." #: scene/resources/visual_shader_nodes.cpp msgid "Invalid comparison function for that type." msgstr "해당 타입에 잘못된 비교 함수." #: servers/visual/shader_language.cpp msgid "Varying may not be assigned in the '%s' function." msgstr "Varying은 '%s' 함수에서 할당되지 않을 수 있습니다." #: servers/visual/shader_language.cpp msgid "" "Varyings which assigned in 'vertex' function may not be reassigned in " "'fragment' or 'light'." msgstr "" "'vertex' 함수에서 할당된 Varying은 'fragment' 또는 'light'에서 재할당되지 않" "을 수 있습니다." #: servers/visual/shader_language.cpp msgid "" "Varyings which assigned in 'fragment' function may not be reassigned in " "'vertex' or 'light'." msgstr "" "'fragment' 함수에서 할당된 Varying은 'vertex' 또는 'light'에서 재할당되지 않" "을 수 있습니다." #: servers/visual/shader_language.cpp msgid "Assignment to function." msgstr "함수에 대입." #: servers/visual/shader_language.cpp msgid "Assignment to uniform." msgstr "Uniform에 대입." #: servers/visual/shader_language.cpp msgid "Constants cannot be modified." msgstr "상수는 수정할 수 없습니다."